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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 › The Atlas › Hold 2: Hjaalmarch

Secondary Locations

[2.A] Karth River Henge

A mage of some repute is working at an Alchemy Lab near this ring of standing stones. In the center of the ring lies the sacrificial corpse of an Imperial woman. After defeating the mage, you can search the area for ingredients and the following:

  • Crafting: Alchemy Lab
  • Skill Book [Alchemy]: Mannimarco, King of Worms

[2.B] Riverside Bandit Camp

Close to the Karth River across from the Stormcloak Camp are two bandits resting by a campfire. They attack on sight (sneaking past or using ranged attacks from the rocks above work well). Check the chest (Locked: Novice) and find a Skill Book lying nearby as you loot items from this pair of reprobates.

  • Skill Book [Block]: Warrior
  • Chest (Novice)

[2.C] Dragon Mound: Karth River Forest

Related Quest: Main Quest: Diplomatic Immunity

This Dragon Mound is initially sealed. It opens during Main Quest: Diplomatic Immunity, and if you visit during or after this point in the Main Quest, the mound will be open and empty.

[2.D] Ambushed Caravan

At the road junction close to the southern of the two small bridges that lead to Dragon Bridge is a lone wagon. The merchants have been slaughtered. A journal on the woman’s body describes her misgivings. Look more closely, and you can find a clue to what killed them—the Falmer arrows point toward a raid from the denizens of nearby Chillwind Depths [2.02].

  • Knapsack

[2.E] Adventurers’ Campsite

On the edge of the river, at the base of the dirt pathway that winds up the hill to Chillwind Depths, lies this abandoned campsite. Weapons still lean against equipment crates. A journal describes attacks on the caravans in this area (see also [2.D]) and a plan to rout out those responsible. To discover the fate of these adventurers, continue up the hill and delve into Chillwind Depths [2.02].

  • Adventurer’s Journal
  • Loose gear
  • Knapsack

[2.F] Sabre Cat Rock

Along the rocky border between Hjaalmarch and the Reach, you can find two Sabre Cats prowling near a handful of standing stones. Low-level adventurers are well advised to keep away. Two Sabre Cats may be more than you can handle, but defeating them is well worth the trouble. In addition to any loot found on the nearby corpses, you can also claim two good-sized coin pouches.

[2.G] Dragon Mound: Robber’s Gorge Bluffs

Related Quest: Main Quest: Diplomatic Immunity

This Dragon Mound is initially sealed. It opens when Main Quest: Diplomatic Immunity begins, and if you visit during or after this point in the Main Quest, the resurrected dragon will likely be circling overhead. Face it here, or lure it down into Robber’s Gorge below to wreak havoc among the bandits.

[2.H] Swamp Pond Massacre

Toward the swamp’s northwestern edge is a rough campsite with a burned-out fire and two particularly horrific corpses. This could be the work of vampires. The nearby pond and tree stumps hold a wealth of ingredients. A Skill Book rests inside one of the lingering lean-tos.

  • Skill Book [Restoration]: The Exodus

[2.I] Smuggler’s Alcove

Under a rocky outcrop near a group of standing stones is a smuggler’s hideout, which hasn’t been used for a few days. The place is deserted, but there’s an important book to read on one of the crates.

  • Skill Book [Pickpocket]: Purloined Shadows

[2.J] Draugr Burial Mound

Deep into the marshes, northeast of Fort Snowhawk, is the familiar circular construction of a Draugr Burial Mound, now exposed and waterlogged. Drop down or wade in, and unlock a chest and locate a potion and Skill Book.

  • Skill Book [Lockpicking]: The Locked Room
  • Chest (Novice)

[2.K] Summoning Stones

Related Quest: Side Quest: Rising at Dawn

A circle of stones in the marsh north of Morthal are carved with runes. Some of the town’s inhabitants believe that Falion (a wizard who lives in town) comes here at night but are too afraid to find out why.

[2.L] Dead Mammoth

Along the riverside path near Dead Men’s Respite and close to the waterfall that empties out into the marshland to the northeast, a fearsome predator has brought down a mammoth, which has yet to be picked clean. Slay the beast and claim the spoils for yourself.

[2.M] Shrine of Kynareth: Hjaalmarch Hills

On the rough path leading from the river’s edge to Brood Cavern is a set of ancient steps leading to an old altar, where a Shrine to Kynareth has been erected. Pray here if you wish, and loot the small collection of offerings.

  • Shrine of Kynareth [2/6]

[2.N] Collapsed Burial Ground

A Nordic burial mound has slowly been sinking into the mire. It has been ransacked plenty of times. Gnarled and twisted trees and plants grow within the stones that have remained upright. Among the fallen rubble is a chest (Locked: Novice).

  • Chest (Novice)

[2.O] Black Arts Burial Ground

Enter this snow-covered burial mound from the open roof and deal with the skeleton who attacks you. In one of the side alcoves is a necromancer impaled by a dagger on the table. Claim the powerful Staff of Revenants near his body, then search the rest of the ruin to find a Skill Book.

  • Skill Book [Illusion]: The Black Arts on Trial

[2.P] Dragon Mound: Labyrinthian Peaks

Related Quest: Main Quest: Elder Knowledge

This Dragon Mound is initially sealed. It opens during Main Quest: Elder Knowledge, and if you visit during or after this point in the Main Quest, the mound will be open and empty.

  • Mineable ore (Moonstone)

[2.Q] Ghost Barrow

While wandering near Kjenstag Ruins, close to the road (to the south) or the pine forest, you may encounter a ghostly figure at night. It moves up across the snow-covered forest floor to this barrow and disappears. Attack the grave robbers here. You may not see it. Open the trapdoor (Adept). Inside is usually a Silver Necklace, enchanted Draugr sword, and a shield.

  • Loose gear

[2.R] The Conjurer’s Caravan

Two bandits have ambushed a caravan and slaughtered the magician, and are dividing the spoils. Slaughter them on sight, before they do the same to you. Check the wagon for a basket of ingredients and the following:

  • Skill Book [Speech]: A Dance in Fire, v6
  • Apothecary Satchel (2)
  • Potions aplenty
  • Loose gear

[2.S] Hamvir’s Summit Hunter’s Camp

At the very southeastern corner of Hjaalmarch, in the rocky crags close to Labyrinthian, is a remote hunter’s camp with two foragers waiting by the campfire (or on a hunt if no one is here). This location offers spectacular views across Whiterun to the south.

  • Knapsack (2)

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