Quests 435
| Quest | Status |
|---|---|
| Skyrim:Rejoining the College This quest will automatically begin after killing another College member, provided you have already joined the College yourself. The quest description will inform you that you have been suspended from the College. It is a very short quest, requiring you only to find Tolfdir in the College and speak to him. Tolfdir lectures you about behaviors that the College finds inappropriate, and states that he will have your suspension lifted if you pay a fine. Paying the fine results in immediate reinstatement into the College's ranks and completion of the quest. | imported |
| Skyrim:Restocking Soul Gems Sergius Turrianus wants empty Soul Gems because he's almost out of stock. After giving him the requested number of the type he's asked for, he pays an amount of gold per gem. To start his next quest you must leave the current conversation and start a new one. | imported |
| Skyrim:Restoration Ritual Spell Once you reach level 90 in the Restoration skill and have completed Good Intentions, travel to the College of Winterhold and speak with Colette Marence. Ask her if you can learn anything more about Restoration magic. She will tell you to go speak with the Augur of Dunlain down in The Midden. | imported |
| Skyrim:Revealing the Unseen From the events of Good Intentions, you have learned from both the Augur of Dunlain and Savos Aren that the Staff of Magnus is a necessary part of averting the prophesied disaster. After speaking with Savos, ask Mirabelle what she knows about the Staff of Magnus and its whereabouts. She is a bit skeptical at first, but does mention that the members of a mystical group, the Synod, recently questioned her about it. While she did tell the mages that the College did not have the Staff she remembers the group talking about the Dwemer ruin Mzulft. She speculates that the Synod group may be traveling there to locate the Staff. | imported |
| Skyrim:Shalidor's Insights Talk to Urag gro-Shub and ask him if there are any special books he's looking for. He will tell you that he's looking for a book Arch-Mage Shalidor wrote so he can translate his writings. The book can be located in the boss-level chest of any dungeon in the game including ones added in Dawnguard and Dragonborn, meaning that your destination is randomly selected from over 140 possible dungeons. For specific details about the target location, see its place page; details about any possible conflicts with other quests are also provided there. | imported |
| Skyrim:Swift as an Arrow Note: This quest was originally added to your journal upon installing the Arcane Archer Pack Creation. With the release of the Anniversary Edition, this quest no longer appears in your journal. The Spell Tome and Note added by the Creation can still be acquired from the Arcanaeum in the College of Winterhold, and Telekinesis Arrows can still be crafted. | imported |
| Skyrim:The Eye of Magnus Firstly, you'll notice that when attempting to fast travel back to the College is that it no longer has a map marker. You'll need to travel directly to the town of Winterhold, then travel on foot the rest of the way. When arriving back at the College, you will see that all is not well. Tolfdir and the other college mages have been awaiting your return. A magical force field created by the Eye of Magnus now surrounds the college and Tolfdir will tell you of Mirabelle's death. Looking to Tolfdir for direction, he will say, "You're the one with the staff, my dear/boy. If it can help us get inside the College, and reach Ancano, we'll have to hope there's a way to stop all this." That is your cue to equip the staff of Magnus and lead the charge into the College. | imported |
| Skyrim:The Staff of Magnus After the Containment quest, you must leave the college at Mirabelle Ervine's behest, outfitted with the Torc of Labyrinthian and Savos Aren's Amulet. Your destination is Labyrinthian, which will be marked on your map, where you must retrieve the Staff of Magnus in order to contain the Eye of Magnus. | imported |
| Skyrim:Tolfdir the Absent-Minded Note: This quest does not appear in your journal. | imported |
| Skyrim:Under Saarthal This quest automatically starts at the end of First Lessons, when Tolfdir suggests that visiting the ruins of Saarthal would be an excellent opportunity to learn more about the "various applications of magic throughout history". Saarthal's location is added to your map (if you have not yet discovered it yourself), and Tolfdir and the other College of Winterhold students will start travelling there. They walk the entire distance, meaning that it is easily possible to travel to Saarthal more quickly than any of your companions. It takes them at least four in-game hours to make the trip, longer if they have to deal with multiple enemies (however, all of the students are given protected status at the start of the quest, meaning they are not at risk of being killed along the way). If you are trying to find them en route, they walk from the College into the town of Winterhold, then turn onto a path that leads west from behind the Jarl's Longhouse. You may find it convenient to do another quest in between First Lessons and Under Saarthal, instead of waiting at the ruins for Tolfdir to show up. | imported |
| Skyrim:Unfinished Quests This page lists quests that were meant to be included in Skyrim, but didn't make it to the finished version of the game. Some of these quests are in a potentially playable state, missing only some elements, while some only exist in the form of leftover scripts, items or scraps of remaining dialogue. Some quests can still be accessed by using console commands. However, since these quests are inaccessible for a reason (for example, incompatibility with other quests), it is best not to access them. Some quests involve unused NPCs. To access all types of unused content, please click a link in this list in the related page. | imported |
| Skyrim:Unfinished Quests This page lists quests that were meant to be included in Skyrim, but didn't make it to the finished version of the game. Some of these quests are in a potentially playable state, missing only some elements, while some only exist in the form of leftover scripts, items or scraps of remaining dialogue. Some quests can still be accessed by using console commands. However, since these quests are inaccessible for a reason (for example, incompatibility with other quests), it is best not to access them. Some quests involve unused NPCs. To access all types of unused content, please click a link in this list in the related page. | imported |
| Skyrim:Unfinished Quests This page lists quests that were meant to be included in Skyrim, but didn't make it to the finished version of the game. Some of these quests are in a potentially playable state, missing only some elements, while some only exist in the form of leftover scripts, items or scraps of remaining dialogue. Some quests can still be accessed by using console commands. However, since these quests are inaccessible for a reason (for example, incompatibility with other quests), it is best not to access them. Some quests involve unused NPCs. To access all types of unused content, please click a link in this list in the related page. | imported |
| Skyrim:Unfinished Quests This page lists quests that were meant to be included in Skyrim, but didn't make it to the finished version of the game. Some of these quests are in a potentially playable state, missing only some elements, while some only exist in the form of leftover scripts, items or scraps of remaining dialogue. Some quests can still be accessed by using console commands. However, since these quests are inaccessible for a reason (for example, incompatibility with other quests), it is best not to access them. Some quests involve unused NPCs. To access all types of unused content, please click a link in this list in the related page. | imported |
| Skyrim:Animal Extermination (A) For the alternate version, see Animal Extermination (B). | imported |
| Skyrim:Animal Extermination (B) For the alternate version, see Animal Extermination (A). | imported |
| Skyrim:Blood's Honor After completing two radiant quests for the Companions (one of which must be for Aela), your next major assignment will be available, courtesy of the elderly Harbinger himself, Kodlak Whitemane. He will chastise you for your actions against the Silver Hand, and will then tell you the true story about how the Companions contracted Lycanthropy. Apparently, one of his predecessors made a pact with the Glenmoril Witches to gain more power, not knowing the true price of his actions: an afterlife spent in Hircine's Hunting Grounds, not in Sovngarde. It is this fate which compels Kodlak to seek a cure. He then sends you off by yourself, in search of the Glenmoril Witches. | imported |
| Skyrim:Dragon Seekers After completing the quests Glory of the Dead and Dragon Rising, talk to Farkas or Vilkas and tell him that you're here for work. He will tell you that he doesn't believe in dragon stories and wants to see a dragon for himself. He mentions that he heard there is a dragon at a dragon lair. The exact location can be any dragon lair and will be randomly selected. | imported |
| Skyrim:Escaped Criminal Speak to Skjor (or Vilkas if you have completed The Silver Hand) in Jorrvaskr, who will give you a quest to kill an escaped criminal in any of the nine holds. | imported |
| Skyrim:Family Heirloom When you tell Skjor (or Vilkas) you are looking for work, he will say: "We have a bit of a sensitive matter this time. A wealthy family has... misplaced one of their heirlooms." or "Just in time. I was worried I'd have to do this myself. Some rich folk had a trinket stolen and they want us to get it back." He will then provide some information on the kind of place you need to go and what you are up against: | imported |
| Skyrim:Glory of the Dead After the events of Purity of Revenge, Vilkas will run towards the Skyforge to participate in the late Harbinger Kodlak Whitemane's funeral. The ceremony is to be held near Eorlund Gray-Mane's smithy. All of the Companions will be present, along with the Jarl, steward and the local priestess of Kynareth. Kodlak is placed above the forge, and the ceremony ends with Aela the Huntress lighting the fire, symbolizing a final goodbye: | imported |
| Skyrim:Hired Muscle Farkas will send you to rough up one of over 400 different NPCs, encompassing nearly every citizen in Skyrim. The NPC will be located in a hold that you have previously visited, so early in the game you may only be given NPCs living in Whiterun Hold, but later in the game there are many more possible options. The NPC may live in a city, town, or a remote settlement. | imported |
| Skyrim:Proving Honor After completing one radiant quest, your job providers, Aela the Huntress and Farkas, will point you towards Skjor when asked for more work: "Skjor was looking for you, earlier." When asked for a reason, their response will differ. Aela will answer: "He didn't say, but you'd better move fast. There's probably something I could find for you to do, but best to check with him.", while Farkas will say: "Don't know. He just said he needed to talk to you before you do anything else. I don't like making him angry, but there is some work for you if you want it." | imported |
| Skyrim:Purity When you speak to either Farkas or Vilkas about work, the response may be a bit out of the ordinary. Each has something weighing on them, a personal matter. Play the good therapist here and ask what the trouble is. They will reveal that they have been pondering Kodlak's choice in the Glory of the Dead quest and want to follow suit: to be cured of lycanthropy. | imported |
| Skyrim:Purity of Revenge After the death of Kodlak Whitemane, Vilkas is looking for revenge. He wants to go after the Silver Hand for the attack on Jorrvaskr and the further affront of stealing the fragments of Wuuthrad. With no questions asked, Vilkas will then act as your follower all the way to the Silver Hand hideout at Driftshade Refuge, a small fort southeast of Dawnstar. Upon arrival at the fort, dispose of the two Silver Hand members outside, a guard at the entrance and an archer on the roof, then head inside. Vilkas will equip the helmet of his Wolf Armor for the duration of the assault. | imported |
| Skyrim:Rescue Mission Either Vilkas or Skjor has received notice that someone has been kidnapped, and the Companions have been asked to attempt a rescue. He will send you to the location of the kidnapped individual and tell you to free them from the location and then escort them to their nearby home. See Radiant Options below for possible variations of this quest. | imported |
| Skyrim:Retrieval This is a radiant quest that will take you to a random camp to retrieve one of the Fragments of Wuuthrad that has been acquired by the Silver Hand. You will need to fight your way through to the destination's boss chest, where you will find the fragment. | imported |
| Skyrim:Stealing Plans To proceed in taking revenge for Skjor, Aela suggests that you steal Silver Hand plans to intercept any actions they might take. You will be sent to a radiant location, where a regiment of Silver Hand will be guarding a leader and his plans. Whether you sneak through the camp or kill everyone in your path is completely optional. | imported |
| Skyrim:Striking the Heart At the end of The Silver Hand, you and Aela discover Skjor dead on the ground. You and Aela start your own personal vendetta by assassinating a Silver Hand leader at a radiant location. | imported |
| Skyrim:Take Up Arms On your way to Whiterun, you may come across members of the Companions, specifically Aela the Huntress, Ria, and Farkas, battling a giant among the sparse crops outside Pelagia Farm. If you want to participate in this fight, make sure to head straight to the farm once you arrive in the vicinity of Whiterun. If you delay for even a short time, the Companions will have already defeated the giant before you can join the fray, resulting in Aela taunting you for your lack of assistance. If you delay for too long, you may miss the Companions entirely, as they will slowly walk to the main gates of Whiterun and enter the city after the battle. Note that neither of these results has any negative consequences in your dealings with the Companions. If you are present when the giant dies, Aela will actively seek you out and will, depending on the outcome of the battle, either commend or taunt your battle skills. In both cases, however, she will tell you about the Companions and point you towards Kodlak Whitemane in Jorrvaskr. | imported |
| Skyrim:The Silver Hand After completing another set of radiant quests, the usual job providers will once again point you towards Skjor. Aela will say: "Still eager to please. This is good. Skjor may be right about you. He has something special planned for you. Better talk to him.", while Farkas will say: "Skjor was looking for you before. Talk to him before doing anything else." | imported |
| Skyrim:Totems of Hircine Asking Aela the Huntress, "Is there any work to be done?" will prompt her to tell you about the Totems of Hircine. She will say that she has located one and would be honored if you go with her to retrieve it. If you accept the quest, she will become your Shield-Sister and will replace your current companion. | imported |
| Skyrim:Trouble in Skyrim This is a radiant quest given by Farkas when asked for work. Farkas has received a contract to clear out a troublesome area. The enemies you encounter depend on the location of the quest. In order to complete the contract, you need to travel to the location and kill the leader. The quest is randomized and repeatable. | imported |
| Skyrim:A Daedra's Best Friend Once you reach the required level, a trip to Falkreath will net you an encounter with a guard asking a rather unusual question, namely if you have seen a stray dog running around outside town. Regardless of your answer, he will then point you to the local blacksmith, Lod, who can be found working his smithy during the day. When approached Lod will only show interest in one specific dog, a 'fine, strong creature that's been wandering near town', that he would like for you to catch for him. You can either accept his request to chase down the dog or pass an always successful Speech check to persuade him to pay you part of the gold up-front for your efforts. In either case, Lod will give you some fresh meat for bait. | imported |
| Skyrim:A Night To Remember Once you reach level 14, you may meet Sam Guevenne in any inn or tavern. He will challenge you to a drinking contest, offering to award you a staff if you win. Sam reaches his limit after his second drink. You can win by taking a third drink, after which a drunken Sam declares you the winner. However, before awarding the staff, Sam wants to take his new drinking buddy to "a place where the wine flows like water". At this point your mental blackout begins and the screen fades to black until the next day. | imported |
| Skyrim:Blindsighted After becoming a Nightingale, speak to Brynjolf. You learn that he and Karliah decided that you should be the one to replace Mercer once you deal with him. After you accept, he tells you to meet them at Irkngthand to stop Mercer Frey from stealing the Eyes of the Falmer and escaping with the Skeleton Key of Nocturnal. | imported |
| Skyrim:Boethiah's Calling You can start the quest any time after reaching level 30, either by reading a copy of Boethiah's Proving or traveling directly to the Sacellum of Boethiah and talking to the Priestess of Boethiah or killing every one of the cultists. If you wait, you may be attacked randomly in the world by Boethiah cultists, who will have a copy of Boethiah's Proving on their corpse. | imported |
| Skyrim:Darkness Returns Once you enter the Twilight Sepulcher, you will come to a large hall where the spirit of a Nightingale Sentinel stands watch. When you approach him, he will initiate a conversation: | imported |
| Skyrim:Discerning the Transmundane Far north of Winterhold, there is a small cave called Septimus Signus's Outpost. Inside, a strange Dwemer cube is being studied by Septimus Signus. He claims the "heart of a God," "heart of you and me," is located inside. | imported |
| Skyrim:Ill Met By Moonlight A plethora of battles have taken place in Falkreath Hold throughout the eras, and the bloodshed has taken its toll on the small hold capital of Falkreath. The town has the questionable honor of hosting the largest graveyard in all of Skyrim, and the few resident merchants and innkeepers have named their shops or taverns in honor of the numerous deceased warriors. But while the ongoing civil war keeps its distance for the time being, Falkreath still experiences its share of death, as evidenced by a visit to the graveyard. | imported |
| Skyrim:Pieces of the Past Sometime after you reach level 20, a courier will deliver to you the Dawnstar museum pamphlet, announcing the opening of the museum and noting that admission is free. This activates the miscellaneous quest, "Visit the museum in Dawnstar". | imported |
| Skyrim:The Black Star This article is about the quest. For the item, see The Black Star (item). | imported |
| Skyrim:The Break of Dawn The Lady of Infinite Energies, Meridia, is a Daedric Prince associated with the energies of living things. She is known for her hatred towards the undead of any kind. While the shrines for most other Daedric Princes in Skyrim have been hidden away in remote areas, Meridia has been given an accessible and fully intact shrine with a temple underneath. Recently, a foul darkness desecrated the temple and as such, Meridia is looking for a new champion. There are two ways to begin the journey towards becoming her champion: either find Meridia's Beacon or find the shrine. | imported |
| Skyrim:The Cursed Tribe The Orc camp is located in The Rift southwest of Riften. As you approach the town for the first time, a giant will be actively attacking the Orcs at the gate. It's advisable to hurry in and help distract the giant, as it will kill unnamed Orcs left and right and may kill potential followers such as Ugor. After defeating the giant, Ugor and a caster named Atub will begin bickering. Atub will apologize to you and explain that their tribe and leader have been cursed. She has a ritual that may be able to remove it, but needs a bowl of troll fat and a daedra heart to perform it. She'll ask you to retrieve them. Details on where to find them are provided on their individual pages, however the closest place to get both items is in the Jorrvaskr Living Quarters in Whiterun. | imported |
| Skyrim:The House of Horrors In Markarth, the innkeeper at the Silver-Blood Inn may tell you that a witchhunter from the Priesthood of Stendarr recently showed up in town, asking all sorts of questions about the old abandoned house up the street from the main gate. Whether or not you've heard this rumor, you will find Vigilant Tyranus wandering around outside the house, at times bothering the townsfolk with his questions. When he sees you he will actively seek you out and ask if you know anything about the house. Unless you totally reject his questions, he will introduce himself, obviously hoping for a helping hand, and proceed to explain that he believes the house is home to Daedric activities. Agree to help him and he will invite you to come along for the investigation and unlock the door. | imported |
| Skyrim:The Mind of Madness In Solitude, you may hear a rumor from innkeepers that a mad beggar is wandering around the streets of the city, distressed over the absence of his master, saying things like: "Please, take pity on an old madman!" and "You! You'll help me! You help people, right? That's what you do?" | imported |
| Skyrim:The Only Cure After reaching level 10, you may encounter an Afflicted Refugee during your travels, who asks you to stop "ogling the grotesque". He will say, when asked about his unhealthy appearance, that he suffers from the plague and would have died years ago without Peryite's protection. He will point you to Kesh at the Shrine to Peryite for more information before continuing on his way to High Rock, adding an unnamed miscellaneous quest to your journal. The shrine is located in The Reach, far to the northeast of Markarth, a short walk northwest of Karthwasten, a little southwest of the Dragontooth Crater landmark. Speaking to the Khajiit will complete the miscellaneous objective and start the quest The Only Cure. | imported |
| Skyrim:The Taste of Death Markarth is the capital city of the Reach, a place of misfortune and decay, and the denizens rarely talk to strangers about anything but the endless problems with the natives of the Reach, the Forsworn. Fortunately, the innkeeper at the Silver-Blood Inn will happily share a few local rumors when asked, so enter the tavern near the main gate and find Kleppr (or Frabbi if her husband is dead) behind the bar. One of the rumors may reveal problems with the local Hall of the Dead, which has been closed for unknown reasons. You are told to see Brother Verulus for further information, thus starting the objective that eventually leads to this quest. If Kleppr or Frabbi refuse to talk about the hall, you can find Brother Verulus yourself, who will openly tell you about current events. | imported |
| Skyrim:The Whispering Door Speaking with the publican at The Bannered Mare about rumors can have them reveal to you that there is trouble in the Jarl's family. | imported |
| Skyrim:Thieves Guild (faction) The Thieves Guild is dedicated to the gathering and training of those who are stealthy and shadowy in nature. Although criminal by its very definition, for untold years, local authorities in places throughout Tamriel have tolerated the existence of the guild for its role as "crime regulator", as it does not tolerate competition or egregious conduct from its members (not to mention the personal financial benefits for authorities who play nice). It is usually considered to be a distinctly Imperial entity, though of course other organizations of the Empire do not officially condone their actions. | imported |