Skyrim Destroy The Companions
You will now have to do many more radiant quests (Animal Extermination, Hired Muscle, Trouble in Skyrim etc.) in order to get through the whole Companions questline. Earn your status! Focusing very much on the first part with you as a regular member and not being part of The Circle, which is only reserved for the leaders. The fifth installment in Bethesda's Elder Scrolls franchise is set in the eponymous province of Skyrim, where the ancient threat of dragons, led by the sinister Alduin, is rising again to threaten all mortal races. I was rather disappointed with The Companions' questline myself. It was fun, but seemed rather short for my liking.
Este artigo é sobre the Companions faction. Para companions for the player, veja Followers.
Os Companheiros são um grupo de guerreiros que assumem contratos públicos e privados para o povo de Skyrim e que supostamente seguiram a tradição dos Quinhentos Companheiros de Ysgramor. Por mais que ambos grupos ofereçam serviços semelhantes, a Guilda dos Lutadores históricamente teve uma presença marcante em Skyrim até o que parece ser uma substituição deles pelos Companheiros na Quarta Era. Sua base é na cidade de Passo Branco, junto com o salão de hidromel de Jorrvaskr.Os membros de elite estão incluídos no Círculo de Jorrvaskr, e o conselheiro e árbitro principal é conhecido como o Precursor, depois de Ysgramor, o 'precursor de nós todos' e o único verdadeiro líder reconhecido dos Companheiros. Cada novo Precursor é escolhido pelo último.
Para saber mais sobre os Companheiros e sua história, veja o artigo da lore.
- 2Membership
- 3Quests
Jorrvaskr
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
Joining
- You may apply at their guild hall Jorrvaskr in Whiterun by speaking with Kodlak Whitemane.
Benefits
- 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
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
Primary Quests
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
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.
These quests are available after completing Glory of the Dead and are repeatable.
- Purity: Help a member of the Circle give up their beasthood.
- Totems of Hircine: Journey to the given location to find a Totem of Hircine.
This quest is available after completing both Glory of the Dead and Dragon Rising and is repeatable.
- Dragon Seekers: Go to a dragon lair with Farkas or Vilkas and kill the dragon.
People
Skyrim Destroy The Companions Legacy
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Notes
- Within the Companions exists The Circle, an inner sub-faction of the highest and most prominent members, all of whom are Werewolves.
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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. 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 |
- This bug is fixed by version 3.0.3 of the Unofficial Skyrim Legendary Edition Patch. (details)
Skyrim Best Companions
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]
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 |
- The following empty quest stages were omitted from the table: 0, 1, 100, 250.