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Daggerfall:Farmsteads

thumb|left|A typical farm in High Rock, in view of the homestead
Almost all regions of the Iliac Bay house numerous agricultural settlements. These settlements come as farms, farmsteads, granges, orchards and plantations and consist of a single homestead, which is surrounded by arable land and companion animals. These settlements vary in a few basic ways, these being the architectural style of the homestead as well as the amounts of fields and whether or not there are wandering NPCs. Depending on the building's type, one or more NPCs can be found within. Although you can talk to them, they offer no services or unique dialog. These settlements are visible as medium brown colored spots on the regional map. The number of these settlements depends on the dimension of the region, although all regions of the Iliac Bay, except Cybiades, have at least one of those agricultural settlements.

As is the case for all non-dungeon locations, camping in the open within such settlements is chargeable and doing so will cause the town guards to appear.
thumb|right|A typical farmstead in High Rock, in view of the homestead and a vegetable patch
 

Places
Shadowkey:Books

Shadowkey
Few items in Shadowkey contain enough information to be classified as books, but the ones that do are listed here.
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Shadowkey:Twilight Temple

Twilight Temple lies to the northeast of Ghast's Pass and is the first lair of Pergan Asuul.

It was once home to a tribe of Goblins, but their shaman was killed by a "shadow master" and most of them left for Fearfrost Caverns. Just two goblins remain, and both of those would rather leave.

The most unusual features are two rooms, the rooms of Dusk and Dawn, that contain unkillable zombies; a problem the solution to which becomes clear as progress through the level is made.

Three scroll rooms lie just to the south of the entrance to the area and contain the Scroll of Shadow in two parts, a document that will give some insight into the magic used in the game.

In a room to the south, Pergan Asuul makes a first appearance.
 

Related Quests






Map

Gallery
Shadowkey:East Gate Raider Spree

Quick Walkthrough
# Talk to the Dragonstar Guards.
# Kill the raiders in town.
# Return to the guard.

Detailed Walkthrough
The Locked Gate
Upon attempting to use the gate to gain entry to Dragonstar East you will discover it is locked. Talk to either of the two guards standing nearby and they will tell you that as long as the city is infested with Skyrim Raiders and that it isn't safe to unlock the gate until they are dealt with. The guard tells you they are located to the south.

Raider Hunting
The southeastern quarter of Dragonstar West contains a number of houses, most of which are filled with raiders. Simply travel from house to house, killing the raiders. Eventually you will receive a message that you have killed enough of them for the guards to allow you access to Dragonstar East.

Onward, Ever Onward
Return to the gate to receive congratulations from the guards, who will also unlock the gate and let you in to Dragonstar East.

Notes
 You don't have to kill all the raiders to complete the quest - just enough to receive the message.
Shadowkey:Tanyin Mages' Guild

Quick Walkthrough
# Talk to Tanyin Aldwyr again.
# Find the list of Mages Guild members.
# Return it to Tanyin.

Detailed Walkthrough
Tanyin Again
In General Duvais' HQ in Dragonstar East you will find not the general, but Tanyin Aldwyr. She suspects several members of the Mages Guild are working against the forces of Skyrim and wants you to find the roster of members so she can find out who may be involved.

Mages Guild
The Mages Guild is located in Dragonstar West, towards the northwest. The roster can be found in the quarters of the head of the guild, Colleen.

Noxious Enchantments
Tanyin is ecstatic about the roster and tells you that she will now be able to find out who is responsible for some of the noxious enchantment affecting her troops. She gives you her Shadowkey as a reward.

Notes
It is not essential to have done the Tanyin Lakvan Evidence quest to receive this one, as Porliss Caith's version will do just as well.
Shadowkey:Porliss Loth' Na

Quick Walkthrough
# Talk to Porliss Caith.
# Kill General Duvais and his forces in Loth' Na Caverns.
# Return for your reward.

Detailed Walkthrough
More from Porliss
After completing his previous quest Porliss Caith will have one last task for you. It seems the forces of Skyrim have established a foothold in Loth' Na Caverns, and it must be eliminated.

General Duvais Must Die
Loth' Na Caverns can be found to the southwest of Dragonfields. The task is fairly straightforward: find and kill General Duvais - the leader of Skyrim's army. With this done the west flank of Dragonstar will no longer be threatened.

The General is found towards the northwest of the caverns with several guards. He is a powerful warrior, and his associates make it a particularly difficult fight.

Another Tooth
Porliss is overjoyed with the news that the caverns no longer pose a threat. When he calms down enough to talk to you he will hand you another Star Tooth.
Shadowkey:Rilora Message

Quick Walkthrough
# Talk to Penelope in Dragonstar East.
# Track down Rilora in Snowline.
# Return to Penelope.

Detailed Walkthrough
Worried Sister
Penelope runs the Herbarium in the northwest of Dragonstar East. After you have bought herbs from her she will talk to you about her sister, Rilora. She believes Rilora will be worrying about her since the siege intensified and wants you to take a message to Rilora to reassure her.

Above the Snowline
Rilora can be found inside one of the small houses in Snowline. Just talking to her about any subject seems to be enough.

Welcome News
Return to Penelope who will be glad to hear that Rilora is doing well. She gives you her thanks and 1,250XP.

Bugs
Shadowkey:Tanyin Prisoner Free

Quick Walkthrough
# Talk to Tanyin Aldwyr.
# Rescue Old Trinket from jail.
# Return to Tanyin.

Detailed Walkthrough
A Valuable Trinket
After finishing the previous quest talk to Tanyin again. She promises you a Star Tooth if you can release a valuable ally from the city jail.

Jailbreak
The jail is in the middle of the southern area of Dragonstar East, with the entrance on its southern side. There are several guards but none of them bother you. Several Azra villagers are imprisoned in cages in the main area but a series of high-security cells in the northern section of the jail holds just one prisoner, described by the nearest guard as a "vicious felon".

The vicious felon turns out to be Old Trinket, whom you may remember complaining about his lumbago in Azra's Crossing. He will create a diversion while you open the lock on his cell.

Long in the Tooth
Trinket disappears as soon as the door is opened but the guards still won't react to your presence. Return to Tanyin who will congratulate you and hand over the Star Tooth. She also promises you that Old Trinket only seems worthless.

Notes
If you approach Old Trinket before this quest is active he will vaguely recognize you, but no rescue is possible.
Shadowkey:Red Raider Mission

Quick Walkthrough
# Find Wulfbris, the leader of the Red Raiders.
# Kill Devron, the leader of the Blues.
# Return to Wulfbris for your reward.

Detailed Walkthrough
The Unholy Trinity
The raiders in Raider's Nest are divided into three groups: Blue, Gold and Red. Each group has a leader who, while distrustful of both other leaders, wants one of them dead. In the case of Wulfbris, he wants you to kill Devron, leader of the Blues.

Target Acquisition
The blue section of Raider's Nest is in the northwest. Find Devron and kill him.

Victorious Return
Wulfbris will be pleased by the news of your success and will give you 900 gold.

Notes
The sequence of distrust is Wulfbris → Devron → Yelnicin → Wulfbris, so it should be clear that two of these assassination missions can be carried out, but not three.
If one of the quest-givers is killed while their quest is active, the quest is removed from the player's journal.
Shadowkey:Blue Raider Mission

Quick Walkthrough
# Find Devron, the leader of the Blue Raiders.
# Kill Yelnicin, the leader of the Golds.
# Return to Devron for your reward.

Detailed Walkthrough
The Unholy Trinity
The raiders in Raider's Nest are divided into three groups: Blue, Gold and Red. Each group has a leader who, while distrustful of both other leaders, wants one of them dead. In the case of Devron, he wants you to kill Yelnicin, leader of the Golds.

Target Acquisition
The gold section of Raider's Nest is in the southwest. Find Yelnicin and kill him.

Victorious Return
Devron will be pleased by the news of your success and will give you 900 gold.

Notes
The sequence of distrust is Wulfbris → Devron → Yelnicin → Wulfbris, so it should be clear that two of these assassination missions can be carried out, but not three.
If one of the quest-givers is killed while their quest is active, the quest is removed from the player's journal.
Shadowkey:Gold Raider Mission

Quick Walkthrough
# Find Yelnicin, the leader of the Gold Raiders.
# Kill Wulfbris, the leader of the Reds.
# Return to Yelnicin for your reward.

Detailed Walkthrough
The Unholy Trinity
The raiders in Raider's Nest are divided into three groups: Blue, Gold and Red. Each group has a leader who, while distrustful of both other leaders, wants one of them dead. In the case of Yelnicin, he wants you to kill Wulfbris, leader of the Reds.

Target Acquisition
The red section of Raider's Nest is in the northeast. Find Wulfbris and kill him.

Victorious Return
Yelnicin will be pleased by the news of your success and will give you 900 gold.

Notes
The sequence of distrust is Wulfbris → Devron → Yelnicin → Wulfbris, so it should be clear that two of these assassination missions can be carried out, but not three.
If one of the quest-givers is killed while their quest is active, the quest is removed from the player's journal.
Shadowkey:Dragonstar East

Dragonstar East is the eastern portion of the city of Dragonstar, and the focus of the war between Hammerfell and Skyrim. It is accessible only from Dragonstar West.

Upon entering the area you are immediately accosted by two Skyrim guards, who aren't exactly the most efficient examples of their type. They will refrain from attacking you because "This could be the one Tanyin Aldwyr told us about", even if you have never met Tanyin, and offer you a pass. With the pass, no Skyrim soldiers in the area will attack you, although you may still attack them; without the pass, they will attack on sight.

This portion of the city has born the brunt of the war; some buildings lie in ruins, and troops from both sides inhabit the remaining buildings. The few remaining residents are desperate, and make the same set of requests as their counterparts in Dragonstar West.

The Thieves' Guild is found here. Clever Sed is the one to approach for membership, and Scythe can train Assassins, Nightblades and Thieves to boost their class skills: for each session it costs 1,000 gold for members and 1,500 gold for non-members. The guild hall is hidden behind a false wall in the northeast of the area.

The Fighters' Guild is located at the southwest corner of Dragonstar East. Dominus is the guildmaster: he will grant membership to worthy candidates, and Giradda will boost the abilities of Barbarians, Knights and Rogues at a cost of 1,000 gold for members and 1,500 for non-members.

In the center of the zone is the Arena, run by Tekin, and you can choose to fight the combatants in his arena pit. Also present in this area is a Black Marketeer, who will buy and sell a range of powerful armor, consumables, spells and weapons.

To the north lies the Herbarium, an oasis of green space in the grim cityscape. The owner, Penelope, grows various herbs for medicinal purposes. In the southeast corner is the Dragonstar Temple. The Priestess Seraphidis does what she can to minister to the needy.
 

Related Quests
 
 
 
 
 
 
 

Map
Shadowkey:Dragonstar West

Dragonstar West is the first part of the city of Dragonstar that will be encountered. It can be reached from Dragonfields and leads to Dragonstar East.

Its inhabitants mostly fall into the category of being either the cause or the result of the ongoing conflict between Hammerfell and Skyrim: some of them will attack you on sight while the others will beg you for help. The former can be dealt with in the usual manner; the latter can be helped. They will make one of several requests:
:; Talk: Simply talking to the refugee will give you 100XP
:; Food: Food is short in the city and many refugees make a plaintive request for bread. If you are prepared to give them some, you receive 300XP
:; Gold: Some refugees simply want money. You can refuse, or give them either 25 or 100 gold. 25 gold nets you 100XP and 100 gold will give you 425XP.
:; Medicine: Some of the refugees know somebody who has lost their sight. If you can give them a Cure Blindness Balm you gain 1,000XP

The Mages Guild can be found in Dragonstar West and can be joined by talking to Colleen. Eranthos will offer training to Battlemages, Spellswords and Sorcerers, and will also buy and sell spells.

Completing the merchant services are three stalls in the center of the region, buying and selling Armor, Consumables and Weapons.

There are three Shadow Gates in this area. The one to the north blocks the entrance to Geldwyr Manor, in which lies the powerful Penumbric Throwing Knife and Geldwyr Shield. Behind the eastern gate is a brazier with an unusual effect: once activated, a shadow enters the room and then merges with you, increasing your strength by 5.

 

Related Quests
 
 
 
 
 
 

Map


Notes
In the merchants area, there are two memorial plaques. The first one reads: 
:"Meya Violet was a great merchant captain. Her selfless skills of negotiation made the Dragonstar guild great. No one knows what took her that night. We honor her, and pray we can sustain her greatness."

The second one reads:
:"Meya Violet was a visionary leader of the Merchant Captains of Dragonstar. She disappeared shortly after the outbreak of the war. Her husband, Volstok Violet, vanished while searching for her just a couple weeks later."
Shadowkey:Raider's Nest

'''Raider's Nest''' is a network of tunnels and rooms filled with raiders. It can only be accessed from Dragonfields.

It is divided into red, blue and gold sections each of which have their own leader, and each of whom nurses a grudge against one of the others. The red section lies in the northeast; blue in the northwest and gold in the southwest. Each section is protected by a gate that is opened by a unique amulet corresponding to the section's color. In addition to opening its respective section, the amulet prevents the holder from being attacked by the section's patrol creatures, although they can be attacked if desired.

The yellow section also harbors an NPC named Eglar, who holds one of the eleven Shadowkeys. The key opens two Shadow Gates in the level. One guards most of the southeast of the level while the other unlocks a room containing a single chest. Opening the chest grants a choice of artifacts: the Magicka Edge Axe or the Spell Jewel.
 

Related Quests
 
 
 

Notes
The area was originally the target of a quest from Teresa Clothgen called ''Dragonstar Gate Clear Raider's Nest'', presumably requiring the player to kill all the raiders in the level. The scripting required for her to give the quest is not present, however.

Map
Shadowkey:Lakvan's Stronghold

'''Lakvan's Stronghold''' is a castle belonging to the bandit leader Lakvan. It lies to the northeast of Snowline, and can only be accessed from there. It is one of only two locations in Shadowkey that lie within Skyrim.

Entering the level gives you the message that you feel a trap is about to be sprung. Indeed, archers line both sides of the entry passage and it requires a powerful character to prevail.

At the center of the zone is Lakvan himself, who holds one of the eleven Shadowkeys. Also in his room is the immensely powerful Daedric Battle Axe. The door to his room is locked but can either have its lock picked or open using the key that can be found on one of his henchmen. Lakvan has been receiving assistance from the Imperial Government and Jagar Tharn in his attempt to establish a foothold in Hammerfell and more than one agent wants proof of this.

The level contains four hidden rooms. They may be identified by the presence of a torch on the wall that appears to be extinguished but which nevertheless provides light. The hidden doors are locked and trapped but provide access to powerful treasures.

Although Lakvan is one of the most powerful NPCs in the game there is a more important one: Pergan Asuul. He can be found behind the level's Shadow Gate and is vital to the progress of the Main Quest.
 
Related Quests
 
 
 
 
 

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Shadowkey:Hammerfell

Hammerfell, once known as Hegathe, the Deathland, and Volenfell, is a province in the west of  , bordering Skyrim,  , and High Rock. This province is dominated by the wasteland of the   desert. It is inhabited by the human race of Redguards, who fled to Tamriel after their home,  , was destroyed.

Hammerfell is predominately an urban and maritime province, with most of its population confined to the great port and trade cities. The interior is sparsely populated with small poor farms and beastherds. The Redguards' love of travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.

For more general information, see the main lore article.
Shadowkey
Most of the game of Shadowkey is played out in Hammerfell: of the fifteen distinct Places, only three lie outside the province's borders. The game is set against the background of the War of the Bend'r-mahk, in which Hammerfell and High Rock fought against Skyrim. Shadowkey is particularly concerned with the battle for control of the city of Dragonstar.

Hammerfell Quests
During the game, the player can choose to help Skyrim by aiding Tanyin Aldwyr, or Hammerfell by aiding Porliss Caith. Porliss' quests are as follows:
Shadowkey:Skyrim

thumb|right|Skyrim 
Skyrim, the northernmost province of Tamriel, is a cold and mountainous region also known as the Old Kingdom, Mereth, or the Fatherland, or Keizaal in the dragon tongue. Many past battles have given it a ravaged appearance and many ruins. Though currently inhabited primarily by Nords, the   who they replaced had resided there since time immemorial. The sovereign, the High King of Skyrim, is chosen by the  , a convention of jarls. A jarl is a regional ruler chosen through heredity and, rarely, through right of arms. The High King typically rules until death, though acts of dishonor, particularly the appearance of cowardice, can lead to the recall and reconsideration of the Moot. Since the   was signed in  , the Moot does not give serious consideration to anyone but the High King's direct heir unless one is not available.

For more information, see the main Lore article.
Shadowkey
Of the fifteen Places in Shadowkey, only two are located in Skyrim (Lakvan's Stronghold and the Crypt of Hearts), but the influence of the province is felt throughout the game. Skyrim is at war with Hammerfell, trying to capture the city of Dragonstar, and her agents and soldiers will be found in many places.

Skyrim Quests
The most notable Skyrim agent is Tanyin Aldwyr, who will give you several quests related to the war:
Shadowkey:High Rock

thumb|right|The Province of High Rock
High Rock is a province in the northwest section of Tamriel. Most of the province is inhabited by the Bretons, who have divided the province into multiple Breton city states and minor kingdoms. The northern tip of central High Rock also contains  , the City-State of the  s. High Rock encompasses the many lands and clans of Greater Betony, the Deselle Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, resisting integration into a formal province or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying legacy. 
Shadowkey
Only one zone, Glacier Crawl, lies in High Rock, and the province plays only a small role in the game.
Shadowkey:Miscellaneous Quests

A list of all the miscellaneous Quests in the game of Shadowkey.
Shadowkey:Porliss Lakvan Evidence

Quick Walkthrough
# Talk to Porliss Caith.
# Find Clerk Skye in Lakvan's Stronghold and win her trust.
# Return with the evidence to Porliss.

Detailed Walkthrough
A Proper Request
After congratulating you on discovering Tanyin's intentions, Porliss Caith remains in Snowline rather than disappearing. Talking to him again leads him to declare his suspicions that the Empire is less than neutral in the current conflict. He wants you to find evidence for his theories and believes it is to be found in Lakvan's Stronghold.

Scroll Down
In the Stronghold you will encounter Clerk Skye, who says that she was also sent to find evidence. She will give it to you if you do a favor for her. Complete her quest and get the information. It does indeed seem that the Empire is looking for a foothold in Hammerfell.

Reward
Return to Porliss who, while slightly suspicious of the Empire's actions, declares himself happy that they are less than friendly towards Skyrim. He will tell you that he has another quest for you in the council building in the northwest of Dragonstar West and to meet him there.

Notes
This quest is essentially identical to Tanyin Lakvan Evidence - the only difference is the quest-giver.
Daggerfall:The Necromancers

The Necromancers are the dark mirror of the Mages Guild, powerful magicka casters who are masters of the most corruptive and daedric of spells. Unlike the Mages Guild, they are devoted to a singular cause. But despite horror stories to the contrary, no one knows what this cause may be. Their goals and their activities are whispered about, but no one but a Necromancer knows for certain what they are. There's an old saying that when opposing the Necromancers, you fear what comes after death more than death itself. They are dangerous wizards, and it is best that the virtuous have little to do with them.

They are said to be led by a man they call the King of Worms. According to common rumor, he is thousands of years old and not aging at all.

Gallery
thumb|75px|left|The King of Worms
Daggerfall:Cabal

The Cabal is a political faction that is a subgroup of the main Mages Guild faction. 

Description
thumb|right|Daedra Summoner of the Cabal
 
 

Political Affiliations
Shadowkey:Glacier Crawl

Glacier Crawl is a network of icy passages and gates, and the only Shadowkey zone located in High Rock. It can only be accessed via Stout's Trading Post.

Progress through the zone is controlled by frozen gates inscribed with regular symbols. One room near the entrance contains nine levers, each of which has symbols that matches one of the gates. To use a lever, and open its related gate, requires a Frozen key - obtained from the bodies of the blue-skinned inhabitants of the region.

The gates are marked as follows:
:1. • — One dot
:2. •• •• — Two pairs of dots
:3. &Delta; • — Single triangle and a single dot
:4. • • — Two separate dots
:5. • •• — Single dot and a pair of dots
:6. •• &Delta; — Pair of dots and a triangle
:7. &Delta;&Delta; • — Pair of triangles and a single dot
:8. •• — Pair of dots
:9. •• • — Pair of dots and a single dot

Each Frozen Key can be used only once, so it is important to open gates that will lead you forward in the level before accessing dead ends.

The most unusual feature of the zone is a ship, frozen into the ice. Inside, the ghost of its former captain, Nym, is keen to see the shadow forces destroyed. He will guide you towards the Star Tooth hidden in this zone or, if you already have all seven teeth, reward you with the powerful Star Coif.

 
Map