naist-nlp/zeshel huggingface dataset:
Clearpine Pond Clearpine Pond is a clearing located in . The small island in the pond is inhabited by two or three Spriggans , who are initially camouflaged as trees until the Dragonborn interacts with the area ( by looting something , or attacking a nearby enemy ) . There is a dead alchemist on the island beside a fallen tree trunk . On her body is a skill book , " De Rerum Dirennis " , that increases Alchemy . Next to her lies the unique flower basket . Inside the basket , there are two taproots . Near her body , there is also an apothecary ' s satchel containing a few alchemy ingredients . A chest with a novice lock is inside what used to be a very large tree trunk on the Southwest side of the small island .
Dar Jee ' s House Dar Jee ' s House is located in the north - eastern part of town across from Cingor ' s House . There is a leveled chest inside . Dar Jee is the second Thieves Guild fence ; he buys and sells everything except spells from 8 p . m . to 6 a . m .
Urshilaku Tribe The Urshilaku Tribe is one of the four Ashlander tribes in Morrowind . They can be found at Urshilaku Camp . This faction was founded by Lammak Urshilaku , the first Ashkhan . The members of the Urshilaku tribe live on the northern coastline of Vvardenfell , and are the most conservative of all the Ashlanders — the Urshilaku are the guardians of the Nerevarine Prophecies and are in sympathy with the Dissident Priests . Amongst all Ashlander tribes , the Nerevarine Cult has the highest influence within this tribe . During the Nerevarine Prophecy fulfillment in 3E 427 , their Ashkhan Sul - Matuul and wise woman Nibani Maesa assisted the Nerevarine . Culture . The book " Ashland Hymns " records a love poem originating from within the Urshilaku Tribe .
Belda ( Oblivion ) Belda is an Ayleid Ruin in . It is a two - level ruin that can be found northeast of Roland Jenseric ' s Cabin in the Heartlands . In the millennia since Belda was abandoned by the Ayleid s , Conjurer rogues ( along with their Daedra servants ) have moved in . The top level is home to a manually activated bridge and Spike Traps , along with an abundance of excellent loot .
Goron Lleran Goron Lleran is a Dunmer pilgrim who resides in Molag Mar , Morrowind . He is a novice member of the Tribunal Temple who can be found at the St . Veloth ' s Hostel atop the city . Goron is not involved in any quests . Equipment . This character uses or carries the following : Attributes . This character uses the following :
Immune to Shock Immune to Shock is a Restoration ability in . It makes the creatures immune to damage from elemental shock . Creatures . The following creatures have this ability : Acquisition . Although this ability not intended for use by the Nerevarine , it can be acquired on the PC by using the console : codice _ 1
Lost Prospect Mine Lost Prospect Mine is a mine found in . The mine is located in a valley on the eastern edge of The Rift . Layout . It is a small mine , seemingly empty except for a plentiful supply of mushrooms . There is a large cavern with several short tunnels . A waterfall with a secret tunnel behind it is in the center of the cavern . History . On a table in the central cavern is the journal of a man named Hadrir . In it , he details how his old friend and business partner Bern came to him after four years with the promise of work in an old gold mine he had purchased " for a song . " Upon arrival , however , Hadrir saw why the mine was sold cheap : it was , in his words ; " Barely a glorified cave . " To top things off , three weeks of digging got them nowhere : no gold , gems , or anything of value . Hadrir left to purchase supplies in Riften , only to return to find Bern gone . No blood , signs of a struggle or any indication of why Bern left . Hadrir left the journal behind saying that he " Expected better " of his old friend . To get to the three gold ore veins , jump onto the table , then onto the sconce , then use Whirlwind Sprint into the waterfall . This will reveal a small cave , where the gold veins and a few tools are . In this area there is a skeleton presumed to be Bern . It is possible to get up there without the shout , using the other side of the water fall . Ingredients . Lost Prospect Mine has a large amount of mushrooms for ingredients :
Mazoga the Orc ( Character ) Mazoga the Orc is an Orsimer that the Hero meets in Castle Leyawiin for the quest " Mazoga the Orc . " She used to be a bandit and was associated with bandits such as Black Brugo , who the Hero has to kill as part of the next quest , Knights of the White Stallion . Background . Count Marius Caro wants the Hero to find out why she is in Leyawiin . She began calling herself a knight ( and demands that they call her " Sir Mazoga " ) after her friend Ra ' vindra was killed by the bandit Mogens Wind - Shifter . She promised to kill Wind - Shifter , so she made her way to Leyawiin to find Weebam - Na so he could take her to Fisherman ' s Rock , the hiding place of the bandit that killed her friend . Interactions . Mazoga the Orc . This quest starts when the Hero talks to Count Marius Caro in Castle Leyawiin . He wants to know why Mazoga the Orc won ' t leave his hall . Knights of the White Stallion . After the Hero and Mazoga have killed the Black Bow Bandits and Black Brugo , the Count of Leyawiin will grant them the Title of Knight - Errant of the White Stallion and the Leyawiin Shield . They also get the key to the lodge and so does Mazoga .
Writ for Odaishah Yasalmibaal Writ for Odaishah Yasalmibaal is one of many assassination quests the Nerevarine can do for the Morag Tong in . It involves the assassination of Odaishah Yasalmibaal . To get the quest the player must first have completed Writ for Feruren Oran . Summary . The Nerevarine is tasked with executing Odaishah in Bensiberib Camp . This quest is given alongside Writ for Toris Saren . Walkthrough . Writ . Talk to any of the Morag Tong Masters at any guildhall for them to give you a writ for Odaishah Yasalmibaal . The Target . Odaishah is hiding in Bensiberib Camp , inside his yurt . The camp is located on Azura ' s Coast , in the mainland west of the cities Tel Fyr and Tel Aruhn . He is the only occupant of the camp . Return . Return to the Morag Tong Master with the completed writ to finish the quest and receive the reward . Reward . The Nerevarine will receive 500 for the completion of the writ and the quest giver ' s disposition will increase by 10 points ( or 5 if the execution is reported as a crime )
Champion of the Mages Guild The Champion of the Mages Guild was a powerful Mages Guild member during the Third Era , and was responsible for the downfall of Mannimarco with the assistance of Hannibal Traven during the Attack on the Mages Guild . The Champion may or may not have been the Hero of Kvatch . After the defeat of Mannimarco and Hannibal ' s death , the Champion was made Arch - Mage of the Mages Guild in Cyrodiil .
Frostmirror Robe Frostmirror Robe is a generic robe that is enchant ed to provide the wearer with resistance to frost damage , and a chance of reflecting incoming spells . Enchantments . Enchantment ID : " frostmirror robe _ en " Both effects are for 10 seconds on self : Acquisition . Merchants . This item is sold at the following location ( s ) : This robe appears primarily as leveled loot . There are an additional 1 , 678 instances that it may be generated .
Nirtunus Crunus Nirtunus Crunus is an Imperial Agent who can be found in Beshara . He is hostile and will attack on sight ; however , if calmed , he will offer training in Speechcraft , Light Armor and Sneak . Equipment . Nirtunus uses or carries the following : Magicka . Nirtunus uses the following :
Dragonplate Shield Dragonplate Shield is a piece of heavy armor and part of the Dragonplate Armor set found in . Locations . Unenchanted shields will begin to appear throughout Skyrim at level 40 and enchanted variants can be found at level 41 . These locations include : Smithing . A Dragonplate Shield requires a Smithing level of 100 and the Dragon Armor perk to forge . It can be crafted at a blacksmith ' s forge with the following components : It can be upgraded with Dragon Bone at a workbench and also benefits from the Dragon Armor perk , which doubles the improvement .
Eldergleam Sanctuary Treasure Crate Eldergleam Sanctuary Treasure Crate is an unmarked location found in . Description . Located northwest of the Atronach Stone and set above the entrance to the Eldergleam Sanctuary . Here is a crate where some ritual materials have been stashed away . The Dragonborn can reach the stash by walking to the left of the entrance to the Eldergleam Sanctuary and climbing up on top of the cave entrance .
Markarth Home Decorating Guide Content . Welcome to your new home ! This decorating guide provides a list of packages that you can purchase from the Steward of the hold . Each package contains furnishings and decor for a specific part of your house , and these will be delivered and placed for you upon purchase . All you need to do is provide the gold , and the Steward will take care of the rest . The next time that you visit your home after making your purchases , you will see your new decorations and furnishings in place . Entrance Hall . When you purchase this package , floor mats and decorative planters will be added to the hallway just beyond the front door . Living Room . This package will furnish the central room with a large dining table , several smaller tables , shelves , a display case and other decor . Sleeping Quarters . In addition to improved furnishings and decor for your master bedroom , this package also adds a small dining area between the guest and master bedroom , near the rear of the house . Alchemy Laboratory . This package will furnish one of the small rooms that adjoin the living room with the implements of an alchemist ' s laboratory . This includes an alchemy table , several shelves and added decor . Enchanting Laboratory . This package adds furniture and decor for a small enchanting laboratory adjoining the living room . This includes an enchanting table , shelves and decor .
Journal of Ulrich Content . I first found the entrance to Silaseli in 565 . My brothers in the Lion Guard stripped my rank when I refused to swear to King Emeric . Others who refused the oath became victims of court politics , stripped of their high status and sent to live with the vagabonds . I ' m lucky ; I found status amongst the farmers outside Evermore . Our problems multiplied when the king started his war with Cyrodiil . The farmers trust me to help them . I ' m flattered by the attention .
Dragonbone Bow The Dragonbone Bow is an Archery weapon in . It has the highest base damage of any standard bow , but is also the heaviest bow alongside the Falmer Supple Bow . Smithing . The Dragonbone Bow requires a Smithing level of 100 and the Dragon Armor perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a Dragon Bone at a Grindstone and also benefits from the Dragon Armor perk , which doubles the improvement .
Gjarma ' s Orders : Supplies Content . Let your lot fill their pouches , but the Necromancers will need bodies for the plan to work . Ten cart - loads should be enough . And look for bodies in the streets before you go about making any new ones . If they people of Haven see us bashing down their doors and dragging out corpses , they ' ll find courage beneath their fear . — Gjarma Raven - Hair
Alten Corimont ( Online ) Alten Corimont is a town located in the region of Shadowfen , Black Marsh . It is a trading post , and is run for the most part by Argonian pirates and smugglers . It is an important trade hub within the marshes with access to the river , and is rife with merchants , pirates and petty thieves who wish to seize the opportunity . The port itself is centered around a large grounded galleon named " The Blasted Breton " , where most of the residents and traders do their business . Trust and friendliness within the makeshift town is low , as the town ' s " de facto " leader , Captain One - Eye , struggles to keep the town intact . Her job is made hard , however , by pressure from both the Ebonheart Pact and the Aldmeri Dominion . Quests . A Pirate Parley . S ' jash has a plan to steal treasure from the Dominion troops before they find out what happened to Tsanji , their contact in Alten Corimont . Lost to the Mire . Luteema went to the Percolating Mire . He has yet to reply to Rabeen - Ei ' s correspondence . Threefold Folly . The Vestige wins a lute in a game of riddles . Warm Welcome . Shadowfen ' s Vicecanons are concerned about the Dominion running supply lines for their troops through Alten Corimont . Will of the Broken . Speak to a priestess of Arkay about the fall of a fellow priest at Broken Tusk .
Rargal Thrallmaster Rargal Thrallmaster is a Nord vampire member of the Volkihar Clan . Background . Rargal Thrallmaster tends to the various Vampire Cattle found in Castle Volkihar . He reveals that he captures them from all over Skyrim and tries to keep a wide selection for every taste . He warns the Dragonborn not to kill any , or else there will be consequences .
Corpse Preparation , Book III Contents . Fresh and decayed corpses are those that still have flesh upon them . If their decay is advanced , or if you wish a skeletal servant instead , place the corpse along a coast or in a swamp or marsh . Animals are the Necromancer ' s greatest allies when it comes to stripping the flesh from a corpse . The ravenous mudcrabs of Morrowind can strip a corpse down to its bones in a matter of days . Lesser crabs in other provinces can do the same in a matter of weeks . If you wish to create a zombie servant , one need only bring the corpse to a suitable site and enact the proper rituals . However , there are a few tips that a young Necromancer might want to know . For instance , a decayed servant may be raised many times , even if they have been dismembered by those who do not appreciate our Art . If one of your servants comes to an unfortunate end , you may raise the servant again by carefully gathering as many parts as you can find , binding the bones with leather straps , and sewing the flesh ( if it not too decayed ) with catgut . Your servant may be weaker each time this is done , but with care and maintenance , one may raise zombies dozens of times . However , creating a mere zombie is a method best left to lazy or desperate practitioners . With only a bit more time and effort , one may create a far more useful mummified servant . The first step to creating a mummified servant is to soak the decaying corpse in a bath of salt or natron for at least one month . This will halt the decay of the corpse , and if the corpse is fresh enough to have an unpleasant odor , the salts will remove that as well . In a moist climate , such as Argonian or Thras , you may have to apply more salts if they become saturated . Some Necromancers remove the vital organs before or after this process , but I have never found any practical reason for doing this . The next step is to wrap the servant in cloth or linen . This will further preserve the body against decay and , if done properly , will offer some protection as well . Do not worry if the corpse seems too stiff or desiccated to be a useful servant , the proper rituals will imbue the mummified corpse with the strength to move itself . Most importantly , you will have a much stronger servant who will follow your commands with more independence and understanding .
Bouldertree Refuge Bouldertree Refuge is a player home in . It is a medium - sized Bosmer style home located east of Longhaven in Greenshade . Acquisition . This home can be purchased with after completing the quest " A Friend In Need " and gaining the Spirit of the Bosmer achievement . Alternately , it can be purchased directly from the Crown Store , allowing players to acquire it without having to meet the aforementioned prerequisites .
The Voyages of Il - Am - Hakim , Vol . 3 Content . Defying the evil spirits of contrary winds , the gallant Il - Am - Hakim directed his vessel through to the deserted isle . The crew lay half dead from sun - sickness , having exhausted their supplies more than a fortnight before . Il - Am - Hakim looked to the officer at his right hand , who anxiously searched the shore for some sign of habitation . " None to be seen , " she announced , both relieved and disappointed . " Strike the bells , then . Rouse those who still can stand . " To be crippled and unmanned would mean the end of their voyage . He would return with their cargo , or he would return not at all . Soon , all had left the bare decks and fled to the open shores of the island . The trees yielded fruit , and the men , drunk from those heady sugars , fell into a stupor not unlike death . Il - Am - Hakim took no comfort in the rich nectars as he kept watch over his vessel . The very air shivered with anticipation . " Sir , you must rest . " A hand fell on his spyglass , drawing it away . He nodded , and took to a pauper ' s bed in the sand . But a moment after his eyes closed , he heard the familiar sound of oars upon the waves . " We are set upon ! " he cried , drawing his sword from its sheath . All eyes turned toward him , the midday sun signaling a new day . The sand coursed out of his beard like so much water . " I thought it best not to wake you . " The officer looked away , unwilling to allow him to see her smirk . That did not stop the workers rowing back provisions from starting a raucous din . Il - Am - Hakim could not begrudge them that .
Alchemical Formulas Alchemical Formulas is a House Hlaalu quest in . It is given to the Nerevarine by Nileno Dorvayn . Walkthrough . Having successfully intercepted the coded message from House Redoran , the Nerevarine is given another task from Nileno Dorvayn that involves an element of subterfuge . This time the Nerevarine must obtain a set of secret alchemy formulas from a non - Hlaalu Alchemist ( who has effectively been taking money from Hlaalu ) in Vivec City . Obtaining Frernis ' Secrets . The alchemist Aurane Frernis ( the woman responsible for taking business away from Hlaalu friendly alchemists in Vivec ) can be found in her in the Foreign Quarter in Vivec . In the room there are three copies of Frernis ' Recipies with one out in the open on a table , a second in a locked and trapped chest and a third held by Frernis . Once any of the scrolls have been successfully taken by the Nerevarine , they must take it to Dorvayn in Balmora to end the quest .
Vision Quest Vision Quest is a quest available in . Arch - Mage Valeyn thinks his visions are somehow connected to the evil Magistrix Vox . Unfortunately , before he could learn more , something blocked his magic . Walkthrough . Once The Vestige enters the library , they must walk through the hall , when doing so , they will be paralyzed , and they will awaken in a prison . After speaking to Tedras Relvi , they will encounter a Familiar , who is sent to help them , and opens a portal to the Instruction halls . After entering the portal , they must find Hadmar the Thin - Boned , who will be in the Instructor Housing . They must find Lena ' s Lockbox . When exiting the Instructor Housing , they will encounter enemy mages . When going to find The lockbox , they will encounter daedra . When at Hadmar ' s Totem , they will encounter a puzzle .
Main Quest ( Shivering Isles ) The Shivering Isles Main Quest is the central storyline of the expansion pack . It involves a great quest given by the Daedric Prince Sheogorath . After 24 ( in - game ) hours after installing the expansion , the quest will automatically be initiated .
A Cure for Vampirism ( Morrowind ) A Cure for Vampirism is a quest in available exclusively to a vampire Nerevarine . Walkthrough . Once the Nerevarine is a Vampire , they can ask around Vvardenfell for help in finding a cure . Asking members of the Mages guild and sorcerers will help start the quest .
Dragonscale Helmet The Dragonscale Helmet is a piece of light armor and part of the Dragonscale Armor set found in . Locations . Unenchanted helmets will begin to appear throughout Skyrim at level 46 and enchanted variants can be found at level 47 , albeit very rarely . These locations include : Smithing . A Dragonscale Helmet requires a Smithing level of 100 and the Dragon Armor perk to forge . It can be crafted at a blacksmith ' s forge with the following components : It can be upgraded with Dragon Scales at a workbench and also benefits from the Dragon Armor perk , which doubles the improvement .
Spinner Eranas Spinner Eranas is a Bosmer and the historian of Karthdar in the region of Grahtwood , Valenwood . He is married to Gathiel and is apt in the alchemical arts . Interactions . Pact Advocate . Nature itself turns on Karthdar as someone within the village violates the Green Pact . Spinner Eranas is suspected of the crime as he was desperate to find a cure for his seriously ill wife .
Finding the Thieves Guild Finding the Thieves Guild is a quest in . Through this quest the Hero will be introduced to Armand Christophe . Walkthrough . Receiving the quest . There are three ways to start this quest . Joining the Guild . At the meeting place , two other thieves , Methredhel and Amusei , want to join the guild as well . Armand will give the quest " May the Best Thief Win , " where the Hero must compete with the other hopefuls to earn the right of joining .
Landfall Landfall is the name given to the future event in which Nirn is destroyed in the late Fifth Era during the Numidium ' s return to Tamriel . It is stated that the only way to fully escape the devastation of Landfall is to know love . It should be noted that while Landfall involves the destruction of Nirn , it is not the end of the kalpa ; Mundus still exists after Landfall , during the events of C0DA . This indicates that the next world has not yet begun , as it would at the beginning of a new kalpa . Background . The origins of the event can be traced back to the ending days of Tiber Septim ' s conquests in which the Numidium was used . During the final battle of the Tiber Wars against the Second Aldmeri Dominion , the siege of Alinor , the Numidium was caught in a time warp . While the siege of Alinor only lasted around an hour in perceivable time , the warp caused the Numidium to remain in battle with the forces of the Dominion from some point in the Merethic Era all the way to the late Fifth Era . This distortion in time allowed the Numidium to essentially escape its own demise at the hands of the Underking . After the Numidium ' s eventual return to Tamriel in the Fifth Era , it resumed its war against the elves , taking on the forces of the Third Aldmeri Dominion . During this time , a strange insect - like prophet who foretold the return of Numidium traveled to Morrowind in order to save its inhabitants from the coming apocalypse , but would be crushed by the Numidium before he could achieve his goals . While the Thalmor tried to fight off the Numidium their resistance was proven to be futile when the Numidium used its " ancestroscythe " abilities to effectively erase the Altmer race from existence . As the Numidium was about to annihilate a large group of Khajiit and Dunmer refugees attempting to escape the destruction in a ship known as the Wonderweir , the Nerevarine appeared , piloting the Akulakhan and began to battle the Numidium . With the Numidium distracted , the Wonderweir was able to leave Nirn , reaching the moon Masser where the passengers would take refuge and eventually create colonies under its surface . However , the Nerevarine was unable to stop the Numidium which would continue its destruction of Nirn and , after some time , would move on to Masser where it would be verbally defeated by a Dunmer known as Jubal - lun - Sul who would later go on to end the Landfall by creating the first of the " New Men " with Vivec .
Thieves Guild Recruit Thieves Guild Recruit is a creature card in . Acquisition . Thieves Guild Recruit is acquired by : Strategy . Summon Thieves Guild Recruit early in the game for the possibility of summoning a 7 or more cost creature very early , giving the player a huge edge .