naist-nlp/zeshel huggingface dataset:
Ules Plantation The Ules Plantation is a large plantation belonging to House Hlaalu on the Ascadian Isles on Vvardenfell , Morrowind . It is owned by the Ascadian Isles ' councilor , Nevena Ules . Six slaves , two fields , and a landing stage belong to the plantation . Two miserable shacks house the slaves and the slavemaster . Sublocations . Ules Manor . The councilor Nevena Ules and Fruscia Abitius , both members of house Hlaalu , reside in this vast manor . Slave Shack . This miserable shack serves as living quarters of the plantation ' s slaves . Apart from four bedrolls , a table holds food and drink . Slavemaster ' s Shack . The slavemaster ' s living quarters are less miserable than those of the slaves themselves . There is a hammock for the nights , and food supplies are stored in various containers . Quests . Tul ' s Escape . Tul is an Argonian who resides on the Ules Plantation and claims to be an escaped slave . He asks the Nerevarine to help him find an abolitionist who is likely to help him .
Westwood Westwood is a city in the region of Dwynnen , High Rock . It is home to chapters of the Dark Brotherhood , School of Julianos , and the House of Dibella . The city also has a number of taverns , general stores , and pawn shops .
Cathay - raht The Cathay - raht are a breed of Khajiit , a race hailing from the land of Elsweyr . Appearance and physiology . The Cathay - raht are large bipedal Khajiit , much larger than the standard Ohmes , Ohmes - raht , Suthay - raht , and Cathay seen wandering Tamriel . Their body structure is similar to that of a much larger Cathay . They are described as being " Jaguar - Men " with pointed ears , wide yellow eyes , mottled pied fur , and having a whip like tail . The Cathay - raht are known to be very fast , agile and strong , and able to jump incredible heights and distances with great dexterity . One account describes them as being of the same size and speed as a werewolf . During the Five Year War , the Cathay - raht were deployed as powerful front - line infantry against the forces of Valenwood . Influences of the moons . The Cathay - raht are one of the seventeen confirmed breeds of Khajiit , and each breed is born due to the influences of Nirn ' s two moons , Masser and Secunda . The former is Nirn ' s largest moon , and the main influencing force on Khajiit breeds . Depending on Masser ' s lunar lattice , the Khajiit will fall under one major appearance and physiology out of four possibilities . These are as follows : Secunda , Nirn ' s smaller moon , influences the appearance and physiology of a Khajiit in more subtle ways than that of Masser . Generally , the closer Secunda is to a full phase , the less beastlike a breed appears . The closer Secunda is to a Waning phase , the more beastlike a breed appears . The Cathay - raht are large bipeds , born under Masser ' s waxing phase , and Secunda ' s waxing phase . They are believed to be the 2nd least ' beastlike ' of the large biped Khajiit .
Lukiul The Lukiul , or the assimilated , is the name given to the Argonian s of Black Marsh that have lived under Imperial ways for a long time after the Oblivion Crisis and the rise of the An - Xileel . Unlike the members of the An - Xileel , these Argonians relate with the Imperials and Breton s from Black Marsh . When Umbriel destroyed Lilmoth , the Hist tree of Lilmoth ordered all the Lukiul to stand while the Daedra slaughtered them , so that any Imperial taint would be scoured . The An - Xileel scaped , only to return when everything was over .
Sea Viper Healer The Sea Viper healers are generic enemy Healers in . They are members of the Sea Vipers , a faction causing trouble in the Dominion . They are hostile towards the Vestige , unless they wear a disguise . Locations . They are known to appear in the following locations :
Freeze Freeze is an apprentice - level Destruction spell found in . It fires out a projectile similar to an ice spike that deals damage and slows the enemy for 15 seconds . The slowing effect is roughly equal to that of a slow ing poison . Acquisition . This spell can only be granted by wearing Ahzidal ' s Ring of Arcana found in Kolbjorn Barrow , during the third investment stage of the quest " Unearthed . " The ring also grants the spell Ignite .
Steel Plate Helmet A Steel Plate Helmet is a piece of heavy armor and part of the Steel Plate Armor set found in . Locations . Unenchanted helmets will begin to appear throughout Skyrim at level 18 and enchanted variants can be found at level 19 . These locations include : Smithing . A Steel Plate Helmet requires a Smithing level of 50 and the Advanced Armors perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with a Corundum Ingot at a workbench and also benefits from the Advanced Armors perk , which doubles the improvement .
Common Arms of Valenwood Content . By Mistral Aurelian Teriscor Metal weapons have never been widespread in Valenwood . The Wood Elves ' Green Pact proscribes the use of wood to kindle forge - fires , though in some areas the burning of peat or coal can get kilns up to metal - forging temperatures . Other Bosmer make do with bone clubs , or use axes and spears with blades of stone or obsidian . In the coastal towns such as Haven and Port Velyn , Bosmer swordmanship has benefited from the tutelage of Altmer advisors and a reliable supply of imported metal weapons . Strangely , the High Elves are not similarly appreciative of the Bosmeri composite horn bows , which are arguably the finest in Tamriel . While some have described the Dominion as an alliance of mutual convenience , I would characterize it as one of mutual exasperation . Swordsmanship is a case in point . Few Wood Elves have the mental discipline for traditional Altmeri martial schooling . They are easily distracted , and have no patience for the philosophical aspects of the training . Altmeri masters , who describe their system of swordsmanship as " Proper Conflict , " refused to adapt their techniques to the smaller stature and shorter reach to their pupils . So the Bosmer returned to their traditional method of warfare : archery . By the age of fourteen , a Wood Elf youth is proficient enough with the bow to accompany hunting parties . Long - distance archers are called Jaqspurs . The style of draw used by Jaqspurs has been described as " snatching and releasing in one continuous motion . " This allows Jaqspur to maintain a very high rate of shooting , though years of training are required to be accurate at such speed . The Bosmer are perfectly willing to purchase and use wooden bows and arrows crafted by other races , but the Green Pact prevents them from making any of their own . Traditional Bosmer bows are crafted from horn and sinew . Strings are also made of sinew ; Khajiiti gut is said to work best , and is thus prized among Valenwood archers . Bosmeri arrows are carved from bone , and fletched with the feathers of various bird species . The Wood Elves believe the source of bone used influences the characteristics of the arrow . Mammoth bone arrows are thought to strike with enough force to known down a target . Bird bone arrows fly faster and more accurately . Senche - tiger bone arrows deal extra damage . Trials by Imperial observers have been unable to replicate these alleged effects . Upon hearing this , the Bosmer merely cluck their tongues and smile .
Imperial City Palace The Imperial City Palace , also known as the Imperial City , Green Emperor Way or the White - Gold Tower , is the district in the center of Imperial City and holds the palace building . Fly Amanita can be found growing here in abundance . Overview . Green Emperor Way is filled with tombstones and mausoleums . The tower itself has six floors , going upwards they are the basement , two Elder Council floors , the Imperial Palace Guards ' Quarters , the Elder Scrolls Library , the Blind Moth Monks ' Quarters and the Imperial Battlemages ' Quarters ( High Chancellor Ocato ) . However the highest a normal visitor can go is the second floor of the Elder Council floors . The next door is locked and there is no key to get through . The remaining floors are only accessible in the Thieves Guild quest " The Ultimate Heist . " The only way to actually get through to these floors is to enter a passage called the old way . This is located in the Imperial Sewers . One can also use console commands to unlock the doors , but this can become very complicated because the guards will attack when one enters restricted areas . During the Great War of 4E 171 - 175 the Imperial City was captured and sacked , the Imperial Palace was burnt and the White - Gold Tower was looted .
Fura Morrard Fura Morrard was the daughter of Angeline Morrard , who is the owner of Angeline ' s Aromatics in Solitude . She joined the Imperial Legion and was tasked by Legate Quentin Cipius to scout the Stormcloak army . Background . Captain Aldis ' s Story . According to Aldis , she was ordered by Legate Quentin Cipius or a " Whiterun Legate " to scout the Stormcloak army due to the skirmishes that have been very violent . Aldis explains that the Stormcloaks were reported to be very large in number and that the scouting party members were all killed . Angeline Morrard ' s Reaction . After telling the story to Angeline , she will express sorrow , but will be proud for the Dragonborn to be brave to tell the news . She will then allow the Dragonborn to take ingredients and minor potions in her shop without it being construed as a crime .
Daedric Bow ( Skyrim ) The Daedric Bow is a bow found in . Appearance and design . The Daedric bow follows the in which the tips curve away from the archer when the bow is strung . True to its predecessors from previous games , the Daedric bow ' s design is demonic in appearance with several spikes protruding from various parts of the body . Locations . Unenchanted Daedric bows will begin to appear throughout Skyrim at level 46 and enchanted bows can be found at level 47 , albeit very rarely . These locations include : Smithing . The Daedric bow requires a Smithing level of 90 and the Daedric Smithing perk to create . It can be forged at a blacksmith ' s forge with the following components : It can be upgraded with an ebony ingot at a grindstone and also benefits from the Daedric Smithing perk , which doubles the improvement . Atronach Forge . A Daedric bow can also be crafted at the Atronach Forge , however to do so requires a Sigil Stone that can only be obtained via the Conjuration Ritual Spell , which requires a Conjuration skill level of 90 . The Atronach Forge requires the following components to forge a Daedric bow :
Hatreds Heart Hatreds Heart is a leveled Daedric mace in . Acquisition . Hatreds Heart is located inside the Chorrol Gate inside a secluded tower along with Hatreds Soul , its bow counterpart . Sunken tower . At the Chorrol Oblivion gate , the bow and the mace are located in the sunken tower , directly behind where the plane itself is entered . As the tower is sunken , there is no door which can be entered . Instead there is a hidden cave / tunnel called the Fume Vaults . The entrance to Fume Vaults is located on islands away towards the north / northwest of the sunken tower . To get there , a small lava streams and broken bridges need to be jumped . There will be a large metal gate that has toppled to the ground making it possible to cross it like a bridge . After crossing onto an island where the entrance to the Vaults is . It ' s hidden and won ' t show on the map , and it ' s at lava level . Head towards the north tip of the island , around a small round lava pond , and drop down over a large boulder , and the door is just on the right . At the top of the tower , activate the portal then go over to the punished pods and open them . One contains the mace and the other contains the bow and arrows .
Treatise on Ayleidic Cities The Treatise on Ayleidic Cities is a book available in and also in the Mehrunes ' Razor Plug - in for . Contents . I will not be the first scholar to point to a combination of benign intent and arrogance on behalf of the Ayleid s as the source of many ruinous affairs for the old heartland elves . The Nefarivigum , a foul construct of Mehrunes Dagon , was erected to be ever watchful for the pilgrim who would approach it and best an unknown trial of worth . It is said that such a pilgrim would be rewarded with the blessing of Mehrunes Razor , a vicious blade through which Dagon himself can claim the very souls of those it strikes . Benign intent compelled Ayleid folk to seek out the Nefarivigum . Arrogance let them believe themselves capable of disbarring any who would seek the Razor . So was built Varsa Baalim , a great , ringed , labyrinthine city , during the height of Ayleid rule . Sure as death , pilgrims came to Varsa Baalim , and for years the Elves drove back many , until it came to pass that a vampire slipped into the city unnoticed . Merfolk were touched with the foul affliction , throwing the city into a gathering storm of madness and ruin , and soon it seemed none was left to prevent the Razor from being recovered . Then , suddenly , Varsa Baalim was gone . Historic accounts dispute whether it happened through some final safety , a natural cataclysm , or by the touch of the Divines themselves . Whatever the cause , history agrees on the result : the mountains of the Eastern Niben swallowed Varsa Baalim , and the Nefarivigum with it , where has remained hidden since the early days of the First Era . If the tale is true , then somewhere on the eastern fringes of the Niben Valley , where man ' s rule has scarcely reached through the years , the Nefarivigum still lies in wait , among a city of unliving abominations entombed within the cold bowels of the mountain .
Smugglers ' Note Content . Ahkari , You can take those prices and eat them . We ' ve found our own source of Skooma now - the real stuff , not that watered - down thirdhand trash you ' ve been selling . And don ' t even think of ratting us out - one word to the guard , and I ' ll make sure they know what that ' seer ' of yours is really up to .
Legacy of the Three Legacy of the Three is a quest available in . Walkthrough . While walking nearby Alcaire Castle the Vestige will come upon a Weather - Beaten Trunk and after opening it , they will find that the ol container has preserved the tattered remnants of a knight ' s garb , along with a journal and a crude map leading to a series of caves . Following the map will lead the Vestige to a large cave nearby , and in the entrance a spirit is standing like he is waiting for someone . Talking to the spirit of Sir Edain , a former Knight of the Flame , will reveal how he ended up in the cave and he asks them to help in putting the spirits of The Three to rest as they threaten the land . He ' ll explain the procedure and encourage the Vestige to take his steel sword to aid in the quest to entrap the souls of The Three . Defeating the spirits will bind their souls to its steel . The Three spirits are in three different places in the cave . After taking the former knight ' s sword they will find them further down and by activating the rocky tomb of each of the spirit ' s , they will appear to the Vestige . When all three are defeated and binded into the steelsword , they must proceed further down into the depth of the cave , to the big fissure . The souls of The Three are seen in the large fissure , upon arrival . They are not very happy with the outcome but after throwing the sword into the fissure will make them disappear forever . When talking to Sir Edain afterwards , he has sensed a change a serenity is now flowing into his spirit . He is released from the plane he was in and before leaving , he sends the Vestige to the surface with his gratitude .
Magma Armor Magma Armor is a Dragonknight ultimate skill in the Earthen Heart skill line in . Description . This ability caps incoming damage at 3 % Max health for 9 seconds . Nearby enemies take 2 % Flame Damage every second . Requirement . It is unlocked at Earthen Heart rank 12 .
Aetherium Wars The Aetherium Wars was a massive civil war that took place during the First Era ; an internal conflict within the Dwemer civilization . The war that took place was a result of the Dwemer civilization fighting over the control of Aetherium resources , the Aetherial artifacts and the Aetherium Forge itself . History . Project Aetherium . During the First Era , as the Dwemer were still mining in Blackreach , they discovered a new , peculiar mineral which they called Aetherium . Immediately , an alliance was made between four cities : Arkngthamz , Raldbthar , Mzulft , and Deep Folk Crossing / Bthar - zel . Arkngthamz was assigned the role as the primary command and research center , to oversee the Aetherium ' s extraction , processing and study , while Mzulft was used as a storage site and with Raldbthar being used as the primary source of Aetherium , which came directly from Blackreach ( Raldbthar was located directly above the main entrance to Blackreach ) . The Aetherium Forge was built deep beneath Bthalft ; the city of Bthalft and the Aetherium Forge are over 4 , 000 years old , ancient even by Dwemer standards . The results of the Aetherium project were " nothing short of spectacular ; " the Aetherial artifacts which were created by the Aetherium Forge were incredible artifacts with immense power . The War Begins . In just a short amount of time , the four city - states that participated in the Aetherium project attempted to take control of the Forge , each for their own . Civil war erupted and a new conflict emerged in the history of Tamriel and of the Dwemer civilization : the Aetherium Wars . Quickly , war spread across Skyrim , and decades of conflict began to weaken the Dwemer city - states of Skyrim . The Rise of High King Gellir . Soon , High King Gellir led his armies across Skyrim , conquering the land and taking over many Dwemer cities along with his conquering of Skyrim in just three years . Aftermath . A century later , the Dwemer civilization would recover and reclaim most of their cities and territory which they had previously lost . The Aetherium project was most likely not continued , as the costs were too great , and there is no evidence that they ever resumed the project .
Kill the Bandit Leader Kill the Bandit Leader is a quest available in . These can be given by innkeepers when asked about work / rumors . Any of the Jarl s or their steward / stewardess can give these when asked for work . A Bounty Note will be given to the Dragonborn identifying the type and location of the bounty . The dungeon is randomly determined based on the quest - giver ' s hold .
Faendal ' s Fake Letter from Sven Location . Received from Faendal to discredit Sven during the miscellaneous quest called " A Lovely Letter . " Content . My Dearest Camilla , I yearn to have you as my own , Washing my linens , And my fine blond hair , To cook my dinner from my stove , And tend to my house while I wander . Yours Truly , Sven
The Dreaming Cave The Dreaming Cave is a doorway through which the Daedric realm of Oblivion can be reached . The place is controlled by the Psijic Order . It is said that Iachesis , Sotha Sil , and Nematigh have all used this portal . Morian Zenas and Seif - ij Hidja wished to use this portal , but were denied by Celarus , the head of the Psijic Order . Sotha Sil used this as a method of travel from Coldharbour to the Isle of Artaeum .
Hroki ( Whiterun ) Hroki , along with Tor , is one of the Whiterun Guard s presumably killed by Mirmulnir during his attack on the Western Watchtower . Background . Hroki is mentioned by one of the Whiterun Guards who survived Mirmulnir ' s attack , during the quest " Dragon Rising . "
Ring of Lightning Bolt Ring of Lightning Bolt is a generic ring that is enchant ed with Destruction magic . Acquisition . This ring appears primarily as leveled loot . There are 1 , 982 instances that it may be generated . There is 1 static occurrence on a shelf at in Caldera .
Barjot ' s Journal Content . 22 Sun ' s Height . Going to be a good dig . I have a feeling . Sailed in without a hitch - - Ferrand knows his business . We ' ll be rich and gone before the Orcs even know we ' re here . If they were smart they ' d be digging in these ruins themselves . But I ' ve never known Orcs to be particularly smart . 28 Sun ' s Height . One week with no loot . Atirr insists there ' s a room we haven ' t found , but I ' m sick of listening to that Cat . It was a mistake to sign up for this dig . If the Orcs don ' t kill us , a cave - in will . 29 Sun ' s Height . I can ' t believe it . The Cat found something ! We discovered an old door hidden behind a bookcase . It hasn ' t been opened in Akatosh knows how long . Might finally see a good score . Even one decent relic would be enough to make this trip worthwhile . We ' ll open it tomorrow when Delphine gets back . 2 First Seed . Why did we do it ? Why did we open that door ? Did Attir know what would happen ? I just can ' t get his screams out of my head . No relic is worth this . I ' m leaving , no matter what Delphine says . Even if these is a curse , I didn ' t touch it . What would some long - dead Ayleid want with my soul , anyway ?
Dulphumph gro - Urgash Dulphumph gro - Urgash is an Orsimer warrior who resides in the village of Deepwallow in the Dementia side of Shivering Isles . He is an self - proclaimed Scalon killer , and can usually either be found at his house or southwest of Deepwallow hunting for Scalons . His house is between Erver Devani ' s and Beelei ' s houses . Personality . He appears be very paranoid , with his dialogue such as asking if the Hero was followed and telling them to watch their back . He appears to be very sure of himself and his abilities as a Scalon killer . Amusingly , whenever he meets an hostile enemy he will flee , despite his professed profession of being a Scalon killer .
DLC1LD Quest Holding Cell DLC1LD Quest Holding Cell is a test cell that is accessible only through the use of console commands . This cell is comprised of Soul Cairn - esque architecture , and while unusually large , is completely devoid of life . Description . The cell is larger than most test cells , and its stone , rubble - covered floors contain a number of piles of non - interactable bones , and a few dead trees , along with several staircases , arches , and immense towers which can be climbed . A relatively short distance directly underneath the spawning area is a small , empty , cave - like room with a tall opening facing east - west . The cave has a dirt floor and the walls are made of stone , with moss and vines growing out of them and the ceiling . It can be reached by clipping through the floor via the console command codice _ 1 or by falling from the closest point to the spawning area .
Residential Logistics Log Content . Living Residents of Clockwork City ( Fortress and Region 6 ) – 176 Place of residency : Brass Fortress : 112 Ventral Terminus : 2 Mnemonic Planisphere : 2 Everwound Wellspring : 25 Radius : 35 Resident Satisfaction Rating ( Log 16788 ) : Compiled by AIOS Wealth disparity increased by 7 % over period of analysis . Recommend increasing increasing access to raw goods by commensurate amount . Root cause primarily psychological . High - wealth sample array displays ambition and dissatisfaction ranks in excess of 15 . Potential interpersonal hostility rating increased to " moderate . " Occurrence of constabulary malfeasance remains at unsafe levels . Recommend ancillary surveys to determine mental fitness of all constables . Nutrition rating within acceptable norms . Net effect of taste on resident satisfaction remains negative . Recommend increasing salt inclusion by 3 % over next analysis period . Copulation and morbidity rate returning to sustainable norms . Past - additives proving effective . Apostle innovation and publication - rate increased by 4 % over analysis period . Daylight extension likely caused . Recommend adding another twelve minutes to daylight cycles to test hypothesis .