The Fighters Guild specializes in solving problems - any problem. Whether it's
rats in the basement, thieves in the store or goblins overrunning a
settlement, the Guild gets called in to take care of the situation.
The Fighters Guild isn't for everyone. Several times you will be fighting in
close quarters with multiple enemies. Tanking is highly suggested. The
problems presented in this series of quests are to be met with sword or axe
and do not lend themselves to sneaking around or blowing things up from range.
Joining the Guild is easy, talk to Vilena Donton at the Chorrol Guild, Azzan
at the Anvil Guild or Burz gro-Khash at the Cheydinhal Guild. You must not
have any outstanding bounty and your Infamy score must be less than 100. If
your Infamy score is 100 or higher, get your Fame score to 100 or higher and
you'll be able to join.
Vilena Donton is the guild master, but doesn't directly issue any orders. You
get about half of your contracts from Azzan and gro-Khash; the remainder of
your jobs come from Donton's assistant, Modryn Oreyn. Your first three
contracts come from Azzan and gro-Khash.
A RAT PROBLEM -
Azzan, in Anvil, sends you to see Arvena Thelas, who is having a problem with
the rats in her basement.
Not that kind of problem. It seems Ms. Thelas actually *likes* the rats, but
someone or something is killing them. Get down there and identify the culprit.
When you enter the basement, you'll find a mountain lion chewing on the corpse
of a rat.
Yeah, a mountain lion. Kill it (not necessarily an easy task) and report back
to Thelas. She worries more might follow this one, and recommends you seek out
a hunter, Pinarus Inventius. Together, you should be able to track down and
kill any remaining mountain lions in the vicinity of Anvil.
Use your quest marker to track down Inventius; he roams around a lot and may
even be out hunting. When you find him, he agrees to lead you to a suspected
lair just northwest of the city. You'll find four lions have set up camp among
some rocks. Make sure you stick close to Inventius. Lions are fast and strong.
Let one of them stagger you and the rest will close in and then you're cat
chow. One possibility is to get up on the rocks from the "back" side and snipe
the lions where they can't reach you.
When the lions are dead, return to Thelas. She's still upset. There's
*another* mountain lion in the basement! Get down there and kill it and return
to Thelas. She suspects her neighbor, Quill-Weave, of luring the lions into
Thelas' basement. Find a good hiding spot in the back yard of Thelas' house
and go into Sneak mode. Wait until dark (around 8pm) and you'll see Quill-
Weave sneak into the yard and leave a piece of meat near the hole in the
Step out and confront her. She admits to trying to lure the rats out of the
basement (she finds them disgusting, which means she's perfectly normal). She
never intended lions to get in. She promises to leave Thelas alone and offers
you free Acrobatics training, as long as you don't rat her out to Thelas.
* Rat her out to Thelas. Thelas is quite pleased with the outcome and boosts
your Speechcraft skill by one point, plus your pay for fulfilling the
* Keep Quill-Weave's secret. Thelas thinks you're holding out on her, but
pays you for fulfilling the contract. Track down Quill-Weave and get a
one-point boost in your Acrobatics skill.
Return to Azzan at the guild hall for another assignment.
THE UNFORTUNATE SHOPKEEPER -
Azzan sends you to see Norbert Lelles, of Lelles's Quality Merchandise. Lelles's store is located on the waterfront, outside the Dock Gate of Anvil. Thieves have been breaking into his store and he wants you to play security guard.
Stand behind the counter and wait until midnight. Three thieves will sneak
into the store. If you're a basic tank, you should be able to handle these
guys. Stay behind the counter and try to take them one at a time as they come
around to get you.
If you're more a ranged/stealth fighter, now's the time to pull out a shield
and block a lot--or use a Shield spell. This is just the first of several
fights you're going to have in cramped quarters with multiple opponents.
This is the Fighters Guild, after all.
When you've disposed of the thieves, find Lelles in the Flowing Bowl for your
payment. Return to Azzan. He's got nothing more for you. If you've already
done "The Desolate Mine", he kicks you on to Vilena Donton in Chorrol,
otherwise he suggests you go visit gro-Khash in Cheydinhal.
THE DESOLATE MINE -
Burz gro-Khash wants you to play delivery boy. He gives you a bow, war hammer
and long sword and tells you to deliver them to Fighters Guild members at
Desolate Mine, just a short jaunt to the northwest.
You'll find a couple of goblins outside the mine entrance. Inside, in the
first room, are the three fighters. Speak to Rienna, who explains the
situation (goblin hunting) and takes the bow. Give the war hammer to Brag gro-
Bharg and the sword to Elidor.
As soon as all three have a weapon, they take off after goblins. Desolate Mine
is fairly small, but has a number of twists. Your main objective is to stay
near the other three and keep them alive. The more that survive this trip, the
higher your payment.
Once your journal informs you all the goblins are dead, return to gro-Khash
and he'll pay you. If you haven't completed Azzan's quests yet, you're told to
see him, otherwise you're sent to Chorrol to speak to Guild Master Donton.
UNFINISHED BUSINESS -
Vilena Donton doesn't have time to waste on peons such as yourself. She tells
you to talk to Modryn Oreyn about any duties to be performed. Oreyn, indeed,
has something he wants you to look in to.
Another new recruit, Maglir, has defaulted on a contract in Skingrad. You're
to find him and figure out what's gone wrong. Travel to Skingrad and ask
around town about Maglir. You'll be directed to the West Weald Inn, where
you'll find the little squirt drowning his sorrows.
Maglir complains about not getting paid enough for the job, which is to
recover the journal of Brenus Astis from Fallen Rock Cave. Maglir's not going
to go back in there, so you're going to have to go in after the journal.
Fallen Rock Cave is just a bit northwest of Skingrad. Undead roam it's depths,
including spirits--make sure you have a silver, daedric or enchanted weapon.
Fallen Rock Cave is fairly small; take the first right and follow it around to
a large room. Exit through the northwest tunnel and continue straight,
entering a flooded area, and, eventually, a flooded room with a body and the
journal. Make sure you collect all the ectoplasm dropped by the spirits and
save it. You'll want it for the next task.
You can return and talk to Maglir if you like, but it's not required. Report
back to Oreyn. You can give Maglir the credit for collecting the journal,
which will help you later on, or claim credit for yourself. Either way, you
get paid and another assignment.
DRUNK AND DISORDERLY -
Three Fighters Guild members are drinking on the job down in Leyawiin. You're
sent to deal with them; you'll find them at the Five Claws Lodge. Turns out
they're not actually drunk on the job, since they have no job. The Blackwood
Company is taking all the work. Your mission, should you choose to accept it,
is to find some work for these guys.
Talk to any townie and they'll point you to Margarte. You should now get a
quest marker pointing to her, which makes it a lot easier to track her down.
When you find her, she'll reveal she's in the market for various alchemical
ingredients, especially ogre's teeth and minotaur horns. She doesn't trust the
Blackwood Company to collect these ingredients, but she's not ready to hire
the Fighters Guild either.
She wants you to prove the Guild's worth by bringing her five samples of
ectoplasm. If you got lucky in Fallen Rock Cave, you've got the five samples
in your pockets right now. If not, you can try scouring the nearby countryside
for caves or ruins, which may contain ghosts or wraiths. Or, try an alchemy
dealer at the local Mages Guild, to see if they have any in stock.
Once you have the five samples of ectoplasm, Margarte will agree to hire your
three gadabouts to hunt ogres and minotaurs for her. She'll also buy ogre's teeth and minotaur horns from you in lots of five
(100 gold for teeth, 50 gold for horns). This really isn't much, considering
the base price of those ingredients; an alchemist will pay you (assuming a
measly 40% buy rate) 150 gold for 5 ogre's teeth and 110 gold for five
Report the good news to the three Guild members at Five Claws, then return to
Oreyn. Oreyn is troubled by news of the Blackwood Company's success, and has
nothing further for you. He suggests you go see Azzan or gro-Khash for more
DEN OF THEIVES -
Azzan in Anvil has a job for you, and a partner--Maglir, the whiny little wood
elf you covered for in Skingrad. Reports of a gang of thieves have been
filtering into the Guild, and Azzan wants the two of you to look into it. Ask
around town and you'll be pointed to Newheim the Portly. Seek him out (he
typically wanders the docks) and he'll fill in the details.
In addition to other things, the thieves stole Newheim's family tankard, and
they're hiding out in Hrota Cave, which is close to Anvil, just north of the
city. Take Maglir and head out there. Your job is to clean out the caves;
don't worry about your buddy, for plot reasons he can't die just yet. The
flagon is sitting on a barrel in the only large room inside the cave.
Return the flagon to Newheim and report back to Azzan. You don't have to
travel with Maglir any more. If you haven't finished "Amelion's Debt" for gro-
Khash, you're sent packing for Cheydinhal, otherwise you're told to report to
Oreyn in Chorrol.
AMELION'S DEBT -
If you've got a bit of cash on you and are feeling generous (or lazy), this
will be a very short mission. Otherwise, you're in for some serious undead
carnage. Burz gro-Khash sends you to Water's Edge, a farmstead down near
Leyawiin. You're to recover some family artifacts for Biene Amelion.
When you arrive at Water's Edge, Biene explains she needs to pay off her
father's gambling debts. She hopes to sell her grandfather's enchanted armor
and weapon for the money. Here's where you get to decide how energetic you
are. If you have 1,000 gold to spare, you can simply give her the money to pay
off her debt and then be on your way.
Otherwise, you have to clean out Amelion's Tomb, which is located further
south and on the other side of the Niben River. Fight your way through a lot
of undead and two small levels. You'll find Brusef's cuirass and sword on a
sarcophagus in the second level. You can also find other pieces of his armor
scattered about. (If you pay off Biene's debt, you can still raid the tomb and
keep the armor for yourself.)
Once Biene has the gold or the armor and sword, return to gro-Khash for
payment. He then sends you to Anvil if you haven't finished "Den of Thieves"
or to Chorrol for more duties from Oreyn.
THE MASTER'S SON -
Modryn Oreyn has a couple of problems, and thinks you can solve them both in
one go. First, Guild member Galtus Previa has vanished while spelunking in
Nonwyll Cavern. Second, Vilena Donton's younger son, Viranus, is green around
the gills and needs seasoning. (Seems Ms. Donton is coddling the youngster
after older brother, Vitellus, died in an earlier Guild mission.)
Anyway, you're to take young Donton with you to Nonwyll Cavern and keep him
alive. Run down Viranus using your quest marker and tell him to come along and
not to tell Mommy about it. Nonwyll Cavern is north of Chorrol and full of
trolls; not to mention the occasional ogre and a minotaur boss. Don't worry
about Viranus, he's a plot NPC and can't be killed, so let him charge in and
take the hits for you.
At the "bottom" of the cavern, you'll find Previa's body. When you get the
journal update, head out and report back to Oreyn. He's perturbed, and
comments that it's strange Previa wasn't chewed up.
MORE UNFINISHED BUSINESS -
Maglir is at it again. Or, more accurately, not at it. Oreyn sends you to
Bravil to find out why the little snot hasn't fulfilled a contract with a mage
there. You'll find Maglir at the Lonely Suitor Lodge, and he's wearing a
different uniform. Seems he decided to join the Blackwood Company.
If, during "Unfinished Business", you gave credit to Maglir for recovering the
journal, then Maglir will have pity on you and give you the name of the mage
he is supposed to be working for, Aryarie of the Bravil Mages Guild. If you
took credit yourself earlier, Maglir has nothing more to say. If that's the
case, you either have to hunt Aryarie down yourself (she may or may not be in
the Mages Guild) or return to Oreyn in Chorrol to get the name (which includes
the convenient quest marker).
Aryarie wants 10 portions of imp gall, which, predictably, can be obtained
from imps. She points you to Robber's Glen Cave, a short distance north of the
city. Indeed, there are at least a dozen imps in this complex, along with a
handful of other critters. Return with the imp gall to Aryarie, who gives you
an enchanted ring as a bonus.
AZANI BLACKHEART -
Back in Chorrol, Oreyn has a "side" job for you and asks that you meet him at
his house after dark. Oreyn lives in the south-western most corner of Chorrol,
in a small hut. Follow him to his house (if it's already dark), or Wait until
after 8pm and then meet him there.
Oreyn goes into a long rant over duplicity on the part of the Blackwood
Company. It seems they've been a thorn in his side since before they started
stealing contracts in Leyawiin or wimpy wood elves from the ranks of the
Guild. Specifically, he suspects them of interfering in a job to retrieve a
valuable artifact from Azani Blackheart.
Oreyn wants to expose the Blackwood Company, and he wants you to come along
for the ride. He wants you to meet him at the Leyawiin Guild and then go to an
Ayleid ruin, Arpenia, with him. Fast Travel down to Leyawiin and meet up with
Oreyn. You can then trudge down to Arpenia together.
Arpenia is mostly empty (a few low-level critters and some traps are all that
remain). Not far into the ruin, in a large room, Oreyn decides he's seen
enough and tells you the Blackwood Company must have struck a deal with
Blackheart. He now wants to find Blackheart; he thinks he might be up the road
in another Ayleid ruin, Atatar.
Blackheart is, indeed, in Atatar. Along with a dozen or more of his friends
and a bunch of other creatures. There are four levels in Atatar, and, of
course, Blackheart is in the last level. The route is circuitous, but, there's
always only one way you can go.
Fortunately for you, Oreyn is a plot NPC and can't be killed, just knocked
unconscious (which might happen a lot depending on your level). You'll need
his help against Blackheart. Once Azani is down, loot his body and give his
ring to Oreyn. He thanks you, tells you to go see Azzan or gro-Khash and takes
off, leaving you to get out of Atatar on your own.
THE WANDERING SCHOLAR -
Azzan wants you to accompany a scholar, Elante, to a supposed daedric shrine
in Brittlerock Cave. You can complete this quest even if Elante dies, but you
don't get paid if that happens. Brittlerock Cave is northeast of Anvil and
quite a trek. If you've previously done work around Fort Sutch ("Assault on
Fort Sutch" side quest or "Bad Medicine" Dark Brotherhood quest), that's the
nearest Fast Travel point.
You'll find a couple of creatures outside the mine and the scholar just inside
the door. (Makes you wonder how she got in there, doesn't it?) Elante wants to
take the lead, and this is both a blessing and a curse. The curse is she
wanders through every side passage in the cavern before finding the shrine.
The blessing is you have a trick to keep her alive.
You may have noticed, when NPCs lead you, they will stop if you get too far
behind. Actually, they stop if you get too far away in any direction. So, what
you do is run past Elante and keep running until you run into your first group
of daedra. As you blow past Elante, she will stop and wait patiently for you
to "catch up". This allows you to deal with the demons while Elante is safe
further up the tunnel.
You can clean out the caverns one room at a time, returning to "follow" Elante
as you go, or you can clear the entire complex (it's not large) all at once
and then meekly trail after Elante down to the shrine. Elante decides to stay
and study the shrine a bit longer. You can go back the way you came, or take
the door behind the altar. It leads to another section of the cave, with more
daedra, and another exit back into the world above.
Azzan thanks you for dedication and sends you to see gro-Khash, unless you've
already completed "The Fugitives", in which case you're told to report to
THE FUGITIVES -
This is a simple quest. gro-Khash reports a group of four prisoners escaped
the Bravil jail and have decided to stick around and prey on the citizens of
that fair city. He sends you to deal with the problem. (Just in case you were
wondering, "deal with" is a euphemism for kill. There's no other way to finish
Go to Bravil and ask around. You need to get an NPCs Disposition over 60 in
order to get the location of the fugitives: Bloodmayne Cave. The cave is
northwest of Bravil and the ex-cons are somewhat spread out. You shouldn't
have to face more than two at once.
When they're dead, return to gro-Khash for your pay and marching orders from
Oreyn. (Or referral to Azzan if you haven't completed "The Wandering
TROLLS OF FORSAKEN MINE -
Oreyn sent a group of Guild members to Forsaken Mine to clear out the trolls.
It's been days and he hasn't heard from them. You're to investigate. Fast
Travel to Leyawiin and head southwest. Forsaken Mine is just about as far
south as you can go in Cyrodiil. Use the entrance marked for you on your map.
(There's another entrance to the mine, but it leads directly into some trolls
that are better approached from behind.)
The first level of the mine is basically empty except for corpses--mostly
Fighters Guild, but one or two will be Blackwood Company fighters. You won't
encounter your first troll until you hit the door to the second level of the
mine. From here, there are about 10 trolls that you must kill. Make sure you
get every one.
Along the way you'll find Viranus Donton's body--you just know Mommy's going
to be happy about this. His journal suggests the trolls weren't the problem.
Something's fishy in Leyawiin, and it's not the Niben River. When you get the
journal entry that you've killed all the trolls (a high-powered Detect Life
spell is good for finding any that are eluding you), return to Oreyn.
He's not happy, but is ready to face the axe himself. He sends you to Anvil or
Cheydinhal to get away from the wrath of Donton.
THE STONE OF ST. ALESSIA -
In Anvil, Azzan tells you of the theft of a religious relic from the temple in
Bruma. He sends you there to recover the Stone of St. Alessia. In Bruma, you
need to track down Cirroc, who is normally in the Chapel of Talos. He says
four or five men were seen heading east out of town about the time the stone
was discovered missing.
Your quest marker updates to a point along the east road out of Bruma. Follow
it to find the lone remaining bandit, a Khajiit. He confesses to the crime,
but says he and his buddies were ambushed by ogres and he's the only surviving
member. The ogres now have the stone and are holed up in an Ayleid ruin,
Sedor, a little further east and a bit south.
The path through Sedor is simple, but you will have to deal with ogres (by
combat or stealth). Return the stone to Cirroc and then report back to Azzan.
Azzan doesn't have any more work for you. Literally, this is your last quest
for the leader of the Anvil guild. If you have finished gro-Khash's quests,
Azzan tells you Oreyn is looking for you.
THE NOBLE'S DAUGHTER -
This is the first of two quests gro-Khash has for you, and they're the last he
will give you. It's a simple kidnapping. gro-Khash refers you to Lord
Rugdumph; his estate is a fair walk north-northeast of Cheydinhal. Azura's
Shrine or the Lake Arrius Caverns (Dagon Shrine from the main story) are the
closest quest-related Fast Travel points.
Lord Rugdumph doesn't have great command of English (or Imperial or whatever
it is that they speak in Cyrodiil), but you get the gist. His daughter was
kidnapped by ogres, who then headed east. Follow your quest marker almost due
east of the estate to find the young lady and her three ogreish "protectors".
This can be a bit tricky, as the ogres sometimes clump up around the orc and
make it difficult to pick them off (and you definitely don't want to use an
explosive spell on them when they're near the target of your quest). Approach
in Stealth mode and wait until the ogres are spread out. Then use bow or spell
to attract one to you and kill it. Rinse and repeat for the other two.
Talk to the orc woman and she'll agree to follow you back to her home. Lead
her there, get more entertainment from Rugdumph's language lessons and his
special sword. Then return to gro-Khash, who has another assignment for you.
MYSTERY AT HARLUN'S WATCH -
People are disappearing from Harlun's Watch and gro-Khash wants you to find
out why. Harlun's Watch is just south of Cheydinhal; your contact is Drarana
Thelis. She tells of strange lights near Swampy Cave. Some villagers sent to
investigate have not returned.
Swampy Cave is a short distance to the southeast. If you haven't encountered
will-o-the-wisps before, you're about to. You need a couple of things to fight
wisps: a silver, daedric or enchanted weapon (or spells); and a Detect Life
spell (or enchanted equipment). Wisps like to go invisible and you don't want
them sneaking up on you and draining your health.
There are three to four wisps clustered outside the entrance to Swampy Cave.
Try to deal with them at a distance; up close they have a Drain Health ability
that basically ignores your armor. Spell Absorption or Reflection wouldn't
hurt. When the wisps are dead, your journal suggests that explains the strange
lights, but not the missing townsfolk.
Enter Swampy Cave and start killing trolls. There are a lot of trolls spread
over two levels. You'll have to kill them all to complete this quest. Your
Detect Life spell will now come in handy for finding all the trolls. In the
southernmost part of the first level of the caves, you'll find the bodies of
the missing villagers*. Your journal should update at this point.
* There's a bug in the game caused by clearing out Swampy Cave before you get
this quest. If you've already been through here, the dead villager won't spawn
and the quest won't advance. You can fix this by downloading the v1.1 patch.
Once the trolls are all dead (your journal should update again), return to
Thelis in Harlun's Watch with the bad news. Then see gro-Khash for your
payment and word that Oreyn wants to see you. (Unless you haven't finished
"The Stone of St. Alessia", then gro-Khash tells you to talk to Azzan.)
INFORMATION GATHERING -
You'll find Modryn Oreyn in his house, as, basically, he has nothing better to
do these days than sit and chew his nails over his dismissal from the Guild.
He thinks the Blackwood Company is a bunch bad guys (no kidding!) and he's
determined to bring them down. But, even though he has lots of time on his
hands, he wants you to do the bringing down.
Nice of him to think of you, isn't it?
For starters, he wants you to capture one of the Blackwood leaders, Ajum
Kagin, from his headquarters in Glademist Cave. The cave is east of the city,
not far, and it's very small. Kagin has six to seven Blackwood Company
fighters holed up in there with him.
Now is actually a good time to work on your Sneak skill. This little cave is
rather overflowing with bad guys (other than Kagin, they don't want to talk)
and you'll want to work as hard as you can to separate them. That means bow
attacks while in Sneak mode, to try to force a single foe out of his cozy
cavern he's sharing with his buddies and into the tunnels where you can
Kagin is in the far room of the cavern, behind a wood door. Don't go in until
you've killed everyone else. Confront him and he'll meekly surrender and
follow you to Oreyn's house. Oreyn orders you to conduct the interrogation.
You have two choices:
1) Use the Persuasion mini-game and/or Charm spells to raise Kagin's
Disposition. You'll need it over 90 to get all the information he has
2) Use your fists to beat on Kagin until he talks.
Either method works, just don't kill Kagin. He'll eventually give you the
number of Blackwood Company recruits (100) and the name of the leader
(Ri'Zakar). Once he's spilled Ri'Zakar's name, he kills himself rather than
reveal the recipe for the Company's secret sauce.
Oreyn is satisfied, but wants more. He wants you to join the Blackwood Company
and find out what they're up to.
Joining the Company is easy. Fast Travel to Leyawiin and find the Company's
main HQ right across the street from the Fighters Guild. Talk to Jeetum-Zee
and he'll take you right in.
Must be a lot of defectors from the Guild.
Zee takes you down to the Training Room and briefs you and three other
recruits on a goblin hunting mission. During the conversations, you discover
the source of the Company's wild successes: sap from the Hist tree. This tree
normally only grows in the swamps of Black Marsh, the Argonian homeland, and
the narcotic produced from its sap is illegal in Cyrodiil. Rather than smuggle
the sap in, the Company has figured out how to keep a Hist tree alive in this
very building, so they've got plenty of sap for everyone.
You have no choice but to drink some Hist along with the other three recruits.
You automatically Fast Travel to Water's Edge (you may remember this hamlet
from a previous task). There are several goblins roaming around, and your
brother Blackwoods lay into them immediately. The goblins are strangely
passive and very weak.
After the goblins outside are dead, you're ordered to check the houses. Sure
enough, you'll find four more passive, weak goblins inside the various houses.
Kill them and you'll pass out.
You wake up in Oreyn's house in Chorrol. You were found in the streets of
Leyawiin by Guild members and brought to him. Explain the Hist tree. He says
he'll look into it and sends you to Water's Edge to check on its inhabitants.
There you find a truly tragic scene. Seven dead sheep, and four dead people,
including the lovely Biene Amelion. Standing over the carnage is Biene's
father, Marcel, recently released after Biene paid his debt. He wonders who
could have done this.
You know, but you can't confess. All you can do is return to Oreyn.
THE HIST -
If, after the scene with the elder Amelion, you're not ready to lay some smack
down on the Blackwood Company, there's something wrong with you. Fortunately,
Oreyn knows just how you're feeling. He tells you to get to Leyawiin and take
out the Hist tree. If some Company fighters go down with it...well, that's
just collateral damage.
Fast Travel to Leyawiin, enter the Blackwood Company HQ and express your
displeasure to the three to four fighters on the ground floor. (Don't try any
sweet-talking, they attack on sight. So should you.) When you're finished
pounding on them, find the body named Ja'Fazir and get the key to Jeetum-Zee's
Go upstairs to Jeetum-Zee's room and explain what the pointy thing on the end
of your sword is for. From his corpse you get the key to Ri'Zakar's room on
the third floor. You haven't met Ri'Zakar yet; he's going to wish you never
did. Take the key to the basement from him.
Find the basement door on the first floor and enter. There's a huge tree
growing in the center of the room with complex machinery on either side of it.
There are also two Argonian mages. Make them regret ever leaving Black Marsh.
Once they're dead, find two loose pipes laying on the floor and pick them up.
With the pipes in your inventory, Activate each large machine to destroy them.
The Hist tree goes up in flames and you can start breathing again. On your way
out, Maglir shows up, whines about his ruined life, and you get to kill him.
Return to Oreyn, who sends you on to Vilena Donton to explain everything.
While initially ticked you and Oreyn have been working behind her back, she
ultimately decides the real problem is herself. She's getting too old and too
shell-shocked to lead a guild of fighters.
So, she hands the reins over to you and recommends you appoint Oreyn your
second-in-command. Oreyn initially complains about missing out on retirement,
but then decides you need someone to look after you.
Once each calendar month, you can give Oreyn new orders from a list of three:
1) Focus on getting new recruits.
2) Focus on getting contracts.
3) Focus on both equally.
On the first of each month, you get a stipend placed in the guild master's
chest in your office in the Chorrol guild hall. It will contain a mixture of
gold and magic items. If you instruct Oreyn to concentrate on recruitment,
you'll get more items. If the focus is on contracts, you get more gold.
Balancing the two will balance your monthly reward.
Take your boots off and relax a bit. You get to collect loot without doing any
of the work.
It's good to be the boss.
EXPELLED FROM THE FIGHTERS GUILD -
Like the other guilds, you are not permitted to steal from or kill
other members of the guild. Not that it is okay to assault other members, as long as you don't kill them (Non-members are fair game). The Fighters Guild operates on a three-strikes and you're out policy. The first two times you commit a crime against a guild member, you can earn your way back in. The third time, you're out for good.
The first time you are expelled, you must bring 20 bear pelts back to Vilena
Donton in Chorrol to be re-instated. The second time you are expelled, you
must bring Donton 20 minotaur horns. Neither are particularly easy tasks,
especially since bears and minotaurs are leveled creatures that only appear
when you're at the right level.
The best policy is to avoid committing crimes against fellow guild members. If
you suspect you might get a little out of control, stockpile bear pelts and
minotaur horns as you find them. If you commit a third offense against a guild
member, you're out for good.