One of the toughest Skyrim followers, Vilkas has a full 621 points of health, and expertise in two-handed, heavy armor, blocking, and archery makes him a thoroughly effective tank. Farkas, Vilkas, and Aela can die after you've completed the Companions questline. Of course, killing Aela, Vilkas, and Farkas means you'll permanently lose out on their quests, as well as their.
Este artigo é sobre the Companions faction. Para companions for the player, veja Followers.
Os Companheiros são um grupo de guerreiros que assumem contratos públicos e privados para o povo de Skyrim e que supostamente seguiram a tradição dos Quinhentos Companheiros de Ysgramor. Por mais que ambos grupos ofereçam serviços semelhantes, a Guilda dos Lutadores históricamente teve uma presença marcante em Skyrim até o que parece ser uma substituição deles pelos Companheiros na Quarta Era. Sua base é na cidade de Passo Branco, junto com o salão de hidromel de Jorrvaskr.Os membros de elite estão incluídos no Círculo de Jorrvaskr, e o conselheiro e árbitro principal é conhecido como o Precursor, depois de Ysgramor, o 'precursor de nós todos' e o único verdadeiro líder reconhecido dos Companheiros. Cada novo Precursor é escolhido pelo último.
Para saber mais sobre os Companheiros e sua história, veja o artigo da lore.
- 2Membership
- 3Quests
Jorrvaskr
The Companions' sanctuary is the Nordic longhouse just below Dragonsreach, in the Winds District of Whiterun. This is an ancient and honored mead hall where generations of the Companions have met. According to local legend, Jorrvaskr is actually the oldest building in Whiterun. It existed alone on the mountain while the city was built up around it over the centuries. It features a main dining area, below which are the living quarters for the whelps and for the Circle and Harbinger.
Outside, there is a training area, and close by is the Skyforge, where the Companions' weapons are formed. The forge itself is large, ancient, and built outside on a mountain, close to the sky. Below the Skyforge is a ceremonial area known as The Underforge, which is out of bounds except on rare occasions.
Membership
Joining
- You may apply at their guild hall Jorrvaskr in Whiterun by speaking with Kodlak Whitemane.
Benefits
- Master level trainers in Smithing, Heavy Armor, and Two-handed
- Expert level trainers in One-handed, Block, and Archery
- The ability to become a werewolf
- Access to Skyforge Steel weapons and Wolf Armor
- Improve the Skyforge to make Ancient Nord armor and Nord Hero weaponry.
- Several members become possible followers after the quest line is completed.
- Followers who are also trainers give 'free' training (train and then trade the gold back)
- Shield of Ysgramor and Wuuthrad
- Never-ending supply of Radiant quests
Leadership
Once the Companions quest line has been finished, you are named Harbinger. The advantages are that now you can command most of the Companions to aid you in battle, and you can now forge Ancient Nord Armor and Nord Hero weaponry at the Skyforge.
Quests
Primary Quests
The primary Companions quest line consists of six quests; multiple radiant quests must also be completed over the course of the quest line. Three achievements (50 points; 2 Bronze and 1 Silver) are unlocked by the Companions quests.
Quest | Achievement |
---|---|
Take Up Arms: Prove you are worthy to join the Companions. | 10 pts/Bronze |
Proving Honor: Claim a Fragment of Wuuthrad from Dustman's Cairn. | |
The Silver Hand: Join the ranks of The Circle and clear Gallows Rock of werewolf hunters. | 10 pts/Bronze |
Blood's Honor: Claim the head of a Glenmoril Witch for Kodlak Whitemane. | |
Purity of Revenge: Retrieve the Fragments of Wuuthrad and wipe out the Silver Hand. | |
Glory of the Dead: Cure Kodlak's spirit and become leader of the Companions. | 30 pts/Silver |
Radiant Quests
These quests are available after completing Take Up Arms and are repeatable.
- Animal Extermination: Fulfill a contract given to the Companions to kill an invading beast.
- Animal Extermination: Fulfill a contract given to the Companions to clear out a beast den.
- Hired Muscle: Fulfill a contract for the Companions to bring a citizen back in line.
- Trouble in Skyrim: Fulfill a contract for the Companions to clear out a troublesome area.
- Family Heirloom: Fulfill a contract for the Companions to retrieve a stolen family heirloom.
- Escaped Criminal: Fulfill a contract given to the Companions to hunt down an escaped criminal.
- Rescue Mission: Fulfill a contract given to the Companions to rescue a kidnapped citizen.
These quests are available after completing The Silver Hand and are repeatable.
- Striking the Heart: Assassinate a leader of the Silver Hand.
- Stealing Plans: Search a Silver Hand hideout for information on the location of their headquarters.
- Retrieval: Journey to a random location to retrieve a fragment of Wuuthrad.
These quests are available after completing Glory of the Dead and are repeatable.
Skyrim Destroy The Companions
- Purity: Help a member of the Circle give up their beasthood.
- Totems of Hircine: Journey to the given location to find a Totem of Hircine.
This quest is available after completing both Glory of the Dead and Dragon Rising and is repeatable.
- Dragon Seekers: Go to a dragon lair with Farkas or Vilkas and kill the dragon.
People
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Notes
- Within the Companions exists The Circle, an inner sub-faction of the highest and most prominent members, all of whom are Werewolves.
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Skyrim Destroy The Companions Quests
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| An escaped criminal in the Reach |
Quick Walkthrough[edit]
- Track down the criminal.
- Kill the criminal.
- Return to the quest giver for your reward.
Detailed Walkthrough[edit]
Another Escapee[edit]
Speak to Skjor (or Vilkas if you have completed The Silver Hand) in Jorrvaskr, who will give you a quest to kill an escaped criminal in any of the nine holds.
The table below displays the different job descriptions for each possible hold:
Hold | Job Description |
---|---|
Eastmarch | 'It sounds like Eastmarch is too busy with their war to keep their own prisoners in line. One of them's escaped, and you're going to find that coward.' |
The Reach | 'The braggarts in the Reach always claim that no prisoner escapes their mine. What you don't hear about are the ones who break off from escorts on the way to Markarth.' |
Haafingar | 'Haafingar seems to have trouble keeping their prisoners in line. One of them's escaped, and you're going to find that coward.' |
Hjaalmarch | 'I'm sorry to have to send you to Hjaalmarch. I can't stand the smell of it myself. But it seems their criminals can't either and just want to get out. One of them's escaped, and you're going to find that coward.' |
The Pale | 'It seems that law-breakers in the Pale have no desire to stay there. I don't blame them. One of them's escaped, and you're going to find that coward.' |
Falkreath | 'The idiots in Falkreath still think the best place for prisoners is that hole in the ground. No surprise, but one of them's gotten out. Again.' |
The Rift | 'The so-called prison in Riften leaks like one of their fishnets. This is what happens when you let thieves run your town. The prisoners just walk right out. One of them's escaped, and you're going to find that coward.' |
Whiterun | 'One of the guards from Dragonsreach came to me, worried about a prisoner who's escaped. The Jarl has too much on his mind right now, we won't be troubling him with this.' |
Winterhold | 'The snowberries up in Winterhold have lowered themselves to ask for our help. For some reason they just throw their lawbreakers out into the sea and think that ends the problem. But every now and then, one swims back.' |
Find that Coward[edit]
You will have to travel to the hold and search for the criminal (your quest marker will point to them). The criminal is constantly moving which will make it harder to fast travel to them. You can engage in dialogue with the criminal, but after doing so they will become hostile. At this point, you can kill them without incurring a bounty. After this has been completed, return to the quest giver, who will give you a reward and comment, 'Bit by bit, we bring honor to this land. And you've brought honor to the Companions. More importantly, some gold.'
Reward[edit]
Levels† | Reward‡ | USLEEP Reward |
---|---|---|
1-9 | 100 | 100 |
10-19 | 150 | 150 |
20-29 | 300 | 200 |
30-39 | 300 | 250 |
40+ | 300 | 300 |
Skyrim Destroy The Companions Walkthrough
- This bug is fixed by version 3.0.3 of the Unofficial Skyrim Legendary Edition Patch. (details)
Join The Companions Skyrim
Notes[edit]
- Once you have completed Glory of the Dead, this quest is available indefinitely.
- The line for Eastmarch, which references the civil war, doesn't change if you complete the civil war storyline.
Bugs[edit]
- Sometimes, the escaped criminal will be under the map and the quest will be impossible to finish. The quest will fail soon after, but the companions will think the quest is still active. ?
- If the quest giver dies, the quest will be failed and the Companions will think the quest is still active. ?
Quest Stages[edit]
Escaped Criminal (CR07) | ||
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Stage | Finishes Quest | Journal Entry |
10 | There is an escaped criminal wandering <Alias=LocationHold>. I'm supposed to track <Alias.PronounObj=Criminal> down and kill <Alias.PronounObj=Criminal>. | |
20 | I killed an escaped criminal in <Alias=LocationHold>. Objective 20: Speak to <Alias=Questgiver> | |
200 | ||
250 |
Skyrim Best Companions
- The following empty quest stages were omitted from the table: 0, 1, 100.