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Online:A Guild in Crisis

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Detail
Quick Summary: written by Cambionn, checked by BixenteN7Akantor


Walkthrough: written by Cambionn, checked by BixenteN7Akantor


Quest Stages: not written
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Discover who attacks Fighters Guild halls by tracking Guildmaster Merric at-Aswala
Quest Giver: Prince Azah
Location(s): Malabal Tor, Shornhelm, Underground Sanctum, Vulkhel Guard, Daggerfall, Davon's Watch, Vulkwasten
Previous Quest: God of Schemes and Will of the Council
Next Quest: Justice for the Fallen
Reward: Very High Leveled Gold
XP Gain: Very High Experience XP
ID: 7290
 
First, the Fighters Guild suffered several attacks by an unidentified enemy. Then Merric, its guildmaster, disappeared. Prince Azah wants to track down Merric, find the enemy, and stop them.


Quick WalkthroughEdit

  1. Talk to Prince Azah in   Vulkhel Guard  Daggerfall, or   Davon's Watch.
  2. Go to the chosen location.
  3. Find the magister.
  4. Go to the Shornhelm Mages Guildhall.
  5. Find Merric.
  6. Talk to the Fighters Guild members.

Detailed WalkthroughEdit

The Missing GuildmasterEdit

Azah can be found at the Artisans' Row in Davon's Watch, to the north of the Mages Guild hall in Daggerfall, or at the Harborside Market in Vulkhel Guard. You can use the quest starter from the crown store to get a quests marker to him, or simply talk to him in those locations. Either way, once you talk to him he will tell you that the Fighters Guild is under assault, that 4 guildhalls have already fallen and that the Guildmaster Merric is missing. Sadly, they haven't been able to figure out who's behind it. He will also tell you that the other members are busy securing the remaining halls and ask you if he can hire you to help him as an outsider, despite mentioning before you're a guildmember. Accept and he will tell you that there have been conflicting reports from reputable scouts.

During this last past of the conversation, you will be prompted with an explanation of Player Response Options if you haven't gotten this yet, and you will get a kind and grim option to choose from, as well as a standard option. If you give him a kind response he will be appreciative and explain that he has been busy coordinating the guild, but promises you a fair compensation. If you give a grim response, Azah will be visibly angry that you dare question his commitment, telling you someone had to keep the guild organized and tell you that "you agreed to do a job so get to it".

After this, he let's you choose which place to investigate. Note that while not marked red, you will only visit one place. Your options are:

  • Malabal Tor: for this location, the scout said he talked to hunters who saw him there near Vulkwasten. Azah will also tell you the place has many hiding sports and Daedra roam there.
  • Alik'r Desert: Azah will tell you he has no clue why Merric would be here, but a guild scout says he spotted him there nether the less. He says if you decide to go there, you best look near the cliffs.
  • Eastmarch: Azah will tell you a scout has seen him there, and that while Merric hates the cold weather, he wouldn't let that stop him if he found a clue there.

Choose one to go, while Azah will follow up with the other reports. You can then ask a little extra information about the situation before you leave. Azah will tell you that the attacks have been brutal affairs, but also thorough ones. They left no survivor and the remains of enemies have been removed, or the enemy must have stricken so fast no one could react. He will also mention that Merric propably found a lead on the enemy and went after that, something urgent enough to not show up nor even leave a note. After talking to him, take his steed Wimi to your chosen location.

Where is Merric?Edit

Once you arrive in your location of choice you will be greated by Skordo the Knife, who will recognize you if met previously. He will tell you that he volunteered to stay in the field. He continues with that while he was looking into the attacks on the Fighters Guild he got word Merric was missing, and that once he heard rumors of someone matching his description being around he send his report and started to investigate. He will continue to tell you about his lead to Merric, and that he followed it until the point he is now where he waited for your arrival. Head into the direction he sends you. Once you come around an animal trap, examine it. Skordo will mention it definitely belongs to Merric. Continue until you find an abandoned camp with a note. Read the note. It will tell you that while the enemy is unknown they must be rather powerful. More interestingly, the unknown enemy also seems to have an interest in Rivenspire for equally unknown reasons, and that an informant has provided directions to a possible campsite from this unknown enemy. A sketch follows, together with some notes that he was supposed to meet Azah but choose not to due to the importance of getting there before the camp is abandoned as well as Azah being far enough in his trainings to be fine on his own. Luckily, Skordo recognizes the spot drawn, and send you in the right direction.

Go to the mentioned spot, where you will find a wounded Razawir sitting on the floor. It seems Merric expected Azah to follow him, as he will tell you Merric went trough like a fury, but kept him alive so he could tell "some prince" about what happened. Luckily, he is willing to tell you despite you not being a prince. He will reveal that the unknown enemy is the Order of the Black Worm, better known as the Worm Cult, but asks for some painkiller before he talks more. Here, you get another choice between a regular choice, a kind one and a grim one. The regular one will give you the objective to grab some mistscrub for him, while the other two allow convince him to talk without it when followed by a [Persuade] or [Intimidate] option. Do so or go gather the mistscrub and go back to him to find out more. He will tell you the Worm Cult has returned to take vengeance on the Fighters Guild, the Mages Guild, and all of Tamriel. He will also tell you that he told Merric that the Worm Cult leader Mezamma had business with Magister Andrelo in a nearby inn in a nearby city (which depend on your choice of location), but that Merric ran of before he could tell him the rest. Like that they have a new shiny weapon which Mezamma called a soul reaper.

From here, talk to Skordo. He seems rather sad he cannot gut Razawir. Update him about what you found out and he will send you to the previously mentioned inn while he talks a bit more with Razawir, collects Wimi and waits outside. From here, head to Windhelm and enter the Cold Moon Inn. You will find Magister Andrelo and Apprentice Esmond upstair in the room in the back. Talk to the magister and she will complain that all these interruptions will make her arrive late in Shornhelm. Asking her about Mezamma and she will tell you she has no clue who that would be. She will also tell you that she was about to board a coach to Shornhelm when a strange woman stopped her and looked her deep into her eyes, after which she woke up in the inn feeling rather awful. When asking about Merric, she will reveal that he was "spouting nonsense" about the Worm Cult while her apprentice was also "spouting nonsense" about seeing her board the coach to Shornhelm while he was carrying her to the inn after which Merric ran off. Presumably after the coach. Andrelo will then tell you more about what happened. First, she will order Esmond to arrange another coach, as a mage of her standing can't miss the meeting at the Mages Guildhall, but then tells you to forget that as "there is no meeting" (aka she slipped and lets you know you shouldn't know about that). After that, she will talk about the woman staring at her after she awoke in the inn, then tells you that if the woman who blocked her used a spell to take her form. After this conversation, head outside and update Skordo who will be proud of himself for not drinking on the job.

Make your way to Shornhelm in Rivenspire, for which you are allowed (or at least not stopped by Azah, due to him not being there) to ride Wimi once more. Mount the brown steed or travel by yourself. Skordo mentions that while he's not a mind reader, he suspects Merric went after it alone because he was so busy with it that he never stopped to call for help, but rather got caught up and follows it up nonstop.

Attack on Shornhelm's Mages GuildhallEdit

Once you arrive, you find Gabriele Benele south of the mages guild building. While you approach, Azah and Skordo come and join in, while Gabrielle will tell you the attack has already started, and that Merric is inside. Talk to Gabrielle who will tell you a bit more what's going on. Another normal, kind and grim response options is given. This time, Gabrielle will be very understanding of a grim response. Head trough the door into the Underground Sanctum, which will greet you with some dead bodies on the floor. Continue to explore it until you find the meeting chambers then enter those. Once inside, you will witness Merric, Mezamma and two cultists on the other side of the collapsed room. Mezamma seems to have some kind of grip on Merric, of which he gets lose, after which he will kill one of the cultists and run to some statue attacking it, which will cause the statue to explode. Mezamma and the remaining cultist then leave through a portal while Mezamma mentions Merric's dead appearance is no use to her. Azah then runs of to get to Merric, worrying about his life. Go after him into the reading hall using it as a passage to get to the other side of the meeting chambers. Azah will confirm Merric is dead. Take Merric's sword and shield, as well as a note that lays on the ground. The note will mention a lair in the northern coast of Rivenspire, which can be entered trough a cove south of the lighthouse. Talk to Azah while Gabrielle teleports the remains of the soul reaper upstairs for study, who will belittle his enemy for being dumb enough to write their plans on paper.

However, he first wants the two of you to get to the Fighters Guildhall in Shornhelm to tell Skordo about Merric's death. Leave for the guildhall while Azah and Gabrielle take care of Merric's body, and tell Skordo about Merric's fate who will be rather upset to hear the news. Get back to Azah, where you will get another normal, kind and grim response option to try to get Azah to focus on what to do next. Whatever you said, he will calm down and think of an action plan. But in the mean time, he will reward you for your service so far. The quest will end, and the next prologue quest Justice for the Fallen will start.

NotesEdit

  • The quest takes place after and both the main quest and original Fighters Guild quests and assumes those have been completed, regardless of the actual progress your character has.
  • The stories at the different locations are different versions of the same story, you don't miss out on any important story details depending on your choice.

BugsEdit

  • After Merric is killed, you can head down to the basement of the Shornhelm Fighter's Guild and find him alive and well.

Quest StagesEdit

A Guild in Crisis
Finishes Quest Journal Entry
Prince Azah received conflicting reports about Merric's location. He wants me to choose a location to search, either Malabal Tor, Eastmarch, or the Alik'r Desert.
Objective: Talk to Prince Azah
I decided to follow up on the report of Merric spotted in Malabal Tor. I should head there and rendezvous with the Fighters Guild scout.
Objective: Rendezvous with Guild Scout in Malabal Tor
Objective Hint: Take Wimi to Malabal Tor
Objective Hint: Take Wimi to Shornhelm
I decided to search in Malabal Tor. Skordo tells me the rumors placed Merric north of us. I should head in that direction to look for the guildmaster.
Objective: Look for Guildmaster Merric
Optional Step: Examine the Animal Trap
Our search led us to an abandoned camp that Skordo thinks Guildmaster Merric used. I should examine the papers left in the camp.
Objective: Examine Guildmaster Merric's Notes
Guildmaster Merric's notes describe his investigation into the attacks on the Fighters Guild. Apparently, he planned to assault a camp of the attackers to the northwest. I should look for him there.
Objective: Find the Attackers' Camp
The camp where Merric was headed has been decimated. The guildmaster isn't here, but there's a wounded man in strange armor. I should talk to him and find out what happened here.
Objective: Talk to Razawir
Guildmaster Merric left one member of the enemy camp alive to pass a message to Prince Azah. He won't give it to me until I get him some mistscrub leaves to ease his pain.
Objective: Gather Mistscrub Leaves
I collected enough mistscrub leaves for Razawir. I should take them back to him to find out what happened with Merric at the camp.
Objective: Talk to Razawir
Razawir finally revealed the Worm Cult plans. How they seek revenge against the Fighters Guild, the Mages Guild and all of Tamriel. And how their leader Mezamma is meeting with Magister Andrelo. I should talk to Skordo about everything we learned.
Objective: Talk to Skordo the Knife
The cultist told us that his leader Mezamma has business with a Magister Andrelo in Vulkwasten, at the Tall Trunk Tavern. I should head there and speak with the magister.
Objective: Go to the Tall Trunk Tavern in Vulkwasten
I arrived at the Tall Trunk Tavern. I should search the tavern for Magister Andrelo.
Objective: Find Magister Andrelo
I found Magister Andrelo. I should talk to her and ask her about the Worm Cult or if she's seen Guildmaster Merric.
Objective: Talk to Magister Andrelo
Magister Andrelo described an encounter with a strange woman and how her apprentice saw the magister board a coach to Shornhelm even as he was helping her into the inn. She told Merric and he went after the coach. I should let Skordo know.
Objective: Talk to Skordo the Knife
Guildmaster Merric is on his way to the Mages Guildhall in Shornhelm. It seems likely that the Worm Cult is planning an attack on the Mages Guild meeting, and we need to get there and help them.
Objective: Go to the Shornhelm Mages Guild
Skordo and I found Gabrielle Benele and Prince Azah outside the Shornhelm Mages Guild, but the Worm Cult attack is already underway. I should talk to Gabrielle and let her know what we learned.
Objective: Talk to Gabrielle Benele
The Worm Cult attacked the Mages Guild underground sanctum in Shornhelm. Merric ran down to help defend the sanctum. I should go down there to assist him.
Objective: Enter the Underground Sanctum
I entered the Mages Guild's underground sanctum with Prince Azah. We should search for Merric while taking out any Worm Cult forces we encounter along the way.
Objective: Search the Underground Sanctum
We saw Guildmaster Merric battling the Worm Cult and their leader, a Daedra named Mezamma. He destroyed some strange device that Mezamma called a soul reaper and was injured in the blast. I need to follow Prince Azah and reach Merric.
Objective: Follow Prince Azah
When Guildmaster Merric destroyed the soul reaper, the resulting explosion killed him. Prince Azah, clearly devastated by the loss of his mentor, asked me to search the area and gather Merric's weapons.
Objective: Search the Area
I gathered up Merric's sword and shield, and I found a note describing the location of a Worm Nest, a Worm Cult lair. I should talk to Prince Azah and show him the note.
Objective: Talk to Prince Azah
Before we head to investigate the Worm Nest, Prince Azah wants to go to the Fighters Guild and tell Skordo about what happened to Guildmaster Merric.
Objective: Go to the Shornhelm Fighters Guild
We arrived at the Shornhelm Fighters Guild. I should let Skordo know what happened to Guildmaster Merric and hand over Merric's sword and shield.
Objective: Talk to Skordo the Knife
I should talk to Prince Azah and make sure he's ready to take the fight to the Worm Cult. They need to pay for Merric's death.
Objective: Talk to Prince Azah
After telling Skordo what happened and turning over Merric's sword and shield, I snapped Prince Azah out of his paralyzing depression. I should talk to him one more time before we go after the Worm Cult.
Notes
* Any text displayed in angle brackets (e.g., <Alias=LocationHold>) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
  • Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
  • Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.