naist-nlp/zeshel huggingface dataset:
The Corpse and the Skooma Pipe The Corpse and the Skooma Pipe is a quest available in . The quest starts only when the Nerevarine is intrigued enough by the note and the skooma pipe on the corpse of Ernil Omoran to go and find Tsiya , to whom the note is directed and who ownes the skooma pipe . Detailed walkthrough . While traveling on the road to Caldera from Balmora on the first sign post a large arched rock should be in view . Almost underneath it there is the body of Ernil Omoran . Loot Tsiya ' s Skooma Pipe and the Note From Ernil , then head back to Balmora to find Tsiya . Tsiya ' s house is on the west side , facing the river , refer to the map if it can ' t be found . There is a 50 - point lock on the door , so if incapable of lockpicking it head to Galbedir of the Balmora Mages Guild , buy a Scroll of Ondusi ' s Unhinging and use it on the door . She will on the top floor . Once inside talk to Tsiya about " specific people " . Further dialogue will conclude with her learning of the death of Ernil . There are two choices from there : Give the note and skooma pipe back to Tsiya for a reward of 10 moon sugars , 50 gold and her thanks , or tell her nothing was on the body and keep the skooma pipe .
Naril ' s Note : Success Out of Tragedy Content . Apprentice Gathal and I seem to have hit a wall in our efforts to create life - giving simulated sunlight . Our illumination devices work perfectly and have the capacity to channel light that is up to one hundred times brighter and stronger than what we can produce with the power sources available for our simulated sunlight inductor . We need a stronger power source or the Everwound Wellspring is doomed to fail . < nowiki > * * * < / nowiki > After countless hours of testing and experimentation , Gathal has come to one irrefutable conclusion . Our simulated sunlight inductor requires life to nourish life . We ' ve had some promising results by draining small amounts of life energy from volunteers and using it to power the simulated sunlight illuminators . The clear , bright light this energy produces makes our plants grow more quickly and more robustly than any other source we applied . The differences are nothing short of miraculous ! But the borrowed life energy is fleeting and doesn ' t provide anywhere near the amount of power we need to operate all of the illuminators necessary to nourish all of our gardens . We ' re so close , yet so far from a real and lasting solution . < nowiki > * * * < / nowiki > I returned to the workshop to find a disconcerting sight . Gathal had attached himself to the inductor while I was away in order to conduct an experiment I had expressly forbade him from performing . It was his contention that we could extract even more life energy from the volunteers if we could determine the point at which the volunteer could still regenerate the borrowed life . If we could take that much and not a drop more , we could power the illuminators . But if we took too much , a volunteer would die . Unfortunately , Gathal was too zealous in his application of the draining device . All of his life force fed the inductor , leaving nothing to provide power for his own body . My apprentice , my protege , was dead . Before grief could overwhelm me , however , I noticed an amazing thing . The inductor hummed with more energy than it had ever contained through our numerous trials and experiments . Gathal had solved the problem ! The inductor required the entire life force of a subject to provide enough power to keep the Wellspring aglow with simulated sunlight for an entire season ! That ' s when I promised that Gathal ' s sacrifice would not be in vain . I announced that the harvest distribution would continue — as long as the Apostles agreed to provide me with a new apprentice every year . Those apprentices would be fed to the inductor , and the simulated sunlight produced by their life force would give us a bountiful harvest with which to feed the masses . It was the perfect solution , even if the cost of our knowledge turned out to be so expensive .
The Faithful Squire The Faithful Squire is a quest available in . After collecting all the other Crusader relics : the Boots , Gauntlets , Helm , Cuirass , Shield and the Mace , return to the Priory of the Nine . Walkthrough . Talk to the knights about the remaining relics , the Greaves and the Sword . After entering the Priory , the Squire of Sir Roderic is there . He tells a story of his master and how he visited all of the Wayshrines and received a vision , apparently a disturbing vision . After the vision his master kept mumbling about some old family and asked around for them . Finally they went to Underpall Cave searching for the Greaves and the Sword of the Crusader . Once there , an unholy wraith attacked and killed Sir Roderic . Before he died , he told the squire to run , and that the sword was cursed and must be cleansed at the chapel in Cheydinhal . He also grabbed the Greaves before he fled , and gives them to the Hero . He then asks if he can become a Knight , if his request is accepted , he will get into the appropriate gear and join the quest to kill the wraith that murdered Sir Roderic and claim the Sword of the Crusader .
Nordic Greatsword A Nordic Greatsword is a weapon found in . Smithing . Nordic Greatswords can be created at a blacksmith ' s forge with the Advanced Armors perk and the following components : Nordic Greatswords can be improved with a Quicksilver Ingot at a grindstone . They benefit from the Advanced Armors Perk , which doubles the improvement .
Mark Target Mark Target is a Nightblade active skill in the Assassination skill line in . Description . Marks a target for death . Player ' s attacks ignore 75 % of target ' s armor and Spell Resistance , and target ' s attacks ignore 75 % of player ' s Armor and Spell Resistance . Killing a marked target restores the player ' s health by 37 % .
Veil of Mist The Veil of Mist is a wall of mist that surrounds the island continent of Pyandonea created by the Aldmer to keep king Orgnum and his people from leaving the island nation . History . Legend says that King Orgnum was once a powerful Aldmer Noblemen who used his power and wealth to launch a rebellion against the powers of the land . He and his followers were banished for this to a place now known as Pyandonea , The Aldmer using their magic to conjure a powerful mist that prevented Orgnum and his followers from ever being able to disturb their former Aldmer countrymen again . The new Aldmeri land of Summerset however was not so lucky . Over the centuries King Orgnum and his people have launched attacks on their sister child of Aldmeris , although cunning each attack proved a failure as the might of the Altmer navy and their allies the Psijic Order proved too powerful for the Pyandonean navy .
Bawnwatch Camp Bawnwatch Camp is a nearly empty campsite southeast of Bravil in . Located on a small island in Niben Bay , nestled beneath the branches of a weeping willow , this small camp watches over the haunted Ayleid Ruins of Bawn . The island connects with the mainland via a wooden bridge and contains a single tent with a bedroll , along with a cooking pot dangling over an unlit fireplace . Overview . The camp itself is deserted , but the small island is not ; one or two angry Mudcrab s inhabits the island and will have to be disposed of before one can sleep . The island is devoid of any flora , with the exception of a Nirnroot behind the rocks to the east . An unlocked restoration chest can also be found in front of the two western rocks . The view is quite impressive on a clear day ; you can see the city of Bravil in its entirety , along with the shore of the Nibenay Valley across the water . While unremarkable on the surface , Bawnwatch Camp has another attraction , one infamous all over Bravil . According to locals , a ghost appears every evening and wanders the shore of Niben Bay .
Tsramla Tsramla is a Khajiit commoner living in Border Watch . She spends most of her day wandering the small town of Border Watch like the other Khajiit there . She can sometimes be found in the Border Watch Inn . Background . During the night hours , between around 10 p . m . and 4 a . m . , she sleeps in M ' dirr ' s House in a large bed with M ' dirr . She can become involved in the Sheogorath quest if one speaks to her during said quest .
Wolverine Hall Wolverine Hall is an Imperial Fort in Sadrith Mora , Vvardenfell . Both Sadrith Mora ' s Mages Guild and Fighters Guild are located in the fort . It is the only Imperial Fort and the only Imperial Location on the east of the island where Telvanni are dominating .
TouchDrain Alchemy TouchDrain Alchemy is a Destruction spell available in that temporarily lowers the value of alchemy . The skill returns to its original value when the spell ends . Acquisition . This spell is not available for purchase in " Morrowind " or expansion packs . Although not intended for use by the Nerevarine , it can be acquired on the PC by using the console command : codice _ 1
Daric Bielle Daric Bielle is a Breton Hunter , and bounty hunter looking for an escaped Argonian slave . He is located at Desele ' s House of Earthly Delights in Suran and seems to be rather drunk . Interactions . The Drunken Bounty Hunter . Daric and his Argonian guide Hides His Eyes are searching for an escaped slave named Haj - Ei in Suran . After speaking with the slaver Dranas Sarathram , the Nerevarine learns that " Haj - Ei " is Jel for Hides His Eyes . Daric can be informed of this in order to get the 150 reward , although he will not believe his guide is the escaped slave . Alternatively , Hides His Eyes can be told that his secret will be kept for a reputation increase in the Twin Lamps faction .
Aranak Aranak is a Khajiit merchant . He sells his wares at his stall , Aranak ' s Amenities , in the small town Karthdar in the region of Grahtwood , Valenwood . Background . Aranak has lived for several years in the small Bosmer town of Karthdar , offering his wares and sustaining contact between the village and the rest of the world . Some describe him as a good citizen . But when the villagers are looking for responsible party for the breakdown of the Green Pact it becomes evident that Aranak is still an outsider as he is immediately suspected . Interactions . Pact Advocate . Nature itself is turning on Karthdar after a violation of the Green Pact . To restore the pact between the woods and the Bosmer living in Karthdar , the culprit must be brought to justice . Aranak is one of the suspects , but repeatedly stresses that he can not break the Green Pact as he , as a Khajiit , is not even bound to it . The Vestige was asked to investigate in the matter . It is unknown whether Aranak was found guilty and suffered nature ' s revenge or was cleared of all charges to continue his life as a merchant .
Tynan Tynan is a Breton Reachman and a member of the Forsworn who lives in Markarth . He is one of Nepos the Nose ' s two servants . Background . Tynan is always found in Nepos ' House . He does little except take care of Nepos . Tynan offers no unique interactions with the Dragonborn except generic dialogue . Interactions . The Forsworn Conspiracy . Tynan is a Forsworn agent working with Nepos . Once the Dragonborn has completed their dialogue with Nepos , Morven , Uaile and Tynan will turn hostile and attack .
Marrec Hinault Marrec Hinault is a Breton hiding from rampaging bloodfiend s with the rest of his family at their farm just outside Shornhelm . While the Vestige is out collecting weapons for them to defend themselves , the fiends managed to break into the farm house , killing the father Gennove and forcing the rest of the family to escape . When Marrec is found , he has already been turned into a bloodfiend himself and must be put down .
Suldreni ' s Mace Suldreni ' s Mace is a unique one - handed weapon in . Enchantment . Enchantment ID : " mace _ salandas _ en " Both effects are cast on strike , 1 – 10 points for 10 seconds on touch : Acquisition . This mace is owned by Suldreni Salandas , a Dunmer noble who can be found in Mournhold ' s Great Bazaar . Dovor Oren requests that the Nerevarine obtain her mace and amulet by any means necessary during the quest The Warlords .
Dunbarrow Cove ( Quest ) Dunbarrow Cove is a quest in . Walkthrough . Head to Castle Anvil . Behind and beneath the small isle it sits on , the Hero will find Smuggler ' s Cave . Head inside and into Dunbarrow Cove . Destroy every Red Sabre Skeleton in the cave and in the decks of the Black Flag . The skeletons are wielding plain steel cutlasses , superb steel cutlasses or masterforge steel cutlasses , depending on the Hero ' s level . Be sure to head into the Captain ' s Quarters and kill Cap ' n Dugal . Once they ' ve cleared out the cove , head back to the Anvil docks and speak to Dahlia Rackham at the Sea Tub Clarabella for upgrades the cove . Simply buy all the upgrades for the cove and the quest is complete . Once all upgrades have been purchased , the Hero may speak to Yinz ' r , Zedrick Green or Scurvy John Hoff and tell them to head out and plunder . They will return in one week , then they will deposit 100 per level ( max 2k ) into the chest in the Captain ' s Quarters . They require one day of rest before they can be sent out again . Notifications will be posted in - game giving them their status when they come back , have been sent out , or are ready to be sent out .
Nadine ' s Diary Content . Tirdas We arrived today to begin our exile here in Aldcroft . Father assures us this town will serve us well as a temporary capital and stronghold from which to retake our home . Our life in Camlorn seems like a dream now , like another time . Middas The porter , Charles , keeps shooting glances at me when he thinks I do not see . He ' s a sweet boy , but he should know better . I think Father even noticed . Father has been under such stress lately . I would not want to add to his plate . Turdas I thought to speak to Charles today , but I couldn ' t find him . No one had seen him since Father asked him to come along to tend to his horse . I asked Father what became of Charles , but he dismissed me angrily . I ' m beginning to worry about Charles , and about Father .
Duncreigh Bridge Duncreigh Bridge is a bridge located in the Anticlere Fiefdom of the Iliac Bay in High Rock . Duncreigh was the site of the Battle of Duncreigh Bridge . The battle was between the kingdom of Anticlere and the hamlet of Sensford in 1E 1427 . The battle ended with Anticlere claiming victory . The battle did nothing as the village kept boasting its family lineages .
Sep ' s Kiss Content . Using a poison known by name only elicits suspicion . The truly perfect assassination is one that remains undetected . I would not brag of those slain by my concoctions , for fear of breaking the tender illusion of " natural " death . I have penned down one of my favourite mixtures , in hope the reader will seek out more on there own . The preparation is unorthodox , yet it has served me well . I learned the name " Sep " from a sweet Redguard lass I courted for a time . She was unfaithful , but her kiss still filled me with delight . Prepare a fire , burned down to coals . Atop that , place a large cauldron . This will be your crucible . Add to this a drop of your own blood . It will sizzle when the pot is tempered . You only need the residue of blood for flavour and scent . Scrape the salt from a mangrove leaf , and powder it with the spores from a yellow - knight mushroom . You can find these growing in almost any field if you lie down with your face to the soil . While the crucible is still hot , pour a decanter of treacle tea in , letting the steam escape . In a short time it will reduce , and to that sticky mess , you will add the aforementioned powder . Once all the ingredients are combined , it ' s ready to use . On the skin , it breaks down strength in a matter of hours . For a faster reaction , ingestion or wounding is best . I have yet to calculate an antidote to this recipe , so I advise using the utmost caution when handling .
Quests ( Knights of the Nine ) The quest line is significantly large and has been broken down into individual quests . Note that quests Nature ' s Fury through Stendarr ' s Mercy do not need to be finished in a specific order , however Nature ' s Fury must be completed before attempting " The Path of the Righteous . " Quest line . Pilgrimage . This quest begins when the Hero first hears of the attack at the Anvil Chapel . The Shrine of the Crusader . This quest begins when the Hero has completed their pilgrimage to the wayshrines of the Nine Divines . This quest completes when they pick up the Helm of the Crusader . Priory of the Nine . The Hero will receive this quest once they have found the body of Sir Amiel and read his journal . The Hero will locate the old Priory of the Nine , which was once the headquarters of the Knights of the Nine , and recover the Cuirass of the Crusader . Nature ' s Fury . In this quest , the Hero will recover the Boots of the Crusader near a Wayshrine of Kynareth . The Path of the Righteous . The Prize for this quest is the Mace of the Crusader , but the Hero will need the Boots of the Crusader before they can get the mace . Wisdom of the Ages . Recovered in this quest is the Shield of the Crusader , which is located in Fort Bulwark . Stendarr ' s Mercy . In this quest the Hero will recover the Gauntlets of the Crusader . The Faithful Squire . Lathon will give the Hero the Greaves of the Crusader . The Sword of the Crusader . As the heading suggests , in this quest the Hero will recover the Sword of the Crusader . The Blessing of Talos . Upon the Heros arrival at the Priory , one of their knights will tell them that Prophet is getting ready for a speech in the chapel . Umaril the Unfeathered . After Prophet grants the Hero the blessing of Talos , they must travel with their knights to the Ayleid Ruin of Garlas Malatar to defeat Umaril the Unfeathered .
The Lost Child The Lost Child is a quest available in . Background . A child has been kidnapped , and it is the task of the Hero of Daggerfall to rescue them . Walkthrough . Enter the Radiant Dungeon and locate the child . When this is done , take them back to the questgiver . However , if the Hero has a Reputation of ten or more with the Fighters Guild , they will receive a letter from the Guild telling the hero to meet a Guild contact in a nearby city . The contact tells the Hero that the child is heir to a fortune , and that the Questgiver was endangering them , so they took the child into their custody . The Hero must then choose either to send the child back to the Questgiver and claim the reward , or to do nothing and leave them in the care of the Fighters Guild . Journal . [ Questgiver ] " of " [ Questgiver ' s location ] " , " [ Questgiver ' s town ] " has sent me to rescue his little cousin , " [ Child ' s name ] " . Apparently , she is being held by a group of orcs in " [ Radiant Dungeon ] " . I have " [ Time Limit ] " days to find her . "
Letter to an Aldarch Content . Aldarch , You may be alone when you approach the shrines , hence I write to put before your eyes such knowledge as I know you do not possess . Two shrines there are , one with a single fire for Trinimac , and the other with two for Xarxes . These sacred flames will not work for any who approach them impure of thought and deed . Let not your thoughts stray this time , for there shall be no one at hand to protect you . Use the sacred fire to purify your gift , a veneration of the Destruction art from the Divines . Flames will dance and flow through the air , burning only that which needs to be burnt . If any of the three fires be unlit , you must re - ignite it using the gift ' s power directly . Embers or other spells shall not work . Use it with care , for it is a powerful gift . In the name of Auri - El himself , may his fiery breath keep us warm through these trying times . — Kinlord Astanamo the Penitent
Chorrol Gate Chorrol Gate is a gate into the realm of Oblivion in . It is located south of the North Country Stables . The gate must be explored to recruit the Countess of Chorrol , Arriana Valga ' s , assistance during the main quest " Allies for Bruma . " Interactions . This Oblivion gate must be closed as part of the quest " Allies for Bruma . " It is the gate with the largest puzzle to complete . The puzzle cannot be avoided , and must be completed in order to remove the Sigil Stone and rid Chorrol of the Oblivion Gate . Additionally this realm is one of the four randomly chosen by the Fort Sutch gate , which must be closed for the side quest " Attack on Fort Sutch . " Layout . Inside the plane of Oblivion , the main tower can be seen directly ahead , with the sunken tower behind . There are mines scattered on the ground all across this plain , which should be avoided as they can explode and deal quite a considerable amount of damage to low level characters . Sublocations . Towers . The towers are listed as they appear , clockwise from the gate entrance . Notable items . The items are located at the top of the Sunken Tower , inside The Forbidden :
Letter from Gabbi Content . Agnedir , How ' s life in the tundra with our cousins the Wood - Hewers ? How ' s the quality of the trees ? Are there enough of them to keep you busy ? And what about your social life ? Meet anyone special yet ? Are there even any other people around Bonestrewn Crest , or is it just you and our cousins out there in the middle of nowhere ? Things here in Windhelm have gotten strange since you left . Did you hear about Fildgor ? Can you believe the Skald King ' s despicable brother has returned to Eastmarch ? And with an army of renegade Nords and savage Orcs at his side ? It ' s terrible . Alvor sends his love . Tell Selgaard and Jakild that we ' re thinking about them . But not Kerthor . I ' m still angry at him about what happened at last season ' s harvest festival . Him and those disgusting sour sweets ! Write soon ! — Gabbi
Fifth Legion ( Legends ) Fifth Legion is one of the enemies in . Chapter 14 - A Fractured Legion . During the Great War the Fifth Legion , which primarily consisted of Nord Legionnaires , deserted . The reason of this is unknown , but for some reason the Fifth Legion gave up all hope and thought the Great War was doomed to be lost .
Silver Weapons ( Morrowind ) Silver Weapons are useful when fighting ancestor ghost s , as well as Deadra . Either silver or magical weapons must be used , because normal weapons have no effect on these creatures . The following are silver weapons available in : Axes . One handed : Long bladed weapons . One handed : Two - handed :
Warrior ( Daggerfall ) Warriors are a combat - specialized class in . Manual Description . In a sense , the warrior is the standard against which all classes are judged in terms of strength and versatility . As the name suggests , the warrior ' s milieu is physical combat . They are the ultimate fighters ― capable of using any weapon , any armor , and any shield . Strength and Endurance are the most essential attributes for warriors , though Agility is also an important factor in combat .