Adania of the Daedric Princes. Skyrim Daedra quests - complete list What the quest gives a dog is a friend of the Daedra

In the world of the Elder Scrolls, there are gods and their opposites, who rule in their Planes of Oblivion. They are greedy and treacherous and for them people are nothing more than a means to an end, however, serving the Daedric princes can be beneficial; they are always favorable to those who serve them. The game has a group of quests in which the player will have to help the Daedra deal with their problems; we’ll figure out what to expect from them further.

Azura (Black Star)

Having learned during his travels about Azura's sanctuary, the hero is free to go there and receive the task of the mistress of sunset and dawn. The quest will take you to Winterhold where you will need to find a dark elf who was studying a Daedric artifact called the Star of Azura. He will send the player to an abandoned fort where the artifact rests. Having obtained it, the player will have a choice of what to do: cleanse the “Star of Azura” from the black soul of the magician who used it or make it a vessel for black souls. In any case, upon completion of the quest, the artifact will belong to the player.

Boethiah (Call of Boethiah)

Upon reaching the thirtieth level, the player will be attacked by a certain mysterious cultist, who can be found in an unusual book called “”, after studying which the hero learns about the location of the sanctuary of Boethiah. In order to receive the quest, the player will have to sacrifice one of his companions, only then the Daedra will speak. The task is completed in two stages: first of all, you need to kill all the servants in the sanctuary, and then go to the indicated place and kill the previous chosen prince of conspiracies. The “Ebony Chainmail” artifact will be removed from the latter’s corpse, which Boethiah will again endow with power, and this unusual, enchanted, heavy armor will become the property of the player.

Vaermina (Walking Nightmare)

Upon reaching the fourteenth level, strange things will begin to happen to the inhabitants of Dawnstar; at night they will all be tormented by the same nightmares. After talking with the priest of Mara, the hero will go to the Night Callers temple and deal with Vaermina’s curse. The priest will go with you to the temple and there the player will find out that he also used to be a priest of Vaermina, but escaped from the temple during the attack of the orcs. Having removed the magical barrier and finding herself in the heart of the temple, Vaermina will speak to the player and offer to kill the priest in exchange for her Skull of Corruption artifact. The player will have the choice to receive a magical staff or help the priest break the curse.

Clavicus Vile (Dog - friend of the Daedra)

The local blacksmith of the city of Falkreath is looking for a dog, having accepted his request for help, the hero in the forest will find a talking dog, who turns out to be Clavicus Vile’s companion. Together with the dog, the player will go to the Daedra sanctuary, which is located in Heimar's cave. There, the Daedric Prince will give you a task to return the “Axe of Sorrow,” which you will have to find in some ruins. Returning with the ax, Clavicus Vile will give a choice: the hero must kill the dog and then the ax will belong to him or persuade the Daedra to take the dog and then the reward for the quest will be “The Mask of Clavicus Vile”, here the decision is entirely up to the player.

Malacath (Cursed Tribe)

In the south-west of Riften there is an orc fortress Largashbur, from the shaman of the tribe Grok learns that a curse hangs over the orcs and asks him to help remove it. To talk to Malacath you will need troll fat and a daedra heart. After Malacath's summons, it turns out that the cause of the curse is the weakness of the tribe's leader, who was unable to protect Malacath's sanctuary from the giants. The Daedra prince demands proof of strength from the leader - the giant's hammer, so the hero, together with the leader, will go to the “Grove of Giants”. During the battle with the leader of the giants, the orc will die and the player will have to deliver the hammer to the tribe. Malacath recognizes the player’s strength and will remove the curse from the orcs, and turn the obtained hammer into his artifact - “Volendrag” and give it to the player.

Meridia (Dawn)

Having discovered the Shrine of Meridia, she will ask the player to find the Star of Meridia artifact and bring its light to the Shrine of Kilkreath, which has been desecrated by a necromancer. By activating pedestals with reflectors, the player can get to the lower tiers of the sanctuary, where the necromancer is located. Having defeated the body of the necromancer and his spirit, the player will be able to receive a sword called “Radiance of the Dawn”, which will serve as a reward from the Daedra Prince, its distinctive feature is increased damage against the undead, tearing them to pieces.

Mehrunes Dagon ()

At level twenty, the hero will receive a letter in which it is written about the opening of a museum dedicated to the “Mythical Dawn”, the center of Dawnstar. The creator of the museum will ask the player to help him get the most valuable exhibit for the museum - the “Razor of Mehrunes”. The blade was divided into parts, and the parts were given to different people for safekeeping, in order to prevent the reappearance of this formidable weapon. Three parts of the artifact are in the hands of a variety of people and you will have to walk around the world to collect them. When all the parts are assembled, the player, together with Sil (the head of the museum), will go to the Sanctuary of Mehrunes to restore the blade. At the sanctuary, the Daedra will offer the player to kill Sil and receive the dagger, but the player can spare him and let him leave with the artifact shards without receiving a reward from the Daedra.

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Mephala (Door that Whispers)

At level twenty, there will be rumors in Whiterun about the jarl's children, with whom something is wrong. Having begun to investigate these rumors, the player will find out that these are far from rumors; one of the jarl’s sons has become more cruel and gloomy. By talking with the child, you can find out that there is a door in the castle that speaks to the boy and that is why he became like this. Having found the door, it turns out that it is locked and only two people have the key - the jarl and the court magician. How to get the key, the player decides to steal it or kill for it; there is only one reward behind the door - the “Ebony Blade,” an artifact of Mephala. Having become the owner of the blade, the player learns that the blade will be even stronger if he kills his faithful companions.

Molag Bal (House of Horrors)

In Markarth, a follower of Stendarr will ask the player to help deal with the ghosts in one of the houses. Once in the house, the player and the priest will begin to hear voices, under their influence the Sentinel of Stendarr will attack the player and die by his hand. As it turns out that all this is Molag Bal’s tricks, as a reward for the murder he will say that the player is waiting for the “Mace of Molag Bal”, and he will also ask to deal with the fanatic Boethiah who desecrated his altar. Having found this man, you will lead him to the altar in that very house so that he entrusts his soul to Mola Bal, when this happens, the Daedra will order to kill him. As a reward you will receive "Molag Bal's Bulova" and the house in which the altar is located.

Namira (Taste of Death)

There are rumors in Markarth that the hall of the dead is closed by order of the jarl, because someone eats parts of the bodies of the dead at night. Trying to find out the reason for the rumors, the player learns from the local priest Arkay that this is indeed the case and asks to investigate this matter. Once in the hall of the dead, Namira will immediately speak to the player, she recognized you as a cannibal and a covenant for a banquet. The player will need to go to a location called “Cliff Cave” and destroy all the awakened draugs there, preparing a place for a feast, the main dish of which will be the priest Arkay, who asked the player to help. After tasting his flesh, Namira will give the player a gift in the form of the “Ring of Namira”, thanks to which you can eat corpses and replenish your health.

Peryite (The only cure)

During a random encounter, the player knows about one candidate who miraculously survived the plague. He will offer you the patronage of the Daedric Prince, in order to talk, with whom you need to inhale the special mixture that the Khajiit prepares. Having collected all the necessary ingredients, the player learns about the Dwemer city of Btardamz, in which a traitor is hiding who has not completed Peryite’s task. Having dealt with the former follower of the Daedra, you need to go back and report success, then Peryite will give you the “Spell Breaker” shield as a gift.

Sanguine (An Unforgettable Night)

In the tavern, the player may meet a character who will offer to play a game of “who drinks the most,” thus beginning a chain of quests for the Daedric Prince of Pleasure. When the player comes to his senses, he will have to deal with the consequences of this drinking binge, he will need to visit Whiterun, Rorikstead, the Temple of Dibella in Markarth and correct everything that you did while drunk. Then you will need to go to “Fort Monvuskar” and meet your drinking buddy there. Having dealt with all the enemies, you will find a transition to the Plon of Oblivion Sanguine. As it turns out, your drinking companion was the Daedric Lord himself, and for a good time spent, he gives you his artifact - the “Rose of Sanguine” staff.

Hermaeus Mora (Beyond the Ordinary)

At the location “Post Septimius Segonius” there is a magician who follows the path of knowledge and tries with all his might to open the ancient cube that the Dwemer left after their disappearance. The player can help him with this, but for this he needs an ancient scroll; he needs to transfer all the knowledge that is hidden in it to the dictionary that the magician gives to the player. To do this, you need to go to the Black Limit, because there is a device there that will help you do this. Having received the device, he will come to the conclusion that for his work he needs something that cannot be found - the blood of the Dwemer, but it can be replaced with the mixed blood of all elves and he again asks you to help. At the exit from the mage's refuge, the player will be greeted by Hermaeus Mora and will say that the mage is no longer needed, and the player will take his place. Having collected the blood and opened the Dwemer container, inside there will be a gift from the Daedric prince - the book “Ogma Infinium”

Hircine (Call of the Moon)

In the dungeon of Falkreath, there is a werewolf who is possessed by the curse of the Daedric Prince of the Hunt, Hircine. He will ask you to help get rid of the curse and give you a ring to summon Hircine. After killing the great beast in the forest, Hircine himself will appear to you, he will ask you to kill the werewolf that is hiding in a cave nearby, but there will be other hunters in the cave who follow Hircine’s path. The player will have a choice - to kill the werewolf or those who hunt him, in both cases the player will receive a reward from the Daedra. If you kill a werewolf, then Hircine gives the player the “Savior’s Skin” cuirass; in the second case, the player will become the owner of the “Ring of Hircine”.

Sheogorath (Mad Mind)

In Solitude, the player will meet a poor man who has lost his master, so the player will need to find him in an abandoned part of the palace, where there is a transition to a piece of the plan of Sheogoroth - the Daedric prince of madness. Once in the Daedric plane, Sheogorath will offer only one option to return back. The player will need to deal with three nightmares of Emperor Pelagius III using Sheogorath's gift - "Wabbajack". In the first case, you will need to awaken the emperor by turning terrible creatures into cute animals. In the second case, you need to give the emperor confidence by increasing it and allowing it to overcome his anger. In the third, dispel paranoia by showing that enemies are nearby. After this, Sheogorath will release the player and give him the Wabbajack.

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

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

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

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

Easter egg: If you completed this quest, necromancers will attack you later. Judging by the note, they are taking revenge for the death of Varen.

The traditional image of Azura is a half-naked woman (or a woman in a beautiful dress), holding the moon and star in her hands.

Azura is one of the few Daedric Princes considered "good" by mortal standards, and is supposedly more caring for her followers than other Daedric Princes. The feelings of her fans, their love for her and for themselves are important to her. She is also one of the few Daedric Princes to consistently maintain a female image and be perceived as such.

In addition, Azura symbolizes the rise and fall of life, and therefore hates false life and vampires in particular.

The day of Azura's summoning is the twenty-first day of the Month of the Primrose (First Seed). On this day, a holiday is held in her honor, which is called “Hogitum”. On this day, the servants call Azura to give them her instructions, as well as to offer her Majesty valuable and beautiful things. She is not called upon if there is a thunderstorm - such nights belong to the Mad God, Sheogorath, even if they fall on Hogitum.

Azura's kingdom is Moon Shadow, where the Daedra Princess lives in a pink palace. It is described as a dazzlingly beautiful and bright silver city, decorated with flowers, waterfalls and majestic trees, shrouded in a foggy haze. They say that colors flow there like water, and when it rains, the air is filled with the aromas of incense. In the service of Azura are the lesser Daedra, called winged twilights.

Its sphere is dawn and sunset, the magic of the interregnum of twilight. Azura is also associated with magic, fate and divination. Her part of Oblivion (Oblivion) ​​is called Moon Shadow. Azura's Day is considered to be the twenty-first day of the Month of the Primrose (the holiday is called Hogitum). In Morrowind, the Forerunner Sotha Sil is known as one of the good Daedra; she is often revered as the creator of the Dunmer race, in any case, their current appearance is the result of her curse. She is worshiped not only by the Dunmer, but also by the Khajiit, although Azura from the Elsweyr pantheon is not at all similar to the one worshiped by the dark elves.

Vermina. Waking Nightmare

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

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

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

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

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

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

Vaermina's summoning day is the tenth day of the High Sun month. This Daedric Prince is most often depicted as a woman wearing a luxurious dress and holding a staff in his left hand.

The dimension is the realm of nightmares of the Quagmire, from where bad omens come. Quagmere is an ever-changing world, it may be similar to any of the Planes of Oblivion and none, but all its illusions are the essence of a nightmare.

In addition to nightmares, Vaermina is hinted at some involvement in vampirism. It is from her that Molag Bal can get a cure for vampirism. Her attitude to necromancy is also hinted at: a black soul stone is placed as a sacrifice on her sanctuary, that is, one that allows one to capture the soul of a rational being.

Clavicus Vile. The dog is a friend of the Daedra

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

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

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

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

Clavicus Vile - Prince of Daedra, granter of wishes. His sphere is the granting of powers, the fulfillment of the wishes of mortals and the creation of contracts. Clavicus Vile is dangerous because he influences the will of mortals. The name of his Plan is never mentioned.

This vain Daedra created an artifact known as the "Mask of Clavicus Vile." The one who wears this mask appears beautiful and pleasant in the eyes of others. The higher the attractiveness of the wearer, the more powerful the mask is, but Clavicus Vile can take it away at any time. Another artifact is associated with it, the Bitter Chalice.

Meridia. Dawn

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

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

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

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

Prince Daedra, her sphere is unknown to mortals, but it is clear that it is connected with living beings. Meridia hates necromancy and the undead. Mentioned in the Book of Daedra. She is summoned on the thirteenth day of the month of the Morning Star.

This Daedra Princess is depicted as a young beautiful woman in a dress, without any attributes. As a gift from Meridia, you can receive the Khajiit Ring, which indirectly connects her with Mephala. Meridia's Plan - Colored Rooms.

Malacath.Cursed Tribe

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

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

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

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

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

Easter egg: You can carry Volengdrang with you at least to listen to the guards' comments about its size.

one of the Daedra Princes, God of Curses, Orc God, Prince of Outcasts. According to widespread rumors, Malacath is not the real Daedric Prince. He was once Trinimac, but was transformed into a Daedra by Boethiah (according to legend, Boethiah absorbed Trinimac and then expelled him in the form of excrement, which then became Malacath). His sphere is the patronage of the exiled and the despised, he is the keeper of True Oaths and Bloody Curses. The Orcs call Malacath Malauch, the Dunmer - Malak, the Nords - Orcs, or Old Grumpy.

Malacath's plane of Oblivion is called the Ashpit. All filled with ashes, ashes on the ground and in the air. The palaces in that Plane are made of smoke, and in the center rises the House of Malacath - Eshpit.

Malacath's Summoning Day: The eighth of the month of Frost. Malacath is depicted as a half-naked warrior with a human or orcish face, holding a sword in one or both hands.

He is served by the lower Daedra - Ogrims.

Mehrunes Dagon. Shards of former glory

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

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

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

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

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

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

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

Easter Egg: If you open a display case with a scorched page and hit that page with a weapon, it will turn into a bucket.

Also known as Mehrun Dagon or Merrunz, he is the Daedric Prince of Destruction. His sphere is destruction, change, revolution, energy and ambition. It is associated with natural hazards such as fire, as well as natural disasters such as earthquakes, volcanoes and floods.

The traditional image of Dagon is a four-armed giant with horns on his head, armed with a double-edged ax and a shuko.

Its dimension is the Dead Lands: seas of red-hot lava with rare islands, on which rise very inhospitable-looking towers, strewn with thorny thorns. The sky over the Dead Lands is purple and stormy.

Three varieties of lesser daedra are usually associated with Mehrunes Dagon: the swift and vile scamps, the evil bestial clanfyres, and the noble, deadly dremora. Vermai, Zivilai, morphoid Daedra, etc. were also seen in his service.

Mehrunes Dagon is perhaps one of the most ambitious Daedric Princes, and is best known for invading Tamriel several times in an attempt to subjugate it. All the arrivals of Dagon are accompanied by a large number of victims and terrible destruction, which clearly reflects the nature of this Daedric prince.

According to legend, when this Daedra Prince fought with one of the gods of the Tribunal - Lord Vivec, he gave him his sword, since Mehrunes was unarmed (when this was and how the battle ended, the legend is silent). Dagon, with the help of the Spear of Bitter Mercy (connected with Sheogorath), was once defeated by a certain hero, thereby winning back the Battlespire.

Sanguine. An unforgettable night

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

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

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

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

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

Daedric Prince, his sphere is feasting and joy, as well as the desire for the dark sides of nature - debauchery and drunkenness. The day this Prince is summoned is the sixteenth day of the month of Rising. The Khajiit call this Prince Sangiin, Cat of the Blood, and believe that he controls the call of the blood.

The plane of Oblivion, owned by Sanguine, is the Hearths of Pleasure. Sanguine is somehow connected with the Morag Tong (indirectly with Mephala); the artifacts sacred to this guild are called “Threads of Sanguine” (according to legend, Mephala bought them from him), these are twenty-seven items enchanted with a permanent effect: rings, belts, amulets, gloves and shoes. They, as predicted, were returned to Morrowind before the events of the third part of the game. Also associated with it is the Daedric artifact Rose of Sanguine.

Sanguine is depicted as a corpulent horned demon in a tunic, with a mug in his hand, trampling a skull with his foot, apparently personifying boredom, death, melancholy, despondency.

Hircine.Call of the Moon

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

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

Easter egg: If you are not a werewolf, the ring is safe for you. Otherwise, it will forcefully turn the hero into a beast from time to time.
The deer grazes not far from the city - it is easy to find and shoot.

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

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

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

Easter egg: If Sinding remains alive, we will cross paths with him in nature from time to time - he may even join the battle on our side if he is nearby.

Daedric Prince of the Hunt. His sphere is hunting, sports, the Great Game, the pursuit.

The traditional image of Hircine is a deer-headed man with a wolf on a leash. He can also manifest in Nirn, like all other Daedra. Its known forms (aspects) can be considered the following: the Aspect of Strength - a huge bear with deer antlers, Speed ​​- the same monstrous wolf, and Cunning - similar to the true form, but smaller in stature and weaker.

Hircine is served by the younger Daedra, called "e". In addition, he employs werewolves.

Hircine's Summoning Day is the fifth day of Midyear. It is curious that before the popular scientific research in the relevant field by Morian Zenas, few knew about the existence of this prince, not to mention the specific summoning rituals.

His dimension is the Hunting Grounds: dense forests, fields, rivers, plains and mountains. Mortals who enter this realm are usually hunted by the local inhabitants.

Boethiah.Call of Boethiah

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

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

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

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

Boethiah is one of the Daedric Princes who comes in various gender forms. It is acceptable to use any gender in the description. It is also equally acceptable to call him Boethae. According to the Dunmer, he is the ancestor god of the Chimers. The traditional image of Boethiah is a warrior with a huge ax in his hand (an image with a sword is also found).

Its dimension is the Division of Power. It is not known exactly what this plan looks like, but its peculiarity is its peculiar inconstancy: it constantly changes names.

In Morrowind he is known as one of the "good Daedra" and is one of the three forerunners of the Tribunal. This prince is considered the forerunner of Almalexia. According to legend, Boethiah participated in the separation of the Chimer people from the Aldmeri along with Azura and Mephala; It is believed that the entire manner of cultural development of the dark elves belongs to Boethiah, from philosophy to magic and architecture. Also, according to some indirect evidence, the Chimers owe him their external difference from the Aldmeri.

Boethiah himself also did a lot of good for Morrowind. Firstly, he can be considered the creator of Morrowind, because it was thanks to his speeches that the Chimera set off on their journey. It was he and Mephala who showed them the Psijian Endeavor. It was he who showed them how to build houses and discovered the truth of the Three Angles.

In addition, according to legend, Boethiah had a huge influence on the fate of the orc people. Before the arrival of Boethha, the main hero of the Aldmeri was Trinimac. He opposed the Velothi Exodus. By cunning, the Prince of Intrigue lured the hero into his mouth. After this, Boethiah, in the voice of Trinimac, accused him of lying. What was left of Trinimac became the Daedric Prince Malacath, and Trinimac's followers became changed, turning into orcs.

Prince of Intrigue, Warriors and Fields. Its sphere is deception and secret conspiracies, plans for murder, assassination attempts, betrayal and overthrow of power. They call him the Daedra of Vengeance. A bisexual deity, appears both in the guise of a woman and in the guise of a man. It is said that Boethiah thirsts only for the blood of his followers. On the day of Boethiah's Challenge, the second day of the month of Dusk, battles take place between his followers and stop only after nine priests are killed. His sphere is destructive, but he inspires warriors to fight. Boethiah is depicted as a warrior in flowing robes with a double-edged ax in his hands. Although in The Elder Scrolls V: Skyrim “he” is depicted as a stern warrior with a sword and speaks in a female voice. Boethiah's eternal enemy is Molag Bal.

Hermaeus Mora.Beyond the ordinary

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

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

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

On the way back, talk to Hermaeus Mora.

Daedric Prince of the Unknown. His sphere is divination of fate, reading the heavens and stars, accumulation of forbidden knowledge.

According to some sources, he is considered one of the oldest Daedric Princes.

He is one of the most mysterious and secretive Daedric Princes who once showed themselves in the mortal world. A mortal whom he believes to be unworthy will never receive an answer, no matter how he tries to elicit it. However, if someone interests him, followers loyal to Mora will come to the chosen one, who will inform the mortal about their master’s desire to talk with him.

The traditional image of Hermaeus Mora is a strange, shapeless creature with tentacles and four raised claws. Another known form of it is the "Disgusting Abyss", and sometimes it appears in the form of a cloud of tentacles with a large eye in the center, surrounded by many eyes.

In the service of Hermaeus Mora are the younger Daedra, called seekers and lurkers.

His dimension (Apocrypha) is a huge endless library where all forbidden knowledge can be found. It is filled with volumes in black covers without titles. The knowledge stored in the Apocrypha cannot be understood by the mortal mind. The library itself is haunted by the ghosts of those who eternally seek knowledge.

Peryite.The only cure

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

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

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

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

One of the Daedra Princes, whose sphere is to restore order in the lower layers of Oblivion (hence his nickname - “Taskmaster”). For this reason, Peryite is not a very popular Daedra. His plan is the Peryite Pits. Element - epidemics. Peryite's summoning day is the ninth day of the month of Rain. Considered to be the weakest of all the Daedra Princes. Peryite is depicted as a winged dragon. It is unknown whether the younger Daedra serve him or not, but in Nirn the possessed are in his service.

Molag Bal.House of Horrors

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

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

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

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

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

God of Intrigue, King of Violence, Prince of Wrath, Father of Monsters, Lord of Troubles, Master of Slaves. His name, Molag Bal, translates to "Burning Stone". His sphere is domination over mortals and enslavement of their minds. Above all, Molag Bal seeks to reap souls, bringing them within his reach, scattering the seeds of dispute and discord in the mortal realm. One of the most terrible Daedra. Calculating, he uses other Daedra (for example, Vernaccus) to express his rage. They say that Molag Bal is always trying to stop the lineage of the Houses, or at least to violate the “purity” of the Dunmer. He appreciates betrayal.

The Dunmer call this Daedric Prince the creator of vampires. According to legend, Lami Beolfeg became the first vampire. The story of this character is described in the book “Opusculus Lami Bal”.

The followers of his cult, witches, use blackmail, extortion and bribery as weapons, in addition to dark magic. They sacrifice people to Molag Bal. Molag Bal is the most perverted of all the Princes, he even has relationships with men. Molag Bal is served by the Daedroths. It is mentioned that Molag Bal was worshiped by the dreughs.

Boethiah is considered Molag Bal's main opponent, although the God of Intrigue's active enmity is, rather, with Meridia.

Molag Bal's plane of Oblivion is called Coldharbour. Its sky is on fire, but the air is incredibly cold. Coldharbour is like a duplicate of the mortal world, covered in dirt, blood and impurities.

Mephala.The door that whispers

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

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

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

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

Prince Daedra, bisexual deity. Her sphere is secrets, murder, but most importantly - art, including the art of murder (according to some sources, her true sphere is unknown to mortals). Conscription day: the thirteenth of the month of Frost. The name of her plan is Spiral Coil.

Mephala (like Boethiah and Azura) is revered by the Dunmer as the founding ancestor of their race. Mephala (according to some sources - together with Boethiah) founded the clans that later became the Great Houses of Morrowind, and created the Morag Tong assassin guild. Together with Boethiah, he discovered the goals of Psijic (magic) to the dark elves.

The Tribunal Temple considers Mephala to be one of the "good" Daedra, the Forerunner of Vivec. The Temple's teachings place a lot of emphasis on Mephala. It is believed that he participated in the formation of Vivec's divine essence even before his birth - taking him out of his mother's body, reuniting him with himself and teaching him the secrets, and then returning him back to her womb .

According to the teachings of the Morag Tong, Mephala becomes stronger with each murder committed for his (her) sake, he (s) prefers murders committed out of hatred rather than for profit; killing celebrities, not unknown people.

The Khajiit call Mephala Mafala, Clan Mother, consider her to be the kitten of the second litter of Fadomai (the Khajiit equivalent of Padomay), and, like the Dunmer, associate her with the realm of mystery.

Mephala is depicted as a four-armed deity, wearing a dress, a necklace of skulls and a high hairstyle

Namira.Taste of Death

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

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

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

Easter egg: There is an emergency exit in the cave so you don’t have to wander through the corridors every time. Don't miss him - he's in the corridor in front of the hall where the altar stands.
Convince Verelius to go with you and lead him to the altar, where Namira’s servants, invited to the meal, are already waiting. After that, do what you want - either obediently kill Verelius and start eating him, or save him at any time and kill the cannibals.

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

Prince of Daedra, her sphere is Ancient Darkness. Namira commands the spirits of darkness and shadows; associated with spiders, slugs and other creatures that disgust mortals. It is known that she enjoys all ugliness. Day of challenge: the ninth day of the month of Seva. Plan - Ruined Abysses.

Namira is depicted as a woman in a luxurious dress, without attributes, with a demon sitting at her feet.

There is a legend about Namira and the Prince of Beggars, as if one of the mortals begged Namira for many days to take him as a student, groveling and humiliating himself before her, and the Daedra Princess finally gave him the ability to evoke contempt and pity in people.

Sheogorath.Mad Mind

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

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

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

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

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

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

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

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

one of the Daedric princes, also known as the Prince of Madness, the Mad One, the Mad Star, the Mad God, the Mad Lord, whose realm is madness and whose motives are unknown. It is believed that he was "born" when Lorkhan lost his divine spark.

One of the myths calls Sheogorath a “Sithis-shaped hole” in our world. For those who serve Sheogorath, there is neither good nor evil, neither truth nor lies, neither real nor unreal. For them, there is only what they want and what they see. People believe that when a madman speaks, he turns to this prince, and he tells him what he cannot know. This prince is depicted as a bearded man wearing unusual clothes and holding a cane in his left hand.

Sheogorath is one of the four pillars of the House of Worries and constantly tests the Dunmer for spiritual weakness. In many legends, he is summoned by one line of Dunmer to fight another; in half of these legends he does not betray those who summoned him. He is often associated with the Dunmer race, and represents the horror that other races feel of the Dark Elves. He is constantly at odds with Azura.

Sheogorath's Plane - The Shivering Isles, divided into Mania and Dementia. Mania is part of the islands, where characters live intemperate, arrogant and love to lead a luxurious life. Mania has very colorful nature, vegetation and living creatures. Crazy artists, musicians and generally creative individuals find refuge here. In New Sheoth, Mania's district is Bliss. It is patrolled by golden saints.

In Dementia, on the other hand, the people are suspicious, unfriendly and gloomy, like the very nature of this part of the Shivering Isles. Usually paranoids find refuge there (the Duchess of Dementia also suffers from this pathology). It consists of intertwined roots, in which, according to Haskill, one can easily get lost, and the population of Dementia matches nature. In New Sheoth, the Dementia area is Crucible. The Crucible has gloomy architecture and the streets are reeking of sewage that flows freely through the streets of the area. The Crucible is patrolled by dark seducers

Sheogorath is summoned on the second day of the month of Rising, or any day during a thunderstorm. If there is no thunderstorm on the day of conscription, he should under no circumstances be conscripted.

Sheogorath is served by the younger Daedra - golden saints or auril (as they call themselves) and the former servants of Nocturnal - dark seducers or mazken. According to the Mazken, they received the name “Dark Seducers” from their enemies Auril. Based on this, it can be assumed that the Mazken owe the name “Golden Saints” to the Auril.

Sheogorath has a valet - Haskill (it is he who is met by the Champion of Cyrodiil when he enters the strange gate leading to the Shivering Isles in The Elder Scrolls IV: Shivering Isles). Sheogorath treats his servant well, saying that he is a great guy and dresses well, but the Daedra Lord is not averse to making fun of him and uses every opportunity to do so. For example, when the protagonist is given the opportunity to briefly summon Haskill, Sheogorath asks to do it twice in his presence, saying that Haskill definitely likes it. But when the main character tries to talk to the courtier, Haskill will say that he is overjoyed that he was torn away from a bunch of things in the palace, but his timbre of voice and facial expression prove the opposite.

He is also worshiped by the Khajiit and is called Sheggorath, Cat in Heat, second litter kitten Fadomai, or Skum Cat.

Nocturnal.

In the fifth game in the series, Nocturnal is encountered when completing quests for the Thieves Guild, during which it will initiate the main character into the Nightingales (defenders of the Nocturnal temple), and its sanctuary will appear in the Cistern. This Daedra does not have a separate quest.

The Daedra Princess known as the Empress of Shadows, Daughter of Twilight, Nocturnal the Unfathomable, Mistress of the Night, Mistress of Mystery and Saint of Suspicion, whose realm is Night and Darkness. The main one of her plans for Oblivion is the Dangerous Shadow (orig. Shade Perilous), once destroyed by Mehrunes Dagon, where only atronachs now live. Therefore, the current abode of Nocturnal is Evergloam, where a portal leads from Nirn, the so-called “Black Lake”, located in the Twilight Tomb. Through him, she sends the greatest gift into the mortal world - luck itself. She is revered in the Thieves Guild. This Daedra Princess is summoned on the third of the Month of Fire.

Nocturnal is depicted as a woman in a dark robe with two night birds on her outstretched arms.

Nocturnal created the Bow of Shadows (gives the owner the ability to become invisible and increases his speed), one of the owners of which was Dram, an ally of Amiel Richton, governor of Stros M'Kai in the Second Era.

Another artifact associated with it is the Skeleton Key, the eternal master key. According to legend, the Skeleton Key is a mystical artifact that allows you to open not only any door, but also what is hidden in the depths of consciousness. The possibilities of the key owner are endless.

The Nocturnal is often stolen. One famous example is the man who stole her hood, which was later worn by the Gray Fox. No one knows why she allows herself to be robbed; some believe that this amuses her.

Gives the task: Lod
Requirements: 12 (13) level
Reward: Ax of Sorrow or
Clavicus Vile Mask
ID: DA03

When visiting the city of Falkreath at level 12+, a Falkreath guard will approach us and ask if we have come across a dog. Answering him that no, he will say that the blacksmith is offering a reward for the capture of the dog he saw yesterday. After the conversation, we go to the blacksmith Lod and find out that a strong beast is roaming in the vicinity of Falkreath. Laud asks us to catch him, and as a reward for his capture he will give some gold.

We follow the marker to the place of capture. To our surprise, the dog Barbas comes up to us (it turns out he is talking).

Barbas tells us that he was looking for us and asks us to help him, but to do this he must be found near Heimar's cave.

On the spot, the dog will tell us that he has quarreled with his owner and we are the right person to resolve the dispute. After the conversation ends, we go into the cave in search of the dog’s owner.

The cave is inhabited by vampire minions of the owner, who, when passing through, can get the disease Sanguinare Vampiris (you can become a vampire).

We find the statue of Clavicus Vile (Barbas's master).

We talk with her, he will tell us that to resolve the quarrel he needs to bring the ax of sorrow, which is located in the Frosty Cave.

Without it, he won't be able to take the dog back.

We go with Barbas to the Frosty Cave. From now on, you can use the dog as a companion and give him orders.

Inside the cave, we kill the magician Sebastian Lort and take the ax of sorrow. Having taken the ax, we return to the temple of Clavicus and communicate with the statue. Clavicus will be glad to see you back and will offer 2 choices of answer to him (the choice of answer affects the reward at the end of the quest):

1) If you keep the ax for yourself, you will need to kill the dog with the same ax so that Vile can get his soul. As a reward for killing the dog, we receive the Ax of Sorrow:

2) If you give him an ax and a dog, then after some communication with the dog, with some displeasure he will give us the mask of Clavicus Vile:

Regardless of the option chosen, the quest will be completed.

Gives the task: Lod
Requirements: 12 (13) level
Reward: Ax of Sorrow or Mask of Clavicus Vile
ID: DA03

When visiting the city of Falkreath at level 12+, a Falkreath guard will approach us and ask if we have come across a dog. Answering him that no, he will say that the blacksmith is offering a reward for the capture of the dog he saw yesterday. After the conversation, we go to the blacksmith Lod and find out that a strong beast is roaming in the vicinity of Falkreath. Laud asks us to catch him, and as a reward for his capture he will give some gold.



We follow the marker to the place of capture. To our surprise, the dog Barbas comes up to us (it turns out he is talking).



Barbas tells us that he was looking for us and asks us to help him, but to do this he must be found near Heimar's cave.



On the spot, the dog will tell us that he has quarreled with his owner and we are the right person to resolve the dispute. After the conversation ends, we go into the cave in search of the dog’s owner.

The cave is inhabited by vampire minions of the owner, who, when passing through, can get the disease Sanguinare Vampiris (you can become a vampire).



We find the statue of Clavicus Vile (Barbas's master).



We talk with her, he will tell us that to resolve the quarrel he needs to bring the ax of sorrow, which is located in the Frosty Cave.

Without it, he won't be able to take the dog back.

We go with Barbas to the Frosty Cave. From now on, you can use the dog as a companion and give him orders.



Inside the cave, we kill the magician Sebastian Lort and take the ax of sorrow. Having taken the ax, we return to the temple of Clavicus and communicate with the statue. Clavicus will be glad to see you back and offer 2 choices of answer to him (the choice of answer affects the reward at the end of the quest).

The friendliest animals in Skyrim are dogs. You will find these large, furry creatures in almost every corner of the province. Some of them will even become your faithful companions.

Description

Dogs are large animals that can become the hero's companion. In the official game they all look the same; their appearance was based on the Irish Wolfhound breed. And only after the release of the Dawnguard add-on, new species of animals appeared in the game - the death hound and husky.

You can meet dogs in Skyrim in any city or town. These animals are most often domesticated and behave non-aggressively. But if the owner of the four-legged pet enters into battle with the hero, then the dog also attacks the protagonist. In addition to domesticated animals, wild dogs are also found in the province. They are friendly, but will become hostile if Dovahkiin attacks them.

How to make a four-legged friend

How to become the owner of a fighting dog? There are several ways. First of all, you may accidentally stumble upon a dog in Skyrim that is being attacked by wolves. If you protect the animal and kill the forest animals, the dog will become your faithful protector.

Waiting to meet a stray animal is a dubious pleasure. To be sure to get a dog, go to Markarth. Near the stables of this city you will find Benning. He will gladly sell you a dog named Zorky for 500 coins.

If you don’t want to part with your gold, then to make a four-legged friend, go to Miko’s hut, located east of the Dragon Bridge. Inside you will find the body of a deceased Nord. Near the deceased there is a diary, from which you learn that the owner of the home died of illness. And before his death, he was worried about the fate of his dog, Miko. Look for the animal near the hut and you can take it with you.

With the release of the Dawnguard add-on, unique Skyrim dogs appeared in the game - Skeolan and Bran. These husky dogs live in Fort Dawnguard. And if you wish, you can take them as companions after joining this faction. If in this add-on you take the side of the vampires, then in the Volhikar castle you will find Ku-sith and Garmr. These death hounds will join you if you wish to travel with a four-legged companion throughout Skyrim.

The dog is a friend of the Daedra

While traveling around the province, you will meet a unique dog named Barbos. His difference is that he speaks fluently in human terms. And if you agree to help the animal, it will greatly amuse you in the adventure. To get to know Barbos, go to Falkreath. Go to the blacksmith Lod and talk about the stray dog. After the conversation, go to the place where the animal was last seen.

When you approach Barbos, he will speak in a human voice. The dog will tell you about his master and ask to take him to the sanctuary of Clavicus Vile. Go to Heimar's cave and clear the location of vampires.

Go to the statue of the Daedric Prince and talk to him. After this, go to the Frosty Cave and find Return to Clavicus and pick up the Prince's Mask as a reward. Or kill Barbos. Then you will receive the Ax of Sorrow as a reward.

Skyrim dog mod

In the official game, shaggy friends are not very diverse. And even if you buy a fighting dog, in appearance it will look like an ordinary mongrel. The “Dogs of Skyrim” plugin will help correct this situation. After installing the modification, new breeds of four-legged friends will appear in the game. Now getting a Rottweiler or Shepherd is not a problem.

In addition, each dog will have its own individual coat color. In addition, the dogs will become full-fledged companions. You can communicate with them through the dialogue menu. In general, if you want to happily travel with your beloved dog across the expanses of Skyrim, then be sure to download and install this mod.

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