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Elder Scrolls V: Skyrim eGuide
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Contents

  • Essentials
    • Training
      • Song of the Dragonborn
      • Training Part 1: Character Creation
      • Selecting a Race
      • Skills and Perks
      • Skill Constellations
      • Character Archetypes
      • Training Part 2: Combat, Development, and Crafting
      • Crafting
      • Training Part 3: Adventuring Across Skyrim
      • Training Part 4: Hearthfire
      • Training Part 5: Hearthfire: Adoption
    • Inventory
      • Inventory
    • The Bestiary
      • The Bestiary
    • Appendices
      • Appendices
      • The Language of Dragons
  • Quests
    • Quests
      • Main Quest
      • Main Quest: Act I
      • Main Quest: Act II
      • Main Quest: Act III
      • The Companions Quests
      • The Companions Radiant Quests
      • The College of Winterhold Quests
      • The College Radiant Quests
      • Apprentice Radiant Quests
      • Ritual Spell Radiant Quests
      • Thieves Guild Quests
      • Thieves Guild Radiant Quests
      • Additional Jobs
      • City Influence Quests
      • The Dark Brotherhood Quests
      • Dark Brotherhood Radiant Quests
      • Civil War Quests
      • Civil War Quests: Imperial
      • Civil War Quests: Stormcloak
      • Daedric Quests
      • Other Factions Quests
      • The Greybeards Quests
      • The Blades Quests
      • The Bards College Quests
      • Temple Quests
      • Side Quests
      • Dungeon Quests and Other Activities
      • Miscellaneous Objectives
      • Favors
    • Dawnguard Quests
      • Dawnguard Quests
      • Dawnguard Main Quest
      • Postquest Activities
      • Dawnguard Faction Quests
      • Vampire Faction Quests
      • Dawnguard Side Quests
      • Dawnguard Regional Activities
      • Regional Activities: Soul Cairn
      • Regional Activities: Forgotten Vale
    • Dragonborn Quests
      • Dragonborn Quests
      • Dragonborn Main Quest
      • Solstheim Side Quests
      • Solstheim Regional Activities
      • World Interactions and Encounters
      • Dawnguard World Interactions and Encounters
      • Dragonborn World Interactions and Encounters
  • The Atlas
    • The Atlas
      • The Atlas of Skyrim
    • Hold 1: Haafingar
      • Hold 1: Haafingar
      • Hold Capital: Solitude
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Hold 2: Hjaalmarch
      • Hold Capital: Morthal
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Hold 3: The Pale
      • Hold Capital: Dawnstar
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Hold 4: Winterhold Hold
      • Hold Capital: Winterhold
      • Primary Locations
      • Secondary Locations
    • Hold 5: The Reach
      • Hold 5: The Reach
      • Hold Capital: Markarth
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Hold 6: Whiterun Hold
      • Hold Capital: Whiterun
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Hold 7: Eastmarch
      • Hold Capital: Windhelm
      • Primary Locations
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Hold 8: Falkreath Hold
      • Hold Capital: Falkreath
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Hold 9: The Rift
      • Hold Capital: Riften
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Blackreach and Other Realms
      • Blackreach and Other Realms
      • Primary Locations
    • Soul Cairn
      • Soul Cairn
      • Soul Cairn Major Locations
      • Soul Cairn Minor Locations
      • Forgotten Vale
      • Forgotten Vale Major Locations
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Solstheim: Northern Mountains
      • Skaal Village
      • Primary Locations
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Solstheim: Southern Ash Lands
      • Raven Rock
      • Tel Mithryn
      • Primary Locations
      • Secondary Locations
    • Apocrypha
      • Apocrypha
      • Primary Locations
  • Extras
    • Choosing the Correct Attire
      • Choosing the Correct Attire
    • The Path of the Undeath
      • The Path of the Undeath
    • The Path of the Lycanthrope
      • The Path of the Lycanthrope
    • Advanced Crafting
      • Advanced Crafting
    • Hearthfire: Owning a Home
      • Hearthfire: Owning a Home
    • Top Ten Inventory Items
      • Top Ten Inventory Items
    • Places to See in Solstheim
      • Places to See in Solstheim
  • Video
    • Videos
      • Bonus Content Videos
  • Interactive Map
    • Interactive Map
      • Interactive Map

Elder Scrolls V: Skyrim Guide › Extras › The Path of the Lycanthrope

The Path of the Lycanthrope

Being, in part, the sworn statement of Dawnstar guard Ollrod Wet-Beard, regarding the nocturnal attacks last Morndas traced to the were-beast of The Pale.

I was awoken from my bed by a terrible roar (louder even than the pelting snow) coming from outside. I woke Snilvir, and made haste for the door, opening it a crack to peer outside into the blizzard. The main thoroughfare outside the Windpeak Inn was awash with blood. I witnessed a guard sitting on the cobblestones, gasping for breath and holding his chest. I couldn’t make out the shapes in the dark, but something darted by him. It was faster than a Khajiit with its tail on fire, and four times the size. I looked again, and the guard was gone (his limbs were subsequently located near Iron-Breaker Mine, by the smelter) . I heard indistinct yelling, and saw Rustleif in front of his forge, lighting a torch with his bow at the ready. More guards shouting, then a scream that turned abruptly into a gurgle. I’m ashamed to admit I shut the door and spent a few moments convincing Snilvir to head out first.

When I heard Snilvir’s curses, and came outside as quickly as I could. He had deep gouge marks across his arm, which we quickly staunched. He waved his sword toward The Mortar and Pestle. A huge, hairy beast with arrows embedded across its back, began to pick up speed. Being a reader of Experimentation in the Physicalities of the Werewolf by Reman Crex, we correctly identified the creature as a Vargr; larger than a man, filled out with thick black fur, sporting the eyes of a lunatic and the teeth of a snow wolf. We ran in opposing directions away from Dawnstar. This was, I assure you, to coax the werewolf away from the villagers.

The plan was successful, as the hairy blighter landed on Snilvir’s back and began to tear at him, by the rocks near the entrance to Quicksilver Mine. Now the Barracks had been risen, and reinforcements began crossing the harbor, but were bogged down in the fresh snow. As I explained to Brina, they arrived too late to save poor Snilvir, who subsequently died of wounds too deep and gruesome to explain the nature of. Then the werewolf was gone; vanishing into the gale. It was tracked to the west, as far as High Gate Ruins. We informed the Legate at the Imperial Camp, planted Wolfsbane, and increased patrols at night and during inclement weather.

By the breath of Akatosh, the wolf-man of Dawnstar will not prevail.

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