Orcs in Skyrim where to find on the map. Cursed Tribe (Malacath)

Orc fortresses through the eyes of a mercenary

Amanda Alley,
mercenary

"No one can surpass an orc."

Needless to say, how often I heard these words spoken in a boastful tone in some dirty tavern, how often my fellow mercenaries shouted it at the top of their lungs in the heat of the moment. But I'd be lying if I said that in orc strongholds, these words are not true. I'm very skeptical about claims that "traditions" and "ancestral path" help to better wield weapons, but for orcs, apparently, loyalty to the covenants of the ancestors is really 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 least a fortified camp, at a maximum it is an impregnable citadel. Every man, woman and child in the fortress is trained from birth to defend it. All weapons and all armor are made right in the fortress, and all the food that the orc warriors get on the hunt is brought to the fortress to feed all the inhabitants.

The orcs there recognize no laws other than their own, the unwritten "Code of Malacath", named after one of their gods, sometimes referred to as Maulok. Most of these laws are simple and straightforward - don't steal, don't kill, don't attack for no reason (although there seems to be a long list of exceptions here). But there are no prisons in fortresses. They are replaced by the Price of Blood. You pay for your transgressions 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 strongest male usually becomes the leader, he makes all decisions, including whether the Code of Malacath is violated. All the women in the fortress are either the chief's wives or his daughters, with the exception of healers who deal with the spiritual aspects of life and healing when required. If serious conflicts arise, they are resolved through quick but bloody fights, and those who do not go along with the leader are usually expelled from the fortress and live among us. Every Orc grows up with the clear conviction that everything must be fought for, and if something is not worth fighting for, then it does not deserve to be mentioned in the Codex.

In the fortresses, the orcs live according to their customs and do not like strangers. Everything I know, I know because there are a great many orcs who leave fortresses to become mercenaries or soldiers, and after a couple of cups of honey they are usually ready to talk about their home. I have heard that Orcs can sometimes claim a non-Orc as a "blood kinsman", and such a kinsman can live in a fortress as a full member of the clan, but I've never heard of any specific example.

With all the oddities of orc laws and traditions, the Code of Malacath does indeed nurture worthy warriors from orcs. They have a sense of purpose that ordinary mercenaries lack. They are not afraid to draw their weapons from their scabbards and deal with the problem openly - I think this is the main difference between people from fortresses and urban orcs. Imperial law allows us to settle disputes through the Emperor's people, and Malacath's Code requires you to resolve your own problems. And that's a good line of thought when you're leading the life of a mercenary.

You must be level 9 to begin this quest. While in Riften, you will hear rumors of a cursed Orc tribe living in the fortress of Largashbur. 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. Help them or not - it's up to you. After the giant falls, enter the fortress and talk to the local orcs. All of them will not be very friendly and will advise you to get out to hell.

What to do if the gates of the fortress 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 be dead already when you have just begun to approach Largashbur.

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

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

Where to find the ingredients?

  • Troll fat can be removed from any of the trolls, of which there are countless numbers in Skyrim, as well as sold by alchemists.
  • The Daedric Heart can be found in the Sanctuary of Mehrunes Dagon after completing the Shards of Past Glory quest. More information on the location of Daedric Hearts can be found.

When you find the right ingredients, Atub will invite you to oversee the ritual of summoning Malacath. Yamarz will not be happy 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, calling Yamarz a weakling and a coward, because he allowed the giants to capture his sanctuary in the Yellow Stone Cave. He commands Yamarz to go there, slay the giants, and bring back their leader's hammer.

Instead of plucking up his courage and rushing into adventure with his ax at the ready, as befits a real orc, Yamarz will lash out at you with accusations that because of you he now has to 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 to a meeting with the leader of the giants.

It should be noted that it is not necessary to fight with them, you can slip past unnoticed. Along the way, you will also come across spiders, trolls and bears. From the cave you go to the Grove of the Giants, in which the main giant lives. Yamarz will ask you to kill a giant in exchange for gold. If you refuse, then the weak orc will fall in battle with the giant, and if you agree, he will attack you after you deal 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 the appeal of Malacath, 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 on impact. After completing this task, you become a "Blood Brother" for all the orcs of Skyrim, which gives you free access to all orc fortresses, for example,.

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

Having decided to help the orcs, you should hurry. The giant is much 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 Dovakin. She will thank and tell that this was far from the first attack of the fortress by the giant, and if this continues, then the fate of the tribe will be unenviable.

Without knowing the cause of the attacks, it will not be possible to prevent recurrences, so she will have to perform a ritual of summoning one of the Daedric 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 Daedra heart. But the local leader, Yamarz, forbade the members of the tribe to leave the fortress. Therefore, Atub asks the Dragonborn for help again.

Help Atub prepare for Malacath's summoning ritual

Well, well, it’s easy to get troll fat: it is available for sale in pharmacies, or you can “borrow” it right in the fortress itself, in the herbalist’s house. With the heart of the Daedra is more difficult, it appears on sale extremely rarely. One can be "taken to see" 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 Dovakin has intervened in all this, he needs to be present during the ritual, after which he will follow the leader Yamarz to the long house. We follow her.

In the main house of the Orcish fortress, our hero witnesses a not very pleasant scene: Yamarz reproaches Atub for arbitrariness and for turning to a stranger for help. But, grumbling, the leader admits that there is still no other way out and will go 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 convict 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 has settled in the Grove of the Giants, and take away Shagrol's war hammer from him.

After listening to the answer of the Daedra, Yamarz will blame the protagonist, saying that it is all his fault. But he will immediately relent and offer a reward for Dovakin to accompany 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 in order to defeat the leader of the giants, you need to be in the best shape.

Meet Chief Yamarz at the Yellowstone Cave

After receiving consent, Yamarz will briskly 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 proceed to the cave on your own. Otherwise, all the way to the cave of Yamarza will have to be protected, and if you arrive at your destination later, then 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 Shore Stone, immediately after the last watchtower of Riften, turn right onto a path that goes around a small hillock. This path will soon lead to the cave "Yellow Stone". Along the way, you can meet several bears (at high cave levels) and a frost spider.

Near the cave, patterns characteristic of giants are drawn on the stones, a giant's club is leaning against a stone, human remains lie, and the earth is stained with blood. Seeing our hero, Yamarz will demand the fulfillment of his part of the deal and immediately rush into the cave. We run after him.

Protect Chief Yamarz from the denizens of the cave

The cave is practically one giant hall, to the bottom of which you can only go down by jumping down the ledges. There are several large gaps in the roof of the cave, 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 there is no time for admiring the beauties, because Yamarz is rushing forward, not giving time to enjoy the scenery.

In a pit among the trees, a giant wanders around the fire. You can ignore him, he wanders far enough from the path of Yamarz.

It must be said that the local giants are cannibals. More precisely meroedy. The bodies of the dead admirers of Malacath and their gnawed remains can be found everywhere in the cave.

From the central hall along the stream we get into a small cavern, where there will be another giant. There is a chance that Yamarz will run past him. Otherwise, you will have to eliminate the giant, protecting the orc. A narrow passage upstairs will finally lead to the entrance to the Grove of the 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 the 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. Nearby, the leader of the giants has set up camp, who cynically roasts the corpses of orc pilgrims he has killed on a fire.

Once in place, Yamarz will again show weakness. At the last moment, he gets cold feet, but trying not to betray his fear, he will try to persuade Dovakin 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 protagonist refuses, then Yamarz reluctantly goes to fight the giant, but will die a little faster than immediately. And our protege will still have to deal with the leader of the giants.

Agree to help Yamarz

If Dovakin 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 to kill the traitor.

In any case, after the death of both leaders, Malacath will speak with the Dragonborn. He will say that Dovakin 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 fortress of Dovakin, Atub will meet at the sanctuary of Malacath. She will immediately understand that Yamarz died and ask how it happened. One 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 that, the Daedric 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 war hammer Volendrang. Malacath will say that the Dragonborn will now own Volendrang, since only he is worthy. The Orc God will then appoint Gularzob as the new leader.

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

Quest Giver: Atub (Orc Camp Largashbur)
Requirements: Character level 9 or higher
Reward: Volendrang Two-Handed Hammer

Largashbur A stronghold southwest of Riften that is home to a distrustful tribe of Orcs. Approaching the walls of the fortress, you will witness the battle between a group of Orcs and a giant.



You can just watch how the orcs eventually prevail, 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. This weakness of the tribe is felt by the giants and therefore periodically attack the fortress. Yamarz has demanded that the tribe stay within the walls of Largashbur, and Atub wants to ask Malacath (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. It can also be bought from the alchemist.



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



We pass through the courtyard and enter the long house. The head of the tribe Yamarz is inside. When we meet with the leader, we understand that he does not have the best feelings for us. Atub informs Yamarz that the time has come for the ritual.



The shaman begins the ritual: the loud ear of Malacath covers the entire camp. The Daedra Lord is angry at Yamarz, blaming him for his weakness. In addition, the Orcs allowed the giants to take over the shrine of Malacath. The tribal chief is ordered to clean up the place of worship. Only then will Malacath consider lifting the curse. The ritual ends and Yamarz takes over 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 safe and sound, and finish him. For this, Yamarz promises not to remain in debt. Agreeing or not, we must meet the leader near the entrance to the cave of the Yellow Stone, 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 into the depths of the cave follow him. Along the way, we will meet giants (it is not necessary to kill them, you can just walk past). Having dealt with them, we continue to go. After a few minutes, we stumble upon cave bears, kill them and go out into the Grove of Giants.



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

a) Agree to the offer
b) Convince Yamarz to kill the giant

In the first case, after killing the giant, Yamarz will say that no one should know about his cowardice and attack us.



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

Anyway, after defeating the giant (it's easy to kill - use the landscape features 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 prowess.

If you have already explored much of Tamriel and still failed find the Orcs, then after learning 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 intermarry with some tribes!

Orc settlement

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

Despite the fact that during the events of Skyrim, the orcs have become more social, they will still continue to live in Codex Malacath. This code of laws is incompatible with the rules of the civilized world, so the orcs live separately so as not to conflict with the world around them.

Orcs can safely enter fortresses if he is not at enmity with the host tribe. Representatives of other races are not allowed to enter such settlements until they render a service and receive the title " orc friend". 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:

Dusnik-Yal

This fortress is located in the Reach, southeast of Markarth, not far from Arkntamz. These Dwemer ruins will be unlocked as you progress through the Dawnguard storyline.

Largashbur

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

Mor Kazgur

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

Narzulbur

Located southeast of Windhelm. This place must be found on your own - there are no guiding quests. Near the fortress there is a Shadow Mine - the richest source of ebony ore in the game.

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