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Skyrim:Gunmar

< Skyrim: People / Merchants / Trainers
Gunmar
(RefID: xx003477)
Added by Dawnguard
Location Fort Dawnguard
Race Nord Gender Male
Level PC×1.1 (min=15) Class Blacksmith
RefID xx003477 BaseID xx00336C
Services
Training Trainer (Master)Smithing (Master)
Merchant
Gold 1000 (+1000 Master Trader)
Sells Blacksmith items
Buys Blacksmith (Animal Hides, Armor, Arrows, Ore/Ingots, Tools, Weapons)
Other Information
Health 100+(PC-0.9)×9.9
Magicka 50+(PC-0.9)×4.4
Stamina 50+(PC-0.9)×2.2
Primary Skills Smithing, Speech, One-handed, Pickpocket
Morality Any Crime Aggression Aggressive
Essential Yes, if on the Vampire side only until Destroying the Dawnguard
Voice Type Unique
Faction(s) CrimeFactionRift; DLC1HunterFaction; DLC1ServicesGunmar; Gets dialogue pointing player to radiant quests; Gunmar Faction
Gunmar

Gunmar is a Nord blacksmith added by the Dawnguard add-on. He initially wears a set of scaled horn armor with matching pairs of bracers and boots. He is equipped with a leveled one-handed weapon, and carries random leveled bandit loot, and has a 25% chance of carrying 1-9 gold.

Once recruited into the Dawnguard, he dons a set of Dawnguard equipment. You will be able to hire armored trolls from him for 500 gold each. He is a master trainer in Smithing, and will sell you a wide variety of armor and weapons, including Dawnguard equipment.

Gunmar will be the source of most of your Dawnguard radiant quests, as Sorine Jurard's radiant quests can only be performed once, and the probability of receiving quests from Isran and Florentius Baenius is always lower than the probability of receiving quests from Gunmar.

Related QuestsEdit

Radiant QuestsEdit

Quest-Related EventsEdit

A New OrderEdit

 
Gunmar fighting the bear

Upon finding Gunmar, if you stand near him long enough without entering conversation, he may say:

"Mind yourself. There's a vicious bear on the loose."

Upon speaking to him, he will say:

"You there, hold fast! I've tracked this damned bear for two weeks; I'll not let it have any more victims."
Isran needs your help.
"Isran? Needing someone else's help? Never thought I'd hear that. I'm afraid he's a few years too late. I've moved on. I have more important business to attend to. Besides, he can handle anything alone! He assured me so himself. What could he possibly need my help with?"
We're up against vampires.
"Vampires? That... well, that might change things. Tell me more about what's going on."
We're not sure, but they have an Elder Scroll.
"By the Eight... All right, look. I'll consider it, but I can't just leave this bear to prey on more innocent people. Once it's dealt with, then perhaps I'll see what Isran expects of me."

Once the bear has been defeated, speaking to Gunmar will result in him saying:

"Don't know how well I'd have managed by myself. You have my thanks. You've helped me, so I suppose the least I can do is find out what Isran wants. He's still at that fort near Stendarr's Beacon, I assume?"

If you have killed the bear without ever talking to Gunmar beforehand, he will instead say:

"For two weeks I've tracked that bear, and now find that you've killed it on your own. I'm not sure whether that makes you brave or foolish. What brings you here?"

Either way, you now have two dialogue options. If you tell Gunmar that Isran said for him to meet him there, he'll respond:

Yes, he said to meet him at Fort Dawnguard.
"Of course he did. He's been working on that place for years now. Never lets anyone in. His own little fortress. Well, I guess I'll get to see what he's been up to all this time. I'll meet you there."
How did you know?
"If Isran is anything, he's stubborn."

Either option will result in Gunmar agreeing. He will then stay at Fort Dawnguard for the rest of the game.

Kindred JudgmentEdit

After Isran's speech, Gunmar will shout:

"Send them to Oblivion!"

His greetings during this quest:

"The trolls will serve us well, I think."
"Leave no vampire in one piece!"

Destroying the DawnguardEdit

During the quest he can shout:

"I'm not backing down!"
"Justice will prevail!"
"Gods curse you!"
"Filthy vampire!"
"Die!"

Preemptive StrikeEdit

What can I do to help?
"I've found another beast hiding from the light of day. He's holed up with a group of a bandits/necromancers. We need to destroy him before he turns his comrades into a brood of vampires"

After killing the vampire:

I've destroyed the <Alias=Vampire> at <Alias=Dungeon>.
"Excellent. That's one less beast and nest of broodlings we needn't worry about any longer."

Hunting the MonsterEdit

What can I do to help?
"I've learned of a possible monster. And while I do not know its exact whereabouts, I do have information suggesting someone who does. Pay a visit to the beast's last known contact. Do what you must to find where it's hiding now. Then root out the monster, and destroy it."

After killing the monster:

I've destroyed the <Alias=Monster> of <Alias=Dungeon>.
"For those who cherish memories of loved ones, their compassion often conceals the beast. Our compassion compels us to destroy it."

Hide and SeekEdit

What can I do to help?
"I've located the whereabouts of a vampire masquerading as a common citizen. Track him down and dispose of him. Tread lightly. The law is unaware of the danger and will treat you as a criminal if you are caught."
What is the vampire doing?
"Vampires enjoy stalking their prey. Passing among us undetected emboldens them. Makes them feel powerful, untouchable. But we'll put a swift end to that."
Can't we inform the Jarl's men of the threat?
"Alas, the vampire can cloud the minds of those he preys upon. It won't be easy to convince anyone he's other than he appears. The law will require proof that we can't present. And Jarls disapprove of bloodshed they haven't called for themselves. Best not to damage our reputation. Let your actions be as discrete as possible."
How can I avoid trouble with the law?
"You must be clever. Find a way not to be caught or accused of murder. You'll figure something out. We must be vigilant and self sufficient if we are to defeat these monsters."
Understood.
"The light be with you."

After killing the vampire:

"Very good. That's one less monster we need to worry about. Though there's plenty more where he came from. Be ever watchful."

Cleansing LightEdit

What can I do to help?
"I've discovered the whereabouts of a vampire lair. Destroying the head vampire is usually sufficient to scatter its minions, though it's best to destroy every last one of them."

After killing the vampire:

"Very good, though I suspect there's more wherever he came from. We cannot afford to relax."

DialogueEdit

His greetings:

"Cozy little place, isn't this?"
"This is fine for now, but we can't stay holed up here forever."
"We can't give up. There's no one else to stand against these monsters."
"We'll stop these monsters. We have to; we're the only ones who can."
"Our sense of what's right is what separates us from the vampires. Don't forget that."

Speaking to him:

Can you train me in Smithing?
"Working metal isn't easy. Let me show you a few things."

When buying from him:

What have you got for sale?
"It's no Warmaiden's, but I've got a decent supply."
"What do you need? Blades, armor, smithing materials?"
"This is everything I've got right now."
"Keep yourself armed and protected as best you can."
"Isran had a surprising stockpile of weapons and armor. Take a look."

His goodbyes:

"Stay sharp out there."
"You know where to find me if you need more."
"If you need anything else, I'll be here."
"Good luck."
"Fight bravely, friend."

When taunting an enemy, he will use the following lines:

"Justice will prevail!"
"I'm not backing down!"
"I've fought worse than you!"
"Give up while you can!"

Buying an Armored TrollEdit

Once he has set up shop in Fort Dawnguard, Gunmar will offer to sell you an Armored Troll for 500 gold. At level 20 or higher, he will sell you an Armored Frost Troll instead. The troll can only be given simple commands to follow, stay, or be dismissed. Once you dismiss the troll, it is gone forever and you will need to buy a new one.

I'd like to buy an armored troll.
"Alright. Now take note. He'll mind you and us Dawnguard, but there's no accounting for other folk. And heed also this. He's no pet. Mistreat the beast or leave him alone for too long, and he'll return to the wild forgetting you ever existed. Now, you be careful with the creature."
"Aye. And you be careful with the creature."
"I'd be happy to, but your purse is lighter than you think."
"I'd be happy to, but you already have a creature under your command."

NotesEdit

BugsEdit

  • You may be told to speak to Gunmar for a new assignment, but when speaking with him he will have no new assignment for you. However, this may be a result of having a quest active already.
    •   This can be fixed by using the console, with the code setstage DLC1RH03 10. The quest will not start immediately, but when it does, the quest Preemptive Strike or another quest from Gunmar will begin. Complete the quest, and Gunmar will have regular dialogue.