(Companions Quest) What are your thoughts on the Companions and the Circle?
207. I am pleased you asked. There appears to be a divide in the Hall of Jorrvaskr between those who embrace the wolf, and those who shun it.
208. To me, this divide is merely a product of perspective. For when you see Hircine as evil, to serve him is tantamount to slavery.
209. Another might say Hircine serves his hunters, by providing them with a purpose, and an eternity of prey.
210. If Sovngarde is a mead hall of drink and festivities, I imagine someone like Aela would find it a chore.
211. Such is the diversity of mortals. Sovngarde may be a utopia for some, but for others it is an Oblivion, a nightmare from which there is no escape.
True. I would go mad if I had to live in a mead hall for the rest of my life.
212. So it is safe to say that you have no desire to spend eternity in Sovngarde. But is it the Hunting Grounds of Hircine you seek?
213. One with your destiny can choose from many paths, but in the end, there is no clear solution.
214. This is the fate of mortals in life and in death. We must make decisions based on incomplete information, from a group of imperfect choices.
You can’t trust Hircine. You’d agree if you didn’t fall and bang your head.
215. It was a hard fall, yes, but I assure you, my mind has never been so clear.
216. Consider, for instance, the difference between a domesticated hound and a feral dog.
217. One is free to hunt, but if he fails he will starve. The other never hungers, but roams only where his master commands.
218. Both are free, and yet neither can act freely. In life and in death, there is no perfect choice. There is only what is right for yourself.
I just want power in this life. I’ll worry about the next when I’m dead.
219. Ah, but it is this life which determines your path to the next. The two are connected, one constantly influencing the other.
220. For Kodlak, the anxiety of death altered his path in life. For you, your myopic view of life will determine your path in death.
221. After all, a wolf must serve Hircine for eternity. One can seek a cure before their death, but few among us know when that day will come.
It may be a gift to some, but it’s a curse to me.
222. I disagree that it is a curse, for that word carries with it a negative connotation.
223. It is simply another option, one that is not suitable for you and a few of your Shield-Siblings.
224. We should not disparage those who choose it, however, for in the end there are many paths, but no clear solution.
The blessing of Hircine is a gift. You ought to try it.
225. I thank you, my friend, but I am no hunter. I do not long for mead halls or hunting grounds, but perhaps there is a place for me elsewhere.
226. This is not to disparage your choice, for in the end there are many paths, but no clear solution.
227. This rogue mage Stalleo speaks of is nowhere to be found, but the evidence is overwhelming. Whoever lived here was no ordinary enchanter.
228. The man has reclaimed his castle, yet his life is in shambles. The rogue mage has won, even when he has lost.
229. Kodlak insists his predecessor was tricked, but I am not sure. One does not make a contract with witches that is so one-sided.
230. There she is. A bird of Hircine. And she is alone. It seems this flock does not fly as one. This is to our advantage.
231. The timing of Kodlak’s death is tragic, and curious. One wonders if Hircine set the Silver Hand in motion, so that he could claim his vassal.
232. The Companions grieve, and they weep. Because death is always unexpected, even when it is the one thing we can all expect.
233. Kodlak has made many choices, but his fate will be decided by his choice of Companions. Let us see where they stack up against the original ones.
234. You are now the Harbinger. You are the leader, and yet no Companion answers to anyone. It is a system that mimics the very world we live in.
235. So you aim to join the Thieves Guild. Many are quick to disparage the role of the thief, but do not include the locksmith or the guard among them.
236. One wonders just how far the Thieves Guild has fallen, if two vagrants were planning to undermine it.
237. The first test for any new member is more than a test of aptitude. These thieves wish to test your ability to do the unsavory. To face your victim.
238. It is natural for the owner of Goldenglow Estate to rebel, given Maven’s actions and how weak the Guild is. He could not have foreseen your arrival.
239. They say that the world of business is very cutthroat. One wonders if Maven Black-Briar takes this term literally.
240. The balance of any potion, whether it is mead or medicine, is very delicate. The poison will alter the composition just enough to avoid suspicion.
241. Every action has a consequence. When the Arch-Mage casts a madman out, he may quarantine his school, but he poisons the world.
242. Mercer insists this mystery backer slipped up, but looking at the bill of sale, there was no need to mention the agent by name, even by an alias.
243. At last, our broker has a name. Karliah. Perhaps Mercer will be able to fill in the rest.
245. It appears your fate is now tied to Karliah’s. To prove her innocence is to prove your own.
246. (Whispers) The guards are many. Stay calm, and wait for the opportunity to open.
247. Mercer has quite the audacity if he defiles Nocturnal’s temple. A mortal with a God complex is his own worst enemy.
248. How does one pick an unbreakable lock? To know the solution, one simply must ask, how does any miracle happen? The answer is quite clear.
249. It seems Mercer has been plotting for some time, but Karliah’s presence has hastened his plans. Let us hope his haste causes him to falter.
250. So this is Nightingale Hall. It is…understated, yet a powerful visual nonetheless. A perfect hideout for the servants of Nocturnal.
(Thieves Guild) Is what Karliah said about Nocturnal true?
251. That she revels in your suffering and your success? That she is as capricious as the wind?
252. Yes, it is all true, and all lies. She is a paradox. She despises those who worship her, but punishes those who neglect.
253. She will grant you her blessing but mock those who rely on it. Such is the mantra of the thief, and the way of the shadow.
254. And yet through the chaos there is purpose. Those who follow Nocturnal learn self-reliance, but also learn respect.
Sounds like she’s just lazy to me.
255. (Laughs) If I were you, I would not say that in front of her. The capricious are also known to be vindictive.
Well, I plan on worshipping her forever whether she likes it or not.
256. If you seek Nocturnal’s favor, that is not the way. Clutch the bird too tightly, and it will suffocate. Clutch it too lightly, and it will fly away.
I understand. Respect the darkness, but don’t depend on it.
257. Yes, for all darkness is temporary, as ephemeral as Nocturnal’s favor.
I don’t care for Nocturnal. Karliah thought it was necessary so I played along.
258. Still, you formed the trinity, if not for your own sake, but for the others. Nocturnal’s influence is an important part of their lives.
I did this for the Guild. Luck has been hard to come by.
259. So you admit that Nocturnal’s power holds sway over the darkness. It is not a corrupting force, however. The act of stealing is not always a crime.
Nocturnal. Does she remind you of a parable?
260. Yes. As Nocturnal is the Goddess of the Dark, I am reminded of the story of the young child who wandered too far from home.
261. Lost and alone, the child followed the northern star, knowing it would guide her back to the village by the shore.
262. Yet on the way, she found herself in a peculiar garden. Suddenly, all around her were tiny wonders.
263. There were torchbugs and luna moths, and flowers that seem to light up like candles in the shadow of the blood moon.
264. As she was fearful of the dark, she did not stay. Yet by the time she made her way home, she vowed to return to the garden the next morning.
265. Only when she did, she was ultimately disappointed. For while her fears were washed away by the light, so too was the mystery.
266. Ah, the three of you are safe. The cave collapsed, and I feared it did not bode well for your escape.
267. You have 3 choices regarding the skeleton key. You can return it, keep it, or wait until it has exhausted its use. Nocturnal awaits your decision.
268. How about a drink? The night is still young, and even a monk desires a spirit every now and then.
269. In a short time, the callow thief has become the guildmaster. Yet if one only looks only at the calendar, he ignores the depth of experiences within.
270. Whiterun is the very fulcrum of Skyrim. If a dragon attacks here, all will know. There will be no denying they have returned.
271. Moons protect us! The tower…it’s been completely obliterated!
272. Ah, so now the other piece falls into place. On one side, the return of the dragons. And to balance it, the rise of the dragonborn.
273. You have slain a dragon, become Thane of Whiterun, and now the Greybeards have called you. Truly, the winds of fate swirl around you.
274. I have heard the Greybeards do not like to alter the course of history. But to do nothing is an act that has just as many consequences.
275. Ivarstead. To reach the Greybeards, we must climb the 7,000 steps. An overwhelming number to be sure, but all journeys begin and end with one.
276. Dried fish, salted meats…Klimmek’s food reminds me of my days as a monk.
277. It is odd that Greybeards are in favor of letting you skip the mental training. For that is what gives you the discipline to control your power.
(The Way of the Voice) Being here must bring back some memories of your days as a monk.
278. Yes, it does. We did not have 7,000 steps mind you, but the monastery was perched high.
I do not know if my fondness for fish was a result of my longing for those halcyon days, or if the fish itself gave me nostalgia for the mundane.
It’s probably because you’re a cat. Cats like fish.
279. I do not think so. The Khajiit are desert people, Dragonborn, and there are very few fish that swim through sand.
280. Many, of course, prefer a different kind of fishing altogether, but Stendarr willed that I take a less traditional path.
What sort of fish do you like best?
281. It is difficult to choose. The other monks preferred the salmon, as did I, when all we did was salt the fish.
282. Yet in my travels across Tamriel, I tasted a longfin seared with onions, parsley, fresh garlic, and a squeeze of lemon, and I thought that was best.
283. And so on and so forth, from raw to cooked, from the River Betty to the tuna and back to the salmon. So, I will say the best is yet to come.
People recall the past fondly, but it used to be the present, and that’s awful.
284. Not so, my friend. Today I was able to spend the day with the Dragonborn, as we made the journey to High Hrothgar.
285. It was unlike any other day that has ever been lived, and when the future comes, I will look on this day as fondly as my days as a monk, if not more.
I like to reminisce as well. About all the throats I’ve cut.
286. The Gods made you what you are, and it cannot be helped.
287. Just know that while you dream of the past, there are those who dream of a day when the throat that’s cut is yours.
I try not to think about the past myself. It’s too depressing.
288. Yet, your past disappointments keep you humble, and help balance the events of the present, when you have every reason to be arrogant.
289. This is why the Aedra and Daedra saw fit to make you their champion. You accept power, but you do not necessarily seek it.
290. As the conjurers and the Draugr fight each other, it seems our path is made easier, but the survivor of this arena will be a formidable foe.
291. The first was a test of speed. Is this the same, or does it require cunning? The Greybeards would not have sent you here without the answer.
292. Simply magnificent! A fitting mausoleum for the founder of the Greybeards. Only a handful of mortals will ever witness what we are now seeing.
293. The Horn is in Riverwood then. Despite all the trials that required the Whirlwind Sprint, it seems we are still one step behind.
294. It appears the dragons are multiplying, but so are those who seek to vanquish them. Now with Delphine, you have another ally.
295. While ostensibly you work alone, there will be many guests at the Embassy from all parts of Skyrim. Perhaps you will find another ally among them.
296. You escaped the Embassy…walked right into the belly of the whale, and came out clean on the other side. Hmm…perhaps that is not the best analogy.
297. Brilliance and insanity are partners in the same dance. When speaking with Esbern, we can only wonder which of the two will lead.
298. In a time like this, one must take only what is needed. One must not let temptation distort this fact.
Generic Combat lines
299. The Gods take you!
300. You will find peace in the void!
301. Daedra strike you down!
302. Aedra give us strength!
303. Your death brings balance!
304. If you will not calm yourself, then I will do it for you!
309. Agh! Enough!
310. Ugh, you fiend!
311. You’ll need to do better if you want to best me!
312. This world is not yours to consume, dragon!
313. Your legend ends now!
I need to trade some things with you.
316. Alright, let’s trade.
317. What do you need me to take?
318. What do you need?
319. Of course. What shall we exchange?
320. I wish to thank you. Wisdom is always the best gift, but today this will have to suffice.
321. Keep your hands up!
322. Maintain your balance!
323. Drive your opponent the ground!
324. Fight! Fight!
325. We must be careful when entering an old ruin. Time changes owners, and this Akaviri Temple may be Haven to something far more sinister than the sky.
326. The problem with the Greybeards and the Blades is their adherence to absolutes. It makes things difficult when they need each other’s counsel.
327. And so we ascend the mountain once more, for the world demands a savior, just as it demands to be consumed.
328. An ancient ruin frozen solid. Thus this once great temple is preserved, even as it is destroyed.
329. A spider den. We must be cautious, for the hasty fly will soon discover it can no longer flap its wings.
330. There are times when wisdom and madness are two sides of the same coin. If this man were a coin, it would have two tails.
331. Dwarven machinations are a wonder to behold, but they are dangerous as well. We should not be caught looking.
332. Alchemy and enchanting tables, fireplaces and dining chairs, and they all face away from the door. Your back is turned from danger, as is your mind.
333. The music of the Crimson Nirnroot that grows here is both haunting and soothing. It mirrors the very ambiance of this cavern.
334. These people serve the Falmer. Like their masters before them, they have thrown away their rights as mortals.
335. An Elder Scroll! Incredible! The very nature of duality flows through it, and it will balance our strength against Alduin’s.
336. The drop is steep, but perhaps if we can climb down the walls, we can avoid learning the hard way if the water is shallow.
337. So we have trekked through a cave teeming with violence, and have come to a calm. Yet this tableau of serenity belies the danger ahead. Be ready.
338. Perhaps the Wood Elf here assumed he could tame these wild beasts and make them the guardians of his treasure. But even with magic, wild is wild.
339. One wonders how many have passed under the watchful gaze of these twin eagles. For them, we are but tomorrow’s history.
340. Interesting that these vampires worship the same master as the dog, yet the two are hostile toward each other. Chaos rules the walls of this shrine.
341. Ah, so you have spoken to Clavicus Vile. His wishes are said to be cursed, yet perhaps it is the wisher who knows not what he desires.
342. The enchantments on these spiders are but a jester’s trick. Their true power still lies in the poison that drips from their fangs.
343. A shrine to Julianos. As you can see, it is not only the Daedra who have their ideals twisted by mortals.
345. The Rueful Axe. Most fathers would be insulted with such a gift. Did the wizard keep it out of fear, greed, or for its intended purpose?
346. It would seem that Barbas is Vile’s better half, but one can never be certain with Daedra. Chaos by nature means there is no clear choice.
347. This cave paints an interesting picture. The light shines on this dark ritual, to grow the seeds of evil.
348. When a pack outgrows its food source, the cubs will starve, and the pack will die. Peryite blesses them with disease to balance their numbers.
349. Meridia’s light is dim without the beacon. We must restore it, so that all will know there are Daedra who espouse the pure.
350. A foul mist walks these ruins, but it is not the work of Peryite. It does not end life, but corrupts it.
351. The source of the mist lies ahead. Do you sense it? It is death rising from the ash.
352. This is a spectacular sight. Knowing the ordeals we have endured, Meridia grants us a reprieve, and blesses us with this view of her domain.
353. It seems Meridia has chosen a worthy champion for her blade. Use it well, and use it wisely.
354. I would like to investigate this Wolfskull cave. When this farmer speaks of the unnatural, he could very well be speaking of the exotic.
355. It seems I was wrong. This does not appear to be a misunderstood wonder, but rather a dark ritual disguised as something wondrous.
356. These necromancers were blinded by power. Potema cannot be controlled, as her mind is chaos, and chaos is a wildfire that burns without direction.
357. I am proof that a steep fall is not always such a bad thing. It may lead you to unexpected places.
358. Like the salmon they fish, the bandits of Orphan’s Tear head straight toward their death, simply out of instinct.
359. Ah, Peryite. One should not cast aspersions on the power of disease. For sometimes it is the infection that provides the cure.
Generic Dungeon Entrance Dialogue
A cave. One wonders what will we find, trouble or treasure?
There is a cave here. Perhaps we should enter.
There is a cave up ahead. We should tread carefully.
A cave lies here. Animals, bandits, or maybe both.
Old ruins. Nordic, by the looks of it.
Nord ruins. One wonders how long they have stood.
A Nord ruin. Thousands of years old.
Old stonework. Filled with gold, traps, and bones.
Ah, look. A cave. What awaits is a mystery we shall soon uncover.
A Dwarven city. Remarkable.
Dwarven ruins. Old cities, old ghosts.
By the Mane, look. A Dwarven city.
Legend says Dwarven ruins are haunted. I suppose there is only one way to find out.
Not quite good enough!