Online:The Stirk Fellowship
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Quest Stages: written by Talyyn, checked by MolagBallet |
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Help gather warriors to join the Stirk Fellowship on Solstice. |
Zone: | Solstice![]() |
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Faction: | Stirk Fellowship | ||||
Quest Giver: | Skordo the Knife, Midconjuror Mirmal | ||||
Location(s): | Sunport, Solstice, Warm-Stone Village, Broken Light Temple Courtyard | ||||
Reward: | Very High Leveled Gold | ||||
XP Gain: | Very High ![]() Stirk Fellowship Plated Boots Achievement: Fellowship Assembler |
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ID: | 7314 | ||||
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[Started quest from Skordo the Knife]
The Worm Cult has resurfaced on the remote island of Solstice. I agreed to join champions from across Tamriel gathering under the banner of the Stirk Fellowship to put an end to the Worm Cult's threat.
Quick Walkthrough[edit]
- Speak with Prince Azah outside Sunport.
- Place the Portal Anchors in their designated spots for Mage Farinor and prompt her to start the ritual.
- Talk to Midconjuror Mirmal and Prince Azah.
- Find the Alliance representatives and Gabrielle Benele around Western Solstice.
- Go to the western plaza in Sunport to meet with Prince Azah.
Detailed Walkthrough[edit]
The quest can be started multiple ways, through the collections tab in your menu, talking with Skordo the Knife in an Alliance capital city ( Elden Root,
Wayrest,
Mournhold) or travelling to Western Solstice and speaking with Midconjuror Mirmal near the Sunport Docks Wayshrine.
You will be informed that an organization known as the Stirk Fellowship is gathering on Solstice to combat the Worm Cult, who have recently set up shop on the island and raised the Writhing Wall that can be seen looming over the city. Mirmal will then instruct you to meet with Prince Azah outside the city walls. There will be two locations where he will be, to the southwest of the city in a wooded clearing past the local Event Exchange, or near the southern gates.[verification needed — in different playthroughs had 2 different locations not sure what decides location] You will find Prince Azah waiting with Mage Farinor, who preparing to start a teleportation ritual:
- <Midconjuror Mirmal runs up to them.>
- Prince Azah: "What's the next step, Mage Farinor?"
- Mage Farinor: "The portal anchors, when you're ready. Mirmal?"
- Midconjuror Mirmal: "Go on. I'll follow your lead, Mage Farinor."'
You can speak with Prince Azah to introduce yourself and to find out what your first orders are. His greeting differs depending on several criteria, but his overall message is the same regardless of your circumstance:
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- A war? That sounds a little grandiose for a group of cultists.
- "Nonetheless, it is a war. And the Worm Cult is no minor threat. We came to Solstice to stop the cult and avenge our fallen comrades. But when we arrived, we encountered much more resistance than we anticipated. We had to send for reinforcements."
- So the Three Alliances aren't part of the Stirk Fellowship?
- "Veterans from the Fighters and Mages Guilds, mostly. There are some soldiers from the Three Alliances here, too. An advance force of a greater army, once we convince the alliances that the Worm Cult is truly as dangerous as they were last time."
- Reinforcements? What kind of reinforcements?
- "Oh they are. But with the war in Cyrodiil still raging, they require more proof before committing more soldiers.
In fact, Farinor and Mirmal are preparing a portal for their representatives. Champions to evaluate the situation personally." - All right. What do you need me to do?
- "Take these portal anchors and place them around the area. Then tell Mage Farinor when they're set. I know little of such magic, but Gabrielle of the Mages Guild said they would stabilize the portal long enough for the final group to come through."
You are then handed four Portal Anchors which you will need to place at the designated points so Mage Farinor can hasten the transportation of Fellowship reinforcements. Once you have placed the anchors and confirmed with Mage Farinor, she will begin the ritual with Mirmal assisting. Things at first seem to go well, with Fellowship recruits exiting the portal:
- Mage Farinor: "Stand back. This requires a special touch!"
- Prince Azah: "First they will bring the foot soldiers through. Then the Alliance representatives."
- <A portal opens and Stirk Fellowship recruits begin coming through.>
Then things take a turn and Midconjuror Mirmal notices something is wrong:
- <The magic in Mage Farinor's hands changes color and effects the portal.>
- Midconjuror Mirmal: "What's happening? Gabrielle didn't do it this way!"
- <The portal breaks and throws you back, many of the recruits are hit by blue flames and are either killed or injured.>
- Mage Farinor: "Ha! Such is the fate of all who defy the Black Worm!"
- <Mage Farinor teleports away and the survivors pick themselves up.>
- Prince Azah: "Unnh … where's Farinor? Mirmal, what just happened?"
With Mage Farinor declaring her allegiance to the Worm Cult and the survivors picking themselves up, you can talk to Midconjuror Mirmal to find out what happened. He will explain that Mage Farinor deliberately sabotaged the portal spell while the representatives were in mid-transit. Luckily, Mirmal was able to salvage the spell somewhat, the soldiers were knocked out and the Alliance representatives were diverted to places around Solstice. He is able to sense the locations of two of the three representatives and marks them on your map.
You will then need talk to Prince Azah and ask how he wants to proceed. He states the importance of recovering the representatives otherwise the Alliances will withhold on sending more troops to the war effort. You will have the options of offering your services to find the representatives or express the urge to start hunting Farinor immediately. Prince Azah will accept your offer to find the representatives and also asks you to find Gabrielle Benele at the temple ruins to the northwest of the city, Mage Farinor suggested she visit the location, which makes Azah worried for her safety. When you find Gabrielle or an alliance representative, he asks you to direct them to Sunport.
You can find Gabrielle and known representatives in any order. Check your map to get an idea of where you should search first.
The location to the southeast of Sunport is Warm-Stone Village and can be reached by following the road or using the Shell-Tide Village Wayshrine and heading north. The village is directly next to the Writhing Wall and is abandoned, overrun with hostile wildlife. In the northwest corner of the village is an Abandoned Hut which you can investigate. Inside the hut, you will find the Writhing Wall has cut directly through the building and an Orc can be found standing over the bodies of some Worm Cultists.
- <The orc notices you and turns around.>
- Skordo the Knife: "Who's there? Show yourself!"
Talk to Skordo the Knife the Covenant representative and introduce yourself, he will quickly recognize you or confirm you are not a threat and you can explain what happened to the portal. He in turn will explain what happened when he arrived at the village and asks for your help searching the hut for clues before he leaves for Sunport. You will need to examine the Writhing Wall and find the Partially Burned Missive on a nearby bed. The note mentions someone called Scythe Knight Cimbor, and a passage hidden somewhere underground.
- Skordo the Knife: "Passages and a vital shipment? Interesting. Prince Azah should see that note, pal."
- Skordo the Knife: "Huh. Not sure what to make of all this."
Talking to Skordo he admits he has no clue what the Worm Cult is talking about in the letter, but it certainly isn't good.
The other alliance representative's location marked on your map is on the western coast, and will turn out to be a small Worm Cult camp on a small island. It is north of the entrance to the Tainted Leel. The closest wayshrines to the camp are the Western Bay Wayshrine or the Shor's Stand Wayshrine. Once there, you will find some Worm Cultists on the outskirts but the camp is filled with corpses save for a single man rummaging through things.
You can ask the man, Rigurt the Brash if he is the Ebonheart representative. In response, someone else will appear:
- Walks-in-Ash: "Out of the way, Rigurt. Don't you have a task of your own to accomplish? Leave this to me."
- Rigurt the Brash: "Shor's Bones! Rigurt knew he should have brought more mead."
- <Rigurt slowly walks out of the camp and then begins running northeast.>
The actual Pact representative is Walks-in-Ash and you can speak with her to explain what happened and ask her to head to Sunport.
Gabrielle Benele can be found in the courtyard of the Broken Light Temple in the northern part of Western Solstice. It is across the Bay from Sunport, and can be reached by crossing the landbridge to the west of the city and heading north, or using the Shor's Stand Wayshrine and heading northeast. When you enter the courtyard, you will fortunately find that Gabrielle is unharmed and is examining the architecture of the ruined temple.
Talk to Gabrielle and recount Mage Farinor's portal sabotage and betrayal. She will explain that Vanus Galerion's Staff drew her to this location and that she sensed Meridia's power in the temple. She doesn't yet know the reason why she drawn to the temple, but asks for your help in searching the courtyard as she assists with a spell.
Gabrielle will then use Vanus' staff to cast a spell highlighting places to search:
- Gabrielle Benele: "There! While I hold my spell of searching, you examine anything that glows!"
Various pieces of rubble will glow and you search these locations. Readable fragments of The Bell and the Hymn lies amid a pile of rubble beneath the overhang to the northeast. Sifting through a glowing pile of rubble up the stairs to the south will uncover a Meridia Idol, while the rubble on the northwest end of the courtyard hides a golden temple bell.
Afterwards you can talk to Gabrielle, and she will have a hunch that she was guided here as a reminder that Meridia could potentially assist in the battle against the Worm Cult.
Once you've found Gabrielle and the missing representatives, return to Sunport and speak with Prince Azah outside The Sleepy Sloth Inn and Pub.
- Gabrielle Benele: "I never suspected a thing. Farinor had us all fooled."
- <Prince Azah notices Walks-in-Ash and Skordo the Knife arrive.>
- Prince Azah: "Well, it looks like two of the alliance representatives have finally arrived."
You can then talk to Prince Azah to advise that you found two of the representatives but had not discovered the Dominion representative:
- "It's good to see two waylaid guild members returned safely to the fold, though I must remember to treat them as agents of the alliances they represent here on in.
As for those injured by Farinor's treachery, they have recovered, including me." - As you can see, I recovered two of the representatives and Gabrielle. No sign of the third, though.
- "Mage Farinor missed her chance to eliminate me and the representatives, but she cost us time. While we tended to our wounds and recovered the scattered representatives, the Worm Cult was free to act."
- Any word of the Aldmeri Dominion's representative?
- "Mirmal believes they survived the portal mishap and are on Solstice … somewhere. We must trust they will turn up soon.
In the meantime, we must celebrate what victories we can and make ready for the next stage of our operation." - Which is?
- "All in good time, comrade. First, your efforts to bring together the alliance representatives helped us overcome Farinor's sabotage. We survived the Worm Cult's first blow. Next we shall deal them one of our own.
Please. Accept this with my thanks."
With this, Prince Azah will reward you with some gold and a pair of Stirk Fellowship Plated Boots. You can continue talking with Prince Azah to see what the next step is.
Quest Stages[edit]
<Alias=LocationHold>
) is dynamically set by the game and will be filled in with the appropriate word(s) when seen in game.
- Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
- Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in any order. Some stages may therefore repeat objectives seen in other stages.