Documente Academic
Documente Profesional
Documente Cultură
If anyone would like to use the content contained within this document for other mods, quest creation, or
whatever, please go ahead and do so, just remember reference me and give me credit. Thanks. Also, I do not own
any of the artwork in this document, images are taken from screenshots and concept art of Skyrim, which is owned
by Bethesda Softworks. Nor have created, or assisted in the creating of any of the mods mentioned in this
document. If you are a creator of any of the aforementioned and are dissatisfied with this work, contact me and I
will make the appropriate changes. So please nobody sue me.
Below is a list of required and suggested mods for the objectives contained in this docment. I have tried to keep
the list as small as possible, I realize there are many great mods out there that would fit into this well, however
including them all would take a very, very long time and result in a very, very long list. So, I've stuck with a few
that I'm familiar with, that I think add a good deal to the roleplay.
Ordinator, Amazing Follower Tweaks, Kill 'em All (or similar mod that allows for the killing of protected npcs).
Alternate Start Live Another Life, Alternate Start New Beginnings, Immersive Weapons, Immersive Armors.
The Scarlett, Undeath, Orc Hearthfires, Daedric Castle, Socko's Guild Starter
Special thanks to the people at the Unofficial Elder Scrolls Pages and The Elder Scrolls Wiki , without whom I'd be
totally lost. And thanks to all of the amazing modders out there for creating such outstanding work and stretching
the boundaries of Skyrim. ENJOY!
2
Bandit
Civilized life is not for everyone. Some chafe against the laws that society imposes, others think
themselves deserving of greater riches, and some just don't seem to fit in anywhere else. For individuals
such as these, a life of freedom, violence and the pursuit of wealth walking the path of the bandit calls.
The ultimate dream of the bandit is to carve out a small empire for themselves and become a Bandit
King.
Clear out Rival Bandits at 10 of the Following Locations to Unify the Bandits Factions
There are many disparate bandit factions throughout Skyrim. In order to become a true Bandit King, you
must unify them by demonstrating your power and eliminating the current leaders of each. The cowed
survivors will flock to your banner.
Giants, by their very nature, like to hoard precious knick-knacks, making their camps a very tempting,
but dangerous target. Eliminate the giants and plunder their camps to obtain not only riches, but acclaim
in the eyes of other outlaws as well.
3
Build Your Bandit Clan
To be a Bandit King, one must hold the dubious loyalty of a number of bandits, and these individuals only
follow those who provide them with a secure base, sufficient loot, and the best gear.
Make 30,000 gold Gain 10 followers Equip all followers with full armor/weapon sets
Titles
Bandits place a good deal of importance on reputation. It lets them know which of their fellows they can
easily beat up on and take from, and whom they should definitely not mess with. Complete the following
deeds to earn titles and build your fearsome reputation.
Restrictions
4
Daedra
Too long have the champions of the mortal world thwarted the plans of the Daedric Princes and
withstood invasion. As a creature of great ambition and burgeoning power, you have decided that now is
the time for this to change. Gain the favor of the princes, begin the invasion of the Mundus and become
a Daedric Lord.
The Warrior
5
Kill Every Jarl
Without their leaders to turn to, the mortals will be terrified and far more easily subjugated. Eliminate
them, and watch their pathetic underlings grovel and flee.
Complete the Following Tasks to Gain Favor from the Daedric Princes
Each prince has their own sphere of influence, their own plans and obsessions. Show them that you can
be counted on to further these agendas and surely your power and influence will grow.
Clavicus Vile -- Sell 3000 gold worth of items, then kill the shopkeepers
6
Nocturnal -- Steal 1000 gold worth of items
Peryite -- Catch 3 different diseases and cure them with potions you brew yourself
Restrictions
Laryngitis -- no shouting
Additional recommended mods: Daedric Castle, Dremora overhaul and playable mod
7
Dragon Priest
You were a high priest in service to the dragons. You watched as your gods were felled around you, as
the upstarts rebelled and tore down temple after temple. Everything you knew is no more. By virtue of a
potent magic ritual, your intellect, your being was preserved in part. For ages your consciousness floated
along the edge of oblivion, waiting. Now your gods have returned to Skyrim and their presence has
allowed your consciousness to take root in the body of a mortal. You must restore your religion and
regain dominance over men and mer while your gods retake their rightful place as rulers.
Place Offerings of Red Meat, Gems, and Gold Ingots at Each of the Following Dragon Lairs
The gods return and demand their tribute. All of your authority is derived from theirs. Pile your offerings
high at the entrance to their lairs, and take care to evade their wrath, for they are sure to be displeased
at the current state of affairs.
Get Revenge
The defeat of Alduin and the fall of the dragons was directly caused by the traitor and his disciples.
Rumors abound that he still lives, and continues teaching the forbidden arts to unworthy students. It may
take time, it may take subterfuge, but you must not allow these blasphemers to live. Annihilate them.
To be a high priest, to hold dominion over others, prodigious skill in magic is required. The time spent
apart from this world has dulled your connection to magical forces. You must once again master the
magical disciplines and prove your worthiness to the dragons.
8
Resurrect Your Brothers
In the intervening ages most of the dragon cult was irretrievably lost. However there remain eight high
priests that are not beyond salvation. Though their long confinement has driven them mad, their souls can
be taken from the withered husks of their bodies and placed in fresh vessels, thus restoring their minds.
Acquire 8 followers
The masks were gifts from the gods. Powerful magical artifacts that strengthened abilities and served as
symbols of authority. If the restoration of the dragon cult is to be successful, the masks must be
retrieved.
Your brush with death has given you great insight. You have a greater understanding of the border
between life and death, and you are determined not to cross over it entirely. Fortunately, there is a
solution. The knowledge exists to grant you not only greater necromantic power, but immortality as well.
9
Create a Draugr Army (Cast Reanimation Spells on 100 Draugr)
The tombs all across Skyrim are filled with the faithful. Regrettably, they have been driven mad, just as
their masters have been. Free them from their walking curse, raise them yet again, and you shall have an
army with which to challenge the rebellious Nords.
The time has come to restore our sovereignty over the Nords. The holds must once again be ruled by the
high priests. Eliminate the usurpers and reinstate your brothers’ rule. Nine holds, nine high priests; thus
shall it remain for eternity.
To reclaim a hold for the dragon cult you must do the following: kill the current Jarl of the hold. Take one
of your followers imbued with the soul of a dragon priest, equip them with the appropriate mask, and
assign them to wait upon the hold’s throne. You will take on the essence of Konahrik and rule the ninth
hold.
Restrictions
10
Falmer Servant
The Falmer were not always as they are now. They were once a noble race before they were betrayed,
blinded, and twisted into their present state. Now, after long ages underground, they seek to build a
greater civilization. and they seek revenge on those who have wronged them. Many dismiss the Falmer
as mindless monsters, but in truth they have a cunning intellect. For instance, when a wanderer delves
too deep into the earth, the Falmer do not miss the opportunity. They help the poor lost individual to see
the greatness of the Falmer race, and give them purpose through servitude.
During the long years of service underground, it is quite natural that a servant should learn some of the
ways of their masters. To be useful, they must make use of the knowledge subterranean herbalism, and
must have sufficient talents in the ways of stealth to gather the necessary ingredients for their masters.
The surface dwellers are soft. They leave their homes poorly defended. They will learn the price of their
mistake. Slaughter them, take anything of value, and let your actions spread fear.
In our long stay underground we have found uses for the flora and fauna that surround us. We have
mastered the art of alchemy, our potions and poisons have no equal. However, such impressive creations
do require a significant investment in the form of ingredients. Make yourself useful, go and gather them
for us.
Collect 15 chaurus chitin Collect 150 chaurus eggs Collect 10 glowing mushroom
11
Slaughter Cattle and Steal Crops
The earth has gifted us with its bounty. Our food and resources are plentiful, but we can always use
more. Rob the surface dwellers of their provisions. Make their stomachs growl and their spirits plummet;
and in so doing provide us with yet another advantage.
The decimation of the surface dwellers has been long planned and even longer yearned for. It is a
monumental task, and a good deal of preparations is requisite. You have been given enormous
responsibility in this regard. Open more passages to the surface, these will serve as corridors for our
troops. You must also see to it that our troops are sufficiently armed for the coming battles. With our
combined efforts we will surely prove victorious.
Long were we imprisoned in the Dwemer’s cities. But they are gone now, the prisons have no jailors, no
wardens. We will retake them, and use them to further our cause.
12
Get Revenge
It is time to visit our wrath upon those who have wronged us. The Dwemer who enslaved us may have
vanished, but their works live on. Put an end to their machines. And do not forget the Nords who made
us build their cities once they had vanquished us. Tear down the walls they prize so much, the walls built
upon the bones of our ancestors.
Restrictions
Laryngitis -- no shouting
Lonely -- no followers
***To be able to adequately play through this RP it will be necessary to add yourself to Falmer faction.
This can be done by entering the following command into the console. Be warned that as with all console
commands, this may cause unexpected errors to occur.
13
Forsworn
Madmen they call us. Is it mad to take what is rightfully ours? Is it mad to reclaim one's home? They
underestimate us because we chose to no longer live the lie that has been furnished by our oppressors.
We are a proud people, we remember the old ways, the old gods. We have the power of the land on our
side, we have the wisdom of the hagraven matriarchs on our side, we have the weight of history on our
side and we will scour The Reach clean of the malignancies who trespass upon it.
Avenging the past is no small feat. There are allies to be saved, enemies to be felled and resources to be
claimed. Endeavor to build our future, take every advantage, complete every task, and strive until The
Reach is ours.
The Legend of Red Eagle Molag Bal: House of Horrors Soljund's Sinkhole
We are the betrayed, the marginalized, the wronged. For us there is no shortage of grudges to be
settled, of injustices to be put right. No longer will the usurpers sit comfortably in their halls of stone. The
time for vengeance is nigh, extirpate them.
Kill Pavo Attius (to silence him and retain Kolskeggr mine)
Kill Gat gro-Shargakh (to silence him and retain Kolskeggr mine)
14
Gather the Following Items
The hagravens are learned in the ways of old magic. It provides them with the ability to effect great
change. But the rituals can only be completed with the right materials. The matriarch has little time for
such trivialities, so the task falls to you.
Our matriarch has plans for this land. she molds it into a more beneficial shape for us. But there are
some creatures, self proclaimed guardians of nature, that would oppose her endeavors. Eliminate them.
Kill 5 giants
It cannot be said that hagravens are not devious creatures. Some work for the betterment of The Reach,
while others would use their abilities to satisfy their own ambitions. The political web spun betwixt the
covens is wrought with betrayal and Machiavellian schemes, with allies and enemies found in equal
measure. Further your matriarch's machinations by eliminating some of her rivals.
Bleakwind Bluff Blind Cliff Cave Cradle Stone Tower Dead Crone Rock
15
Reclaim Your Homeland, Take Control of The Reach
This is our land. It has been infested by Nords and Imperials who believe that land belongs to them
simply because they place a flag. We are Reachmen, our blood runs through this soil, our toil shaped
these mountains. Our history is here, we are of this place and we will retake our home, our birthright.
Become a Hagraven
The ignorant call them monsters and quake with fear and revulsion at their approach. Do not judge them
by their appearance, hagravens are as powerful as they are wise, as relentless as they are cunning. To
be selected to join their ranks is an unparalleled honor. Prove your worth, transcend the limitations of
your humanity and take the power to realize your ambitions.
Sacrifice 1 follower
Level Destruction to 75
16
Become a Briarheart
The pinnacle of might, the epitome of dedication to the cause. To become a Briarheart is to become might
incarnate, a being of martial prowess and endless fortitude, one who can carry on the fight to reclaim the
reach until the glorious end. It does come with a cost. One must be utterly devoted, willing to give up life
and be irrevocably changed. It is no mean feat, but with the wisdom of the matriarch, victory can be in
your grasp.
1 bowl or pot 1 dagger (orcish or better) 1 conjuration staff 1 black soul gem
Restrictions
Laryngitis -- no shouting
17
Hunter
There is in every being a desire that not even generations of civilization can fully repress. Most are
content to delude themselves that city life, with its conveniences and comforts, is the proper way for men
and mer to live. Yet, there are still those who hear the call of the wilds, who yearn to dwell among the
crags and trees, who seek to test their skill and cunning against the other creatures that inhabit the land.
These individuals are not bound by society, they find in plants and animals all that they need to survive.
Can you brave the fiercest cold like the snow bear? Can you move as quietly as the saber cat, or bring
silent death as swiftly as the owl? It is true that a strong killer instinct provides a great advantage in
matters of survival, but men and mer have been hunting for eons, and there are many techniques for you
to learn.
Spend 7 points in the Endurance skill tree Spend 7 points in the Camping skill tree
Life is not easy in the wilds of the north. It takes skill and cunning to survive amongst the freezing winds
and icy mountains where the game is scarce and not even the plants grow.
No Fast Travel
Purchase a House Using Profits from Pelts, Meat, and Other Things You Have Harvested
The home of the true hunter is ever the wilderness. However, there are times when even the hardiest
require respite and civilization. Ply your trade and acquire for yourself a haven behind strong stone walls.
*Some of the skills mentioned are from Campfire, Frostfall, and Hunterborn
18
Clear out 15 the Following Animal Dens
Though it is true, that the main task of the hunter has always been to provide food for kin and
community, sometimes they are called upon for protection. There are times when an ill wind blows and
even the noonday sun feels cold, times when nature itself seeks revenge on the civilized for their wrongs
and causes the wilds to reach out, and the beasts to turn their attention to those who stand on two legs.
In such times, the hunter must strike at the heart of this peril, and take the fight to the creatures' own
lairs.
Myriad are the strange and wonderful creatures that live in the frigid wilds of the north. Some are
common and innocuous, others rare and pernicious in the extreme. To become a hunter of great renown,
the path is clear, track and kill one of every variety of beast known.
19
Restrictions
Superstitious -- no magic
Laryngitis -- no shouting
Lonely -- no followers
20
Necromancer
I seek the power to transform the world. Not unlike so many others. So why then am I called a
blasphemer? Why am I judged immoral by societies built by individuals with the same goals as I? Is it
because I see potential in methods that disgust them? Who cares for methods? A method is only as
good or as bad as it is successful in achieving one's ambitions. I have dedicated myself to this path, to
studying the powers of life and death and bending them to my will. I will achieve the power I seek and
remake the world into a more suitable place.
I have spent much time in the shadows, learning, growing. It is the nature of the weak to bide their time,
to wait unseen, safe from those who would do them harm. I am weak no longer. I shall emerge from my
seclusion, I will bargain with those who would be allies and eliminate those who would be rivals. It is time
for my name to be spoken in fearful whispers.
Complete the Ancestral Worship Quest, then kill the quest giver, then raise him to desecrate the tomb
Become a Master
History is full of accounts of middling necromancers who thought themselves powerful, but were easily
slain. The fools made the mistake of believing they had nothing more to learn. I will delve into forbidden
lores, study multiple disciplines and walk the tightrope between life and death. I must go farther than
those who have come before. I will not stop until immortality is my prize and death is mine to command.
Level Restoration to 50
Level Destruction to 50
21
Acquire Artifacts to Increase Your Power
A true master uses whatever he can to give himself an advantage. Whether it is something crafted by
masters past, or it comes from a source others dare not trifle with, or it is called heretical and
blasphemous by the ignorant, if it gives me an edge I will find it and use it.
Great ambitions require great solutions. The dead are my tools, and with them I shall devise a great
victory. Like the conquerors of old, I must have a voluminous horde to carry out my commands.
I am not the only student of necromancy. There are many others who research its many intricate
mysteries. Doubtless they have toiled long and hard in their studies. And now their knowledge, can
become my knowledge. They won't be allowed to live of course, but that doesn't necessarily mean their
usefulness has to end...
If I am to be taken seriously I must become a great and terrible threat. I shall sack a city and raise its
inhabitants, and all the while the survivors will flee and spread tales of the horrors I have visited upon
Skyrim.
22
Kill the Priests of Arkay, Raise the Dead and Desecrate the Following Halls of the Dead
On every path there is an obstacle. For every genius there is a critic. Arkay and his priesthood have ever
stood in the way of those who practice the necromantic arts. I ought to remove them, and send a
message to any who would carry on in their name.
To the small minded, everything must be accomplished with force. Even some of the greatest
necromancers in history were mired in this way of thinking. I will not make the same mistake. There are
always other solutions for one who knows to look for them. I will concoct a potion, grand in scale, using
an entire lake as its base. Before they even begin to suspect something is wrong, the denizens of Riften
will drink of the lake's waters and eat of its fish and then perish. Then I shall have many more to serve
me.
Restrictions
Laryngitis -- no shouting
23
Orc Warchief
The great city of Orsinium is a bastion of Orsimer society, but outside its strong walls the Orcs are
scattered, disparate, weak. In Skyrim they eke out a meager existence living on the outskirts of Nord
civilization, hiding behind the walls of their strongholds. It is time for that to change. An Orc champion
must step forth and become an exemplar for all Orsimer. He must show his skill, his strength, his
leadership; he must unite the Orcs of Skyrim and build a new stronghold to be the hub of a burgeoning
Orcish Empire.
Mine 50 Ore
Every Orc born spends a large portion of their youth in the mines. It is where they build their strength,
and learn the persistence and discipline that will see them through their entire lives.
It is the custom of orcish warriors to go into battle wearing red warpaint. This warpaint is not the simple
pigment that other races may utilize, it is something altogether more powerful. It is a symbol of the
protection of Mauloch. It is made with great care through ritual and prayer, and painted upon the worthy
with the utmost deference.
Orcish society values the strength of the warrior above all else. It takes time and dedication to master the
sword or the ax, but mastery of weapons is only half the battle. Weaponry will allow you to kill your
enemies with great efficacy, but it is armor that will allow you to live long enough to tell the tale. Practice
until your sword becomes a part of your arm, until your armor is as a second skin, then demonstrate
your prowess in honorable combat by slaying many foes, and return home to drink and sing songs of
your victories.
24
Learn the Ways of the Forge
The Orcs are known throughout Tamriel for their great skill in smithing. This is because it is not merely
a task, nor even a discipline, it is part of the foundation of orcish society itself. Like metal, the orcs are
hammered and beaten until they are shaped into something stronger and sturdier. As you set about
molding Orsimer society into something new, master the ways of the forge. And craft for yourself armor
and weaponry befitting a new warchief. Orcs will not respect one who wears the lesser steel of other
races.
Craft 5 full sets of orcish armor and weapons for your followers
Level Smithing to 70
It is no mean feat to unify tribes who are used to solitude. Yet for the Orsimer to claim their rightful
place, it must be done. The surest and most expedient way to accomplish this is to demonstrate your
strength and resolve by defeating the chieftains of each stronghold. They will either acknowledge your
might and join you in your quest, or they will perish and be replaced by someone who will.
A warchief is nothing without warriors to command. The first step in attaining a great horde is to attract
loyal warriors to serve as lieutenants. To be truly effective as a leader, the chief must inspire those who
would follow him, convince them they are capable of great deeds, and that together they can accomplish
much.
Malacath has ever been the patron of the Orsimer. He rewards the strong and punishes the weak, and
from time to time calls on someone to be his mortal champion. Do you have sufficient piety and sufficient
might to be the one he calls upon?
25
Build an Orcish Stronghold (Orc Hearthfires)
If you seek to change the status of the Orsimer, if you seek to make a mark upon the weathered pages
of history, you must create something that will endure. You must follow the example of Torug gro-Igron
and Kurog gro-Bagrakh, build a stronghold that will serve as the center of the new Orc Kingdom in
Skyrim.
Restrictions
Superstitious -- no magic
Laryngitis -- no shouting
26
Pirate
To some men and mer the call of the sea is utterly irresistible. It takes all kinds so long as they have the
courage to brave its many perils. Yet, there is a particular kind of person who dwells upon the ocean,
one with a heart as cold as Skyrim’s frigid waters and a love of nothing but gold and pillage and the
salty sea. Pirates may come from anywhere, but there is only one place they belong: reveling in
adventure. With gamblers’ spirits and visions of riches they ply the mighty waves; shipmates and spoils
their only company.
A good pirate is always on the lookout for an opportunity to take advantage of. Sometimes this means
he has to take advantage of other people, sometimes he has to take advantage of other people’s
misfortune. As long as it leads to a decent share of loot, the details matter little.
Complete Lights Out Complete Frostlow Abyss Complete Rise in the East
The port cities of Skyrim traffic in all manner of goods. Wares from Hammerfell to Blackmarsh make
their way to land via the sea lanes along the northern coast. What a profitable proposition for someone
willing to show a little backbone and apply a little force…
Swashbuckler
Piracy is not for the faint of heart. It takes skill and determination to forcibly take from others. There are
many perils on the open sea, and one must be able to adequately defend oneself from them. Learn the art
of the sword so that any who dare stand against you will meet their doom.
27
Collect 10 of Each of the Following Gemstones
The deepest desire in every pirate’s heart, whether black or gold, is a wee bit o’ the shiny. Gold is good,
but nothing smacks of opulence and dreams realized quite like these little treasures of the earth.
Dread Pirate
It’s not just the amount of wealth that made the pirates of bygone eras great, but their dread reputations
as well. To make a name and go down in the history books you must inspire terror in your enemies and
loyalty in your crew. Become a wanted man and evade the law time and time again; make it so that the
lips of villagers tremble with fear and whisper your name when they see your sails upon the horizon.
Captain
The truly ambitious amongst the men of the sea are not content to be a mere deckhand. Knowing their
way around a ship and making modest contributions is not nearly enough. For these men desire power
and freedom, and the surest route to both is to become captain of one’s own ship and crew.
28
Find Each of the Treasure Maps and Dig Up Their Respective Treasures
A true buccaneer takes his wealth not just from the hapless marks he targets, but from the successful
profit-seekers who came before. There is no shortage of treasure seeking adventurers in Skyrim, and
those who find what they are looking for must also find a “safe” place to hide it.
I II III IV V
VI VII VIII IX X
Some say the origin of all life is the sea. It teems with countless creatures, large and small. Those who
live upon waves know how to draw sustenance from these creatures. And those with an entrepreneurial
spirit might even make a profit from selling such items as delicacies.
The seas are littered with the remains of conquests past, with the lost and unprepared. It is the tomb of
untold thousands of sailors both brave and foolish; and like all tombs it promises the opportunity to
acquire great wealth for those without scruples.
Wreck of the Icerunner Wreck of the Pride of Tel Vos Wreck of the Winter War
Restrictions
Laryngitis -- no shouting
29
Vampire
Most denizens of Tamriel have only one life to live. They are born, they live, they die. Others live two
lives: their mortal life, and then their unlife. For these individuals, everything that happens while their heart
still beats is simply preamble. It is as a vampire they discover who they truly are. Some would call it a
curse, or a disease but what it really is, is opportunity. Even though its newfound burdens take some
getting used to, it is time to revel in the night, to see possibilities, to realize aspirations.
For vampires, centuries come, and centuries go. Old age is non-existent, so they have many decades to
enact their devious machinations. Often, their plans are purely selfish, grabbing power for their own sake,
at other times their plans benefit the cause of vampirism as a whole. See that your plots come to fruition,
take action; vanquish the overzealous foes who call you an abomination, gather allies to stand with you in
the dark, and seek out powers thought to be lost long ago.
Complete Dark Ancestor and then kill Dengheir Complete Destroying the Dawnguard
Artifacts of Darkness
Vampires can spend ages studying magics and growing their power. Often they choose to imbue items
with magicka to expand their already profound abilities to even greater heights. Such labors should not be
lost to the ages; rather, they should be bestowed upon one worthy of the advantages they bring.
30
Gather Materials to Make 8 Gargoyles
Sunlight is anathema to the vampire. This fact is hardly a secret; indeed, it has been exploited by their
enemies for millennia. As they slumber in their coffins during the day they are vulnerable, and so they
must rely upon something else to keep them safe. Gargoyles are the ideal solution. Animated constructs
of stone that obey their masters without question; they can spend large spans of time dormant, until the
time comes to crush an interloper.
1 gargoyle = grand soul gem x1, quarried stone x10, ebony ore x2, ruby/sapphire/emerald x2
Immortality can be a lonesome prospect, many attempt to counter this by having pets; trying to retain
some semblance of affection in their cold hearts . As dogs can sense the unnatural nature of vampires,
certain…modifications needed to be made. The result was the death hound, undead creatures of darkness
with sufficient loyalty to guard and obey their masters.
1 death hound = death hound collar x1, wolf carcass x1 (hunterborn), dog meat x2, common soul gem x1
Vampirism and the immortality that comes with it is a magnificent gift. It must not be given too often, too
freely, else the blood will run thin and the unworthy will grow in power. Yet, vampires must exist, they
must procreate, if only to have more bodies with which to further their goals. Choose wisely those you
share your blood with, reward them and bring them under your thrall.
As vampires age, they learn and grow more powerful. Through action and introspection they begin to
realize the true extent of their abilities. A vampire lord who has discovered all of his many expansive
powers is truly a force to be reckoned with.
31
Collect 12 Blood Potions
At times a vampire may find the hunger upon him when a suitable food source is out of reach. For such
situations there is a contingency: blood potions. Though not nearly as invigorating as feeding from a live
subject, it still provides the necessary healing and sustenance. Be certain to have some on hand for
unforeseen happenstances.
It does not do to dwell among the common rabble. The risk of discovery is too great. It is best to find a
secluded place where one can plan, practice, and generally exist without fear. To be truly effective, it
ought to be a defensible place, large enough to serve as a base of power for centuries to come.
Werewolves. Disgusting lycanthropic scum. In times past their bestial strength has been a hindrance to
the goals of vampires. Fortunately, at present, there are few enough of them in Skyrim. However, rumors
abound that the vaunted companions may be tainted by the curse of Hircine. Cleanse the land of their
offensive presence.
The Vigilants of Stendarr seek to thwart the undead at every turn. Whether they are mindless creatures
shambling in their tombs or sophisticated intelligent beings with their own agendas means nothing to the
zealots. Their interference if left unchecked, would become most irksome indeed, and consequently they
must be dealt with.
Magical Proficiency
Vampires are often cut off from civilized society. Walking amongst the common folk in their true form
would inspire fear and provoke violent reprisals. So they must learn to compensate. They often spend
long years of study mastering magics to aid them in this matter. They cast illusions to disguise
themselves and charm others, and conjure creatures to serve them.
32
Warrior of the Divines
In dire times, when the threats against the living become extreme, or the walls between planes grow thin
and daedric plots run rampant, the Nine Divines bestow their power upon a mortal champion who will
stand against the rising darkness. Even when such a champion is not afield there are those who seek to
emulate his purpose and his strength, holy warriors who are equal parts priest and soldier. These men
and women hear the call of The Divines and dedicate themselves fully to the cause of righteousness.
The surest way to display one’s devotion to the Divines is to go on a pilgrimage. To visit all of the
temples of The Divines scattered throughout Skyrim and pray. Once you embark upon this journey, you
must go the whole distance on foot; seek not to hasten your journey with horse or carriage. Brave the
perils of the open road, with every step taken, every danger faced, you prove your dedication.
An important part of the pilgrimage is spreading the teachings of The Divines throughout the land. On
your journey, be sure to instruct the populace in the ways of compassion and charity, mercy and nobility,
and all of the other divine virtues. Share the stories of the blessed heroes and wise rulers whose
devotion and strength has made the world what it is today.
Though they helped to create the mortal realm, the work of the divines is never finished; for them new
goals arise, and the people must be reminded of the importance of their teachings. It is up to their faithful
to act as an instrument of their providence, to complete quests and demonstrate the love of The Divines
in a tangible manner.
Kyne's Sacred Trials The Blessings of Nature The Book of Love The Heart of Dibella
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Clear Out 10 of the Following Draugr Tombs
The heroes of old, the honored dead deserve to rest. But in Skyrim, malign influences creep into their
resting places and pry them from their slumber. The land abounds with walking corpses who torment the
living. Show them the mercy of Arkay, return them to their eternal sleep.
The nightwalkers are anathema to all living things. They plot and spread corruption and destruction
wherever they go. Cleanse the land of their vile influence, wipe out their dens, leave them no place to run
except the searing light of day.
Bloodlet Throne Broken Fang Cave Haemar's Shame Mara's Eye Den
Shriekwind Bastion
To be a divine instrument is no small thing. One must be worthy of such awesome responsibility. It
takes wisdom, courage, strength and compassion. One must be able not only to heal the sick and injured,
but also to stand as a bulwark against the perilous and perfidious.
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Gain the Favor of the Divines
Each Aedra has a particular portfolio, a certain aspect they embody. They are the pinnacle of a set of
qualities of reality, and they espouse reverence for these qualities in those who follow their ways; for
Mara it is compassion, for Stendarr, Mercy, for Julianos, wisdom, and so on. To be worthy of the gifts
the divines bestow, one must evince each of the nine noble traits through their actions.
Zenithar -- smith at least 10 items, accumulate 2,000 gold from trade with merchants
The faithful often wear necklaces as symbols of devotion to their patron deity. Show your devotion to
each of the nine.
Restrictions
Laryngitis -- no shouting
Lonely -- no followers
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