Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Animal Extermination (B)

Quick Walkthrough
# Request work from Companion leader Aela the Huntress.
# Kill the boss beast in the random animal den.
# Return to Aela.

Detailed Walkthrough
Life as a Companion
Once you have completed the  Take Up Arms quest, you can begin work as a Companion. 
The Companions tradition of service dates back to the mercenary aid given to   by the Five Hundred Companions. Since then the Companions have served as a group of impartial and independent contractors, helping out commoner and jarl alike in matters of might, but taking no sides nor making any alliances themselves.
The Extermination Job
Locate Aela in Jorrvaskr. She has received a request from one of the Jarls that an animal den in their Hold be cleared of nuisance beasts.  

When you speak to Aela to ask for work she will reply, ''"The Jarl of   has asked for our help. It seems that predators have taken up residence and have been attacking farmers and travelers. Someone's got to head out there and take care of the beasts."

When you reply that you can take care of it, Aela will respond with either words of encouragement or caution:

"I knew we could count on you. Get it taken care of right away. Nobody wants an animal left roaming around in their place." or "Be cautious. Beasts are not nearly as predictable as men. Give the thing a quick death."''

As she sends you on your way your journal will reflect your new quest and your map will update with the beast den location. 
As this is a radiant quest, the boss-type beast will be in any of these 17 locations:

 

Reward
Once you have killed the beast, return to Jorrvaskr and speak with Aela again. Let her know you have completed the task, to which she will reply: ''"Good work. The mindless cretins didn't stand a chance."'' Your reward of leveled gold will then be added.
 

Notes
Although there may be multiple beasts at the targeted destination, only the boss beast (the one highlighted by the quest marker) actually needs to be killed to complete the quest.
Bugs
 
 This can be fixed with the console command  .

Quest Stages
Skyrim:Sleeping Tree Cave (quest)

Quick Walkthrough
#Investigate Sleeping Tree Cave.
#Search Ulag's corpse for Ysolda's Message.
#Speak to Ysolda in Whiterun.

Detailed Walkthrough
Travel to Sleeping Tree Camp and find the cave inside the camp, northwest of the Sleeping Tree. Enter the cave and start your investigation. It would be a wise choice to leave the giants and their herd mammoths in peace, especially if you are low level. Move swiftly and enter the cave before they turn hostile to you.

Ulag's corpse can be found on a stone inside the cave with a giant wandering nearby. Search his body, where you'll find Ysolda's Message and a sample of Sleeping Tree Sap. If you don't want to fight the giant, get out of the cave with the message as quickly as possible. After reading the message, you'll get an idea about what caused Ulag's death. There was an arrangement between Ysolda and Ulag for purchase of the sap, which Ulag would obtain from the Sleeping Tree. Unfortunately, he risked the wrath of the giants one too many times, and ended up paying with his life.

Travel to Whiterun and speak to Ysolda about the note you found. Ysolda will quickly realize what happened and offer you the same arrangement she had with Ulag, 150 gold for each sample of sap you bring to her. She'll be satisfied with the deal and remind you "Be sure to bring any more Sleeping Tree Sap you find to me." You may also ask her for more information about the Sleeping Tree itself.

Notes
The Official Skyrim Patch 1.5 makes Ysolda essential (to alleviate issues with the A Night To Remember quest, though it also prevents you from accidentally failing this quest as well).

Quest Stages
Skyrim:Fetch me that Book!

Quick Walkthrough
#Talk to Urag gro-Shub.
#Retrieve the requested book.
#Return to Urag gro-Shub.

Detailed Walkthrough

The Arcanaeum
After joining the College of Winterhold, you will find an opportunity to visit the Arcanaeum. Here you will meet the master archivist, Urag gro-Shub. He is very solicitous of his books, threatening bodily harm should any problems arise under his watch. After his blustering, ask Urag if there is any College business you can help with. If you assure him you are feeling adventurous, he will name a book title he would like to procure from a more "dangerous" location. 

Reading List
The book that you are asked to find is randomly selected from the following list:
Arcana Restored
Brothers of Darkness
Children of the Sky
Chimarvamidium
Chronicles of Nchuleft
Cleansing of the Fane
Fragment: On Artaeum
Glories and Laments
Hanging Gardens
Invocation of Azura
Last King of the Ayleids — (NOT the similarly named   Last King of the Ayleids, even though the text is identical.)
The Legendary Scourge
Souls, Black and White
''N'Gasta! Kvata! Kvakis!
The Old Ways
Remanada
War of the First Council
The Waters of Oblivion
The Wild Elves
The Wolf Queen, v6''
The book will be located in the boss-level chest of any dungeon in the game, and as this is a radiant quest, your destination is randomly selected from over one hundred forty possible dungeons.

A Means to an End
The book you are asked to find is never a skill book, and the monetary reward you get from Urag for returning a book is very small in proportion to the amount of work required to fetch it. However, this quest is a useful means for locating dungeons in Skyrim. The various loot you find in the dungeons will be considerably more valuable than the book.

Notes
 
The two different quest IDs correspond to two nearly identical quests.  In particular, the lists of possible books and lists of possible dungeons are the same for both quests. The only difference is Urag's dialogue throughout the quest.

Bugs
 
  Use   to drop and retake the book to complete the quest.
  Alternatively use console   to add quest version of that book to inventory. Then use   to finish that stage of quest. 
 
 
 
  Use   to finish the quest. (use this if   doesn't work). Use "MGR20B" if "MGR20" doesn't work.
Complete find book of azura SetObjectiveCompleted MGR20B 10 1

Quest Stages
Skyrim:Thieves Guild Caravan Fence Quest

Quick Walkthrough
# Speak to Tonilia.
# Deliver moon sugar to Ri'saad.
# Return to Tonilia.

Detailed Walkthrough
A Word with Tonilia
Once you have completed three reputation quests for the Thieves Guild, speak with Tonilia in the Ragged Flagon. Before you get a chance to say anything, she will ask you to do a favor for her. The Guild needs a reliable way to transport goods across Skyrim, and Tonilia believes the Khajiit caravans can be an asset in this regard - if they are willing, that is. She requests that you speak to the leader of the caravans, a Khajiit peddler named Ri'saad about securing an alliance between the caravans and the Guild. In addition, you are to deliver a satchel of moon sugar to Ri'saad as a gift.

Finding the Caravan
To find Ri'saad, use the map to fast travel close to his caravan. The caravan travels between Whiterun and Markarth, and stays outside each city for approximately two days before setting out again. Unless the caravan is camped for the night, it will move around. So, expect the target to move while you fast travel, and think about which direction it is traveling in and jump ahead. 

A "Sweet" Deal
After you have located the caravan, speak to Ri'saad, and tell him that you bring an offer from the Thieves Guild. This will cause the Khajiit to become thoughtful. To continue, hand him the moon sugar, which he will gratefully accept, saying that he looks forward to the partnership. Ri'saad will also comment that he and his fellow caravans will buy any stolen goods brought to them.

Return to Tonilia
To finish the quest, return to Tonilia. She will thank you for your help and reward you with a leveled amount of gold, as detailed below. In addition, the Khajiit Atahbah, Ma'jhad, and Zaynabi will now fence stolen goods for you.



Notes
When not on the road, the caravan can be found either across the road from the stables outside Whiterun, or just east of Salvius Farm outside Markarth.
It is not necessary to wait for the caravan to reach a city before speaking to Ri'saad.
The Khajiit do not become available as fences until after you have returned to Tonilia and finished the quest.
Atahbah is a member of Ri'saad's caravan, as above. Ma'jhad's caravan travels between Windhelm and Solitude, and Zaynabi's caravan takes a route between Riften and Dawnstar.

Bugs
Sometimes the caravan will reach its destination but the tents will not be set up. This does not hinder completion of the quest, however.
Sometimes Ri'saad glitches through the ground while walking with the caravan, essentially breaking the quest until he is freed or respawns.

Quest Stages
Skyrim:Buy Dwarven artifact

Quick Walkthrough
#Buy a Dwarven item from a shop in a city.
#Receive the message from a courier.
#Sell it to Calcelmo.

Detailed Walkthrough
After purchasing a Dwarven item of any kind inside a city, a courier may come to you shortly afterward with a letter from Calcelmo in Markarth, saying that he wants to buy the item from you. Reading the letter triggers this quest.

When you take the item to Calcelmo, you can sell it to him for twice the item's base value. If you succeed at a persuade (Speech 50+) or intimidate check, Calcelmo will offer two and a half times the item's base value.


Notes
Enchanted and non-enchanted Dwarven apparel and weapons (including arrows) can trigger this quest.
You can keep the item and complete the quest by agreeing to sell, immediately exiting dialogue, and then dropping your item before it is removed.
If the item is dropped, sold, tempered, or enchanted the quest cannot be completed unless you find another, identical item (as stated in his message). 
This quest may be triggered multiple times.
If you have two of the requested item and want to keep a specific one, trade the one you want to your follower then finish the quest as Calcelmo might end up taking the one you want to keep. 
As the price Calcelmo offers is calculated from the base value of the item (e.g., Dwarven gauntlets have a base value of 85 septims), selling an enchanted item through this quest can be a horribly bad deal.
With the addition of Dwarven bolts in the Dawnguard add-on, Calcelmo can ask for any of the three explosive bolts discovered during the Ancient Technology radiant quests. Due to the way rewards are calculated, however, you will get an extremely small amount of gold for selling them to him.

Bugs
 
Removing the item and getting it back again, such as dropping it and picking it up or trading it to a follower temporarily, may fix this. You may have to be in third-person view or the item could disappear when you drop it.
If you have sold/lost the item, you can add it to your inventory through the console commands and it may be accepted by Calcelmo.
If you have sold/lost the item, a forged/enchanted replacement may not be accepted by Calcelmo.
 
 
 
 

Quest Stages
Skyrim:Scare my Enemy

Quick Walkthrough
#Activate the letter you received.
#Speak with its writer.
#Assault the target.

Detailed Walkthrough
Every time you hit someone, or trigger an "assault", you might trigger this quest. Someone will hear about the assault and send a letter requesting that you come to see them. To start the quest you need to drop the letter and pick it up, then read it. Seek out the person requesting your presence, and they will ask you to hurt someone, maybe even kill them. They will offer to pay you, but will not help if you get caught by any guards. You can refuse the request if you wish.

As the target is usually a normal citizen, it is advisable to not use a weapon when attacking those targets you are not requested to kill, as they do not have much health or defense. Using your hands, or shield-bashing them should be sufficient to complete the task without killing them. Return to your employer and they will be thrilled that you have completed the task, sometimes wondering if there was lots of blood or screaming. Alternatively if you accidentally killed your target when not requested, they will be horrified or scared that it will be traced back to them, and refuse to pay you.

Bugs
 
To start the quest, you must drop the letter and pick it up again. The letter brings up a debug message when picked up stating that the quest start script needs to be added when books are fully implemented.
 
 
 
 To get rid of this log entry use the command  .
 
 
 

Quest Stages
Skyrim:Shout - learn about word wall

Radiant Options
Radiant Settlements
The quest is triggered if you use a dragon shout in any settlement except High Hrothgar. Therefore, the list of possible values of   is:
 

Radiant Dungeons
This quest can send you to almost any dungeon or dragon lair that contains a word wall. The list of possible values of   is:
 

The list of word walls you will not be sent to includes the following, most of which have an associated quest. In addition to those listed here, no Dawnguard or Dragonborn word walls will ever be targeted by this quest except Arcwind Point.


Walkthrough
After you use a dragon shout in a settlement, a courier will find you and give you a Letter from a Friend, which provides the location of a word wall when you read it. Traveling to the location and learning the Word of Power from the wall completes the quest.

This quest can be repeated multiple times, and can also be active simultaneously with the other quest to locate word walls, The Words of Power. Both quests can even point you to the same word wall as the other.

Notes
 

Bugs
 
 Use the console code  SetStage WICastMagic04 200  to complete the quest.
 

Quest Stages
Skyrim:Wizard Duel

Quick Walkthrough
#A challenger appears.
#Meet the challenger.
#Accept or refuse the challenge.
#Kill the challenger or flee.

Detailed Walkthrough
Once you have a high level of skill in any magic school, upon entering a habitable location, a challenger may appear and challenge you to a duel. Regardless of your answer, a combat ensues, however if you try to back out by saying "sorry", any nearby guards will help you with your duel.

Notes
If you do not use magic to fight the mage, he will taunt you by saying: "This is a mage's duel. You know magic!"
This can lead to expulsion from the College of Winterhold, but there is a rejoin quest available.  
If any of your companions join in on the duel, he will order them to stop, explaining that it is supposed to be a one-on-one duel. This does not seem to affect the quest in any way, and companions will not abide to his demands.

Bugs
 
 

Quest Stages
Skyrim:Magic Student

Quick Walkthrough
#Encounter the aspiring wizard.
#Help him perfect his spell technique.
 
Detailed Walkthrough
When entering any of the major cities, you may come across a wizard who claims to want to join the College of Winterhold. He will then ask that you teach him a few spells, usually ward spells. He will cast his spell and then ask you to cast yours, after which he will thank you and reward you with a small number of scrolls.

Notes
If you have a follower, tell them to wait a short distance away. If you don't, they will attack the wizard when he attacks you.

Bugs
 

Quest Stages
Skyrim:Tag, you're it!

Quick Walkthrough
# You are it!
# Tag!
# Bob and weave.

Detailed Walkthrough
'''Tag, you're it!''' is a game that can be played with the children in Solitude, Whiterun, Riverwood, Morthal and Markarth.  With Hearthfire installed, the game can be started with your adopted children as well.

To play, initiate the game by offering or accepting the game from eligible children. The aim of the game is to avoid being tagged by whoever is "it". If you are it, you must try to tag someone else. The quest will update whenever "it" changes hands and quest arrows show who you can tag or who to avoid.

The game ends after 90 seconds of play and the quest is removed. This has no material benefit and is mostly just for fun, but it does appear to raise the disposition of the children towards you.

Notes
Entering a new area while playing the game will usually cause the game to end and you may have to speak to the children again to play.
Games are only playable from 8am until 9pm.
Adopted children can play tag at night if asked to.
Starting a game of tag via your adopted child can cause all children in the area to play, even those who won't normally play.

Bugs
 
 
 

Quest Stages
Skyrim:An enemy's gratitude

Quick Walkthrough
# Kill an NPC.
# Receive a letter from a courier.
# (Conditional) Visit the letter's sender for a reward.

Detailed Walkthrough
When you kill a person, it is possible you will be given a message from a courier from that person's enemy, claiming that they hated the person too and are glad you took care of them. If the relationship between the enemy and the victim was foe or worse, the person thanking you will request that you visit them for a reward through a reward letter. Else they will just send you a letter of thanks.

The reward is 50 gold for each relationship rank below zero.

Notes
Rich enemies were supposed to give a reward of 200 gold per rank, but no NPCs in the game are flagged as rich.

Bugs
 
 
 

Quest Stages
Skyrim:Dungeon Quests

The following dungeons each have specific quests related to them.  Many of them automatically start when you enter the associated dungeon, and provide a backstory about the location. 

Dungeon Side Quests
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Dungeon Miscellaneous Quests
Skyrim:Bounty Quests

These bounty quests can be given to you by any innkeeper in any hold, or you can receive them directly from the hold's steward. They are called bounty quests because, upon completion, you are given a bounty, or reward. Once you have taken care of the requested target, you can return to the hold's jarl or steward for a reward. Bounty quests can be repeated indefinitely, up to a point: you can have 1 each of the quests below active at the same time (for a total of 4 concurrently running bounty quests), which must also originate in separate holds. And when one is completed, it cannot be replaced by the same one in the same hold.

Bounty quests, when acquired, may send you to a previously "Cleared" location, even if there has not normally been the requisite 30 days for respawning. The monster(s) in the zone should respawn at once.

 
 
 
 

Notes
It has been reported (not confirmed) that it is possible to have a second Bandit Leader quest active instead of the Forsworn quest. Of course the converse, two Forsworn quests, is not possible since Forsworn are found only in one hold, namely The Reach.
A random Forsworn bounty quest CAN run concurrently with the non-repeating quest from Jarl Igmund, Kill the Forsworn Leader (Jarl), which is part of the process of earning the title of Thane. The two quests appear very similar in the journal, but completing the wrong one will of course not give any progression towards Thaneship, nor will it unlock Igmund's second quest to find Hrolfdir's Shield: the quest given by Jarl Igmund directly is the one in the Thane sequence, whereas the one given in an inn or by the steward is the random one.
If no eligible bounty is available, there will be no bounty rumors in the inns or given by the steward or jarl. For instance, if you have a Bandit, Forsworn and Giant quest active while finishing off the Dragon bounty in Eastmarch (at the only possible eligible location, Bonestrewn Crest), then no bounty quests will be available in either Eastmarch (since the Dragon quest cannot be repeated there until it has been done somewhere else, and all the other types are already spoken for) or Haafingar or Whiterun (which both have no Dragon bounty quests at all, and all the other types are already spoken for): you will have to travel to another hold, or complete one of the other existing bounty quests to free up another space.
Oddly enough, if you are offered a particular bounty, and don't like it and decide to reload from a recent save, there is a chance that the same innkeeper or steward will have no bounty-related dialogue at all.
If you exile the Jarl who issued the bounty before turning it in, you will need to visit them or their steward in exile to complete the quest.
Skyrim:Tutorials

These tutorial quests provide a way to learn about the three crafting skills (Alchemy, Enchanting, Smithing).  They are available from a few NPCs near the game's starting point, who will show your character how to use the skills.  Note that the crafting skills can be used without doing any of the tutorial quests, and the quests themselves do not give you any advantage in using the skills.
Skyrim:Credits

This is a list of the credits for Skyrim, taken from the game's credit option in the Main Menu.


Development


Voice And Music

Cast



Production

Casting




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Music

;Original Music Composed & Produced By
:Jeremy Soule
:www.jeremysoule.com
:Pennywhistle Music
:Wendy Morrison


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Localization

European languages




----

French audio





----

Italian audio




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German audio




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Spanish audio




Marketing, Distribution, and Quality Assurance

Bethesda Softworks




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ZeniMax Media




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ZeniMax Europe




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ZeniMax France




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ZeniMax Germany




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ZeniMax Benelux




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ZeniMax Asia K.K.



Special Thanks
Lore:A Tragedy in Black

A folk tale from the time of the Oblivion Crisis 
 
The   looked on the young boy with disdain. He looked to be no more than seventeen or eighteen, on the cusp of manhood. 
 
"You? You have summoned me?" 
 
"Mother says I'm good with spells. Someday I'm gonna be a wizard. Maybe even archmage!" 
 
"And what would your mother know of  , boy?" 
 
"She's a wizard! She's an enchanter at the  ." 
 
"Ah. Another dabbler in the mystic arts. I'm certain she is barely mediocre." 
 
"You shut up! I read the scroll. I get to tell you what to do." 
 
The dremora was silent. Compulsion bound his voice. 
 
"I want to know how to make a magic dress. I need it for her birthday." 
 
The dremora's answer was more silence. 
 
"You have to tell me. It's in the rules." 
 
Freed from the previous compulsion, the dremora answered, "First, you need a  . I happen to have one, and would gladly give it you for so noble a cause." 
 
"Really? Why do I need it." 
 
With a hidden smile, the dremora handed over the dull black gem.  
 
"It is not enough to cast a spell upon an inert object. Magic requires thought, intent, will and emotion. The soul powers the enchantment. The bigger the soul, the more powerful the enchantment." 
 
"So how big is the one in this soul gem?" 
 
"Oh, that one is empty. You'll have to fill it. But it can hold the largest of souls easily. Do you know how to do that?" 
 
"No," the young man said sullenly. 
 
"Let me show you. You cast a spell like this." 
 
The tendrils of the soul trap spell spilled from his fingers and surrounded the boy. The young man's eyes went wide. 
 
"I didn't feel anything," he complained. 
 
"How about now?" the dremora asked, plunging his talons into the youth's rib cage. His heart beat only once before it was pulled from his chest. 
 
Quickly the dremora snatched back the black soul gem, just as the youth died. His soul tried to flee, but was trapped by the spell and drawn into the gem. Only black soul gems can hold the souls of men and  . 
 
"Your mother obviously never told you never to accept a freely given gift from a summoned dremora," he said to the corpse. "You see, it breaks the  , freeing the summoned from the summoner. Now, let's go find your mother. After all, I have another black soul gem."