naist-nlp/zeshel huggingface dataset:
Lithnilian ' s Research Notes Quests . No Stone Unturned . Lithnilian asks the Hero to go to Bramblepoint Cave and retrieve his notes . Content . As I entered the final chamber of Bramblepoint Cave , my eyes fell upon the goal of my expedition . In the inky blackness , the familiar aquamarine glow of the Welkynd Stones beckoned me in silent reverence . I was the first here in ages ; evidenced by the thick layers of dust and debris strewn about . I don ' t remember how long I stood there , in awe of the beautiful crystals outside their natural environment . They all said I was crazy ; a fool , a buffoon . Crystals growing outside Ayleid ruins ? Preposterous ! I spent nearly a decade and all the money I had crossing Cyrodiil and exploring the many natural caves dotting her landscape . Then , on that fateful night , an Orc stumbled into the Imperial Bridge Inn where I happened to be drinking . He spouted off a line of nonsense about creatures that came out of the darkness , and I dismissed him as drunk , until he said something that gripped my heart with hope . He spoke of a light in the darkness " as blue as the lady sea . " Could it be the Welkynd Stones I was seeking ? I had to know more . A few gold and many drinks later , the Orc told me he ' d been in Bramblepoint Cave . As I made my way through the night to the cave , my mind was racing . The stories had to be true ! The Ayleid culture had mastered the art of creating these crystalline structures and was just beginning to cultivate them outside of their underground communities when they disappeared from history . That meant one thing ; with the proper materials , magic and research the Welkynd Stone could adapt to any environment . I had to get to Bramblepoint and study them before anyone else found them . This would be my mark on history , my moment to shine . And now , after climbing through the cave I ' ve arrived at this chamber . After I finish this entry in my logbook , I ' ll have so much to do . So much to do indeed . This will be the day that Lithnilian will be remembered as the first to unlock the secrets of the Welkynd Stone . " "
Find the Temple Find the Temple is the first quest in the main questline of . The quest begins immediately after starting the game . Walkthrough . The hero wakes up in his home in Azra ' s Crossing to find that the town has been attacked by bandits and trained rats . The Hero must pick up three items , a iron dagger , a blaze scroll , and a healing potion , and then head outside . After fighting your way through rats and bandits , the Hero is directed to the temple next door , and upon arriving , the quest completes .
Skink ' s Amulet Skink ' s Amulet is a unique Extravagant Amulet in . Acquisition . Skink - in - Tree ' s - Shade in Wolverine Hall will give the Nerevarine this amulet as a show of support for achieving the rank of Arch - Mage of the Mages Guild .
Eralane Hledas Eralane Hledas is a Dunmer commoner who resides in the Vivec , St . Olms Canton , in the " Canal North - One " room . She is under Dagoth Hlevul ' s influence , and killing him frees her . Speaking to her afterwards increases disposition .
Rescue from Fort Kastav Rescue from Fort Kastav is a quest available in . Walkthrough . Talk to Legate Rikke in the Winterhold Imperial Camp . She will give orders to move on Fort Kastav to free the imprisoned Imperial soldiers there . Once there , talk to Hadvar , who has been scouting the area with some other Imperial soldiers near the wall . He will give orders to break the prisoners out and head to the courtyard where they will meet . Once inside , free the prisoners , then either head out and kill the remaining Stormcloaks with them , or have them wait and go out and stir up the Stormcloaks signaling Hadvar to attack . Then go back inside and tell the freed prisoners to follow and exit to the courtyard and begin the fight ( the prisoners will help in the fight ) . When done fighting all of the Stormcloaks , talk to Hadvar once more . He will give orders to report back to the general while he sets up a garrison . Go to Solitude and report to General Tullius . He will then promote the Dragonborn to Legate .
The Spearhead ' s Crew The Spearhead ' s Crew is a quest available in . Nicolene , who is working for Captain Kaleen , was sent to find the Vestige to hear how the recruiting is going . Walkthrough . Sometimes after one or two have been recruited , Nicolene turns up and asks if they have had any luck recruiting for the heist . She also says they have set up in a hideout near the docks . Come and find us when finished with the recruiting . Look for Lambur outside the door . After finding all three , Jakarn , Crafty Lerisa , and Neramo , head back to Port Hunding to find the hideout . Talk to Nicolene as she comes out . She is happy that they now have a new crew . Who needs the old crew — those traitors — when we ' ve got you to help us she ends before rewarding the Vestige a small amount of .
A Promise Made Content . Molacar , I agree to your terms and your promise . The gold should go to my parents , in Pell ' s Gate . I ' m not doing this for gold , as you know . If my death might bring Vaermina to save us , I go willingly . But the gold will ease my parents ' path through these dangerous times . I long to be in Her presence . — Gasparien
Frostcrag Spire Memoirs Contents . As I pen this , I gaze upon the walls of my home and remember the very day its design came to fruition . Although it seems like yesterday , it was actually many years ago . I was an impetuous wizard ; I wasn ' t simply satisfied living at the Arcane University . I spent years coming up with a design for my home , a place where I could practice my magic in peace and keep myself away from the prying eyes of my colleagues . I pored over tomes and dusty scrolls , scoured the bookshops of the land and even delved into ancient ruins looking for inspiration . Finally , as I rested my weary body at a camp outside of Bruma and marveled in awe at the majesty of the Jerall Mountains , I became inspired . Like a madman I begin to sketch exactly what I wanted my grand dwelling to look like . It wasn ' t long before I had completed my masterpiece , put down my quill and took a step back to see what I had wrought . Frostcrag Spire was born . And now , as age overwhelms me and the glow is dying from my eyes , I wish to give the Spire to you . The thought that my dream could one day crumble to ruin fills me with sadness . I know that you ' ll take care of your new home , and if need be , restore it to its former glory . Please , heed my instructions carefully . There ' s much to tell , and the strength drains from my limbs . Frostcrag Spire contains many wonderful inventions . I ' ve spent my whole life perfecting them , and I hope you ' ll put them to good use . My pride and joy is the Atronach Altar . By bringing three salts from the very same creatures to this altar , you can summon an Atronach familiar to do your bidding . It will obey your simple commands , and defend you in times of need . Should you tire of it , simply speak to it and dismiss it . These fine creatures have protected me in my travels , and should be of great use to you . With permission from the Arcane University , I ' ve had a Spellmaking and an enchanting altar placed in the tower as well . You have but to provide the Magetallow Candles to power them , and they will serve you well . Working closely with my good friend Sinderion , the Master Alchemist of Skingrad , I have developed the Frostcrag Apparatus Table . This table is for the discerning alchemist , and should help even the most difficult brews become easier to create . I ' ve also re - seeded my alchemy conservatory with the best ingredients Cyrodiil has to offer , and some from beyond her borders . Finally , I have created portals to all of the mage ' s guilds in Cyrodiil . This should make it easier to travel to them in times of need . I ' ve entrusted most of my belongings to Aurelinwae at the Mystic Emporium in the Market District of the Imperial City . There you ' ll find everything you need to bring Frostcrag Spire back from the dead . She may require compensation for her time and care watching these special items , but I assure you , it ' s well worth the coin . Please , take care of Frostcrag Spire . She was my home and much of myself is infused with the stone and mortar . May your journeys be safe , and the roads you travel free of danger .
Giryn Nirith Giryn Nirith is a Dunmer archer and a member of a bandit gang that has occupied the Dunmer stronghold Andasreth . He can be found on the rooftop of the upper level and is hostile . Items . The following items can be obtained from this character if killed / looted :
Shadbak gra - Burbug Shadbak gra - Burbug is an Orsimer Smith at Fort Pelagiad , Vvardenfell . She is a spearman with the Imperial Legion who trades in armor and weapons , as well as repairing them . Interactions . The Nerevarine may be asked by the Thieves Guild to free New - Shoes Bragor from the Fort Pelagiad prison . Sugar - Lips Habasi suggests blackmailing Shadbak if the Nerevarine can find proof of her suspected involvement in smuggling Dwemer artifacts . If confronted with the evidence , Shadbak agrees to free New - Shoes Bragor in exchange for silence . Equipment . This character uses or carries the following : Attributes . This character uses the following :
Flames Flames is a novice - level Destruction spell in . Effects . When using Flames , they shoot fire from one or both hands , depending if the spell is dual - wielded or not . The flame has a short range , but passes through enemies , so it ' s possible to hit several enemies at once . When enemies are on fire , they take extra damage from other weapons , which makes Flames a good spell to wield alongside a one - handed weapon , though the bonus added is minor , and targets do not stay on fire for very long . Perks . These are the perks which affect this spell .
A Fair Warning ( Book ) Content . This being an account of my limited journeys into the Uncharted Depths of the Greater Caverns of Dubdilla . FAIR WARNING to the would - be adventurer seeking fortune and fame in these uncharted halls . The flooded paths of Lower Dubdilla hold certain death to those ill - prepared . The way is treacherous and foul , the riches meager . Only those of certain aptitude and reason should venture into these depths . BE WARNED . These caverns and galleries are exceedingly damp and footing unsure . Sudden and sheer RAVINES and UNSCALEABLE PITS await the unwary . If not for my specific skills and abilities , I would have certainly met my doom in the Blackest Depths . My SPELLS , SCROLLS and POTIONS , allowed me to escape ONE OF THE MANY sheer walled chambers . ALWAYS have a remedy at hand , for once you are committed to these depths , NO EXIT IS ASSURED ! Navigation is not your only trial . The denizens of the twisted passages are of a fiendish and fell brood . Beware the gnashing of their teeth and the death - flutter of their wings . The sound of talon upon rock and flicking of tongue may be the last you hear . If only I had access to a dependable rope , perhaps this route would not have been so tortuous .
Knotbone Chamber Knotbone Chamber is located north and slightly east of the Gates of Madness . It is a good source for finding amber . Guarding the entrance are a few leveled creatures , as well as leveled grummites within it . Sublocations . Knotbone Juncture . Upon reaching the Knotbone Juncture , a fight will be started between multiple Grummites and Elytras . There are also several chests with various loot , however a few are locked . Take caution while entering Knotbone Ruins , as the ceiling will fall down when advancing into the ruin . Quests . The Museum of Oddities . Bring odd items to Una Armina for display in her museum .
Ondar Sarendas Ondar Sarendas is a Dunmer Rogue and slaver residing in the stronghold of Hlormaren . He is located on the bottom level of the stronghold ' s keep . Equipment . Ondar carries or uses the following : Powers . Ondor has access to the following : Abilities . Ondor has benefits from :
Garan Marethi Garan Marethi is a Dunmer vampire and a member of the Volkihar Clan . He is a senior member of Harkon ' s Court . Background . At around 400 years of age , Garan was once a member of House Dres , one of the great Dunmer houses of Morrowind . He recalls that during his time there he witnessed lots of political maneuvering , and sees himself to be above the constant power struggles and sabre rattling that happened frequently in Morrowind , and Lord Harkon ' s court . He is a strong proponent of magic and its versatility and admits he is baffled by the Nords ' preference for weapons . Interactions . The Bloodstone Chalice . Upon joining Harkon ' s court , Garan sends the Dragonborn to fill the Bloodstone Chalice from Redwater Den . The Hunt . Garan sends the Dragonborn to a radiant location to discreetly kill a Dawnguard member pretending to be an either a Traveling Merchant , Traveling Bard , or Traveling Pilgrim . Culling the Beast . The Dragonborn is asked by Garan Marethi to kill a boss level Vampire at a radiant location . Protecting the Bloodline . Garan tasks the Dragonborn with killing a Master Vampire and his bandits in a radiant location . Destroying the Dawnguard . Garan sends the Dragonborn to kill the leaders of the Dawnguard as he suspects they may be planning an attack now that Auriel ' s Bow has been retrieved . Kindred Judgment . Upon completion of the main questline for Dawnguard , he asks the Dragonborn for permission to repair the entrance to Castle Volkihar Courtyard : If the player agrees , Garan Marethi will arrange to have the rubble removed from the doorway , allowing easy access to the courtyard and the portal to the Soul Cairn .
Jhunal Jhunal is the Nord ic god of hermetic orders . After falling out of favor with the rest of the Nordic Pantheon , he became Julianos of the Nine Divines . He is often represented by an owl , a symbol rare to find among warlike Nords . He is absent in modern Skyrim mythology .
Patches ( Online ) / Patch 2 . 0 . 14 OVERVIEW The Elder Scrolls Online : Tamriel Unlimited v2 . 0 . 14 is a small incremental patch that fixes issues with Mara ' s Gift , Guild Banks , and a few quests . The size of this patch is less than 150MB . Combat & Gameplay . Champion System . The Tower UI . General
Code Book Code Book is a quest available in . Walkthrough . Talking to Eydis Fire - Eye and asking for Duties , she will explain how a person named Sottilde stole an important code book from the fighters guild , and so the Nerevarine is asked to get it back . Sottilde can be found at the South Wall Cornerclub . One may speak to her and ask about the code book . She will reply with : If the Nerevarine works for the Thieves Guild then it is impossible to get the book back through persuasion , although it is possible to steal it from her . If the Nerevarine is not with the Thieves Guild , then Sottilde must be persuaded using any persuasion techniques to get an advantage . After reaching a certain persuasion rank then the Nerevarine may go back to the Fighters Guild . Handing the book to Eydis completes the quest .
Glorious Defender Glorious Defender is an Item Set that appears in . It is a Heavy Armor Item set , and can be found by defeating enemies and bosses throughout Maelstrom Arena . 3 Items : Adds 12 – 1064 Maximum Health Set Bonuses . 4 Items : Adds 1 – 129 Weapon Damage 5 Items : When you deal damage with a Light or Heavy Attack , you have a 9 % chance to gain 100 % dodge chance against the next attack .
Norvayn Ancestral Tomb ( Morrowind ) Norvayn Ancestral Tomb is an large Ancestral Tomb in . There are two shrines to the Tribunal here . There are eight undead guardians . The loot here is four potions , some minor equipment , and many ingredients . Notable items . The following items can be found at this location :
Vilod Vilod was a villager who resided in Helgen . Background . During Alduin ' s attack on Helgen , he is fatally wounded while assisting Imperial soldiers . Ralof will mention him during the intro , wondering if he still makes a special type of mead with juniper berries mixed in . If Helgen is revisited , several bottles of the mead can be found in the burned inn . Vilod shouts " Justice ! " after the first Stormcloak Soldier is beheaded , though Ralof speaks of him in a manner that seems friendly enough , indicating they must have been on good terms in Ralof ' s youth .
Firemoth ( Online ) Firemoth is an island directly west of Seyda Neen with an old fort built on it , mainly populated by House Redoran . During the events of , the island is invaded by slavers and the Vestige is tasked with reclaiming it and freeing the slaves . Quests . Broken Bonds . Help escape the slavers at Firemoth Island . Breaking Through the Fog . Investigate Governor Omellian ' s involvement with the shipwreck by traveling to Fort Firemoth and defeating the slavers there . Enemies . Hostile Creatures :
Wert Wert was an Skraw working in Umbriel ' s sump . After Mere - Glim ' s arrival to Umbriel , Wert became a close friend of his . Appearance . As an Umbrielian , Wert had the body of a Breton . He had a noticeable yellowish cast to his skin and eyes . He had a long , doleful face and red hair . History . One of the first skraws Mere - Glim met at the sump was Wert . Wert asked Mere - Glim if he was from outside of Umbriel , since he didn ' t need to breath the vapors to breath underwater . He also explained to Glim that the cavity at the bottom of the sump lead to the Ingenium . He was responsible to teach the Argonian how they worked in the sump , taking care of growing Umbrielians . A Sheartooth attacked Mere - Glim while he was learning how the Umbrielians grew from some protoforms . Wert was severely wounded , and Glim had to pull him out of the water to save his life . Wert explained to Glim that taking the vapors severely damaged their health . When Glim stood up to their overseer , the skraws were convinced that he could change their lifestyle . Glim organised a secret rebellion with the skraws in order to sabotage Umbriel , convincing them that the lords would then hear their petitions . The skraws made maps of the pipelines that connected the different parts of Umbriel . Wert was caught red handed sabotaging Toel ' s kitchen . Fortunately , Mere - Glim was around to killing Toel and his assistants . When the lords discovered the skraws were the responsibles for Umbriel ' s malfunctioning , they sent guards to kill Mere - Glim . Wert convinced the Argonian to jump into the water and scape . Once Prince Attrebus and Sul arrived at Umbriel , he was one of surviving skraws who helped them arrive to the ingenium .
Water Walking ( Morrowind ) Water Walking is a magical effect , a spell , and an ability that allows the caster to walk , run , and jump on water as if it were solid ground . When this effect expires the caster falls in the water and swims . Water Walking does not have a magnitude , it is always 100 % effective if successfully cast . This effect is a member of the Alteration school of magic , governed by Willpower . Water Walking can be cast while swimming at the water ' s surface , causing the Nerevarine to immediately begin walking instead of swimming . This effect can not be cast while underwater , and the Nerevarine is unable to swim underwater even if desired for the duration of the effect . Landing in water after falling from a substantial height with this effect active causes damage equivalent to hitting solid ground . Items . The following items are enchanted with a Water Walking effect . See articles for further details . Spells . The following spells consist of a Water Walking effect . < nowiki > * < / nowiki >
Aldton Aldton is a city in the region of Dwynnen , High Rock . It is home to chapters of the Thieves Guild , Dark Brotherhood , Mages Guild , School of Julianos , and the People of Dwynnen . The city also has a number of taverns , armorers , apothecaries , libraries and general stores , as well as a pawnshop , weaponsmith , bank , gem store , clothier , and bookstore .
Pale Lady ( Skyrim ) The Pale Lady is a unique named wispmother who is encountered within Frostmere Crypt during the quest " The Pale Lady . " The eponymous weapon The Pale Blade is named after her . She is the main antagonist of the quest " The Pale Lady . "
Silt - Strider Station Content . Why brave the dangers of the open road or pay the high costs of an unsettling sea voyage when you can travel overland in safety and comfort aboard a friendly silt - strider ? Why ride a caravan of questionable virtue when the Red Mountain Company Express Silt - Strider Service is available at a fraction of the cost ? Visit any of our Silt - Strider Stations , located conveniently in towns throughout Vvardenfell , and connect to destinations far and near . Want to leave the hustle of Vivec City behind ? Travel to Balmora and see the canals , or visit the plantations of Suran ! Stuck in the outskirts of Gnisis ? It ' s just a short trip via the Caravaner Tower outside town and you can reach Tel Mora before dinner ! The Red Mountain Company Express Silt - Strider Service , located at Caravaner Towers all across Vvardenfell , can get you where you need to go . Remember , when you climb aboard a silt - strider , your destination is just a hop , skip , and a jump away !
Medium Armor ( Morrowind ) Medium Armor is a combat specialization skill in . Use of the skill allows the effective use of specific types of armor . The Medium Armor skill is governed by the endurance attribute . This skill works to balance the protection provided by heavy armor with the speed and lightness of light armor . The skill level is increased while wearing medium armor during combat . When a strike lands on a portion of the body covered in medium armor , progress towards the skill increase a percentage . When the progression of the current skill level reaches 100 % , the skill level increases by 1 . Racial bonus . Certain races gain a one - time skill bonus during character creation :
Dwemer Kitchenware ( Skyrim ) Dwemer Kitchenware are relics that can be found and collected in most Dwemer ruins and locations . Some of these pieces are still sitting on shelving units and tables , as if it were only yesterday they were placed there . A few Dwemer locations contain rare silverware pieces , which are hardly found elsewhere . Although the metal can be easily mistaken for gold , it is of its own composition . No other race has been able to replicate this metal ; only the process of melting it down and reshaping has been successfully accomplished . The Dwemer Museum in Markarth has many of these items on display . A few of the rarer pieces are kept safe behind locked display cases .
Baral Sendu Baral Sendu is a deceased Redguard found in The Stumbling Sabrecat . Location . He can be found in The Stumbling Sabrecat tavern at Fort Dunstad , lying dead on the bed downstairs , presumably killed by the bandits who have overrun the nearby fort . His body and blood - stained bed are removed during the course of the quest related to the fort .
Captain Mulamurr Captain Mulamurr is a Khajiit officer of the Dominion found at the Eastern Elsweyr Gate . Interactions . City on the Brink . The Three Alliances are locked in an epic struggle for the The Imperial City . The forces of Molag Bal hold the city with an iron grip , but enemy bannermen also vie for power . Your alliance needs your help .
Grain Mill Grain Mills are found in . They are located outside of cities in settlements , mostly on farms or outside rural cottages . With the add - on , one can be built at Heljarchen Hall . They can be used by the Dragonborn . On use , the game enters third - person view , and the Dragonborn is shown walking around the mill , pushing the millstone . With " Hearthfire " , they can be used to make sacks of flour .
Jolinne Lastblood Jolinne Lastblood is a Nord ghost found at the Bonestrewn Crest . Interactions . Torn Asunder . I wandered into a strange rift between the living world and the land of the dead . Here , I met the spirit of Sonya Lastblood , who said that her husband killed her and her three daughters .