House of Horrors (Molag Bal). Molag Bal Molag Bal Sanctuary

The mod is absolutely overrated in my opinion.
At first everything was excellent - a mysterious place, the circles of hell, everything. In fact, I didn’t even care about lority, there was simply interest in something new, in a sense, even professional chtoli. But when I entered these circles ... god. I have never experienced anything more boring in my life. The creators, obviously under the impression and inspiration from dark souls, tried to do something similar, but in the end it turned out to be some kind of shooting range or even rather a training ground, where you will not seem to be finished a little, regardless of your equipment. It was only later that I realized my mistake, when Avarice began to pass through the first circle. Probably the most boring circle, which simply discouraged all the desire to go further because of the endlessly spawning mobs, which I simply didn’t want to kick and the unreal boss at the end (but he still somehow gave pleasure to hell with him). The rest of the circles are simply not memorable. Because in essence they are not what the creators of the mod called them. They thought that call the location "lust", stuff naked NPCs in there, and then make the player run back and forth and it's interesting ... well, honestly it's not. As with the rest of the circles. The maximum that awaits you is a location with the name of the circle of hell and slightly altered standard skyrim mobs, which they called to match the circle. Sinful offspring like the Skyrim giant, Sinner, Love Itself, Greed in the form of a skeleton with an ax, Gilded ebony warriors and further in this spirit (even the creatures of Shoggoth were dragged there for some devil). Just a battle, just a massacre, just cutting my way through the thick of enemies to the last so-so boss, which, in principle, does not cause any difficulties (although some of your burning scripts and running around made me go through this nonsense faster and faster).
It was good, but there is so little of it. Clothes? Well, so-so, except for one sword of Greed, the rest is not sharpened and in fact is not needed, and from the armor there is only a ring of an infernal thief (+ hack, skr, kar.kr.).
Some circles had very good inclinations, it is true. These are the ones that tell the story of Verilia. For example, with violence (or anger, sorry, I don’t remember). The scene with Whiterun is also bad. At such moments, it seemed like the circles were doing 8 different people with different visions, what the mod was supposed to be about. Was he supposed to add something of his own - to be a reflection of the hero to match the name of a circle with an interesting plot, really confusing situations, or is it just shredding adversaries whom you call "Greed" and shove at the end of the level and here you have a location ready. And so they seemed to be arguing until they created an incomprehensible mess.

I’m not so much upset as disappointed.
Well, really, what does the broken ship have to do with Betrayal? With some kind of captain's corpse and burning cabins and ... that's all. Five minutes maximum for this circle and there is nothing that justified the name "Betrayal". Chest traps? Draugr sleeping on the bed? Well, this is more suitable for deception, but in deception we just have a bunch of draugrs, clearing the dungeon, a dragon - that's it. Also five minutes. Seriously? Well, is that all you could think of? No trick-or-treating passages for you, or there are supposedly moments "I need to go there," but in fact there is no, there is no need to go there, or some situation with two Verilias, let's say. No, just meat. But in lust this delirium is rife. Okay, to hell with him.


Separately, of course, I would like to say about the voice acting, it is not bad. Virilia, Molag Bal, Charon, Lucy - the effects on the voices, the presentation itself is worthy.
TLDR- the mod would have turned out excellent if they, instead of focusing on creating a bunch of mobs through which you have to cut your way to the final, created an interesting story about how the main character is trying to get out of these circles, goes through them, so to speak. If a molag ball would have caught him and mocked him, made him experience nightmares. And so it's just an arena, where the scenery is replaced.

Syndrome of Bezzy - the main character should be the main character everywhere and run everything. Honestly - tired of it. Molag Bal proclaims you the champion of all inferno and one of your pieces (which the other guys like nocturnal, sitis or hircina will tear apart according to their plans) will forever languish in this infernal hell.
(Killing the guys in the limbo will not work either - the merchant has immortality and a splash with a billion damage. Most likely this is so, because with my thousand health he vanshoted me)

Description:
This mod takes you to one of the worlds of Molag Bal. His name is Inferno. The souls of restless sinners forever fall into this terrible place, where they become toys in the hands of a cruel deity. If you are not afraid to leave your soul in the afterlife, then you will be asked to take the post of a local champion, who has already grown decrepit and needs to be replaced. To do this, you need to defeat him in a fight. But before that, clear out all the circles of hell! You cannot take your companions into this world, but on your journey you will be accompanied and protected by the pretty warrior Virilya.

Quest start:
To start the quest, you need to get to the altar of Molag Bal. It is located north of Solitude and is marked on the map. Near the altar, you will meet the ghost of Virilia, who will help you to cross over to the afterlife.

Installing and uninstalling the mod:
Standard. But it is better to use the mod manager so that you do not manually clean the scripts when uninstalling.

Known issues (haven't played this mod before, don't know what or how):
- the faces of Virilia, Evesa and Yilmaz differ from the body color (could not solve the problem with Virilia's meshes, or she has a dark face, or with a normal complexion, but bald and without eyes)
- nothing can be taken from the killed ghosts, except the soul.
- not all monsters contain swag, only large and bosses
- the conflict of meshes in the Witch, the bartender Tralian and the bard Dalin. When approaching them, the game freezes. Tralian does not trade. I ended up making them full of ghosts. Now Elianor's mushroom is walking sadly in the bar.
The main trader Yilmaz is trading normally.
- game saves go in a separate branch (I don't know how it was before). When loading the mod saves, the game swears at active modifications and unavailable achievements, but when you exit back to Skyrim, everything is normalized. But the saves begin to be numbered from 001. This does not affect the game as a whole.
I would be glad if someone can help to work on these errors.

Testing:
Cleared 5 circles (screenshots are personal). There were no bugs or crashes. In general, the mod is running steadily. Except for the problems listed above.

Parting words:
Don't go to the underworld with a low level. Trampled and ground to dust.




Lords of Daedra Walkthrough 16802
7 September 2008 4:09

Molag Bal's sanctuary is located west of the Imperial City, south of Chorrol, north of Skingrad, next to the sanctuary to the west of it are the Serpentine Hole and Redguard Valley caves, southeast of the sanctuary is the Fort of the Wooden Hand ". To complete this task, you must reach level 17. If you find yourself at the sanctuary by accident, then you will need to talk with the priest Molag Bal, whose name is Amir. He will tell you that first you need to make an offering to Molag Bal in the form of a Puma (Lion) skin. Molag Bal wants you to be led astray by the true ex-warrior Melus Petilius and gives you the weapon that will assist you in this endeavor, the Cursed Mace. To begin with, he sends you to Brindle's house to scout the situation. The house is located near the sanctuary to the southwest. You don't have to go to the house itself, just find someone from the local residents who live next to them only three, and they usually hang out all the time, just north of Brindle's house. Ask them about Melus Petilius and they will tell you that he is a true righteous man, as well as that his wife recently died and he is very grieving for her. Melus Petilius's house is next to Brindle's, a little more southwest. If you watch Melus Petilius, you will notice that he goes to his wife's grave every day at about 10 o'clock. The following algorithm of actions is far from obvious, but quite logical. You need to take advantage of Melus's moral and psychological state to do your dirty deed. Place the "Cursed Mace" next to the grave and wait for Melus to come to the grave. When he comes to the grave, you better save yourself, because a glitch may occur here. Now you need to hit Melus Petilius with your fist, then he must pick up the "Cursed Mace" left by you from the ground and start hitting you. If this does not happen or he starts attacking you with something else, then reboot and try to somehow adjust the location of the mace or try to repeat the operation the next game day. When he starts hitting you with the "Cursed Mace" do not resist, wait for your death, and you will find yourself at the sanctuary of Molag Bal safe and sound. Talk to the statue and receive a reward from him, this is the "Mace of Molag Bal". The mace is enchanted to drain 5 units of power and 5 units of magic on impact.

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Sheo, - the tone of the Prince of Pleasure is quiet and insinuating, the smile is mysterious, and the hand reaches for ... - Sheo, fuck. Eights don't hit the ladies. The new Sheogorath is only trying to grasp the proposal, swaying so dangerously that you have to catch him by the sleeve and just put him on a chair. Sanguine, of course, loves a certain type of drinking, after which the next day there are a couple killed in a drunken brawl and a couple almost drunk to death - but the last incident, as a result of which two Daedric Lords stuffed each other's muzzles, was clearly overkill. Because not in sight of mortals, well, Dagon roll! “Then… then… get lost! “Dozens of ladies don't hit either, Sheo. Sanguine is almost phlegmatic. He just looks at the golden-black eyes, slightly squinted from the inhuman dose of alcohol. I wonder what their color was before the transformation - blue, brown, green? And, do not give a damn - any strikingly would be combined with the disobedient light brown hair of a greyhound utyr. - Oh, - hic! - So?! Sanguine just sighs very, very hard, looking at the next card. - Yes, Sheo. The jack is the card that beats the queens. The Madman's cute face is deformed into a long joyful "Yyyy", and Sanguine decides that he is most likely too drunk to carry out his plans. Although, probably, had he been less drunk, the idea would have failed miserably. In any case, such beauty should not go to the orcs when they have ... - You puffed again, San, - Sheogorath again grins merrily - sorry, not lustful - and stretches out: - Sooo choo ... - And I remember without you, a pot-bellied little thing, - Sanguine concentrated trying to cope with a little tangled fingers, and therefore good-natured. But finally, the buckle quietly tinkles, yielding, and the belt remains in the hands, and the pants fly down, freeing the owner's pride - graceful legs - from their captivity. Although, in fact, Sanguine, the Prince of Pleasure, has his whole body pride. However, one site is especially. The same one, still closed with a loincloth. - Rmen! And yet Sanguine loves New Sheogorath outrageously. Even under a degree that is too high for the not-to-the-end Daedroth, red from wine, brandy, wine mixed with brandy, flin, neck, skooma - all at once - it remains menacingly solemn. Even almost falling off a chair or falling to the jamb. If he wants, of course. - Rmen! - Sheogorath repeats again, but with more threat in his voice. Sanguine thinks he’s probably starting to understand why Dagon was mad at this fucking guy and why mortals called him Champion of Cyrodiil. And how not to name it? An expressive profile, eyes shining with danger, and he is still drunk ... - Blt, Sny, myzh agreed. Rmen brsay, he is poor for his clothes! The Prince of Pleasure only flicks it thoughtfully. In general, Sanguine knows many uses for such a seemingly simple subject. For example, they can easily pull the arms of an already openly inhibited boy. Or to whip with a certain force on sensitive places - for some reason Sanguine is sure that the young Prince does not yet know such pleasures. Or ... Sanguine throws the belt aside, because tempting oneself is the last thing, and, well, really, is he Molag Bal, or what? In response, Sheogorath only grins. Still not lustful. It's still a shame. However, Sanguine can easily change that. After all, the cards in his hands are shuffled, flickering with inhuman speed. In general, of course, he is acting dishonestly, because cards are not his sphere: a phenomenon controlled by the deceiver, Vile. But only beginner masters of the park work in companies that are a little more sober than Sheo now, but still dead drunk, so that you didn't need to try too hard. So, in fact, he remains on his territory. Sheogorath only monitors the sleight of his hands, blinking funny, inhibited. Just about to pass out, in a game or two. Yes, Sanya, it was not the best idea ... - Well, a trifle, another party? - and yet Sanguine loves the look of Sam Gavan. Because not every mortal creature will rush at the imposing four-horned dremora, and if it does, it is not necessary without the intention of taking off the head of the Oblivion creature. It is certainly easier for a human being. However, not everyone will throw themselves at a person. This is indirectly confirmed by the young Sheo, casting a dull look at him and almost soberly from fright declaring: - No, San. I don’t want to see you naked. In general, at this point, Sanguine is not sure if he is more admired or disappointed. After all, prey that can interrupt the hunt, being a foot from the snare - oh, what kind of prey it is! .. What kind of prey? Uncaught. “But I still want to play,” the Prince of Pleasure remarks calmly, stirring the cards and gazing intently at his younger companion. - Yes, and you, I feel, too. - Well, not to undress! - Sheogorath blushes more than from wine, and, Anu and Padomay, how does this paint suit him! .. - And what then? - Sanguine purrs, really purrs, remembering that the Khajiit call him the Blood Cat. Heavy drunken thought is reflected on Sheogorath's face. Sanguine can see the gears in the former Champion of Cyrodiil's head spinning slowly and creakingly. Finally, he looks up and issues his verdict: - We play for information. This is probably the first time Sanguine's face is pulled out for this little binge of card games. - Nenuacho. I don’t know about you, Lords. Straight ni-scam-poo-shen-ki, - Sheogorath barely maintains an upright position and somehow vaguely threatens with his index finger, but continues to expound. - And we, like, colleagues. And I, like, should now be more mine than people. But how can I do it if I don't know anything ?! Sanguine just nods and deals the cards. Be that as it may, this tirade really captivates him. Shorovo heart, what crazy rationalism! No, the boy is really in his place. And he, of course, will need a guide in this complex Daedric world. Haskill? .. "Scamp with two!" - thinks Sanguine, absentmindedly answering: - Four ace! - There are two of them, Sheo, but persuaded. - But those are still the king! “It's a nine, Sheo, but I like your way of thinking. Of course, the question of who has a whole heap of cards left by the end of the game is not at all worth it. - Well, tell me, - the naive boy is simply beaming with complacency. Sanguine thinks what to tell, very shortly. Then he returns a smile to Sheogorath, gracefully flows onto the bed and whispers intimately: “Almost all Daedra Lords have been in my bed. Except one. Sheogorath's smirk slowly turns into a nine-why-I-found-it-out grimace. Sanguine sees an unasked question in the boy's eyes and is ready to give an answer to it when New Sheogorath understands everything anyway. The chair falls, helplessly creaking all the legs at once, and Sheogorath begins to rush around the small room of the tavern like a wounded beast. Only fragments of phrases reach Sanguine: - To the Daedrots, all sixteen and ... well, what a scamp ... Sanguine is ... a fool, a fool, a fool! ... We must play on ... - Desire? Sheogorath stops rushing about and slowly turns around. Sanguine sits again, again deftly shuffles the cards and smiles. The very same smile that is attributed in the Outer Worlds to the One who gathered all the Lords in himself. - Cho? .. - Well, the winner makes a wish for the loser. Make up your mind, Sheo, you've been winning all this time! The boy thinks, feels the catch with his skin, but still nods uncertainly. This turns out to be his biggest mistake. At least that's what Sanguine thinks, with some even regret looking at the chalk-white face of the former hero, which closes a fan from almost an entire deck. No, did he really think that they would give in to him forever? Sanguine gets out of bed and grabs Sheogorath by the wrist. He does not resist - honest, paladin of Martin and the Nine, who knows what it means to pay off debts. But Sanguine won't ask for much. Here's the truth. Well, he is not Molag Bal ... Champion of Cyrodiil opens his eyes because the first sunbeams of the coming day are jumping on his face, and immediately closes his eyes. My head hurts. No, this is not the right word - the head is splitting, as if Jyggalag had hit it with a sword. And his sword, by the way, is as heavy as a scump knows what. And so the Champion of Cyrodiil is trying to fall asleep with a rumble in his head, waves of rolling nausea and warm breath in his shoulder. He almost succeeds at the moment when a cold sweat breaks through the body. Breathing into the shoulder. He doesn't remember what happened last night - only Sanguine, this room and the maps. And Barbas, who barely agreed to stay in the stable. Further - emptiness. As he struggles to figure out who the Daedra is, without opening his eyes so as not to face the worst of his assumptions, the puffing from behind briefly stops. Sheo is dumb in a way it has never been, even in the Dead Lands. Then an arm wraps around him. MEN'S hand. - You are already awake, my joy, - Sanguine purrs sleepily - obviously, Sanguine! - from behind. - Get some more sleep. Today we have a difficult transition according to plan. Sheogorath jumps up, straightens like a string, despite the fact that Sanguine yawns, and he himself is troubled, like the sea during a storm. “All right, my dear,” the Daedroth shrugs. - If you do not want to sleep, do not sleep. By the way, a little about the bed ... Sunwin stretches and hands him a red rose. ROSE. - Yesterday evening was just wonderful, Sheo, - Sanguine looks in the eyes, and his face, as Sheogorath understands with horror, is getting closer. And at the moment when the lips of the Prince of Pleasure cover him ... - Dremoras are yours, San. What kind of circus with horses did you even arrange? Barbas doesn't understand. He does not understand so much that even his tail coils into a question mark, contrary to all the laws of zoology. “I don’t understand what you’re talking about,” the Prince of Pleasure states confidently, wiping the still-bleeding from his nose. Barbas would have patched it up if he was a Daedroth or a human. But, alas, alas, he is just a dog, and New Sheogorath, white as chalk and red as poppy alternately, ran far ahead and tries not to even look back. However, he does the right thing. Because on the face of Sanguine, on which as if a crazy cat in heat was driving with its claws, incredible satisfaction slips from time to time. Barbas is happy about this, because the scuffle, which ended, apparently, is bad for Sanguine, in the presence of Sheo in such a state, it can end much more fatally. Moreover, the Daedrenok ran far ahead, and he and Sanya have a very, very important issue on the agenda. Because ... - San, I'm not a fool, unlike him. Sanguine raises an eyebrow, as if he can't figure out what the phrase is about. Barbas sighs heavily and tries to reach the conscience of the shameless one: - San. You haven't slept with him. - Why do you think so? Sanguine looks at Sheogorath's back, grinning. Tom is uncomfortable. He clearly feels the gaze between the shoulder blades. But it doesn't turn around. “Because I remember what happened to Clavicus after the first night with you. He grinned like a skittish and staggered like a drunk. He also had a terribly aching ass. In addition, Sheo ran out from you fully clothed, which in this state he would not have done if he had not been ORIGINALLY clothed. Sanguine frowns and snorts, but still, backed up with argumentation to the wall, easily agrees: - Didn't sleep. - THEN WHAT THE FUCK, SAN ?! - Barbas howls, and his tail seems to curl into a question mark and an exclamation point at the same time. The four-horned shrugs his shoulders and winces from the pain in his face, but still answers: - Simple. Barbas is outraged. And he knows very well that the Daedric Princes do not do anything "simply", especially with other Princes. So after half an hour of growling and barking, Sanguine finally confesses: “Okay, okay. He lost my wish at cards. And I asked for a kiss, which, apparently, I took at the wrong moment. Barbas snorts. Everything becomes clear, but ... - Why just a kiss? San, he's a man of honor. Would do whatever you ask and not frown. Sanguine's multi-colored eyes are so reproachful that Barbas whines and tucks his tail between his legs. - Who do you take me for, buddy? I am the Prince of Pleasure. Repeat by syllables? Nas-crap-de-niy. No rape. Imagine my name is Sanguine, not Molag Bal. I took only what I wanted. And he - heterochromatic eyes sparkling - will come for whatever he wants. If it comes. - And what, it was worth a kiss in the blood of a scratched face? - this is frank sarcasm, because Barbas knows very well that he is not. But Sanguine once again wipes the blood from his lip and admits: - I was worth it.

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It seems to Sanguine that in front of the entrance to the house the abnormal Nerevarine put a mirror, full-length, but godlessly crooked. The next moment he clearly understands: there is no mirror.

Azura

The Azura "s shrine is located in the northeast of Cyrodiil, just north of Lake Arrius. Talk to Mels Maryon. From his words, it will become clear that in order to summon Azura, you need to present her with a" shining dust "(Glow Dust) at sunrise or sunset (between 5 and 7 o'clock in the morning or evening).

This ingredient is easy to find in the remains of creatures called will-o-the-wisp (only appear if you have a high enough level, about 9-10. It's easy to find, but it's not so easy to kill - they have immunity to ordinary weapons, stock up on spells, or enchanted weapons). Another option is to buy in the alchemy shops of the capital or grab the dust in the basement of the Mages Guild in Bruma.

Having obtained the offering, return to the statue at the time indicated above, "activate" it and listen. From the words of Azura, we learn about some of her followers who settled in a nearby mine, they need to be given "eternal peace". Note that they are vampires, so we recommend stocking up on potions for curing diseases, so as not to catch any infection. We leave for the Gutted Mine, following the marker, we kill three vampires that are not very far from the entrance. We will find two more, having moved a little deeper into the mine through a secret tunnel (the entrance to it will open if we disturb the pebble hanging nearby on a string). After all five are dead, you will receive a message that Azura is waiting for you. We come back.

The reward will be a pretty good artifact - Azura's Star, which is a "reusable" soul gem (it does not disappear after being used for enchanting or recharging).

Boeth

Boethia's Shrine is located far to the east of Cyrodiil, in the mountains. You can find it by moving southeast of Cheydinhal along the mountains. Talk to Haekwon. You will need a Daedra Heart as an offering. ...

You can find it in the remains of a humanoid Daedra - Dremora and Xivilai, or you can search in alchemical shops. If the search is completely hopeless, we go to the Anvil Fighter's Guild, and we see a heart lying there under the lock in a demo box (we will have to work with a lockpick.)

After making an offering and listening to Boethiah's speech, enter the portal that opens next to it. You have to take part in the "Tournament of Ten Bloods". Before entering, stock up on more powerful weapons, besides, it would be nice to get rid of extra pounds in your inventory (because there will be something to take out). You have to fight with nine chosen ones (one fighter of each race, different from your own). We go from gate to gate, behind each of them there will be an enemy (do not forget to search the killed). After defeating everyone, there will be a portal behind the next gates that takes you back to reality.

We speak with Boethiah and receive as a reward the Golden Sword (Goldbrand) - an excellent blade, enchanted with fire strike. Please note, unlike TES 3: Morrowind, it will not be possible to turn it into a more advanced version, so be content with the gift.

Clavicus Vile

To receive the quest, the hero needs to be level 20.

Clavicus Vile's Shrine is located southwest of Imperial City and is easiest to find by driving from Skingrad northeast along The Gold Road. "Raska (Ma" Raska) will tell you that 500 gold is needed to offer the statue.

From the words of Clavicus Vile, you learn that he needs a sword, with the soul of Umbra (a warrior who had some business with Vile in the past) enclosed in it. However, those who passed Morrowind may recall a hefty orc in the mountains near Suran). The Daedra prince will advise you to start your search in the area of ​​the village of Pell 's Gate. On the way there you will suddenly hear a strange voice. It is Barbas, the dog of Clavicus (his figurine is in your backpack). You will have to listen to his chatter. Apparently, Barbas really does not want the Umbra sword to return to Vile, so he will say that it would be better for you and for him not to fulfill the lord's task.

Upon arrival at Pell's Gate, talk to the old man, Irroke the Wide. He will remember that his student Lenwin once found this sword and adopted the name Umbra. the ruins of Vindasel (Vindasel). We go there. Umbra is in the farthest room, on the way to which you will meet a couple of traps (the first is a floor going down, revealing thorns; the second is in the next large room, gas). In the depths of the ruins we will see Umbra. You can even talk to her (she will set you a condition - "leave and survive, or stay and die." And if you do want to attack, keep in mind that Umbra is strong enough, and in addition to the sword, has a full set of ebony armor.

and then the task will not seem so impossible. After her death, we take the sword, and at the same time the armor (very good, and they cost decently) and return to the sanctuary.

Sword Umbra (Umbra) has very good damage, moreover, it is enchanted with the effect of "Catch a soul / Soul Trap" on impact. You can give it to Vile and get in return his mask (Masque of Clavicus Vile), which has a permanent effect in the form of an increase in charm (we advise you to keep Umbra for yourself, especially since in this case the quest will still be considered completed).

Girtsin (Khersin)

The Hircine's Shrine is located exactly halfway between the Imperial City and Bravil. Talk to the Lord's followers to find out that the offering requires a Wolf Pelt or Bear Pelt. forests all over Cyrodiil, so there shouldn't be any problems finding the hide, if you do, we can go borrow the hide from the Cheydinhal Fighter's Guild.

Give Hircinus the horn, obtain an armor enchanted with magic resistance called the Savior's Hide.

Malacat

Malacath's Shrine is found at the southwestern tip of Cyrodiil, north of Anvil, orc follower Shobob Gro-Budash tells you that Malacath needs Troll Fat as a gift.

This is where the first problem may arise, because this ingredient is not so common. The first thing you can try is to look in outlets offering alchemical potions and ingredients, as well as look into the living quarters of the Skingrad Mages Guild. Trolls can be found in some of the Fighters Guild quests (for example, Mystery at Harlun's Watch), or in the quests of the Daedric statues - Nocturnal and Meridia.

We give away the fat - we get the task. Malacath is very unhappy that a certain Lord Drad has captured his ogres and is exploiting them for his own purposes. Let's go to this lord's estate. If he is not particularly inclined to communicate, we will talk to his wife, who can tell you something (for this you will have to raise her attitude towards yourself). It turns out Drad is keeping the ogres in the nearby Bleak Mine. All that is now required of us is to free the ogres from their cages. You can go in several ways: given that the locks on the cells are quite complicated, we can either steal the keys from the pockets of the guards, or simply kill them all. Another way is to sneak past the guards to the cells and open them with a master key. If there are living guards in the mine, they will attack the newly liberated ogres (if one of them dies at the hands of the guards, Malacat will not be upset, the main thing is that none of the freed ones was killed by you personally).

As soon as you open two cells - return to the prince of the Daedra and receive the Volendrung hammer as a reward (enchanted with Paralysis and Reduced health on impact).

P.S. Returning to the Drada estate again after this quest, you can see a rather funny sight - Lord Drada, working under the supervision of ogres.

Mephala

To receive the quest, the hero needs to be level 15.

The Mephala "s Shrine is located northwest of the Imperial Prison. As a gift we need a purple Night Shade.

For the plant, go to the "Main Ingredient", which is in the Trade District of the Imperial City, and buy, or drop by the Anvil Mages Guild.

The offering must be made between midnight and 5 a.m. So, we get the task. You need to go to the town of Bleaker's Way and play off the representatives of the two family clans living there. To do this, you will have to deal with the two founders of the city and simulate their murder by each other. Our goals: Nivan Dalvilu - the leader of the family Dalvilu family, and Hrol Ulfgar, leader of the Nordic clan.

We find the house of Nivan, break open the door and get inside. We need Dalvilu Ceremonial dagger. We find, we leave. We do the same with the house of Khrol Ulfgar - from there we will borrow the Ulfgar family ring. With both items in hand, let's move on to the fun part - the kills! Both of our victims return home at night. The best time to visit! You need to kill both by throwing the family relics we recently stolen to the bodies (tossing the Ulfgar ring to Nivan, and the ceremonial dagger to Dalvil for Hrolu). Now all that is required is to talk to any of the residents about the murders, and then the real show begins! But remember that you cannot take part in it (that is, except for the two victims described above, you cannot kill anyone else).

We return to Mephala for a reward - the Ebony Blade, enchanted to drain health and deprive the enemy of his voice upon impact.

Meridia

To receive the quest, the hero needs to be level 10.

The Shrine of Meridia (Meridia's Shrine) is located near Skingrad, west of the city limits. The required gift is the remains of any undead: ectoplasm (Ectoplasm, remains of ghosts), bone meal (Bonemeal, skeletal remains) or dead flesh ( Mort Flesh, zombie remains).

If your purse does not have the necessary ingredients, we buy in alchemical shops or visit the Guilds of the Mages of Skingrad, Leyawiin or Bruma.

After the offering, you will be tasked with killing five necromancers in the Howling cave. Travel there by following the quest marker. There are plenty of ghosts and all kinds of other evil spirits inside, be prepared. Having dealt with them, we move on. We find a secret passage on the map - we get to the lower level of the cave. There, in fact, are the citizens we need! To take their life, you will have to try very hard, for a very necromantic art! It is safest for your health to eliminate them without unnecessary noise, otherwise, if zombies / skeletons / ghosts (underline as necessary) run from all over the cave, the hero will have a hard time.

After all five have died, return to Meridia for a reward - the Ring of Khajiiti with a permanent chameleon and speed boost.

Molag Bal

To receive the quest, the hero needs to be level 17.

Molag Bal's Shrine is located west of the Imperial City. Head directly west (and slightly south) from the bridge over Lake Rumare and you will find a statue. A lion skin is required as a gift to Molag Bal. (Lion Pelt) Lions are found in mountainous areas, so you have to wander around the hills and hills for a bit.

We return the lion's skin - we will hear the voice of Molag Bal. He will tell you a sad story about one of the citizens of Cyrodiil - Melus Petilius, who just took, and embarked on a "path without violence." For these purposes, we get the Cursed Mace, with which Melus must kill you (!!!). We leave for the Brindle Home and ask its inhabitants. You will learn that the local hero Melus "went" out of the way after the death of his wife and that he regularly visits her grave. We are watching his house. When Petilius goes to visit his wife again, then you need to act. Save the game (sometimes the quest is not averse to "plugging in"). Place the mace given to you by Molag Bal next to the headstone on the grave, and then punch Melus. Offended, he will pick up this very mace from the ground and attack you (if suddenly he starts attacking not with a mace, but with a sword, it's bad, the quest will not be counted - you will have to steal the sleeping sword from him before that). Do not defend yourself and do not hit him, wait until the bar of your health reaches zero. As soon as you die - wake up already at the shrine of the Daedric Lord.

Talk to him and receive a reward - Mace of Molag Bal, enchanted to drain power and mana on impact.

Namira

You can find the Namira "s Shrine by moving east (and slightly south) from Bruma. After talking with Namira's followers, we learn that we need to be" less cute "to summon the Daedra.

In other words, the hero will have to lower the Personality attribute to below 20. A few bottles of Cheap wine can handle this task quite successfully. Each reduces attractiveness by 10 for 120 seconds, so calculate the required dose yourself, based on your level of development.

Keep in mind that you will not be allowed to drink more than four bottles at once, so if the attractiveness of the hero is above 60, you will not do with wine alone. Here you will need a level of knowledge of alchemy not lower than a specialist (Journeyman). You've probably noticed that potions that combine positive and negative effects are displayed in the inventory as a pink bottle, that is, the hero can drink its contents. Our task is to prepare a potion with some useful property and with the property of reducing attractiveness, moreover, without suppressing the harmful effect, therefore, when cooking, you need to use only a mortar with a pestle and a calciner. Suitable as blanks: Bog Beacon Asco Cap, both types of Cinnabar Polypore Cap, Emetic Russula Cap, Summer Bolete Cap, Leek, Pumpkin ), sweet roll (Sweetroll).

As we lower the attractiveness, we talk with one of the followers again, after which we can talk with Namira. From her words we learn about some of her Forgotten Ones followers. They lived in darkness for centuries until four priests from Arkay's church brought them light. Namira will give you the spell Namira's Shroud, which will help you revive the darkness again. All these brothers are located in the Anga ruins nearby. The Night Eye). We leave for Anga. Upon arrival, you will understand what darkness means. The Forgotten cannot tolerate light, this is what the Arkian priests took advantage of. Each of them walks with a torch in order to control the Forgotten. Each priest has a spell - his torch goes out, and he immediately finds his death at the hands of cultists (you cannot kill anyone, we use only the spell).

After the death of all four, you will receive a message that you need to return to the sanctuary. Reward - Ring of Namira with the effects of reflecting damage and spells.

Nocturnal

To receive the quest, the hero needs to be level 10.

The Nocturnal "s Shrine is located northeast of Leyawiin and can be found along the road in The Nibenay Valley. No offerings are required to obtain the quest.

Talk to the Daedra and she will tell you about her problem. Two Argonians have stolen her "Eye of Nocturnal", which must be returned. These comrades are in Leyawiin, so we will go there. Talk to any of the city guards, and he will tell you that there are rumors about a rare gem that a couple of adventurers mined. Go to the dwelling to the Argonians, talk to them. But it turns out that neither Weebam-Na nor Bejeen have heard of any "eye." Leave the house and sneak into it again. You will overhear the conversation of our two comrades. From it it will become clear that they hid a stone in the Tidewater Cave. Ask the same guard about this cave, and a marker will appear on the map. Go there. "Eye of Nocturnal" is not far from the entrance, in the left wing of the cave under water. On the way, you will have to deal with several animals, and after we take the stone, a troll will come running, which will also have to be calmed.

We return the eye to the true mistress and receive a Skeleton Key as a reward - an unbreakable master key, which also gives a +40 bonus to the Security skill.

Perite

To receive the quest, the hero needs to be level 10.

The Peryite "s Shrine is located on the banks of the Silverfish River, east of the Imperial Bridge Inn. You don't need any gifts to get the quest. You will find five followers near the shrine, but they are will be in a "not very natural" state.

Talk to Peryite. It turns out that the bodies of these comrades remained in reality, and the souls ended up in Oblivion. They are what you have to return. When ready, activate the statue again and Peryite will transport you to Oblivion. You have to find 5 souls and bring them back. All of them are marked on the map with markers, but you have to wander a lot, because the location is quite large. Be prepared to meet a lot of leveled Daedra. After finding all five, a portal will appear, teleporting you back.

We again talk with the statue of the lord and receive an enchanted shield SpellBreaker (spell reflection) as a reward.

Sanguine

To receive the quest, the hero needs to be level 8.

The Shine of Sanguine is located just north of Skingrad. The gift here is a bottle of Cyrodiilic Brandy, which is purchased at a reasonable price from the "Main Ingredient" in the Imperial City or "borrowed", for example, in the premises of the "Gilded Carafe" or " Mystic Emporium in the same Trade District.

After the offering, Sanguine will talk to you. We learn that Countess Leyawiin, Mrs. Alessia Caro (Alessia Caro, Countess of Leyawiin) is arranging a dinner party, which we will attend. Do you like social events? And to make it more fun - Sanguine will grant you the spell of Undisguised Reality (Stark Reality). Let's go to the appointment! Our path lies to Leyawiin Castle. The Countess and guests are in the Dinning Room, but the entrance is guarded by a guard. You will be able to enter after 6 pm, raising his attitude towards you high enough (wearing expensive clothes or armor, it will be easier to do this). As soon as we see the guests and the countess, we can cast the spell! And here you will feel its amazing effect - clothes will disappear from everyone present in the room! Unfortunately, you are one of those present, so do not be upset too much when you lose all your inventory. Here another problem will emerge - the guards will consider such behavior on your part an attack, and will not hesitate to acquaint you with the letter of the law. We'll have to go to jail. You can, of course, resist arrest, but it is very difficult to do it naked, it is best to simply give a snatch.

We return to the shrine and receive a staff for our torment - the Sanguine Rose, enchanted to summon the Daedra.

Shegorat

To receive the quest, the hero needs to be level 2.

The Sheogorath "s shrine is located in the southern part of Cyrodiil, between Bravil and Leyawiin. Talk to Shegorat's followers. Receive information that the offering requires Lettuce, a small soul stone (Lesser soul gem) and yarn (Yarn).

The first two can be purchased for almost nothing in any city, look for yarn in bags and boxes in the habitats of beggars in the capital.

You have to fulfill a certain prophecy that the inhabitants of the Border Watch believe in. Travel there and speak with the local shaman Ri "Bassa" about K "Sharra Prophecy". Tell him that you are just an inquisitive student (scholar) and learn about his first two signs: the invasion of pests and the death of all cattle. You have to make sure that these signs come true! Talk to the shaman again, let him tell you about this town. You will learn that the local eatery has a cheese museum.

We go there, talk to the hostess. She will be happy to tell you about one of the kind of "fragrant" cheeses that she keeps - Olroy Cheese (near the entrance, in the display case). You have to steal it. Next, we go outside and send this cheese to the pot hanging on the fire. We advise you to move away, because the smell is awful! And, oh horror! Rats will appear! The shaman will have a slight panic attack, he will try to cope with the rats by throwing poison on the rodents. Take the bait, come in handy. Go to the southern part of the city. Do you see the sheep walking peacefully in the pen? In the name of the prophecy K "Sharra, they must give their lives! The easiest way is to shoot from a bow, or we can throw rat poison into the sheep's feeder. As soon as they all die, we will hear the voice of Sheogorath. He will ask you to go closer to the city center, so that not skip the holiday. Our familiar shaman has already begun to go a little crazy. And you will have a unique chance to see the third and final sign of the ancient prophecy, performed by Shigorat himself. Do you love animals? If so, do not look into the sky! There are dogs ! Burning and flying to meet the surface of the earth! If only you saw this, if not at the end of the world!

Go for the reward - the Wabbajack staff, which turns the enemy into a random creature.

Vermina

To receive the quest, the hero needs to be level 5.

The Vaermina "s Shrine is located southwest of Cheydinhal on Lake Poppad, and this quest requires perhaps the most difficult gift, the Black Soul Gem.

You can get it in several ways: find it among the junk in the caves of necromancers, for example, the Dark Fissure (and you will have to visit many of these "necromantic" locations, completing the quests of the Mages Guild) or do it yourself. For the latter method, you will need: the Grand Soul Gem, the presence of the SoulTrap spell and the altar of the necromancers. The latter can be found, for example, near the aforementioned Dark Fissure cave. Once a week, when a ray of light falls on the altar from the night sky, it becomes possible to craft a black soul stone. To do this, place a great soul stone in the altar and cast a spell on the altar.

Once the black stone is mined, return to the sanctuary. Get the quest, you need to return the stolen Orb of Vaermina. This item is located in the tower of the wizard Arkved (Arkved "s Tower), where you have to go. The only difficulty in the passage is the hordes of scamps, atronachs and other creatures on the way to the realm of the wizard. As soon as you arrive there, you will see the sorcerer sleeping eternal sleep (for a change, you can kill.) Take the ball and return (you can through the exit located here).

The reward from Vermina is a very good staff Skull of Corruption, which creates an exact copy of your opponent, fighting by your side.

Hermeus Mora

To get this quest, the hero needs to reach the quest "Blood of the Daedra" according to the main plot, have 21 levels behind him and completed the quests of all other Daedra lords (if you chose not to give the sword to Umbra, do not worry, Clavicus Vile's quest is still considered completed). During your sleep, a certain Casta Flavus will visit you and tell you that Hermaeus Mora has summoned you. The sanctuary will be marked with a marker on your map. It is very difficult to get to the place, it is located high in the Jerol mountains, it is best to start from Sankre Tor.

No offering is required. Your task is to collect 10 souls for the Daedra lord, one from a representative of each race, for this purpose you will be given a special spell Capture Mora (Mora "s Trap). To capture souls, stones are not required, cast a spell and take life. Naturally, it is advisable not to get caught. in under the cap of the Imperial guard, completing the task. Of course, you can go to clean up a variety of gang holes, and gradually you will pick up the desired collection. Innocent souls. And where can you find such? That's right, the shrines of the Daedra lords! You can start right from the shrine of Mora, he will not be offended by you, and three copies (the souls of the Dunmer, Imperial and Khajiit) are already in your pocket. It is not necessary to make a pilgrimage to all the statues It will be enough to run to Peryite, Clavicus Vile and Meridia, and the problem is solved.

The overjoyed Mora will reward you ... with the Oghma Infinium. Do not rush to be upset, you can really drink from this source of knowledge. Open the book. You will be asked to study either the path of steel, or shadow, or spirit, or leave reading until a more appropriate time. Think carefully before deciding on one of the options, after reading the book will disappear. Warriors will receive an increase of 10 units to two attributes: strength and speed, and three skills: blades, heavy armor and blunt weapons. Thieves will receive an increase of 10 units to speed and dexterity, as well as the ability to pick locks, sneak and wear light armor. Mages are rewarded with an increase of 10 units to one attribute - intellect - and three skills: destruction, witchcraft and restoration.

If any of these skills are among the main ones, even if they have already reached a hundred by the time of reading, they will be increased by 10, and the hero's level will increase by 1-3.