Cursed tribe quest. Cursed tribe passage skyrim. Where to find the ingredients

Tramp Dervenin from Solitude asks you to help him get his owner back 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 to the Blue Wing by asking Fulk Firebeard or Una the cleaning lady 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 Daedra lord Sheogorath spends his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of the mind of Pelagius. You don't have any weapons or spells, just the Wabbajack staff you've been given. You need to go through three arches in turn and perform three simple steps:

  • Behind the first arch on the left, where the atronachs are fighting in the arena, you need to apply Wabbajack to the spectators watching the grip.
  • For the next - to shoot "night fears". Each subsequent fear is caused by the use of Wabbajack on young Pelagia.
  • After the third arch, you will have to use the same staff to increase Pelagius' Confidence in size and reduce her enemies.

It is done! Our reward is the 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)

In the city of Markarth, there are strange rumors about a local tomb. Learn about them from the bartender at the Silver Blood, or head straight to Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and 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 that, Eola will ask you to bring brother Verelius to the cave. Do it or tell him about Namira's sinister plans.

Convince Verelius to come with you and bring him to the altar, where Namira's servants, invited to the meal, are already waiting. After that, do whatever you want - either obediently kill Verelius and start eating him, or save him at any moment and kill the cannibals.

The reward will be Namira's ring - it gives the opportunity to improve health by eating corpses. And the hero will have an unpleasant smell from the mouth, about which everyone will begin to report to him.

Door that whispers (Mephala)

Door that whispers (Mephala)

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

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thereby 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 the archmage of Farengar has the key. The easiest way to rob a mage.

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 you can increase the effect if you kill several friends or companions with it.

House of Horrors (Molag Bal)

In Markarth, near the Silver Blood tavern (slightly up the street), Turan, the sentinel of Stendarr, roams. He will ask you to help him explore an abandoned house where, according to rumors, the Daedra are worshipped.

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 Daedra Lord. There, touching the rusty mace and having been in the cage, you will receive the task - to bring to Molag Bal the priest of Boethia, named Logrolf, who ruined the mace.

The priest was captured by the Outcasts and kept in one of their camps (in which one - the random number generator decides). Leave the house, go to the indicated place and, after clearing it, take out Logrolf. Under any pretext, bring him to Molag Bal and, when the priest gets into the cage, knock on him with the mace issued by Molag Bal - and then, when the daedra lord orders, kill the priest.

The reward will be the pretty mace of Molag Bal, which takes away strength with magic and captures souls.

The only cure (Peryite)

The only cure (Peryite)

It is not easy to take on this assignment. 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 Druadah Hold and southeast of the dwarven ruins of Bthardamz.

It's worth going there already with a kit that Khajiit Kesh will ask for. We need a Flawless Ruby, a Silver Bar, a Poison Bell, and Vampire Ashes. Silver ingots are the easiest to find - they are sold by blacksmiths, and you can steal an ingot in the same Kartvasten, where there is a silver mine. The poison bell grows in many places - especially in the northwestern swamps. Of course, it is easy to find it in alchemists. Vampire Ashes can be obtained from vampires or bought from an apothecary. Flawless Rubies are rare, but are starting to drop from vendors at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and we, inhaling green smoke, 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 set a trap next to an unsuspecting enemy. Mechanical spiders, spheres and a lone centurion live in the dungeon. Mage Orkendor - at the very end of the dungeon. Take the books and the 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 ward 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. For information on how to get to the Black Reach and what to do there, read the description of the Ancient Knowledge story quest. Solving the puzzle in the Mzark tower, we will get the Ancient Scroll and along the way fill the cube with knowledge.

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

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She raises six skills at once by five points to choose from - magic, thieves or military. 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 hits the thirtieth level. It can start with an unexpected attack, read a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, on the very edge of the map), where Daedra worshipers fight in an impromptu arena.

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

The last task is to visit the bandit camp on the opposite edge of Skyrim. Clear the cave and "demote" the former warrior of Boethiah. Put on his ebony chain mail and listen to the last instruction of the Daedric Lord.

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

Call of the Moon (Hirsin)

The quest starts in Falkreath, if you talk to the inconsolable Mathieus - 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 apart by the werewolf Sinding, who was caught and put away in the barracks. Look there (the quest can be started there as well).

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

The deer grazes near the city - it is easy to find and shoot it.

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 a sassy werewolf in the Drowned Grotto, kill and skin him.

Inside the cave we will find a slightly beaten group of hunters, the last of which will die after telling in general terms what happened ("The victim 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 hunters with him. If we still decide to kill Sinding, first he will arrange the slaughter of 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 poisons) 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 Hircine's ring cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

A night to remember (Sanguine)

This quest differs from others in that it is not so easy to find it. 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 does not leave this tavern anywhere. Remember what you did at that “age”. If you still have old saves, look in them where your hero was at the moment when he "hit" 14.

A friendly booze with Sam (you guessed who it is?) will suddenly stop, 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. Cleaning can be avoided by persuasion or money.

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

The next lead is Whiterun and a certain Isolde, demanding the return of an engagement ring from the Witchmist Grove. You can avoid finding the ring by connecting money or persuasion. But it’s easier to go to the “bride”, the fortuneteller Moira, and take the ring from her by force. When the ring is returned to Iseult, we will receive the last tip - to the fortress of Morvunskar. There, a crowd of evil sorcerers and Sanguine himself are waiting for us.

The reward for the quest is Sanguine Rose, a staff that summons a Dremora to help us.

Shards of Past Glory (Mehrunes Dagon)

The quest begins with a leaflet that the courier will give us at the twentieth level. The owner of the Dawnstar Mythic Dawn Museum, Sil Vesul, wants to collect the Razor of Mehrunes, the 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 handle is in the chest.
  • The head of Dagon's Razor is kept by the wiser Draskua in the large Forsworn camp (there we will also find a wall with the Word of Power).
  • We take the key to the vault from the orc Gunzul in the orc fortress Cracked Tusk and, having gone down there, grab the fragments of the Razor (beware of traps).

After receiving the three parts and attaching 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 cliff.

Mehrunes will offer 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 on impact), and Sil wants to get out and hide the Razor under museum glass. The choice is yours. Either way, there will be a fight. Do not forget to take the key from the Dremora and loot the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We can either hear rumors of an orc stronghold in Riften or head straight for it.

The fortress of Lagashbur is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed, and they will ask for two ingredients for the summoning ritual of Malacath: troll fat and Daedra heart. 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 the heart, do the Mehrunes Dagon quest or enter the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malacath will say that the tribe is suffering for the cowardice of the leader Yamarza, and will order to clear the cave with his sanctuary from the 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 quite comical. Yamarz will be terribly cowardly and persuade us to do all the dirty work for 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 by placing it on the altar. It is now called Volengrang and absorbs the stamina. This is our reward.

Dawn Dawn (Meridia)

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But he meets by chance, and you can look for him for a long time, so it’s more reliable to visit the statue itself. It rises above the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

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

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

The reward is Radiance 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, which scares away the remaining undead.

The dog is a friend of the Daedra (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, the companion of the Daedra 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 that the Ax of Sorrow be returned to him in the Frost Cave. It's a small cave, and its only inhabitants are the mage and his fire atronach.

When we return the ax, Clavicus Vile will offer us to keep the ax for ourselves on one condition - we must kill Barbas. If we agree, we get an ax that damages the stamina. If we refuse, Barbas will join the owner on the pedestal, and we will grab a very useful Clavicus Vile mask that improves prices and eloquence.

Waking Nightmare (Vermina)

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

There are bodies all over the temple. But they are not dead, but sleeping. The priests of Vaermina, unwilling to surrender to the invading orcs, released their magical miasma and put themselves to sleep along with them. To stop the dream and end Dawnstar's nightmares, the Skull of Corruption must be destroyed. How does Erandur know this? He used to be a priest of Vaermina, but escaped from the tower at the last moment.

An impenetrable barrier prevents you from reaching the Skull of Corruption. In the Library you will find the book "Dreamwalking", 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 find a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts while awake.

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

It remains only 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 Vermina's instigation.

Staff Skull of Corruption is an interesting artifact (at least it scares the guards), but its effect is normal damage. The damage is increased if you recharge the Skull next to sleeping people.

Black Star (Azura)

Shrine of Azura, the only shrine with a normal-sized statue, is set high in the snowy mountains south of Winterhold. Rumors about him go around Skyrim, so it will quickly appear on the map.

In the sanctuary itself, the priestess Arania will immediately send us to Winterhold, in search of the high elf Nelakar. The elf lives in the Frozen Hearth tavern. He will tell you that his master Meilin Varen is conducting sinister experiments with the 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 making your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meilin. There was only one question left - to whom to return it? If we return the artifact to Azura, we will be rewarded with a regular reusable container of souls for any size. If we return Nelakara, we will get the Black Star - an artifact for the souls of sentient beings. Since all intelligent souls are Great, the second is clearly more profitable.

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

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

Having decided to help the orcs, you should hurry. The giant is much 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 Dovakin. She will thank and tell that this was far from the first attack of the fortress by the giant, and if this continues, then the fate of the tribe will be unenviable.

Without knowing the cause of the attacks, it will not be possible to prevent recurrences, so she will have to perform a ritual of summoning one of the Daedric 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 Daedra heart. But the local leader, Yamarz, forbade the members of the tribe to leave the fortress. Therefore, Atub asks the Dragonborn for help again.

Help Atub prepare for Malacath's summoning ritual

Well, well, it’s easy to get troll fat: it is available for sale in pharmacies, or you can “borrow” it right in the fortress itself, in the herbalist’s house. With the heart of the Daedra is more difficult, it appears on sale extremely rarely. One can be "taken to see" 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 Dovakin has intervened in all this, he needs to be present during the ritual, after which he will follow the leader Yamarz to the long house. We follow her.

In the main house of the Orcish fortress, our hero witnesses a not very pleasant scene: Yamarz reproaches Atub for arbitrariness and for turning to a stranger for help. But, grumbling, the leader admits that there is still no other way out and will go 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 convict 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 has settled in the Grove of the Giants, and take away Shagrol's war hammer from him.

After listening to the answer of the Daedra, Yamarz will blame the protagonist, saying that it is all his fault. But he will immediately relent and offer a reward for Dovakin to accompany 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 in order to defeat the leader of the giants, you need to be in the best shape.

Meet Chief Yamarz at the Yellowstone Cave

After receiving consent, Yamarz will briskly 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 proceed to the cave on your own. Otherwise, all the way to the cave of Yamarza will have to be protected, and if you arrive at your destination later, then 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 Shore Stone, immediately after the last watchtower of Riften, turn right onto a path that goes around a small hillock. This path will soon lead to the cave "Yellow Stone". Along the way, you can meet several bears (at high cave levels) and a frost spider.

Near the cave, patterns characteristic of giants are drawn on the stones, a giant's club is leaning against a stone, human remains lie, and the earth is stained with blood. Seeing our hero, Yamarz will demand the fulfillment of his part of the deal and immediately rush into the cave. We run after him.

Protect Chief Yamarz from the denizens of the cave

The cave is practically one giant hall, to the bottom of which you can only go down by jumping down the ledges. There are several large gaps in the roof of the cave, 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 there is no time for admiring the beauties, because Yamarz is rushing forward, not giving time to enjoy the scenery.

In a pit among the trees, a giant wanders around the fire. You can ignore him, he wanders far enough from the path of Yamarz.

It must be said that the local giants are cannibals. More precisely meroedy. The bodies of the dead admirers of Malacath and their gnawed remains can be found everywhere in the cave.

From the central hall along the stream we get into a small cavern, where there will be another giant. There is a chance that Yamarz will run past him. Otherwise, you will have to eliminate the giant, protecting the orc. A narrow passage upstairs will finally lead to the entrance to the Grove of the 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 the Giants is a corner of wild nature fenced off from the outside world. In the middle of a single clearing stands the real sanctuary of Malacath in the form of his statue. Nearby, the leader of the giants has set up camp, who cynically roasts the corpses of orc pilgrims he has killed on a fire.

Once in place, Yamarz will again show weakness. At the last moment, he gets cold feet, but trying not to betray his fear, he will try to persuade Dovakin 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 the protagonist refuses, then Yamarz reluctantly goes to fight the giant, but will die a little faster than immediately. And our protege will still have to deal with the leader of the giants.

Agree to help Yamarz

If Dovakin 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 to kill the traitor.

In any case, after the death of both leaders, Malacath will speak with the Dragonborn. He will say that Dovakin 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 fortress of Dovakin, Atub will meet at the sanctuary of Malacath. She will immediately understand that Yamarz died and ask how it happened. One 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 that, the Daedric 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 war hammer Volendrang. Malacath will say that the Dragonborn will now own Volendrang, since only he is worthy. The Orc God will then appoint Gularzob as the new leader.

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

Quest Giver: Atub (Orc Camp - Largashbur)
Requirements: Character level 9 or higher
Reward: Volendrang Two-Handed Hammer

Largashbur is a stronghold southwest of Riften that is home to a distrustful tribe of Orcs. Approaching the walls of the fortress, you will witness the battle between a group of Orcs and a giant.

You can just watch how the orcs eventually prevail, or you can intervene and help (be careful: if you hit the Orc, the tribe will attack you).

After defeating the giant, Hugo, one of the gate guards, will immediately ask you to leave. However, the shaman Atub will ask for forgiveness for her relative. Ask her about what is happening, and she will tell you that her tribe is suffering and needs help.

It turns out that the once powerful tribe, led by Yamarz, is cursed. This weakness of the tribe is felt by the giants and therefore periodically attack the fortress. Yamarz has demanded that the tribe stay within the walls of Largashbur, and Atub wants to ask Malacath (Daedra Lord) to lift the curse. Since the shaman cannot travel to the temple, the ritual must be performed within the fortress, but Atub is missing some ingredients: Troll Fat and Daedra Heart.

Extraction of ingredients

Troll Fat: Fat is a relatively common ingredient. Trolls live in the snowy regions of Skyrim. A couple can always be found near the Labyrinthian. It can also be bought from the alchemist.

Once you return to the Orc camp with all the ingredients, Atub will thank you and invite you to Largashbur.

We pass through the courtyard and enter the long house. The head of the tribe - Yamarz is inside. When we meet with the leader, we understand that he does not have the best feelings for us. Atub informs Yamarz that the time has come for the ritual.

The shaman begins the ritual: the loud ear of Malacath covers the entire camp. The Daedra Lord is angry at Yamarz, blaming him for his weakness. In addition, the Orcs allowed the giants to take over the shrine of Malacath. The tribal chief is ordered to clean up the place of worship. Only then will Malacath consider lifting the curse. The ritual ends and Yamarz takes over the task. But first, he wants to talk to you.

Blaming us for everything, Yamarz demands that we help him. We will act as a bodyguard and make sure that the head of the tribe reaches the leader of the giants safe and sound, and finish him. For this, Yamarz promises not to remain in debt. Agreeing or not, we must meet the leader near the entrance to the cave of the Yellow Stone, which leads to the sanctuary of Malacath. The entrance to the cave is located in the foothills of Mount Velothi, northeast of Riften.

We can hit the road with Yamarz, or we can get to our destination on our own and wait for the Orc. Next, we enter the cave. Before us opens a very picturesque landscape, bewitching with its beauty.

Yamarz reluctantly descends into the depths of the cave - we follow him. Along the way, we will meet giants (it is not necessary to kill them, you can just walk past). Having dealt with them, we continue to go. After a few minutes, we stumble upon cave bears, kill them and go out into the Grove of Giants.

Walking along the bones and bloody footprints deep into the grove, Yamarz stops and turns to us with a proposal: the Orc offers to kill the giant for us, after which he will return to the tribe and tell about his success. For this, the leader promises to fill our pockets with gold to the brim. We have two choices:

a) Accept the offer
b) Persuade Yamarz to kill the giant

In the first case, after killing the giant, Yamarz will say that no one should know about his cowardice and attack us.

If we persuade the Orc, the giant will launch Yamarz into space with one movement of the club.

Anyway, after defeating the giant (it's easy to kill him - use the terrain features in combination with magic and a bow), take the "Shagrol's War Hammer" from his body. This is the very weapon that Malacath ordered Yamarz to deliver to Largashbur. Next, the Daedra Lord will speak to you. He admires your fighting prowess.

Returning to the Orc camp, you will see Atub waiting for you at the Largashbur gate. She will ask what happened to Yamarz. You can tell the truth or lie by saying that Yamarz fought very bravely. In any case, Atub goes to the sanctuary in the center of the camp and asks to put the hammer on the altar. Approach the skull on the trunk and place Shagrol's hammer on its horns.

After that, the voice of Malacath will sound around the camp. The Daedra Lord is ready to give the tribe a chance and appoints Gularzob, the son of Yamarz, as leader. Malacath will be satisfied with you and replace the hammer with a weapon called the Volendrang.

Now the whole tribe is grateful to you for your help.

As champion of Malacath, you are a blood brother (or sister) to other orcs. From now on, you can easily enter any Orc stronghold.

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

Daedra Lords are strange, wayward 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 crushed, there are few statues left, but the Daedric Lords are still waiting for our help - sometimes in very dubious cases. They reward assistants with nominal artifacts with unusual properties - for the most part, these are weapons and armor.

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

Mad Mind (Sheogorath)

No one has ever called me the Talking Grapefruit of Pasval.

Tramp Dervenin from Solitude asks you to help him get his owner back 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 to the Blue Wing by asking Fulk Firebeard or Una the cleaning lady 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 Daedra lord Sheogorath spends his “vacation” along with the late Pelagius the Third.

Sheogorath will agree to interrupt the rest on the condition that you get out of the mind of Pelagius. You don't have any weapons or spells - just the Wabbajack staff you've been given. You need to go through three arches in turn and perform three simple steps:

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

For the next - to shoot "night fears". Each subsequent fear is caused by the use of Wabbajack on young Pelagia.

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

It is 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)

"Dinner is served. Sit down to eat, please."

In the city of Markarth, there are strange rumors about a local tomb. Learn about them from the bartender at the Silver Blood, or head straight to Understone Keep, where you'll find the Hall of the Dead and Brother Verelius. He will explain that someone is eating the dead and 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 that, Eola will ask you to bring brother Verelius to the cave. Do it or tell him about Namira's sinister plans.

FOR YOUR INFORMATION: there is an emergency exit in the cave so as not to dangle along the corridors every time. Don't miss him - he is in the corridor in front of the hall where the altar stands.

Convince Verelius to come with you and bring him to the altar, where Namira's servants, invited to the meal, are already waiting. After that, do whatever you want - either obediently kill Verelius and start eating him, or save him at any moment and kill the cannibals.

The reward will be Namira's ring - it makes it possible to restore health by eating corpses. And the hero will have an unpleasant smell from the mouth, about which everyone will begin to report to him.

Door that whispers (Mephala)

As it turned 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 Jarl Balgruuf's children.

The jarl himself will not deny the problems and will offer to talk with his son Nelkir (thereby 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 the archmage of Farengar has the key. The easiest way to rob a mage.

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 you can increase the effect if you kill several friends or companions with it.

House of Horrors (Molag Bal)

The priest has been caught by the insidious Molag Bal! Pay no attention to the cat - he is with me.

In Markarth, near the Silver Blood tavern (slightly up the street), Turan, the sentinel of Stendarr, roams. He will ask you to help him explore an abandoned house where, according to rumors, the Daedra are worshipped.

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 Daedra Lord. There, touching the rusty mace and having been in the cage, you will receive a task - to bring the priest of Boethia, named Logrolf, who ruined the mace, to Molag Bal.

The priest was captured by the Outcasts and kept in one of their camps (in which one - the random number generator decides). Leave the house, go to the indicated place and, after clearing it, take out Logrolf. Under any pretext, bring him to Molag Bal and, when the priest falls into the cage, knock on him with the mace issued by Molag Bal - and then, when the daedra lord orders, kill the priest.

Pretty will be rewarded Mace of Molag Bal, which takes away strength with magic and captures souls.

The only cure (Peryite)

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

It is not easy to take on this assignment. 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 Druadah Hold and southeast of the dwarven ruins of Bthardamz.

It's worth going there already with a kit that Khajiit Kesh will ask for. We need a Flawless Ruby, a Silver Bar, a Poison Bell, and Vampire Ashes. A silver ingot is the easiest to find - they are sold by blacksmiths, and you can steal an ingot in the same Kartvasten, where there is a silver mine. The poison bell grows in many places - especially in the northwestern swamps. Of course, it is easy to find it in alchemists. Vampire Ashes can be obtained from vampires or bought from an apothecary. Flawless Rubies are rare, but are starting to drop from vendors at higher levels.

Having received the necessary ingredients, Cash will brew a potion, and we, inhaling green smoke, 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 set a trap next to an unsuspecting enemy. Mechanical spiders, spheres and a lone centurion live in the dungeon. Mage Orkendor - at the very end of the dungeon. Take the books and the 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 the "combat" position creates a charm 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. For information on how to get to the Black Reach and what to do there, read the description of the Ancient Knowledge story quest. Solving the puzzle in the Mzark tower, we will get the Ancient Scroll and along the way fill the cube with knowledge.

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

Returning to the scientist, give him the blood. The path to the book of books will open - Ogma Infinium. She raises six skills at once by five points to choose from - magic, thieves or military. 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 hits the thirtieth level. It can start with an unexpected attack, read a book about Boethiah, or when the hero comes across a sanctuary (east of the Windhelm stables, on the very edge of the map), where Daedra worshipers fight in an impromptu arena.

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

The last task is to visit the bandit camp on the opposite edge of Skyrim. Clear the cave and "demote" the former warrior of Boethiah. Put on his ebony chain mail and listen to the last instruction of the Daedric Lord.

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

Call of the Moon (Hirsin)

The blood red moon evokes memories of past adventures in distant Solstheim.

The task begins in Falkreath, if you talk to the inconsolable Mathieus - 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 apart by the werewolf Sinding, who was caught and put away in the barracks. Look there (the quest can be started there as well).

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

FOR YOUR INFORMATION: if you are not a werewolf, the ring is safe for you. Otherwise, it will from time to time forcibly turn the hero into a beast.

The deer grazes near the city - it is easy to find and shoot it.

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 a cheeky werewolf in the Grotto of the Drowned, kill and tear off his skin.

Inside the cave we will find a slightly beaten group of hunters, the last of which will die after telling in general terms what happened ("The victim 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 hunters with him. If we still decide to kill Sinding, first he will arrange the slaughter of 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 poisons) 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 Hircine's ring cleared of the curse. It gives an additional transformation into a beast per day and is useless for non-werewolves.

A night to remember (Sanguine)

Sam Gaven looks weird. We don't give him any more.

This quest differs from others in that it is not so easy to find it. The key character - Sam Geven - can appear in any Skyrim tavern. 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 does not leave this tavern anywhere. Remember what you did at that “age”. If you still have old saves, look in them where your hero was at the moment when he "hit" 14.

A friendly booze with Sam (you guessed who it is?) will suddenly stop, 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. Cleaning can be avoided by persuasion or money.

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

The next lead is Whiterun and a certain Isolde, demanding the return of an engagement ring from the Witchmist Grove. You can avoid finding the ring by connecting money or persuasion. But it’s easier to go to the “bride”, the fortuneteller Moira, and take the ring from her by force. When the ring is returned to Isolda, we will receive the last tip - to the fortress of Morvunskar. There, a crowd of evil sorcerers and Sanguine himself are waiting for us.

Quest Reward - Rose Sanguine, a staff that summons a Dremora to help us.

Shards of Past Glory (Mehrunes Dagon)

The cave under the fifth point of Dagon (sorry!) is a valuable source of Daedric hearts. Dremora are respawning there.

The quest begins with a leaflet that the courier will give us at the twentieth level. Sil Vesul, owner of the Dawnstar Mythic Dawn Museum, wants to collect Mehrunes' Razor, a legendary dagger from 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 handle is in the chest.

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

We take the key to the vault from the orc Gunzul in the orc fortress Cracked Tusk and, having gone down there, grab the fragments of the Razor (beware of traps).

After receiving the three parts and attaching 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 cliff.

Mehrunes will offer us to kill the Force in order to become his hero and get Razor(a dagger that gives a chance to instantly kill an enemy on impact), and Force wants to get out and hide the Razor under museum glass. The choice is yours. Either way, there will be a fight. Do not forget to take the key from the Dremora and loot the sanctuary.

Cursed Tribe (Malacath)

The quest is available from the ninth level. We can either hear rumors of an orc stronghold in Riften or head straight for it.

The fortress of Lagashbur is located southwest of Riften, at the foot of the mountains, a little further than the Tower of Darkness. Help the orcs get rid of the giant. They will tell you that the tribe is cursed, and they will ask for two ingredients for the summoning ritual of Malacath: troll fat and Daedra heart. 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 Mehrunes Dagon quest or enter the College of Winterhold - there they can be found in Enthir's assortment.

After the ritual, Malacath will say that the tribe is suffering for the cowardice of the leader Yamarza, and will order to clear the cave with his sanctuary from the 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 quite comical. Yamarz will be terribly cowardly and persuade us to do all the dirty work for 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 by placing it on the altar. Now it's called Volengrang and absorbs power. This is our reward.

Dawn Dawn (Meridia)

The Two-Soul Necromancer is the last obstacle on the way to the sword of Dawn's Radiance.

The quest begins when a strange-looking ball falls into our hands - the guiding star of Meridia. But he meets by chance, and you can look for him for a long time, so it’s more reliable to visit the statue itself. It rises above the road leading to Solitude (south of Wolfskull Cave, where Potema was summoned).

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

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

Reward - 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 him into ashes, and when the undead die, it gives area damage, which scares away the remaining undead.

The dog is a friend of the Daedra (Clavicus Vile)

“Man, do you have 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, the companion of the Daedra 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 that the Ax of Sorrow be returned to him in the Frost Cave. It's a small cave, and its only inhabitants are the mage and his fire atronach.

FOR YOUR INFORMATION: the quest can not be completed, and then Barbas will become our immortal companion. But keep in mind, he often pushes the hero back and forth (this is a bug - the dog tries to get closer to us than he can) and is very inconvenient for secretive heroes (pushes him out into open space, barks, interferes with the stealth indicator).

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

Waking Nightmare (Vermina)

Erandur corrupts the Skull of Corruption. Vermina objects.

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

There are bodies all over the temple. But they are not dead, but sleeping. The priests of Vaermina, unwilling to surrender to the invading orcs, released their magical miasma and put themselves to sleep along with them. To stop the dream and end Dawnstar's nightmares, the Skull of Corruption must be destroyed. How does Erandur know this? He used to be a priest of Vaermina, but escaped from the tower at the last moment.

An impenetrable barrier prevents you from reaching the Skull of Corruption. In the Library you will find the book "Dreamwalking", 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 find a potion. Along the way, eliminate the awakening inhabitants of the tower - they are all a little out of sorts while awake.

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

It remains only 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 Vermina's instigation.

Staff Skull of Corruption- the artifact is interesting (at least it scares the guards), but its effect is normal damage. The damage is increased if you recharge the Skull next to sleeping people.

Black Star (Azura)

Azura's Statue is the tallest Daedric statue in the game.

Shrine of Azura, the only shrine with a normal-sized statue, is set high in the snowy mountains south of Winterhold. Rumors about him go around Skyrim, so it will quickly appear on the map.

In the sanctuary itself, the priestess Arania will immediately send us to Winterhold, in search of the high elf Nelakar. The elf lives in the Frozen Hearth tavern. He will tell 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 making your way through the hordes of necromancers, take the Star of Azura from the cold corpse of Meilin. There was only one question left - to whom to return it? If we return the artifact to Azura, we will be rewarded with a regular reusable container of souls for any size. If we return Nelacara, we get black star- an artifact for the souls of sentient beings. Since all intelligent souls are Great, the second is clearly more profitable.

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