naist-nlp/zeshel huggingface dataset:
Merete Merete is a Nord Battlemage and a member of the Mages Guild , holding the rank of Journeyman . Interactions . Ambush . The Hero must lead a battalion of Battlemage s through Silorn and steal the Colossal Black Soul Gem from the necromancers within . Merete and her companions , Iver and Thalfin , take up positions around the Ayleid Ruin of Silorn in order to ambush Falcar . When asked about her abilities , Merete will say that she excelled at large - scale spells and is more effective with them than a sword . If the Hero positions her towards the front , she will say that she is disappointed , because she was not good at close - quarter combat . If she is positioned farther back , she will be excited , as she can now focus on using her spells to fight the enemy . When Falcar emerges , a battle ensues . Merete can be killed in this battle , but if she survives she will remain at Silorn , forever guarding the ruins .
Skeggr Skeggr , along with Advard , is one of two dead fishermen found as skeletons in a wrecked ship . Location . Skeggr can be found underwater just northwest of the Wreck of the Winter War . When approached , the Dragonborn will be attacked by around eight slaughterfish . Their boat will be upside - down in the water , and below it there will there be a lantern , a knapsack with random clothes and loot , a couple of tankards and a leveled war axe . Their skeletons will slowly drift northeast towards the sea .
The Master ' s Hall Content . We were young and optimistic when we set forth , striking out on the rumor of a ruin untouched , lost among the crags and misty peaks of the Jerall Mountains on the Skyrim - Cyrodiil border . Our maps were inadequate , as were our plans and preparations . Nearly starved , frostbitten , and lost , it was only by sheer luck that we even stumbled onto the entrance , which sat half - buried and covered in a layer of ice high in the peaks . By the time we cracked open the door , locked by a combination of mechanical and arcane mechanisms , our supplies had dwindled dangerously low . But it was worth it . As the barrier separated and we saw into the gloom , it was clear that the rumor was true : this place was long undisturbed , unmarred by robbers and scavengers . Who knew what we would find inside ? We could never have guessed at the answer . The entry hall itself was very unusual . It featured a gleaming metal staircase , ornately molded and engraved with strange glyphs and angular emblems . As soon as my boot touched the first step , a clear tone rang out into the cold , startling us all . Every footfall created a new , sweet sound as we descended to the bottom , eager to escape the chill and reinvigorated by the prospect of discovery . Fifty men could have stretched head to toe across the circular chamber that opened before us at the base of the stair . Its high dome receded into shadow , and ringed all around the center of the floor were thirteen massive statues , posed with arms extended to the side and legs shoulder - width apart . Each was clad in a unique suit of armor . Every suit was crafted from a different material , some of which were recognizable ( steel , ebony , and iron among them ) , but several could not be identified at first look . Many of the suits boasted strange , angular plates of metal or precious stone affixed to the joints or helms , and some featured engraved patterns and phrases . The construction of the place imparted a sense of reverence ; the careful placements and grand scale made the chamber feel almost holy . We crept among the statues , marveling at the armor and wishing we had more knowledge of smithing and metalwork . In the center of them all stood a bronze monolith , thirteen - sided and engraved from top to bottom with characters and diagrams that seemed related to the armors worn by the statues . We approached the monument , but , lost in our wonder at the mysteries before us , we forgot we were intruders , neglected the caution necessary in such places . I reached out a hand to touch the metal , and as soon as my skin made contact , chaos erupted . I remember little but the screams of my companions , bright flashes of light , and a mad dash to the staircase , which produced a cacophony as I scrambled up it and out onto the snow . I realized then that I was alone . Injured and heartbroken at the loss of my expeditionary allies , I made it to a small village only by the grace of the Divines . I was never able to locate the entrance again , but its secrets still wait , hidden in the snow .
Initiate ' s Second Note Content . I ' ve been here two weeks , and things are progressing nicely . I ' m a lot stronger than I was , mostly due to the heavy lifting and sparring we do . I hurt a lot , but it ' s no worse than being beaten up at home . The Pack Leaders never seem to stop preaching . They ' re always talking about " being like the wolf " and how if we focus , we ' ll " transcend our weakness . " They ' re more like a cult than I thought , but I think I ' ve found a home here . There ' s one pretty young thing … Naraa . She seems to like the look of me . We ' ll have to see what she thinks after the sparring session next week !
The Woodsman ' s Friend The Woodsman ' s Friend is a unique iron battleaxe found in Falkreath Hold . It does slightly more damage than a normal iron battleaxe , but takes longer to swing . Because of this , it actually loses damage points overall . Location . The axe is located just southwest of the Conjurer ' s Altar and north of Pinewatch , near the body of a dead woodcutter . There are two sets of felled trees , it is located near the set of trees closest to Lake Ilinalta ( on the southeastern side of the lake ) . Smithing . The Woodsman ' s Friend cannot be upgraded at grindstone s .
Glass Armor ( Armor Piece ) Glass Armor is a piece of light armor and part of the glass armor set found in . It is stated as an elven armor type . Location . Unenchanted armor will begin to appear throughout Skyrim at level 36 and enchanted variants can be found at level 37 . These locations include : Smithing . Glass Armor requires a Smithing level of 70 and the Glass Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with refined malachite at a workbench and also benefits from the Glass Smithing perk , which doubles the improvement .
Fortify Unarmed Fortify Unarmed is an enchanting effect for apparel . If applied to a piece of apparel it increases the damage inflicted by unarmed combat . It counts as a skill enchantment for the effects of the Insightful Enchanter perk . Apparel . The Gloves of the Pugilist , found in The Ratway of Riften , and the Ring of the Beast , found at a radiant location , are the only two items that have this enchantment . The gloves can be disenchanted at an Arcane Enchanter to learn the Fortify Unarmed enchantment . The ring , however , cannot . Enchanting . Apparel that can be enchanted with this effect are :
Shrine Acrobatics Skill Shrine Acrobatics Skill is a Restoration spell in that temporarily increases the value of acrobatics . The skill returns to its original value when the spell ends . Acquisition . This spell is not available for purchase in " Morrowind " or expansion packs . Although not intended for use by the Nerevarine , it can be acquired on the PC by using the console : codice _ 1
Felgageldt Cave Felgageldt Cave is a cave nearly halfway between Skingrad and the Imperial City , on the eastern side of the Gold Road , near the Red Ring Road . Nearby is the Clavicus Vile ' s Shrine . There aren ' t many worth mentioning items inside the cave , other than a couple of gold coins , consumable plants and few locked chests . Sublocations . Cairn Bolete Cap s and Wisp Stalks are found inside .
Akar Akar is a Nord werewolf and a member of the Frostmoon Pack . He can be found under Frostmoon Crag with the rest of the pack . Background . Akar is the brother of Majni , leader of the pack . He ' s not very talkative and often growls or replies with one word answers when questioned . When questioned about what he hunts , he replies : " " Deer . Sabers . Rieks . Boar . Bear . I hunt soon . Go bother Majni . " "
The Knightly Orders of High Rock Content . The Breton passion for feudal hierarchy pervades every aspect of High Rock society , from the lowliest peasant farmer to the High King in Wayrest . Nowhere is this more apparent than in the curious phenomenon of the Breton knightly orders . Here in Hammerfell , we Redguards sensibly award equal citizenship to every man or woman who knows which end of the sword to grasp . Oh , we have our governing class , of course , as civilization must be ordered and maintained , but below this aristocracy there are few distinctions . Not so in High Rock , where everyone is aware of their degree of nobility , which is invariably traced back to those Breton families who led the region ' s liberation from the overlordship of the Direnni Elves . High Rock cultural history is founded on tales of the noble and chivalrous " Breton Knights " who flung off the yoke of their Elven masters . After these knights drove the Direnni back to Balfiera Island , they founded the knightly orders to carry on the tradition of nobles - in - arms , and to ensure that High Rock would have able and ready defenders in times of trouble . So the stories go , at least . Today , every petty kingdom and duchy in High Rock has its own knightly order , with traditions that supposedly date back to the glory days of the Breton Liberation . The Knights of the Dragon in Daggerfall , the Knights of the Flame in Alcaire , the Order of Saint Pelin in Evermore — the list goes on and on . And what , nowadays , do these knightly orders do to justify their gleaming greatswords and shining mail ? If we look beyond the banners and pageantry , we find that the chivalric orders fulfill two main purposes in High Rock society . First , they provide an acceptably " noble " calling for the excess sons and daughters of the aristocracy . Over time , as trade has made High Rock prosperous , the profession of merchant has become an accepted alternative to feudal lordship for the children of the nobility , but frankly , not every baron ' s son has a head for numbers and negotiation . For these spare heirs , there ' s always a membership available in the local knightly order . Second , the bestowal of a knighthood on a lower - class man or woman is a convenient way to reward outstanding contributions to society ( or to the elevating lord ) , and confers a measure of that nobility so prized in Breton society . Where the commoner is rewarded for achievements other than in conflict — and this is the case in the majority of knighthoods — the membership in the local knightly order is only nominal , and the new sir or dame is not expected to take up sword and shield . However , if their achievements were in the all - important realm of trade , the new " merchant knight " is expected to contribute heavily and regularly to the order ' s financial maintenance . So if you ' re visiting Wayrest or Evermore on a mission of diplomacy or trade , don ' t be surprised if the head of a shipping company is introduced as Sir Doric , or the owner of a string of hostels is called Dame Lizabette . You ' re simply meeting one of the fabled Breton Knights of High Rock .
A Prison of Sleep A Prison of Sleep is a quest available in . Bandits set fires in the fields to distract the Spirit Wardens . While the Wardens were outside fighting the fires , the thieves stole a priceless relic : the Dream Shard . Walkthrough . Master Altien requests the Vestige to help recover Abbot Durak from the dream state cast upon him in the attack . The healer , Brother Frizwyr , knows more . Frizwyr reveals that the Spirit Wardens cannot dream , as a protection from the Supernal Dreamers . The only person in the Abbey that can help the Abbot is the vestige . Frizwyr has a dreamstride potion available that will allow the vestige to enter the Abbot ' s dream . The vestige willl appear in the dream version of Pariah Abbey and will notice the Abbot near the entrance . When getting close , a scene will play out with Count Hosni at - Tura and Lady Adima . Approach and speak with the Abbot . The dream is about betrayal . The Abbot is bound in chains needing a key to set him free . One of the spirit Midnight Union bandits outside the Abbey should have it . As they are only dream images , no one will be hurt when they are killed to recover the key . The bandits are bunched in groups of two or three , start the killing until one of them drops a key . Return to the Abbot with the key and he will " unlock " the two dreamers from his chains . Upon awaking , the Abbot reveals that there is an Omen of Betrayal loose in Stormhaven , King Emeric must be warned . Further , the attack on the Abbey was a distraction so that the dreamshard could be stolen . The dreamshard is the way the Wardens have been able to brew potions that keep the nobles in High Rock from dreaming . Without the potions , everyone will be subject to attack from the Supernal Dreamers . Even though the Midnight Union needs to be looked into , the highest priority is to warn the King .
Menoit ' s Emporium Menoit ' s Emporium is a shop in the town of Crosswych , Glenumbra . When the Vestige arrives for the first time , the town has been taken over by Red Rook Bandits . After the related quests for Crosswych have been completed , everything goes back to normal .
Quests ( Dark Brotherhood ) The following are quests in . The quests affiliated with the Dark Brotherhood ( i . e . , those that aren ' t side quests ) give reputation that increases the Dark Brotherhood skill line . Side quests . The following quests can be done once per day :
The Seven Shadows of Rajhin , Pt . 1 Content . The Greymanes say the light of both sun and moons shine down upon all the peoples of Nirn equally , butwhat happens after may not be so clear . Take the legend of the Seven Shadows of Rajhin . As every cub knows , Rajhin the Purring Liar , the Trickster God , and the Cat Who Walks cares little for stuffy aphorisms . He lives to challenge limits and stretch more than just the truth . To him , one shadow proved too few for his purposes . . . For one day , Rajhin found himself walking in the hot sun . He called out to Khenarthi to blow a breeze through his mane , but the Wind God was otherwise occupied . Rajhin then asked Alkosh to shorten the day and bring cool night . But Alkosh did not steal away the day at the Thief - God ' s word . None of Rajhin ' s further appeals brought relief , and so the trickster was left to his own devices . In time , Rajhin came upon a wealthy merchant in the shade of a tall stone . " My friend , " Rajhin said , " kindly share your resting place with this unfortunate one . " But the merchant growled , " There is no room , wanderer . The stone ' s shade is large enough for one , but not two ! " Rajhin saw the truth in this statement , rude as it was , and did not argue . Instead , he purred , " Did you drop a bag of gold along the path ? For this one passed such a treasure a moment ago . " The merchant ' s frown turned to surprise . In a moment , the fat one struggled to his feet . " Why , I must have ! Pray tell me where you saw it and I shall leave my shady stone to you ! " Rajhin directed the greedy trader down the path whence he had come and the man hurried off . But as he went , the trickster saw the fat merchant ' s shadow easily dwarfed that of the stone . " Why should I settle for the egg when the hen stands before me ? " Rajhin mused . With a flick of a hidden knife , the thief - god cut the fat merchant ' s shadow away so cleanly that the greedy man didn ' t even notice . Within moments , he tied the shadow ' s feet to his own and it spead out before him , opposite his own shadow . This cooled the Trickster God him from the burning sun . Laughing , Rajhin continued down the road , his two shadows dancing before him and behind him .
Chitin Heavy Boots Chitin Heavy Boots are a piece of heavy armor and part of the chitin heavy armor set found in . Locations . This armor piece can only be found on the island of Solstheim . Locations include : Smithing . Chitin Heavy Boots require a Smithing level of 30 and the Elven Smithing perk to create . They can be forged at a blacksmith ' s forge with the following components : They can be upgraded with a chitin plate at a workbench and also benefit from the Elven Smithing perk , which doubles the improvement .
Here to Stay Content . I could escape this place this instant if I wanted . You know your Lord has given me the means , and I have found the will to survive — to live as one of you . Will you ever read this ? I think the same pride that blinds you , keeps me alive , will keep you from it . I doubt you have ever deigned to enter this keep , to check on your Sigil Stone charge . I came here to show you I could . It doesn ' t matter who rules this place — as the Ash Titan learned , no Daedric flame , no Razor Pit can stop me . But I will honor the pact . And I guarantee you will enjoy living with me as much as I enjoy living with you .
Tarnish the Crown Tarnish the Crown is a quest available in . Walkthrough . North east of Port Hunding , the Vestige will meet a man who seems to be injured . He tells them that the goblins are going to kill them all . His brothers and five guards are dead and he thinks he hasn ' t got long to live . He asks for assistance to kill the goblin king and take his crown to prove that he is dead . The informs them that they are planning to attack Port Hunding . He will gather his streng andth go back to town once they are finished speaking to him . Follow the marker to the goblin camp , and try to get near the king . The camp is full of goblins , and at the other end of the camp they will find the king . Defeat him and loot his body for the crown . Head back to town to meet up with Gugnir . Give him the crown and tell him the king is dead . He is very pleased as he ' s been expecting an attack any minute . The town is safe and he rewards the Vestige with a pair of Goblinslayer Chausses and some .
Destruction ( Oblivion ) Destruction is a magic arts skill that imbues the Hero with the ability to cast destructive spells that include fire spells , frost spells , shock spells , and weakness to fire , frost , and shock spells . It also allows the Hero to reduce damage from other magical attacks . The Skingrad Mages Guild specializes in Destruction . It is the most commonly used magic type for mages to defend themselves with . Destruction magic trainers . " See also : Trainer " Leveling text . Apprentice . " Fire , frost and lightning have flowed from your fingertips . You are now an Apprentice in Destruction magic and can cast Apprentice level Destruction spells . " Journeyman . " Fire , frost and lightning have flowed from your fingertips . You are now a Journeyman in Destruction magic and can cast Journeyman level Destruction spells . " Expert . " Fire , frost and lightning have flowed from your fingertips . You are now an Expert in Destruction magic and can cast Expert level Destruction spells . " Master . " Fire , frost and lightning have flowed from your fingertips . You are now a Master of Destruction magic and can cast Master level Destruction spells . " NPC dialogue . When the player ' s Destruction skill is 70 or higher , NPCs will say " There ' s a charge in the air ! Been casting Destruction spells ? " Usefulness . Destruction is extremely useful . It helps raise Willpower , which in turn boosts magic regeneration . Many creatures in " Oblivion " are weak to either Shock or Fire damage . Destruction is the best way to take out multiple opponents . Spells can be made to affect a wide area hitting several opponents per spell . One of the most useful spells in the game ( although many consider it a form of " cheating " ) is to create a 100 - point , 1 - second Touch Drain Health spell . It costs very little to actually cast , and , until the character is around level 25 , will instantly kill almost every enemy you encounter . Carry a back - up plan if using this , though , as some enemies are immune .
Oghma Infinium ( Skyrim ) Summary . The Oghma Infinium ( Plural : Oghmas Infinium ) is a powerful Daedric artifact belonging to the Daedric Prince Hermaeus Mora . It is an ancient tome of knowledge written by Xarxes , the wizard sage and scribe also known as " The Ageless One . " The " Oghma Infinium " is given to Hermaeus Mora ' s champion upon completion of a specific task or quest . Once read , it disappears , returning to Hermaeus Mora ' s realm in Oblivion , Apocrypha . Acquisition . The " Oghma Infinium " is obtained through the quest " Discerning the Transmundane " given by Septimus Signus , who is found north of the College of Winterhold , at Septimus Signus ' s Outpost . The quest will only be offered if the Dragonborn is level 15 or higher . The quest can not be started until the Runed Lexicon is returned to Septimus ; if the Dragonborn is under level 15 , Septimus will then say that he needs time to decipher the meaning of the Lexicon . The Dragonborn will then have to wait until level 15 before receiving a letter from a courier , stating that Septimus has deciphered the Lexicon and wants the Dragonborn to return to him . A locked Dwemer box must be opened by collecting the blood from each of the races of Mer . This includes : Orsimer , Bosmer , Dunmer , Altmer , and Falmer . This blood mixture will approximate the blood of the Dwemer , and provides access to the Dwemer puzzle box . Effects . When the book is read , only one of three paths may be chosen . After reading the book , the option to choose a path will not be given again . Each path adds five skill levels to six skills .
Wall of Elements Wall of Elements is an active skill in the Destruction Staff skill line in . Effects . Creates an elemental wall that deals 2 Magic Damage every 1 seconds to enemies in the area of effect . Wall lasts for 2 . 5 seconds . Requirement . Unlocked at Destruction Staff Rank 4 .
Absorb Skill : Heavy Armor Absorb Skill : Heavy Armor is a journeyman - level Restoration spell in . It transfers 15 points of the target ' s Heavy Armor skill to the caster for 10 seconds upon touch . Acquisition . Absorb Skill : Heavy Armor can be purchased from Marc Gulitte , who resides in the Anvil Mages Guild .
Party Theme Content . To all my beloved minions and peons : The current theme for our never - ending party is Dance of Death . Make sure the minstrels continue to sing and dance without pause . I especially enjoy Idria ' s voice — it is so sweet and melodic ! And her dancing is most hypnotic ! I want her music to fill these halls . And the way her body moves . . . it ' s poetry in motion ! Do not let her stop on pain of death . Yours ! Know that I am holding her prized musical instrument in my upstairs chamber . This will guarantee her compliance . Besides , I might reward her with the honor of playing a private performance for me later in the event . Now , have fun and make those Soul Shriven suffer ! — Nerazakan
Absorb Magicka ( Skyrim ) Absorb Magicka is an enchanting effect . It cannot be learned as a spell but it can be applied as an enchantment to weapons . It is somewhat similar to the passive ability Spell Absorption . Enchantment . As a weapon enchantment , Absorb Magicka steals a set amount of Magicka per hit . This amount is determined by the magnitude of the soul gem used when the enchantment was originally applied . As the magicka absorption does not scale with weapon damage , Absorb Magicka is best utilized on faster weapons such as daggers so more magicka can be absorbed more quickly .