naist-nlp/zeshel huggingface dataset:
Thane Fellrig Thane Fellrig is a Dremora posing as a Nord thane in The Everfull Flagon , a cursed tavern in Coldharbour . A servant of Molag Bal , Fellrig originally tricked the innkeeper Bernt the Brittle and now serves as the tavern ' s guardian , ensuring the patrons can never leave .
The Disappearance of Captain Carius The Disappearance of Captain Carius is a quest in . Walkthrough . Werewolf attack . After returning to Fort Frostmoth the Nerevarine will find that the fort has been attacked . The gate is destroyed and there are several collapsed walls . The Nerevarine ' s companion , who was following from the previous quest , will tell them to visit Captain Falx Carius . The guards will point the Nerevarine to Gaea Artoria or Saenus Lusius . Either one that is questioned will explain that the captain has gone missing and the attack was carried out by wolf creatures , possibly werewolves . They will mention that the Skaal , the native people of Solstheim , who live in their village in the north , might know more . Either one spoken to will give the Skull of a Skaal Warrior , that was found in a Skaal tomb , to the Nerevarine to bring to the Skaal as a sign of good faith . The Skaal . After going to Skaal Village , the Nerevarine will be directed to Tharsten Heart - Fang , the leader of the Skaal . He will tell the Nerevarine that the Skaal had nothing to do with it and that the wolves were no mere wolves . The Nerevarine may offer the skull , Tharsten Heart - Fang will tell them that he ' s angry that the Imperials have upset the balance of nature , and it needs to be restored . He will , however , recognize the Nerevarine may have come in good faith , but to be able to trust them , Tharsten Heart - Fang asks the Hero to pass the Skaal test of loyalty . This will start the quest " The Skaal Test of Loyalty . " Back at the fort . The Nerevarine may now report their findings to Artoria or Lusius , in the fort . they will be disappointed that the Captain ' s whereabouts was not solved , and will recommend that the Nerevarine go back to the Skaal village and win the trust of the Skaal . This will complete the quest .
Note to Caldera Guard Content . To all on duty guards : Keep an eye trained on the Argonian called " Gold - Heart " at all times . He has been increasingly combative and resistant to authority lately , especially when in the presence of the Argonian females . " " Elynea
Scroll of Heartwise Scroll of Heartwise is a Restoration scroll that increases the user ' s Personality attribute for a limited time . Inscription . This scroll ' s inscription reads : WOE UPON YOU Characters . The following people possess or sell a Scroll of Heartwise : Locations . A Scroll of Heartwise can be found at the following locations : This scroll can be generated at random ( there are an additional 260 possible occurrences ) .
Highcross Highcross is a settlement in northeastern Mania . Its inhabitants are known for being highly compulsive and irrational . As Mania is half of the Shivering Isles so is Highcross half of Mania . Highcross is the compulsive , irrational and obsessive piece that makes up the manic half the isle . The residents of this settlement each have a compulsion that occupies the majority of their daily activities . There are three citizens living there : Bruscus Dannus , that is seen obsessively cleaning outside his house ; Runs - In - Circles , that has the issue of running in circles and may ask compulsively for a new pair of shoes ; and Mirili Ulven , an obsessive naturalist who might ask for help in her research to catalog every living thing in the Isles . Quests . Taxonomy of Obsession . Mirili Ulven is making a Taxonomy for everything on the Shivering Isles . Get her disposition up to 60 or more and she will employ the Hero as her helper . Surrounding area . The area surrounding Highcross is similar to the rest of the idyllic Mania countryside . It is situated upon a hill side that slopes down to the sea . As such the area around Highcross is similarly as dangerous . Elytra are a common sight in the nearby wilds , while Baliwog and Scalon patrol the nearby coast .
Stalhrim Light Boots Stalhrim Light Boots are 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 . They require a Smithing level of 80 and the Ebony Smithing perk to create . They can be forged at a blacksmith ' s forge with the following components : They 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 " .
Jakolar ' s Journal Content . — Forced to leave Solitude . Jarl Svargrim believes the method lost , my research pointless . That ' s fine . I ' m not doing this for him . — Thirty days since . I ' ve traveled south and east , visiting as many barrows as I can . The draugr are no threat to me , though the stronger ones take much of my energy to dominate fully . I need rest , but there is no time . — Turned away at the gates of Whiterun . Despite my care with the body , even the enchantments to dim the smell , it seems most are not comfortable with an old Nord carrying his wife ' s corpse into the town square . — I saw her this time . A ghostly figure that cried out for me to stop . I tried to tell her it has to be this way . I know it must be tormenting her to be so bound , but it is only temporary . Soon she will live on eternally . I will never lose her again . — Arrived at Ivarstead . I kept the body and my supplies hidden just outside the village . No one here knows anything about the draugr curse that could help me , but no matter . At nightfall , I will move into the barrow and see what I can learn . At the very least , it will give me a place to rebind her . I ' m sorry , my dear . Just a little longer .
Ahzidal ' s Armor Ahzidal ' s Armor is a unique set of ancient Nord armor found in . Despite being identical to ancient Nord armor in appearance , it has a higher base armor rating and weighs more . Ahzidal ' s armor matches steel plate armor in terms of armor rating . Acquisition . All pieces can be obtained in Kolbjorn Barrow during the various stages of the quest " Unearthed . " Smithing . Pieces can be upgraded with a Steel Ingot at a workbench and benefits from the Advanced Armors perk , which doubles the improvement . Enchantment . Wearing four relics of Ahzidal grants the following : This enchantment only functions when his Boots of Waterwalking and three of the other six relics are worn . Equipping a fifth relic will stop the enchantment from functioning . His dragon priest mask can be used as one of the relics needed for this effect .
Guardian Stones The Guardian Stones can be found along the road southwest of Riverwood . Location . After completing Unbound , continue to follow either Ralof or Hadvar and they will lead the Dragonborn to Riverwood . The Stones are located southwest of Riverwood , and north - northwest of Helgen close to the river . They consist of the Warrior Stone , the Mage Stone and the Thief Stone .
Vorundil Vorundil is an Altmer Vampire who can guide the Vestige to the Blood Matron ' s Crypt . He can be found in either Evermore , Rawl ' kha , or Riften depending on their faction . Interactions . Scion of the Blood Matron . Vorundil can guide the Vestige towards the Blood Matron ' s Crypt .
Letter to Paathi Content . Paathi , I am worried . Shola ' mai does not wish to spread rumors , but Abbot Kulan - dro ' s behavior grows stranger by the day . He was late to midday meditation again , and muttered through the Tojay chant . This one knows it is forbidden to open his eyes during the mantras , but I could not help but take a peek . Kulan - dro ' s snout was twisted into a sneer , and his tail swept back and forth like a prayer bell . This alone would not raise Shola ' mai ' s hackles — but his claws were tapping in time . They were clicking against the stone , again and again . It made this one ' s head swim ! We must send word to the Mane . I sense something dark in that rhythm . If the Abbot has bent , all of us are at risk . Stay out of sight for the next few days and if you hear the rhythm , flee the temple . Moons protect you , Shola ' mai
Forebears ' Holdout Forebears ' Holdout is a location in . Location . Forebears ' Holdout is located southeast of Dragon Bridge . It is a large cave containing a river and a central small fort . During the quest " Prophet , " the Dragonborn has to defeat Malkus , if sided with the Dawnguard , or Vanik , if sided with the vampires , and free Dexion Evicus . Quests . Prophet . After visiting the attack scene south of Dragon Bridge , the Dragonborn heads to Forebears ' Holdout to either rescue the moth priest Dexion Evicus from vampires ( Dawnguard ) , or enthrall the moth priest ( Volkihar ) .
The Standing Stones ( Book ) Content . Any visitor to the Shivering isles will soon come across the awkward shape of a tall , crystalline stone looming over them like an accusing finger . Variously known as standing stones or obelisks , they cannot be avoided in traveling the Shivering Isles , no matter how hard you might try . There are many theories on the origin and purpose of these stones . ( Purpose ? Can a stone have a purpose ? Is it a sentient being , or an inanimate object ? Is it listening to you - watching you - whispering to you ? ) . Some claim they are simply interesting geological formations . Not so . Not so . They cannot be chipped or cracked or even scorched . Believe me , I ' ve tried . Nothing harms them . ( Although perhaps they still feel the blows . They seemed angry for a while . I sang to them and that seemed to soothe them . I can ' t say why . ) And if you ' ve tried to dig one up , as I have , you know that they go down forever . ( Months I spent , digging down . No matter how deep , there it was , still gleaming in the secret darkness beneath the earth . They know the secrets , even those that are buried deep . ) I have spent many years trying to understand these stones . ( Avoiding doesn ' t work . As I said , they ' re everywhere . So try for understanding , as I have . What is the humming ? What do the whispers mean ? ) I can ' t say that I know everything about them , but I have learned many things , some of which I can share with you . ( But I don ' t know what they want . Not yet . Perhaps if I knew what they wanted , I wouldn ' t be so afraid . They whisper secrets to me , but I promised not to tell . They know many secrets . They ' re always watching . They never sleep . Not even at night , in the dark of the moon . ) I know they are old , older perhaps than the world itself . They have seen civilizations rise and fall . And they hate us . They are waiting for their master to return . ( They won ' t tell me who , or when . If they hate me so , why do they tell me their secrets ? Is it because they know my secrets already ? ) You may not believe me . Most don ' t , but most have not spent the time that I have in trying to learn about these stones . I have spent days listening to their secret whispers and learning their language . ( They talk , you know . To each other , mostly . But now to me . ) At first it was just a humming , which you can hear if you lean against a stone and listen very closely . It may take hours , or days , but you will hear them . And once you hear the voice of the standing stones , you will never be able to shut it out .
Enthralled Wizard The Enthralled Wizards are Nord and Redguard ghosts found in Labyrinthian during the quest " The Staff of Magnus . " Background . The Enthralled Wizards are the last " survivors " of Savos Aren ' s ill - fated expedition into Labyrinthian . During this journey , all but two of Savos Aren ' s companions perished . The three mages reached the room where the Dragon Priest Morokei resided , and two of them were slain . Savos , the sole survivor , enthralled his fallen friends ' spirits so that they might imprison Morokei within an energy shield to keep him from escaping . Interactions . The Staff of Magnus . The Enthralled Wizards appear in the last room of Labyrinthian , keeping Morokei trapped . In order to kill him and recover the Staff of Magnus , the Dragonborn must kill the two wizards .
Unwelcome Visitors Content . We assume the first Anchor Chain is cut . Apply pressure to Mother Tiger to denounce the Unwelcome Visitors . We observe Unwelcome Visitors recovering from the storm . Cut the second Anchor Chain immediately . Watchful Serpent remains offshore . At the signal , we shall prepare the Tempest .
Nicolas Nicolas is an Imperial thief . He is the former guildmaster of the Abah ' s Landing Thieves Guild . He serves as the main antagonist of . Background . Having served as the Guildmaster of the Thieves Guild , Nicolas commanded great respect and power from his guild members , who looked up to him for guidance . Under his reign , the guild soared to great heights and most of the veteran members saw the organization as a tight - knit family whose influence scared even Abah ' s Landing ' s merchant lords . Following a failed heist in Taneth involving Magnifica Falora ' s dowry inside her family tomb , Nicolas was believed to have been killed , though in truth it is revealed he betrayed the guild and faked his death . He is later found imprisoned in the No Shira Citadel by the Iron Wheel . He was supposed to be shipped off to Taneth to face justice but was reportedly thrown off the ship and lost to the waves . He survived the incident and left his past life of thieving and intrigue for good , having promised marriage to an unsuspecting widow named Volunidai and living in her mansion away from civilization . Nicolas later claimed that he had not intended to betray the guild at all , but due to everyone not acting as they should such as Velsa retiring and Zeira not returning to the guild earlier to warm them of the Iron Wheel , the Thieves Guild was decimated and left ruined by the invading police force . His fate if left to the Vestige ' s decision ; who can choose to kill him for vengeance for the guild , or leave him alive and decide whether or not to reveal to Volunidai of his past expoits . Interactions . Forever Hold Your Peace . The Thieves Guild wishes to crash Merchant Lord Cosh ' s wedding ceremony inside Hubalajad Palace and prevent him from marrying Magnifica Falorah . Zeira suspects Nicolas is behind it all . Prison Break . Nicolas can be found in Zeira ' s presumed cell block in the No Shira Prison . The Vestige is given the option of deciding his fate , though it is recommended to consult with the guild members beforehand . The One That Got Away . Zeira tasks the Vestige with finding Nicolas whom she believes survived an accident on the ship that was supposed to carry him to Taneth .
The Mysterious Mermaid of Anvil Content . For as long as Anvil has stood upon the Gold Coast , it has been a city of adventure and allure . Legend and mysteries abound , filling its streets and taverns with tales from all around the world . One of these stories doesn ' t originate in some far - off land . Anvil has its own incarnation of the city ' s beauty and charm , hewn from stone older than any lain in the building foundations — the Mermaid of Anvil . With no inscription decorating its base and no certificate of origin stored in the city records , the Mermaid remains a blank canvas upon which locals and visitors alike have painted their own picture . Her carefree repose and immodest attitude have earned her a multitude of names and titles — some of which are not suitable to be printed here . Whether you know her as the wistful Brine Maiden , the Leggy Lass , the Salty Serenader , the Stone Seductress , or a hundred other monikers , the Mermaid of Anvil never fails to leave a lasting impression on all who gaze upon her . What about the Mermaid so manages to enthrall us ? The gentle curves of pale rock create a fancy figure , certainly , but was she laid bare for the sake of art ? The sheer scale of her grandeur rivals many statues erected to the Divines , the royals of Tamriel , or the Daedric Princes themselves , leading some to speculate that the Mermaid was once a figure of similar stature to her unknown creators . Could our fair Mermaid actually be a long forgotten god or an unrecognized aspect of one of the Divines ? Certainly the more scandalizing rumors suggest she might be Azura as she appeared to some ancient sea - dwelling civilization , but it ' s hard to imagine the Sload being capable of making something of such beauty . And what does that leave ? The dreugh ? No , more believable to imagine that Sea Elves once had scales and gills . We know so little about who or what the Mermaid truly represents , and even less about who may or may not have created her . There ' s no credible record of who painstakingly carved and polished the great stone that gave birth to our patron beauty . Many have attempted to explain the origin of the Mermaid , or even assert that some long lost ancestor was responsible for her design . No matter how reputable the source , however , further investigation always reveals the statue to predate any such claims . In fact , the most recent archaeological study indicates that the Mermaid easily pre - dates any structure in Anvil , indicating that at least a few of her admirers were so taken with her as to set down roots in her shadow and build the city around her fine form . Would she be amused or embarrassed to know an entire city has sprung up to gaze upon her ? One look at her coy expression says that even if she could answer , she ' d never dispel her air of mystery . And that ' s why the people of Anvil love her .
Glass Greatsword The Glass Greatsword is a two - handed weapon in . Locations . Unenchanted glass greatswords will begin to appear throughout Skyrim at level 27 , and enchanted greatswords can be found at level 28 . These locations include : Smithing . A glass greatsword requires a Smithing level of 70 and the Glass Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a refined malachite ingot at a grindstone . The Glass Smithing perk doubles the improvement .
Amiable Fanriene Amiable Fanriene is a Breton conjurer who is quite paranoid about walls anywhere he is . He is almost always crouching down shielding his head . Amiable can be found near the inn The Choosy Beggar during most of the day . Interactions . Falling Awake . Amiable is afraid that the walls around him will fall and crush him , and because of his fear he refuses to sleep in his house . He asks the Hero to find someone to swap beds with him .
Arriana Valga Arriana Valga is the Count ess of Chorrol . Her husband was the hereditary Count until he passed . Alessia Caro , her daughter , is married to Marius Caro , the Count of Leyawiin . Interactions . Speaking with the Countess in her castle , the Hero of Kvatch might have learned that a painting of her late husband had been stolen . Although not a priceless piece of art , the painting held sentimental value , as it was the only likeness ever made of him . Upon investigating the theft , the Hero might have discovered that Chanel , the Court Wizard and original painter of the portrait , stole it from the countess , stating that the two had an affair while he was alive , and she wanted the painting to remind her of the man she loved . The painting was then either returned to the Countess , or given to Chanel .
An Assassination Attempt An Assassination Attempt is a quest in . After returning from the ruins of Bamz - Amschend , the Nerevarine is instructed to speak with King Helseth . Walkthrough . The Nerevarine will be instructed by Tienius Delitian to speak with the King of Morrowind , Helseth . Helseth can be found in the Throne Room of the Royal Palace , and will apologise for attempting to assassinate the Nerevarine earlier . He will then ask that the Nerevarine investigate another assassination plot . Helseth states that an orc informant can be found in the The Winged Guar , and will respond to the code phrase " " uncle ' s farm " . " The King ' s Informant . The Winged Guar can be found in Godsreach , with the orc , named Bakh gro - Sham , the only member of his people in the tavern . He will respond to the code , informing the Nerevarine that he may have uncovered a plot to assassinate Queen Barenziah . It is also gro - Sham ' s belief that the King is paranoid , but nonetheless believes that the Nerevarine should relay his information to the King . The Queen ' s Bodyguard . The Nerevarine must return to Helseth at this point . Helseth will then proceed to outline his plan to the Nerevarine , informing them that they will act as the Queen Mother ' s sole bodyguard . The Nerevarine is instructed to hide behind a screen within her room in order to spring a surprise on the assassins . The Nerevarine must proceed to the Queen Mother ' s room and lie in wait for the attackers . " Note : " Just before the assassins enter the room , and if the Nerevarine is in the correct position , a journal message will appear to inform them that they are positioned correctly . At around nine in the evening , the Assassins will enter the room , extinguishing the light within and whispering their plan . It is then revealed that their intended target is the Nerevarine , and all the doors are found sealed . With no escape , the Nerevarine must defeat the three assassins , before the room will be unsealed . The Nerevarine must return , once again , to Helseth to complete the quest . A Loyal Servant . Helseth will be surprised by the Nerevarine ' s survival , offering them his Collar and the chance to offer their services to him once again .
Lurker Lurkers are a species of Daedra found in the plane of Oblivion known as Apocrypha . They typically serve Hermaeus Mora , but Miraak took control of some of them during his stay in the realm . Locations . Lurkers can be seen throughout Apocrypha , usually guarding tomes of forbidden knowledge , though they can also be Randomly encountered on Solstheim attacking the local wildlife and populace . Lurkers will also appear when the Dragonborn cleanses the stones that have been corrupted by Miraak by using the Bend Will shout on them . This is obtained by doing the quests " The Fate of the Skaal " and " Cleansing the Stones " during the questline . Loot . Lurkers usually carry leveled gold and enchanted jewelry . Often they carry a unit or two of netch leather and may also drop slaughterfish egg s . Combat . A Lurker ' s melee attacks consist of swipes with its claws and the use of their large legs for stomping attacks , which can stagger opponents . It also causes a mass of poisonous , writhing tentacles to appear at the base of its foot . The poison damage is equivalent to that of the effect Lingering Damage Health . They can extend tentacles from their mouths for an attack called " Lurker Spray " which causes 8 points of damage . They also have a ranged attack called " Acid Spit " which deals between 10 and 20 points of damage over 5 seconds . Some of their attack animations are similar to giants .
Leather Strips Leather Strips are a Smithing component in . Characteristics . Leather strips are made by cutting leather at a tanning rack into strips , with one piece of leather producing four leather strips . Leather strips are always a required component when smithing weapons and armor , but not jewelry .
Stormcloak General Stormcloak Generals are officers within the Stormcloak faction . They may be enemies or allies depending on which faction is sided with during the Civil War . These generals are part of the Stormcloak army and appear during several Civil War quests . They wear the Stormcloak Officer Armor . Interactions . Battle for Whiterun . Stormcloak Generals will appear as enemies during the battle if the Dragonborn sides with the Legion .