How to start the cursed tribe quest in Skyrim. Daedra quests (final version). Defend Chief Yamarz from the cave dwellers

Walking along the road leading from Ivarstead towards Riften, Dovahkiin will notice the orc fortress of Largashbur. If the main character's level exceeds ninth, then he will witness the battle of the giant with the orc defenders of the fortress.

Having decided to help the orcs, you should hurry. The giant is significantly stronger than any member of the tribe and, if not intervened in time, can destroy a significant number of defenders.

After the giant is defeated, the shaman of the fortress, the orc Atub, will approach Dovahkiin. She will thank you and tell you that this was not the first attack on the fortress by a giant, and if this continues, the fate of the tribe will be unenviable.

Without knowing the reason for the attacks, it will not be possible to prevent relapses, so she will have to perform a ritual of summoning one of the Daedra Princes, the Orc God, Malacath, in the hope that he will advise what to do next. For the ritual, she will need two ingredients - troll fat and a daedra heart. But the local leader, Yamarz, forbade the tribe members to leave the fortress. Therefore, Atub again asks for the Dragonborn's help.

Help Atub prepare for the ritual of summoning Malacath

Well, well, troll fat is easy to get: it is available for sale in pharmacies, or you can “borrow” it right in the fortress itself, in the herbalist’s house. The Daedra heart is more difficult; it appears on sale extremely rarely. One can be “borrowed” from the Companions, on the lower level of Jorrvaskr.

Having obtained the ingredients, we return to Atub. She will thank you again and say that since the Dovahkiin intervened in all this, he needs to be present during the ritual, after which she will follow the leader Yamarz to long house. Let's follow her.

In the main house of the Orc fortress, our hero witnesses a not very pleasant scene: Yamarz reproaches Atub for her self-will and for turning to a stranger for help. But, after grumbling, the leader admits that there is still no other way out and goes to the courtyard, to the sanctuary of Malacath.

At the end of the ritual, Malacath will listen and turn to... no, not to the Dragonborn, but to Yamarz. The Daedra Prince will accuse the leader of weakness and say that in order for the attacks of the giants to stop, it is necessary to eliminate their leader, who settled in the Grove of Giants, and take away Shagrol’s war hammer from him.

After listening to the Daedra's answer, Yamarz will blame the main character, saying that it is all his fault. But he will immediately soften and offer a reward for Dovahkiin to escort him to the grove, protecting him from enemies along the way. He will motivate this by the fact that he does not want to waste his strength on trifles, because to defeat the leader of the giants you need to be in the best shape.

Meet with Chief Yamarz at the Yellow Stone Cave

After receiving consent, Yamarz will quickly run towards the Grove of Giants, which can only be reached by passing through the Yellow Stone cave. You can run after him, but it is better to walk to the cave on your own. Otherwise, you will have to defend the entire road to Yamarza’s cave, and if you arrive at your destination later, the orc, alive and well, will be waiting at the entrance.

The cave is located near Riften. To find it, you need to move along the road towards the Shor Stone, immediately after the last watchtower of Riften, turn right onto the path that goes around a small hillock. This path will soon lead to the Yellow Stone cave. There may be several bears along the way (on high levels cave) and frost spider.

Near the cave, patterns characteristic of giants are painted on the stones, a giant’s club is leaning against a stone, human remains lie, and the ground is stained with blood. Seeing our hero, Yamarz will demand that his part of the deal be fulfilled and will immediately rush into the cave. Let's run after him.

Defend Chief Yamarz from the cave dwellers

The cave is practically one giant hall, the bottom of which can only be reached by jumping down the ledges. There are several large breaks in the cave roof, and two beautiful waterfalls cascade down from the upper level.

These factors caused a whole beautiful forest to grow at the bottom of the pit of the main hall. However, now is not the time to admire the beauty, because Yamarz rushes forward, not giving time to enjoy the scenery.

In a pit among the trees, one giant wanders around a fire. You can ignore him; he wanders quite far from Yamarz's path.

It must be said that the local giants are cannibals. More precisely, meroeds. Throughout the cave you can find the bodies of dead worshipers of Malacath and their gnawed remains.

From the central hall along the stream we find ourselves in a small cavern, where there will be another giant. There is a chance that Yamarz will run past him too. Otherwise, you will have to eliminate the giant while protecting the orc. A narrow passage upward will finally lead to the entrance to the Grove of Giants. But right there is the lair of a couple of cave bears. Having dealt with the animals, you can proceed to the Grove.

Deal with the leader of the giants

The Grove of Giants is a corner fenced off from the outside world wildlife. In the middle of a single clearing stands the real sanctuary of Malacath in the form of his statue. The leader of the giants has set up camp nearby, cynically roasting the corpses of the orc pilgrims he killed at the stake.

Once in place, Yamarz will again show weakness. At the last moment, he will chicken out, but trying not to reveal his fear, he will try to persuade Dovahkiin to fight the leader of the giants instead of him, promising an additional reward. Here a choice appears: agree to help Yamarz or refuse.

Refuse to help Yamarz

If main character refuses, then Yamarz will reluctantly go to fight the giant, but will die a little faster than immediately. And our protégé will still have to deal with the leader of the giants.

Agree to help Yamarz

If Dovahkiin agrees to earn a couple more coins and takes pity on the cowardly orc, then, after defeating the giant, Yamarz will treacherously attack the main character. His motive is simple and clear: he does not want to leave a witness to his shame. There is nothing left to do but deal with the traitor.

In any scenario, after the death of both leaders, Malacath will speak to the Dragonborn. He will say that Dovahkiin himself must return Shagrol's war hammer to Largashbur, telling the tribe members about the shame of their former leader.

Return Shagrol's warhammer to Largashbur

Upon returning to the Dovahkiin fortress, Atub will meet Malacata at the sanctuary. She will immediately understand that Yamarz died and ask how it happened. You can tell the truth or lie so as not to spoil Atub’s opinion of her husband. In any case, Malacath himself will tell the truth.

After this, the Daedra Prince will demand that Shagrol's war hammer be placed on the altar of the sanctuary. The hammer will disappear, and in its place a Daedric artifact will materialize - the Volendrung war hammer. Malacath will say that Volendrung will now be owned by the Dragonborn, since only he is worthy. The Orc God will then appoint Gularzob as the new leader.

After this, the task is considered completed, and the tribe of the Largashbur fortress will consider Dovahkiin a friend.

0 Character Level

Azura: Black Star
Aranya will meet us there and bring us up to date: she had a vision, and we need to look for the elven magician. She will send him to Winterhold to look for him, where she can ask, for example, the owner of the tavern. They will point us to Nelasar, who needs to be talked into by anyone in a convenient way, and he will talk about his teacher, Meylin Varen, and his experiments with Azura's star. Melin must now be found in the destroyed fort of Ilinalta Depths. There are a lot of necromancers and skeletons there, but Meiling himself is already dead, but he was able to use the star (broken, it is lying on the floor next to his skeleton), and now he needs to decide what to do.
If you take the star to Aranya, then the star will become, as usual, an endless great stone of souls, in which only white souls can be caught (that is, everyone except NPCs), if it is taken to Nelasar, it will become a black stone (only NPC souls can be caught). Whoever we choose, we’ll have to go inside the star to smoke Meylin out of there: be careful, there are narrow bridges and Dremora dancers. After defeating Meylin (you can ignore the dremora), the star will be given to us.

Sheogorath: The Mad Mind
The lost Dervenin is wandering near the College of Bards in Solitude (two hundred years ago we met him in New Sheot), he will ask us to find his owner, who went to the Blue Palace, to the Pelagius wing. They won’t just let you in there, but you can contact one of the maids (for example, Una), they will give you the key. Having made our way through the web into the corridor in the wing, we will be transported into the mind of Pelagius the Mad.
Inventory and a map don't work here, and they won't be needed. Pelagius is somehow not in the mood, and Sheogorath will give us Wabbajak so that we can get out of here. In the battle between Anger and Confidence, you need to use Wabbajak to reduce Anger and increase Confidence. In a nightmare, you need to use the staff on the sleeping Pelagia and immediately on the emerging creature, and repeat this until they run out. In Pelagius' paranoia, you can not waste time transforming atronachs, but can immediately get from the staff to the guard on the other side of the arena. We return to Sheogorath, he leaves Wabbajak to us and returns to the Islands, and we return to the palace.

Namira: Taste of Death
Brother Verelius stands in the palace in Markarth, informing that you cannot enter the Halls of the Dead. We persuade him to let us in there (if we just get in by breaking the lock, the halls will be empty). Eola will meet us inside and ask us to destroy the draugr in the Cliff Cave. She will be waiting at the entrance to the cave, and you can take her or not take her with you (in the second case, you will have to fight more carefully so as not to accidentally hit her with a spell or arrow - if she dies through our fault, the quest will fail).
After the cave is cleared, Eola will ask you to bring Brother Verelius. Somehow we persuade him to follow us, and in place Eola will handle it herself. We kill Verelius lying on the altar and eat - Namira will speak to us and hand over the ring. Although, of course, you may not agree to kill your brother and instead kill the entire company of cannibals.

Hircine: Call of the Moon
In Falkreath, in prison (entrance through the barracks) sits a certain Sinding, a werewolf who killed a girl. He will give Hircine's cursed ring (cannot be removed, it will accidentally turn you into a werewolf) and tell you about the animal that must be killed in order to talk with Hircine. We kill the animal, and Hircine actually makes contact, ordering Sinding to be killed. We go there, Sinding is hiding, and, having met him again, we choose who to kill - him or the hunters. In the first case, we will receive the Skin of the Savior, in the second, the curse will be removed from the ring (gives an additional transformation for the werewolf).

Vaermina: The Walking Nightmare
In Dawnstar, everyone suffers from nightmares. We are looking for the priest of Mara Erandur in the tavern, who will say that the cause of the nightmares is the temple of Vaermina, located not far from the city in a destroyed tower. Let's go after him. The temple is literally preserved by a gas called Miasma, which the priests used when they were attacked by orcs. When Erandur opens the temple, the orcs and priests of Vaermina will begin to wake up and attack us. We follow Erandur, he will show you where the Skull of Corruption staff is located and tell you what happened here. It turns out that he himself was a priest of Vaermina, so he has the key to the library, where he will lead us.
In the library you will need to find the book “Sleepwalking” (which the marker helpfully points to), then Erandur will take us to the laboratory to find the potion “Apathy” (which the marker also points to). Now you will need to drink the potion and see what happened there through the eyes of a participant in the events. We will be sent to release the Miasma. Neither the map nor the inventory work here, but they are not needed - the attackers do not pay attention to us, so we just go to the marker. We complete the task and return to real world- and take the soul stone from the stand to remove the barrier. We return to Erandur, follow him to the Skull, casually defeating two priests of Vaermina. Now Erandur begins a ritual that will destroy the Skull of Corruption - and the voice of Vaermina will order him to be killed. We kill - we get the staff, let us complete the ritual - Erandur will be available as a companion.

9 Character Level

Malacath: The Cursed Tribe

At the entrance, orcs fight with a giant (although you can get into a head-to-head analysis). You need to talk to Atub, she will ask you to bring a Daedra heart (you can steal it from your Companions) and troll fat (if you are too lazy to look for trolls, you can run to the alchemist) to contact Malacath. Malacath will answer, and orders Yamarz, the leader of the orcs, to recapture the sanctuary from the giants and bring the giant's hammer to the altar in the camp. Yamarz, in turn, will demand that we accompany him. We run with him to the cave, pass through it (here Yamarz is quite capable of standing up for himself) and find ourselves in the valley. Yamarz will offer to kill the giant for him, promising gold in exchange for silence, although then he will simply attack. If you send him to the giant yourself, he will die immediately, so you will have to fight the giant in any case. We take the hammer and return to Largashbur. After Malacath’s speech, we place the hammer on the altar in the camp - and take the Volendrung hammer that appears there.

10 Character Level

Molag Bal: House of Horrors
On the street of Markarth, Stendarr's watchman Turan will ask you to go with him to investigate a suspicious house. Found in the house closed door, which he asks to open, and then Molag Bal speaks to us, commanding us to kill Turan. We do this and go down to the opened basement, where it seems like you can pick up the reward. Instead of a reward, the prince gives us another assignment: to find and bring the priest of Boethiah Logrolf (he was caught by the outcasts). We free him, and he will come to the abandoned house himself. Let's go back there. Logrolf will fall into the same trap at the altar, and by order of Molag Bal we beat him to death with a rusty mace, and again to death. And only now we receive the promised reward - the mace of Molag Bal.

Meridia: Dawn.

At the sanctuary, Meridia will contact us personally and ask us to find and bring her guiding star. We bring it and return it to its place at the feet of the statue of Meridia. Now she will send us to her temple, where we need to activate the pedestals that conduct Meridia’s light through the temple (and open doors to the next parts of the location). From the temple of Kilkreath we go to the ruins of Kilkreath, at the end of which we find the necromancer Malkoran, for killing whom (like a real necromancer, he won’t be killed the first time) Meridia will reward us with the sword Radiance of the Dawn.

12 Character Level

Peryite: The Only Cure

The Khajiit Kesh is hanging out at the sanctuary; he will help you contact Peryite. To do this you need: a poison bell, a silver bar, vampire ashes and a flawless ruby. If any of this is missing, you should wander around the corresponding shops. Kesh will prepare a dubious-looking brew, the vapors of which must be inhaled, after which Peryite will speak to us. He will instruct us to kill Orkendor, the leader of his possessed followers. They are located in the Dwemer ruins of Btardamz. The ruins are large and multi-level, but it is difficult to get lost there, and there are enough dark corners for the possessed to slip past unnoticed. You can, of course, run head-on, but the green shit they spit can cause trouble. Orkendor himself has some resistance to elemental spells, so this should also be taken care of in advance. We return to Peryite for a gift - the Spell Breaker shield.

13 Character Level

Clavicus Vile: The Dog is the Daedra's Friend
In Falkreath, the guards will ask us about the dog and send us to the blacksmith Lod, who will tell us about the dog that he saw and would like to catch. We go towards the shelter of the Dark Brotherhood, where the dog himself will speak to us. He will tell you that his name is Barbas, he quarreled with his master Clavicus Vile and would like our help. We follow him to the sanctuary (be careful, there will be a crowd of vampires in the cave, so don’t forget to check for diseases later), where Clavicus Vile will ask you to bring him the Ax of Sorrow (in the cave, in addition to the mage who owns the ax, there will also be Daedra). We return to the sanctuary, where we will need to choose what we like best: this ax (we will have to kill the dog) or the mask of Clavicus Vile (we will have to wait for the end of his monologue).

14 Character Level

Sanguine: An Unforgettable Night
In any tavern you can meet a certain Sam, who will offer to have a drink with him, which will be followed by the traditional awakening in some unknown place and in some unknown place after what. Actually, this will be the temple of Dibella, whose priestess will scold us and force us to clean up. We need to persuade her to tell us what happened, and from her words it will come out that we need to go to Rorikstead. We go there and stumble upon an angry man and a problem with his goat, which we solve in any convenient way, after which we will need to go to Whiterun, to Isolde. After her dose of persuasion or money, she will send us to Morvunskar, a fort chock full of magicians. Having cut through them, we find ourselves in the portal, we find Sam, who turns out to be Sanguine himself, we receive Rose as a gift (apparently, we had a really good walk) and return home.

Character Level 15

Hermaeus Mora: Beyond the Ordinary
The first part of the quest will have to be completed according to the plot. Some time after we gave the dictionary to Septimius, we will receive a note by courier saying that he needs our help. After talking with him at the exit from the cave, Hermaeus Mora himself will speak to us. We need to collect the blood of all measures (when you press the “use” button on a suitable corpse, you will be given a choice - collect blood or collect loot). If you don’t want to kill townspeople, you can look for wild ones - Altmer are found among necromancers, orcs, Bosmer and Dunmer among bandits, Falmer in Dwemer ruins (you can return to Alftang, where we were in the first part of the quest). We return to Septimius, he will open the box, after which Hermaeus Mora will kill him. Inside the box is not the heart of Lorkhan (as Septimius expected), but the book Oghma Infinium. Reading the book will add three points to each skill of the selected group: Magic: enchantment, restoration, destruction, illusion, alteration, witchcraft
Strength: Heavy Armor, Marksmanship, One-Handed, Two-Handed, Block, Smithing.
Stealth: Alchemy, Stealth, Pickpocketing, Lockpicking, Light Armor, Speech.

Character Level 20

Mephala: The Door That Whispers
In the Whiterun tavern, you can find out from the hostess that something is wrong with the jarl’s son. It's okay if Whiterun has already been captured by the Stormcloaks and Jarl Balgruuf is in Sulitude, he will still say everything that needs to be said. After talking with the jarl, you will need to talk to his son, Nelkir (who in any case remains in Dragonsreach in Whiterun), and he will tell you about the door in the basement that whispers and tells all sorts of things. We listen to what the door will tell us, and go to the jarl’s son to find out how to open this door, and either the jarl himself or the court magician can open it - it doesn’t matter who steals the key from his pocket. Open and take the Ebony Blade. After killing some NPC who considers us a friend, Mephala will praise us.

Mehrunes Dagon: Shards of Glory
In the city, the courier will deliver an invitation to the museum in Dawnstar. This museum is dedicated to the activities of the Mythical Dawn. The owner of the museum, Sil, will give you a short tour and then offer you a task: collect the parts of Mehrunes' razor. The hilt is located with Jorgen in Morthal, it can be obtained in any convenient way - either by somehow persuading Jorgen, or simply by stealing it from a chest in his house. Fragments of the blade - in the Cracked Tusk fortress, inhabited by orc bandits, the key to the grate covering the button that opens the vault can be removed from their leader. Finally, the top will be found in the Old Woman's Rock, locality outcasts. We return to Sil and together with him we go to the sanctuary of Mehrunes. The prince will refuse to talk to him, but he will promise us to restore the Razor if we kill Sil (there is no use in refusing). We kill Strength, we get Razor and two Dremoras who will attack us. It is from them that you can remove the key to the sanctuary - a small room with several chests and all sorts of nice things in bulk.

Character Level 30

Boethiah: Call of Boethiah

You can walk to the sanctuary, or the quest will begin after reading the book “The Trial of Boethiah.” At the sanctuary, the cultists will clearly explain that Boethiah will not talk to anyone, and that a person must be sacrificed to her. We take some companion with us, command (option in the dialogue “I need something from you”) to use a sacrificial column, kill him with a sacrificial blade. After Boethiah's short speech, the cultists will attack in droves. After the death of all of them, Boethiah will speak again: he will order to kill everyone in the Knife's Edge Ridge location. Now everything is simple - go, clean up, put on ebony chain mail (this is the reward for the quest), listen to Boethiah’s congratulations.

The tramp Dervenin from Solitude asks you to help him return his owner from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get into the Blue Wing by asking Falk Firebeard or the cleaning lady Una about it. The wing has long been abandoned and covered in cobwebs, but the journey along it will soon be interrupted, and you will find yourself in strange place, where the Daedric Lord Sheogorath spends his “vacation” together with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

  • Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.
  • The next one is to shoot off “night terrors.” Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
  • Beyond the third arch, you will have to use the same staff to increase Pelagius’s Confidence in size and reduce her enemies.

It's done! Our reward is Wabbajack, magic staff, which fires a random spell each time it is cast.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

In the city of Markarth there are strange rumors about the local tomb. Learn about them from the bartender at Silver Blood, or head straight to the Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate this matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After this, Eola will ask you to bring brother Verelius to the cave. Do this or tell him about Namira's sinister plans.

Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it gives you the opportunity to improve your health by eating corpses. And the hero will have bad smell from his mouth, which everyone will start telling him about.

The Door That Whispers (Mephala)

The Door That Whispers (Mephala)

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to the children of Jarl Balgruuf.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or Archmage Farengar has the key. The easiest way is to rob a magician.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! The sword is the reward. It absorbs the health of enemies, and the effect can be enhanced if you kill several friends or companions with it.

House of Horrors (Molag Bal)

In Markarth next to the tavern " Silver Blood"(a little higher up the street) wanders Turan, Stendarr's sentinel. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

Alas, the house will turn out to be Molag Bal's trap, and you will have to kill Turan.

Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who damaged the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.

The reward will be the beautiful mace of Molag Bal, which will take away strength and magic and capture souls.

The only cure (Peryite)

The only cure (Peryite)

Taking on this task is not easy. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of the Druadach Stronghold and southeast of the dwarven ruins of Bthardamz.

It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. The silver bar is the easiest to find - blacksmiths sell them, and you can steal the bar in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and after inhaling green smoke, we will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or trigger a trap near an unsuspecting enemy. The dungeon is inhabited by mechanical spiders, spheres and a lone centurion. Mage Orkendor is at the very end of the dungeon. Take the books and key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. The reward is the Spell Breaker shield, which in the “combat” position creates a talisman spell.

Beyond the Ordinary (Hermaeus Mora)

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest “Ancient Knowledge”. Solving the problem in the Mzark Tower, we will obtain the Ancient Scroll and at the same time fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in Blackreach or in any other places). To leave Septimius's cave, you will have to talk with the Disgusting Abyss, that is, with the Daedric Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She immediately raises six skills to choose from by five points - magic, thieves or warriors. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if your companion is not particularly dear to you), order him to approach the glowing pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.

The reward is that same ebony chain mail. She makes her steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.

Call of the Moon (Hircine)

The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene plays there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into the beast are a curse that the patron of hunters, Hircine, placed on the enchanted ring. He will invite us to settle matters with Hircine ourselves and will advise us to first kill a white deer in order to summon the Daedra Lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

The deer grazes not far from the city - it is easy to find and shoot.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find the impudent werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling in general terms what happened (“The prey is stronger than the hunter. Kill him in the name of Hircine!”). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt the hunters with him. If we still decide to kill Sinding, he will first arrange for the slaughter of the hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poison) as a reward from the ghostly Hircine.

If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

An Unforgettable Night (Sanguine)

This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.

A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of stealing his goat Gleda, which has now gone to a giant named Grok. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, demanding the return wedding ring from the Witch's Mist Grove. You can avoid searching for a ring by using money or persuasion. But it’s easier to go to the “bride,” Moira’s witch, and take the ring from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.

The reward for the quest is the Rose of Sanguine, a staff that calls the Dremora to our aid.

Shards of Past Glory (Mehrunes Dagon)

The quest begins with a leaflet that the courier will give us at level twenty. The owner of the Dawnstar Museum of the Mythical Dawn, Syl Vesul, wants to collect the Razor of Mehrunes, a legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

  • Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.
  • The head of Dagon's Razor is kept by the sorcerer Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).
  • From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).

Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.

Mehrunes will invite us to kill Sil in order to become his hero and get the Razor (a dagger that gives a chance to instantly kill the enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.

The Lagashbur fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light and Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed and will ask for two ingredients for the ritual of summoning Malacath: troll fat and the heart of a daedra. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from dremora, which are very rare. To get a heart, do the quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malakat will say that the tribe is suffering for the cowardice of the leader Yamarz, and will order the cave with his sanctuary to be cleared of giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become completely comical. Yamarz will be a terrible coward and persuade us to do all the dirty work instead of him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe, placing it on the altar. Now it is called Volengrang and absorbs the reserve of strength. This is our reward.

Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - Meridia’s guiding star. But it is found by chance, and you can search for it for a long time, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for our guiding star. Find it and, returning to the rock, place it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is directly under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need to activate the pedestals with a chain and transport the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be in two stages - first with himself, then with his shadow.

The reward is the Light of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns it into ashes, and when the undead die, it gives area damage that scares away the remaining undead.

Dog is a Daedra's friend (Clavicus Vile)

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, a companion of the Daedric Lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are a mage and his fire atronach.

When we return the axe, Clavicus Vile will offer us to keep the ax with one condition - we must kill Barbas. If we agree, we will receive an ax that damages the reserve of strength. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful mask of Clavicus Vile, which improves prices and eloquence.

Waking Nightmare (Vermina)

Something strange is happening in Dawnstar - all the residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that difficult dreams are a sign of danger: their memories are being stolen by the Daedric princess Vaermina. To save Dawnstar from trouble, he will lead us to the Night Callers temple, where the evil comes from.

There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.

An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and return back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and allow Erandur to pass through.

All that remains is to take part in the battle with him former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.

The Skull of Corruption Staff is an interesting artifact (at least it frightens the guards), but its effect is normal damage. Damage increases if you recharge the Skull near sleeping people.

Black Star (Azura)

Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.

In the sanctuary itself, priestess Aranea will immediately send us to Winterhold in search of the high elf Nelacar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, the Star of Azura, trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After fighting your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meylin. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get the Black Star - an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before using the Star, you will have to endure a very difficult battle with Meylin and his Dremora hidden in it. Dremoras are very dangerous guys, especially at early levels, and you won’t have companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

The mistress of the night, Nocturnal, reveals her secrets only to thieves.

Daedra Lords are strange, capricious and sometimes very dangerous rulers from other dimensions. In the Imperial Province we communicated with them mainly through altars at the foot of huge statues. In Skyrim, the altars were shredded, there are few statues left, but the Daedra lords are still waiting for our help - sometimes in very dubious matters. They reward their assistants with personalized artifacts with unusual properties - mostly weapons and armor.

There are sixteen Daedra Lords in total. But there are one fewer quests, because the ruler of the night, Nocturnal, does not give out tasks in the usual sense. You can communicate with her and earn her favor only through the plot of the thieves guild, and she does not give a personal artifact - only a reward for the very fact of completing the chain.

Mad Mind (Sheogorath)

Nobody has ever called me the talking grapefruit from Pasval.

The tramp Dervenin from Solitude asks you to help him return his owner from vacation. According to him, the owner can be found in the forbidden wing of the Blue Palace, where the mad King Pelagius used to live. Having received the royal pelvic bone from Dervenin (useless, but can be sold), we go to the palace.

You can get into the Blue Wing by asking Falk Firebeard or the cleaning lady Una about it. The wing has long been abandoned and covered with cobwebs, but the journey along it will soon be interrupted, and you will find yourself in a strange place where the Daedric Lord Sheogorath is spending his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of Pelagius's mind. You have no weapons or spells - only the issued Wabbajack staff. You need to go through three arches in turn and perform three simple steps:

Behind the first arch on the left, where atronachs are fighting in the arena, you need to use Wabbajack on the spectators watching the grip.

The next one is to shoot off “night terrors”. Each subsequent fear is caused by the use of Wabbajack on young Pelagia.

Beyond the third arch, you will have to use the same staff to increase Pelagius’s Confidence in size and reduce her enemies.

It's done! Our reward is Wabbajack, a magical staff that fires a random spell each time it is used.

Returning to reality, do not forget to search the room for valuables.

Taste of Death (Namira)

“The food is served. Please sit down and eat."

In the city of Markarth there are strange rumors about the local tomb. Learn about them from the bartender at Silver Blood, or head straight to the Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and will ask us to investigate this matter.

If you do not agree with this formulation of the question and do not want to become a cannibal, kill Eola.

If not, help clear the Cliff Cave from the undead - from the beginning to the very altar of Namira. After this, Eola will ask you to bring brother Verelius to the cave. Do this or tell him about Namira's sinister plans.

NOTE: There is an emergency exit in the cave so that you don’t have to wander through the corridors every time. Don't miss him - he's in the corridor in front of the hall where the altar stands.

Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

The reward will be Namira's ring - it makes it possible to improve health by eating corpses. And the hero will have bad breath, which everyone will start telling him about.

The Door That Whispers (Mephala)

As it turns out, rudeness is not the biggest problem of the local “Cartman”. He also talks to doors!

The owner of the Prancing Mare tavern in Whiterun will tell you that something strange is happening to the children of Jarl Balgruuf.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thus asking everyone if they are also going to lick the jarl’s boots). Nelkir will send us to a certain Whisperer in the basement.

The whispering door in the basement will introduce itself as Mephala. She will ask the hero to open the door and send him back to Nelkir for advice. The boy will tell you that the Jarl or Archmage Farengar has the key. The easiest way is to rob a magician.

Behind the door in the basement lies an ebony sword and a book warning that the artifact is dangerous. Quest done! Sword and there is a reward. It absorbs the health of enemies, and the effect can be enhanced if you kill several friends or companions with it.

House of Horrors (Molag Bal)

The priest has fallen for the treacherous Molag Bal! Don't pay attention to the cat - he's with me.

In Markarth, next to the Silver Blood tavern (just up the street), Turan, Stendarr's sentinel, wanders. He will ask you to help him explore an abandoned house where Daedra are rumored to be worshiped.

Alas, the house will turn out to be Molag Bal's trap, and you will have to kill Turan.

Go down to the basement, to the altar of the Daedric Lord. There, having touched the rusty mace and been in the cage, you will receive a task - to bring the priest of Boethiah, named Logrolf, who ruined the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (which one is decided by a random number generator). Leave the house, go to the indicated place and, having cleared it, bring Logrolf out. Under any pretext, bring him to Molag Bal and, when the priest is caught in a cage, knock on him with the mace issued by Molag Bal - and then, when the Daedric Lord orders, kill the priest.

The reward will be cute Molag Bal's mace, taking away strength from magic and capturing souls.

The only cure (Peryite)

To talk to a tree, you need to inhale a lot of smoke. Everything is like in life.

Taking on this task is not easy. Having reached the tenth level, you can wait a long time for a meeting with a sick refugee who will tell us where the sanctuary of Peryite and its guardian Kesh the Pure are located. But you can try to find this place in the mountains northeast of Markarth and northwest of the settlement of Karthwasten, south of the Druadach Stronghold and southeast of the dwarven ruins of Bthardamz.

It’s worth going there already with the kit that Khajiit Kesh will ask for. We need a flawless ruby, a silver bar, a poison bell and a vampire's ashes. A silver ingot is the easiest to find - blacksmiths sell them, and you can steal the ingot in the same Kartvasten, where there is a silver mine. Poison bell grows in many places - especially in the northwestern swamps. Of course, it is also easy to find among alchemists. Vampire ashes can be obtained from vampires or purchased from an apothecary. Flawless rubies are rare, but begin to be found among merchants at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and after inhaling green smoke, we will be able to talk with Peryite. He needs to kill the traitor Orkendor and his Taken in the dwarven ruins of Bthardamz, which is a stone's throw to the northwest. The dungeon is very large, and you can wander there for a long time. But there are no puzzles there, except for a couple of levers that need to be pulled to open a passage or trigger a trap near an unsuspecting enemy. The dungeon is inhabited by mechanical spiders, spheres and a lone centurion. Mage Orkendor is at the very end of the dungeon. Take the books and key from him, take the elevator to the surface and return to Peryite.

To talk to him again, inhale the green smoke. Reward - shield Spell Breaker, which in a “combat” position creates a talisman spell.

Beyond the Ordinary (Hermaeus Mora)

We received the book, but the scientist is no longer needed.

We receive this task according to the plot, meeting with the scientist Septimius Segonius on his small island north of the College of Winterhold. But you can take the task just like that, if you visit him in the shelter and ask him. For information on how to get to the Black Reach and what to do there, read the description of the story quest “Ancient Knowledge”. Solving the problem in the Mzark Tower, we will obtain the Ancient Scroll and at the same time fill the cube with knowledge.

When we return to the scientist and give him the filled cube, he will ask to bring blood samples of an orc, dark elf, bosmer, high elf and falmer (all samples can be obtained in Blackreach or in any other places). To leave Septimius's cave, you will have to talk with the Disgusting Abyss, that is, with the Daedric Lord himself.

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She immediately raises six skills to choose from - magic, thieves or warriors - by five points. To learn, open the book and press the action key.

On the way back, talk to Hermaeus Mora.

Call of Boethiah (Boethiah)

“Stop burning tires!”

The quest is activated only after the hero reaches level thirty. It can begin with an unexpected attack, reading a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, at the very edge of the map), where Daedra worshipers are fighting in an improvised arena.

Boethiah will offer to sacrifice a companion. If you don't mind (and if your companion is not particularly dear to you), order him to approach the glowing pillar and perform the sacrifice.

The last task is to visit the bandit camp on the opposite side of Skyrim. Clear the cave and demote Boethiah's former warrior. Put on his ebony chain mail and listen to the final instructions of the Daedra Master.

The reward is the same ebony chain mail. She makes her steps quieter, poisons enemies who get close to the hero, and looks very cute, especially in stealth mode.

Call of the Moon (Hircine)

The blood-red moon brings back memories of past adventures on distant Solstheim.

The quest begins in Falkreath if you talk to the inconsolable Mathies - he can be found in the cemetery (a scene is played there) or in the tavern. He will tell us that his daughter was torn to pieces by the werewolf Sinding, who was captured and hidden in the barracks. Take a look there (you can start the quest there too).

Sinding admits that he is a werewolf, but states that the random and unpredictable transformations into the beast are a curse that the patron of hunters, Hircine, placed on the enchanted ring. He will invite us to settle matters with Hircine ourselves and will advise us to first kill a white deer in order to summon the Daedra Lord. Having given the ring, Sinding will turn into a beast and jump out of the barracks through the roof.

NOTE: unless you are a werewolf, the ring is safe for you. Otherwise, it will forcefully turn the hero into a beast from time to time.

The deer grazes not far from the city - it is easy to find and shoot.

Indeed, after the deer falls, Hircine will appear and say that he is very angry with Sinding for stealing the ring. The task is to find the impudent werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of whom will die after telling in general terms what happened (“The prey is stronger than the hunter. Kill him in the name of Hircine!”). But Sinding, sitting on a cliff a little further away, will offer a counter plan - to hunt the hunters with him. If we still decide to kill Sinding, he will first arrange for the slaughter of the hunters - you can join the battle right away, kill the werewolf, remove the skin and accept the light Skin of the Savior (resistance to magic and poison) as a reward from the ghostly Hircine.

If we take his side, the hunters will be stronger, and as a reward at the exit from the cave we will receive the ring of Hircine cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

An Unforgettable Night (Sanguine)

Sam Geven looks strange. We don't give him any more drinks.

This quest differs from others in that it is not so easy to find. The key character - Sam Geven - can appear in any tavern in Skyrim. But the task is simplified if you remember: Sam appears in the tavern that is closest to the hero when he reaches the fourteenth level - and he never leaves this tavern. Remember what you did at this “age”. If you still have old saves, look in them where your hero was at the moment when he “turned” 14.

A friendly drinking session with Sam (you guessed who it is?) will suddenly be interrupted, and we will find ourselves in the Markarth temple of Dibella, where they will tell us about the wedding and the goat and offer to clean up the remnants of yesterday’s brawl. You can avoid cleaning with persuasion or money.

Our next stop is Rorikstead. Farmer Ennis accuses us of stealing his goat Gleda, which has now gone to a giant named Grok. The goat must be returned - the giant, of course, will be against it.

The next clue is Whiterun and a certain Isolde, demanding the return of the wedding ring from the Witch's Mist Grove. You can avoid searching for a ring by using money or persuasion. But it’s easier to go to the “bride,” Moira’s witch, and take the ring from her by force. When the ring is returned to Isolde, we will receive the last tip - to the Morvunskar fortress. A crowd of evil sorcerers and Sanguine himself are waiting for us there.

Quest reward - Rose Sanguina, a staff that calls the Dremora to our aid.

Shards of Past Glory (Mehrunes Dagon)

The cave under Dagon's heel (sorry!) is a valuable source of Daedra hearts. Dremora are reborn there.

The quest begins with a leaflet that the courier will give us at level twenty. The owner of the Dawnstar Museum of the Mythical Dawn, Syl Vesul, wants to collect the Razor of Mehrunes, a legendary dagger of the past.

The razor is divided into three parts and is kept by three different characters:

Jorgen of Morthal can be persuaded to give up the key to the house. The hilt is in the chest.

The head of Dagon's Razor is kept by the sorcerer Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).

From the orc Gunzul in the orc fortress Cracked Tusk we take the key to the vault and, going down there, grab the fragments of the Razor (beware of traps).

Having received the three parts and attached the scabbard to them, Sil will offer to meet at the sanctuary of Dagon. It is better to climb there from the northern slopes of the rock.

Mehrunes will invite us to kill Sil in order to become his hero and get Razor(a dagger that gives a chance to instantly kill an enemy upon impact), and Sil wants to go home and hide the Razor under museum glass. The choice is yours. In any case, there will be a battle. Don't forget to take the key from the dremora and clean out the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We may hear rumors of an Orc fortress in Riften, or we may head straight there.

The Lagashbur fortress is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Light and Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed and will ask for two ingredients for the ritual of summoning Malacath: troll fat and the heart of a daedra. Fat is easy to get (from the same trolls, for example), but hearts are the rarest ingredient, and they fall from dremora, which are very rare. To get a heart, do the quest of Mehrunes Dagon or join the College of Winterhold - there they can be found in Enthir’s assortment.

After the ritual, Malakat will say that the tribe is suffering for the cowardice of the leader Yamarz, and will order the cave with his sanctuary to be cleared of giants. The place we need is the Yellow Stone Cave, northeast of Riften. Yamarz will go there on foot, but it is better to go there on your own.

In the cave, the behavior of the orc leader will become completely comical. Yamarz will be a terrible coward and persuade us to do all the dirty work instead of him. If the giants do not kill him, then at the sanctuary of Malacath he himself will attack us in order to get rid of the witness of his cowardice.

Take the hammer from the giant's body and return it to the tribe, placing it on the altar. Now it's called Volengrang and absorbs the reserve of strength. This is our reward.

Dawn (Meridia)

The necromancer of two souls is the last obstacle on the way to the sword of the Radiance of the Dawn.

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But it is found by chance, and you can search for it for a long time, so it is safer to visit the statue itself. It overlooks the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

Meridia will show us where to look for our guiding star. Find it and, returning to the rock, place it on the altar and receive instructions from the Daedra mistress. We need to go to the Kilkreath dungeon (the entrance is directly under the statue) and kill the necromancer Malkoran.

The dungeon is simple, but interesting, in the spirit of Indiana Jones. We need to activate the pedestals with a chain and transport the beam sent by Meridia through all the catacombs, while opening door after door. The battle with Malkoran will be in two stages - first with himself, then with his shadow.

Reward - Light of Dawn, a sword with a very unusual, although not very convenient effect: from time to time it not only kills the enemy, but turns him into ashes, and when the undead die, it gives area damage that scares away the remaining undead.

Dog is a Daedra's friend (Clavicus Vile)

“Man, do you have any meat?”

There are rumors in Falkreath that the blacksmith Lod is looking for a certain dog. Go to Lod and get meat from him to lure the dog. We will find him, but suddenly it turns out that this is Barbas, a companion of the Daedric Lord Clavicus Vile. Barbas ran away from him.

Barbas wants us to go to Heimar's cave and find the sanctuary of the former owner. There are many vampires inside the cave, so if you are not very confident in your abilities, let the dog go ahead. Clavicus, in turn, will demand the Ax of Sorrow, which is in the Frosty Cave, be returned to him. It is a small cave, and its only inhabitants are a mage and his fire atronach.

NOTE: You don’t have to complete the quest, and then Barbas will become our immortal companion. But keep in mind that he often pushes the hero back and forth (this is a bug - the dog tries to come closer to us than he can) and is very inconvenient for secretive heroes (pushes him out into the open, barks, interferes with the stealth indicator).

When we return the axe, Clavicus Vile will offer us to keep the ax with one condition - we must kill Barbas. If we agree, we will receive an ax that damages the reserve of strength. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful Clavicus Vile mask, improving prices and eloquence.

Waking Nightmare (Vermina)

Erandur spoils Corruption's skull. Vaermina objects.

Something strange is happening in Dawnstar - all the residents have the same nightmares at night. What's happening? The priest of Mara, the dark elf Erandur, knows this. He will tell you that difficult dreams are a sign of danger: their memories are being stolen by the Daedric princess Vaermina. To save Dawnstar from trouble, he will lead us to the Night Callers temple, where the evil comes from.

There are bodies everywhere in the temple. But they are not dead, but sleeping. The priests of Vaermina, not wanting to surrender to the orc invaders, released the witchcraft miasma and put themselves to sleep along with them. To stop the dream and stop the nightmares of Dawnstar, you need to destroy the Skull of Corruption. How does Erandur know this? He used to be a priest of Vaermina, but at the last moment he escaped from the tower.

An impenetrable barrier prevents you from getting to the Skull of Corruption. In the Library you will find the book “Sleepwalking”, from which you will learn about the potion “Vermina’s Apathy”, which allows you to go into dreams and in this way move in space. Go in search of a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts, sleepy.

After drinking the potion, you can return to someone else's past, complete the task (pull the chain and release the miasma) and return back. You will find yourself on the opposite side of the barrier. Remove the soul stone from the pedestal to remove the barrier and allow Erandur to pass through.

All that remains is to take part in the battle with his former colleagues and make the final choice - let Erandur destroy the Skull of Corruption or kill the priest at the instigation of Vaermina.

Staff Skull of Corruption- the artifact is interesting (at least it frightens the guards), but its effect is ordinary damage. Damage increases if you recharge the Skull near sleeping people.

Black Star (Azura)

The Azura Statue is the tallest Daedric statue in the game.

Azura's Shrine, the only shrine with a normal-sized statue, is located high in the snowy mountains south of Winterhold. Rumors about it are spreading all over Skyrim, so it will quickly appear on the map.

In the sanctuary itself, priestess Aranea will immediately send us to Winterhold in search of the high elf Nelacar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with a divine artifact, Azura's Star trying to achieve immortality. Whether he succeeded or not, the artifact must be returned from the Ilinalta Depths dungeon.

After fighting your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meylin. There is only one question left - who will return it to? If we return the artifact to Azura, we will receive as a reward an ordinary reusable container of souls for any size. If we return Nelakar, we will get Black star- an artifact for the souls of intelligent beings. Since all intelligent souls are Great, the second is clearly more profitable.

However, before using the Star, you will have to endure a very difficult battle with Meylin and his Dremora hidden in it. Dremoras are very dangerous guys, especially at early levels, and you won’t have companions inside the artifact, so arm yourself to the teeth, stock up on “first aid kits” and fire protection.

To begin this quest, you must reach level 9. While in Riften, you will hear rumors about a cursed orc tribe living in the Largashbur fortress. This fortress is located southwest of the city; Of course, you can find it yourself.

Upon arrival in Largashbur, you will witness a fight between a giant and a group of orcs. Whether to help them or not is up to you. After the giant falls, enter the fortress and talk to the orcs here. All of them will not be very friendly and will advise you to get out of here.

What to do if the fortress gates do not open?

If all the orcs are killed by the giant, then the gates of the fortress may be closed, and you will not be able to enter inside. Moreover, the orcs may turn out to be dead even when you have just begun to approach Largashbur.

To open the gate, you can lure hostile game to the fortress or reach the Atub Orchess using the console: to do this, use the “tcl” code.

The only one who will want to talk to you is the shaman Atub. She will tell you that Chief Yamarz has recently become very weak, and with him the rest of the tribe. The giants, who found out about this, began to often visit the fortress. Atub decides that the only way out of the situation is to turn to the Daedric Prince Malacath and find out from him the reasons for the misfortunes. She calls on you to assist her and bring the ingredients necessary for the ritual: troll fat and a daedra heart.

Where can I find the ingredients?

  • Troll fat can be removed from any of the trolls, of which there are countless numbers in Skyrim, and can also be sold from alchemists.
  • The Daedra Heart can be found in the Shrine of Mehrunes Dagon after completing the quest "Shards of Past Glory". More information about the location of Daedra Hearts can be found.

When you find the required ingredients, Atub will invite you to observe the ritual of summoning Malacath. Yamarz will be unhappy with this idea, but who cares about the opinion of a weakling? During the ritual, the voice of Malacath will burst over the fortress, calling Yamarz a weakling and a coward, since he allowed the giants to capture his sanctuary in the Yellow Stone Cave. He orders Yamarz to go there, kill the giants and bring back the hammer of their leader.

Instead of perking up with courage and rushing towards adventure with an ax at the ready, as befits a real orc, Yamarz will attack you with accusations that because of you he must now suffer. As a result, you will arrange a meeting in the northeast of Riften at the Yellow Stone Cave, where you will have to accompany Yamarz until you meet with the leader of the giants.

It should be noted that it is not necessary to fight them; you can slip past unnoticed. Along the way you will also encounter spiders, trolls and bears. From the cave you go to the Grove of Giants, where the main giant lives. Yamarz will ask you to kill the giant in exchange for gold. If you refuse, the weak orc will fall in battle with the giant, and if you agree, he will attack you after you have dealt with the giant yourself.

One way or another, both the orc and the giant will be dead, and you will have to take the hammer and bring it to Largashbur. Tell Atub about what happened, after which you will again hear Malacath's address, in which he gives the tribe a second chance and announces a new leader.

The hammer he orders you to place on the altar will turn into a Daedric artifact, enchanted to absorb stamina upon impact. By completing this task, you become a “Blood Brother” for all orcs in Skyrim, which gives you free access to all orc fortresses, for example.