naist-nlp/zeshel huggingface dataset:
Easter Eggs ( Shivering Isles ) The following are Easter Eggs that appear in . Arthur C . Clarke . The book , The Standing Stones , makes several references to Arthur C . Clarke ' s book , . In particular , it references the structure known as the Monolith , and describes , in great detail , the characteristics of this stone . For instance , it mentions how it is " waiting for its masters , " how it cannot be burned or chipped or scratched . Gnarls Barkley . The ingredient known as Gnarl Bark is a reference to . Amusingly the theme of the " Shivering Isles " fits the contents of their hit " Crazy . " The Missing Pauldron . The shop called The Missing Pauldron in Bliss , New Sheoth is a reference to pauldrons being classified as a separate armor piece in from the cuirass , a feature which lacked . Nightwish . In one of the dungeons of the Shivering Isles is a named chest , the " Dark Chest of Wonders . " This is a reference to the first song in Nightwish ' s fifth album " , " titled " Dark Chest of Wonders . " Inside this chest is a ring , the Ring of the Oceanborn . The ring is a reference to their second album , " Oceanborn . " The ring gives constant night eye and water breathing , which is a reference to a song from the album " Oceanborn , " titled " Devil and the Deep Dark Ocean . " Zurin Arctus . Arctus , a high priest of Dementia , is a possible reference to Zurin Arctus , the Imperial Battlemage of Tiber Septim . Monty Python . Runs - In - Circles , an Argonian in Highcross , will run around in circles saying " ni - ni - ni - ni - ni - ni . " This is a possible reference to , in which the " " say Ni when someone does not give them what they want . Shivering Isles map . If you look close enough at the full map , you will notice it looks like a side - view of a humanoid head . Uncle Leo . The zombie that can be found in the upstairs section of Muurine ' s home is a possible reference to in the American TV show . Passwall . The village called Passwall is likely named after the spell called Passwall from . Robert Wisnewski . A corpse named Sheogorath ' s Punished can be found at Punishment Point , a note on his body will reveal his name is actually Robert Wisnewski . This is a reference to a member of the " Shivering Isles " development team ; Robert Wisnewski .
Nuralanya Nuralanya is an Ayleid spirit encountered in the ruins of Salas En . In her time , she had a taboo relationship with an Orc named Gurlak which resulted in her being casted out . After the latter his freed from his long - lasting imprisonment , she returns to greet him once more .
Orange Road Orange Road is a road that lies north of the Imperial City . It runs from the Chorrol North Gate in the west , through the Heartlands and on to the Silver Road near Bruma . The Orange Road rises steeply for most of its way , twisting and turning as it climbs ever higher into the mountains . The road is densely wooded and affords excellent views . It is at its most alluring around sunset , seen from a walking horse . The road is patrolled by Imperial Legion soldiers on horseback . Points of interest . On or nearby the road are a few points of interest : Trivia . The Orange Road is the only major road in Cyrodiil not ending at the Red Ring Road .
Letter to Runescriber Kulth Content . Runescriber Kulth , What else must I provide you in order to increase the speed by which our warriors are inscribed with your runes ? We need to decorate each of our troll and welwa soldiers as quickly as possible , as well as begin the process to inscribe Iron Orcs with the same nirncrux - infused runes of power . Do not fail me , Kulth . Your runes are the key to the success of our troll army . Moreover , I imagine a day when every troll , welwa . and Iron Orc under my command is decorated with your infused artistry . That will be a glorious day indeed . Blood for our enemies , steel for our tribe ! - Braadoth , Ophidian Exarch of Undulating Destruction
Clean Sweep Clean Sweep is a miscellaneous quest available in . Walkthrough . Othreloth asks the Dragonborn to help in removing the Ash Spawn that have appeared in the tombs below the temple . When entering the tomb , nine to eleven Ash Spawn will attack . After clearing it out and heading back to Othreloth , the Dragonborn will receive a sum of gold , which is dependent on level .
Jazbay Grapes ( Skyrim ) Jazbay Grapes is an ingredient in . It can be used to make potions at an alchemy lab as part of alchemy . Locations . A clue to finding these Jazbay Grapes is that they are commonly found on rocky terrain , often near hot springs . They grow very close to the ground and are sometimes tricky to spot . Quests . Smooth Jazbay . Avrusa Sarethi needs the juice of jazbay grapes to grow her Nirnroot . She asks the Dragonborn to bring her 20 . Potions . " † multiple effects "
Aicantar ' s Spider Aicantar ' s Spider is a Dwarven Spider acquired by the mage Aicantar , who is the nephew of Calcelmo . The Spider has been modified by him . It is unique in that its movements can be controlled via its Spider Control Rod . Behavior . Unlike other Dwarven Spiders , Aicantar ' s Spider is docile , and will only move when commanded to move via the Spider Control Rod . The spider seems to make a connection to the person using the Control Rod , as he attacks anyone who shows hostility towards its wielder . As detailed in " Aicantar ' s Lab Journal " , the spider , like most Dwemer machinery , will not function when taken out of the ancient Dwemer ruins turned museum and laboratory used by Aicantar and Calcelmo . It can be used to act as a pseudo - follower to help the Dragonborn fight in the Dwemer Museum , but it remains quite weak and can easily be destroyed if enemies are focusing it . Interactions . Hard Answers . Karliah believes the only proof that could expose Mercer ' s treachery can be found within the pages of " Gallus ' s Journal " which she recovered from Snow Veil Sanctum . Unfortunately , the journal is written in some sort of code that needs to be deciphered . Enthir should be able to help , one of Karliah and Gallus ' s former acquaintances who is a wizard at the College of Winterhold .
Hetman Abelmawia Hetman Abelmawia is a Dunmer Commoner living in Gnisis in the West Gash , Morrowind . He can be found in Abelmawia Hut just on the right side of the path leading into town coming from west . Abelmawia is responsible for security relating to the Gnisis Eggmine , those seeking legal entrance need to purchase a pass from him . He is also in charge of collecting the taxes from the village .
Tsleeixth Tsleeixth was an Argonian ambassador to the Imperial Septim Empire of Cyrodiil from Black Marsh , the homeland of his race , the Argonians . In 3E 398 , Tsleeixth , at the behest of his fellow Argonians , petitioned the Septim Empire for magically - lit lanterns along main roads of Black Marsh including Commerce Road , an increased Imperial Legion garrison at Slough Point , and more Imperial Legion patrol stations alongside the roads . He was also a firm believer that Argonians would only turn away from crime if they were given the tools to create their own futures , and requested the Septim Empire also build more schools throughout Black Marsh .
Fasion Fasion is an Altmer residing in the city of Vulkhel Guard in Auridon . He is found working to try and stop the Veiled Heritance plot against Queen Ayrenn . Watchman Heldil will try to convince the Vestige that Fasion is working against the Queen . Interactions . Ensuring Security . Fasion threatens to kill himself if a guard tries to come in . The Vestige is warned of a plot to kill the queen , but Fasion is captured by Watchman Heldil and the guards .
Daggerfall Patroller Daggerfall Patroller is a Breton patroller of the Daggerfall Guard . He is found on the road outside Daggerfall and will start the quest " Farlivere ' s Gambit " when spoken to . Interactions . Farlivere ' s Gambit . The Red Rooks attacked a caravan and escaped to a noble ' s house on the outskirts of Daggerfall , where they ' ve taken hostages . Captain Farlivere of the Daggerfall Patroller has ordered her soldiers to surround the estate . A Daggerfall Guard said the captain might need some help .
Praise of Gyub Content . Gyub , Lord of the Pit . Praise of Gyub [ Kneel , face forward and raise hands above head ] Praise be to Gyub , Lord of the Pit . Hear us , Warbling Redeemer . Hail the Rebirth approaching . Praise be to Gyub , Lord of the Pit . [ Lower hands and close eyes ] Please accept our offering , merciful one . Extend your tentacles and accept this gift . Bless us , Embryonic Prince . May this offering satisfy your infinite maw . [ Stand , open eyes and wait for volunteer to be escorted to the precipice ] Please accept our offering oh merciful one . Feed and grow now , our Prince . Arise and devour Oblivion hence . May this offering sate your growing bulk . [ Open floor and grasp volunteer by wrists and ankles . Gently swing with sideways motion ] Praise be to Gyub , Lord of the Pit . Magg - a - rathala ! Magg - a - Nutaggon ! Praise be to Gyub , Lord of the Pit . [ Begin to rhythmically stomp feet all the while swinging volunteer faster and faster ] Praise be to Gyub , praise be to Gyub , praise be to Gyub . Praise be to Gyub , praise be to Gyub , praise be to Gyub . Praise be to Gyub , praise be to Gyub , praise be to Gyub . [ When volunteer has reached maximum height , release wrists and ankles . Wait for screaming to stop . Face forward and raise hands above head ] Praise be to Gyub , Call to us , Prince ! Sing your fell tune ! Praise be to Gyub . [ Wait for Gyub to respond . Get down on knees with hands still raised above head ] All hail Gyub , Lord of the Pit . All hail rebirth , day of our death . All hail Gyub , All hail Gyub .
Horker Island Horker Island is a small island just off the east coast of Solstheim . On the southern coast of the island is an overturned longboat where " Saden ' s Journal " can be found . The journal explains a little about how the Horksbane ' s previous owner died . Head north along the coast to find several dead Reavers , evidently slain by the horkers lumbering around . Saden ' s corpse can be found on a hill . Follow the blood trail up the hill to find a large unique horker named Lord Tusk . Also on the island is Gyldenhul Barrow , the resting place of the legendary pirate , Haknir Death - Brand .
Crematory Instructions Content . My thanks again for commissioning my work on this crematory . May it serve you and your kin for generations to come . Please retain this letter of instruction in its use . Place the remains of the departed within the crematory retort . There is no need to remove items such as jewelry or clothing , as enchantments on the retort only allow the incineration of bones itself . Once the retort is sealed , exit the incineration chamber and close the gate . Depress the nearby panel to actuate the incinerator . Wait a few moments for the retort to cool before re - entering the chamber . Once the retort has been opened , the remains of the departed can be recovered , interred , and prepared for the last rites .
The Man Who Cried Wolf The Man Who Cried Wolf is a quest available in . It is given by Falk Firebeard , Steward to Jarl Elisif at Solitude . Varnius Junius , a representative from Dragon Bridge , nervously and impatiently pleaded to the court in Solitude for help investigating Wolfskull Cave due to rumors of disappearances and strange lights , but so far has only received reinforced guard patrols . Walkthrough . After entering the cave , the path starts north , gradually turns to the right , then sharply left ( northwest ) . After a draugr is dispatched , the path turns slightly right ( north ) . Two necromancers are sitting in front of a cook fire to the left ( northwest ) , and wooden door opens to the north . Down the steps beyond the door is a room with several enemies , including a frost atronach . In the center of the room is a sinkhole . After jumping down the sinkhole , the passage leads north - northwest to Wolfskull Ruins . To the north is another overlook , where necromancers and the Ritual Master can be heard chanting a summoning spell for the long - dead Potema Septim , the " Wolf Queen . " The ghostly form of Potema is at the top of a tower . Another passage to the left ( west ) leads to the bottom . Alternatively , it is possible to jump down carefully to the right from the overlook ( if the Dragonborn turns left they will fall and be teleported to the bottom of the sinkhole ) . At the bottom of the steps are several enemies , then a curved set of steps leads up to the east , curving eventually to the west . At the top is a satchel against the right - hand wall , and an opening leads east . Another set of steps leads up to the northeast . At the first landing are numerous leveled draugr . The next set of steps leads to a second landing where the path turns left ( northwest ) . Another set of steps leads up to the northwest , then west . At the top of those steps is a walkway with another draugr . The walkway leads generally east , then to a final curved set of steps up to the top of the tower where the necromantic ritual to bind Potema is happening . The necromancers who are conducting the ceremony must be killed , including the ritual master . A lever to the left of a drawbridge drops it , creating a path southeast to the next tower . There is a boss level chest against the southeast wall of the second tower top , and a set of stairs leading down . At the bottom , a path leads southeast to a door back to Wolfskull Cave . Beyond the door , it is possible to jump down next to the cart in the initial small cavern , then exit the cave . Returning to Falk allows him to give the reward . Now the key to the Pelagius Wing can be received from him for " The Mind of Madness . " Then , when going underneath two towers connected by a bridge :
Ancient Akaviri Katana The Ancient Akaviri Katana is a one - handed weapon in . Characteristics . It has the same appearance as the regular Akaviri Katana , but what sets it apart is the high damage , its reduced weight , its value , and its ability to harm ethereal undead that are resistant to normal weapons damage .
Large Dwemer Strut Large Dwemer Strut is an item in . It is similar to ore s , in that it can be smelt ed at any smelter to produce Dwarven Metal Ingot s . This particular piece is normally found adorning the shoulders of a Dwarven Centurion . Locations . Large Dwemer Struts can be found in Dwemer Ruins .
Sprinting The ability to sprint was introduced in . Though sprinting is faster than running normally , it costs Stamina points . At its basic level it will take a total of six seconds to deplete the stamina bar while sprinting continuously , and a total of eight seconds to regenerate it again . This is , of course , without having any perks . Increasing Stamina will also increase the duration of sprint . Sprinting into NPCs will cause them to become annoyed and tell you to watch where you ' re going . Effect of apparel . When wearing heavy armor , the Dragonborn will sprint at a slower speed and will deplete stamina faster than they would while wearing light armor , which in turn causes the player to sprint slower and depletes stamina faster than normal clothing . If the player chooses the correct perks from the light and heavy armor skill trees , then their choice of apparel does not affect stamina depletion and sprinting speed will be the same as that of normal clothing . This is especially helpful for players who use heavy armor , as they will be able to sprint further and faster once these perks are taken .
Hilde Hilde is an elderly Nord who lives in Riverwood . She is the mother of Sven , Riverwood ' s local bard . Background . When the Dragonborn enters Riverwood for the first time , she will be panicking , claiming that she saw a dragon . Sven attempts to calm her down , but he is unsuccessful .
Ring of Desiccation The Ring of Desiccation is an enchanted ring found in one of the glass cases in the Museum of Oddities . This oddity has two different effects , Water Walking and Water Breathing . The ring is required in the quest " The Coming Storm " .
Imperial Horse The Imperial Horse is an Imperial mount in . It is part of an exclusive collection of digital content available with the " Imperial Edition " of the game . All races will have access to the Imperial Horse in - game , however , the Imperial Horse ' s statistics and speed are equal to that of other horses found in . It has a solid white coat .
Oodegu ' s Journal - Keep Out ! Content . Soon , I will have attained the power I need to return to Wrothgar and claim my place in the Orsinium hierarchy . You wouldn ' t believe how long I searched or how far I traveled to find a cave that possessed all of the components necessary to complete my arcane ritual . But Hightide Hollow has proven to exceed even my greatest expectations ! The flowing lava alone made the trip worth it . Of course , convincing the Shadowsilk Goblins to bow down and follow me halfway across Tamriel took a considerable amount of time and effort . I had to kill two of their leaders and give their shaman an embarrassing beating to solidify my position at the top of the tribe . They ' re still Goblins , but at least now they actually know how to obey simple commands and carry out rudimentary orders . The spiders , of course , were unexpected . Shalk I understand and was ready for , given their propensity for gathering near molten lava . But the spiders — what drew them into these caves is beyond me ! Just another challenge thrown before me by Mauloch or some other annoying , interfering , totally worthless entity . I shall rise to this challenge , however , for the ritual is ready and the time to cast it is almost upon us . Soon , so very soon , I shall become more powerful than even King Kurog can imagine ! As long as my loyal but stupid Goblin horde ( or at least what remains of them ) can hold back the spiders for a while longer .
Blood Sorceress Blood Sorceress is a creature card in that is a part of " The Fall of the Dark Brotherhood " expansion . Acquisition . Unlocked in Wayrest - Episode 2 - Castle Wayrest , Grand Hall . Strategy . Blood Sorceress is best played when all three copies of the card are in the player ' s hand , when the opponent has 15 health left at either 7 magica or more . This way , all three cards can be placed in the shadow lane , resulting in the death of the opponent the next turn .
Stalhrim Light Armor Stalhrim Light Armor is a piece of light armor and part of the stalhrim armor set found in . Locations . The armor will begin to appear throughout Solstheim at level 35 . These locations include : Smithing . It requires a Smithing level of 80 and the Ebony Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a chunk of stalhrim at a workbench and also benefit from the Ebony Smithing perk , which doubles the improvement . Enchanting . Due to stalhrim ' s innate properties , the resist frost enchantment is 25 % stronger when placed on this armor pieces crafted from it . This effect is identical to the Enchanting perk " Frost Enchanter " , which shares the same effect .
Freir Freir is a Nord priestess of the Temple of the Divines . Location . She can be found in Solitude inside the temple , welcoming the visitors to the nine shrines . She may also be encountered if someone else from the temple is assaulted , coming to get an apology .
Spellmaking ( Morrowind ) Spellmaking allows the creation of custom spells with up to eight magic al effects from multiple schools of magic . This service is not limited to members of the Mages Guild , and is offered by numerous people of various classes and factions throughout Morrowind . Unlike enchant ing , spellmaking is not considered to be a skill and can not be learned , or performed independently by the Nerevarine . Acquiring effects . Spellmakers can craft spells with any effect from any school of magic ( regardless of their magical expertise ) , but they do not have libraries of magical effects available . Only the client ' s known effects can be used to create a spell . Prior to retaining the services of a spellmaker to create a custom spell , the Nerevarine must first learn a spell consisting of a desired magical effect . Spells can be purchased from merchants , or occasionally learned during quests . A source spell ' s magnitude , duration , and other details are inconsequential to spellmaking , a known spell must simply consist of the desired effect . Note that possessing an item that is enchanted with a desired effect is not equivalent to knowing a spell with that effect . Interface . Spellmaking can be initiated by speaking with a spellmaker and selecting " Spellmaking " from the list of available services in the top - right corner . An interface box appears containing an area to name the spell , a list of known effects on the left , a list of selected effects on the right , as well as the spell ' s Magicka cost , estimated chance of success ( varies with Fatigue ) , and the purchase price . Placing the cursor over a magical effect displays its description , while selecting it opens a second interface box . The effect ' s range , minimum magnitude , maximum magnitude , duration , and area are controlled here and must be set individually for each effect . The maximum duration for a custom spell is 1 , 440 seconds ( 24 minutes ) , and the maximum area permitted is 50 feet . As an effect ' s parameters are modified , the spell ' s Magicka cost , chance of success , and purchase price can be seen updating in the first interface box . Up to eight effects can be added and a name must be provided before purchasing the spell . A spell ' s purchase price is based on its potency , and is not negotiable or influenced by disposition , Mercantile , Personality , reputation , or Speechcraft . List of spellmakers . The following is a list of Spellmakers in and expansion packs .
Sinderion Sinderion is an Altmer and master alchemist residing in the basement of the West Weald Inn in Skingrad . Among his studies , he is working on a rare root , known as Nirnroot . With help gathering enough of the rare plant , Sinderion is able to craft equally rare and powerful potions . Interactions . Seeking Your Roots . Discovering a Nirnroot anywhere in Cyrodiil prompts the Hero of Kvatch to locate an Alchemist to uncover the secrets of this odd plant . Any alchemist will refer the Hero to Sinderion , who sends them on a mission to collect large quantities of the root . In return , he supplies them with varying levels of the potion Elixir of Exploration . Alchemy Training . Sinderion is the Master Alchemy trainer . Once the Hero reaches Expert level in Alchemy , Journeymen trainers refer them to Sinderion . As a connoisseur of fine wines , Sinderion requires one bottle of Tamika Vintage 399 and one of Surilie Brothers Vintage 399 before he agrees to impart his knowledge . He has no qualms about accepting stolen goods . Merchant . Sinderion serves as an alchemical merchant ; given his low Mercantile skill , he is one of the more profitable merchants to trade with . However , his inventory never resets or regenerates , so he keeps every item sold to him . Death . Early in the Fourth Era , Sinderion met a traveler who sold him his first sample of Crimson Nirnroot , and he learned from the traveler of the location where more could be found ; the Dwemer city of Blackreach in Skyrim . Packing up his belongings , he traveled there and established a starting base at a farm of one of his old apprentices , Avrusa Sarethi . After some time , he travelled to Blackreach to collect the Crimson Nirnroot , staying in a Dwarven house in Blackreach , but was killed by the denizens there , after only obtaining one sample for his research . Picking a Crimson Nirnroot while in Blackreach will start the quest " A Return To Your Roots , " where 30 are needed to be given to his apprentice , Avrusa . After learning of his death , she states that she will continue his study of Nirnroot and Crimson Nirnroot in his memory .