I. - Introduction
Thank you for choosing to read my guide on Elder Scrolls V: Skyrim. This game is massive and this guide will help you tackle it in full. This is the first Elder Scrolls that I have played and it is quite enjoyable; I hope you enjoy the game as much as I have and thank you again for reading.
II. - Races
Argonian
Bonus Skills | +10 Lockpicking |
+5 Pickpocket | |
+5 Sneak | |
+5 Light Armour | |
+5 Alteration | |
+5 Restoration | |
Power | Hitskin - You regenerate health 10 times faster for 60 seconds |
Racial Abilities | 50% Disease Resistance |
Underwater Breathing |
Little is known and less is understood about the reptilian denizens of the Black Marsh. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well-suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers into the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well- versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know. Yet, they are fiercely loyal, and will fight to the death for those they have named as friends.
It is thought that Argonians descended from the intelligent Hist trees of Black Marsh. The band of mercenaries named "The Blackwood Company", is made up of mainly Argonian and Khajiit warriors commissioned by the Emperor. Most of the Argonians are immigrants from Black Marsh, and all are highly skilled in the art of combat. The Blackwood Company serves as a sort of competitor of the Fighters Guild, and are a point in the last few Fighters Guild quests. The guild hall in Leyawiin, where they have their hist tree, imported from Black Marsh. Hist is what all soldiers of the Company drink before doing a contract. Argonians are the only race not to get effects from drinking hist.
Argonians, like Khajiit, were oppressed and enslaved by rich families and primary industries in the Morrowind, the last of the provinces to have legalized slavery. Though slavery is now illegal in Morrowind, House Dres still practices it. Racism is also strong against Argonians, as with all of the beast-races.
Despite both being seen as beast-races, and a sharing a history of oppression from the men or mer races there is strong racial dislike between both the Argonians and the Khajiit. Members of both races commonly see the other as vastly inferior to themselves. If it were not for the lands of the Imperial held Niben Bay, that seperates the lands of Black Marsh and Elsweyr, it is very likely that both races would have gone to war with each other long ago.
Breton
Bonus Skills | +10 Conjuration |
+5 Illusion | |
+5 Speech | |
+5 Alchemy | |
+5 Alteration | |
+5 Restoration | |
Power | Dragonskin - You absorb 50% of the Magika from incoming spells for 60 seconds. |
Racial Abilities | 25% Magic Resistance |
Bretons are the human descendants who hail from the province of High Rock. According to the Third Pocket Guide to the Empire, they have descended from the people of Nede and Aldmer. The Aldmer thought of making a superior race with their own "Elder", or "Superior", blood, by mating with other races. The Bretons are sometimes called "Manmeri" because of this.
They are pure spell weavers and are advanced in all the Arcane arts. While lacking in physical skill, they make up for it in their ability to resist and cast spells that overwhelm most people. They are united in culture and language, but are divided politically. Their origins can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with the Nedic people. This mostly happened during the period in the first Era when Mer held Men as slaves, which lead to masters impregnating their female captives. Bretons are tall, dark haired, people. They are highly intelligent, willful, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. Intermingling with Elven blood has given Bretons an affinity for magic, though hardiness is also part of their heritage. Breton culture operates under the Feudal system, and their society is agrarian and hierarchical.
Passionate, eccentric, poetic, flamboyant, intelligent, and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest and least prominent Breton can boast a high resistance to destructive and dominating magical energies within their universe.
The main religion in High Rock is the worship of the Nine Divines, however some Bretons still worship the gods of their Elven ancestors.
Dark Elf
Bonus Skills | +10 Destruction |
+5 Illusion | |
+5 Sneak | |
+5 Alchemy | |
+5 Alteration | |
+5 Light Armour | |
Power | Ancestor's Wrath - Creates a Flame Cloak that does 10 damage to nearby foes for 60 seconds. |
Racial Abilities | 50% Fire Resistance |
The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elves originally from the province of Morrowind. They have red, glowing eyes and their skin tones vary from green to grey, and even light blue. They are known to be extremely strong, intelligent, and very quick, but are said to be ill favoured by fate. Their combination of powerful knowledge learned from centuries past and strong, agile physique make them superior warriors and sorcerers of great and powerful magic. On the battlefield, Dunmer are known for their skill with a balanced use of the sword, the bow and destruction magic.
Offensive Spells seem to prove worthy alongside a spellcasting Dunmer in battle.
In character, they are grim, aloof, and reserved, keeping to themselves as much as possible. They are just as distrusting and disdainful of other races as they are to other Dark Elves. The Dunmer and their national character embrace these various connotations with enthusiastic behaviors. In the Empire, 'Dark Elf' is the common used term used by any humanic race, but in their homeland; Morrowind, and among their Aldmeri brethren, they are known as Dunmer. In Morrowind the main religion is the worship of the Tribunal Temple but a large number of Dunmer also worship Daedric deities. They see Malacath and Boethia as primary Daedric deities, and their lack of proper social behaviors links them to their dark worshipping of the gods. The commoners ban their behaviors with harsh distrust. The lack of proper etiquette among these dark-skinned elves make them far inferior in the eyes of an Imperial.
Originally the Dunmer were Chimer, however, they were changed by Azura after the Tribunal Temple's betrayal of Indoril Nerevar.
High Elf`
Bonus Skills | +10 Illusion |
+5 Conjuration | |
+5 Destruction | |
+5 Restoration | |
+5 Alteration | |
+5 Enchanting | |
Power | Highborn - For 60 seconds, you regenerate 25% of your maximum Magica. |
Racial Abilities | +50 Magika |
The Altmer, or High Elves, are a race of elves that inhabit parts of Tamriel. They hail from the Summerset Isle and are primarily known for their enhanced magical abilities.
As a race, the Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and even most other meri races. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Imperials, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes.
On average, Altmer are of smaller build than humans, and thus generally not as strong. Their tall stature also makes them less agile than their Bosmeri cousins. However, Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. This strong tie to Magnus, the god of magic, has the unfortunate side effect of opening Altmer up to magical attacks more than most other races. To their benefit, however, their years of selective breeding have also provided them with a strong resistance to diseases, nearly matching that of the Argonians.
Imperial
Bonus Skills | +10 Restoration |
+ 5 One-Handed | |
+ 5 Destruction | |
+ 5 Block | |
+ 5 Heavy Armour | |
+ 5 Enchanting | |
Power | : Voice of the Emperor - Calms nearby people for 60 seconds. |
Racial Abilities | : Gold can be found in every container |
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. With this they were able to fight off the Redguard and control most of Tamriel. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire. Imperials have a grudge on the Khajiit. The Imperials control most ports in Tamriel and are similar in appearance to Bretons despite their darker skin color.
The Imperials forcibly took control of Tamriel under the leadership of Tiber Septim, all provinces of Tamriel were brought under Imperial rule by force except for Morrowind, they were brought in by treaty, so they are allowed most of their privileges they had before hand.
Khajiit
Bonus Skills | +10 Sneak |
+ 5 One-Handed | |
+ 5 Lockpicking | |
+ 5 Pickpocket | |
+ 5 Alchemy | |
+ 5 Archery | |
Power | : Night Eye - Improved night vision for 60 seconds. |
Racial Abilities | : 4x Unarmed damage |
The Khajiiti race is made up of several subtypes with very distinct appearances. All Khajiit are feline in appearance, placing them among the group known as "beast races" by the human and mer inhabitants of Tamriel. The exact appearance of a particular Khajiit is determined primarily by the phases of the moon at the time he or she was born. According to recent studies in Elsweyr, it appears that the phases of the moon Massar determine the primary form, ranging from humanoid to resembling a domesticated cat; the phases of the moon Secunda determine the relative size. Some scholars have claimed as many as twenty different subtypes, but only about a dozen have been identified and named to date.
Outside of Elsweyr, only one or two subtypes of Khajiit are typically seen in a given area. The Ohmes-raht make up most of the Khajiit in human inhabited regions, such as Cyrodiil and High Rock. They also strongly resemble humans, with light fur and a noticeable tail. A smaller subtype, the Ohmes, appear almost identical to Bosmer, and those living outside of Elsweyr often tattoo their faces to distinguish themselves from the mer. The Suthay-raht, and their smaller cousins the Suthay, are more feline like, but still clearly humanoid and bipedal. They have more variety in their fur and facial features, and make up most of the Khajiit found in Morrowind.
Visitors, or more likely intruders, to Elsweyr often encounter the Cathay and Cathay-raht, which are often described as "jaguar men". These are still bipedal, but very feline in appearance, and much stronger and faster than humans or mer. The popular series A Dance in the Fire depicts multiple encounters with these Khajiit, which appear to make up much of the Khajiiti army and defense forces. They are described as having "pointed ears, wide yellow eyes, mottled pied fur and a tail like a whip", and have at least basic powers of speech. There is a fourth bipedal form, the Tojay and Tojay-raht, but little is know of them, as they tend to live deep in the southern marshes and forests.
Nord
Bonus Skills | +10 Two-Handed |
+ 5 One-Handed | |
+ 5 Block | |
+ 5 Smithing | |
+ 5 Speech | |
+ 5 Light Armour | |
Power | : Battle Cry - All nearby foes flee for 30 seconds. |
Racial Abilities | : 50% Frost Resistance |
The Nords are a tall and fair-haired people from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbours. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along Tamriel's coasts.
Orc
Bonus Skills | +10 Heavy Armour |
+ 5 One-Handed | |
+ 5 Block | |
+ 5 Smithing | |
+ 5 Two-Handed | |
+ 5 Enchanting | |
Power | : Berserk - For 60 seconds, you take half damage and inflict double damage in combat. |
Racial Abilities | : None |
The Orsimer, commonly known as Orcs are the sophisticated barbarian peoples of the Wrothgarian Mountains, and Dragontail Mountains. Though they are common in the walking city of Bosmer kings, Falinesti, and in other great cities throughout Tamreil. They are in-fact elves or mer, hence the name Orsimer, it means 'Pariah Folk'. They are noted for their unshakeable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire, in particular for their distinguished service in the Imperial Legion. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire and fearsome when using their Berserker Rage. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. In the middle of the Merethic Era, the Orsimer and their leader Trinimac tried to halt the movement of Prophet Velothi and the Dark Elves. The Daedric Prince Boethiah ate Trinimac, corrupting his body and spirit and he emerged as Daedric Prince Malacath. All of the Orsimer people were also changed into what they are now known as, the Orcs.
Redguard
Bonus Skills | +10 One-Handed |
+ 5 Archery | |
+ 5 Block | |
+ 5 Smithing | |
+ 5 Destruction | |
+ 5 Alteration | |
Power | : Adrenaline Rush - You regenerate Stamina 10x faster for 60 seconds. |
Racial Abilities | : 50% Poison Resistance |
Redguards hail from the province of Hammerfell. They are a stocky, powerful race that are known to be extremely quick and hardy. Legend has it that Redguards are innately more proficient at weapons than any other race. They are excellent in all arts concerning blade and shield. They are descended from a long line of warriors and mystic seers.
The most naturally talented warriors in Tamriel, the dark skinned, wiry haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and quickness of foot.
The main religion of Hammerfell is a type of religion mixed between ancestor worship and a nine divines type religion. According to Trayvond the Redguard, in Hammerfell, they "don't much like spellcasters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." They particularly hated Conjuration, relating it to Necromancy and Mysticism because it messed with the mind. However, he does mention that he and other Redguards were fond of Destruction spells -- suiting their culture well.
Wood Elf
Bonus Skills | +10 Archery |
+ 5 Sneak | |
+ 5 Lockpicking | |
+ 5 Pickpocket | |
+ 5 Light Armour | |
+ 5 Alchemy | |
Power | : Command Animal - Target animal becomes your ally for 60 seconds. |
Racial Abilities | : 50% Disease and Poison Resistance |
Bosmers, or Wood Elves, hail from the province of Valenwood. They are a people of the forests, matching their features to all that is found growing in the green woods of their homeland. They are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. They are also the finest archers in Tamriel.
The Bosmer are cousins of the Dunmer, or Dark Elves, and the Altmer, or High Elves. The Wood Elves lineage is less noble than that of the Altmer, but they have adapted well to Tamriel.
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as Wood Elves, but Bosmer or Tree Sap People is what they call themselves. Tree Sap suggests the wild vitality and youthful energy of the Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal tradtion of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. Their ability to command a simple creature is well known.
III. - Walkthrough
Unbound
Objectives : | |
1. Make your way to the Keep | |
2. Enter the Keep with Hadvar or Ralof | |
3. Loot Gunjar's body / Find some equipment | |
4. Escape Helgen | |
5. (Optional) Search the barrel for potions | |
6. (Optional) Attempt to pick the lock to the cage | |
Unique Items : | |
Helgen Keep Key | |
Spell Tome: Sparks |
After the opening scene has completed you will find yourself amidst the chaos of the village. The quest [UNBOUND] starts and Ralof commands you to follow him to the Keep. Head into the tower and up the steps where the dragon will break through the walls. Jump down and into a building then make your way into the streets where Hadvar and some soldiers are fending off the dragon. Follow Hadvar to the Keep where you meet up with Ralof. Now it's time to make a choice to follow Ralof or Hadvar.
Following Ralof
Enter the Helgen Keep where Ralof will free your hands. Loot Gunjar's body and equip his gear then the Imperial Captain will enter. Set up for the ambush with Ralof and slay the Imperials, then loot the [HELGEN KEEP KEY].
Head through the corridor from where the Imperials came to find a room with several [CHESTS], one of which contains another copy of the [HELGEN KEEP KEY]. Return to the initial room and open the gate. You can find a bit of [FOOD] amongst the containers. When you are done head down the steps and enter the room to the left. Fight off two Imperial Soldiers and search the area for [POTIONS], [FOOD], and various [INGREDIENTS]. Check the [BARRELS] just before you reach the hallway to find minor [POTIONS] and complete an optional side objective.
Continue down to the dungeon where you will find the Torturer and his assistant fighting some Stormcloak Soldiers. Aid them and then pick the lock to the cage where you can find [SPELL TOME: SPARKS] and some gold near the dead mage. In the large cell you will find an [IRON SHIELD] if you haven't acquired a means to block yet. There is a [KNAPSACK] with [LOCKPICKS] inside, might as well pick them up for later. Proceed down the hallway where there are locked cells that you can increase your lockpicking on. One of the cells has a [SKELETON] and a [COIN PURSE] inside.
Make your way through the cavernous passage to a large open room with Imperial Soldiers. Kill the ones that are in close quarters and when the second wave arrives on the other side of the room, use the spell Flames to light the oil on the ground to quickly dispatch them. Just around the corner is a [LEVER] that controls the drawbridge. When you and Ralof cross it, it will collapse on itself, leaving the others behind. Jump down where the bridge collapsed to find a [SKELETON] and a [COIN PURSE]. Meet up with Ralof to find another [COIN PURSE] lying near a skeleton.
The next room is littered with Frostbite Spiders. Focus them down one at a time or simply cast spells until they melt away. You can search the room for eggs and Skeever Tails. but that's about all that's here. In the next area you will encounter a Bear. Ralof suggests sneaking by it, but you can always fire an arrow at it and pick it off from distance for the added experience. Just past this area is the exit to Skyrim. The quest completes and the next one, [BEFORE THE STORM], picks up.
Following Hadvar
Hadvar will free you of your bindings then task you with finding some gear to wear. Search the [WARDEN'S CHEST] and equip the gear you find then note the [HELGEN KEEP KEY] you've obtained. Search another [CHEST] to find a helmet then follow Hadvar to the main entraceway where Ralof would have taken you. Here you find some Stormcloaks and Hadvar wants to reason with them. Unfortunately, they draw weapons and you must kill them.
Head down into the cellar where two Stormcloaks await. Slay them and search the barrel nearby for some [POTIONS] and any of the shelves or tables for more of the same. Follow Hadvar to the torture room and kill the Stormcloaks then search the Knapsack for some [LOCKPICKS]. Open the cages and especially the one with the dead mage to find [SPELL TOME: SPARKS]. In the northeast corner of the room you can find an Iron Shield and Iron Mace if you needed to use those instead of your swords.
As you move down the halls search the prison cells to increase your Lockpicking and find a Skeleton with a coin purse nearby. As you descend into a watery room Stormcloaks will attack. Strike them down and when reinforcements come you can light the oil at their feet with the Spell: Flames to make quick work of them. Move towards the bridge and use the [LEVER] to lower it. As you cross the bridge collapses from a rock implosion. Jump down where the bridge collapsed to find a [SKELETON] and a [COIN PURSE]. Meet up with Hadvar to find another [COIN PURSE] lying near a skeleton.
The next room is littered with Frostbite Spiders. Focus them down one at a time or simply cast spells until they melt away. You can search the room for eggs and Skeever Tails. but that's about all that's here. In the next area you will encounter a Bear. hadvar suggests sneaking by it, but you can always fire an arrow at it and pick it off from distance for the added experience. Just past this area is the exit to Skyrim. The quest completes and the next one, [BEFORE THE STORM], picks up.
Before the Storm
Objectives : | |
1. Talk to Gerdur/Alvor in Riverwood | |
2. Talk to the Jarl of Whiterun | |
Unique Items : | |
None |
With renewed freedom, follow the road towards Riverwood. At a point along the road you will find the Guardian Stones; [THE THIEF STONE], [THE MAGE STONE], and [THE WARRIOR STONE] that will grant blessings allow skills in those areas to be learned 20% faster than normal. As you continue to Riverwood you may encounter some Wolves.
Followed Ralof
Approach Gerdur and tell her that you know Ralof. She will tell you to inform the Jarl of Whiterun about the dragon.
Followed Hadvar
Find Alvor the Blacksmith in Riverwood and tell him you helped Hadvar. He will tell you to inform the Jarl of Whiterun about the dragon.
If you speak with Lucan Valerius in the Riverwood Trader you can start the quest [THE GOLDEN CLAW]. When you are ready to continue, head north to Whiterun. If you head through Pelagia Farm you may run into the Companions, a group that is stationed out of Whiterun. They will suggest that you head to Jorrvaskr to see if you are worthy of being a Companion. When you reach the gate a Whiterun
Guard will halt you, tell him you have news of the dragon then enter Whiterun.
Make your way through the city and up to the Keep, Dragonreach. You will once again be halted, respond the same. Talk to the Jarl to receive your just reward for bringing the news. This quest ends and [BLEAK FALLS BARROW] begins.
Bleak Falls Barrow
Objectives : | |
1. Talk to Farengar | |
2. Retrieve the Dragonstone | |
3. Deliver the Dragonstone to Farengar | |
Unique Items : | |
Arvel's Journal | |
Golden Claw | |
Word of Power: Force, Unrelenting Force |
Follow the Jarl and speak with Farengar. Accept Farengars quest and head for Bleak Falls Barrow. You should meet some resistance before actually entering the dungeon, but it shouldn't be anything you can't handle. As you enter the area it will seem quiet but there are Bandits on the far side of the initial room. Unlock the [CHEST] and continue onward through the long and winding chasms until you reach an ominous room with a Bandit. This room has symbols that give hints on how to unlock the gate. The correct combination to enter on the pillars on the bottom floor is [SNAKE], [SNAKE], [WHALE].
Skill Book Alert!
Search this next room to find the book Thief. This will increase your Pickpocket skill by 1 if it's the first time you've read it.
The next small room has a [CHEST] and some [POTIONS], but be careful of the Skeevers coming up the winding staircase. Head down the steps and through the rooms until you find a pathway blocked by spider webs. Remove them and enter the room to find a Wounded Frostbite Spider trying to attack a man. You can bait the spider back to where you entered the room, it cannot cross into that room so you can sit back and launch magic at it for an easy kill. If you have yet to start the side quest [THE GOLDEN CLAW], it will start when you cut Arvel down. Immediately slay him or he will take off deep into the crypts and become harder to track down.
Loot Arvel's corpse for the [GOLDEN CLAW] and [ARVEL'S JOURNAL]. Move through the burial room and into the crypt where ancient nords, the Draugr, will awake and attack you. Be careful of the trap door and continue down the hall where a Restless Draugr is accompanied by some normal Draugr. The next trial is to make it through a narrow channel where axes are swinging. Simply time your run and sprint through to reach the other side unscathed. Descend the stairs and note the oil on the ground here. Bait some of the Draugr onto it and light it with a fire spell, such as Flames, and watch them burn.
Move through this crypt and up the steps to a watery room where a Restless Draugr will emerge from his coffin. Slay him and loot the [CHEST] then pull the [CHAIN] on the southern end and follow the watery path to a cavern. Search the [CHEST] at the intersection. Continue down the path and kill the Restless Draugr then head to the bottom of the waterfall to find a [CHEST]. Go north and pass through the halls until you reach the last room where a Draugr Wight will challenge you. Once the Draugr falls, enter the Bleak Falls Sanctum.
The first room in the sanctum has a few Draugr that appear from the tombs and there is oil on the floors that can be lit. Ascend to the second floor and cross the bridge and go through an iron door. The gate at the end of this room can only be opened by setting the pieces in the correct order. The order is found on the Golden Claw, [BEAR], [BUTTERFLY], [OWL]. Enter the massive room and search the [CHEST] then approach the Word Wall to learn [WORD OF POWER: FORCE, UNRELENTING FORCE]. After learning the word, a Draugr Wight Lord will awaken from his tomb. Defeat it and loot the [DRAGONSTONE], then activate the [HANDLE] at the top of the steps to reach the exit. Don't pass the [CHEST] on your way out and return to Farengar to deliver the Dragonstone and complete the quest.