naist-nlp/zeshel huggingface dataset:
Jon Battle - Born Jon Battle - Born is a Nord living in Whiterun . Background . His clan , the Battle - Born s , are known supporters of the Empire . He can be seen around Belethor ' s General Goods . Perhaps due to his relationship with Olfina Gray - Mane , he seems unimpressed with the Civil War . He is implied to be a bit of a romantic ( or at least less of a traditional Nordic warrior ) compared to the rest of the family , both in his appreciation of Nordic culture and his disdain for the war - oriented Nordic mindset . He seems to despise Mikael because of his misuse of his bard knowledge saying that he only sings for the money and the women .
Iron Ingot ( Skyrim ) Iron Ingot is a crafting material found in . It is used to craft and improve various weapons and armor via Smithing . They are also a component required to build various features of homesteads . Smithing . Iron ingots can be used in conjunction with other ingots to craft a large variety of items : Locations . Iron Mines . Mines that have a large number of iron ore veins include : Smelting . It is unique in that it is created from a single chunk of iron ore at a smelter . The following materials are needed to smelt a single iron ingot :
Curative Batch Nineteen Content . Ah , finally . Perfection ! The latest batch of curative starts the affliction , progresses the plague at a reasonable rate of speed , and then turns the afflicted into plague husk s seventy percent of the time . Now we have a superior version of the plague and an effective way to dispense it . Of course , handing out curatives can be a slow process , especially in the larger towns and cities . Before we begin operations in Mournhold , we ' ll need a faster way to disperse the plague . But that ' s not my task at this moment . Besides , I ' m sure that Alchemist Merdyndril is tackling this problem even as I write these notes . I should also record that I ' ve perfected the husk scent . We can once again walk among the husks without fear of being attacked . I might even have an idea about a soap to remove the scent after we ' re finished . We ' ll begin making larger batches of the curative immediately . In no time at all , we should be able to give everyone at the Serk and in the immediate vicinity a dosage of the curative . Don ' t worry , my mistress . Everything will happen , just as you have foreseen . — Nostrum Breva
Homraz gra Morgrump Homraz gra Morgrump is an Orsimer thief , who was originally planned to reside in Chorrol . Homraz does not exist in - game , and can only be spawned through console commands . Interactions . She may have been involved with the quest " The Assassinated Man " before being removed , as she shares dialog with another non - existent character , Wallace .
Mountain Lion ( Oblivion ) Mountain Lions are dangerous predators that can be found throughout Cyrodiil . With the exception of quests , Mountain Lions are found starting around level 12 . They reliably spawn , along with a mix of other creatures , in Breakneck Cave west of the Imperial City . They appear to be more common in the area around the Jerall Mountains , though they do not make a presence in Skyrim . Normal Mountain Lions will not attack one wearing the Boots of the Crusader . However , all other varieties of mountain lion are unaffected by the boots and will attack the Hero as usual . They have the following characteristics :
Blood Fountain Blood Fountains are red fountains of blood that heal the Hero when activated . They are only found in the towers and caves of Oblivion . When used , the user gains a 15 - second healing effect , and the fountain will recharge in a few seconds .
Grosta ( Lore ) Grosta was an Atmoran warrior during the Merethic Era . She was one of the Five Hundred Companions . Biography . Grosta was one of the war - teacher Adrimk ' s students . She earned her name as a warrior on Tamriel and was very close to her Shield - Sister Froa . They were said to have thought and spoken as one . Grosta joined Ysgramor ' s cause to slay the savage elves who were to blame for the Night of Tears . On the Day of Final Passage she had become a crewmember of the Darumzu , longboat under command of Captain Ylgar . She was joined by her teacher and her students , most of whom haven ' t had earned their names yet . During the voyage to the Tamriel , known to Atmorans as Mereth , Darumzu was caught in Storm of Separation and was separated from the rest of the fleet . However , the boat sailed out safely , arriving at Hsaarik Head just a bit late . Unfortunately there are no further records found on what happened to Grosta after landing .
Dinya Balu Dinya Balu is a Dunmer priestess who resides in the Temple of Mara in Riften . Background . Dinya Balu is married to Maramal , a Redguard priest who offers the Dragonborn the ability to marry an NPC . She is a priestess of the Temple of Mara . If the Dragonborn requests Mara ' s blessing from her , she tells them that she will do so only after they help fulfill Mara ' s will . Quests . The Book of Love . When asked if the Dragonborn can get Mara ' s blessings , Balu replies that only those that would spread love throughout Skyrim can be granted this blessing , accepting to do so starts the quest . After the uniting of each couple , Dinya Balu must be spoken to receive another section of the quest . Spread the Love . She also gives a miscellaneous quest in which the Dragonborn must distribute " The Warmth of Mara " within Riften . To complete this , the Dragonborn must talk to twenty different Riften residents and give them " The Warmth of Mara " leaflets . Despite the fact that their reactions are very different , it does not affect the further interactions with them . The Dragonborn may ask for more leaflets , even if all twenty were given away and not dropped . The reward for handing out all twenty is a leveled potion . Following is a ( non - exhaustive ) list of citizens that will accept the book :
Nothing You Can Possess Nothing You Can Possess is a quest in . Background . Umbacano has asked the Hero to retrieve a carved panel from an Ayleid site known only as the High Fane in his sources . He has given them a sketch which will help to identify this ruin , as well as one of the carving which he wants . He also gave them a carved stone key which will allow them to enter the central chamber of the High Fane when finding it . Walkthrough . If one have already been to Malada or read the book " Cleansing of the Fane " the quest will update as soon as Umbacano gives the Hero the quest . If not head over to the First Edition in the Market District and grab a copy of " Cleansing of the Fane " . They also might run into Claude Maric , a rival treasure hunter who wishes to talk to them about the High Fane at the Tiber Septim Hotel . Talking to him will also mark Malada on the map . He will also tell them to pick up a copy of Cleansing of the Fane . Travel to Malada and outside there will be a camp with a Khajiit named S ' razirr . Talking to him reveals that he is working for Claude Maric and for part of the reward he will help them instead . If they wish one can bring him down to a quarter of the reward but he is not important . Inside the ruins , follow the marker until finding a door with a seal on it . If they have the carved stone key the door will open and they can grab the carving . As soon as the carving is gone , the wall will go down and behind there will be a Lich waiting to attack . Eliminating him will make it easier to exit the ruin . After exiting the ruins the Hero is accosted by Claude Maric , who orders them to hand over the carving . Unfortunately , he is not alone , and flanking him is the mercenary Rigmor and her men . There is an option to choose to give up the carving or fight their way out . If they give up the carving they will forfeit the reward unless one steals it back from Claude . If they fight their way out , once Claude Maric ' s life gets low enough , he will surrender to them and either give them the carving or let them keep it . Maric will ride away right after he orders Rigmor to kill the Hero and might not return to try and kill them . If this happens and he still is alive after the Hero has left the ruin , he will be with Umbacano in the next quest . After killing the mercenaries , return to Lord Umbacano for the reward .
Warp in the West The Warp in the West was an event that transformed the political landscape of the Iliac Bay region of High Rock and Hammerfell . Sometimes called the Miracle of Peace , this event occurred at the end of . It is a kind of event known as a Dragon Break , during which time the laws of causality are suspended and time is flexible . Context . Prior to the Warp , the Iliac Bay region and the province of High Rock more generally was filled with many petty kingdoms , so much so that the phrase " find a new hill , become a king " was proverbial in the province . The largest cities of note were Daggerfall and Wayrest . Adjacent to High Rock was Hammerfell , and the city of Sentinel , with a long - standing claim on the island of Betony which Daggerfall disputed . In addition to this , the city of Orsinium had recently been founded by Gortwog , much to the resentment of its neighbors . Results . As a result of the Warp , the forty - four independent kingdoms of High Rock were rearranged into four distinct kingdoms of Daggerfall , Hammerfell , Sentinel and Wayrest , each of which had greatly expanded holdings . Great battles apparently being fought on the borders of each , with some regions believing one day less had passed than was in fact the case . In addition to the human kingdoms being granted additional land , Orsinium was established with lands of its own . However , it was not granted full autonomy by the Empire , and was considered part of High Rock , despite holding territories in both High Rock and Hammerfell . Cause . The Warp was caused by the activation of the Numidium by the Agent , causing a Dragon Break which allowed each contesting faction to use the Totem of Tiber Septim to control the Numidium to achieve their aims . However , the inhabitants of Tamriel are by and large unaware of this and the cause of the Warp in the West is officially a miracle and a mystery . The author of the official report into the Warp is aware that the Miracle of Peace was not of divine origin , although Imperial proclamation claims that it was so . They speculate that the Totem was used , but have no idea how or why .
Valie Valie was an Altmer mage and thief whose corpse can be found on top of a table inside the Alftand Animonculory . Background . Valie was from Windhelm and part of the Eastmarch Crime Faction . She was in an expedition group with J ' darr , J ' zhar , Umana , Sulla , Yag gra - Gortwog , and Endrast . The group was forced to enter the ruins due to a storm . Inside , she was abducted and killed by the Falmer .
Witchmist Grove Witchmist Grove is a location in . It is located north of Bonestrewn Crest and south of Windhelm . It is a small area with a house occupied by Moira . It ' s easily recognized by the defensive fence covered in animal heads surrounding the house . Quests . A Night to Remember . This is the location of the Wedding Ring in the aftermath of the Daedric quest .
Fellmoor Fellmoor is a small settlement on the west coast of Dementia . Fellmoor is run by an obsessive - compulsive Altmer named Cindanwe , and there are just a few settlers . A quest is given by a Khajiit wishing to end Cindanwe ' s reign . Quests . Everything In Its Place . The settlement of Fellmoor is a very strange place . This small farming plantation is home to murderers , madmen and obsessive compulsive farm hands . Fellmoor can be found by traveling southeast on Pinnacle Road . It is southeast of the Gates of Madness and on a small outlet into the Emean Sea , just west of the main road .
Old Mistveil Manor Old Mistveil Manor is a player home in . It is a large Nord style house located southeast of Riften in The Rift . Acquisition . This home can be purchased with after completing the quest " A Friend In Need " and gaining the The Rift Adventurer achievement . Alternately , it can be purchased directly from the Crown Store , allowing players to acquire it without having to meet the aforementioned prerequisites .
Arnleif and Sons Trading Company Arnleif and Sons Trading Company is the General Goods Store in the city of Markarth , and is owned by Lisbet . The shop has 750 to buy items . Lisbet says the shop has been doing poorly because Forsworn have been stealing and looting from caravans of goods to Markarth ; their last shipment could have turned the store around , but it was also stolen . Lisbet is the owner , but if she dies during the quest " The Taste of Death , " Imedhnain will take over the shop and take the place of his former employer . If asked , Lisbet will explain that Arnleif was her husband ' s father , and she became owner of the shop when her husband died .
Frofnir Trollsbane Frofnir Trollsbane was a troll hunter and possible bandit who , somewhat ironically , met his demise at the hands of trolls . Appearance . He is wearing a complete set of Iron Armor , except for the bracers , and has the Unique Weapon , Trollsbane . Taking Trollsbane triggers two trolls to run towards the corpse and attack the Dragonborn . The trolls may spawn before the hammer is taken and fight one another before attacking the Dragonborn . Location . His corpse can be found at a troll den called Trollsbane ' s Demise located in the eastern mountains of The Reach directly west of Cradle Stone Tower , or directly east from Valthume .
Deermoth Deermoth is a city in the region of Ykalon , High Rock . It is home to chapters of the Mages Guld , the Benevolence of Mara , and the School of Julianos . The city also has a number of taverns , general stores , and bookstores , as well as a gem store .
Shulthog Shulthog is an Orsimer found in The Greedy Gut in the city of Orsinium Interactions . Invitation to Orsinium . After seeing the note To Warlord Ice - Heart Chief Bazrag suggested to look for the traitor in the city of Orsinium , hinting that the tavern might be the best place to look for shady characters . After overhearing a conversation about gold , Vestige decided to investigate .
Crafting Motif 12 : Barbaric Content . Despite the civilizing influence of our noble Second Empire , Tamriel still has its backwaters and hinterlands inhabited by barbarous tribes . Probably the most familiar to us Cyrodilics are the savage clans of the Reachmen , who dwell in the wild mountains between Skyrim and High Rock , and whose raiders have been seen on the outskirts of Bruma within living memory . But there are also the Ashlander s of Morrowind , the fierce Kothringi of Black Marsh , the Ket Keptu of central Hammerfell , and many others . It is a strange but undeniable fact that these tribes , farflung across the continent though they are , have strikingly similar tastes in apparel . Why this should be is fodder for another ethnographic study more speculative than this one , which is merely descriptive . ( Therefore , on to the description . ) This clannish or tribal style , though commonly known as " Barbaric , " is really no less sophisticated than that of other cultures . The so - called barbaric tribes simply disdain all ideas of tasteful restraint , preferring the lurid and bizarre . Bright colors are favored , and materials may be lacquered to almost any hue . Typical accouterments include skulls , antlers , feathers , strings of teeth , accents of beaten copper , and weapons ostentatious in size and number .
Orc Strength ( Daggerfall ) Orc Strength is a Restoration spell available in . Orc Strength lightly fortifies the Strength stat of the Hero , and is often used to defeat stronger / higher leveled enemy types . Like all stat - increasing spells , Orc Strength boasts a 100 % success rate when being cast .
Nchuleftingth Expedition Nchuleftingth Expedition is a quest given by Edwinna Elbert in Ald ' ruhn , if the Nerevarine has sufficient rank in the Mages Guild during the events of . Detailed walkthrough . Speak to Edwinna who will ask for a progress report from Nchuleftingth . She will mark it on the map and tell the Nerevarine the best way to get there . Head to the ruins and speak to the Father with his Daughter inside about the progress report . He will tell them that his associate had it and he headed down into the ruins . Head to the Pattern Room and turn the Far Right crank because the other 2 are trapped . Head down to the lower levels and search the dead body . Take the progress report ( and the Hanging Gardens book as well as it is used in the Disappearance of the Dwarves quest ) . Return to the man and tell him about the dead associate . He will then tell the Nerevarine to go to Edwinna and give her the progress report . If they have the Hanging Gardens book she will also tell them about it .
Dragonstar ( Arena ) Dragonstar is a city in the province of Hammerfell . It is one of many possible locations that the Eternal Champion may discover in . Geography . Dragonstar is connected to two settlements . To the south - southwest is Heldorn Mount , and to the southeast is Dragon Gate .
Vigilant Tyranus Vigilant Tyranus is an Imperial witchblade who is dedicated to driving off Daedra and their followers . He is typically found in the city of Markarth , outside of the Abandoned House . Interactions . Tyranus asks the Dragonborn to help him while he investigates a possible Daedric Cult in an Abandoned House . During the raid , objects float across the room , apparently moved by some sort of a mystical force . A disembodied voice tells the Dragonborn to kill Tyranus . If they do not respond , Tyranus is driven mad by the disembodied voice and will say " it ' s you or me , " then attacks . In any case , Tyranus must be killed so that the Dragonborn can exit the Abandoned House . Tyrannus may spawn right outside of the Markarth main gates in the river off to the right . After initiating conversation , he will float down a short distance and walk normally .
Note from Firuin Content . I am leaving you , Galithor , for one who appreciates my talents . My skill ! You wasted my genius on such trivial things . Chilling drinks . Tricking insects into euphoria so their ichor would not curdle your precious brew ! I created a colossus for you ! Tall as a mammoth and twice as strong . Cold as the empty voids of Oblivion ! What use did you put it to ? The preserving of meat ! I have taken the reserves . I will stir in them a flame so bright the very stars will cast shadows , and from that darkness shall I rise like the sun ! My only regret is not seeing your face as your world falls out from under you , as mine did that night on Balding Hill ! — Firuin
Saergnar , Pact soldier Content . " I never saw an Argonian look happier . I swear I saw him smile as soon as we crested the ridge and he laid eyes on the mineral pools . I can ' t stand the smell of them , much less the heat , but he walked as fast as he could without breaking into a run and practically hopped right in . It was I who asked the Commander if we could set up nearby overnight , since we ' d been making good time and all . Guess I felt bad for Counts - His - Teeth , so far away from his swamp and having to tromp around in the snow . Everyone misses home when they ' re away , and I think the Argonians might miss it more than anyone . "
Ring of the Iron Fist The Ring of the Iron Fist is an enchanted brass ring in . Enchantments . When equipped , the Ring of the Iron Fist fortifies hand - to - hand combat 25 points , and reflects damage 33 % . Locations . The ring will typically appear throughout the world as random loot at higher levels . These locations include :
Crafting Motif 14 : Daedric Content . It is entirely appropriate that this last entry in Doctor Lupus ' " Racial Motifs " series should be about Daedric arms and armor , as it is my belief that the absent Lady Alfidia has somehow journeyed to the Daedric planes of Oblivion in pursuit of my lost Professor Morian Zenas . And as I can now hear the Professor ' s voice whispering in my ear almost constantly , it is time to conclude these notes and move on to telling the story of his travels through the doors of Oblivion . The Daedra , as the Professor has so often remarked , are creatures of chaos , entities of great energy and force but entirely lacking in originality . They can imitate , they can exaggerate , and they can corrupt , but they cannot create anything new . That is a capability inherent only in the Aedra , and in we mortals of Nirn , to whom they gave it as a gift . ( In Black Marsh we see such things differently , of course , but these are the beliefs of the Professor and Lady Alfidia . ) Thus the armor and weapons of such Daedra as the Dremora , Xivilai , and Golden Saints — what Doctor Lupus calls the " humanoid " Daedra — consist of familiar Tamriel - style cuisses [ sic ] , breastplates , and pauldrons , swords , spears , and bows . They may to our eyes be ornamented with outlandish spikes and melodramatic flourishes , but look inside a suit of Daedric armor and you ' ll find the familiar padding and straps that enable it to be worn by anyone of conventional shape . Pick up a Daedric sword , and despite its bizarre shape you will find the grip comfortable , the heft well - balanced . Indeed , it is said that the famous Artifacts of the Daedric Princes , such as the Mace of Molag Bal , were mostly made by mortal artisans who were enticed or forced to create them . Yes , Professor , I believe that is enough — for now , at least . I have done my duty to the good doctor . I am sitting in your study , and I am listening . Tell me again of Moonshadow .