What is the name of the orc fortress in Skyrim. Where to find an orc fortress in Skyrim. Defend Chief Yamarz from the cave dwellers

To begin this quest, you must reach level 9. While in Riften, you will hear rumors about a cursed orc tribe living in the Largashbur fortress. This fortress is located southwest of the city; Of course, you can find it yourself.

Upon arrival in Largashbur, you will witness a fight between a giant and a group of orcs. Whether to help them or not is up to you. After the giant falls, enter the fortress and talk to the orcs here. All of them will not be very friendly and will advise you to get out of here.

What to do if the fortress gates do not open?

If all the orcs are killed by the giant, then the gates of the fortress may be closed, and you will not be able to enter inside. Moreover, the orcs may turn out to be dead even when you have just begun to approach Largashbur.

To open the gate, you can lure hostile game to the fortress or reach the Atub Orchess using the console: to do this, use the “tcl” code.

The only one who will want to talk to you is the shaman Atub. She will tell you that Chief Yamarz has recently become very weak, and with him the rest of the tribe. The giants, who found out about this, began to often visit the fortress. Atub decides that the only way out of the situation is to turn to the Daedric Prince Malacath and find out from him the reasons for the misfortunes. She calls on you to assist her and bring the ingredients necessary for the ritual: troll fat and a Daedra heart.

Where can I find the ingredients?

  • Troll fat can be removed from any of the trolls, of which there are countless numbers in Skyrim, and can also be sold from alchemists.
  • The Daedra Heart can be found in the Shrine of Mehrunes Dagon after completing the quest "Shards of Past Glory". More information about the location of Daedra Hearts can be found.

When you find the required ingredients, Atub will invite you to observe the ritual of summoning Malacath. Yamarz will be unhappy with this idea, but who cares about the opinion of a weakling? During the ritual, the voice of Malacath will break out over the fortress, who will call Yamarz a weakling and a coward, since he allowed the giants to capture his sanctuary in the Yellow Stone Cave. He orders Yamarz to go there, kill the giants and bring back the hammer of their leader.

Instead of perking up with courage and rushing towards adventure with an ax at the ready, as befits a real orc, Yamarz will attack you with accusations that because of you he must now suffer. As a result, you will arrange a meeting in the northeast of Riften at the Yellow Stone Cave, where you will have to accompany Yamarz until you meet with the leader of the giants.

It should be noted that it is not necessary to fight them; you can slip past unnoticed. Along the way you will also encounter spiders, trolls and bears. From the cave you go to the Grove of Giants, where the main giant lives. Yamarz will ask you to kill the giant in exchange for gold. If you refuse, the weak orc will fall in battle with the giant, and if you agree, he will attack you after you have dealt with the giant yourself.

One way or another, both the orc and the giant will be dead, and you will have to take the hammer and bring it to Largashbur. Tell Atub about what happened, after which you will again hear Malacath's address, in which he gives the tribe a second chance and announces a new leader.

The hammer he orders you to place on the altar will turn into a Daedric artifact, enchanted to absorb stamina upon impact. By completing this task, you become a “Blood Brother” for all orcs in Skyrim, which gives you free access to all orc fortresses, for example.

Quest given by: Atub (orc camp Largashbur)
Requirements: Character level 9 or higher
Reward: Volendrung two-handed hammer

Largashbur is a fortress southwest of Riften that is home to a mistrustful Orc tribe. As you approach the walls of the fortress, you will witness a battle between a group of Orcs and a giant.



You can simply watch as the Orcs eventually gain the upper hand, or you can intervene and help (be careful: if you hit the Orc, the tribe will attack you).



After defeating the giant, Hugo one of the gate guards will immediately ask you to leave. However, the shaman Atub will ask for forgiveness for her relative. Ask her about what is happening, and she will tell you that her tribe is suffering and needs help.



It turns out that the once powerful tribe, led by Yamarz, is cursed. The giants feel this weakness of the tribe and therefore periodically attack the fortress. Yamarz has demanded that the tribe remain within the walls of Largashbur, and Atub wants to ask Malacath (the Daedra Lord) to lift the curse. Since the shaman cannot travel to the temple, the ritual must be performed within the fortress, but Atub is missing some ingredients: Troll Fat and Daedra Heart.

Extraction of ingredients

Troll Fat: fat is a relatively common ingredient. Trolls live in the snowy regions of Skyrim. A couple can always be found near the Labyrinthian. You can also buy it from the alchemist.



Once you return to the Orc camp with all the ingredients, Atub will thank you and invite you to Largashbur.



We walk through the courtyard and enter the longhouse. The head of the tribe Yamarz is inside. When we meet the leader, we understand that he does not have the best feelings for us. Atub informs Yamarz that it is time for the ritual.



The shaman begins the ritual: the loud ear of Malacath covers the entire camp. The Daedra Lord is angry with Yamarz, accusing him of being weak. In addition, the Orcs allowed the giants to take possession of the shrine of Malacath. The tribal leader is ordered to clean out the place of worship. Only then will Malacath consider lifting the curse. The ritual ends and Yamarz takes on the task. But first, he wants to talk to you.



Blaming us for everything, Yamarz demands that we help him. We will act as a bodyguard and make sure that the head of the tribe reaches the leader of the giants safely and ends his life. For this, Yamarz promises not to remain in debt. Agreeing or not, we must meet the leader near the entrance to the Yellow Stone cave, which leads to the sanctuary of Malacath. The entrance to the cave is located in the foothills of Mount Velothi, northeast of Riften.



Yamarz reluctantly descends deeper into the cave; we follow him. Along the way we will meet giants (it is not necessary to kill them, you can just pass by). Having dealt with them, we continue walking. A few minutes later we come across cave bears, kill them and go out into the Grove of Giants.



Walking along the bones and bloody trails deeper into the grove, Yamarz stops and makes a proposal to us: The Orc offers to kill us the giant, after which he will return to the tribe and tell us about his success. For this, the leader promises to fill our pockets to the brim with gold. We have two choices:

a) Agree to the offer
b) Persuade Yamarz, kill the giant

In the first case, having killed the giant, Yamarz will say that no one should find out about his cowardice and will attack us.



If we persuade Orc, the giant will launch Yamarz into space with one movement of his club.

One way or another, after defeating the giant (it’s not difficult to kill him, use the features of the landscape in combination with magic and a bow), take the “Shagrol’s War Hammer” from his body. This is the same weapon that Malacath ordered Yamarz to deliver to Largashbur. Next, the Daedra Lord will speak to you. He admires your fighting skills.

Orc fortresses through the eyes of a mercenary

Amanda Alleya,
mercenary

"No one can beat an orc."

Needless to say, how often I heard these words spoken in a boastful tone in some dirty tavern, how often they were shouted at the top of their lungs by my fellow mercenaries in the heat of the moment. But I would be lying if I said that in the fortresses of the orcs these words are not true. I'm very skeptical of claims that "tradition" and the "path of the ancestors" help improve weapon skills, but for orcs, loyalty to the covenants of their ancestors really does seem to be the shortest path to victory.

Let me start a little from afar. According to the orcs, they lived in fortresses from the very beginning of their race. A fortress is at a minimum a fortified camp, and at a maximum an impregnable citadel. Every man, woman and child in the fortress is taught from birth how to defend it. All weapons and all armor are made right in the fortress, and all the food that the orc warriors get from hunting is brought to the fortress to feed all the inhabitants.

The orcs there do not recognize any laws except their own - the unwritten "Code of Malacath", named after one of their gods, who is sometimes also called Maulok. Most of these laws are simple and straightforward - don't steal, don't kill, don't attack without reason (though there seems to be a long list of exceptions). But there are no prisons in fortresses. They are replaced by the Price of Blood. You pay for your misdeeds either in goods or in blood until the victim is satisfied. And you know as well as I do that an orc has a lot of blood.

The code also determines who controls the fortress. The leader usually becomes the strongest man, he makes all decisions, including whether the Code of Malacath has been violated. All the women in the fortress are either the wives of the leader or his daughters, with the exception of the healers, who deal with the spiritual aspects of life and healing when required. If serious conflicts arise, they are resolved through quick but bloody battles, and those who are not on the same path with the leader are usually expelled from the fortress and live among us. Every orc grows up with the clear belief that everything must be fought for, and if something is not worth fighting for, then it does not deserve a mention in the Codex.

In fortresses, orcs live according to their own customs and do not like strangers. All I know, I know because so many orcs leave their fortresses to become mercenaries or soldiers, and after a couple of glasses of mead they are usually ready to talk about their home. I've heard that sometimes orcs can claim a non-orc as a "blood kin", and that kin can live in the fortress as a full member of the clan, but I've never heard of any specific example.

With all the oddities of orcish laws and traditions, the Code of Malacath really does raise worthy warriors from orcs. They have a sense of purpose that is missing from ordinary mercenaries. They are not afraid to unsheath their weapons and deal with a problem openly - I believe this is the main difference between the natives of the fortresses and the city orcs. Imperial law allows us to settle disputes through the Emperor's men, but the Code of Malacath requires you to resolve your own problems. And that's a good line of thinking when you're leading the life of a mercenary.

Walking along the road leading from Ivarstead towards Riften, Dovahkiin will notice the orc fortress of Largashbur. If the main character's level exceeds ninth, then he will witness the battle of the giant with the orc defenders of the fortress.

Having decided to help the orcs, you should hurry. The giant is significantly stronger than any member of the tribe and, if not intervened in time, can destroy a significant number of defenders.

After the giant is defeated, the shaman of the fortress, the orc Atub, will approach Dovahkiin. She will thank you and tell you that this was not the first attack on the fortress by a giant, and if this continues, the fate of the tribe will be unenviable.

Without knowing the reason for the attacks, it will not be possible to prevent relapses, so she will have to perform a ritual of summoning one of the Daedra Princes, the Orc God, Malacath, in the hope that he will advise what to do next. For the ritual, she will need two ingredients - troll fat and a daedra heart. But the local leader, Yamarz, forbade the tribe members to leave the fortress. Therefore, Atub again asks for the Dragonborn's help.

Help Atub prepare for the ritual of summoning Malacath

Well, well, troll fat is easy to get: it is available for sale in pharmacies, or you can “borrow” it right in the fortress itself, in the herbalist’s house. The Daedra heart is more difficult; it appears on sale extremely rarely. One can be “borrowed” from the Companions, on the lower level of Jorrvaskr.

Having obtained the ingredients, we return to Atub. She will thank you again and say that since Dovahkiin intervened in all this, he needs to be present during the ritual, after which she will follow the leader Yamarz to the long house. Let's follow her.

In the main house of the Orc fortress, our hero witnesses a not very pleasant scene: Yamarz reproaches Atub for her self-will and for turning to a stranger for help. But, after grumbling, the leader admits that there is still no other way out and goes to the courtyard, to the sanctuary of Malacath.

At the end of the ritual, Malacath will listen and turn to... no, not to the Dragonborn, but to Yamarz. The Daedra Prince will accuse the leader of weakness and say that in order for the attacks of the giants to stop, it is necessary to eliminate their leader, who settled in the Grove of Giants, and take away Shagrol’s war hammer from him.

After listening to the Daedra's answer, Yamarz will blame the main character, saying that it is all his fault. But he will immediately soften and offer a reward for Dovahkiin to escort him to the grove, protecting him from enemies along the way. He will motivate this by the fact that he does not want to waste his strength on trifles, because to defeat the leader of the giants you need to be in the best shape.

Meet with Chief Yamarz at the Yellow Stone Cave

After receiving consent, Yamarz will quickly run towards the Grove of Giants, which can only be reached by passing through the Yellow Stone cave. You can run after him, but it is better to walk to the cave on your own. Otherwise, you will have to defend the entire road to Yamarza’s cave, and if you arrive at your destination later, the orc, alive and well, will be waiting at the entrance.

The cave is located near Riften. To find it, you need to move along the road towards the Shor Stone, immediately after the last watchtower of Riften, turn right onto the path that goes around a small hillock. This path will soon lead to the Yellow Stone cave. Along the way you may encounter several bears (at high cave levels) and a frost spider.

Near the cave, patterns characteristic of giants are painted on the stones, a giant’s club is leaning against a stone, human remains lie, and the ground is stained with blood. Seeing our hero, Yamarz will demand that his part of the deal be fulfilled and will immediately rush into the cave. Let's run after him.

Defend Chief Yamarz from the cave dwellers

The cave is practically one giant hall, the bottom of which can only be reached by jumping down the ledges. There are several large breaks in the cave roof, and two beautiful waterfalls cascade down from the upper level.

These factors caused a whole beautiful forest to grow at the bottom of the pit of the main hall. However, now is not the time to admire the beauty, because Yamarz rushes forward, not giving time to enjoy the scenery.

In a pit among the trees, one giant wanders around a fire. You can ignore him; he wanders quite far from Yamarz's path.

It must be said that the local giants are cannibals. More precisely, meroeds. Throughout the cave you can find the bodies of dead worshipers of Malacath and their gnawed remains.

From the central hall along the stream we find ourselves in a small cavern, where there will be another giant. There is a chance that Yamarz will run past him too. Otherwise, you will have to eliminate the giant while protecting the orc. A narrow passage upward will finally lead to the entrance to the Grove of Giants. But right there is the lair of a couple of cave bears. Having dealt with the animals, you can proceed to the Grove.

Deal with the leader of the giants

The Grove of Giants is a corner of wild nature fenced off from the outside world. In the middle of a single clearing stands the real sanctuary of Malacath in the form of his statue. The leader of the giants has set up camp nearby, cynically roasting the corpses of the orc pilgrims he killed at the stake.

Once in place, Yamarz will again show weakness. At the last moment, he will chicken out, but trying not to reveal his fear, he will try to persuade Dovahkiin to fight the leader of the giants instead of him, promising an additional reward. Here a choice appears: agree to help Yamarz or refuse.

Refuse to help Yamarz

If the main character refuses, then Yamarz will reluctantly go to fight the giant, but will die a little faster than immediately. And our protégé will still have to deal with the leader of the giants.

Agree to help Yamarz

If Dovahkiin agrees to earn a couple more coins and takes pity on the cowardly orc, then, after defeating the giant, Yamarz will treacherously attack the main character. His motive is simple and clear: he does not want to leave a witness to his shame. There is nothing left to do but deal with the traitor.

In any scenario, after the death of both leaders, Malacath will speak to the Dragonborn. He will say that Dovahkiin himself must return Shagrol's war hammer to Largashbur, telling the tribe members about the shame of their former leader.

Return Shagrol's warhammer to Largashbur

Upon returning to the Dovahkiin fortress, Atub will meet Malacata at the sanctuary. She will immediately understand that Yamarz died and ask how it happened. You can tell the truth or lie so as not to spoil Atub’s opinion of her husband. In any case, Malacath himself will tell the truth.

After this, the Daedra Prince will demand that Shagrol's war hammer be placed on the altar of the sanctuary. The hammer will disappear, and in its place a Daedric artifact will materialize - the Volendrung war hammer. Malacath will say that Volendrung will now be owned by the Dragonborn, since only he is worthy. The Orc God will then appoint Gularzob as the new leader.

After this, the task is considered completed, and the tribe of the Largashbur fortress will consider Dovahkiin a friend.

If you have already explored most of Tamriel and are still... failed If you find Orcs, then having learned how and where to find the Orc fortress in Skyrim, you will definitely be able to meet a representative of this race, learn about their customs, go through several quests, and even become related to some tribes!

Orc settlement

Orcs are a people who call themselves outcasts, who live throughout Tamriel. They differ in large dimensions, green skin and prominent lower fangs. Before the orcs began serving in the Imperial Legion, they practically did not go out into the civilized world, and even now rarely live among people, most often retiring to settlements in the forest.

Despite the fact that during the events of Skyrim orcs became more social, they will still continue to live according to Codex Malacata. This set of laws is incompatible with the rules of the civilized world, so the orcs live separately so as not to enter into conflicts with the world around them.

Orcs can easily enter fortresses if they are not at enmity with the host tribe. Representatives of other races are not allowed to enter such settlements until they provide a service and receive the title “ friend of the orcs" After completing the main storyline and killing Alduin, the main character will be able to enter all orc fortresses.

How and where to find Orc fortresses in Skyrim

In the vastness of Skyrim there are four orc fortresses:

Dushnik-Yal

This fortress is located in the Reach, southeast of Markarth, near Arknthamz. You will discover these Dwemer ruins as you progress through the Dawnguard storyline.

Largashbourg

Orc settlement in the southwest of Riften. This place is a key location in the quest “Cursed Tribe” from the Daedric Prince Malacath. This storyline will help you better understand the life of orcs.

Mor Kazgur

This place is located in the foothills of northern Skyrim. There are no special quests that lead here.

Narzulbur

Located southeast of Windhelm. You need to find this place yourself - there are no guiding quests. Next to the fortress there is the Shadow Mine - the richest source of ebony ore in the game.

Now it will be easy for you to find the orc fortress, and the orcs themselves!