Elder Scrolls-Factions (Skyrim)

Factions (Skyrim)

Factions are organizations of people with a common goal in Skyrim. The Dragonborn can join several of these factions. Upon joining, specific tasks, known as quests can be administered by a higher-up or leading official of the faction. Each faction has a specific guildhall or headquarters that remains static for the entire storyline, with the exceptions of the Dark Brotherhood and the Blades. Each faction has a clear leader, such as Arch-Mage Savos Aren for the College of Winterhold, Delphine as the Grandmaster of the Blades, and Paarthurnax as the leader of the Greybeards.Bards-College

Comparisons with other games

The Elder Scrolls IV: Oblivion was the last Elder Scrolls title to employ the conventional four factions, which were called “Guilds”. These factions included the Thieves Guild, the Mages Guild, the Fighters Guild, and the Dark Brotherhood. While Skyrim kept the Thieves Guild and the Dark Brotherhood, the Fighters Guild and Mages Guild were exchanged for different factions. Due to the Mages Guild splitting into the Synod and the College of Whispers, the guild could not logically appear in titles preceding the Great War. Thus, the College of Winterhold, making its debut in The Elder Scrolls V: Skyrim , appeared as a joinable faction. The Companions replaced the Fighters Guild, canonically aligning with Ysgramor and Nedic lore prevalent long before Skyrim‘s inception.

The Vampire Clans from The Elder Scrolls II: Daggerfall and The Elder Scrolls III: Morrowind were omitted as well, with a newer adaption surfacing in Skyrim‘s first plug-in, The Elder Scrolls V: Dawnguard.

Unlike in Oblivion where each faction had a clear hierarchy of ranks the Hero could rise through, by performing certain tasks, Skyrim is less consistent between the factions. For example, the only rank attainable in the College of Winterhold, aside from being a basic student, is that of Arch-Mage. The Stormcloaks and the Imperial legion however, have specific ranks. All of these factions can give you a place to stay, like the other games, more or less, and perks to upgrade.

Perks of joining factions

F faction armor
Faction-specific armaments from The Elder Scrolls V: Skyrim.

Some factions, such as the College of Winterhold grant a special uniform upon joining which can be worn optionally either to reap the bonuses of the armor or for role-playing aesthetic. More extreme benefits, such as becoming a werewolf can only be achieved by joining factions. In this example, joining the Companions opens up the opportunity for becoming a werewolf.

Other factions may provide amenities to the Dragonborn, such as sleeping quarters, containers that never reset for safe item storage, and free access to crafting stations such as Arcane Enchanters and Forges. Once a member attains a certain rank, they can freely take any items from the guild hall.

Certain guild-mates cannot be unlocked as followers or potential spouses unless a given faction is joined. For example, the College of Winterhold has three possible followers and two possible spouses within its walls. J’zargo, Onmund, and Brelyna Maryon are all potential college followers, with only Onmund, and Brelyna Maryon being eligible for marriage.

Because guild members can come and go at any hour of the day, joining a faction is wise for vampires, since there will be an abundance of sleeping guild-mates that can be accessed without breaking and entering, trespassing, or sneaking. Additionally, they provide safe havens that can be quickly entered to avoid sustaining Sun Damage.

 

Expulsion and availability

Vampire Being Attacked
A vampire being attacked by a guildmate, after she was caught feeding on him.

Factions possess some integral rules. Members cannot steal, murder, or attack other members of the guild without risking expulsion, arrest, or the faction’s members becoming relentlessly hostile toward the Dragonborn. Some will desist if the bounty is cleared.

While most factions can be joined at any time throughout the main storyline, some factions can only be joined for a limited amount of time or are entirely unavailable upon joining another faction. In the former example, the Forsworn can be temporarily aligned with while fleeing Cidhna Mine, similar to the Hero of Kvatch joining the Mythic Dawn to temporarily advance the questline. In the latter example, the Skyrim Civil War has two clear sides: the Imperial Legion and the Stormcloaks. At a certain point within the Civil War questline, one side must be selected to the exclusion of the others; if the Stormcloaks are joined, you can join the Imperial Legion if you give them the Jagged Crown. On the other hand if you join the Dawnguards vampire hunters or the Volkihar Clan you cannot switch to the other.

List of Factions

Joinable

Faction

Headquarters

Leader

Conditions

Bards College Bards College Viarmo Complete “Tending The Flames
Blades Sky Haven Temple Delphine Automatically joined but must kill Paarthurnax to actually do any Quests with them.
Greybeards High Hrothgar Paarthurnax Heavily involved in the main quest, the Dragonborn becomes their apprentice, unless the Dragonborn kills Paarthurnax. Must be joined to advance main quest. Complete “The Horn of Jurgen Windcaller“.
The College of Winterhold The College of Winterhold Savos Aren Must be joined to advance main quest. Visit the college to join.
The Companions Jorrvaskr Kodlak Whitemane Complete “Take Up Arms
The Circle Underforge Kodlak Whitemane  Complete “Proving Honor
The Coven of Namira Reachcliff Cave Eola Complete “The Taste of Death
House Telvanni Unspecified Neloth Exclusive to The Elder Scrolls V: Dragonborn, complete Old Friends.
Dark Brotherhood Falkreath Sanctuary, Dawnstar Sanctuary Astrid Complete “Innocence Lost“. Faction cannot be joined if “Destroy the Dark Brotherhood!” is completed.
Imperial Legion Castle Dour General Tullius Complete “Joining the Legion“. Cannot be a Stormcloak.
Nightingales Nightingale Hall Nocturnal Complete “Trinity Restored
Stormcloaks Palace of the Kings Ulfric Stormcloak Complete “Joining the Stormcloaks“. Cannot be a Legionnaire.
Thieves Guild The Ragged Flagon Mercer Frey Complete “A Chance Arrangement
Dawnguard Fort Dawnguard Isran Exclusive to The Elder Scrolls V: Dawnguard. Cannot be a Volkihar Vampire.
Volkihar Clan Castle Volkihar Harkon Exclusive to The Elder Scrolls V: Dawnguard. Complete “A New Order“. Cannot be Dawnguard.

Non-Joinable

Faction

Headquarters

Leader

Notes

Afflicted Bthardamz Peryite Have been infected with a special disease by Peryite, thought of as a blessing by them. Are hostile on sight.
Alik’r Coterie Not specified Kematu Can be sided with during “In My Time of Need“.
Anga’s Mill Anga’s Mill Aeri Can be helped by chopping wood for them.
Blackblood Marauders Wreck of The Icerunner, Broken Oar Grotto Captain Hargar Helped during “Lights Out!“. They always double-cross the Dragonborn.
Black-Briars Black-Briar Manor, Mistveil Keep Maven Black-Briar Bloodline descendants only. Can become rulers of Riften. Associated with Thieves Guild and Dark Brotherhood.
Blood Horkers Japhet’s Folly Haldyn Several Blood Horkers are encountered at Japhet’s Folly during Rise in the East
East Empire Trading Company East Empire Company Warehouse Vittoria Vici Leader can be murdered during “Bound Until Death“.
Forsworn Not specified Madanach Temporarily joined as possible escape route during “No One Escapes Cidhna Mine“.
Penitus Oculatus Castle Dour, Dragon Bridge Commander Maro Enemies if joined the Dark Brotherhood. Can be helped during “Destroy the Dark Brotherhood!
Psijic Order Artaeum Not specified Associated with the College of Winterhold
Summerset Shadows Uttering Hills Cave Linwe Rivals of the Thieves Guild.
The Silver-Bloods Markarth Thongvar Silver-Blood Bloodline descendants only. Supporters of the Stormcloaks.
Silver Hand Various strongholds Not specified Rivals of The Circle.
The Synod Imperial City Not specified Associated with the College of Winterhold.
Thalmor Thalmor Embassy Elenwen Rivals of the Stormcloaks and the Empire. They are interested in the Civil War as long as there are no winning party. Both Stormcloak and Empire victory is bad for them (Can be joined using console commands).
Vigilants of Stendarr Hall of the Vigilant Keeper Carcette Associated with the Dawnguard. Hunters Of Deadra.

Exceptions and special conditions

  • The Circle is merely a Sub-Faction within The Companions.
  • The Dragonborn is technically a member of the Dawnguard at the beginning of the first quest for the DLC, but they can then decide which faction they would prefer to join during “Bloodline“.

See also

Appearances

Elder Scrolls-Creatures (Skyrim)

Creatures (Skyrim)

Animals

Domesticated animals

Domesticated animals are animals usually found living in camps, villages, cities or ocassionaly wandering about alone. As such, if these animals are physically harmed, or stolen (in a horse’s case), the person harming them will earn a bounty in that hold or city.

Wild predators

Wild predators can be found wandering Skyrim.

Wild prey

Wild Prey are the opposite of predators, as they are being killed more often than killing. Deer, Elk, Wild Goats, Foxes, Mammoths and Hawks are often hunted for food or clothing.

Insects

Main article: Insects

There are many insects in the game. Some can be eaten; others are useful alchemy ingredients.

Fish

Main article: Fish

The only harmful fish is the Slaughterfish, like its real-life counterpart, the gar. Salmon and spadetails are mindless-seeming fish that can be captured for food and potion ingredients. Certain fish thrive where others do not. Docks are excellent places to find fish for alchemy.

Chaurus

Main article: Chaurus

Daedra

Main article: Daedra

The Daedra are creatures that roam the planes of Oblivion, and are usually summoned by powerful mages, usually of the Conjuration school. A Dremora is a devilish humanoid being wearing Daedric armor and wielding burning Daedric weaponry, but can also be extremely adept at using magic and casting spells. Atronachs are humanoid beings (except the Storm Atronach) that are formed out of their own element of power: Flame, Frost, or Storm.

Dragons

Main article: Dragons (Skyrim)

Dragons are giant, legendary, reptilian creatures with the abilities to fly, Shout and breath Fire or Frost.

Named dragons

Draugr

Main article: Draugr (Skyrim)

Draugr are the reanimated bodies of deceased Nords, that are usually found in old dungeons and ancient Nordic ruins.

Named Draugr

These bosses are legendary figures of Tamrielic history that have been reanimated and are a few out of many enemies that the Dragonborn will encounter in Skyrim.

Dwarven Automatons

Main article: Animunculi

Dwarven Automatons range in size from smaller than a human to larger than a giant. They are golden coloured, strong robotic creations made by the Dwemer. They are also extremely resistant to Frost damage.

Falmer

Main article: Falmer

The Falmer are a race of Mer who have devolved into primitive creatures inhabiting the dark underground and remote areas of Skyrim. They were once the Snow Elves until they lost a war with the Nords, forcing them to live underground with the Dwemer, who blinded and enslaved them.

Frostbite Spiders

Frostbite Spiders are giant spiders found in caves and ruins all over Skyrim. They shoot balls of poisonous web, and can range in size from smaller than the Dragonborn to bigger.

Giants

Giants are, as their name states, giant humanoid beings who cannot speak, instead yelling at the Dragonborn to move away if they get too close or threaten their mammoths.

Named Giants

Hagravens

Hagravens are a mix of an old crone and a crow, and are exclusively female. They are often called witches, and many serve the Forsworn as Matriarchs.

Horses

There are three named horses in Skyrim, Shadowmere, a black horse with red, glowing eyes, Frost, a pale-gray horse that must be stolen to own. Finally, Arvak, an undead horse added in Dawnguard.

Shades

Skeletons

Skeletons are skeletal, humanoid beings who usually use bows as their offense. Skeletons are extremely easy to defeat.

Spriggans

Spriggan are tree-like humanoid creatures, always female. Matrons tend to be harder to defeat than the usual Spriggan, with their heavier armor and more powerful magics. They are guardians of nature, and specific groups follow either Kynareth or Meridia.

Trolls

Trolls are big, ape-like creatures with three eyes, and their usual loot is only a Troll Fat inside a bowl. Trolls inhabit most of Skyrim, but they are uncommon. Two types of trolls can be found, regular and Frost trolls. Frost trolls, as their name suggests, live in colder regions with snow.

Wisps

Wisps are glowing, spherical creatures flying around that will attack the Dragonborn. They are usually near their mother, the Wispmother, who is a female, glowing humanoid being that are hard to defeat. Wispmothers are also resistant to Frost.

Elder Scrolls-Enemies (Skyrim)

Enemies (Skyrim)

The introductory paragraph, or lead, does not offer sufficient coverage of the article’s topic. It is either too short, gives undue weight to certain aspects of the article, or needs to be completely rewritten.Oghma infinium 1-2

The following is a complete list of humanoid enemies found in The Elder Scrolls V: Skyrim, as well as all of its official add-ons :

Afflicted of Peryite

Main article: Afflicted

Bandits

Main article: Bandits

Bandits are hostile, weapon-wielding groups that attack on sight. Where there are Bandit caves or camps, there is usually a Chief to keep chaos in order. Chiefs are very strong leaders of Bandit gangs, often wearing mid-level armor.

Forsworn

Forsworn are a group of tribal-looking hostiles, fighting for the ‘old ways’. They are the original inhabitants of the Reach. Many can be found in the company of Hagravens.

Ghosts

Ghosts are undead spectral appearing spirits of ancient Nordic warriors and Nightingales, and as such, are usually found in ruins and caves. Nightingales are specific to the Twilight Sepulcher

Warlocks

Mages are humanoids who use magic spells or staves as their primary weapon. Most often they are without armor, wearing just robes and common boots. They also tend to be equipped with a small, secondary weapon, such as a dagger. Mages encountered in the wilds of Skyrim are often Dunmer, Altmer or Breton.

Penitus Oculatus

Vampires

Main article: Vampire

Vampires are humans who have been bitten by another vampire in order to gain their disease: Vampirism. Vampirism can be cured, but is quite hard. Vampires have black or red eyes and do not age, as they stay at the age they were bitten at by another vampire (i.e. Babette in the Dawnstar Sanctuary, who was bitten by a vampire at age ten, and has appeared that way ever since. Although, she has the mind of an adult, and has actually lived over two hundred years).

Witches

Witches, who normally follow Hagravens, are human female mages who usually use Frost or Shock spells and wear black or blue mage robes.

Elder Scrolls-Merchants (Skyrim)

Elder ScrollsMerchants (Skyrim)

“Don’t think you can barter with me like I’m one of those damned shopkeepers.”
Guard[src]

Merchants can be found in almost every city and town in The Elder Scrolls V: Skyrim.TESV Belethor

Most are open from about 8am to 8pm, but some merchants are available all day. The following is a list of merchants and their locations.

Types

The various types of merchants include:

Eastmarch

Windhelm

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor

Ambarys Rendar New Gnisis Cornerclub Food 100 Male No
Aval Atheron Market Stand General 750 Male No
Elda Early-Dawn Candlehearth Hall Food 100 Female No
Hillevi Cruel-Sea Market Stand Food 50 Female No
Niranye Market Stand General 1000 – 4000 Female No
Nurelion The White Phial Apothecary 500 Male Yes
Oengul War-Anvil Blacksmith Quarters Blacksmith 1000 Male Yes
Quintus Navale The White Phial Apothecary 500 Male Yes
Revyn Sadri Sadri’s Used Wares General 750 Male Yes
Wuunferth the Unliving Palace of the Kings Magic 500 Male Yes

Narzulbur

Merchant

Merchandise

Hours

Gold

Gender

Investor

Bolar Apothecary 8:00-20:00 500 Female No
Dushnamub Blacksmith 8:00-20:00 400 Male No

Falkreath Hold

Falkreath

Merchant Shop Name Merchandise Hours Gold Gender Investor
Solaf Gray Pine Goods General 750 Male Yes
Lod Outside Lod’s House Blacksmith 1000 Male No
Valga Vinicia Dead Man’s Drink Food 100 Female No
Zaria Grave Concoctions Apothecary 500 Female No

Other

Merchant Location Merchandise Hours Gold Gender Investor
Babette Dark Brotherhood Sanctuary Apothecary 500 Female No

Haafingar

Solitude

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor

Addvar Market Stand Food 50 Male
Angeline Morrard Angeline’s Aromatics Apothecary 500 Female Yes
Beirand Blacksmith Quarters Blacksmith 1000 Male Yes
Corpulus Vinius The Winking Skeever Food All day 100 Male
Endarie, Taarie Radiant Raiment Clothing, Jewelry 750 Female Yes
Evette San Market Stand Food 50 Female
Fihada Fletcher Blacksmith 750 Male Yes
Gulum-Ei In The Winking Skeever General, Fence 1000-4000 Male
Jala Market Stand Food 50 Female
Sayma Bits and Pieces General 750 Female Yes
Sybille Stentor In the Blue Palace Magic 500 Female

Dragon Bridge

Merchant Shop Name Merchandise Hours Gold Gender Investor
Faida Four Shields Tavern Food All day 100 Female

Mor Khazgur

Merchant Merchandise Hours Gold Gender Investor
Sharamph Apothecary 8:00-20:00 500 Female
Shuftharz Blacksmith 8:00-20:00 400 Female

Hjaalmarch

Morthal

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Falion Falion’s House Magic 6:00-20:00 500 Male Yes
Lami Thaumaturgist’s Hut Apothecary 8:00-20:00 500 Female Yes
Jonna Moorside Inn Food All Day 100 Female No

The Pale

Dawnstar

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Frida The Mortar and Pestle Apothecary 500 Female
Thoring Windpeak Inn Food All Day 100 Male
Rustleif / Seren (At Rustleif’s House) Blacksmith 1000 M / F

Other Locations

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Hadring Nightgate Inn Food All Day 100 Male

The Reach

Markarth

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Lisbet Arnleif And Sons Trading Company General 750 Female Yes
Ghorza gra-Bagol Blacksmith Quarters Blacksmith 1000 Female Yes
Bothela The Hag’s Cure Apothecary 500 Female
Kleppr / Frabbi Silver-Blood Inn Food 100 M / F
Endon * (In Silver-Blood Inn) Fence (General) Varies * Male
Moth gro-Bagol (In Understone Keep) Blacksmith 600 Male
Calcelmo (In Understone Keep) Magic 500 Male
Kerah Market Stand Jewelry 50 Female
Hogni Red-Arm Market Stand Food 50 Male

Dushnikh Yal

Merchant

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Murbul Apothecary 8:00-20:00 500 Female
Gharol Blacksmith 8:00-20:00 500 Female

The Rift

Riften

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Balimund The Scorched Hammer Blacksmith 6:00-20:00 1,000 Male Yes
Bersi The Pawned Prawn General 8:00-20:00 750 Male Yes
Elgrim / Hafjorg Elgrim’s Elixirs Apothecary All Day 500 M / F Yes
Wylandriah (In Mistveil Keep) Magic 8:00-20:00 500 Female Yes
Keerava / Talen-Jei Bee and Barb Food All Day 100 F / M No
Brand-Shei Market Stand General 8:00-20:00 750 Male Yes
Grelka Market Stand General 9:00-20:00 750 Female Yes
Madesi Market Stand Jewelry 750 Male
Marise Market Stand General 9:00-18:00 50 Female No

 

The Ragged Flagon

Merchant

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Vekel the Man Food All Day 100 Male
Tonilia * Fence (General) All Day Varies * Female
Syndus ** Blacksmith All Day 1000 Male
Herluin Lothaire ** Apothecary All Day 500 Male
Arnskar Ember-Master ** Blacksmith All Day 1000 Male
Vanryth Gatharian ** Blacksmith All Day 1000 Male

 

Shor’s Stone

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Filnjar (At Filnjar’s House) Blacksmith 8:00-20:00 500 Male Yes

 

Ivarstead

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Lynly Star-Sung Vilemyr Inn Food All Day 100 Female No

Winterhold

Winterhold

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Birna Birna’s Oddments General 8:00-20:00 750 Female Yes
Nelacar (In The Frozen Hearth) Magic 8:00-20:00 500 Male Yes
Dagur The Frozen Hearth Food All Day 100 Male No

 

The College of Winterhold

Merchant

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Collette Marence Magic, Restoration spells All Day 500 Female
Drevis Neloren Magic, Illusion spells All Day 500 Male
Faralda Magic, Destruction spells All Day 500 Female
Phinis Gestor Magic, Conjuration spells All Day 500 Male
Tolfdir Magic, Alteration spells All Day 500 Male
Enthir Magic All Day 500 Male
Urag gro-Shub Books All Day 500 Male

Whiterun Hold

Whiterun

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Eorlund Skyforge Blacksmith 6:00-20:00 1,000 Male Yes
Adrianne Warmaiden’s Blacksmith 6:00-20:00 1,000 Female Yes
Ulfberth Warmaiden’s Blacksmith 8:00-20:00 1,000 Male Yes
Elrindir The Drunken Huntsman Hunting Gear All Day 750 Male Yes
Belethor Belethor’s General Goods General 8:00-20:00 750 Male Yes
Farengar (In Dragonsreach) Magic All Day 500 Male Yes
Arcadia Arcadia’s Cauldron Apothecary 8:00-20:00 500 Female Yes
Hulda The Bannered Mare Food All Day 100 Female No
Carlotta Market Stand Food 8:00-20:00 50 Female No
Anoriath Market Stand Food 8:00-20:00 50 Male Investor
Fralia Market Stand Jewelry 9:00-20:00 50 Female No

Riverwood

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Lucan Valerius Riverwood Trader General 8:00-20:00 750 Male Yes
Alvor (At Alvor and Sigrid’s House) Blacksmith 8:00-20:00 500 Male Yes
Orgnar Sleeping Giant Inn Food All Day 100 Male No

 

Rorikstead

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Mralki Frostfruit Inn Food All Day 100 Male No

 

Other Locations

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Mallus Maccius Honningbrew Meadery Fence (General) 8:00-20:00 Varies * Male Yes

Khajiit Caravans

Merchant

Caravan Route

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Ahkari Dawnstar to Riften General All Day 729 Female Yes
Ma’dran Solitude to Windhelm General All Day 750 Male Yes
Ri’saad Markarth to Whiterun General All Day 750 Male Yes

Dawnguard

Dawnguard ***

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor

Florentius Baenius (in Fort Dawnguard) Apothecary [?] [?] Male No
Gunmar (in Fort Dawnguard) Blacksmith [?] [?] Male No
Sorine Jurard (in Fort Dawnguard) General All Day Female No

Volkihar Clan ***

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Feran Sadri (in Castle Volkihar) Apothecary [?] 500 Male [?]
Hestla (in Castle Volkihar) Blacksmith [?] 1000 Female [?]
Ronthil (in Castle Volkihar) General [?] 750 Male [?]

Other

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Galathil (in The Ragged Flagon) Body Restructuring All Day N/A Female N/A

SolstheimDB

Raven Rock

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Fethis Alor Market Stand General [?] 1500 Male [?]
Garyn Ienth Market Stand Food [?] 50 Male [?]
Geldis Sadri The Retching Netch Cornerclub Food All Day 100 Male [?]
Glover Mallory (outside Glover Mallory’s House) Blacksmith [?] 2000 Male [?]
Milore Ienth Market Stand Apothecary [?] 1000 Female [?]

Frostmoon Crag

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Majni **** (in Frostmoon Crag) Food, Jewelry All Day [?] Male [?]

Skaal Village

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor / Master Trader

Baldor Iron-Shaper (outside Baldor Iron-Shaper’s House) Blacksmith [?] [?] Male [?]
Edla (in Edla’s House) Apothecary [?] 50 Female [?]

Tel Mithryn

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor

Elynea Mothren Tel Mithryn Apothecary Apothecary [?] 1000 Female [?]
Neloth (in Tel Mithryn) Magic [?] 1000 Male [?]
Talvas Fathryon (in Tel Mithryn) Magic [?] 500 Male [?]

Other

Merchant

Shop Name

Merchandise

Hours

Gold

Gender

Investor

Falas Selvayn Ramshackle Trading Post General 00:00-06:00 750 Male No

Trivia

  • If enough of Merchant’s possessions are stolen, they may hire Thugs to “teach you a lesson“.
  • A spouse is also a merchant. After marrying them, they open a store (it’s not an actual place, they sell things from their home) and the Dragonborn may buy items from them.
  • If a merchant lives in their store and you go beyond the counter to their room, they will follow you, making stealing harder.
  • The Dremora Merchant can be summoned with the Black Market power which is learned in Untold Legends. He has 2,000 gold and he often sells Daedric weapons and armor

Notes

  • (*) Tonilia is available as a Merchant after joining the Thieves Guild. Some of the other fences are available only after completing specific missions for the Guild. Fences’ gold depends on the progress made in the Thieves Guild. They will have 4,000 each once all missions are complete.
  • (**) One merchant will appear in The Ragged Flagon after each special job for the Thieves Guild to spread their influence across Skyrim.
  • (***) Members of the Dawnguard and the Volkihar Clan will only sell their goods to the Dragonborn if he/she is a member of their respective faction
  • (****) Majni will only sell his goods to the Dragonborn if he/she is a Werewolf.

See also

Bugs

  •  PC   360   Merchant’s Inventory will reset if the Dragonborn attacks them, then loads a save immediately prior to attacking. (Attacking then using a Calm spell won’t work.)
  •  PC   360   Loading a save will not revert Merchant’s Inventory.
    • Solution: Make a save, then attack the Merchant and reload the game. This method does not work with spouse.
    •  PS3   Reverse pickpocket can allow merchants base gold supply to be raised. This has worked at the Riverwood Trader, getting the base gold up to 10,000 – however the same method failed when applied to merchants in Whiterun.
    •  PS3    360   Rare issue where selling to merchants yields no gold after buying a large value of gold from them.

     

Elder Scrolls-Trainer (Skyrim)

Elder ScrollsTrainer (Skyrim)

Trainers are NPCs who help increase proficiency in skills in The Elder Scrolls V: Skyrim. Most trainers offer their services from the start of the game, but some require certain tasks to be performed first. Skills can only be trained five times per level, until the skill level exceeds the level of the trainer. All training requires that a fee be paid. Gold is automatically subtracted from the inventory when a training session is accepted.

Changes from previous games

Unlike The Elder Scrolls IV: Oblivion and The Elder Scrolls III: Morrowind, trainers in The Elder Scrolls V: Skyrim only offer skill leveling from Adept upwards. In previous games, trainers offered Apprentice-level and Novice-level training. There are skill trainers in Skyrim labeled as “Common” trainers; this is incorrectly labeled, as the trainers offer their services up to the Adept level. Unlike Oblivion, there are no means to be trained all the way to level 100 in a skill.

Cost

The more advanced the training session is, the higher it will cost. The cost of training a skill up to level 51 can be calculated by:

10 * [skill level] + 50, but from level 51 onwards the training cost triples to 30*[skill level]+50

Trainers that are also merchants, such as Arcadia in Whiterun, add the gold paid to them for training into their inventory. One can easily recover gold spent on training by selling them items. The gold can also be pickpocketed back from the trainer, albeit difficult if its a large amount.

Proficiencies

The proficiency of trainers varies:

  • Adept trainers can train up to level 50.
  • Expert trainers can train up to level 75.
  • Master trainers can train up to level 90.Skyrim Training

Once the Dragonborn’s skill level reaches higher than the trainer’s level, the option for training disappears as there is no more that can be learned from this person.

Free training

Main article: Free Skill Training (Skyrim)

There are several quests or tasks available that grant free skill increases as a reward. They function much like skill books and are treated in the same way as regular skill increases.

Exploit

Free training can be exploited if a follower is also a trainer. Upon completion of a training session, the option to trade items with a follower can be selected to access their inventory and take back the money that was just spent on training.

There are only six trainers who are followers:

Trainers

Alchemy

Trainer Location Notes
Adept Lami Morthal
Expert Arcadia Arcadia’s Cauldron in Whiterun
Master Babette Dark Brotherhood Sanctuary Must be a member of the Dark Brotherhood

Alteration

Trainer Location Notes
Expert Dravynea Kynesgrove
Master Tolfdir College of Winterhold Must have joined the College

Archery

Trainer Location Notes
Adept Faendal Riverwood Potential follower
Expert Aela the Huntress Jorrvaskr in Whiterun Must be part of Companions, Potential follower
Master Niruin The Ragged Flagon in Riften Must have joined the Thieves Guild
Master Sorine Jurard Fort Dawnguard after completing A New Order Only available with The Elder Scrolls V: Dawnguard

Block

Trainer Location Notes
Expert Njada Stonearm Jorrvaskr in Whiterun Potential follower
Master Larak Mor Khazgur

Conjuration

Trainer Location Notes
Adept Runil Falkreath
Expert Phinis Gestor College of Winterhold Must have joined the College
Master Falion Morthal
Master Talvas Fathryon Tel Mithryn Only available with The Elder Scrolls V: Dragonborn

Destruction

Trainer Location Notes
Adept Wuunferth the Unliving Windhelm
Expert Sybille Stentor Blue Palace in Solitude
Master Faralda College of Winterhold Must have joined the College

Enchanting

Trainer Location Notes
Expert Sergius Turrianus College of Winterhold Must have joined the College
Master Hamal Markarth
Master Neloth Tel Mithryn Only available with The Elder Scrolls V: Dragonborn

Heavy Armor

Trainer Location Notes
Expert Gharol Dushnikh Yal
Master Farkas Jorrvaskr in Whiterun Only after Proving Honor. Potential follower
Master Isran Fort Dawnguard Only available with The Elder Scrolls V: Dawnguard
Master Kuvar Bujold’s Retreat Only available with The Elder Scrolls V: Dragonborn

Illusion

Trainer Location Notes
Expert Atub Largashbur
Master Drevis Neloren College of Winterhold Must have joined the College

Light Armor

Trainer Location Notes
Adept Scouts-Many-Marshes The docks outside of Windhelm
Expert Grelka Riften Marketplace
Master Nazir Dark Brotherhood Sanctuary Must be member of the Dark Brotherhood

Lockpicking

Trainer Location Notes
Expert Ma’jhad Khajiit Caravans Travels between Windhelm and Solitude.
Master Vex Ragged Flagon in Riften Must be a member of the Thieves Guild

One-Handed

Trainer Location Notes
Adept Amren Whiterun
Expert Athis Jorrvaskr in Whiterun Potential follower
Master Burguk Dushnikh Yal

Pickpocket

Trainer Location Notes
Adept Ahkari Khajiit Caravans Route includes Dawnstar, Whiterun, and Riften.
Expert Silda the Unseen Windhelm, outside of Candlehearth Hall
Master Vipir the Fleet Ragged Flagon in Riften Must be a member of the Thieves Guild

Restoration

Trainer Location Notes
Adept Keeper Carcette Hall of the Vigilant Is killed if The Elder Scrolls V: Dawnguard is installed.
Adept Aphia Velothi Raven Rock Only available with The Elder Scrolls V: Dragonborn
Expert Colette Marence College of Winterhold Typically in The Arcanaeum and must have joined the College
Master Danica Pure-Spring Temple of Kynareth in Whiterun Only after The Blessings of Nature
Master Florentius Baenius Fort Dawnguard Only available with The Elder Scrolls V: Dawnguard

Smithing

Trainer Location Notes
Adept Ghorza gra-Bagol Markarth
Expert Balimund Riften
Master Eorlund Gray-Mane The Skyforge in Whiterun Must be part of the Companions
Master Gunmar Fort Dawnguard after completing A New Order Only available with The Elder Scrolls V: Dawnguard

Sneak

Trainer Location Notes
Adept Khayla Khajiit Caravans Travels between Whiterun and Markarth.
Expert Garvey Markarth
Master Delvin Mallory Ragged Flagon in Riften Must be a member of the Thieves Guild

Speech

Trainer Location Notes
Adept Dro’marash Khajiit Caravans Travels between Riften and Dawnstar.
Adept Revyn Sadri Sadri’s Used Wares in Windhelm
Adept Ronthil Castle Volkihar Only available with The Elder Scrolls V: Dawnguard
Expert Ogmund Markarth Can be found in the Silver-Blood Inn
Master Giraud Gemane The Bards College inSolitude

Two-Handed

Trainer Location Notes
Expert Torbjorn Shatter-Shield Windhelm
Master Vilkas Jorrvaskr in Whiterun Potential follower
Master Fura Bloodmouth Castle Volkihar Only available with The Elder Scrolls V: Dawnguard
Master Wulf Wild-Blood Skaal Village Only available with The Elder Scrolls V: Dragonborn

Bugs

  • The Official Skyrim Game Guide incorrectly lists three NPCs as trainers, they are:
  • Trainer dialogue may disappear at random intervals, without explanation, making it impossible to train.

 

 

 

Elder Scrolls-Follower (Skyrim)

Elder ScrollsFollower (Skyrim)

Followers are various characters found throughout Skyrim. They can travel with, battle for, and carry items for the Dragonborn.

A subclass of followers is non-humanoid followers such as dogs. These followers can neither carry nor equip items. The interaction with these followers is limited to the wait/follow commands and dismissal.Lydia

It is only possible to have one humanoid follower at a time unless additional followers are gained via a quest. In most cases there is no penalty for dismissing a follower and then re-recruiting the follower later.

Followers specialize in a variety of Skills ranging from Combat, Magic, Stealth, Smithing, Speech, Alchemy, and Enchanting. However, skills outside of Combat, Magic, and Stealth cannot be directly benefited from.

Certain followers can also serve as Skill Trainers. Many followers can Marry and a few can join the Blades after being relocated to Sky Haven Temple.

Leveling

Followers will match the current level of your Character, up to a certain level cap that varies from follower to follower. The vast majority of followers cap at level 30. Be sure to take care of your Followers. For example, giving them better equipment may save them or even you in the long run.

Roggi Knot-Beard and Sven notably cap at level 20.

All recruitable members of The Companions who are not part of The Circle, as well as Adelaisa Vendicci, cap at level 25. Mjoll the Lioness, Illia, and all hireable Mercenaries (including Erik the Slayer) cap at level 40. Also, in the Dawnguard add-on, Beleval and Agmaer cap at 25.

Erandur, Cicero, the members of The Circle (Aela, Farkas, and Vilkas), and all Housecarls cap at level 50. In Dawnguard, Serana caps at 50. J’zargo and Dark Brotherhood Initiates cap at level 81, the same level as the Dragonborn maxed out before patch 1.9, and so do Durak, Celann, and Ingjard in Dawnguard.

If patch 1.6 or later is not installed, followers (along with all other levelable characters) are locked at the level at which they first encounter the Dragonborn, and will not continue to level up with you. The only way to fix this leveling error is to use console commands on the PC (“disable” then “enable” the character while they are not active followers) or use the Wabbajack to turn them into an animal, then rehire them when they change back. This resets their stats to the Dragonborn’s current level and also does not appear to reset their inventory or quest scripting (although one must take an item from their inventory and put it back to get them to re-equip any non-default equipment they have). However, it has no effect if they are currently following. Essential characters cannot be transformed; therefore, essential followers cannot reset their stats unless using console commands.

There are a couple very specific occasions in which certain Followers will level up due to scripted events in quests. For example, Farkas will level up to the Dragonborn’s current level in the quest Proving Honor after his scripted transformation. Likewise, Aela will level up after her transformation in The Silver Hand (this is because the game de-spawns Farkas/Aela and replaces them with a transformed version, then re-spawns them later; the same process that occurs when manually using the console to “disable” then “enable” a character). Similarly, Erik the Slayer and Cicero “level up” after the first encounter with them, as the version met during the first encounter is actually a different character version than the version that can become a follower.

Combat

Morale varies from Follower to Follower. Some, like the Housecarls, will always fight to the death, while others, like Roggi Knot-Beard, will often flee from combat if seriously injured.

All Followers favor two-handed weapons over one-handed weapons, even if they are unskilled in two-handed weapon usage. Therefore, avoid letting followers whose primary combat skill is one-handed weapons have two-handed weapons in their inventory. Additionally, Followers appear to favor magic staffs over melee weapons, and will default to using a magic staff if given one, only switching to a melee weapon after spending several seconds in close combat.

Most non-magic using Followers have a bow as part of their default, non-removable equipment. This bow does not use up inventory arrows and will fire the strongest arrow available in the Follower’s inventory. For example, a Follower with 1 Daedric Arrow in their inventory effectively has an infinite number of Daedric Arrows.

Followers can dual-wield, but only if a Forsworn Sword, Forsworn Axe, or a Pickaxe (the Housecarl of Falkreath-Rayya-can dual wield scimitars) is wielded along with another melee weapon, and only if they do not have a shield or other weapon in their inventory. They will also dual-wield magic staffs, regardless of whatever else is in their inventory.

If the Dragonborn enters sneak mode, humanoid Followers will follow suit. While in sneak mode, they will not attack unless attacked first. Non-humanoid followers (dogs such as Meeko, Vigilance, or the Stray Dogs), however, do not understand the concept of “stealth” and will charge straight at an enemy as soon as they see one, even if the Dragonborn is in sneak mode.

Ironically, the default equipment of many Followers does not correspond to their actual combat skills. For example, Aela‘s default armor is Heavy Armor, despite her being skilled in Light Armor, and Erik the Slayer’s default equipment is Iron Armor and a one-handed sword, despite the fact he’s actually skilled in two-handed weapons and light armor.

Death

Fortunately for followers, enemy combatants will tend to ignore them once their health is depleted and turn their attention to the Dragonborn or any other allied characters. This condition is easily spotted, as the follower will drop to one knee and stay in that position for a short period of time.

Once they have regenerated a sufficient amount of health, they will stand and rejoin the fight. This does not mean that they cannot die by physical attacks from characters. In some cases, especially when left no other target, enemies will continue to attack a follower until death. Additionally, in that near-death state, a follower is not in danger of being killed outright unless hit by an attack from the Dragonborn or another Follower. Extremely powerful attacks (especially area-of-effect attacks), such as those from a Dragon, can also kill a Follower.

Some followers are marked essential, such as Mjoll the Lioness, Derkeethus, and Dark Brotherhood Initiates. They cannot be killed by any means. This makes them especially valuable as distractions for difficult battles.

It is important to remember that enemies using poison can kill followers, since the poison continues its effect even after the follower drops to its knee. So caution is advised if encountering high level Falmer, Chaurus, poisoned traps, etc.

To avoid follower death in this scenario, the best course of action is to lead attackers away from the area where the follower is trying to recover. Followers may also be given several healing potions to carry in their inventory, which they may use if the need arises.

Other ways followers can die include:

  • Falling from a great height.
  • Being hit by an enemy while the Dragonborn is speaking with them.

Followers can be revived using the console command resurrect.

Commands

Permanent followers can be given several commands.Giving Follower Commands to Lydia

Initiate conversation (outside of combat), and tell them I have something I want you to do OR the Dragonborn may also hold down the “select/activate” button while pointing at the follower. This method can be done at a distance and is great way to call the follower to The Dragonborn’s position while they’re in their “wait” mode.

They can:

  • Attack another individual or creature (disposition allowing)
  • Wait at a given location (or just simply wait)
  • Use an object
  • Open a locked door or container
  • Pick up individual items or take everything from containers
  • Sleep in a bed
  • Sit on chairs and benches
  • Activate a Shrine to receive its blessing
  • Perform jobs such as wood chopping (but not mining ore)
  • Leave the Dragonborn’s service
  • Pickpocketing (Dragonborn must remain undetected)

There are some additional benefits from using certain commands. These are:

  • Followers can pick up skill books that the Dragonborn may not want to read just yet. These can be safely taken from their inventory and read at a later date.
  • Followers can fill soul gems on the Dragonborn’s behalf – provided they have soul gems in their inventory and a weapon with the Soul Trap enchantment.
  • Followers will illuminate dark areas with a torch, provided there is one in their inventory.
  • Followers do not require lockpicks to pick locks.
  • As a vampire, ordering a follower to sleep will allow the Dragonborn to feed off them

If told to wait, a follower will wait for about 3 days before they get tired and leave the Dragonborn. They will then return to their home or the location where they were originally found.

Morality

Every follower has their own level of morality. Certain followers, such as Farkas, are lawful citizens and will report the Dragonborn to the guards if they witness a crime. Other followers, such as Jenassa, will readily commit any crime they are ordered to do and will ignore any criminal behavior by the Dragonborn. Some will report the Dragonborn for a serious crime, such as murder, but not for a petty crime. J’zargo, Aela and Benor will not have any possible interactions while tresspassing, only saying, “You shouldn’t be here,” when spoken to. They will still fight for the Dragonborn, however.

If not hidden, the Dragonborn will be held responsible if a follower is asked to perform an illegal activity.

Equipment and inventory

Mjoll

Followers always equip the best possible weapons or armor given to them. More specifically, the weapon with the highest damage value and the pieces of apparel with the highest armor value are equipped.

Followers will not use equipment that is the same in armor or damage value as their starting equipment, unless it has been improved using smithing or enchantments.

On occasion, a follower may equip a weapon that they are not skilled in over one they are. For example, Mjoll the Lioness is better skilled in Two-Handed weapons over One-Handed, but if given a sword with a higher damage rating than a battleaxe, she will equip the sword.

The only way to prevent the use of an undesirable piece of equipment is to remove it from their inventory.

Inventory

Followers can be used to carry almost any item, either via the inventory menu or picking up world items. However, they also have a weight limit which restricts how much they can carry. In the inventory menu, items that would overencumber them appear greyed out.

An exploit is possible to make them carry over their limit. First place the items in any container and then order the follower to take everything in the container. After this, every single item will be in the follower’s inventory; however, these items will be marked as stolen. If these items are dropped and picked up again in plain sight, it will be considered a crime.  Alternately, entering a new area will remove the “stolen” label.

Followers will retain their inventories even after the Dragonborn dismisses them. In this way, it is possible to use them for limited storage. If they are killed, the stored items can be looted off the body.

Effect dismissing has on equipment

If the Dragonborn sends their follower away (dismiss), and later decides to recruit him/her again, the Dragonborn might find the follower wearing the original equipment. The Dragonborn can fix this by either leaving the area or by simply taking away any piece of equipment from them, which will in turn “reset” them, causing them to equip their best available equipment. If the Dragonborn chooses to “reset” their follower, he/she will use new/better equipment again.

Placing just a single arrow in a follower’s inventory will give them an infinite supply of that type of arrow (assuming the follower has a bow), so it is a good idea to keep them equipped with one of the best arrows the Dragonborn has. It can backfire against stronger enemies that use bows, as this can immediately cause the enemy to equip the one high-end arrow that landed on their body and shoot it back with an infinite supply.

Multiple followers

Followers are said to be limited to one at a time, but there are several ways to exploit this limit. Quest characters triggered to follow the Dragonborn, the Dark Brotherhood Initiates, Serana, summoning more than one Atronach, and mods on the  PC   make it possible to build a small army.

It is also possible to use the spell/power gained through the Dark Brotherhood questline for an additional follower. The Spectral Assassin will stay by the Dragonborn’s side until it is defeated in battle or another familiar/atronach is summoned. It will travel with the Dragonborn across Skyrim.

Followers

Housecarls

Housecarls are essentially bodyguards who protect nobility and important people from threats. Becoming the Thane of a Hold will grant a personal housecarl. In the base game all available housecarls are Nord warriors, however The Elder Scrolls V: Hearthfire adds additional housecarls for The Pale, Falkreath and Hjaalmarch.

Name

Location

Prerequisite

Race

Marriage

Blades

Steward

Argis the Bulwark Vlindrel Hall, Markarth Become Thane of Markarth Nord Yes Yes Yes
Calder Hjerim, Windhelm Become Thane of Eastmarch Nord Yes Yes Yes
Gregor HF The White Hall, Dawnstar Become Thane of The Pale Nord Yes Yes Yes
Iona Honeyside, Riften Become Thane of The Rift Nord Yes Yes Yes
Jordis the Sword-Maiden Proudspire Manor, Solitude Become Thane of Haafingar Nord Yes Yes Yes
Lydia Breezehome, Whiterun Become Thane of Whiterun Nord Yes Yes Yes
Rayya HF Jarl’s Longhouse, Falkreath Become Thane of Falkreath Redguard Yes Yes Yes
Valdimar HF Highmoon Hall, Morthal Become Thane of Hjaalmarch Nord Yes Yes Yes

Faction followers

Completing certain quests for a faction will grant access to some followers from that faction.

The College of Winterhold

Name

Class

Location

Quest

Race

Marriage

Blades

Steward

Brelyna Maryon Mage Hall of Attainment Brelyna’s Practice Dunmer Yes Yes Yes
J’zargo Mage Hall of Attainment J’zargo’s Experiment Khajiit No Yes No
Onmund Mage Hall of Attainment Onmund’s Request Nord Yes Yes Yes

The Companions

Name

Class

Location

Quest

Race

Marriage

Blades

Steward

Aela the Huntress Warrior Jorrvaskr Glory of the Dead Nord Yes Yes Yes
Athis Warrior Jorrvaskr Glory of the Dead Dunmer Yes Yes No
Farkas Warrior Jorrvaskr Glory of the Dead Nord Yes Yes No
Njada Stonearm Warrior Jorrvaskr Glory of the Dead Nord Yes Yes Yes
Ria Warrior Jorrvaskr Glory of the Dead Imperial Yes Yes Yes
Torvar Warrior Jorrvaskr Glory of the Dead Nord Yes Yes No
Vilkas Warrior Jorrvaskr Glory of the Dead Nord Yes Yes Yes

Dark Brotherhood

Name

Class

Location

Quest

Race

Marriage

Blades

Steward

Cicero Assassin Dawnstar Sanctuary Hail Sithis! Imperial No No No
Dark Brotherhood Initiate Assassin Dawnstar Sanctuary Hail Sithis! Nord No No No

Dawnguard

Having The Elder Scrolls V: Dawnguard installed adds several more followers, both humanoid and non-humanoid, to the game. Most are dependant on which faction the Dragonborn decides to side with during the Bloodline quest.

Name Class Location Prerequisite Race Marriage Blades Steward
Ingjard Warrior Fort Dawnguard Complete A New Order Nord No Yes Yes
Durak Warrior Fort Dawnguard Complete A New Order Orsimer No Yes Yes
Agmaer Warrior Fort Dawnguard Complete A New Order Nord No Yes Yes
Beleval Warrior Fort Dawnguard Complete A New Order Bosmer No Yes Yes
Celann Warrior Fort Dawnguard Complete A New Order Breton No Yes Yes

Mercenaries

Mercenaries are typically found in taverns across Skyrim. They cost 500 GoldIcon to hire for any length of time. Dismissing a mercenary will send them back to the tavern they were found.

Name

Class

Location

Race

Marriage

Blades

Steward

Belrand Spellsword Winking Skeever, Solitude Nord Yes Yes Yes
Jenassa Assassin The Drunken Huntsman, Whiterun Dunmer Yes Yes No
Marcurio Mage Bee and Barb, Riften Imperial Yes Yes Yes
Stenvar Warrior Candlehearth Hall, Windhelm Nord Yes Yes No
Teldryn Sero DB Spellsword The Retching Netch, Raven Rock Dunmer No Yes No
Vorstag Warrior Silver Blood Inn, Markarth Nord Yes Yes No

Quest reward followers

These followers typically have a quest attached to them and it must be completed in order to gain them as a follower.

Name

Class

Location

Prerequisite

Race

Marriage

Blades

Steward

Adelaisa Vendicci Citizen East Empire Company Rise in the East Imperial No Yes Yes
Ahtar Warrior Castle Dour Complete Kill the Bandit Leader. Redguard No Yes No
Annekke Crag-Jumper Archer Darkwater Crossing Complete Kill the Bandit Leader. Nord No Yes Yes
Aranea Ienith Mage Shrine of Azura Side with her during The Black Star. Dunmer No Yes No
Eola Nightblade Hall of the Dead, Markarth Help her in The Taste of Death Breton No Yes Yes
Erandur Mage Windpeak Inn, Dawnstar Help him in Waking Nightmare Dunmer No Yes No
Erik the Slayer Barbarian Frostfruit Inn, Rorikstead Complete his favor Nord No Yes Yes
Faendal Archer Riverwood Help him in Love Triangle Bosmer No Yes Yes
Frea DB Warrior Skaal Village Complete The Fate of the Skaal Nord No Yes No
Golldir Warrior Hillgrund’s Tomb Help him in Ancestral Worship Nord No Yes Yes
Illia Mage Darklight Tower Help her in Repentance Imperial No Yes Yes
Kharjo Warrior Ahkari’s Khajiit Caravan Retrieve his Moon Amulet Khajiit No Yes No
Lob Warrior Largashbur Complete The Cursed Tribe Orc No Yes Yes
Mjoll the Lioness Knight Riften Complete Retrieve Grimsever Nord Yes Yes No
Ogol Warrior Largashbur Complete The Cursed Tribe Orc No Yes Yes
Ralis Sedarys DB Rogue Kolbjorn Barrow Spare him at the end of Unearthed Dunmer No Yes No
Roggi Knot-Beard Warrior Kynesgrove Find his family’s ancestral shield Nord Yes Yes Yes
Serana DG Vampire Fort Dawnguard
Castle Volkihar
Complete Kindred Judgment Nord No No No
Sven Bard Riverwood Help him in Love Triangle Nord Yes Yes Yes
Talvas Fathryon DB Conjurer Tel Mithryn Complete From the Ashes Dunmer ? Yes Yes
Ugor Archer Largashbur Complete The Cursed Tribe Orc No Yes No

Miscellaneous followers

These followers have no specific quest attached to them. Gaining them as a follower may sometimes be a trivial affair, such as Brawling against them and winning the match.

Name

Class

Location

Prerequisite

Race

Marriage

Blades

Steward

Benor Warrior Morthal Beat him in a brawl Nord Yes Yes No
Borgakh the Steel Heart Warrior Mor Khazgur Pay her dowry or persuade her Orc Yes Yes No
Cosnach Warrior Silver Blood Inn, Markarth Beat him in a brawl or give him a drink Breton Yes Yes No
Derkeethus Ranger Darkwater Pass Free him from captivity Argonian Yes Yes No
Ghorbash the Iron Hand Ranger Dushnikh Yal Convince him to travel with the Dragonborn Orc Yes Yes Yes
Uthgerd the Unbroken Warrior The Bannered Mare, Whiterun Beat her in a brawl Nord Yes Yes Yes

Non-humanoid

Non-humanoid followers can be used alongside any humanoid follower, which means that the Dragonborn can have one human and one non-human follower simultaneously. Most non-humanoid followers cannot be given items and thus cannot use equipment, the exception being Riekling.

Name

Type

Location

Prerequisite

Armored Troll DG Troll Fort Dawnguard Complete A New Order, 500GoldIcon
Barbas Dog Outside Falkreath Begin Speak to Lod
Bran DG Armored War Dog Fort Dawnguard Complete A New Order
CuSith DG Death Hound Castle Volkihar Complete The Bloodstone Chalice
Garmr DG Death Hound Castle Volkihar Complete The Bloodstone Chalice
Meeko Dog Wandering near Meeko’s Shack None
Riekling DB Riekling Thirsk Mead Hall Complete The Chief of Thirsk Hall
Sceolang DG Armored War Dog Fort Dawnguard Complete A New Order
Steadfast Dwarven Sphere DB Dwarven Sphere Kagrumez During The Kagrumez Trials
Steadfast Dwarven Spider DB Dwarven Spider Kagrumez During The Kagrumez Trials
Stray Dog Dog Random location None
Shadowmere Horse Dark Brotherhood Sanctuary Begin The Cure for Madness
Vigilance Dog Markarth Stables 500 GoldIcon

† Barbas does not count as a true follower since he is tied to his quest, but unlike other quest forced companions, (e.g., Farkas), the Dragonborn’s current animal follower will not be dismissed.

Follower trainers

Some potential followers are also Trainers who can train the Dragonborn in particular combat skills, allowing him or her to increase the skill level for those skills. The training is not free, but once these trainers become the Dragonborn’s followers, he or she may may receive training without any permanent cost; If the Dragonborn asks a follower to train him or her in a particular skill, after receiving the training, he or she may access the trainer’s inventory and recover the spent gold. The following followers are also trainers: (Note: All but Faendal and Talvas Fathryon are Companions who require the Dragonborn to complete the Companions quest line before they become recruitable as followers.)

Trivia

  • Followers can be ordered to take all the contents of a container, even if they would not be able to hold the equivalent weight; however, the items taken will be marked as stolen. This means follower can hold an infinite number of items.
  • Almost every humanoid follower with the exception of Cicero, Serana and the Dark Brotherhood Initiates can be recruited into the Blades and will be given a free set of Blades Armor and a Blades Sword. Up to 3 followers can be recruited by speaking to Delphine at Sky Haven Temple. After followers have been initiated as Blades, they will no longer return to their home or starting location, instead taking up residence at Sky Haven Temple (with the exception of Derkeethus, as he is bugged to stay at his home). The free set of Blades Armor will replace the follower’s current armor, even armor given to the follower. This makes it impossible to get the items back. Higher level weapons, however, will still be chosen by the follower over their new Blades weapon.
  • If the Dragonborn starts the quest Alduin’s Wall and lets Esbern and Delphine follow him/her to the objective, he or she effectively gains two extra human followers who cannot die permanently, as long as the quest is not actually completed.
  • If this is combined with the conjuration perk Twin Souls, a traditional follower and an animal follower, the total number of creatures following and fighting for the Dragonborn can be brought up to six. This can, however, make it difficult at times to backtrack through doors and passages.
  • With 90 skill in Conjuration, reanimation of two conjurers/summoners who then summon an additional two minions, the unique mount Shadowmere, Delphine, Esbern, a minion that can be summoned by Esbern, a regular Follower, a Dark Brotherhood Initiate and an animal Follower brings the number of followers up to a total of 10, and even 11 if one regular follower is a mage who can conjure a familiar, or if a follower is given a staff of summoning, for example, the Sanguine Rose. If the Dragonborn chooses not to complete A Daedra’s Best Friend and keep Barbas and Mercer Frey, he or she could potentially have 15 followers.
  • If the quest Arniel’s Endeavor is completed, the Dragonborn will be able to summon Arniel’s Shade along with their regular conjured familiar(s), and increase the total number of followers by one.
  • Some followers will give the Dragonborn the key to their house, which will allow the looting of the entire place without stealing or killing the follower.
  • Certain quests may require the follower to leave the Dragonborn’s service. The follower will then leave with any items he received. To regain the follower, meet them where they were originally found. If they are a hireling, they will most likely ask for another 500 gold depending on how much time has passed or whether they’re particularly fond of the Dragonborn.
  • If the follower gets any kind of arrow, it can be duplicated if the follower attacks someone. (Followers will pick up arrows.)
  • Occasionally, a mage follower will equip armor or clothes that is equal to their current robes(or one that has a better enchantment). This will occasionally happen if the Dragonborn waits, fast-travels, enters a building, or sleeps. But the easiest way to make the mage follower equip other robes or clothing, is by entering Apocrypha. When the Dragonborn leaves Apocrypha, the mage follower should be wearing the desirable armor they were given. (The above was tested on Talvas Fathryon, Brelyna Maryon, and Marcurio)
  • Followers, Dead Thralls, And Animal followers cannot follow you into a dark brotherhood sanctuary unless it’s either cicero or a dark brotherhood initiate that’s following you.

Bugs

This section contains bugs related to Follower (Skyrim). Before adding a bug to this list, consider the following:

  • Confirm all bugs with other editors on the talk page before adding them below.
  • Always try reloading an old save first, before asking for assistance.
  • Don’t discuss possible bug fixes or origins. Leave those and all other first-person-anecdotes on the talk page, not the article.
  • Always add  360  ,  PS3  , and  PC   to clarify which system the bug appears on.

 

Elder Scrolls-Skyrim: Characters

Skyrim: Characters

The following are all characters in The Elder Scrolls V: Skyrim. Pages in this category should use {{SkyrimNPCs}}: see Template:SkyrimNPCs/doc for details.

Follower (Skyrim)      Steward (Hearthfire)      Aela the Huntress      Miraak

Lydia      Mjoll the Lioness      Ysolda

The following is a list of Character IDs. To place a new copy of an NPC at your current…

Subcategories

This category has the following 12 subcategories, out of 12 total.

cont.

cont.

S

Pages in category “Skyrim: Characters”

The following 199 pages are in this category, out of 199 total.

(previous 200) (next 200)

A

A cont.

B

B cont.

C

See the wikipedia

ESO-Locations (Skyrim)

Locations (Skyrim)

The following is a list of locations found in The Elder Scrolls V: Skyrim.

Cities

Dawnstar Dawnstar

Falkreath Falkreath

MarkarthSide Markarth

Morthal Morthal

Riften Riften

Solitude Solitude

Whiterun Whiterun

Windhelm Windhelm

Winterhold Winterhold

SkyrimTownIconTowns

SkyrimTownIcon Homesteads

Settlementicon Settlements

Daedricshrineicon Daedric Shrines

Guardianstone Standing Stones

Landmarksicon Landmarks

Campsicon Camps

CaveIcon Caves

Clearingsicon Clearings

Docksicon Docks

Dragonlairicon Dragon Lairs

Dwarvenruinicon Dwarven Ruin

Farmsicon Farms

Forticon Forts

Giantscampicon Giant Camps

Grovesicon Groves

Imperialcampicon Imperial Camps

Lighthousesicon Lighthouses

Mineicon Mines

Nordictowericon Nordic Towers

Orcstronghold Orc Strongholds

Passesicon Passes

Ruinsicon Ruins

Shacksicon Shacks

Shipwrecksicon Ships and Shipwrecks

Stablesicon Stables

Stormcloakcampicon Stormcloak Camps

Tomb Tombs

Watchtowericon Watchtowers

Wheatmillsicon Wheat Mills

Woodmillsicon Lumber Mills

Bodies of Water

Inns and Taverns

Temples

Word Wall Locations

Castles

Guild Headquarters

Unmarked Locations

For full list, see Unmarked Locations (Skyrim).

See Also

Elder Scrolls-Powers

Powers

For powers in Oblivion, see Greater Power.

Powers in The Elder Scrolls V: Skyrim are defined by their unique nature. They are essentially magic spells, but are unique in that they have zero magicka cost, are not learned from spell tomes, most of which may only be used once per in-game day.

Each race is granted a unique greater power upon character creation, and additional powers may be acquired over the course of the game. These powers include Vampire and Werewolf powers, as well as those granted by Standing Stones and through membership of various factions. These powers can only be used once a day.

Powers are considered separate from abilities, as they are active rather than passive in nature.

Greater Racial Powers

These powers can only be used once per day.

Race

Name

Description

Altmer Highborn Regenerate 25% of your magicka each second for 60 seconds.
Argonian Histskin Invoke the power of the Hist to recover health 10 times faster for 60 seconds.
Bosmer Command Animal Make an animal an ally for 60 seconds.
Breton Dragonskin Absorb 50% of Magicka from hostile spells for 60 seconds.
Dunmer Ancestor’s Wrath Opponents that get too close take 8 points per second of fire damage for 60 seconds.
Imperial Voice of the Emperor Nearby people are Calmed for 60 seconds.
Nord Battle Cry Nearby enemies are Afraid for 30 seconds.
Orc Beserker Rage Take half damage and deal double damage for 60 seconds.
Redguard Adrenaline Rush Stamina Regenerates 10 times faster for 60 seconds.
Vampire Embrace of Shadows Vampire is invisible and has improved night vision for 180 seconds.
Vampire Vampire’s Seduction Creatures and people up to level 10 won’t fight for 30 seconds. Granted after one day of not feeding.
Vampire Vampire’s Servant Reanimate a dead body to fight for you for 60 seconds. The strength of the body increases each day the Vampire goes without feeding, progressing from “weak”, to “more powerful”, to “powerful”, and finally to “very powerful” after three full days of not feeding.
Werewolf Beast Form Take on the Form of the Wolf.
Werewolf Ring of Hircine Allows for multiple Werewolf transformations per day; only active when you’re wearing the Ring of Hircine (must be a Werewolf).

Lesser Racial Powers

These powers can be used multiple times per day.

Race

Name

Description

Khajiit Night Eye Improved night vision for 60 seconds.
Vampire Vampire’s Sight Improved night vision for 60 seconds.
Vampire Vampiric Drain Absorb x points of health per second from the target.
Werewolf Totem of Brotherhood † Summons two wolf spirits to aid in battle.
Werewolf Totem of Fear † Casts Fear against nearby enemies.
Werewolf Totem of the Hunt † Casts a Detect Life spell.

† Requires the Totems of Hircine quest to be completed

Faction Powers

These powers can be used only once per day. One Nightingale power may be active at a time.

Name

Description

Faction

Nightingale Strife Instantly absorb 100 points of Health from the target. The Nightingales
Nightingale Subterfuge People and creatures in the spell’s area of effect will attack anyone nearby for 30 seconds. The Nightingales
Shadowcloak of Nocturnal For 120 seconds you automatically become invisible while sneaking. The Nightingales
Summon Arniel’s Shade Summons the Shade of Arniel Gane for 60 seconds wherever the caster is pointing. The College of Winterhold
Summon Spectral Assassin Summons the ghost of the legendary assassin Lucien Lachance to fight by your side, until he’s defeated. Dark Brotherhood

Standing Stone Powers

Only one of the following Standing Stone powers can be active at a time. They can each be used only once per day.  (With the addition of The Elder Scrolls V: Dawnguard  the Aetherial Crown effectively eliminates the once per day restriction of Standing Stone Powers.)

Name

Description

Location

The Ritual Stone Raise all nearby dead enemies to fight for you. East of Whiterun
The Serpent Stone Paralyze target for 5 seconds.+25 points damage. North of Windhelm and east of Winterhold, on a floating iceberg
The Shadow Stone Become invisible for 60 seconds. In a small mountain range South of Riften.
The Tower Stone Unlock any Expert- or lower-level lock. On a mountain, directly west of the The College of Winterhold

See Also

ES-Abilities (Skyrim)

Abilities (Skyrim)

Abilities in The Elder Scrolls V: Skyrim are defined by their passive nature. They are magical effects that increase various stats and values relative to the player.

They are determined by the player’s race or obtained by completing quests and tasks throughout the game. Active abilities will appear in the Active Effects list, under Magic.

They are considered separate from Powers as they do not require activation and are not restricted to once a day use.

Armor abilities

The following are special abilities granted when wearing a full set of armor or a certain piece:
Name
Description
Deathbrand InstinctDB     Increases armor rating by 100 points if wearing all Deathbrand Armor.
Nightingale Armor Full Set     Increases armor rating by 25 points if wearing all Nightingale Armor.
Shrouded Armor Full Set     Increases armor rating by 25 points if wearing all Shrouded Armor.
Boethiah’s Embrace     You are able to move more quietly, and opponents that get too close take 5 points poison damage per second if wearing Ebony Mail.

Blessings

Blessings are passive, temporary buffs that normally last for eight real-time hours of gameplay (as opposed to eight hours of in-game time). They can be obtained by praying at altars, typically located in temples. Only one blessing can be active at a time.

The Temple of the Divines located in Solitude has all the Nine Divines shrines available with the exception of the Shrine of Talos as his worship is currently banned in the Empire. If the Stormcloaks win the Civil War, a Shrine of Talos will be added.

The following is a list of the blessings and locations that can be obtained from altars and temples around Skyrim. Some blessings listed here can only be obtained with the inclusion of Dawnguard and Dragonborn add-ons.

Name
Description
Shrine
Skyrim
Blessing of Akatosh     Magicka regenerates 10% faster.     Shrine of Akatosh
Blessing of Arkay     Increases your health by 25 points.     Shrine of Arkay
Blessing of Dibella     +10 Speechcraft.     Shrine of Dibella
Blessing of Julianos     Increases your Magicka by 25 points.     Shrine of Julianos
Blessing of Kynareth     Increases your stamina by 25 points.     Shrine of Kynareth
Blessing of Mara     Healing spells restore 10% more.     Shrine of Mara
Blessing of Nocturnal     You are 10% harder to detect.     Shrine of Nocturnal
Blessing of Stendarr     Block 10% more damage with your shield.     Shrine of Stendarr
Blessing of Talos     Time between shouts is reduced by 20%.     Shrine of Talos
Blessing of Zenithar     Prices are 10% better.     Shrine of Zenithar
Dawnguard
Blessing of Auriel DG     You are 10% more effective with missile weapons.     Shrine of Auriel
Dragonborn
Blessing of Azura DB     Resist 10% of magic.     Raven Rock Temple
Blessing of Boethiah DB     One Handed weapons do more 10% damage.     Raven Rock Temple
Blessing of Mephala DB     Prices are 10% better.     Raven Rock Temple

Meditations on the Words of Power

These are made available by talking to Paarthurnax. Only one can be active at a time.
Name
Description
Ethereal Spirit
00E827D     While Ethereal, you recover health 25% faster.
Force Without Effort
00E8281     You stagger 25% less and foes stagger 25% more.
The Fire Within
00E8282     Your Fire Breath shout deals 25% more damage.

Quest abilities

The following are permanent abilities granted at the conclusion of particular quests.

Name

Description

Quest

Agent of Dibella
0010A766
You do more combat damage to the opposite sex. The Heart of Dibella
Agent of Mara
000CC79A
15% Resist Magicka. The Book of Love
Ancient Knowledge
0010EB60
Knowledge gained from the Lexicon gives you a 25% bonus while wearing Dwarven Armor and Smithing increases 15% faster. Unfathomable Depths
Dragon Infusion
000F5FFA
You take 25% less melee damage from Dragons. Dragon Research
Prowler’s Profit
00F20BE
Anywhere gems might be found, members of the Thieves Guild always seem to find a few more. No Stone Unturned
Sailor’s Repose
000D397F
Healing spells cure 10% more. Granted from Frostflow Lighthouse
Sinderion’s Serendipity
0010BF09
25% chance to create a duplicate when creating a potion. A Return To Your Roots
Archmage’s Authority Better prices with members of the College of Winterhold. The Eye of Magnus
Gift of the Gab Speech skill increases 15% faster. Tending the Flames

† While it is not listed in Active Effects, this is in fact active once obtained.
‡ These abilities are listed in the Skyrim Official Game Guide, however the Gift of the Gab and Archmage’s Authority are not included in the game whatsoever.

Racial abilities

The following are abilities inherent to certain races of Skyrim. Not all races are mutually exclusive: i.e., the player can be a Vampire or a Werewolf in addition to whichever starting race was chosen. It is, however, impossible to be both a Vampire and a Werewolf simultaneously. Unless you use the Vampire-Werewolf hybrid glitch provided by the Dawnguard DLC.

Race

Ability

Description

ID

Altmer Highborn High Elves are born with 50 extra magicka. 00105F16
Argonian Resist Disease Your Argonian blood gives you 50% resistance to disease. 00104ACF
Argonian Water Breathing Your Argonian lungs can breath underwater. 000AA01B
Bosmer Resist Disease and Poison Your Bosmer blood gives you 50% resistance to poison and disease. 000AA025
Breton Magic Resistance Your Breton blood grants a 25% resistance to magic. 000AA01f
Dunmer Resist Fire Your Dunmer blood gives you 50% resistance to fire. 000AA021
Imperial Imperial Luck Wherever there is gold to be found, Imperials seem to find a little more (10% extra). 000EB7EB
Khajiit Claws Khajiit claws do 15 points of damage. 000AA01E
Nord Resist Frost Your Nord blood gives you 50% resistance to frost. 000AA020
Redguard Resist Poison Your Redguard blood gives you 50% resistance to poison. 000AA023
Vampire Champion of the Night Illusion spells cast by a Vampire are 25% more powerful. 000F5B54
Vampire Nightstalker’s Footsteps Vampires are 25% harder to detect while sneaking. ?
Vampire Resist Disease Your Vampiric blood gives you 100% resistance to disease. 000ED0A8
Vampire Resist Frost Your Vampiric blood gives you 25% resistance to frost. ?
Vampire Resist Poison Your Vampiric blood gives you 100% resistance to poison. 0010fB30
Vampire Weakness to Fire Your Vampiric blood makes you 25% more vulnerable to fire. ?
Werewolf Resist Disease Your beast blood gives you 100% resistance to disease. 000F5BA0
Werewolf Werewolf Claws Unarmed strikes do x additional damage. ?

† The effect magnitude is actually 12 points, despite the text saying 15 points
‡ This ability increases by 25% each day a Vampire goes without feeding, to a maximum of 100% after three full days.

Standing Stones abilities

Only one of the following passive abilities can be active at a time. They can be acquired by visiting the desired Standing Stone and activating it.

Name

Description

Effect

The Apprentice Stone Those under the sign of The Apprentice recover Magicka faster, but are more susceptible to Magicka damage. Magicka regeneration is doubled
Weakness to Magicka is doubled
The Atronach Stone Those under the sign of The Atronach absorb a portion of incoming spell damage and have a larger pool of Magicka, but recover it more slowly. 50% Spell Absorption
+50 Magicka
Magicka regenerates 50% slower
The Lady Stone Those under the sign of The Lady regenerate Health and Stamina more quickly. Regenerate health and stamina 25% faster
The Lord Stone Those under the sign of The Lord are more resistant to both Magicka and physical damage. +50 Armor
+25% Magic Resistance
The Lover Stone Those under the sign of The Lover always feel a Lover’s Comfort. (All skills improve faster). Learn all skills 15% faster
The Mage Stone Those under the sign of The Mage will learn all magic skills 20% faster. Learn Mage skills 20% faster
The Steed Stone Those under the sign of The Steed can carry more and do not suffer a movement penalty from armor. 100 extra carrying capacity
No movement penalty is applied due to armor
Equipped armor is weightless
The Thief Stone Those under the sign of The Thief will learn all stealth skills 20% faster. Learn Thief skills 20% faster
The Warrior Stone Those under the sign of The Warrior will learn all combat skills 20% faster. Learn Warrior skills 20% faster

Standing Stones abilities

These are similar to blessings in that they are temporary in nature, but they can be active at the same time as any of the blessings.

Name

Description

Location

Blood of the Ancients DG Your Vampiric Drain spell absorbs Magicka and Stamina from your victims for x days Drinking from the Bloodstone Chalice in Castle Volkihar.
Dragonslayer’s Blessing 10% increased Critical Hit chance vs. Dragons for 5 days Asking Esbern about the blessing after “Alduin’s Wall“.
Rested All skills improve 5% faster for eight hours. Sleep in any bed.
Well Rested All skills improve 10% faster for eight hours. Sleep in a bed you own or rent.
Lover’s Comfort All skills improve 15% faster for eight hours. Sleep in the house where your spouse lives.
Father’s Love HF Healing spells and potions add 25% extra health for eight hours Sleep in the same house as an adopted child.
Mother’s Love HF Healing spells and potions add 25% extra health for eight hours Sleep in the same house as an adopted child.
Tainted Blood of the Ancients DG Your Vampiric Drain spell absorbs Magicka and Stamina from your victims for 1 day, but at the cost of 30 less health. Drinking from the spring in Redwater Den.
The Gift of Charity Speechcraft is increased by 10 points for one hour. Donate 1 Septim to a beggar.
Vampiric Blood Rested DG 10% Resist Magic effect. Sleeping in a coffin as a vampire.
Voice of the Sky Animals will neither attack nor flee from you for 24 hours of actual gameplay. Reading the 10 Etched Tablets on the Seven Thousand Steps.
Weakened Soul DG Health, Magicka and Stamina recover slowly while in the Soul Cairn and are reduced by 45 points. Become partially soul trapped during “Chasing Echoes“.

ReferencesEdit

Bethesda‘s The Elder Scrolls V: Skyrim Official Game Guide

ReferencesEdit

Bethesda‘s The Elder Scrolls V: Skyrim Official Game Guide

See alsoEdit