The Unmaking

Companion Quests

Harrim warned the Skjegge clan dwarves that attempting to get inside the desolate fortress of their ancestors would not end well. Of course they didn't listen – and of course he was right! What did they find, and what trouble did they bring upon themselves? We don't know yet! But one thing's for sure: we're the ones who will have to handle all this.

Objectives

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  1. Set off for the Lost Dwarven Fortress

    The throne room has never seen such a guest! – Squeaking and swaying, a golem came lumbering in! It was only able to say the word 'help' before collapsing into pieces. Harrim immediately concluded that this was a messenger from someone we know – the dwarves of the Skjegge clan, who we once saved from an uncontrollable golem. Now he wants to visit them again – dreaming of saying how he warned them, no doubt.

  2. Look within

    Something very strange is happening at the fortress. The gate is wide open, the dwarves are dead or scattered, and golems are wandering the grounds, mumbling nonsense. What's going on? We need to find out!

  3. Talk to Harrim

    Harrim made a difficult decision in the desolate dwarven fortress. What does he think about what happened? We should talk to him about it.

  4. Add_2-1_Boss

    Handle the aggressive golems

  5. Add_2-2_Fate

    Decide the fate of the fortress

The Unmaking — Kingmaker