naist-nlp/zeshel huggingface dataset:
Enemies ( Skyrim ) There are many types of humanoid enemies in Skyrim , along with the assorted hostile creatures found in deserted areas . Their level of hostility varies , some , such as certain bandits , will give warning , only becoming hostile if approached too closely , others attack immediately . Besides those listed in groups , lone individuals of any race may appear and attack without provocation . The following is a complete list of humanoid enemies found in , as well as all of its official add - ons : Bandits . Bandits are hostile , weapon - wielding groups that often attack on sight . Where there are bandit caves or camps , there is usually a chief to keep chaos in order . Chiefs are the strongest member of a bandit gang , often wearing mid - level armor . Forsworn . Forsworn are members of a group of tribes , fighting for the ' old ways ' . They are the original inhabitants of the Reach . Many can be found in the company of Hagravens . Ghosts . Ghosts are undead spectral appearing spirits of ancient Nordic warriors and Nightingales , and as such , are usually found in ruins and caves . Nightingales are specific to the Twilight Sepulcher . Reavers . Reavers are a variety of bandit found on the island of Solstheim . They behave in much the same way . Warlocks . Mages are humanoids who use magic spells or staves as their primary weapon . Most often they are without armor , wearing just robes and common boots . They often use ward s for defense . They also usually carry a small secondary weapon , such as a dagger . Mages encountered in the wilds of Skyrim are often Dunmer , Altmer or Breton . Penitus Oculatus . The Penitus Oculatus are the Emperor ' s guards . They may or may not be hostile depending on the circumstances . They can also be found in Dragon Bridge in the central part of the village . They are the main enemies in the Dark Brotherhood quest " Hail Sithis ! " Vampires . Vampires are humans who have been bitten by another vampire in order to gain their disease : Vampirism . Vampirism can be cured easily if it is not full - blown , but a cure is quite hard if the disease is fully active . Vampires have black or red eyes and do not age , as they stay at the age they were bitten at by another vampire ( Babette in the Dawnstar Sanctuary , who was bitten by a vampire at age ten , has appeared that way ever since . However , she has the mind of an adult , and has actually lived over two hundred years ) . Witches . Witches , who normally follow Hagravens , are human female mages who usually use frost or shock spells and wear black or blue mage robes .
Altmeri Overseer ' s Journal Content . 12 , Last Seed The slaves are more agitated than usual today . Last night ' s beating of the one called Koth seemed to stir him to an emotion other than fear , but the magus assures me the pacification spells upon the creature will keep him in line . 15 , Last Seed There was another spat between the kitchen staff and the slaves today . Koth tried to take scraps from the refuse bin without permission and we were forced to have him flogged again in front of his kin . It is becoming difficult to remind the Goblins of their place . 17 , Last Seed Melanil , the head of the kitchen staff , was found dead in the wine cellar this morning . From all evidence , he took a spill down the stairs and broke his neck , but I remain dubious . 18 , Last Seed A fire broke out in the armory just before dawn . While it was contained before it could spread to the rest of the estate grounds , unknown looters made off with some of our weapons . We ' ve petitioned the kinlord for more guards in case we have bandits on our hands . 19 , Last Seed Koth apparently wishes to speak to me later this afternoon about their living conditions . This should be amusing . I will be heading down to the slave dens with my deputation . A show of force should remind these beasts that they continue to live solely at our discretion . What threats could these Goblins possibly pose ?
Hrothmund ' s Blessing Hrothmund ' s Blessing is an Alteration and Illusion spell in that surrounds the Nerevarine with a shield of elemental frost , providing resistance to Frost Damage , and damaging nearby adversaries for 10 % of the effect ' s magnitude . It also increases the Nerevarine ' s chance of evading physical attacks . This includes hand - to - hand combat and melee or ranged weapons , but has no affect on magic . Effects . Both effects are for 180 seconds on touch : Acquisition . Quests . This spell may be granted by the spirit of Hrothmund the Red , the first chieftain of Thirsk , when attempting to pick up his axe . This may be performed at the request of Svenja Snow - Song during the quest called " The Mead Hall Massacre " . Console . Also this spell can be acquired on the PC by using the console command : codice _ 1 Trivia . The axe is found inside Hrothmund ' s Barrow , which is sealed and requires the Nerevarine to utter the name of the Fell Wolf that killed Hrothmund , Ondjage , to gain entry . This can be learned from Louis Beauchamp during the quest called " The Patchwork Airship " .
Pocket Guide to the Empire , Third Edition : Birthsigns Pocket Guide to the Empire , Third Edition Author : Imperial Geographic Society Content . Imperial Theosophy teaches us that our world was born from magicka , the creative force that informs and sustains all life . The sources of magic are the many and diverse heaves beyond the void , collectively known as the Aetherius . Aetherius , ancestral seat of the Nine Divines and the other original spirits , is the plane of pure magicka . Whereas Oblivion may surround us every night , it is aetherial energy that infuses our daily existence , from highest to lowest , and gives all the races of men , mer , and beast common purpose . Its magic brings the rain to the fields , love to our hearths , and scientific principles to our technological industries . It gives us the very Sun itself . Finally , Aetherius is the home to the Aedra , those cornerstones of the Mundus whose aspects we see in the temple , in lordship , and the high walk of heroes . Visit to Aetherius occur even less frequently than to Oblivion , for the void is a long expanse and only the stars offer portal for aetherial travel , or the judicious use of magic . The expeditions of the Reman Dynasty and the Sun Birds of Alinor are the most famous attempts in our histories , and it is a cosmic irony that both of them were eventually dissolved for the same reason : the untenable expenditures required to reach magic by magicka . Their only legacy is the Royal Imperial Mananauts of the Elder Council and the great Orrery at Firsthold , whose spheres are made up of genuine celestial mineral gathered by travelers during the Merethic Era .
Bugs Bugs are errors in the game which cause unintentional effects , sometimes hanging the system . While bugs are unintentional flaws in a game ' s programming , many yield desirable effects that can be exploited . Bugs for individual games in " The Elder Scrolls " series are listed in the pages below .
Chronicles of the Five Companions 7 Content . I am called Sai Sahan , son of Nazir Itaf Sahan of Bangkorai . Once again , I set my thoughts to paper . It pains me to see a city of such history corrupted by the foul necromancy of Mannimarco and his Black Worms . Though the sons and daughters of Cyrodiil are not my people , it is precisely the ruination of something so deeply , culturally significant that causes my heart to ache . In many ways , though neither Crown nor Forebear will admit it , we are more alike to the Imperials than we are different . Varen honored me when he asked me to captain his Dragonguard . I trained many of the captains myself , drilling them in the arts of swordplay , leadership , and tactics . They were of many races and many creeds — there was devout Nethynal of Morrowind , who would quietly recite the sermons of his heathen demigods each dawn . I also recall young Lucas Evane , outcast from his family holdings in High Rock over some political squabble . Not all of us were Imperial , and yet we took readily to their traditions , their learned ways , and even their food . We believed in the vision of the Empire , once . This day it seems the Empire was just a dream , and Sancre Tor merely a ruined shadow of that dream . I swore an oath to Varen Aquilarios to protect him and see his own dream of a reunited Empire come to pass , but as we now witness and I must admit , it will be impossible to fulfill that oath . Even now , the Imperial City is by those who would see their own petty leaders seated upon the Ruby Throne , and very few of them are of its native soil . I mourn the loss of Sancre Tor and the broken Empire to the ravages of conflicts both cosmic and mundane , not because I hold any special love for Imperial ways , but because it is much like the fate of the sword - singers — a broken line that only a scant few seek to mend for reasons that are unselfish or incorruptible .
Starkhorn ' s Compendium Content . TAKE CARE . The excellences of my works may not always be ready to the eye , and may lie deep within the warp and weft of the spirit weave . The BattleAxe of Starkhorn ' s Swiftblade bears enchantments enhancing the skills of SHORTBLADE , and gives some Resistance to Shock when equipped by the owner . The Boots of Starkhorn ' s Fleetness affords some abilities in the arts of RUNNING , and , when in use by the owner , provides a modest Resistance to Poison . The Broadsword of Starkhorn ' s Unseen Wisdom grants benefits in the disciplines of THAUMATURGY , and , when equipped , confers a measure of Resistance to Magic for its owner . The Claymore of Starkhorn ' s Unknown Wisdom affords some abilities in the arts of MYSTICISM , and , when in use by the owner , provides a modest Resistance to Poison . The CrossBow of Starkhorn ' s Sureflight affords some abilities in the arts of MISSILE , and , when in use by the owner , provides a modest Resistance to Poison . The Cuirass of Starkhorn ' s Swimmer affords some abilities in the arts of SWIMMING , and , when in use by the owner , provides a modest Resistance to Fire . The Dagger of Starkhorn ' s Green Wisdom grants benefits in the disciplines of RESTORATION , and , when equipped , confers a measure of Resistance to All Elements for its owner . The Gauntlets of Starkhorn ' s Red Wisdom bears enchantments enhancing the skills of DESTRUCTION , and gives some Resistance to Shock when equipped by the owner . The Greaves of Starkhorn ' s Leaping grants benefits in the disciplines of JUMPING , and , when equipped , confers a measure of Resistance to Magic for its owner . The Helmet of Starkhorn ' s Stalking grants benefits in the disciplines of STEALTH , and , when equipped , confers a measure of Resistance to All Elements for its owner . The Javelin of Starkhorn ' s Dolphin bears enchantments enhancing the skills of SWIMMING , and gives some Resistance to All Elements when equipped by the owner . The LongBow of Starkhorn ' s Smiting grants benefits in the disciplines of BLUNTWEAPON , and , when equipped , confers a measure of Resistance to Magic for its owner . The Longsword of Starkhorn ' s Golden Wisdom bears enchantments enhancing the skills of ALTERATION , and gives some Resistance to Frost when equipped by the owner . The Mace of Starkhorn ' s Horny Fist affords some abilities in the arts of HANDTOHAND , and , when in use by the owner , provides a modest Resistance to Fire . The Pauldrons of Starkhorn ' s Surprise bears enchantments enhancing the skills of BACKSTABBING , and gives some Resistance to Frost when equipped by the owner . The Short Sword of Starkhorn ' s Silver Wisdom affords some abilities in the arts of ILLUSION , and , when in use by the owner , provides a modest Resistance to Fire . The ShortBow of Starkhorn ' s Deep Biting bears enchantments enhancing the skills of AXE , and gives some Resistance to Frost when equipped by the owner . The WarAxe of Starkhorn ' s Hewing grants benefits in the disciplines of LONGBLADE , and , when equipped , confers a measure of Resistance to All Elements for its owner .
Honed Falmer Sword The Honed Falmer Sword is a one - handed weapon found in . Characteristics . The sword is crafted from chitin harvested from the Chaurus — the creature that most Falmer technology is derived from . It ' s visually identical to the Falmer Sword , but has higher base damage and is of greater value . Smithing . This variant cannot be upgraded at a grindstone .
PoisonGrip Arrow PoisonGrip Arrow is an enchant ed arrow that paralyzes an opponent while inflicting Poison damage . Golena Sadri is the sole possessor of the arrow ; it is on her person only when she is encountered in the Old Mournhold Forgotten Sewer . Enchantment . Enchantment ID : " ebony _ arrow _ sadri _ en " Both effects are cast on strike , in a 20 - foot radius on touch :
Regarding the Hall Content . We ' ve found it : the legendary " Hall of Heroes . " It took weeks but my scouts report finding an ancient temple nearly buried in the mountains southeast of Hallin ' s Stand . If it contains what the ancient mystics believed it to contain , it ' s the perfect place to remove the pest that has been plaguing our efforts against the Daggerfall Covenant . I ' ll be leaving in the morning with a contingent of legionnaires and scholars and whatever archeological tools we can find in this gods - forsaken city . Glory to Lord Molag Bal , Magus - General Septima Tharn
Chimere ' s Journal Content . < nowiki > These lines are scribbled hastily on crumpled vellum . From the stains and the changes in ink colour , you guess they were written over a long period of time . < / nowiki > What new madness is this ? Is it not enough that I am to be tormented here for all time with the pain of my friends ? The island is crawling with horrors and my ears are filled with the shrieks of mortals , torn apart for sport ! I cannot leave , I am cursed to stay , but I shall not stand by and watch others be so used ! There must be some way I can help them . I have heard one of them speak of the great horned temple , the way to leave this place , and of the six keys to its great door . The temple must be the one in Granvellusa . The keys , I fancy , are hidden away in the other temples . They babble about a ritual hunt , as if this torture were a holy office ! And their own temple , the emerald abomination , seems the key to all , their arsenal and their demesne . I have seen them foray out from it with their spears and their hounds of ice and fire . For now it seems I am safe here , but I long to return to my little croft - cottage on Hartmoor , where I can bar the door , and blot out the screams . Perhaps my old armor might guard against the terrible spears . Perhaps the next poor soul brought here might gather the keys and escape .
Scroll of Red Sloth Scroll of Red Sloth is a Mysticism scroll that reduces an opponent ' s Agility while increasing the user ' s Agility by an equal amount for a limited time . Inscription . This scroll ' s inscription reads : WOE UPON YOU Characters . The following people possess or sell a Scroll of Red Sloth : This scroll can be generated at random ( there are an additional 260 possible occurrences ) .
Beggars ( Oblivion ) Beggars are located throughout Cyrodiil . They act as the eyes for the Thieves Guild and sometimes have valuable information about quests ; though they are often dishonest if the Hero does not pay them respect with a few septims . They can tell how to join the Thieves guild if one raise their disposition to 70 . While talking to beggars , one will have the option to give them a Septim . This raises their disposition by one point . Beggars ' bedrolls and foodbags can often be found around the edges of the major cities of Cyrodiil , usually near city walls or behind buildings . Sometimes they are filled with gold , and if not part of the Thieves Guild , one can steal it . It is a crime , so make sure no guards are around . They are often considered convenient prey for Heros infected with vampirism . If a member of the Thieves Guild , it is not permitted to kill or steal from any of the beggars as they are all under the protection of the Gray Fox . Feeding on NPCs is also considered a crime so vampires who are Thieves Guild members should avoid feeding on beggars . Every minor city has two beggars each apart from Kvatch , which has only one . The Imperial City has one beggar per district , excluding the Green Emperor Way .
Staff of Magnus ( Morrowind ) Staff of Magnus is a powerful staff that once belonged to the God of Magic , Magnus . It is one of the oldest artifacts in Tamriel . Enchantments . Enchantment ID : " Wrath of Magnus " Both effects are cast when used , for 60 seconds on self : Acquisition . Recover the Staff of Magnus . Ajira at the Balmora Mages Guild requests that the staff be retrieved from the cave of Assu , located northwest of Molag Mar in the Molag Amur region . Dreveni Hlaren possesses the staff and must be killed to obtain it . Involvement . The Museum . This artifact can be sold for 30 , 000 or be donated to the Museum of Artifacts in Godsreach . 30 ' 000 is the maximum amount of gold Torasa Aram , the curator of the museum , is willing to spend for one artifact . After giving it to her , the staff may be seen on display within the museum .
High Ordinators High Ordinators are the elite warriors picked from the best fighters of the Tribunal Temple . They guard the city of Mournhold and are led by Fedris Hler , who answers to Almalexia herself . Background . All High Ordinators carry an ebony scimitar , while the more powerful of the guards use an enchanted weapon called Her Ebony Scimitar . The most strong and loyal High Ordinators are chosen to be the goddess ' personal protectors , known as the Hands of Almalexia . Behavior . Like regular Ordinators , High Ordinators will patrol Mournhold . One is stationed in each shop . Combat . In combat , the High Ordinators use their enchanted ebony scimitars , and a variety of destruction spells to kill their foes . Their armor is an iridescent color and is considered the best heavy armor in the game .
A Kiss , Sweet Mother Content . So you wish to summon the Dark Brotherhood ? You wish to see someone dead ? Pray , child . Pray , and let the Night Mother hear your plea . You must perform that most profane of rituals - the Black Sacrament . Create an effigy of the intended victim , assembled from actual body parts , including a heart , skull , bone s , and flesh . Encircle that effigy with candles . The ritual itself must then commence . Proceed to stab the effigy repeatedly with a dagger rubbed with the petals of a Nightshade plant while whispering this plea : " Sweet Mother , sweet Mother , send your child unto me , for the sins of the unworthy must be baptized in blood and fear . " Then wait , child , for the Dread Father Sithis rewards the patient . You will be visited by a representative of the Dark Brotherhood . So begins a contract bound in blood .
Tunaska Tunaska was a Yokudan leader from from the time of a civil war in the First Era . He was the brother of Narimaya , who was at the time a rival Yokudan leader . He has two generals who advised him - Akishu the Blade and Buhliz the Serpent . Carved depictions of Tunaska are located in Al - Danobia ' s Tomb , in the Hew ' s Bane region .
Japhet Japhet was a warrior whose corpse can be found in the cellar of Japhet ' s Folly . The cellar can be found behind an expert locked door at the bottom of the main tower . The room is full of spider webs . The Dragonborn can find " Japhet ' s Journal " , a leveled sword and a master - locked chest next to his corpse . He was the son of a farmer , and set out with a small company of men from Dawnstar to create a fortress which is now Japhet ' s Folly . The locals believed the island was haunted . Eventually , his followers left him one by one , but he refused to give up . He eventually died in the cellar , convinced that the rumors about Japhet ' s Folly being haunted were true .
Sealed Orders ( Morrowind ) Sealed Orders is a House Hlaalu quest available to the Nerevarine , if they joined House Hlaalu , in . Walkthrough . Once the Nerevarine has obtained the support of councilor Crassius Curio , they will be sent to complete a number of tasks on behalf of Odral Helvi . Helvi ( whom can be found inside the Governor ' s Hall in Caldera ) will task the Nerevarine with a simple courier task : hand a set of orders to Tenisi Lladri . Of note , however , is the fact that Lladri is , in fact , the treasury ' s assistant clerk , despite the fact that it would be expected to deliver the orders to his boss , Baren Alen . Helvi , however , states that these orders ( which should not be opened ) , should not be handed to Alen under any circumstances . Helvi ' s suspicious activities . The Nerevarine , at this point , faces a choice : do they hand the orders to their intended recipient Lladri ( which would benefit Helvi ) , or do they turn them over to a more senior member of the house . This choice is up to the Nerevarine and , regardless of which option they choose , they will have to head to the Hlaalu Canton in Vivec City . Helping Helvi . Should the Nerevarine choose to help Helvi by giving the orders to Lladri , they will be required to head to the Treasury in the Hlaalu Canton waistworks . Lladri will be easy to find and will gratefully take the orders , rewarding the Nerevarine with 100 ( his disposition will also increase by 10 ) . Once delivered , the Nerevarine may return to Helvi to receive their next task . The Good of the House . If , however , the Nerevarine realises that Helvi ' s actions are harming the house , then they can take the orders to a number of senior members in the House . Among them included Alen ( the very man Helvi requested the orders not be seen by ) , Rovone Arvel or Crassius Curio ( whom has had his own suspicions about Helvi ) . Either one of them will reward the Nerevarine with 500 , as well as their personal thanks ( with disposition boost ) . It must be noted that giving the orders to Arvel or Alen will infuriate Helvi , costing the Nerevarine a large amount of disposition with Helvi . If the orders were handed to Curio , however , he will hide the Nerevarine ' s involvement with the orders getting to him , meaning that Helvi is unaware of the Nerevarine double crossed him .
Embry Embry is a Nord drunkard found in the Sleeping Giant Inn and around town in Riverwood . Personality and traits . Embry appears drunk most of the time and speaks with a rough voice . He has long , dark blonde hair , brown eyes , and a thick beard . His face has a rough complexion , being worn and covered in dirt . Embry is friendly when he has to be , though he is quite the coward , fleeing away whenever there is any sort of battle or commotion . Background . Being the village drunkard , Embry always manages to stay intoxicated . He often tries to find a drinking buddy among the locals , mostly because he can not afford to buy his beverages himself , and so depends on others at times . Interactions . Quest all Drunks Have . The Dragonborn may offer Embry any type of alcoholic beverage in order to gain his friendship .