naist-nlp/zeshel huggingface dataset:
Lunar Iron Sword The Lunar Iron Sword is a unique leveled Iron Sword found in . Location . The Lunar Iron Sword can be found at Silent Moons Camp , near the Lunar Forge . Enchantment . As with all Lunar Weapons , the Lunar Iron Sword bears the Silent Moons Enchant . This unique enchantment burns the target for one second when struck . Lunar weapons are the only weapons that can be disenchanted to learn the Silent Moons Enchant . Smithing . The Lunar Iron Sword can be upgraded with an Iron Ingot and the Arcane Blacksmith perk , however it does not benefit from any Smithing perks . Levels . The magnitude of the enchantment is based on the level the Dragonborn obtains the weapon . The best possible version is available at level 6 .
Caecilly Island Caecilly Island is an island located off the coast of Northmoor in the Warp in the West and Glenumbra in the Alliance War that was plunged into the Void by Mehrunes Dagon , Daedric Prince of Destruction and Revolution . Chimere Graegyn of the Direnni Hegemony dared to scheme against Mehrunes Dagon , he won , and Dagon fell into Oblivion . However , Dagon double - crossed Graegyn by plunging Caecilly Island into the void with all of his friends and family dying in a painful yet swift death . The screams still haunted Chimere Graegyn while he suffered from progressive aging and .
Auridon Explored IV Content . This island is fascinating . It was clearly once a hub for the ancient Aldmer , perhaps part of a larger structure that extended out into the sea . Now it ' s used most often as a retreat from the city life in nearby Skywatch . I ' ve found some evidence here that the resurgent Daedric cult s , the Worm cultists , are making preparations to construct some kind of dolmen here . I ' ll have to warn the local authorities in Skywatch .
Brazollus Dor Brazollus Dor was the Emperor of the Reman Empire after Reman Cyrodiil II and before Reman Cyrodiil III . Dor had generally little interest in matters of the state , and was not considered a particularly capable ruler , preferring to spend most of his time in his county estate near Skingrad . He assigned most of his duties to his Potentate , Sidri - Ashak , which is often seen as his one wise decision since Ashak proved to be a gifted administrator .
Eternal Hunt Eternal Hunt is an enchantment that appears in . Effect . An item given this enchantment will have an enchantment called " Part of the Eternal Hunt Set . " Requirements . In order to craft an item with the set enchantment , the item being crafted must have at least 9 traits researched for it and crafted at one of the proper crafting location s . Locations . The necessary crafting stations needed to apply this enchantment can be found at :
Fellow Prisoner Fellow Prisoner is an unused character in . They were supposed to be one of the fighters in the Windhelm Pit , which was never implemented in the final version of the game . Location . Fellow Prisoner does not appear in - game and can only be located through the use of console commands .
Lord High Councilor Lord High Councilor was a title used in reference to the head of a council . It was used by House Dagoth of Morrowind to refer to the House ' s head , Dagoth Ur . It seems that the title was also used by Morrowind ' s Grand Council . The connection between these two , if any , is unknown .
Ulam gro - Shugham Ulam gro - Shugham is an Orsimer who can be found in Zergonipal . He is hostile towards the Nerevarine . Equipment . Ulam uses or carries the following : Spells . Ulam knows the following spells : Powers . As an Orsimer , Ulam has access to the following : Abilities . And benefits from :
Lycanthropes Lycanthropes are sentient beings that have been afflicted with Lycanthropy , the ability ( albeit typically involuntary ) to transform into a large , humanoid animal . There are eight referenced types of lycanthropes throughout Tamriel . Types of lycanthropes . Werebears . The Werebear is believed to exist in Skyrim , supposedly as the most common type of lycanthrope in Skyrim . Although they also appear on the island of Solstheim , this could potentially be due to the close proximity of the locations or the date at which the text making such an inference was written in . The idea is derived from the fact that Solstheim previously belonged to Skyrim . During the events of , luckily no Werebears can be found , as they exist only on Solstheim . In addition to that , the Dragonborn cannot become a Werebear despite their inclusion . Werewolves . The Werewolf is the only lycanthrope known to exist everywhere in Tamriel . They are confirmed to have a connection with the Daedric Prince Hircine , and are often described as his hounds . Although they are the second most common lycanthrope in Skyrim , following Werebears , the Werewolf transformations are oddly absent from Morrowind ( until the Bloodmoon DLC ) and Oblivion , despite being in every other canon game in the series . The Circle , an elite group of warriors within The Companions , is comprised of werewolves . Lycanthropy is passed down to new members through a blood ritual upon their admittance into the Circle . Werewolves carry a weakness towards Silver Weapons . Werecrocodiles . Werecrocodile s exist in Black Marsh and southern Morrowind . Argonians are the only known race that can become one of them . Werelions . Werelion s have been spotted in Black Marsh , Cyrodiil , and the wetter regions of Elsweyr . They are said to be quite common , despite never being seen in the Elder Scrolls Online or even Oblivion . Werevultures . Werevulture s exist mainly in Valenwood and are rarely mentioned in the canon series . Wereboars . Wereboar s can be discovered in both High Rock and Hammerfell . They are the third Lycanthropes , along with Werewolves and Werebears , to appear in the series . Weresharks . Wereshark s are believed to roam the oceans around Tamriel . Their existence has never been confirmed , as only a rumor of their existence is ever mentioned such as in text : " On Lycanthropy " and even then the author , Varnard Karessen , only briefly mentions that he has heard of these lycanthropes , and in Skyrim when M ' aiq the Liar will mention a brief encounter with one near water . Werebats . Werebats sometimes serve as guardians to Vampire clans , and are commonly found in Valenwood . They were first seen in the Elder Scrolls Online .
Kraldar ' s House One of the last few holdouts , Kraldar refuses to give up and move away from Winterhold . Kraldar is a pleasant sort , convinced that Winterhold will someday again be the shining jewel of Skyrim that it once was . Notable items . Check inside the woven basket on the shelf to discover a hidden skill book .
Pirate King of the Abecean Contents ( song ) . Poke out your eyes lad , pour lead in your ears . Those sails portend madness , dark horror and fear . Abandon your lasses , your ship and your gold . Blood on the water , Velehk this way comes . A noose from the rigging , a plank from the boards . Do yourself in , don ' t try at crossing swords . Mercy ' s not a shipmate among that heartless horde . Blood on the water , the Pirate King comes . Stout Empire Galleon or Swift Elven Skiff . They everyone one splinter and just as soon sink . But only after crew and captain have their fun . Blood on the water , your days are done . He ' ll tear your gut and he ' ll eat your heart raw . His eyes gleam red , his heart will never thaw . Mark well these words , you quaking babes . Blood on the water follows Captain Velehk Sain .
Arkved Arkved is an Altmer mage who is caught in an unexceptionable nightmare for stealing the Orb of Vaermina . He can be found in his tower south - southwest of Cheydinhal . He has left a handwritten note behind on the table in the room where he is found explaining what he did . Interactions . Vaermina . Arkved has taken Vaermina ' s orb , so she has tasked the Hero of Kvatch with retrieving it for her from his tower .
Helkarn Land Helkarn Land is a village in Elsweyr . It is one of several possible locations that the Eternal Champion may discover in . Geography . Helkarn Land is connected to several settlements . To the south is the city of Corinth and to the north is the town of Greenhall .
Ayalea Ayalea was a nymph who lived on the coast of Iliac Bay in Hammerfell . Legacy . Ayalea was the subject of Vondham Barres ' research . Upon discovering her grotto , Vondham waited patiently and brought gifts continuously for three months . Only then the Nymph finally revealed herself . As a payment for these gifts , Ayalea told Vondham what he wanted to know . She is probably the reason why Vondham disappeared from the civilized world after writing his book . Ayalea is also the only known nymph whose name has been recorded .
Shara ( Location ) Shara is a location in . Location . Detailed directions . Take a boat to Dagon Fel . Get off the boat and go left . There will be a road . Go south . Follow the break at the right . Soon there will be a fork in the road . Take the road on the right ( the one straight on ) . Take a left at the next fork . At this point , the map should show facing Southwest . Then , there will be yet another fork . Take this one left as well . The road should soon end . Go to the shore which should be on the left . It ' s right near the end of the road . Start swimming in the northeast direction ( while remaining close to the mountains on the right ) , or climb the mountains , whichever is preferred , and there should be a round - shaped dome . Get on the road just to the right of it . Take the immediate fork right , and Shara is the tomb on the left . Quests . Writ for Tirer Belvayn . Eno Hlaalu tasks the Nerevarine to honorably execute Tirer Belvayn .
Solitude Lighthouse Solitude Lighthouse is a lighthouse in . Background . Solitude Lighthouse is a location at the very northernmost of Haafingar Hold . The lighthouse is very important for Solitude , because it warns the sailors and helps prevent shipwrecks . The first floor is inhabited by Ma ' zaka . Quests . Lights Out ! . Jaree - Ra will ask for assistance in the robbery of an imperial ship , the Icerunner , which will dock in Solitude . He wants the fire in the lighthouse put out so that the ship will wreck on the coast nearby .
Volsung Volsung ( Dovahzul : " Vol - Sung " , " Horror - " ) is one of the eight named Dragon Priests . His full name translates to " Horrible " in the dragon tongue . Interactions . Volsung can be encountered at the summit of the Nordic ruin of Volskygge . Notable items . Upon his defeat , Volsung drops the Volsung mask — one of the eight mysterious dragon priest mask s located throughout Skyrim . Collecting all eight masks is a requirement for the unmarked quest to restore the dragon priest shrine .
Crosswych Reclaimed Crosswych Reclaimed is a quest available in . Walkthrough . Tamien says it ' s time as the people of Crosswych have taken up arms and are ready to retake their town . But first Sternis Galves must die . He has set up his headquarters in the Mayor ' s house . He never leaves the place since the resistance started . The Vestige needs to fight through his personal guards to reach him , but help is near if wanted . The resistance has grown , use this whistle in front of the mayor ' s house and anyone near will come and aid in the fight . Return when Gelves is dead . Head over to the mayor ' s house , fight any bandits in the way and when approaching the house it ' s time to use the whistle when spotting a bandit . At once a few resistance members will arrive and help kill the bandits . Head inside the house and search for Gelvis . He ' ll probably be upstairs but there are one or two guards in the house to fight first . Head upstairs and fight Gelves . After defeating him , head outside and find Tamien outside . He is pleased to hear Gelvis is dead , thanks for the help and says Crosswych will be back to normal in no time . At last Sternis Gelves has paid for his crimes against Crosswych , Eagle ' s Brook and Tamien ' s family .
Elven Armor ( Armor Piece ) Elven Armor is a piece of light armor and part of the Elven Armor set found in . Locations . Unenchanted armor will begin to appear throughout Skyrim at level 12 and enchanted variants can be found at level 13 . These locations include : Smithing . An Elven Armor requires a Smithing level of 30 and the Elven Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a Refined Moonstone at a workbench and also benefits from the Elven Smithing perk , which doubles the improvement .
Dushariran ( Morrowind ) Dushariran is a Daedric Ruin in , in the region of West Gash , it is located east of Berandas . Description . The ruin holds a Shrine to the Daedric Prince Malacath . It is occupied and guarded by Orcs . In the main room stands a statue of Malacath and behind it , an altar . Notable items . Skill Books : Scrolls : Items :
Apprentice Harlin Apprentice Harlin is a Dunmer residing in Deshaan , Morrowind . Interactions . Trade Negotiations . Merchants from House Hlaalu are worried about their leader , Raston Vendil . He went to negotiate a trade agreement with the isolated Mabrigah Tribe in the Vale of the Ghost Snake . He never returned .
Vampire ' s Sight Vampire ' s Sight is a lesser power learned by vampires upon reaching stage one of vampirism . The effect grants Night Vision for 60 seconds . Like the Khajiit racial ability Night Eye , it can be toggled on and off and can be used an unlimited number of times per day . Additionally , it can be used when transformed into a Vampire Lord . ( see Vampire Sight )
The Enchanter ' s Rats The Enchanter ' s Rats is an optional quest available in . The quest will only become available by speaking with residents of the Vivec , Telvanni Canton and asking about the ' latest rumor ' . Detailed walkthrough . The Enchanter ' s Rats . Ask around for the latest rumors in Vivec City ' s Telvanni Canton and you ' ll hear about a rat problem that Audenian Valius has been having on the Waistworks level in his enchanter shop . Talk to Audenian Valius and you ' ll find that he wants you to kill some rats ( which are actually Telvanni sewer rats ) and that he ' s got two holed up in his bedroom . Even more Rats . After dispatching the two rats in his shop , he claims that he wanted ALL of the rats killed and points out that he believes they are crawling up from the Underworks ( sewers ) of the Canton . Investigate the Telvanni Underworks to find 10 more rats that need to be killed . The rats should not appear before the quest is active , and you should receive a journal update when you kill the last one . Some of the rats may be in the water , even possibly swimming along the bottom and never coming up to attack you . Return to Audenian for a reward of a Grand Soul Gem .
Lahzga Lahzga is an Orsimer residing in Crosswych , Glenumbra . She is found near the Saddle and Stirrup . Quotes . " " Those Red Rooks may be gone , but I still don ' t think I want to do any work . " " ― After the quest " Crosswych Reclaimed " is completed
Bound Sword ( Skyrim ) Bound Sword , a Bound Weapon , is a " Novice " - level Conjuration spell in . Characteristics . When activated , an ethereal version of the Daedric Sword appears in the hand the spell was cast from ( the dual - cast version appears by default in the left hand ) . Sheathing dispels the Bound Sword , as with all other Bound items . Finishing moves may be performed with Bound Swords equipped . As with all bound weapons , the bound sword may be Poisoned and may also be dual wielded , but it is not affected by the Elemental Fury shout . This weapon has a base damage of 9 without any perks , and a base damage of 14 when the Conjuration level 20 perk , " Mystic Binding , " has been applied . Casting the Bound Sword spell in the presence of enemies levels Conjuration , while landing successful blows with the weapon increases One - Handed . Thus , Conjuration governs the magicka cost of the spell , and One - Handed governs the damage of the weapon . Apparel enchanted with the " Fortify One - Handed " enchantment increases the bound sword ' s damage , as it would with any physical one - handed sword . Usefulness . Mages who cannot accommodate for the weight of an offensive weapon may select the Bound Sword for instances when melee combat is more appropriate than spells or when the mage ' s magicka has expired . With the " Soul Stealer " perk unlocked , Bound Swords automatically cast Soul Trap on foes . Because of this , characters who desire to make use of enchanting and need to fill soul gems quickly might find using Bound Sword advantageous . It ' s also extremely powerful for low level players , as the casting cost is lower than 100 , the Novice Conjuration perk has no prerequisites , and " Mystic Binding " can be attained in at most 5 skill levels . As a spell , it can also be smuggled into areas where weapons are not supposed to be available , such as jail , Cidhna Mine , and the Thalmor Embassy . This is true for the other bound weapons , but the sword ' s availability to any profession means it ' s perfect for just these instances . Bound weapons also cannot be disarm ed by the Disarm shout .
Stalhrim Stalhrim is a rare crafting material found in . It can be found in several locations all over Solstheim but can only be mined with an Ancient Nordic Pickaxe . History . In ancient times , the rock - like material , also known as " enchanted ice " , was used in the burial rituals of ancient Nord s and Atmoran s . The deceased would be encased in the material as a form of protection , a privilege that was typically reserved for Nordic individuals . It was also believed to have been used to craft armor for ancient kings that fought in battle . Thus , unlike all other ores , a stalhrim source once mined completely will reveal a lootable draugr . By the Fourth Era , only the Skaal people retained the secret to crafting Stalhrim armor and weapons . Due to its innate properties , frost enchantments placed on Stalhrim items are more potent . Smithing . Stalhrim armor and weapons cannot be forged until completion of the quest " A New Source of Stalhrim , " obtained at the Skaal Village . The Ebony Smithing perk is also required to craft Stalhrim items . Unlike other ore s , Stalhrim does not require smelting , and is used in the state in which it is mined . Enchanting . Frost enchantments , such as frost damage and resist frost , are 25 % stronger when placed on items crafted from Stalhrim ( this includes Chaos Damage , even its shock and fire effects ) . This effect is identical to the Enchanting perk " Frost Enchanter " or the Destruction perk " Augmented Frost " , and stacks with both . Locations . A total of nineteen Stalhrim deposits can be found throughout Solstheim , granting a total of fifty - seven pieces of Stalhrim . Mining a deposit takes twice as long as mining other ore deposits , six hits with a pickaxe per ore . Deposits typically replenish after thirty to thirty - five days , much like other ores . The following is a list of locations where Stalhrim can be mined : In addition , Baldor Iron - Shaper or Glover Mallory will sometimes have a small amount of Stalhrim for sale once " A New Source of Stalhrim " is completed . Their stock of Stalhrim , usually only two or three at a time , replenishes every two days .
Staff of Fireballs The Staff of Fireballs is a staff found in . Effects . Allows the wielder to cast a ball of fire that explodes upon impact and deals fire damage , an effect that emulates the destruction spell Fireball . Charge consumed by the staff ' s use is reduced by higher destruction skill . Crafting . With the addition of the add - on , this staff can be created at Neloth ' s Staff Enchanter in Tel Mithryn . It requires the following components :
Hollow Watchman Hollow Watchman is the leader of the Hollow forces at Shadows Crawl . He was ordered to prevent anyone from settling in the ruins when he was created , and must follow his duties in not allowing Clan Driladan to settle there . Interactions . Stone Cold . When the Clan Holdfast is entered alongside Indanas , the Hollow Watchman will rise up from the ground and say : After exiting the area , he will be found outside , having tied up Indanas , and requests to speak with you . If you choose to side with him , he will say :
Time is of the Essence Content . Battlemage — I need your soldiers to assist me down below . The Wood Orcs work well enough , but I think a lash at their backs will push them to finish even more quickly . I trust you realize time is of the essence here . That nosy mage Bakkhara was watching the upper entrance again . Use your remaining forces to guard the falls . If anyone shows , kick them out . And if they won ' t cooperate , use lethal force . If anyone discovers what we ' re doing below , the future of the entire Dominion will be in jeopardy .
Dahrk Mezalf ( Quest ) Dahrk Mezalf is a House Telvanni quest available to the Nerevarine in . Walkthrough . Once the Nerevarine has obtained three Dwemer Books for Baladas Demnevanni in Gnisis , he will give them another task . This task is to obtain the Ring of Dahrk Mezalf from a former Dwemer village named Bthungthumz , northwest of Maar Gan . The Restless Spirit . Inside the former village , now a Dwemer ruin , the Nerevarine will encounter a number of Dwemer creations , predominantly Centurions . In the final area , the Nerevarine will find the spirit of Dahrk Mezalf , guarding his remains . Once defeated , the Nerevarine must take his ring from his corpse and take it to Demnevanni . Demnevanni will reward the Nerevarine with a Ring of Lightning Storm as well as enlist the Dwemer Shock Centurion ( encountered in the ruins ) to guard the Nerevarine from this point forward .
The Song of Pelinal , Volume 4 Content . ( Pelinal ) drove the sorcerer armies past the Niben , claiming all the eastern lands for the rebellion of the Paravania , and Kyne had to send her rain to wash the blood from the villages and forts that no longer flew Ayleid banners , for the armies of Men needed to make camps of them as they went forward . . . . ( and ) he broke the doors open for the prisoners of the Vahtache with the Slave - Queen flying on Morihaus above them , and Men called her Al - Esh for the first time . He entered the Gate at . . . to win back the hands of the Thousand - Strong of Sedor ( a tribe now unknown but famous in those days ) , which the Ayleids had stolen in the night , two thousand hands that he brought back in a wagon made of demon - bone , whose wheels trailed the sound of women when ill at heart . . . ( Text lost ) . . . ( And after ) the first Pogrom , which consolidated the northern holdings for the men - of - ' kreath , he stood with white hair gone brown with Elfblood at the Bridge of Heldon , where Perrif ' s falconers had sent for the Nords , and they , looking at him , said that Shor had returned , but he spat at their feet for profaning that name . He led them anyway into the heart of the hinterland west , to drive the Ayleids inward , towards the Tower of White - Gold , a slow retreating circle that could not understand the power of Man ' s sudden liberty , and what fury - idea that brought . His mace crushed the Thundernachs that Umaril sent as harriers on the rebellion ' s long march back south and east , and carried Morihaus - Breath - of - Kyne to Zuathas the Clever - Cutting Man ( a Nede with a Keptu name ) for healing when the bull had fallen to a volley of bird beaks . And , of course , at the Council of Skiffs , where all of the Paravania ' s armies and all of the Nords shook with fear at the storming of White - Gold , so much so that the Al - Esh herself counseled delay , Pelinal grew furious , and made names of Umaril , and made names of what cowards he thought he saw around him , and then made for the Tower by himself , for Pelinal often acted without thought .