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Destroy the companions - posted in Skyrim Mod Requests: think about it. Roleplaying a vigilant of stendar type of character wouldnt they want to destroy the companions upon discovering the hidden secret of the circle? Wouldnt that be akin to daedra worship to a vigilant of stendar? Instead of destroying them completely (considering it is possible to cure farkas and vilkas) make it to where. Skyrim: 20 Best Wives & How To Marry Them. From Aela to Mjoll the Lioness, here are our picks for the best wives in Skyrim, as well as tips for gaining their trust and romancing them. The guild known as The Companions have quests are reminiscent of the Fighter's Guild quests from past Elder Scrolls games, but are less generically.
This article is about the Companions faction. For companions for the player, see Followers.
The Companions are a group of warriors who take on private and public contracts for the people of Skyrim, and who purportedly carry on the tradition of the Five Hundred Companions of Ysgramor. Although the two groups offer a similar service, the Fighters Guild historically had a strong presence in Skyrim until the Companions seemingly replaced it entirely in the Fourth Era. They are based in the city of Whiterun, within the mead hall Jorrvaskr. The most elite members are included in the Circle of Jorrvaskr, and the chief councilor and arbitrator is known as the Harbinger, after Ysgramor, the 'harbinger of us all' and the only real recognized leader of the Companions. Each new Harbinger is chosen by the last.
To learn more of the Companions and their history, see the lore article.
- 2Membership
- 3Quests
Jorrvaskr[edit]
The Companions' sanctuary is the Nordic longhouse just below Dragonsreach, in the Winds District of Whiterun. This is an ancient and honored mead hall where generations of the Companions have met. According to local legend, Jorrvaskr is actually the oldest building in Whiterun. It existed alone on the mountain while the city was built up around it over the centuries. It features a main dining area, below which are the living quarters for the whelps and for the Circle and Harbinger.
Outside, there is a training area, and close by is the Skyforge, where the Companions' weapons are formed. The forge itself is large, ancient, and built outside on a mountain, close to the sky. Below the Skyforge is a ceremonial area known as The Underforge, which is out of bounds except on rare occasions.
Membership[edit]
Members of The Circle at the initiation ceremony
Joining[edit]
- You may apply at their guild hall Jorrvaskr in Whiterun by speaking with Kodlak Whitemane.
Benefits[edit]
- Master level trainers in Smithing, Heavy Armor, and Two-handed
- Expert level trainers in One-handed, Block, and Archery
- The ability to become a werewolf
- Access to Skyforge Steel weapons and Wolf Armor
- Improve the Skyforge to make Ancient Nord armor and Nord Hero weaponry.
- Several members become possible followers after the quest line is completed.
- Followers who are also trainers give 'free' training (train and then trade the gold back)
- Shield of Ysgramor and Wuuthrad
- Never-ending supply of Radiant quests
Leadership[edit]
Once the Companions quest line has been finished, you are named Harbinger. The advantages are that now you can command most of the Companions to aid you in battle, and you can now forge Ancient Nord Armor and Nord Hero weaponry at the Skyforge.
Quests[edit]
Primary Quests[edit]
The primary Companions quest line consists of six quests; multiple radiant quests must also be completed over the course of the quest line. Three achievements (50 points; 2 Bronze and 1 Silver) are unlocked by the Companions quests.
Quest | Achievement |
---|---|
Take Up Arms: Prove you are worthy to join the Companions. | 10 pts/Bronze |
Proving Honor: Claim a Fragment of Wuuthrad from Dustman's Cairn. | |
The Silver Hand: Join the ranks of The Circle and clear Gallows Rock of werewolf hunters. | 10 pts/Bronze |
Blood's Honor: Claim the head of a Glenmoril Witch for Kodlak Whitemane. | |
Purity of Revenge: Retrieve the Fragments of Wuuthrad and wipe out the Silver Hand. | |
Glory of the Dead: Cure Kodlak's spirit and become leader of the Companions. | 30 pts/Silver |
Radiant Quests[edit]
These quests are available after completing Take Up Arms and are repeatable:
- Animal Extermination: Fulfill a contract given to the Companions to kill an invading beast.
- Animal Extermination: Fulfill a contract given to the Companions to clear out a beast den.
- Hired Muscle: Fulfill a contract for the Companions to bring a citizen back in line.
- Trouble in Skyrim: Fulfill a contract for the Companions to clear out a troublesome area.
- Family Heirloom: Fulfill a contract for the Companions to retrieve a stolen family heirloom.
- Escaped Criminal: Fulfill a contract given to the Companions to hunt down an escaped criminal.
- Rescue Mission: Fulfill a contract given to the Companions to rescue a kidnapped citizen.
These quests are available after completing The Silver Hand and are repeatable:
- Striking the Heart: Assassinate a leader of the Silver Hand.
- Stealing Plans: Search a Silver Hand hideout for information on the location of their headquarters.
- Retrieval: Journey to a random location to retrieve a fragment of Wuuthrad. (This quest is unavailable after Wuuthrad is reforged during the Quest Glory of the Dead.)
These quests are available after completing Glory of the Dead and are repeatable:
- Purity: Help a member of the Circle give up their beasthood. (Only Vilkas and Farkas wish to be cleansed, so you can only do the quest twice.)
- Totems of Hircine: Journey to the given location to find a Totem of Hircine. (This quest is only available while you are a werewolf, and can only be done three times, after which all Totems will have been found.)
- Dragon Seekers: Go to a dragon lair with Farkas or Vilkas and kill the dragon. (This quest also requires you to have completed Dragon Rising.)
People[edit]
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Notes[edit]
- Within the Companions exists The Circle, an inner sub-faction of the highest and most prominent members, all of whom are Werewolves.
- When the game tells you to 'Talk to the Companions leaders for work', this generally means Farkas, Vilkas, Aela and Skjor. However, not all of them will necessarily have jobs for you at this time, but at least two of them will.
Bugs[edit]
- The reward amounts for radiant Companions quests do not progress as intended. Instead of progressing evenly from 100 gold for levels 1-9 up to 300 gold for levels 40 and above, the reward given is 100 for levels 1-9, 150 for levels 10-19, then 300 for levels 20 and above. The level is also based on when the player completed the previous quest (or level one for the first quest), not the player's level when receiving the quest or its reward.
- This bug is fixed by version 3.0.3 of the Unofficial Skyrim Legendary Edition Patch. (details)
- The Silver Hand radiant quests are available even after annihilating the Silver Hand.
- This issue has been addressed by version 1.3.3 of the Unofficial Skyrim Patch; the quests are no longer available once Purity of Revenge begins. (Note that this can make 100% quest completion for the Companions more difficult.) (details)
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Skyrim Destroy The Companions Legacy
Quick Walkthrough[edit]
- Kill the leader of the assigned location.
- Return to Farkas.
Detailed Walkthrough[edit]
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. Gardner denver integra air compressor service manual. The quest is randomized and repeatable.
Radiant Options[edit]
The target location is randomly chosen from 118 possible locations, amounting to a majority of the dungeons that contain boss-type enemies. The location will be limited to holds that you have previously visited, so early in the game you may only receive destinations within Whiterun Hold, but later in the game there are many more possible destinations. Possible types of locations are:
- A Bandit Camp or Bandit-Occupied Fort: (28 possible locations) — 'Nothing but a bunch of lowly bandits. Cowards, who will take little effort.'
- A Draugr Crypt: (17 possible locations) — 'The restless dead. Not pretty, but if you don't stop them, they'll move on to the locals.'
- A Falmer Hive: (12 possible locations) — 'The Falmer. There have been reports that they've been attacking people at night.'
- A Forsworn Camp: (8 possible locations) — 'It's a problem with the Forsworn. Unpredictable, unknowable, and dangerous. Be careful.'
- A Giant Camp: (12 possible locations) — 'It's a clan of giants. The war is driving them out of their lands, and they've started attacking settlements.'
- A Hagraven Nest: (11 possible locations) — 'You'll be clearing a nest of those Hagraven things. I've never faced one myself, but I hear.. disturbing things about them.'
- A Spriggan Grove: (8 possible locations) — 'Oddly enough, Spriggans. Usually they let alone, but for some reason, this particular grove isn't.'
- A Vampire Lair: (6 possible locations) — 'Bloodsuckers. Vampires. Take every precaution. One bite, and you could end up as one of them.'
- A Warlock Lair: (17 possible locations) — 'Rogue wizards. I've never trusted magic types. The College is bad enough. Destroy them.'
(Note that the provided categories list all locations with the given type of occupant, including locations that do not have a boss-type enemy and therefore cannot be possible destinations for this quest).
Reward[edit]
Levels† | Reward‡ | USLEEP Reward |
---|---|---|
1-9 | 100 | 100 |
10-19 | 150 | 150 |
20-29 | 300 | 200 |
30-39 | 300 | 250 |
40+ | 300 | 300 |
†Level is based on when the player completed the previous quest (or level one for the first quest), not the player's level when receiving the quest or its reward.
‡The reward amounts for radiant Companions quests do not progress as intended.
- This bug is fixed by version 3.0.3 of the Unofficial Skyrim Legendary Edition Patch. (details)
Notes[edit]
- If Dragonborn is installed, some radiant locations may be on Solstheim. If you are in Skyrim, you will not receive a quest marker pointing you to the quest location, but must travel to Solstheim first (at which point any quest markers you have to quests in Skyrim will disappear).
Bugs[edit]
- If you clear Driftshade Sanctuary (or any of radiant locations this quest can get) prior to starting this quest, it may become uncompleteable. This bug can occur even if you haven't discovered the location to which the quest directs you.
- You may use the console to manually enable the next stage in the main companions quest line. First enter the command
setstage C01 0
thensetstage CR05 0
and thensetstage CR05 20
; then speak to whoever who gave you this quest so you can finish this quest without doing it again. This seems to work, though other issues may or may not arise later (has not been thoroughly tested). - You can also use the console command
setstage cr05 20
to manually progress the quest to the next stage. - If you are using console commands, you should deselect the quest beforehand; if you do not, the quest may remain highlighted, leaving a permanent quest marker on your map.
- You may
resurrect
the bandits and kill them again.
- You may use the console to manually enable the next stage in the main companions quest line. First enter the command
- The quest is greyed out in the journal (completed) when you've returned to Farkas.
- The quest is switched to 'completed' at a point outside of Whiterun as you return. (This bug is from multiple radiant locations.) Whether you fast travel or not back to Whiterun, the quest is 'completed' but you can not accept further work as you are stuck on this particular quest.
- Use the console command
setstage cr05 100
. You will receive a reward and be able to ask for more work. - Another solution is to load a save prior to taking the quest, decline it when offered, then take a quest from another Companion leader.
Quest Stages[edit]
Skyrim Destroy The Companions Guild
Trouble in Skyrim (CR05) | ||
---|---|---|
Stage | Finishes Quest | Journal Entry |
10 | A group of bandits has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. | |
A group of draugr has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. Objective 10: Kill the leader of <Alias=Location> | ||
A group of Falmer has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. | ||
A group of the Forsworn has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. Objective 10: Kill the leader of <Alias=Location> | ||
A group of giants has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. | ||
A group of hagravens has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. Objective 10: Kill the leader of <Alias=Location> | ||
A group of spriggans has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. | ||
A group of vampires has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. Objective 10: Kill the leader of <Alias=Location> | ||
A group of warlocks has been causing trouble in <Alias=LocationHold>. I've been asked to clear out <Alias=Location>. | ||
20 | I cleared out <Alias=Location>, so <Alias=LocationHold> is now a bit safer. Objective 20: Return to Farkas | |
200 |
Skyrim Destroy The Companions Fallout 4
- The following empty quest stages were omitted from the table: 0, 1, 100, 250.
Notes
Leader Of The Companions Skyrim
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