Daedra Missions In Skyrim
You will usually get the Daedric quest 'Discerning the Transmundane' from Urag gro-Shub in the College of Winterhold while searching for the Elder Scroll in the quest 'Elder Knowledge'. But you can also get this quest at any other time before doing Elder Knowledge.
If you wish to do this quest before Elder Knowledge, skip to the part after 'Your objective is now to find Septimus Signus' Dawnguard Update: If you are playing the Skyrim Dawnguard DLC, you can also get the this quest while doing 'Scroll Scouting' After reading the book 'Ruminations on the Elder Scrolls', it appears it was written by a madman. DISCERNING THE TRANSMUNDANE I've been given a book of Bizarre ramblings about Elder Scrolls, written by Septimus Signus. He claims to have spent time at the Winterhold Arcanaeum. Objectives: Ask Urag about the insane book Tell Urag that the 'Ruminations' book is incomprehensible. He will tell you it's the work of Septimus Signus.
Skyrim:A Daedra's Best Friend. You can also ask for an end to the Civil War in Skyrim to which Clavicus will reply, 'Oh, if I had my full power, granting that. When a Daedra's physical form is destroyed, weapons and other items may be taken, but not their armor, as it is bound to Oblivion. After being killed, a Daedra's soul will wander Oblivion and eventually re-constitute its original form; this tortuous period can last centuries. In Skyrim, some daedra's souls can be soul trapped. Throughout your adventures in Skyrim you are sure to come across some strange and mysterious beings. Some of these will lead to fascinating quests in the name of Daedric Lords in which you will be rewarded nicely with Daedric Artifacts.
Ask him if he is dead. He will tell you that he hopes not. Was obsessed with Dremer. Took out north and claimed to have found some artifacts. Somewhere in the Ice Fields if you want to try and find him.
'I've learned that Septimus Signus, a preeminent scholar of the Elder Scrolls, is currently living in the far north, studying a dwarven artifact. He might know where I can find an Elder Scroll for Paarthurnax.'
Your objective now is to find Septimus Signus. Go to the town of Winterhold. From the town center, head north to the direction of the college. But don't go up the ramp leading to the college, instead take the road to the right, out of town from its NE side. Head down the mountain, then cross the river towards the north, by either swimming or hopping on the ice. You will arrive at Septimus Signus's Outpost. Enter through the wooden door.
Where To Find Daedra In Skyrim
Locate Septimus inside his outpost and talk to him. He does sound crazy. Tell him you heard he knows about Elder Scrolls. He will tell you he knows of one, forgotten. Ask him where it is.
He will mumble some nonsense. Ask him if he can help you get the Elder Scroll or not. He wants something in return. He also needs information from the Elder Scroll to open a Dwemer Lockbox. He wants you to go to Blackreach. Ask him where it is, he will mention the Tower Mzark. He will mention a hidden key. Ask him how to get in.
He will give you a sphere and a cube - an attunement sphere and a blank lexicon. Your quest log should be updated: 'I met Septimus Signus, a brilliant but mad scholar living in the northern ice fields. He's directed me to a dwarven observatory that supposedly houses an Elder Scroll. He doesn't care about the scroll itself, but wants me to use some kind of machine there to inscribe a dwarven lexicon with the scroll's knowledge and bring it to him' Your goal now is to Transcribe the Lexicon. The Objective on the Elder Knowledge quest, if you are on it, should also update to recovering the Elder Scroll. Exit the outpost and fast travel to Winterhold, then travel SW to Alftand, using the path behind Jarl's Longhouse. If you have been to Saarthal you can fast travel there to save you some time.
Continue SW until you reach Alftand. Then head down the wooden planket bridges and into the Alftand Glacial Ruins.
Go down the tunnels, towards the southeast. Turn to the NE at the room with the pipe. Reach a chamber with a locked barred gate to the NE. Read the research notes on the table.
Go south, then West. Watch out for the enemy spiders.
Turn south, then go down west again. You will run into a Khajiit named J'darr who will attack you. Read Jdarr's Journal. Continue past a room in which some dwarven spheres will attack you. Reach a room with a novice lock gate protecting some treasure, get it if you want.
Open a golden door to the NW. At the junction with the chest, go South. In a room to the west, an apprentice golden door lock hides a dwarven sphere protecting some treasure. Pick the lock if you want.
Then keep heading south. Turn east, then navigate the hall with the pistons counterclockwise, avoiding the pistons as they push out. Head east and enter the Alftand Animonculory. Keep going east, past a gold door.
Climb the stairs. Watch for the blade trap on the ramp ahead. Pull the lever to open the gate to the north. Work your way down the spiraling ramp. When it comes to an end in front of some gold novice door, jump down to the pipe then jump down again to another spiral ramp, battling falmers along the way. Go past the flames trap to the NE and open the door.
Climb down the stairs and defeat the two Falmers in the room with the spinning cogs. Exit that room to the west, reach another room with some falmer, fire traps, and steep stairs. Go down the stairs and then go down some more stairs to the south.
Enter the elevator and pull the switch to go up to the Alftand Glacial Ruins. Activate the switch to open the barred gate on the south to the room in which you found the research notes. This will now let you use the elevator to travel easier from the Glacial Ruins to Alftand Animonculory when you return to the dungeon in the future. Take the elevator back down. Go SE and head down the spiral platform. Exit through a corridor to the NE. Open the door to the Alftand Cathedral.
Go west to enter a grotto, climb the stairs to a platform with some chests and a lever. Activate the lever. Go through the gate that opened, defeat the giant Dwarven Centurion. Loot the key to Alftand Lift from him.
Climb the stairs and open the gate to the SW. Kill the two thieves, Sulla and Umana. There is a Master locked gate to the SW, but your Alftand key will open it. Take the lift up to Skyrim and activate the lever to unlock this elevator for future easy access to the Alftand Cathedral. Take the elevator back down to the Catehdral. Activate the Dwarven Mechanism using the Attunement Sphere from Septimus.
This reveals a secret stairway below you. Go down and open door to Blackreach. This is a huge place, with many activities, but this walkthrough will focus on getting the Elder Scroll. Although first, head over to the SE end of the cave and locate a gold head statue with spinning cogs on the side and a button on top. Activate the button. This will open an elevator to Skyrim. Enter and take the lift up.
Activate the lever, and you will now have access to the Great Lift at Raldbthar west of Windhelm. Take the elevator back down to Blackreach. Go west past a lake and a waterfall.
Reach another lake surrounding a tall structure with stairs. Jump into the water and swim around to access the stairs, climb them to the top and open the door. Pull the lever to take the lift up to the Tower of Mzark.
Open the door to the SW and enter the Oculory. This is a PUZZLE Solution to Tower of Mzark Puzzle: Climb up to the top of the platform and activate the Lexicon Receptable to the right of the buttons using the Blank Lexicon from Septimus. There are 5 pedestals with buttons on them. We will label them, from left to right, A, B, C, D and E.
Pedestals C, D and E are currenly lit. Press Button D four times. This will activate Button B.
The blank lexicon will also start to glow and rotate. Press Button B now twice. This activates Button A. Press Button A.
So the complete sequence is: D,D,D,D,B,B,A (Notice that each button was pressed the number of times corresponding to the pedestal position, which is the solution to this riddle) This will lower a crystal onto the platform in the center of the room. The Blank Lexicon has also settled and is now blue and has been transcribed. Pick up the Runed Lexicon. Now go to the center of the chamber and take the Elder Scroll. Take the door to the east, and use lever to ride the elevator up to Skyrim.
This will complete the quest 'Elder Knowledge' if you are on it, and commence 'Alduin's Bane'. Most of the people reading this walkthrough are in the Tower of Mzark as part of the Main Quest, Elder Knowledge. At this time, you want to return to Paarthurnmax on the top of the mountain at the Throat of the World. Refer to the second part of this walkthrough for instructions on how to complete the second half of 'Discerning the Transmundane' after proceeding with the main quest. I found a dwemer secret t hat i don't think anyone else has put online, it i s south of alftand, and i s on a mountain. To get t here first go to mount an thor west of the shrine o f azura, then walk up the path to the east of it. Once up the mountain find an iron ore vain.
When y ou do (this part will tak e some mountaineering ski lls) climb up the rocky l edge behind it. Once up c limb up the small mountai n behind it once up that, follow the flat ground t o the small rocky formati on. Climb over it and go toward the blowing snow(a bout half way there to th e right will be a moonsto ne ore vain).
Climb up th e hill where the snow is blowing, and you should s ee the small ruins. There will be two chest filled with usually jewelry. An d two ice wraiths. To the north west of the temple on the edge of the small mountain will be another moonstone ore vain.
To t he south of the small tem ple off of the cliff will be a flag, a satchel, a leather helmet and a mace (the type of mace changes by what level you are. T o the north of the flag i s a silver ore vain.
Hope you like this little sec ret.:)this was one of the only places i could p ut this message.
I personally love the Daedric missions. Without exception everyone is unsettling at best and downright creepy at worst. Nothing quite like that moment when you say, 'I don't think we're in Skyrim anymore Toto.' My character most definitely sides towards 'good' and I've yet to join the Civil War as I've got serious beefs with both sides, and I am after all a Redguard immigrant. That war involves a whole lot of black and white modeling and my character lives more in the realm of gray (with bright overtones needing sunglasses). Most recently I opened the Dark Brotherhood mission and promptly chose the path of taking down the Assassin's Guild completely.
My character is quite relieved about this as his spouse and adopted daughters are just up the road at Lakeview Manor. Who knew the Assassin's Guild were neighbors?
Not the kind of people I want in the community around my kids.To me, the Daedric missions are the most Mythological. I see parallels with Greek, Hindu, and West African mythology with ever single encounter. While some of the Daedra are most certainly malevolent by nature I would hesitate to call any of them actually evil. They don't follow the same assumptions or rule sets as us, but then again deities seldom do, do they? How many epic heroes systematically break cultural taboos?
Ever wonder why? I think the Daedric missions kind of force this kind of 'mythological hero' roleplay and certainly force examinations of morality and ethics.My worst moment was allowing myself to be tricked into bringing the priest from Markarth to be eaten by the cannibal cult. I nearly went back and restarted from an earlier save to avoid it all together, but decided it was better to live with and deal with the consequences of that decision. The ring she gifted me has never been on my finger and has been locked away in a strong box since the first opportunity I had to put it there.Later in a moment of supreme rationalization I recruited that tricksy cannibal woman into following me back to be sacrificed to Beothia. Probably the single most unsettling moments of my entire play-through in that mission. It was an insanely morally ambiguous that (in my character's rationalizations) allowed a minor redemption for participating in that obscene cannibal scene by ridding Skyrim of a rather nasty cannibal.
I also got that amazing unique piece of Ebony Chainmail which I've never stopped wearing since. Not only is it an amazing piece of kit that prevents any unseen attacks on my character, but it serves as a constant reminder about accepting the consequences of choice.I really like the earlier suggestion of doing a pilgrimage to rid the world of Molag Bal worshipers as an act of contrition. I like games you can complete several times.-Example:-1.) Good Warrior-2.) Good Archer-3.) Bad Warrior-4.) Bad Archer-Anyway this is just game, you don't have to compare game to much to real life, or, you wouldn't have to play a game, you could just live a real life. It has to have something unreal, like 100% good or 100% bad characters. Just to get away from real life, witch is 80% evil 20% good.-So atleast I hope they will make something, like bonus when you give coin to begger, in Elder Scrolls VI, but if you are 100% Good, or 100% Evil entire game. They sure can figure out something like that and make it be original, that does not look like from other games with similar Good-Evil thing.
My current Assassin whos a Assassins Creed style wood elf assassin. If there is good options or a evil act for greater good he does it.
He killed the hag in the orphanage because she was abusive. He kills the Markarth forsworn leader in the prison because his group kills innocents. He wipes out the dark brotherhood because they are religious zealots who only kill for coin.
Gave up the relics that involved killing a innocent except the ones that force ya one way. The daedric items i did get minus the black star would be locked in a chest to keep the world safe like they would the pieces of eden until decide what the Assassins should do with them. I side with the stormcloaks because the feeling everyone should be free of control. My elfs logic is always work in the dark to serve the light and sometimes means he has to do stuff that he isnt thrilled with to protect the world from people who would use them items for evil purpose. He uses the default grey version of this throughout the game to fit a Assassins Creed assassin as wellEdited by Kaenaydar, 11 October 2016 - 03:25 AM. I'm all about the good guy approach.So for the Molag Bal quest, I kill the vigilant in the house after he attacks me first in self defense.
And then, since I refuse to do the bidding of an evil daedra and I don't particularly like the patron daedra of the rival priest (Boethiah) I will kill the priest and fail the quest. This does lose me the Mace of Molag Bal.For the Namira questline, I play along and clear the cave for the cannibal cult, but once the priest is on the altar, I slaughter every single sick cannibal f. in the room and free the priest. This, when combined with the Markarth Forsworn quest, ends up with a rather empty Markarth.For the Boethiah Ebony Mail quest, I use a mod spell like 'Mind Control' to grab a bandit to use for the sacrifice, then complete the quest since the Ebony Mail is my favorite armor ever.A lot of the quests are neutral-ish. Azura's quest and Meridia's are easy to complete for 'good guy' characters. I'm all about the good guy approach.So for the Molag Bal quest, I kill the vigilant in the house after he attacks me first in self defense.
And then, since I refuse to do the bidding of an evil daedra and I don't particularly like the patron daedra of the rival priest (Boethiah) I will kill the priest and fail the quest. This does lose me the Mace of Molag Bal.For the Namira questline, I play along and clear the cave for the cannibal cult, but once the priest is on the altar, I slaughter every single sick cannibal f. in the room and free the priest. This, when combined with the Markarth Forsworn quest, ends up with a rather empty Markarth.For the Boethiah Ebony Mail quest, I use a mod spell like 'Mind Control' to grab a bandit to use for the sacrifice, then complete the quest since the Ebony Mail is my favorite armor ever.A lot of the quests are neutral-ish. Azura's quest and Meridia's are easy to complete for 'good guy' characters.Same here with the cannibal cult before the priest even gets in there because left on there own they would find a innocent and feast on them.
I also help the werewolf guy in falkreath because he dosnt seem evil. As long as he avoids other people just dosnt feel right hunting him while everyone and there mom is hunting him too. I dont worry with boethiah though given the whole dont spill the blood of the innocent and dont use that armor anyway. I use light armor set of everything for set bonus and stealth.
I kill her followers but thats about it given they are pretty violent.Edited by Kaenaydar, 11 October 2016 - 02:59 PM. From my sig you may see that my personality scored the 'Paladin' result, which is perhaps not entirely accurate. Also, reading back I see several people brought up the Aventus Aretino quest so I'll give my take on that one.I think 'chaotic good' is technically my alignment type. Growing up, Robin Hood was my hero and while I adhere to a strict morality it is my own moral code and not that of gods or men.
So maybe 'Dark Paladin' would be more accurate.So my approach to the Aventus Aretino quest is therefore pretty straightforward, I kill Grelod in the coldest of blood and sleep like a baby. The gods and the jarl may overlook her crimes; I do not. All filth who prey on the weak should be utterly crushed.There are places in the game where following a justice such as this puts me on the wrong side of the law. For example, the Half Moon Mill owned by Hert and Hern? I did business with them but then happened to wander into their little scullery shack and saw the human remains there.
At that point, my conscience drove me to slay them, even though doing so would have resulted in a bounty if the nearby patrolling guards had noticed.However I don't have any issues with vampires as a race. They are just individuals cursed with a disease, so long as they don't feed upon mortals without consent I have no particular hatred of them, but I find the 'true vampires' who hunt man and mer for food to be utter abominations. The same can be said of werewolves, my character always opts to become one during the Companions questline.
So long as they can maintain control and not go feral, no problem. There is every evidence that the Companions are honorable and don't prey on the innocent. During the Hircine questline however I killed Sindig, I don't care if it was a moment of weakness; he killed an innocent child.There are other situations where my own morality drives me beyond normal boundaries. My characters side with the Empire; in general I am for law, order, and loyalty. My characters remain initially neutral to the Thalmor. However upon delving into the Blades quests and mods like Helgen Reborn or Fight the Thalmor, it becomes apparent that the Thalmor are a racist party endorsing slavery, torture, and murder. At this point my characters will make it a personal crusade to extinguish them and drive them from the borders of Skyrim, even though doing so is technically criminal.
So eventually my Dovakiin will assault the Thalmor Embassy, massacre the entire garrison of the Thalmor Headquarters, kill the delegation to Markarth, etc. Technically in the eyes of the law, 'evil' or 'unlawful' actions.
I dont favor a dagger but im a illusion assassin with a one handed sword and invisibility in the other i use a bow if too many in the room to avoid detection. Love using invisibility sneak behind my targets and kill them as quietly as possible i also use skills like fury to make my enemies kill each other.
But i guess test says i lean more to a rogue i dont rob people reason i say i lean more of a assassin. However im one that uses my skills to only kill those i have to to protect the weak. Reason i follow a Assassins Creed style of assassin with the whole work in the dark to serve the light.Edited by Kaenaydar, 11 October 2016 - 03:08 PM.