Talk to Valery about the Hall of the Dead. Daedric Princes: Namira

Namira owns the Dispersing Void plane and is associated with spiders, insects, slugs, and other repulsive creatures that cause involuntary disgust in mortals. In addition, the Khajiit believe that she is somehow connected to Lorkhan.

The followers of Namira prefer to stay away from the rest of society, dwelling in the gloomy and dark corners of Tamriel. Beggars and beggars predominate among them - another area of ​​\u200b\u200bher activity. You can, however, stumble upon cannibals, and especially devoted fanatics do not hesitate to commit ritual murders. Not surprisingly, their main opponents are the servants of Arkay.

There is a legend about a man who enlisted the support of Namira back in. His name was Weedley, and he was the thirteenth son of the King of Valenwood. No wonder he had no chance of claiming the throne or inheriting any of his wealth. And therefore, when Namira responded to his call, he knelt for thirty-three days and asked to become her student (apparently, wanting to take possession of a special gift). In the end, she reluctantly agreed. Namira gave Vidley three "blessings": sickness, grief, and shame. He became a beggar, perhaps the most miserable of all beggars. However, with such a "blessing" he became famous among his own kind, and also learned that his status makes it possible to find out all the secrets of Tamriel. People seemed to deliberately say important things at the moment when Vidley was around. Soon he knew about the affairs of each and every inhabitant of the city. Since then, a saying has arisen: if you want to know something, ask a beggar. They knew how to hear everything that was happening in the area, and knew all the secrets of the everyday life of the townspeople. The text of this legend was published in the form of a book, The Prince of Beggars.

call

The date of Namira's summoning is the 9th day of the Month of the Second Seed. In addition, you can call her in the sanctuary, but for this you need to be ugly enough: Namira does not like those who are endowed with even a drop of attractiveness.

Artifacts

Ring of Namira

Ring of Namira

Namira's ring is the main artifact that she rewards her most devoted servants with. This ring inflicts exactly the same amount of damage to the attacker as it did to its wearer. One of the recipients was the Champion of Cyrodiil, with whom Namira spoke to him about the Forgotten - a group of fanatical servants living in the darkness of the ruins of the Ayleid city of Anga. The priests of Arkay wanted to bring light there and "save" the Forgotten. The Champion's task was to use a special spell given to him by Namira against the priests, with which the fanatics could destroy them. Without a doubt, all the priests died, and the Forgotten were left alone. Namira gave him this ring as a reward. It is known that the hero of Daggerfall also owned it, having received it for the destruction of an ancient vampire. The last of the Dragonborn was honored after helping rescue her secret cannibal followers hiding in a cave in Skyrim. According to other sources, he took possession of the ring after destroying their lair.

Giver: Brother Verilius
Requirements: none
Reward: Amulet of Arkay, Ring of Namira or 1500 Septims

Leaving for Markarth:



We go to the stone fortress:



We go to the entrance to the hall of the dead:



We speak with Brother Veril. He will refuse, so you will either have to bribe him or convince him. Since not many pump eloquence, we will bribe him (The price, most likely, is not fixed and may vary depending on the level of eloquence, various abilities, etc.).



He gives us the key. We go inside the hall, we are looking for the altar of Arkay.

Eola will approach us. Don't panic, don't kill her. After talking with her, we learn that she is one of the Cannibals. We agree with her on all points.



We exit the same way we entered. We speak with Verilius, we get the Amulet of Arkay.



We go to the location "Cliff Cave":



Attention, if you have already been there, then the consequences are unpredictable.

We clear the dungeon. The dungeon itself is not difficult, the draugrs are leveled (Depends on the level of the character). But I didn’t find anything special in this dungeon either. With the exception of the book that increases witchcraft:



At the end of the dungeon, a small boss awaits us, after killing which Eola herself will run to us. But in order not to waste time, I advise you to run towards her (to the entrance to the dungeon through which we came).

Dungeon Map:



Eola gives us a hundred gold coins and sends us to Brother Veril.

We go to Markarth, to the hall of the dead. We speak with Veril.

You can either convince him again (threat or persuasion), or bribe. What is interesting: we were given 100 gold, and this friend is asking for all 500:



We pay him money and go back to the Cliff Cave. We approach Eola and she “talks” to him:



Brother Verilius lies down on the altar and you are ordered to kill him.



Kill Veril. At the request of Eola, we eat it (Press search and a dialogue appears: eat or leave):

Namira talks to us and gives us a ring:



After that, you can take Eola as a satellite:


P.S.

There is also an ending for noble knights. When you are asked to kill the priest, we kill all the cannibals. The priest wakes up and thanks us. His gratitude is expressed in 1500 septims.

Namira's ring is a very good and unique piece. And the cash payment is so small that it will hardly pay for the mercenary (500 septims) and the enchanted ring (2000+ septims).

Level 58 Difficulty Legendary Achievement Daedric Influence
Talk to Eola
Convince Verelius to follow me
Take Verelius to Namira's Shrine
Kill Verelius
Taste the flesh of Verelia
Two-handed weapon increased from 51 to 53
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Giver: Brother Verilius
Requirements: none
Reward: Amulet of Arkay
Ring of Namira or 1500 Septims

Leaving for Markarth:

We go to the stone fortress:

We go to the entrance to the hall of the dead:

We speak with Brother Veril. He will refuse, so you will either have to bribe him or convince him. Since not many pump eloquence, we will bribe him (The price, most likely, is not fixed and may vary depending on the level of eloquence, various abilities, etc.).

He gives us the key. We go inside the hall, we are looking for the altar of Arkay.

Eola will approach us. Don't panic, don't kill her. After talking with her, we learn that she is one of the Cannibals. We agree with her on all points.

We exit the same way we entered. We speak with Verilius, we get the Amulet of Arkay.

We go to the location "Cliff Cave":

Attention, if you have already been there, then the consequences are unpredictable.

We clear the dungeon. The dungeon itself is not difficult, the draugrs are leveled (Depends on the level of the character). But I didn’t find anything special in this dungeon either. With the exception of the book that increases witchcraft:

At the end of the dungeon, a small boss awaits us, after killing which Eola herself will run to us. But in order not to waste time, I advise you to run towards her (to the entrance to the dungeon through which we came).

Dungeon Map:

Eola gives us a hundred gold coins and sends us to Brother Veril.

We go to Markarth, to the hall of the dead. We speak with Veril.

You can either convince him again (threat or persuasion), or bribe. What is interesting: we were given 100 gold, and this friend is asking for all 500:

We pay him money and go back to the Cliff Cave. We approach Eola and she “talks” to him:

Brother Verilius lies down on the altar and you are ordered to kill him.

Kill Veril. At the request of Eola, we eat it (Press search and a dialogue appears: eat or leave):

Namira talks to us and gives us a ring:

After that, you can take Eola as a satellite:

P.S.

There is also an ending for noble knights. When you are asked to kill the priest, we kill all the cannibals. The priest wakes up and thanks us. His gratitude is expressed in 1500 septims.

Namira's ring is a very good and unique piece. And the cash payment is so small that it will hardly pay for the mercenary (500 septims) and the enchanted ring (2000+ septims).

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 case.

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.

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

Convince Verelius to 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 time 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 next to the tavern " Silver blood» (slightly up the street) wanders Turan, the sentinel of Stendarr. 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 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.

NOTE: 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 clue is Whiterun and a certain Isolde, demanding to return wedding ring from 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 Isolde, 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 Sil 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.

NOTE: 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.

 
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