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Ysmir ([info]dovahkiin_) wrote,
@ 2017-09-08 11:19:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:muse: character study: quest roster




QUEST ROSTER
TES: Skyrim is very free-roam and none of the questlines have to be completed in any specific order in relation to each other.
You can put off the main questline for as long as you please in favor of tackling faction questlines.

N A V I G A T I O N
main quest • dragonborn • dawnguard • civil war • companions
college of winterhold • thieves' guild • dark brotherhood • temple of divines • daedric quests • side quests
  • MAIN QUESTLINE (completed) | back to top
    • ACT I
      • UNBOUND - Escape from Helgen.
      • BEFORE THE STORM - Stop in Riverwood for supplies, then talk to the Jarl of Whiterun.
      • BLEAK FALLS BARROW - Retrieve the Dragonstone from Bleak Falls Barrow. Return to Farengar.
      • DRAGON RISING - Defeat Mirmulnir at the Western Watchtower and discover your new ability.
      • THE WAY OF THE VOICE - Answer the Greybeards' summon and go to High Hrothgar.
      • THE HORN OF JURGEN WINDCALLER - Retrieve the Horn of Jurgen Windcaller from Ustengrav. (failed). Talk to Delphine in Whiterun to get the Horn, return to the Greybeards, and be formally recognized as Dragonborn.
      • A BLADE IN THE DARK - Return to Delphine, travel with her to Kynesgrove, and slay the dragon Sahloknir to prove yourself.
    • ACT II
      • DIPLOMATIC IMMUNITY - Infiltrate Elenwen's Solar at a private Thalmor party to steal information.
      • A CORNERED RAT - Talk to Brynjolf in Riften, find Esbern, escort Esbern to Riverwood.
      • ALDUIN'S WALL - Travel to Karthspire with Delphine and Esbern, find Sky Haven Temple and learn the history of Alduin's Wall.
      • THE THROAT OF THE WORLD - Travel to High Hrothgar to ask the Graybeards for help. Travel further to the Throat of the World to meet Paarthurnax and discuss "Dragonrend".
      • ELDER KNOWLEDGE - Seek answers about the Elder Scroll at the College of Winterhold. Travel to Alftand and find the Elder Scroll.
      • ALDUIN'S BANE - Return to Paarthurnax with the Elder Scroll. Learn the Words of Power to Dragonrend and defeat Alduin for the first time.
    • ACT III
      • THE FALLEN - Attempt to convince the Jarl of Whiterun to let you trap the dragon Odahviing on the Great Porch
      • SEASON UNENDING - Hold a peace council at High Hrothgar between the Imperial and Stormcloak officials. Negotiate a temporary peace treaty so the dragon threat can be dealt with. Return to Whiterun to trap and interrogate Odahviing.
      • THE WORLD-EATER'S EYRIE - Gather supplies for trip to Skuldafn, release Odahviing and fly off to Skuldafn on Odahviing's back. Navigate Skuldafn to the portal for Sovngarde.
      • SOVNGARDE - Reach the Hall of Valor.
      • DRAGONSLAYER - Join together with Felldir, Gormlaith Golden-Hilt, and Hakon to kill Alduin and restore Sovngarde.
      • EPILOGUE - Return to Skyrim
    • OPTIONAL QUESTS
      • PAARTHURNAX - The Blades request the Dragonborn slay Paarthurnax as retribution for his crimes in the Dragon War, but the Dragonborn refuses to do this. Happens after Alduin's Bane.
  • DRAGONBORN DLC (status) | back to top
    • DRAGONBORN QUESTLINE
      • DRAGONBORN - Track down the person that sent their cultists after you in Solstheim. Arrive in Raven Rock to find a curious assortment of people mindlessly working on a shrine, seeming to be under a spell of some sort. They all seem to be chanting the name “Miraak” as they work.
      • THE TEMPLE OF MIRAAK - Ask around about this “Miraak” fellow. Nobody seems to know who he is, exactly, but all fingers point to a mysterious temple on the island. A woman named Frea helps you on your journey through the Temple. You find a mysterious black book and when you open it to read it, you are strangled by black tentacles and "wake up" in a new realm called Apocrypha where you are met by Miraak, who sends you back to Solstheim.
      • THE FATE OF THE SKAAL - Follow Frea to the Skaal Village and talk to Storn Craig-Strider. He tells you to travel to Saering’s Watch, as there is a Word of Power there that can help free the enslaved workers. When you find this Word Wall, Miraak appears and you discover he is also Dragonborn. Travel to the Wind Stone and use the Shout to break the spell, and defeat the Lurker that escapes.
      • CLEANSING THE STONES - Cleanse the rest of the Stones around Solstheim, freeing all the workers that have been slaving away on the various shrines.
      • THE PATH OF KNOWLEDGE - Enlist the help of Master Neloth of Tel Mithryn in your journey to Nchardak, where a Black Book is being held.
      • GARDENER OF MEN - Read the Black Book "Epistolary Acumen", and navigate Apocrypha until you reach the next Word of Power end and gain a new piece of knowledge from Hermaeus Mora. Return to Solstheim and the Skaal Village, where Hermaeus Mora kills Storn and gives you your last Word of Power for Bend Will.
      • AT THE SUMMIT OF APOCRYPHA - Read the Black Book "Waking Dreams" again. This time you are strong enough to face Miraak. Fight through Apocrypha again and meet your match, and your predecessor. Defeat Miraak and return Solstheim to peace.
    • DRAGONBORN SIDE QUESTS
      • RAVEN ROCK
        • COMPLETED
          • A NEW DEBT - In bringing Drovas Relvi to Master Neloth, you've angered an Orc named Mogrul. He says Drovas owed him 1,000 Septims but now that he's with Neloth, he can't be touched. Drovas is "forgiven", but you've inherited his debt and Mogrul expects you to pay up.
          • AN AXE TO FIND - Crescius Caerellius has Glover Mallory's ancient Nordic pickaxe and Glover would like you to retrieve it. It's overstayed its welcome with Crescius and Glover is getting antsy. Upon returning this axe, Glover reveals he never actually needed it back, he just wanted to send a message to Crescius
          • CLEAN SWEEP - Elder Othreloth of the Temple Ancestral Tomb is being plagued by Ash Spawn attacks and needs a capable set of hands to clear them out before they cause any more damage or hurt anyone.
          • FETCH THE NETCH - Venture out into the wilderness to acquire five samples of Netch Jelly for Milore Ienth, the alchemist of Raven Rock.
          • FIRST EDITION - Cindiri Arano sends you off to the wreckage of the Strident Squall to fetch an important folio before it's destroyed or made off with. It's an important family heirloom, that turns out to be a special edition of "The Lusty Argonian Maid".
          • THE FINAL DESCENT - Crescius is desperate to find answers on the fate of his great-grandfather, Gratian Caerellius. He expects the East Empire Company is behind it somehow but his health is not the best and his wife isn't willing to let him risk going down there. Investigation of the Raven Rock Mine leads to the discovery of Gratian's journal and Bloodskaal Barrow.
          • IT'S ALL IN THE TASTE - Geldis Sadri of the Retching Netch has created a new formula for his Sujamma and would like to entice the crowd to a drink. He needs someone to pass out samples, and you're generously rewarded for spreading the generosity out to the citizens of Raven Rock.
          • MARCH OF THE DEAD - Captain Veleth of the Redoran Guard is up to his neck in these Ash Spawn attacks. With your help, he can get to the bottom of this and stop the attacks once and for all. Further investigation of a nearby farm leads to a "ghost from the past" for the Captain.
          • PAID IN FULL - Somebody snuffed an important bone mold formula right from under Glover's nose. He can't leave his shop to look for it, but he'll be ruined if he doesn't get it back. Hunt down the thief who took the formula, recover it, and bring it back to Glover. Your efforts are generously paid and lead to a shocking surprise about a fellow Thieves' Guild member…
          • RECIPE FOR DISTRACTION - Captain Veleth knows his men have been shirking their duties to drink, and has suspicion they have a stash of Emberbrand Wine somewhere in Raven Rock. Find the stash, and cut the slackers off.
          • SERVED COLD - Councilor Morvayn is a respected member of House Redoran, but somebody from House Hlaalu is out for revenge and has enlisted assassins from the Morag Tong to put an end to Councilor Morvayn's life. Seek out the spies and traitors, and send them to the afterlife.
        • NOT COMPLETED
          • FEEDING THE ADDICTION - Not interested.
          • PAIN IN THE NECKLACE - Not interested.
      • SKAAL VILLAGE
        • NIKULAS - Nikulas wants to leave the Skaal village for his own adventures but he's inexperienced and his mother Edla needs him. Convince the lad to stay with th Skaal for just a while longer.
        • FILIAL BONDS - Not interested.
        • A NEW SOURCE OF STAHLRIM - One of the Skaal village members has gone missing. Find him before something terrible happens to him, and bring him back to safety.
        • LOST LEGACY - Among the Skaal villagers is an elderly historian and author that wishes to document the Skaal's way of life. He goes by the name of Tharstan and he has discovered a remote Nordic ruin for Vahlok the Jailer. After your rescue of the missing villager, he deems you the perfect companion for this dangerous journey.
        • BERA'S NECKLACE - Morwen was born in Skyrim, but she's always been part of the Skaal because of her mother. Bera's grave is in Falkreath, and Morwen wants to leave a tribute to her mother but can't leave the village.
      • TEL MITHRYN
        • MASTER NELOTH
          • REPEATED TASKS
            • AZRA'S STAFFS - Master Neloth has located one of the staffs made by Azra Nightwielder and needs you to go and "rescue" it from whatever dungeon it's hiding in.
            • LOST KNOWLEDGE* - Neloth has found a Black Book somewhere and would like you to retrieve it and learn its secrets.
            • HEART STONES - Neloth needs heart stones for his research. If you have one on you, he'll buy it from you for 250 Septims. Or, you can hunt one down right here in Solstheim and still exchange it for the same amount.
          • NELOTH'S FAVOR
            • EXPERIMENTAL SUBJECT - Neloth has been developing a spell he believes will increase the target's vigor. He offers compensation if you volunteer to be his 'test subject'. The spell ends up weakening you upon exposure to water. Neloth reverses his damage and compensates you for your cooperation.
            • TELVANNI RESEARCH - Neloth has been researching a spell that will allow him to conjure Ash Spawn. He requires an ash sample and sends you out to get one.
            • RELUCTANT STEWARD - Neloth cannot find his steward Varona anywhere. He sends you out to look for her but when you finally locate her, she is dead. Neloth sends you out to find him a new one, and you bring him an eager Drovas Relvi from Raven Rock.
            • BRIARHEART NECROPSY - Neloth is having problems with his research and needs somebody that won't die easily to go out and examine a Forsworn Briarheart for him. He's taken a mild liking to you now, volatile as he is, and picks you for the job. With a memory trace spell firmly attached to your mind, he sends you on your way and awaits your return.
            • OLD FRIENDS - The withering of his tower, the recurrent ash spawn attacks, and the seemingly "accidental" death of his previous steward Varona have tipped Neloth off to something. He suspects something sinister is afoot and needs you to investigate further. He sends you off with a special ring which uncovers the empty grave of his former apprentice. Neloth casts a spell to find her and sends you off to kill her so he can get back to doing his research in peace.
            • A SIGHT FOR SORE EYES - Neloth hires you as a test subject yet again, this time with even less pleasant results - you grow tentacles out of your eyes and whatever happened to your tongue is worse. After the spell wears off, he compensates you for your cooperation. Every now and then he likes to remind you of it with a reminiscent chuckle.
            • WIND & SAND - Neloth needs a certain book for his research on ash-related magic, but can't leave his tower. You are once again his only hope, but the book proves to have no answers to what he was seeking. Though he mentions he will be creating a new spell based off what he learned and will sell it in the next few days.
        • MISCELLANEOUS
          • FROM THE ASHES - Talvas (Neloth's apprentice) has accidentally conjured up a hostile Ash Guardian and can't seem to get a handle on it. It's running amok and he's in a panic. Feeling sorry for him, you go out and destroy the threat.
          • HEALING A HOUSE - Elynea of Tel Mithryn is the caretaker of the towers, and noticed an area of Master Neloth's tower is withering. She needs three specially-soaked taproots to heal the tower, and enlists your help.
          • HUNTING AND GATHERING - Elynea needs a rare alchemical ingredient (typically from the mainland) but cannot leave Tel Mithryn to get it. Acquire it for her or give what you have for a suitable price.
      • MISCELLANEOUS
        • COMPLETED
          • CHIEF OF THIRSK HALL - When you find a small tribe of Rieklings inhabiting an old mead hall in the snowy regions of Solstheim, they request your help relocating their prize beast, Bilgemuck. Help them out a little more and come to find out, the Chief doesn't like how strong you are and thinks you want to usurp him. He challenges you to a duel, leaving you no choice but to fight. With the Chief dead, you've inherited a new tribe of Rieklings and they aren't shy about defending their Chief.
        • NOT COMPLETED
          • THE EBONY WARRIOR - Not interested.
          • THE KAGRUMEZ GAUNTLET - Not interested.
          • SUMMONING KARSTAAG - Not interested.
          • UNEARTHED - Not interested.
          • HRODULF'S HOUSE - Not interested.
          • DEATHBRAND - Not interested.
      • BLACK BOOKS - Learn the secrets of Hermaeus Mora's Black Books.
        • WINDS OF CHANGE
        • FILAMENT AND FILIGREE
        • THE HIDDEN TWILIGHT
        • THE SALLOW REGENT
        • UNTOLD LEGENDS
  • DAWNGUARD (complete, Dawnguard Favor) | back to top
    • DAWNGUARD QUESTLINE
      • RISE OF THE DAWNGUARD
        • DAWNGUARD - Vampire attacks are on the rise in Skyrim, and new warriors have been surfacing, looking to recruit capable additions to their ranks of the Dawnguard. They direct you to Isran, their leader.
        • AWAKENING - Isran sends you off to Dimhollow Crypt. The vampires want something from there, and he wants you to find out what that is. Investigation leads to the awakening of Serana - the immmortal daughter of the Volkihar vampire Lord Harkon. Her father has a terrible fate in mind for Nirn, which is why she's been locked away all these years.
        • BLOODLINE - Serana is afraid the Dawnguard might kill her if she goes to them, so for now she must return home to Castle Volkihar. You escort her there and meet Lord Harkon himself, who tries to tempt you into vampirism. When you refuse, Lord Harkon grants you a rare display of mercy in exchange for bringing Serana to him, and sends you out of Castle Volkihar with your life spared.
        • A NEW ORDER - When you return to the Dawnguard, the fortress is under attack by vampires. You dispatch these immortal foes and meet Isran inside. He has located a few former allies but needs someone to go and recruit them while he takes care of Fort Dawnguard.
        • PROPHET - Upon your return to the Fort, Serana is there and needs to speak with you, urgently. She has an Elder Scroll but it contains vital secrets her father needs, and she doesn't want him to get his hands on it. The only person that can read an Elder Scroll is a Moth Priest, and Isran happened to spot one traveling from Cyrodiil. Serana agrees to accompany you in the search and becomes a close follower in the events to come.
          • SCROLL SCOUTING: "Discerning the Transmundane" must be completed before this quest can continue. The Dragonborn must have the Dragon Scroll in their possession for the rest of the Dawnguard events to unfold.
        • CHASING ECHOES - The Moth Priest is safe, but due to lack of preparation, his reading of Serana's Elder Scroll cost him his sight. Serana believes her mother Valerica may have more information, but it won't be easy to reach her. Together, the Dragoborn and Serana explore the old, closed off corridors of Castle Volkihar for clues.
        • BEYOND DEATH - The search leads to the creation of a portal to the Soul Cairn, but the Dragonborn can't enter it because their body is still alive and fully attuned to Mundus. They have two choices to shimmy through the loophole - allow Serana to turn them into a vampire, or allow her to partially soul-trap them. Choosing the latter, the pair enters the Soul Cairn and search for Valerica. She has the final Scroll needed to learn the full Prophecy but is reluctant to give it up. With a little convincing, she agrees to part with it but can't come with you.
        • SEEKING DISCLOSURE - With all three Scrolls in hand, the Dragonborn and Serana now hold the secret to the Tyranny of the Sun. However, with Dexion's sight gone, they have to take extra care to read the final Scroll.
        • UNSEEN VISIONS - The Dragonborn and Serana venture off to the Ancestor Glades where they can use the Ancestor Moths as protection when they read the Scroll from Valerica. The Scroll gives the location of Auriel's Bow, and now it's up to the Dragonborn and Serana to find it.
        • TOUCHING THE SKY - Darkfall Cave is the home to one of the last living Snow Elves - Knight-Paladin Gelebor. He is waiting for your arrival in Darkfall Cave and commences the Pilgrimage that will lead you to Auriel's Bow. It's a dangerous path, but the pair makes it safely to Auriel's Chapel where they battle Gelebor's brother Vyrthur for the holy weapon.
        • KINDRED JUDGMENT - With Auriel's Bow in hand, Serana can finally bring her father to justice and regain her safety from his power-hungry clutches. The Dragonborn and Serana meet with Isran at Fort Dawnguard and the men are garrisoned to Castle Volkihar, ready to fight to the death. Auriel's Bow proves to be devastating to Lord Harkon, and he is defeated.
      • DAWNGUARD SIDE QUESTS
        • COMPLETED
          • BOLSTERING THE RANKS - Find Florentius Baenius for Isran and convince him to come join the ranks of the Dawnguard.
        • RADIANT
          • ANCIENT TECHNOLOGY - Retrieve Dwemer schematics to improve technology for the Dawnguard.
          • CLEANSING LIGHT - Kill the boss of a vampire lair.
          • HIDE AND SEEK - Kill a vampire masquerading as a citizen.
          • HUNTING THE MONSTER - Destroy the vampire target.
          • A JARL'S JUSTICE - Kill a vampire masquerading as a Visiting Advisor.
          • LOST RELIC - Retrieve a relic of the original Dawnguard.
          • PREEMPTIVE STRIKE - Destroy the vampire before it turns its allies.
          • RESCUE - Rescue a victim from vampires.
    • MISCELLANEOUS
      • COMPLETED
        • DURNEHVIIR - Learn the "Soul Tear" shout from Durnehviir by summoning him thrice to the mortal world, in exchange for allowing him to temporarily stretch his wings in Tamriel's skies.
        • FORGOTTEN VALE BOOKS - Bring the Ancient Falmer Tome to Urag gro-Shub at the College of Winterhold.
        • ARVAK'S SKULL - While adventuring through the Soul Cairn, a distressed soul there begs you to find the skull to his horse, Arvak. By bringing back Arvak's skull, the immortal steed is made whole again and you are granted the ability to summon him from the Soul Cairn.
      • NOT COMPLETED
        • IMPATIENCE OF A SAINT - Not interested.
  • CIVIL WAR QUESTLINE (complete, Imperial Favor) | back to top
    • JOINING THE LEGION - Travel to Castle Dour in Solitude and tell General Tullius you would like to join the Legion. Prove yourself by clearing out the bandits of Fort Hraggstad just outside Solitude, then take the Oath.
    • THE JAGGED CROWN - Travel to the ancient Nordic ruin of Korvanjund with the Imperial forces to recover the Jagged Crown. Once you have the crown, return it to General Tullius.
    • MESSAGE TO WHITERUN - Deliver Imperial documents to Jarl Balgruuf of Whiterun. Deliver the Jarl's axe to Ulfric Stormcloak, and return with the axe. Prepare for war with Legate Quentin Cipius.
    • DEFENSE OF WHITERUN - Protect Whiterun and defeat the Stormcloak troops attacking her.
    • REUNIFICATION OF SKYRIM -
      • A FALSE FRONT - Find Legate Rikke at a hidden Imperial camp. Track down the Stormcloak courier, steal their documents, and return to Legate Rikke to have them forged. Bring the phony documents to the Stormcloak Commander of Dawnstar.
      • BATTLE FOR FORT DUNSTAD - Take over Fort Dunstad by killing the Stormcloak soldiers. Regain the Pale.
      • COMPELLING TRIBUTE - Report to Legate Rikke. Blackmail Anuriel of Riften for information about a Stormcloak caravan, then ambush the caravan.
      • BATTLE FOR FORT GREENWALL - Take over Fort Greenwall by killing the Stormcloak soldiers. Regain the Rift.
      • RESCUE FROM FORT KASTAV - Report to Legate Rikke. Meet with Hadvar and a small garrison of Imperial Soldiers to infiltrate a Stormcloak fortress and free the Imperial prisoners within. Kill all Stormcloak soldiers and start regaining Eastmarch.
      • THE BATTLE FOR FORT AMOL - Report to Legate Rikke. Take over Fort Amol by killing the Stormcloak soldiers. Regain Eastmarch.
    • THE BATTLE FOR WINDHELM - Meet with General Tullius and the rest of the Imperial Legion at the entrance doors to Windhelm. Storm through the city and gain entry to the Palace of the Kings. Kill Galmar Stone-Fist and Jarl Ulfric Stormcloak, thus ending the Civil War. Replace Ulfric Stormcloak with Brunwulf Free-Winter as Jarl of Windhelm.
  • COMPANIONS QUESTLINE (completed) | back to top
    • TAKE UP ARMS - Talk to Kodlak Whitemane to join, do favors for Vilkas and Aela, scope out the living quarters.
    • PROVING HONOR - Travel with Farkas to Dustman's Cairn and retrieve the fragment of Ysgramor's axe. Return to become recognized as a Shield-Sibling to the Companions and retrieve your Skyforge steel weapon.
    • THE SILVER HAND - Meet in the Underforge to become a member of the Circle by contracting lycanthropy. Kill the members of the Silver Hand at Gallow's Rock.
    • BLOOD'S HONOR - Travel to the Glenmoril Witch Coven for Kodlak, and bring back one of their heads. Return to Jorrvaskr to find Kodlak dead and all found fragments of Wuuthrad stolen.
    • PURITY OF REVENGE - Travel to Driftshade Refuge with Vilkas to avenge Kodlak, wipe out the present Silver Hand members, and retrieve the fragments of Wuuthrad. Return to Jorrvaskr.
    • GLORY OF THE DEAD - Travel with the other Circle members to Ysgramor's Tomb and purify Kodlak's soul. Take Kodlak's place as Harbinger.
    • OPTIONAL/RADIANT QUESTS
      • BLOOD'S HONOR - Alternatively, wipe out the Glenmoril Witch Coven and retrieve all their heads.
      • ANIMAL EXTERMINATION - Aela needs you to exterminate an aggressive solitary animal or an entire pack somewhere.
      • HIRED MUSCLE - Farkas has a contract for someone needing an attitude adjustment - primarily with your fists. Not a killing contract.
      • TROUBLE IN SKYRIM - Farkas needs you to go find a group of cutthroats causing a fuss and eliminate the threat.
      • FAMILY HEIRLOOM - Somebody's something has been lost or stolen by a group of bandits. Go find it and bring it back. Killing is optional, but not necessary.
      • ESCAPED CRIMINAL - There's a dangerous criminal on the loose. Find them, and kill them.
      • RESCUE MISSION - A civilian somewhere has been abducted. Find them and bring them home safely, killing whatever gets in your way.
      • STRIKING THE HEART - Aela knows where a group of Silver Hand members are holed up. Find them, and kill everyone, including their den leader.
      • STEALING PLANS - Aela has found another group of Silver Hand members. She's after the document of plans they've got. Killing optional but highly encouraged.
      • RETRIEVAL - Aela knows the Silver Hand are holding a fragment of Wuuthrad somewhere. Go find it and bring it back. Killing optional but highly encouraged.
      • TOTEMS OF HIRCINE - Aela knows where a Totem of Hircine is. Go find it, and bring it back.
      • PURITY - Farkas and/or Vilkas fear the outcome of their afterlife and wish to eradicate themselves of the Beast Blood. Venture to Ysgramor's Tomb with them and purify their spirits. Purifying your own spirit is also possible if you haven't already done it during "Glory of the Dead".
      • DRAGON SEEKERS - A dragon is terrorizing a nearby Hold. As the Dragonborn, it's your duty to slay Alduin's followers. Travel with Vilkas or Farkas to the beast's lair and put it down for good.
  • COLLEGE OF WINTERHOLD QUESTLINE (incomplete, not applicable) | back to top
    • My Dragonborn is not interested in being a student of the College of Winterhold.
  • THIEVES' GUILD QUESTLINE (complete, custom ending) — The Dragonborn had to do a favor for Brynjolf in exchange for information about Esbern during "A Cornered Rat", but eventually ended up joining the ranks anyway. He just chose to not become the Guild Master, is all. | back to top
    • A CHANCE ARRANGEMENT - Put Brand-Shei out of business by breaking into Madesi's strongbox and pick-pocketing his ring into Brand-Shei's pocket while he's not looking. Distraction graciously provided by Brynjolf, himself.
    • TAKING CARE OF BUSINESS - Convince three shopkeepers of Riften to pay their debts - or else. Killing strongly discouraged and penalized - the Thieves' Guild doesn't deal in murders.
    • LOUD AND CLEAR - Listen to Mercer Frey, retrieve your new armor, prove your worth to the Guild by infiltrating Goldenglow Estate to get information. Become a fully-fledged member of the Thieves Guild.
    • DAMPENED SPIRITS - Speak to Maven Black-Briar, infiltrate Honningbrew Meadery, sabotage the mead supply. Identify Sabjorn's secret partner and return to Maven with your findings.
    • SCOUNDREL'S FOLLY - Track down Gulum-Ei to seek answers. When he skirts his answers, stalk him to his hiding place and demand the truth about his relation to the Goldenglow Estate and Honningbrew Meadery.
    • SPEAKING WITH SILENCE - Travel to Snow Veil Sanctum with Mercer Frey to find Karliah, the alleged murderess of the past Guild Master. Discover the disturbing truth about Mercer.
    • HARD ANSWERS - Travel to Winterhold to meet with Karliah and Enthir about Gallus's journal. Infiltrate Calcelmo's Dwemer Museum. Snatch rubbings of Calcelmo's notes about the Falmer language so Gallus's journal can be translated.
    • THE PURSUIT - Meet with Karliah at the Ragged Flagon to clear her name, and then seek out where Mercer's fled to.
    • TRINITY RESTORED - Meet Karliah and Brynjolf at the Nightingale Hall and become an Agent of Nocturnal.
    • BLINDSIGHTED - Meet Karliah and Brynjolf at Irkngthand, track down and kill Mercer Frey, retrieve the Skeleton Key, escape Irkngthand's flooding interior.
    • DARKNESS RETURNS - Return the Skeleton Key to the Twilight Sepulcher, receive a blessing from Lady Nocturnal.
    • CITY INFLUENCE QUESTS - Bring the Thieves Guild back to its former glory by gaining influence over the mentioned cities.
      • SILVER LINING - Recover Endon's Silver Mold from Pinewatch in exchange for influence over Markarth.
      • THE DAINTY SLOAD - Plant the Balmora Blue in the Dainty Sload for Erikur in exchange for influence over Solitude.
      • IMITATION AMNESTY - Forge the prison registry for Olfrid Battle-Born in the Jarl's Quarters of Dragonsreach in exchange for influence over Whiterun.
      • SUMMERSET SHADOWS - Snuff out the Summerset Shadows for Torsten Cruel-Sea in exchange for influence over Windhelm.
    • OPTIONAL/RADIANT QUESTS
      • A CHANCE ARRANGEMENT - Can be completed BEFORE or DURING the main questline. Completing this quest before you end up tracking down Esbern makes it much simpler, as Brynjolf coughs up the information instantly rather than having to coerce a payment out of you.
      • NO STONE UNTURNED - Retrieve all 24 Stones of Barenziah (Unusual Gem), recover Barenziah's Crown, and return to Vex for a reward.
      • MOON SUGAR RUSH - Deliver a satchel of Moon Sugar to Ri'saad in exchange for Khajiit caravan cooperation with the Thieves Guild.
      • DELVIN'S JOBS - Deals in businesses and pickpocketing. Perform the task given without getting caught. No killing allowed.
        • NUMBERS - Make changes to a randomly-assigned business ledger.
        • FISHING - Retrieve valuable item from randomly-assigned target's pocket.
        • BEDLAM - Steal a certain amount of gold in goods from a randomly-assigned Hold city.
      • VEX'S JOBS - Deals in private homes and stealth. Perform the task given without getting caught. No killing allowed.
        • BURGLARY - Sneak into randomly-assigned target's home and steal valuable item.
        • SHILL - Plant a stolen item into a randomly-assigned target's home.
        • SWEEP - Clear a randomly-assigned home of valuables.
  • DARK BROTHERHOOD QUESTLINE (complete, alternate storyline) | back to top
    • INNOCENCE LOST - Per the wishes of Aventus Aretino, kill Grelod the Kind at Honorhall Orphanage in Riften.
    • WITH FRIENDS LIKE THESE - Wake up in an old abandoned shack after being kidnapped by Astrid - the current "Speaker" for the Dark Brotherhood. Kill one of the three captives, or… Kill Astrid instead!
    • DESTROY THE DARK BROTHERHOOD! - Tell a city guard you just killed Astrid from the Dark Brotherhood. Find the Penitus Oculatus outpost in Dragon Bridge, reiterate your deed, and they will give you the secret code word to the Brotherhood Sanctuary in Falkreath. Find the Sanctuary and slay the group of assassins residing within. Return to the Penitus Oculatus for a generous reward.
  • "TEMPLE OF THE DIVINES" QUESTS | back to top
    • DIBELLA ( The Heart of Dibella ) - Never completed. Not interested.
    • MARA ( The Book of Love ) - Never completed. Not interested.
    • KYNARETH ( The Blessings of Nature ) - Assist Danica Pure-Spring of Whiterun by helping her to restore the Gildergreen to its former glory. Retrieve a special dagger called Nettlebane from a dangerous hagraven lair, travel to the Eldergleam Sanctuary and use Nettlebane to acquire life-saving sap for the Gildergreen.
  • DAEDRIC QUESTS | back to top
    • COMPLETED
      • CLAVICUS VILE ( A Daedra's Best Friend ) - Help Barbas return to his master, retrieve the Rueful Axe to the Shrine of Clavicus Vile. | Masque of Clavicus Vile
      • HERMAEUS MORA ( Discerning the Transmundane ) - Unlock the Dwarven Puzzle and retrieve the secrets of the Oghma Infinium. | Oghma Infinium
      • HIRCINE ( Ill Met By Moonlight ) - Talk to Sinding in the Falkreath Prison. Hunt down the White Stag and speak to Hircine. Hunt down Sinding and either spare him or kill him. If you kill him, you get the Savior's Hide. If you spare him, you keep Hircine's Ring. | Savior's Hide or Hircine's Ring.
      • MEHRUNES DAGON ( Pieces of the Past ) - Find Silus Vesuvius in Dawnstar and help him recover the pieces of Mehrunes' Razor. Travel to Mehrunes' shrine with the pieces and allow them to be reforged. If you kill Silus, you keep the blade. | Mehrunes' Razor
      • MERIDIA ( The Break of Dawn ) - Use Meridia's Beacon to clear undead spirits from Meridia's Shrine. Defeat the evil wizard Malkoran, and be rewarded. | Dawnbreaker
      • NOCTURNAL ( The Twilight Sepulcher ) - This Daedric quest takes place during the Thieves' Guild questline. | Nightingale Armor, Blessing of Nocturnal
      • PERYITE ( The Only Cure ) - Travel to Bthardamz and kill the Afflicted and their leader. | Spellbreaker
      • SANGUINE ( A Night to Remember ) - Engage in a drinking game with "Sam Guevenne". Get blackout drunk, wreak havoc all over Skyrim, then spend the next few days correcting your wrongdoings until you finally find Sanguine at Morvunskar. | Sanguine's Rose
      • SHEOGORATH ( The Mind of Madness ) - Help Dervenin reunite with his master. Enter the Pelagian Wing (using Pelagius's hip bone). Crash Sheogorath's tea party with Pelagius the Mad, and use Sheogorath's staff, the Wabbajack, to fix Pelagius's mind and get yourself out of Sheogorath's realm. | The Wabbajack
    • NOT COMPLETED/INTERESTED
      • AZURA ( The Black Star ) - Not interested.
      • BOETHIAH ( Boethiah's Calling ) - Not interested.
      • MALACATH ( The Cursed Tribe ) - Not interested.
      • MEPHALA ( The Whispering Door ) - Not interested.
      • MOLAG BAL ( The House of Horrors ) - Not interested.
      • NAMIRA ( The Taste of Death ) - Not interested.
      • VAERMINA ( Waking Nightmares ) - Not interested.
  • SIDE QUESTS | back to top
    • COMPLETED
      • BLOOD ON THE ICE - Offer your services to Windhelm by tracking down and killing The Butcher, a serial killer with horrifying ties to necromancy.
      • THE GOLDEN CLAW - Directly tied into the main questline and "Bleak Falls Barrow". The Golden Claw belongs to Lucan Valerius of Riverwood, but it was stolen by a group of bandits wishing to uncover the secrets of the Barrow. The claw is recovered from the body of Arvel the Swift, who just wasn't swift enough.
      • IN MY TIME OF NEED - A Redguard woman is being hunted down by the Alik'r, allegedly for talking out against the Aldmeri Dominion. There are two sides to this story, but the Alik'r are quite shady and lack attention to important details. The Redguard woman is sided with.
      • LAID TO REST - A burnt-down house in Morthal is more than it seems. Illicit romance leads to the death of a little girl and the destruction of a nearby vampire coven.
      • LOST TO THE AGES - Investigation of the Dwemer ruin Arkngthamz leads to the magnificent discovery of the Aetherium Forge, a place of importance from the book "The Aetherium Wars".
      • THE MAN WHO CRIED WOLF - A civilian of Dragon Bridge is concerned about sounds and lights coming from Wolfskull Cave, near Solitude. Further investigation reveals that a possible resurrection of Potema (the infamous and terrible Wolf Queen) is underway.
      • THE WOLF QUEEN AWAKENED - Falk Firebeard (Lady Elisif's steward) appreciates all your help with Wolfskull Cave, but now he really needs you to put a stop to this madness before Skyrim is endangered by another megalomaniac.
      • MISSING IN ACTION - The Battle-Borns and Grey-Manes are bickering over the fate of Thorald Grey-Mane. The Battle-Borns swear Fralia Grey-Mane is being paranoid, but they underestimate the love a mother has for her children. She knows the Thalmor have him locked up somewhere, she just needs someone willing to pull off a rescue mission.
      • A RETURN TO YOUR ROOTS - While exploring Blackreach, Sinderion's research comes to light regarding crimson nirnroot. Collect some of this uniquely-colored plant and deliver it to Sinderion's old student Avrusa Sarethi for a nice reward.
      • THE WHITE PHIAL - Grant an old, dying man his last wish by helping him recover the White Phial.
      • REPAIRING THE PHIAL - When you find the Phial broken, the old man lives just long enough to see you return with the newly repaired White Phial.
    • NOT COMPLETED/INTERESTED
      • THE BONDS OF MATRIMONY - Quest involving marriage. You basically just buy an Amulet of Mara to wear around your neck, and potential suitors comment on it. If you like them, you go to the Temple of Mara to be married. Marriage is kind of awesome in Skyrim because nobody really questions you or your significant other's relationship.
      • THE EBONY WARRIOR - Not interested.
      • FORBIDDEN LEGEND - Intersects with the College of Winterhold questline.
      • THE FORSWORN CONSPIRACY - Not interested.
      • NO ONE ESCAPES CIDHNA MINE - Tied to "The Forsworn Conspiracy".
      • KYNE'S SACRED TRIALS - Not interested.
      • LIGHTS OUT! - Not interested.
      • PROMISES TO KEEP - Not interested.
      • RISE IN THE EAST - Not interested.
      • RISING AT DAWN - Quest designed specifically for vampires desiring their humanity. Not applicable.
      • UNFATHOMABLE DEPTHS - Not interested.
      • THE FORGEMASTER'S FINGERS - Quest serves only to become Blood-Kin to the Orcs of Skyrim. There are other ways to become Blood-Kin.


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