Skyrim moira treaty. Daedra Quests (final version)

Easter eggs, Easter eggs... people are looking for them everywhere and always. And they will keep looking. Some of the above seems quite real, something strange, but explainable, others - completely unbelievable. But what is, is. So... let me introduce you to a bunch of incredible, goofy, wonderful Easter eggs!

"Star Trek"

  • Temba's character Broad Arm is a reference to the Star Trek: The Next Generation episode titled "Danmok", where it is repeatedly repeated "Temba, he has broad arms." This is a Nord who lives at the Ivarstead sawmill.
  • In The Great Harbingers, Sirrok the Proud is named as the first outsider Harbinger of the Companions. His name refers to the actor Sirrok Lofton, who played Jake Sisko in the television series Star Trek: Deep Space 9.
  • When talking to Urag Gro-Shub (librarian of the College of Winterhold), he can say: “But at the same time, it's all true. Even lies. Especially lies. Most likely, this is a tribute to the negotiations between Karak and Bashir in the television series "Star Trek: Deep Space 9"

"Star Wars"

  • In Coldshore Cave (East Winterhold), a skeleton hangs upside down from the ceiling. Under the skeleton is a glowing sword. This is a link to Star Wars. Episode V: The Empire Strikes Back" when Luke Skywalker was caught on Hoth and suspended from the ceiling of a cave. The blade represents his lightsaber.

    This is the second time Arbor has put this easter egg into the game. A similar scene is presented in Bjorn's cave in Bloodmoon.

  • If you are traveling with the ghost of Lucien Lachance, he will sometimes say, "I feel a commotion in the void." The phrase is very similar to the "signature line" of the Jedi: "I feel the excitement in the force."
  • In the Frozen Fruit Tavern, Eric's conversation with his father can be heard, where he tells his son: "All I ask is to stay one more season" and "Your mother's blood flows in you." This is a reference to Luke's conversation with Uncle Owen in Episode IV " Star Wars: New Hope".

Three Billy Goats

  • On the way to Hag Rock Redoubt, there is a bridge with a dead troll under it. If you are here for the first time, you will see how two goats met with a third at the end of the bridge, and then ran away together. This is a reference to the children's story "Rough Billy's Three Goats", where a troll was defeated by three goats. A similar reference can be found in Oblivion as well.

Pied Piper of Hamelin

  • In the Dampened Spirits quest, you will meet a not entirely sane magician named Gamelin, whose journal describes how he created an army of skeevers. This may be a reference to the Pied Piper of Hameln.

Poltergeist

  • In The House of Horrors quest, when you find yourself locked in an abandoned house in Markarth, the poltergeist will arrange the chairs on the table in a complex order. This is likely a reference to the famous scene in the 1982 movie Poltergeist where the forces chasing the family were doing the same thing.

red dwarf

  • In The Mind of Madness, Pelagius' trust and paranoia manifest as real beings and fight each other. This is a reference to an early episode of the British sci-fi comedy Red Dwarf when, in the episode "Trust and Paranoia", Dave Lister contracted a mutated disease and his trust and paranoia took on human form. They tried to defeat each other, and in the end both died.

minecraft

  • The Notched Pickaxe is a reference to "Notch", the creator of Minecraft. In the game, the pickaxe is used for mining.

The Shawshank Redemption

  • You can talk to Enthir at the College of Winterhold and choose "I understand, you're an elf who knows how to get what you want." This is a reference to the Stephen King film The Shawshank Redemption.

The nightmare before christmas

  • Under Goldenglow Manor, in the sewers, the player can encounter a group of skeletons of 5 deer and a human. This may be a reference to The Nightmare Before Christmas, in which Jack Skellington rides a sleigh pulled by skeletons.

Pack Man

  • In Endon's house in Markarth, there is a shelf where garlic, glow dust, chunks of goat cheese, and a killer fish egg are arranged in a way that resembles Pac-Man. There are even several Pek-points.

Monty Python

  • Sometimes in close combat, NPCs can exclaim: "It's just a scratch!". This is a possible reference to the movie Monty Python and the Holy Grail, where the Black Knight said this when his arms and legs were cut off.
  • During Roggvir's execution, he will yell "Let's get moving!", which is a reference to the end of the movie Monty Python and the Holy Grail.

Scandinavian mythology

  • In the Promises to Keep Quest, you can get the birth certificate of Sleipnir, Santa Claus. Sleipnir is the eight-legged horse of Odin in Norse mythology.
  • One of the dragon priests, Volsung, is named after a hero in Norse mythology. Also, Sigurd, an assistant at Belethor's shop in Whiterun, shares his name with another Norse mythology hero. Sigurd is also the grandson of Volsung, and his father's name is Sigmund.
  • Sigmund broke his Gram sword in battle, and many years later it was reforged for Sigurd, who slew the dragon Fafnir with it. This story may have inspired the beginning of the Glory of the Dead, in which the player reforges Vuuuthrad.
  • Sovngarde and the Hall of Valor share similarities with Asgard and Valhalla.
  • The Poetic Edda sung by the College of Bards reflects a collection of texts of the same name from the old Scandinavian culture.

Pete's Dragon

  • Upon entering Riverwood for the first time, we see an old woman running screaming, “Dragon! The Dragon! I swear I saw a dragon!" This is a reference to a song from the children's movie Pete's Dragon.

The Legend of Sleepy Hollow

  • During the night, the player may encounter the Headless Horseman. He appears as a headless ghost on a spectral horse, armed with an axe. The player cannot talk to him, but can follow him. Hostile NPCs and creatures will attack him, but he ignores them. The rider will bring the player to Hamvir's Rest and disappear. Skeleton dances and a treasure chest await you in the cemetery.

Love Potion #9

  • In the quest "Salt for Arcadia", the player provides frost salt to the alchemist Arcadia, who intends to use it to create a love elixir. This is most likely a reference to the 1992 film Love Potion #9, where the love potion was created from concentrated salt.

Lord of the Rings

  • In Whiterun, the giant tree is called Gildergreen. It was able to grow from the sprout of the oldest of the trees, Elderglim, but dies. This is similar to the history of the capital of Gondor, Minas Tirith, where the White Tree fell into a similar situation.
  • In Whiterun, during the Battle for Whiterun quest, you can see Hadran or Ralof at the city wall after the battle. He says, "I'm sure I've killed more than you. I considered." This is a reference to Legolas and Gimli.
  • In the quest "A Night to Remember" one task is to obtain a wedding ring from a fortune teller named Moira, who will yell "My jewel!" if you try to take the ring away from her. Why not Gollum?
  • The broken sword hilt in Angarvunde is another reference to this series. Its location (only a skeleton with a ring next to it) is a reference to Sauron.

The Legend of Zelda

  • During the Proving Honor quest, Farkas reveals that the members of the Circle are werewolves, stating that "It's a secret for everyone". This phrase is famously used in the secret rooms of the original Nintendo game The Legend of Zelda.

Interview with a Vampire

  • There is a vampire in the Dark Brotherhood named Babette. In Anne Rice's novel Interview with the Vampire, Babette is the protagonist's first love. However, the girl's body is a reference to Claudia, a seventy-year-old vampire in the body of a seven-year-old child.

Hangover

  • The quest "A Night To Remember" may be a reference to the movie "The Hangover". During the quest, you travel throughout Skyrim in search of Sam's drinking buddy, along the way solving all the problems that you created during the "stormy" night.

Legend of King Arthur

  • If you find the Broken Tower Redoubt, directly south of it will be a place called Rebel's Cairn, where you can find a pile of stones with a sword stuck in the topmost stone. This is a reference to the legend of the king Arthur.
  • A little northeast of Bleakwind Basin, there is a pond with a skeletal hand holding a sword. This is a reference to the Lady of the Lake from Arthurian Legend.
  • In the center of the lake you can find the Stone of the Lady. This is another reference to the Lady of the Lake from Arthurian Legend.

Indiana Jones

  • If you ask Atys why he joined the Companions, he will answer: “Fortune and glory, friend. Good luck and glory! This is a reference to Indiana Jones and the Temple of Doom.

Wumpus Hunt

  • Belrand's possible companion occasionally mentions a game he played as a child: "Wumpus Search". This is probably a reference to the classic computer game"The Hunt for the Wumpus".

Joss Whedon

  • You can find a book called "The Cabin in the Woods". This is a direct link to the film, which will be released in early 2012.

Cicero

  • In the Dark Brotherhood, you will face an assassin named Cicero. This is probably a reference to the Roman philosopher and statesman Cicero, who was a close friend of Cassius, one of Caesar's assassins.

Catatonia

  • During the quest for the return of the skeletal key on the Pilgrim's Way, you can find the diary "Nidstrom's Diary". Nidstrom is the guitarist of the famous Swedish rock band Katatonia. The diary contains references to the band's music, including New Day's Night from their latest album, Phantom of the Sun.

Dungeons and Dragons

  • If you head back up the road from Riverwood to where you came from after the prologue, you'll find the Embershard Mine. This is a link to the D&D comic where Mike Kraulik, Jerry Holkins, Scott Kurtz, Wil Wheaton showcased the new 4th edition. IN English language The Embershard Mine is a pun on Ambershard, the name of a clan of dwarves who steal mines from the clan of Scott Kurtz's character, Binwyn Bronzbottom.

William Shakespeare

  • On a cliff in the Reach there is a shrine dedicated to Perith, the Daedric lord of plague and pestilence. In a niche at the foot of the cliff, in the southeast, you can find two corpses with poisons and a dagger lying between them. This is a reference to Romeo and Juliet.

William Tell

  • In the Swindler's Den there is a training dummy with an apple on its head. Most likely, this is a tribute famous history William Tell, where the master archer had to shoot an apple from his son's head.

Annie

  • In the Innocence Lost quest, when you enter the orphanage, you will hear Grelod the Good yelling at the children, "What are you talking about?" And they answer: "We love you, Grelod, for your kindness!" This is very similar to the movie "Annie" in which the orphans are asked "WHAT ARE YOU SAYING?" always answered, "We love you, Miss Hannigan."

300 Spartans

  • If you head straight south from the Temple of Perith and just a little bit west from Karthwasten, northeast from the Lover's Stone, you'll run right into the skeleton (about halfway up the mountain). If you look to the side of the skeleton, you will see a saber-toothed cat stuck between two stones, its head pierced through with a glass sword. This is a reference to the scene in 300 where Leonidas leads the wolf into a narrow passage and then sticks a spear in his mouth.
  • Also in the western part of the map, known as "The Reach", there is an area very similar to the one where the Spartans fought the Persians in the movie.

Beowulf

  • The city of High Hrothgar may have been named after a character named Hrothgar from Beowulf. Also, Hrothgar is the name of the real king of Denmark.

Historical links

  • Directly east of the Frostflow Lighthouse, a mammoth can be found frozen into a glacier wall with arrows and something resembling prehistoric spears stuck into its hide. The arrows found in the mammoth seem to be dwarfs - a hint that the Dwemer could have killed the beast.
  • "East Empire Company", most likely a reference to the East India Company that existed in history.

Translator: aolege

An unusual and very peculiar mod that adds two companions.

wack wack
All of you have been to Solstheim and met with small and ugly ricklings. Although they are easy to kill, they are a lot of trouble. In vanilla, you will not meet female ricklings. Now this mod changes that. On a rocky island near Raven Rock lives the rickling Wak Wak alone. Why does she live alone? As soon as you see her, you will immediately understand.
As soon as you get to her, she will attack you and rape you. Then he will ask you to kill the bear and pick up the backpack. After that, she becomes your companion. Wak Wak with English voice acting.

Vorozheya
Passing the quest for the first time " Unforgettable night"I immediately wondered:" Did the dragonborn get so drunk that he spent the night with Moira? "(Although in reality I had such cases). But in the vanilla quest, everything is safely resolved.
But now Moira is just obsessed with GG and looking forward to your return. As soon as the GG comes to the fortuneteller, she will pounce and you will have a second unforgettable night. After that, he will invite you to move to her house, cook poisons, collect eyes and at night ...
But if you are drawn to adventure, then Moira can be taken as a companion.
Moira is completely changed and with English voice acting.

Mod Features
- changed 3 witches to more "human" ones (Helmoril coven)
- fully voiced companion - fortune-teller (Moira)
- fully voiced companion (Wak Wak)
- small quest Wak Wak

Info
Question: How to get the wedding ring without killing Moira?
Answer: Once she becomes your companion, then take the ring from inventory

During the quest "An unforgettable night" do not save the game before the first conversation with Moira, otherwise there will be bugs

Requirements
The Elder Scrolls 5.Skyrim.Legendary Edition and all DLC
sexlab
HDT Physics Extensions
RaceCompatibility for Skyrim and Dawnguard

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 strange place, where the lord of the Daedra 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, next to 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 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 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). Get out of the house, go to specified place and, having cleared it, bring 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 Elder Scroll and along the way we will 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 side 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.
  • Dagon's Razorhead is carried by the hawk 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.

Merunes 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 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 the 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 damage over the area, which scares 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 be with opposite side 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.

After you reach level 14, a black-robed visitor named Sam Gaven will hail you in one of Skyrim's random taverns. He will offer to play the Skyrim folk game "who outdrinks whom."

After the first mug, your drinking companion will begin to slur his tongue, and after the second he will almost give up altogether. Drink "on the last", and your adventures will not be slow to begin.

Debauchery at the Temple of Dibella

You wake up in the Temple of Dibella in Markarth. A disgruntled priestess of Senna stands nearby and chastises you for the garbage around you. Help the priestess remove it (in the assortment of holy water and a giant's finger), and then find out from her the details of your appearance here.

It turns out that you, in a state of intoxication, broke into the temple and rowdy, while shouting something about the wedding, the goat and Rorikstead. The priestess does not know about any Sam, but on the floor you can find a note about the restoration of some broken staff, signed by Sam.

It is not necessary to clean things in the temple - just use your eloquence skills or simply pay the priestess for the mess.

Deal of the century

Your path lies in Rorikstead. Find a peasant named Ennis there. He will attack you with accusations of stealing a goat. They say they stole it and sold it to a giant.

Again, it is not necessary to go looking for the goat - you can pay Ennis or intimidate him. But in this case, you deprive yourself of the pleasure of the full passage of this entertaining quest.

Go in search of a goat at the behest of the marker. Gleda - that's the name of the goat - you will find on a hill near Rorikstead. The problem is that next to the goat, the giant Grock is on duty, who will be peaceful exactly as long as you do not try to steal his little animal from him.

So you can use one of the following options:

  • Kill the giant
  • Steal a goat without being noticed;
  • Calm the giant with an illusion spell.

When Gleda returns to her rightful owner, he will tell you that you mentioned a certain Isolde and Whiterun.

My bride

Isolde lives on the streets of Whiterun. It turns out that you managed to owe her too - she gave you an engagement ring on credit, since you were going to get married.

Isolde can be intimidated or paid 2000 gold. But this part of the quest, if you are going through it for the first time, is definitely not recommended to skip.

If you decide to return the ring to Isolde, then your path lies in the Witch's Mist Grove, which is south of Windhelm. Your bride, as you might have guessed from the name of the area, is a fortune teller.

Moira - your bride - when asked about the ring, she will begin to hiss that she does not want to share you with Esmerelda (another fortune teller). It's scary to think what really happened here. The soothsayer will have to be killed, and the ring will be returned to Isolde.

misty grove

The last stop is Fort Morvunskar, inhabited by sorcerers who will try to destroy you with all the destructive spells available. After clearing, turn to one of the corners of Morvunskar, in which there is a large translucent sphere. Go inside and you will find yourself in a misty grove.

Going a little further on the path ahead, you will find people feasting in the clearing, led by your friend Sam Geven. Talk to him and you'll find out that Sam Guevenne is none other than Daedric Prince Sanguine himself.

For such a diligent "debriefing" after a violent booze, Sanguine will reward you with an artifact that allows the wearer to summon a Dremora from the depths of Oblivion for two minutes.

Another victim

It would seem that it's time to forget about Sanguine and his funny adventures, but it was not here. Now you have a chance to meet the Argonian Piet-Do-Dna during the course of your adventure, who will try to shake you out of 10,000 gold for allegedly sending him to a bandit camp, where he almost died. With the help of persuasion skills, you can reduce the amount to 750 gold or deal with the lizard like a man.