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Skyrim:Mor Khazgur

The stronghold owns and operates an orichalcum mine containing seven ore veins. Notable NPCs found here include Chief Larak, a master trainer in the Block skill, and Borgakh the Steel Heart, a potential follower and potential Blade.

 
Related Quests
Quests Starting Here
Miscellaneous Quests
 
 
 

Residents


Mor Khazgur
There is just a single entrance to the stronghold's compound near the northern edge of the surrounding palisade. There is a small vegetable patch immediately on your right upon entering, which contains eleven cabbages, eleven leeks and eight potato plants. On the left is a lookout tower, while in front is a tree stump that has a mora tapinella fungus growing from it. Behind the vegetables is an open-sided hut, beneath which is an unlocked chest and a rack hanging from the ceiling holding a garlic braid and pheasant.

The path leads past the longhouse, passing a wooden table and chair on the right where Chief Larak is generally found sitting. Beside this is a rack holding three whole salmon. On the other side of the entrance to the longhouse is a practice dummy where Borgakh the Steel Heart is normally found training her skill-at-arms. Opposite the longhouse entrance is a second open-sided hut with an alchemy lab beside it and a set of shelves under it. These hold an apothecary's satchel, two random potions of stamina, a sample of fly amanita and a sample of white cap fungi, two purple and a red mountain flower.

Continuing past the longhouse there is a covered stack of food barrels on the right with a trapdoor leading to Mor Khazgur Cellar beside them. On the left is a second lookout tower, while ahead is a covered blacksmithing area consisting of a forge and grindstone, with a set of shelves at the rear holding a random enchanted Orcish battleaxe, a copy of the Smithing skill book ''The Armorer's Challenge, three owned orichalcum ingots, a steel sword, an enchanted Orcish sword and an Orcish helmet and shield.

The path continues up and around, passing a second tree stump with mora tapinella fungus growing on it. Further up it passes between another lookout tower and a smelter to the top where Mor Khazgur Mine is located. On the right of the entrance are some more food barrels and three non-respawning orichalcum ingots.



Notes
Like all other Orc strongholds, to be welcomed into this stronghold and able to barter with the residents requires that you be Blood-Kin to the Orcs.
You can gain access by climbing the mountain and coming back down over the stronghold, but you will still be challenged as you approach the gate, and offered a quest opportunity.
Mor Khazgur also appears in ESO'' as a mine and an instanced Battleground.
Skyrim:Ruins of Rkund

They are located in the mountains behind Darklight Tower, an old military fort currently occupied by a hagraven coven, and are most easily accessed by passing through the tower and heading southeast into the mountains.

 
Ruins of Rkund
The ruins consist of a few broken pillars and collapsed buildings; the one farthest to the east contains an unlocked Dwemer chest. In front of this is a Dwemer floor lantern in a stone pit, with the bodies of two hags lying next to it, along with a few pieces of Dwemer metal and an apothecary's satchel. As you approach the ruins, three wisps will be seen roaming the area. Approaching the lantern will trigger the appearance of their Wispmother. The only other items of interest are a few snowberry bushes in the area.

Bugs
Skyrim:Solitude Military Camp

The camp only appears during the Battle for Solitude in the Stormcloaks questline. 
 

Residents


Related Quests
 

Solitude Military Camp
It features several small tents, which contain no bed rolls or hay piles. Several tree stumps are scattered in the area, with two being wood chopping blocks. In the middle of the camp is a table holding iron weapons, which are free to take, as well as an anvil and a grindstone. Down to the west are most of the tents, a campfire, and one of the wood chopping blocks. Up the hill is another campfire, the other wood chopping block, two small tents, and one large empty tent. To the east of the camp, two catapults are aimed at Solitude.

After the Battle for Solitude, the camp will be disbanded, and its marker will be removed from the world map.
Skyrim:Talking Stone Camp

The camp is usually home to one giant, while another will be nearby to the northeast herding two mammoths. 

 
Related Quests
 

Walkthrough
Talking Stone Camp
It is a typical giant camp centered around a large campfire, with a couple of fire hardened spears holding charred skeevers cooking over it. Around the camp are many painted rocks, bone chimes, strings of bones and animal bones, including mammoth rib cages. North of the campfire is an empty stone bowl with a leather strip, a random healing potion, and a random fortify skill potion beside it. To the left is another stone bowl containing many soul gem fragments and a random soul gem. Just north of this is a tree stump with a mora tapinella fungus growing on it with a chest. To the left of the chest is a large painted stone with several giant clubs, a few leather strips, a random warhammer and a shield displayed on it. On the other side of the display is a mammoth cheese bowl. 

South from the display are a couple of drying racks with a bunch of dried elves ear, and two bunches of dried frost mirriam hanging from them. There is a large mammoth cheese bowl between the racks. East of the drying racks and past the path to the south are another two racks. Behind them is a tree, and behind that is a high ledge where two iron ore veins can be found; they are close together and almost overlapping each other. 

Further east from the racks is another rack with a bunch of dried elves ear, and another mammoth cheese bowl next to that. Beyond this is a large rock formation. On a low ledge to the northeast there is a corundum ore vein. Beneath the rock is a pool of water fed by a wellspring. Submerged in front of the wellspring is a random helmet, a coin purse, and an apprentice locked chest.

Notes
Talking Stone Camp has the highest number of insect spawn points, 22 in total. This means you can collect a lot of butterfly wings and blue butterfly wings during the day, and luna moth wings and torchbug thoraxes during the night. There are also a large number (23) of tundra cotton plants near the camp.
A stream running from the pool leads to a waterfall above an inlet to River Hjaal. Just above the waterfall is another iron ore vein. There is the corpse of an alchemist lying on an island in the middle of the inlet.
A dirt path leading west from the campfire leads to a small stream. On the other side of the stream is an iron ore vein. 
There is a high percentage chance of the camp being attacked by bandits. If any survive the initial attack they will flee towards Orotheim.
Skyrim:Stonehill Bluff

This giant camp is inhabited by two giants, but no mammoths. The camp is located at the end of a ravine.
 
Related Quests
 
 

Stonehill Bluff
The easiest approach to Stonehill Bluff is from the east. If you have Hearthfire installed and have built Heljarchen Hall , travel is a short distance uphill to the west, then northwest to reach the beginning of the ravine. One of the giants is stationed on guard at the entrance. There are the normal markings of painted rocks, bone chimes and mammoth ribs and skulls. As you follow the ravine into and around the camp there are few patches of white cap and imp stool fungi.

The camp itself is surrounded by large rock formations that form a basin. There are two large fires with a total of six charred skeevers cooking on fire-hardened spears over the fires. Around the camp there are a total of seven mammoth cheese bowl containers, and two chests with random loot; one is an unlocked wooden chest located at the northern end of the basin and the other is against the rocks to the east and is also unlocked.

Bugs
Skyrim:Orphan's Tear

The ship has broken into two sections; one section is partially submerged and holds the cabin, while the other is almost fully submerged. It is occupied by three bandits.
 

Related Quests
 
 

Walkthrough
Orphan's Tear
right|thumb|Orphan's Tear bandit campThere are three bandits based here, who will become hostile and attack as soon as you approach. They are a melee fighter, an archer, and a magic user. Once they are taken care of, you can proceed with exploring the shipwreck. The bandits' campsite on the shore consists of a campfire and a large tent with two bed rolls and a table holding some cheese wedges and a wheel, and an adept-locked chest containing random leveled loot just outside the tent. Near the tent, there are four salmon hanging from a rack and a bucket containing three more salmon behind a small boat, all of which can be harvested. Beside the bucket of salmon are some crates with two bottles of Nord mead. With the Fishing creation installed, there is also a fishing pole here, with some Fishing Supplies found a bit further up the shore. Fish that can be found in freezing waters can be found here. There is also a woodcutter's axe lying on a wooden block in front of the large tent.

Inside the shipwreck's cabin, you will see a table propped up against the wall with an unlocked chest hidden behind it. Also, if you look hard enough, you can find two bottles of skooma and a potion of minor magicka beside the bed roll. There are a couple of barrels on this level containing foodstuffs. Proceed down the stairs into the water to find several barrels containing common food and also a pair of iron boots near a bed. If you proceed farther down one level you will see a skeleton trapped underwater to the left of the stairs, along with another unlocked chest surrounded by four barrels. To the right of the stairs is a potion of magicka.

There are two harvestable clams between the two parts of the boat and two spiky grass plants next to the large tent. The other submerged section of the shipwreck does not have any notable loot, however, other than a few barrels.

Notes
There is a total of 45 Nordic barnacle clusters in the area, where you can harvest Nordic barnacles.
There is an iron ore vein to the southeast of the campsite.
Skyrim:Largashbur

Buildings
Largashbur Longhouse - Primary dwelling for all residents.
Largashbur Cellar - Storage cellar and makeshift bar, with a few food barrels and sacks and a level-locked chest just outside the trapdoor entrance behind the longhouse.
Apothecary's Shack - Exterior building with an alchemy lab, and a few ingredients on a set of shelves and hanging from a pole.
Blacksmith's Shack - Exterior building with a forge, a workbench, and a grindstone, and a few pieces of Orcish equipment on a set of shelves, a table, and a barrel.
Tanner's Shed - Exterior building with a tanning rack, a food barrel, and a few pelts on a table.

Residents
 

Exterior


Related Quests
Quests Starting Here
Daedric
 

Notes
Lob, Ogol, Ugor, and the unnamed Orcs outside the stronghold are not essential, and can be easily killed by invading giants, even before you arrive.
After completing The Cursed Tribe, Lob, Ogol, and Ugor can be recruited as followers.

Bugs
 
 The giant attacks can be stopped by opening the console and entering the code  .
Skyrim:Steamcrag Camp

right|thumb|Steamcrag Camp
There is an official warning posted on the nearby signpost, granting the giant permission to camp there, and warning citizens not to interfere with him.

 

Related Quests
 

Steamcrag Camp
The camp has one giant and up to two mammoths living here. In the center sits a large campfire with two horse haunches and a charred skeever cooking beside it. To the southwest of the fire is a goat hide and ice wolf pelt, while to the north is a dead Khajiit. To the northwest, near a large rock, are an unlocked chest and two mammoth cheese bowls. Taking the cheese bowls counts as theft. Two haunches of raw horse meat and an unowned mammoth cheese bowl sit on a rock to the right. On the rocks above all this is a cooking fire with a dead wolf and horse cooking on top. The wolf's hide can be looted from its body while the horse's hide lies beside the fire. There are the typical plants and flowers in the vicinity, including jazbay grapes and dragon's tongue, which can be harvested for their alchemical ingredients.

To the southeast, near the road and the signpost with the official warning that warns people to stay away, is a destroyed carriage with another dead Khajiit, a dead horse, various common books strewn about, an adept-locked chest, a barrel containing ingredients, several food sacks, and a knapsack. The dead Khajiit near the campfire probably came from this caravan and it appears they may have tried bartering with the giant.

Due to the proximity to the dragon lair at Bonestrewn Crest, the player may attract the attention of the resident dragon while trying to deal with the giant and mammoths at the same time. This may be either helpful or harmful depending on whether both try to attack the player or instead attack each other.

Notes
South-southeast of the camp, atop a large rocky hill, is a Shrine of Akatosh on a stone bier. The three leveled skeletons near the surrounding pillars will rise and attack when the bier is approached. A leveled war axe and a copy of the Alteration skill book Breathing Water rest next to the shrine.
There is a giant club located near the fire that can be picked up and wielded by followers, but can't be used by you.
Skyrim:Lost Tongue Overlook

Related Quests
 
 
 

Lost Tongue Overlook
left|thumb|Spellcaster trapThe path to the lair is a short way past Snow-Shod Farm going south from Riften. It wends its way around before reaching a fork in the path; taking the left-hand path takes you past a dragon mound. Several flights of stairs lead up to the lair. (The path continues past here and passes Crystaldrift Cave before making a full loop.) By the start of the stairs is the first of several piles of rocks marking the route. Up two flights of stairs, you'll find a fire rune on a stone semiarch to your right, which can be easily avoided by moving left. After moving up another flight of stairs, you'll find a switchback in the path with an iron ore vein. Two flights up, there is a spellcaster trap on your left that unleashes the Ice Storm spell when triggered. It is possible to climb nearly to the top of the stairs and snipe the soul gem from the pillar with an arrow. This will deactivate it. Alternatively, you can try going left around the stone and approaching it from behind. The next flight of stairs brings you to a plateau. There are a few stone pillars and arches, which are remnants of the structure that once stood there. The word wall lies just east-southeast from the plateau.

right|thumb|Word wall Before the dragons' return, a skeleton will be creaking along the stairs next to the iron ore vein. On the plateau, there are two skeletons who will attack on sight. Near the word wall is a leveled boss necromancer and an altar with a lootable skeleton, a leveled potion, a soul gem, and The Book of Daedra on top. The necromancer's tent just to the west contains a bed roll and a table with a plate, grilled leeks, necromancer robes, and a staff on top. There is an open cage holding a dead Breton and an ash pile to the east.

After the dragons' return, a burnt carriage will be found near the entrance path below. On the plateau are a couple of burnt corpses that can be looted for a few septims or a sample of bone meal. If the leveled dragon hasn't detected you yet, it will be resting atop the wall.

Regardless of whether Dragon Rising has been completed, the boss chest is next to the word wall.

Notes
It is possible to ride a horse up the east slope of the hill, and avoid the trail and spellcaster trap altogether. 
After Dragon Rising, there is an unburned corpse located to the east of the first plateau. It is a few paces past the easternmost stone pillar and right next to a large rock, and wears a Stormcloak helmet and cuirass.

Bugs
Skyrim:Deep Folk Crossing

A Dwemer convector, used for a College of Winterhold quest, can be found just across the bridge. With the Dawnguard add-on installed, an Aetherium Shard can also be found at the location.

You can be given the location of this bridge by the children Sond and Bottar in a random encounter.
 
Related Quests
 
 

Deep Folk Crossing
Approaching the bridge from the south, halfway across on the right is a platform with stone steps up facing due east. Looking from here at the southern bank, you will see a nirnroot directly in front of you. Following the river downstream, you will find an iron ore vein, approximately level where the path turns towards the east and Druadach Redoubt; a few meters farther downstream is a second nirnroot. There is nothing of interest upstream except the spring which is the source of the river.

Across the bridge on the northward path, you will see a stone plinth. On this stone plinth is an Aetherium Shard  and a Dwemer Convector along with a leveled helmet and sword, which are always a Dwarven Helmet and Dwarven Sword, respectively, from level 12.

Notes
Katria's journal  reveals that a Dwemer city originally called Bthar-zel (meaning "allied city") is located at this site. Katria is correct, with the actual ruins of Bthar-zel being directly beneath it and an entrance to it at the end of the bridge.
A short distance downstream, between the first and second waterfall below the bridge on the southern bank, lies a dead Adventurer wearing the rare Hooded Blue Robes and carrying a copy of The Aetherium Wars.
Skyrim:Rorikstead

The village claims not to have had a bad harvest in years. It contains several crop fields from which you may harvest food.

Despite its namesake still living, Rorikstead is mentioned in two much older accounts: The Merethic or First Era text Holdings of Jarl Gjalund (as "Rorik's Steading") and the Atlas of Dragons from the Second Era. This may be a mistake on the developers' part. It is also mentioned in the bard's song Ragnar the Red as "ole Rorikstead", which may be taken to indicate that the current town is named after an ancient predecessor.
 

Rorikstead Residents
 

Related Quests
Quests Starting Here
Miscellaneous Quests
 
 

Other Quests
Daedric
 

Side Quests
 
 

Notes
After the quest Dragon Rising, you are very likely to encounter a dragon attacking Rorikstead. Fittingly, Guards in Whiterun will mention how Rorikstead is usually a calm place, but is vulnerable to a dragon attack. 
The above encounter, throughout most of the game, is likely to be with a random unnamed dragon; however, the named dragon Nahagliiv is buried in a mound not far west of the town, and will be resurrected by Alduin during A Cornered Rat.
Atop the hill directly north of the town a Shrine of Akatosh can be found, along with a Dragon Scale and a copy of the book Kolb & the Dragon.
Lokir, one of the NPCs in the carriage during the quest Unbound, states he is from Rorikstead, but he has no residence, and is not mentioned by anyone in town.
Skyrim:Whitewatch Tower

To find Whitewatch Tower on your map, look just northeast of Dragonsreach. If you're having trouble, try looking east of Halted Stream Camp and west of Shimmermist Cave, as it is between these two locations.
 

Whitewatch Tower
Whitewatch Tower is an open-air, frontier lookout post. As expected, wildflowers grow freely, including blue, purple and red mountain flowers, and lavender, at what would have been considered the entrance of the ruined keep. A stone quarry  is on the southside of the tower, behind a stone wall outcropping. In the courtyard of the tower more lavender is growing. There are some meager provisions for the guards just to the left of the entrance arch. A novice-locked chest among the crates holds more substantial treasure. A weapons rack is on the south end of the courtyard, under a tree. It holds two Imperial swords and a leveled sword, or else an iron war axe, matching battleaxe and leveled mace should the Stormcloaks take over the hold. The wooden ramps lead up to the watch tower and nothing of interest. However, jumping onto the ledge on the west side of the tower, behind the guard's chair, and crossing over the archway takes you to the ruin of the west tower. Buried in the rubble is an apprentice-locked chest.

Notes
Caution is advised when unlocking the chests around the tower&mdash;if the guards see you, you will receive a bounty.
Bandits may attack the tower when approaching it.
There's a small leveled strongbox which is easy to miss to the northwest, between some stone blocks on the top of a hill.
1 Iron Ore and 1 Silver Ore veins are located 250 ft south of the tower, at the base of the Dragonsreach hill.
1 Gold Ore vein is located 410 ft south of the tower, up the hill.
Just to the east of the Gold Ore vein is a leveled novice-locked chest.
There is a bandit camp located within a shallow cave southwest of the tower, at the base of the hill that Dragonsreach sits on. It is occupied by leveled bandits, and has a wide variety of loot, including alchemical ingredients, weapons, potions, and the pickpocket skill book Aevar Stone-Singer. The Smugglers' Note can also be found under a table in the camp. A cookpot and a horse can be found here as well, although the horse must be stolen to be ridden.
Skyrim:Pinemoon Cave

Related Quests
 
 
 

Walkthrough
Exterior
In front of the entrance is a small camping site with an extinguished campfire surrounded by several sawn logs arranged as seating. Nearby is also a wood chopping block, while three white cap mushrooms are growing around the entrance to the cave.

Pinemoon Cave
left|thumb|The first area of Pinemoon CaveYou enter into a short tunnel lit by a lantern atop a barrel. The tunnel opens into the first of two cavern rooms, where you will encounter two leveled wolves. There are many rock pillars in this first room, which is brightly lit by three braziers on stands. Around this chamber are several deer skulls mounted on posts.

There is a small tunnel opposite you upon entering the chamber. It takes a couple turns before opening into the main area containing two vampires and one master vampire. There is a vampire standing near where you enter on a raised section above the main part of the room, with an earthen ramp leading down in front of where you enter. The vampire will have their back to you unless they have been alerted to your presence. The master vampire is visible at the back of the room wandering near a podium on another raised area. The third vampire is wandering near some wooden benches arranged in front of the podium.

right|thumb|The podiumBelow the raised section via which you enter is a table with several barrels on either side containing foodstuffs and ingredients, as well as two sets of shelves farther to the right. These hold seven bottles of alto wine, four bottles of wine, and a random potion of stamina. Against the southern wall of the room is another table with a dagger and a Nord corpse on top that may be reanimated during the fight. There are more barrels on either side of the table.

On the raised area with the podium are two lit braziers on stands, one on either side of the podium, and a novice-locked chest. Two ramps, one wooden and one earthen, lead up to this area. There is a short tunnel leading from the western wall of the room to a bedroom, hosting an unowned double bed, an empty cage, and an unlocked large chest. You can find a copy of the Illusion skill book Incident at Necrom on a small table next to the cage.

The cave contains the highest concentration of fly amanita in the game. A total of 66 fly amanita mushrooms can be found growing throughout the cave's chambers and its passageways. The cave is contrasted between brightly lit areas and deep shadows, allowing for easy sneaking.

Gallery