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Skyrim:Unfinished Quests

< Skyrim: Quests(Redirected from Skyrim:Filling Soul Gems)

This page lists quests that were meant to be included in Skyrim, but didn't make it to the finished version of the game. Some of these quests are in a potentially playable state, missing only some elements, while some only exist in the form of leftover scripts, items or scraps of remaining dialogue. Some quests can still be accessed by using console commands. However, since these quests are inaccessible for a reason (for example, incompatibility with other quests), it is best not to access them. Some quests involve unused NPCs. To access all types of unused content, please click a link in this list in the related page.

Civil WarEdit

CWMission08Edit

CWMission08 was a side quest of the main Civil War storyline meant to be picked up at a military camp. You would've been tasked with stopping a Giant named Goldar from harassing supply caravans by offering a Painted Cow to the Giant as a gift, and subsequently making a deal with Goldar to assault the opposition at a radiant location. According to the quest script, all Giants in the main world would be allied with you following the quest's conclusion.

 
 
 
 
 
Painted Cow

The following dialogue can only be found in the game's DialogueViews files:

Tell me about this giant.
"Apparently the giant's just after the cattle. He goes out of his way not to hurt them. He's less concerned about the men escorting them, however. Not sure if he's hungry, or just insane. Regardless, he's endangering supply lines. I have a plan that should rid us of the giant and some rebels. We know where he's made camp. We'll make peace with him and kindly explain where he can find a farm controlled by Stormcloaks to steal cattle from.
"The giant is after the cattle. He tries not to hurt them. But people driving the caravan - he's not so careful with them. He's either hungry, or crazy, or both. It matters little. We need to get rid of him. He's endangering our supply chain. But, I have a plan. We know where he's camped. We'll make peace with him, and tell him where he can find a whole herd of cows. Just happens to be owned by imperials.
I'm not sure. I need to think about it.
"Don't take too long figuring it out, I've got a war to run here.
"I see, make it quick, or do you have better things to do than fight for the people of Skyrim?
Intriguing. I'm in.
"Good. Our spies tell us there's a herd of cows at the Imperial military camp. Take the giant there and tell him he can have those instead of ours.
"Talos willing, those Imperials will be stupid enough to try to stop him. Should be a blood bath. Good luck. Oh, I almost forgot. I've requested a special cow for you to escort to the giant - as a peace offering. Should be here any moment now. What? Don't give me that look."

Upon meeting the Cow Hand, he'd say:

"You're the one that needs the cow, yeah?"
You're correct.
 
Cow Hand
"Alright. Got 'er all painted up like in the old days. You know, when we'd paint things the giants were allowed... there were more of 'em back then. This one's pretty smart. Here, she likes these. Feed her one or two apples and she'll follow you forever. Now you be careful with that giant. Make sure he sees the markings on the cow. He'll know you just mean to talk. If you're lucky he won't try to kill you."

"'Give her that apple. She'll follow you."

After bringing the painted cow to the giant, Goldar, he'd also engage in conversation with you:

"Little man brings weak-milk-maker. Marked in the old way. Why little man does this?"
We want you to stop attacking our caravans.
"Oh. It means the parade of little men and small food and weak-milk-makers. My herd of milk-makers. They are all gone. Little men killed my milk-makers! So now I take little men's weak-milk-makers."
We didn't kill your herd. I bring you this cow in friendship.
"Hmm. It is not like other little men. It is not afraid or angry. It asks friendship. No little man asks that. I will take the marked weak-milk-maker. The little man will be friend. But I have nothing to give it in return. Friendship needs a trade to make strong."
My people have an enemy. They are called Imperials. Help me kill them.
"Hmm. Taking a life, even a little man life, is bigger than a "cow." Killing "Imperials" makes a debt in the friendship. This cannot be."
They've a herd of cows at <Alias=AttackPoint>. Help me and you can take those.
"Yes. This is fair. I know where this is. Come."

CWMission11Edit

CWMission11 was a side quest of the main Civil War storyline meant to be picked up at a military camp. You would've been sent to go on a spirit quest with an Orc named Makhel Abbas. At the conclusion, you would've been made Blood-Kin to the Orcs, and Makhel would show up as an ally in Civil War battles.

 
 
 
 
 
Makhel Abbas

The following dialogue can only be found in the game's DialogueViews files:

"There's this orc hanging around. Name's Makhel something-or-other. Says he's on some kind of vision quest. I told him I can't help him, but I can't be more forceful than that. I can't afford to piss off the Orc tribes in the area. I have enough problems. I need someone that can be both assertive and diplomatic. Find out what he wants and either give it to him or find some other way to get rid of him. Well, soldier? Are you up to the task?"
"There's this orc warrior hanging around. Name's Makhel something-or-other. Says he's on some kind of damned vision quest. I tried telling him to get lost - not in so many words, though. I can't afford to piss off the orc tribes in the area. I've got enough to deal with. I need someone to forcefully but diplomatically find out what the hell he's after, and either give it to him, or find a way to get rid of him. What do you say? Can you do this?"
I'm not sure. I need to think about it.
"Don't take too long figuring it out, I've got a war to run here.
"I see, make it quick, or do you have better things to do than fight for the people of Skyrim?
I'll see what he wants and get rid of him for you.
"I knew I could count on you, soldier."
"That's what I wanted to hear. Good luck out there."

Upon meeting Makhel, he would greet you by saying:

"You are the one from my vision! I am Mahkel abbas. And you are my abbaseen. Quickly, we must hurry while there is time!"
Slow down there. What are you talking about?
"I am abbas, the seeker. And you are abbasseen, the seeker's companion. A vision came to me. I saw Gar-shutan hovering in the clouds. But I was not alone. You were with me. The wise woman said I must find you, and together we must seek Gar-shutan and slay it. The sacrifice of blood, ours or the beast's, will bring prosperity and joy to my village."
Slow down there. What are you talking about?
"One living under shadow of Malacath wouldn't need to ask. Did your parents teach you nothing? Perhaps this quest is more for you than it is for me? I am abbas, the seeker. And you are abbasseen, the seeker's companion. A vision came to me. I saw Gar-shutan hovering in the clouds. But I was not alone. You were with me. The wise woman said I must find you, and together we must seek Gar-shutan and slay it. The sacrifice of blood, ours or the beast's, will bring prosperity and joy to my village."
Is this some kind of joke?
"A joke? No. One does not joke of sacred things. Gar-shutan, the sacred beast, comes to the world in search of nobility. It always appears in a different form, testing the clarity of our vision. It calls out to brave warriors through visions and dreams. It proves these warriors through combat and thereby proves the people. We must prove ourselves by slaying the beast. Or we must prove our people worthy of our own sacrifice and die before Gar-shutan. Come. Gar-shutan will not stay here forever. We must go before it tires of waiting for us."
What's this Gar-shutan?
"Gar-shutan comes to the world in search of nobility. It always appears in a different form, testing the clarity of our vision. It calls out to the brave through dreams and whispers. In combat, it tests the warrior and thereby tests his people. We must either prove ourselves in combat, or we must prove our people worthy of sacrifice by dying at the feet of the beast. Come. Gar-shutan will not tarry forever. We must go before it tires of waiting for us."
How do we find this Gar-shutan?
"I shall follow my heart, and you shall follow me. As it is always with abbass and abbasseen."
And what if I refuse to go with you?
"Then you will bring shame to your people and to mine. And I shall fill the void in my heart with anger, and roam the land in search of a good death. But I can not imagine such a thing. If you are not ready to go, I will wait here in faith, until your heart fills with purpose."
Alright, let's go kill this beast.
"Then we go! To glorious battle or glorious death!"

After defeating Gar-shutan, Makhel would tell you:

"It is done! Gar-shutan has tested us and we were found worthy. I will remember this day. And so will my people. I will tell of this day far and wide. Know this: Wherever I may go, you, too, are welcome. But for now, we must go our separate ways. I'm sure we'll see each other again, in life or in death. I am your brother."

College of WinterholdEdit

Filling Soul GemsEdit

This would have been a quest to buy, find, or fill a grand soul gem for Sergius Turrianus. The quest appears to be complete other than the fact that there's no reward; however, it cannot be started.

Mod Notes: The Fill the Soul Gems quest does not appear in the appropriate SM Event Node section.
Filling Soul Gems (MGR12)
Stage Finishes Quest Journal Entry
10
Objective 10: Bring a Filled Grand Soul Gem to Sergius Turrianus
200 Finishes quest 
  • The following empty quest stages were omitted from the table: 20, 255.

Research ThiefEdit

This would have been a quest given by Nirya to steal Faralda's research notes from an unspecified location. After obtaining the notes, they could have been given to Nirya in return for 100 gold or you could have reported Nirya's request to Faralda. The quest is fairly complete; however, the scripting is incorrect, and Faralda's notes do not appear anywhere in the game.

Research Thief (FreeformWinterholdCollegeA)
Stage Finishes Quest Journal Entry
200 Finishes quest 
  • The following empty quest stages were omitted from the table: 0, 10, 20.

Rogue WizardEdit

This would have been a quest to kill a rogue wizard. The wizard could have appeared in any warlock lair or draugr crypt that had a boss in it. In its current state of development, there is no reward for the quest.

Rogue Wizard (MGRRogue)
Stage Finishes Quest Journal Entry
10
Objective 10: Deal with the rogue wizard
20
Objective 20: Return to Tolfdir
200 Finishes quest 
  • The following empty quest stages were omitted from the table: 0, 5, 30, 100.

DialogueEdit

Tolfdir would've explained:

Is there anything I should be aware of?
"I'm afraid so. There's a problem with one of the Jarls here in Skyrim."
"He's been complaining of a member of the College running amok in his hold. We have, of course, severed all ties with the mage in question, but the Jarl isn't appeased. So, the mage needs to be "taken care of," if you understand me."

Regardless of which random jarl would be chosen, they'd all have the same dialogue:

I'm here on behalf of the College.
"Ah, so they've finally sent someone to deal with that lunatic."
It's been dealt with.
"Well, that's good to know. I suggest you tell your people at the College to keep a tighter leash on their mages."

Upon returning to Tolfdir:

The Jarl has been appeased.
"Very good. I hope this will allow us to maintain our reputation."

The Missing ApprenticesEdit

This was to be a quest to find the four missing apprentices of Phinis Gestor. The four students, Borvir, Ilas-Tei, Rundi, and Yisra, can be found dead around Skyrim. They each have an item which identifies them (e.g. Rundi's Dagger), which you would have had to bring to Phinis to prove their fate. The students' corpses and items appear and Phinis Gestor will talk about them, but bringing the items to him has no effect.

The Missing Apprentices (FreeformWinterholdCollegeB)
Stage Finishes Quest Journal Entry
200 Finishes quest 
  • The following empty quest stages were omitted from the table: 10, 20.

DaedricEdit

Boethiah's BiddingEdit

This would have been a second quest given to you by Boethiah, which functioned more as a secondary task. The "quest" would start immediately after completing Boethiah's Calling by killing her previous champion and equipping the Ebony Mail. Instead of Boethiah congratulating you, she would instead inform you of your new objective, assassinating the Jarl of Solitude, Elisif the Fair using stealth, deceit and guile.

Boethiah would've spread rumors of an assassin coming for the jarl, and she would lock herself into her private chambers out of paranoia. The whole Blue Palace would go on high alert. You would not be able to walk around inside without constant supervision. Due to this, a guard would constantly accompany you while walking around, unless you could convince a friend inside the Palace to escort you instead. Access to the jarl's private chambers could be granted in two ways. You could either get a key to the door from either Erdi or Una, the two servants, or you could request help from a friend who would convince Elisif to let you inside her chamber in order to function as her personal bodyguard.

Possible friends that could help you with the latter option include steward Falk Firebeard, court wizard Sybille Stentor, housecarl Bolgeir Bearclaw, thane Bryling, her personal guard Irnskar Ironhand, thane Erikur's personal guard Melaran, but also Erikur's sister Gisli (who normally doesn't set foot in the Blue Palace under any circumstances) and the Palace's cook, Odar.

Once Elisif was slain, Boethiah would use her body as a conduit in order to speak with you. She would tell you that you've earned her respect and will be allowed to keep the Ebony Mail. With Solitude's jarl dead, many events would be set in motion. Many of these events had dialogue already recorded for them and include:

The most important consequence to the act would've been the fact that a new jarl would need to be chosen. Thane Erikur would be the one to replace Elisif, with him gaining new dialogue related to this as well. He would also give you the ability to, for one time only, completely erase your bounty in Haafingar by just talking to him.

In the final game, however, Elisif will always be essential, and Boethiah's quest will have no influence over her at all.

NotesEdit

  • It seems that at one point, Gisli was considered as a steward for Solitude, this may explain her inclusion as one of the possible "friends" who are almost always found at the Blue Palace.
  • Outside of the examples mentioned above, no replacement scenarios exist for other quests where Elisif would've been involved, for example Season Unending.
  • Both Erdi and Una have dialogue in relation to the scene that would've played out if you took the bodyguard route, instead of their route. This is odd since they do not have recorded dialogue for the other dialogue options.
  • Script notes indicate that Erikur would've been aware that it was you who assassinated Elisif. How he would be aware of this is never specified.

BugsEdit

  • It may be possible to start this quest, but since it is not finished, it cannot be completed.


Boethiah's Bidding (DA02KillObj)
Stage Finishes Quest Journal Entry
50 Lord Boethiah has sent me, her champion, to assassinate the Jarl of Solitude using guile, deception, and stealth.
Objective 50: Assassinate the Jarl of Solitude
200 Finishes quest  Lord Boethiah has sent me, her champion, to assassinate the Jarl of Solitude using guile, deception, and stealth. I have successfully completed my mission.

The CauseCCEdit

Some of the later objectives of the quest were removed, and some were moved to the next quest. Valkyn Skoria was intended to be the boss, but was replaced by Valkyn Methats.

The Cause (ccBGSSSE067_Quest)
Stage Finishes Quest Journal Entry
Objective 210: Retrieve Vonos' Journal
Objective 220: Read Vonos' Journal
Objective 230: Use the Scroll of Liminal Breach
Objective 235: (Optional) Find the missing Vigilants (0/3)
Objective 240: Locate the Sigil Stone in the Deadlands
Objective 250: Defeat the Dremora Valkynaz
Objective 260: Retrieve Scourge
Objective 270: Defeat Valkyn Skoria
Objective 280: Retrieve Torment
220 I've found the weakened Sigil Stone within the Deadlands, and now must make a decision. If I take the Sigil Stone, the gate will close and the Mythic Dawn will be defeated. However, if I place the Great Welkynd stone on the altar, it will recharge the gate, and seal it open...
Objective 290 or 300: Take the Sigil Stone or Place the Great Welkynd Stone
230 Gate Closed
240 Gate Open
250 A stranger informed me that the Mythic Dawn reformed and unearthed an ancient Oblivion Gate. They were searching for a Great Welkynd Stone to charge the gate, which I found within Rielle before they could. I infiltrated the Mythic Dawn's hideout and went inside the Deadlands to find the Sigil Stone. Rather than remove the stone and close the portal, I decided to follow the will of Mehrunes Dagon by using the Great Welkynd Stone to charge the gate and protect the Sigil Stone.
Objective 305: Escape the Deadlands
250 A stranger informed me that the Mythic Dawn reformed and unearthed an ancient Oblivion Gate. They were searching for a Great Welkynd Stone to charge the gate, which I found within Rielle before they could. I infiltrated the Mythic Dawn's hideout and went inside the Deadlands to find the Sigil Stone. I defeated two of Mehrunes Dagon's champions, and retrieved the Sigil Stone, thereby closing the portal and destroying the gate.
Objective 305: Escape the Deadlands
Notes
  • Any text displayed in angle brackets (e.g., <Alias=LocationHold>) is dynamically set by the Radiant Quest system, 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.
  • If an entry is marked as "Finishes Quest" it means the quest disappears from the Active Quest list, but you may still receive new entries for that quest.
  • On the PC, it is possible to use the console to advance through the quest by entering setstage quest stage, where quest is the internal name of the quest, and stage is the number of the stage you wish to complete. It is not possible to un-complete (i.e. go back) quest stages, but it is possible to clear all stages of the quest using resetquest quest, where quest is the internal name of the quest.

MiscellaneousEdit

A Bad TradeEdit

This quest involved placing a burial urn in Yngol Barrow. Birna in Winterhold would have sold the burial urn and wanted you to place it back in the barrow. Upon replacing the urn, you would have received 200 gold. Birna currently sells a Coral Dragon Claw; purchasing it advances the quest to stage 20, but nothing else can happen.

The quest objective is not set to display at any time.

A Bad Trade (FreeformWinterholdA)
Stage Finishes Quest Journal Entry
Objective 20: Place the burial urn in Yngol Barrow
  • The following empty quest stages were omitted from the table: 0, 10, 20, 30.

Animal Pelt CollectionEdit

This quest would have had you collecting animal pelts for Aela the Huntress; however, several parts of the quest are incomplete, and it does not appear in the list of radiant quests that the game can run. Unlike most other quests of this type, the amount of pelts required would have been random, ranging from three to seven.

Animal Pelt Collection (CR03)
Stage Finishes Quest Journal Entry
10 I need to find <Global=CR03TotalPeltsNeeded> <Alias=SamplePelt>s for the Companions.
Objective 10: Collect <Alias=SamplePelt>s (<Global=CR03PeltsGotten>/<Global=CR03TotalPeltsNeeded>)
20 I found <Global=CR03TotalPeltsNeeded> <Alias=SamplePelt>s for the Companions.
Objective 20: Return to Aela
200 Finishes quest 
250 Fails quest 
  • The following empty quest stages were omitted from the table: 0, 1, 100.

Collecting the EddaEdit

This quest would have seen you collecting pieces of the Poetic Edda from bards you meet across Skyrim. The Poetic Edda is a living history of Skyrim, written by each bard studying at the Bards College. This quest would most likely have been acquired after finishing Tending the Flames.

Collecting the Edda (BardsCollegePoeticEdda)
Stage Finishes Quest Journal Entry
Unknown
Objective 10: Collect parts of the Poetic Edda from Bards you meet.
  • The following empty quest stages were omitted from the table: 0, 10, 200.

DunBrinehammerQSTEdit

In this quest, you would've found a journal at the Wreck of the Brinehammer. You could then bring the journal to Giraud Gemane at the Bards College in order to have it appraised. Almost all of the subtitles for this quest can still be found in the game's DialogueViews files, while all the voiced dialogue itself can still be found in the audio files. The subtitles for Giraud's comments while reading the journal were made from scratch, as these weren't present in the files, as such, they may not be 100% punctuated like the developers intended. There's just a single script called dunBrinehammerJournal tied to the quest that still remains in the final game's files.

I found this journal in the Brinehammer.
"Well, let me take a look. I'm always interested in a new tale... if it's a good one."

He would then spend a moment reading the journal, making some comments along the way:

"Hmmm... well now..."
"Hmph... that seems a bit far-fetched."
"This bit here is quite interesting though."
"All the way to Akavir? Really now?"
"Here you are."

Afterward handing the journal back over to you, you could ask him:

What do you think?
"It's certainly an interesting tale, I'll give you that. I'm not sure if people will believe it's true, however. But, an entertaining tale is often better than a true one. Perhaps if we changed the ending we could see about getting some printed."

If you instead left the conversation and returned at a later date, you could resume by saying:

About the Brinehammer Journal...
"If you'll allow me, I'd like to rewrite the ending a bit and do a small printing. Depending on how it sells, I'll give you a cut of the profits each week. I can also give you a small finders fee. How does that sound?"
Go ahead and change the ending.
"Wonderful, here is your finders fee. Check back with me in a week."
I'd rather not change the ending.
"Are you sure? Times like these, people would prefer a bit of fantasy and a happy ending over a true tragedy."
It's the right thing to do. (Persuade) OR No, trust me on this, a Bard knows what the audience wants.
"Sigh... Very well, though I still don't think it will sell as well. Here is your finders fee, check back with me in a week or so."

E3demoEdit

This quest was used in the E3 demo. The parts of it are: a scene about a fox and a hare, some wolves, and a dragon attack. After that, there is a part similar to the dungeon portion of the quest Bleak Falls Barrow. Finally, there is a giant, which gets carried away by a dragon after which a second dragon is attacking. This quest was used in the official gameplay video released by Bethesda.

E3demo (e3demo)
Stage Finishes Quest Journal Entry
  • The following empty quest stages were omitted from the table: 0, 20, 30, 90, 95, 100, 110, 120, 122, 125, 130, 135, 140, 145, 150, 155, 200, 300, 305, 320, 321, 350, 360, 361.

Favor016QuestEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. It also has a single other leftover that can be found in the files, a single basic script called Favor016QuestScript. The script contains no relevant code. The quest would've been started by talking to the wise woman of Orc stronghold, but it's unknown which wise woman this would've been:

Anything I can do to help?
"I am the wise woman. I guide our tribe and make sure we stay strong. I also make poisons for our hunters' arrows, and potions to keep our fighting spirits high. How about I give you something for your blade, to welcome you to our people? I just need a Skeever Tail and a Falmer Ear.
I have the Skeever Tail and a Falmer Ear.
"Good. Let me mix those for you. Here. A poison that will squeeze the life out of your enemies. And some coin, for your trouble. Mauloch smile on you, outlander.

It's unclear what would've triggered the line differences. One possibility is that one variant would've been used for Orcs and one for non-Orcs, though it seems more likely that one was an early, basic version, with the other being the more finalized one.

FreeformAngasMillAEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. It also has a single other leftover that can be found in the files, a potion known as Kordir's Skooma, internally named FreeformAngasMillKordirsSkooma. It's unknown how the skooma would've tied back to the quest. In the quest, you would've had to find a way to let the Imperial Ennodius Papius return to Anga's Mill after he left due to bullying by his Nord colleague, Kodrir. It's likely that the quest would've started upon speaking with Ennodius:

You were kicked out of Anga's Mill?
"That's right. Kodrir didn't like working with an Imperial, so he threatened to kill me if I stayed. Everyone at the mill thinks I should just handle it in the "old Nord way" with a fight. Well, I'm not a Nord, and I refuse to get killed over this. Better for everyone if I just stay here."

You could then head to the mill and talk to the inhabitants, trying to get the bigger picture. Mill worker Leifur would say:

Why was Ennodius kicked out of the mill?
"I don't know. Ennodius just left one day. I can't blame him. Kodrir was always trying to pick fights with him."

Mill owner Aeri could elaborate:

Why was Ennodius kicked out of the mill?
"I didn't kick him out, he left on his own. Some dispute with Kodrir. I'd be happy to have Ennodius back in the mill, but that Imperial needs to learn to stand up for himself."

Talking with Kodrir, the main culprit himself, would quickly clue you in on his reasons for picking on Ennodius:

You kicked Ennodius out of town? Why?
"Anga's Mill is Nord land. I'm not going to work with some pig-faced Imperial. I told Ennodius that if I ever see his face near the mill again, we'd have it out in the old Nord way."

You could then resolve the quest in a couple of ways. First would be convincing Ennodius to stand up for himself:

(Favor) You have to stand up for yourself.
"Y...you're right. I can't let Kordir bully me forever. I'm going to give that Nord a piece of my mind."

Alternatively, you could request Kodrir to let Ennodius return:

(Favor) I want you to let Ennodius back in the mill.
"I still don't like his Imperial stink, but if you want him back in, I guess I can live with it. Tell Ennodius the next time you see him that I'll leave him alone from now on."

You could also report Ennodius' death to Kodrir:

Ennodius won't be coming back to the mill. Ever.
"He's... he's dead? Ha. Show him to cloud the mill with his Imperial stink. Good job."

If you talked Kodrir down, you could then report your success back to Ennodius:

Kodrir won't be bothering you anymore.
"Really? You got that Nord to back down? Thank you. I don't know what to say. You'll always have a friend in Anga's Mill."

It should be noted that your line here has the internal name of FreeformAngasMillAEnnodiusKodrirDeadBranchTopic, implying it was originally also a valid option to kill Kodrir to resolve the quest.

FreeFormHeljarchenAEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. As its name implies, it would've been started in the removed village of Heljarchen (of which only the Nightgate Inn still appears in the final game). The quest would've started by talking to the apothecary shop owner, but it's unknown who exactly this is. Other internal leftovers imply it might've been either an NPC named Traillus or Fathendas.

Do you make all these potions yourself?
"Yes. Most of them from old family recipes. Some I made entirely on my own. I've been working on a better ointment to prevent frostbite. It'd really help out the farmers here. But I'm always running low on the key ingredient for the ointment."
What do you need for the frostbite ointment?
"Tundra Cotton, it's a plant that grows out in the snow. I need a lot of cotton to make the ointment. I have to distill it, you see. I can pay you 100 gold for every five pieces of cotton you bring me. That would be a big help."

You could've said this to the vendor if you returned without enough Tundra Cotton:

Do you still need Tundra Cotton?
"That's right. I need five pieces of cotton to make my frostbite ointment. Come back when you have enough."

Alternately, if you did have enough with you, you would've said this:

I have five pieces of Tundra Cotton.
"Oh, thank you. This'll help me make a new batch of the frostbite ointment. Here's your payment."

FreeformMorKhazgurAEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. This quest would've seen you go on a hunting trip with Bagrak.

I'd like to join you on the hunt.
"Follow me. And don't stop until the dominant male is dead."

This line would've presumably been used if you spoke to her while hunting before your prey was dead:

"Follow me, outlander."

After you did kill the target, she'd reward you:

"A short hunt, but you did well. Here, on behalf of my late husband."

If you spoke to her after this before you returned to the stronghold:

"I'll meet you back at the stronghold."

The line where she mentions her "late husband" is interesting, as it implies Bagrak was possibly married off to another stronghold at some point in the past, as Orcish tribal women generally don't remain in their home strongholds.

FreeformMorKhazgurBEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. In this quest, Chief Larak would've given you the task of picking up some special bracers made by Ghorza gra-Bagol in Markarth. Although the dialogue for starting the quest no longer seems to exist, the ending portion does remain.

I'm here to pick up a set of bracers for Larak.
"Ah, yes. The quickest way to an Orc's heart is with steel. I have them right here. If these don't impress Larak's wife, nothing will."
I have your bracers from Ghorza.
"Good. The craft is as good as any stronghold smith. You have done well. Here, take my bow in trade for your help."

It's unknown for which wife these bracers would've been made, as Larak has multiple, and a specific target is never specified. There is a blank topic known as FreeformMorKhazgurBBagrak meant for Bagrak, but it's possible that this is an accidental carryover from the previous quest.

FreeformOldHroldanAEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. The Ghost of Old Hroldan, the quest in the final game, is internally known as FreeformOldHroldanB', showing that something went before it, but no traces of code remain. You would have had to resolve a dispute between two Reachman miners, Lioch and Maeduin, and their Nord boss, Heggvild. Maeduin and Lioch went on strike due to Heggvild bullying them. An unknown fourth party also had dialogue about the situation.

It's unknown what initiated the quest, possibly a rumor or scene, but you could ask Maeduin about the strike he went on:

Why did you quit the mines?
"Heggvild does nothing but pick on us poor Reachmen. It's Nord oppression is what it is. So me and Lioch aren't going to work until Heggvild says she respects us poor Reachmen."

Lioch would instead say:

Why did you quit the mines?
"We work hard but Heggvild just insults us all day. We won't work until she says she's sorry."

You could also ask Heggvild about the strike:

Why did Lioch and Maeduin leave the mines?
"I don't know. I was just teasing Lioch about how scrawny his arms were next to mine, and then they walk out all of a sudden. They're idiots. How are they gonna buy food without a job? They'll come 'round soon enough."

The unidentified fourth party would also give their opinion:

Why did Lioch and Maeduin leave the mines?
"It's because of Heggvild. She bullies and teases every person she can get within earshot. Lioch and Maeduin took her insults as a "slight against the hardworking men of the Reach," then they left. I'd love to have them back in the mines and not lazing about town, shilling drinks off of Eydis, but what I can do?"

Upon confronting Heggvild, you could tell her:

(Favor) I want you to apologize to Lioch and Maeduin.
"Aww, I was afraid you'd say that. All right, I'll tell the two mush-heads I didn't mean to hurt their little feelings.

However, should Heggvild meet her demise, you could instead report this to the miners:

Heggvild is dead. She won't be bothering you anymore.
"If Heggvild is dead, that means she can't bully us anymore, right? That's good. Now we can work in peace."
"That bullying Nord finally got what was coming to her? Good. Thanks. Now me and my cousin are going to get back to work, sure enough."

It's unknown which line belongs to which miner, although it's likely that the first line belongs to Lioch and the second to Maeduin.

FreeformShugurzburBEdit

This quest can no longer be found in a playable state in the Creation Kit. Its existence is only known due to its related dialogue still being present in the game's DialogueViews files. Gharol's Message, a quest in the final game, is internally known as FreeformDushnikhYalA, yet one of the scripts it uses shows that it was originally called FreeformShugurzburA. This shows that the stronghold of Dushnikh Yal was originally known as Shugurzbur. You would've started this quest by talking to Chief Burguk, who at this point was called Chief Yashnag instead:

Anything I can do for the Stronghold?
"I finally have an idea that will make Shugurzbur a place to be feared. Have you heard of the Briar-Hearts [sic]? Strange magic created by Hagravens. I'm told that if you eat one, you gain the strength of ten Orcs. Bring me one. There is a nest nearby you can scavenge."
I've brought you a Briar-Heart [sic].
"Ugh. It looks sharp. Oh well, an idea is an idea. Tastes... chewy. Yuck. I've eaten real hearts better than this. Strange. I don't feel any stronger. I... I think I need to lie down. Oh, wait. Yes. For you. Here. The stronghold thanks you, outlander."

FreeformWinterholdBEdit

The only remnant of this quest is a single script called FreeformWinterholdBScript . The script contains almost nothing of note, only a property to count books. Its ultimate function is unknown.

Lod's LotEdit

This quest would have been similar to this quest, but the two quests are actually separate. In this quest you would have bought a book off Lod that has something in it that is of interest to Kust, so you would give him the book. Whatever this book is, it is not found in-game and there is no way of starting this quest.

Lod's Lot (FreeformFalkreathQuest01)
Stage Finishes Quest Journal Entry
10
Objective 10 or 20: Buy the Book off Lod or Turn Lod in to Kust
  • The following empty quest stages were omitted from the table: 0, 200, 255.

NarzulburFreeFormWifeQuestEdit

This quest would've been started by talking to Chief Mauhulakh of Narzulbur.

(NarzulburFreeFormWifeQuest)
Stage Finishes Quest Journal Entry
  • The following empty quest stages were omitted from the table: 10, 20, 100, 200.

While your responses seem to be missing, all of Mauhulakh's lines seem to be intact. He would send you to find a lost friend named Uglarz, who was going to return to the stronghold as his new wife.

"The mine is rich, and so are we. But I am cursed, it would seem, to live alone."
"I've had several wives. But each dies sooner than the last. I was lucky to get children out of the ones I did."
"Everyone said it had run out, but I smashed down one wall and found the widest veins of ebony I'd ever seen. So now we're rich and now I'm chief."
"I think of Uglarz. An old friend. When we were little she ran to the woods to hunt, and never came back. If someone found her, she would make an excellent mate."
"Ha. Good luck to you, friend. She's not one who likes to be found."

Runil's Dark PastEdit

This quest would have had you talk to Runil after hearing that his friends feel he's troubled. After he revealed that he'd been a Thalmor battlemage during the war, you would have had the option to either tell him that his secret is safe with you or tell Kust, Indara Caerellia, and Mathies about his past.

Runil's Dark Past (FreeformFalkreathQuest02)
Stage Finishes Quest Journal Entry
  • The following empty quest stages were omitted from the table: 0, 10, 20.

Supply LineEdit

This quest was supposed to have the College of Winterhold apprentices Rundi and Borvir open up Frost River Farm, a meadery to the east of Dragon Bridge in Haafingar. The objective was to bring their popular Frost River Mead to Candlehearth Hall, The Bannered Mare or The Frozen Hearth for a reward of 50 septims. However, the quest was not completed and Rundi and Borvir both ended up dead in the final game.

Supply Line (FreeformFrostRiver)
Stage Finishes Quest Journal Entry
  • The following empty quest stages were omitted from the table: 10, 200.

Trius' TrinketEdit

This would have been a quest where, upon meeting Trius outside a shipwreck, he asks you to search it for a jewelry box. Returning it to him would have given you a new spell. However, Trius does not appear in-game.

Trius' Trinket (dunShipwreck04QST)
Stage Finishes Quest Journal Entry
10 Trius has asked me to search the wreck below for a jewelry box. Any other loot I find is mine.
100 Finishes quest  I've given the box to Trius and he has rewarded me with a new spell.
Unknown
Objective 10: Search the wreck below for the jewelry box.
Objective 20: Return the box to Trius for the promised reward.
  • The following empty quest stages were omitted from the table: 0, 20, 30, 40, 50.

V01Edit

The first of three apparent quests that were related to vampirism. In this quest, you would've had to steal an item known as the Bloodfire Amulet from somewhere. It's also implied that you would've awoken at Cronvangr Cave, which at this point might've still been called Cronvangr Hall, its earlier name. Possibly from a vampirism-induced dream, as implied by the vampire dream world leftover cells.

V02Edit

In this quest, you would've gone to Solitude, in order to murder DomnaMagia, another apparent vampire. She is still placed inside the Solitude world, but permanently disabled.

V03Edit

In this apparent final quest, you would've had to take down one of the leaders of the two opposing clans, the Cronvangr and Quarra clans (the latter of which first appeared in Morrowind). The Cronvangr vampires would've operated out of Cronvangr Cave and would've been led by someone called Vlkoslak. While the Quarra vampires' leader was called Jelkar, and they called Pinemoon Cave their home.

Unused KnotworkEdit

The following quest knotwork is not used in the game. It is not possible to assign this knotwork to quests in the Creation Kit.

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