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Investigate a village mayor who is fabled to be able to cure any disease.
Zone: Bangkorai
Objective: Kerbol's Hollow — Find out what's happening to Draven in Kerbol's Hollow.
Quest Giver: Renoit Leonciele
Location(s): Kerbol's Hollow
Reward: Chausses of the Cured
Very High Leveled Gold
XP Gain: 34501
Kerbol performs a spell to suppress lycanthropic tendencies
Kerbol's Hollow is a town in Bangkorai fabled to have the power to cure any disease. Renoit Leonciele and his husband Draven seek whatever cure the village offers, though they don't know what the cost may be.


Quick WalkthroughEdit

  1. Talk to the guard in the cave.
  2. Talk to Arienne Kerbol in the village.
  3. Find Draven Leonciele.
  4. Investigate the village.
  5. Talk to Renoit Leonciele.
  6. Head to the initiation ritual.
  7. Find Draven.
  8. Return to Renoit.
  9. Choose who to help.
  10. Go to the hillside cave.
  11. Defeat the werewolf.

Detailed WalkthroughEdit

To start the quest, you can talk to Renoit Leonciele who is waiting in the camp outside Kerbol's Hollow for word of his husband. He tells you that the mayor of Kerbol's Hollow, the village past the cave ahead, is reputed to be able to cure any disease. Renoit's husband, Draven, has fallen ill, and the couple came here to have him cured. Renoit wasn't allowed to stay with his husband in the village, and has been waiting outside for a week. He asks you to enter the village and check up on his husband. You'll need to talk to the guard by the cave's entrance before you enter, as the village isn't too keen on accepting unexpected visitors. The guard, Marcellyne Cine, is standing next to a friendly wolf. It won't be hard to convince her to let you in, but she will warn you that the woods surrounding the village are not safe.

Once you have entered the village, you will witness the mayor, Arienne Kerbol, telling a crowd of villagers about the soon-to-be new member of the village.

Arienne Kerbol: "Rejoice! Soon we will have a new member of our family—Draven!"
Arienne Kerbol: "Patience, friends. I will speak to each of you individually."
<She notices you.>
Arienne Kerbol: "I don't recognize you. Come, let us speak."

At this, you can introduce yourself to Arienne and ask about Draven. She tells you that Draven will soon be inducted into the village. When you try to inquire further about what this induction implies, she refuses to elaborate. She does, however, tell you that those who are cured must stay in the village, for everyone's protection. She directs you to the guest house, where Draven is staying.

The Guest House is to the east of the town square. Draven will be inside, eating a meal. You can ask how he is and tell him that Renoit is worried about him. He assures you that he's fine, and refuses to elaborate on what he's being cured of.

After speaking with Draven, Renoit will run in, complaining that no one is telling him what's going on.

Investigating the VillageEdit

 
The robes you must disguise yourself with

Despite the comforting words from Draven, Renoit will be suspicious of the cure being offered, as everyone is evasive about the matter. He's worried because no one will tell him exactly what the cure is, why Draven can't leave town afterwards, and why they can't say what Draven has, even if they have a remedy for it. Renoit says Draven is desperate for a cure, and that he'll believe anything that anyone tells him about how to cure his ailment. Renoit asks you to have a look around and ask the villagers about their home. Maybe then, the truth will come to light. All he wants is something to ease his mind.

When you leave the Guest House, you will have to investigate the village for anything unusual. Try speaking to one of the villagers first. Liranaire is reading in front of the town hall, Nalimeh is kneeling beside the guest house, Tharag is repairing the railing on Kerbol's House and Nizran is working in front of the forge. Every villager will be reluctant to tell you anything useful. Nalimeh in particular points you towards the butcher for a bite to eat. There's an excessive amount of meat at the butcher's stall. You can investigate the meat cart in front of the stall.

<The meat in the cart looks like it was ripped rather than cut from whatever creature it came from.>

A book titled The Book of Reason can be found on the merchant's stall. The tome gives you more clues about the nature of the town. You can also find a set of hooded Robes in baskets behind Themond's House and beneath the clothesline at the market. There is a tree near the market that is particularly strange. When you investigate the tree near the merchants, you'll find more strange clues.

<The bark has been clawed to pieces.>

All you need to do is investigate two of the clues and take one bundle of robes. Once you've done so, you can confront one of the four villagers mentioned above, who will finally point you somewhere helpful. They'll tell you to speak with a woman by the name of Helene Danise, who is in Kerbol's home, which is across the street from the guest house.

Helene Danise can be found downstairs in a cage. When you speak with her, it is clear that there is something very wrong with her. She's in agony, and yells at you to leave. She talks about a change, and being able to smell your blood. Kerbol promised she'd be able to help, but only after Helene calms down. She informs you that she's a werewolf, and that she can't control herself. Helene says Kerbol promised to save her, as she saved everyone else. With the implication that most people in the village are werewolves and Kerbol is "saving" them, you can return to Renoit with the news. He is standing outside the guest house, but things have been happening while you were gone.

The RitualEdit

Renoit will tell you that Draven was taken away by Kerbol and some other villagers to some sort of ritual site to complete Draven's initiation into the village. Renoit likens it to a cult. There's a winding path to the east of the town square. Kerbol and several others took Draven up that way. Take the robes you found and stop the ritual before Draven is bound to the village forever. Renoit begs you not to let them hurt his husband.

Following the dirt path heading eastward will lead you to a clearing where hooded figures are arranged in a circle around Draven and Arienne. As you approach you will be prompted to put on the Robes as a disguise. While this happens, you will also overhear Ariennne speaking to Draven:

Arienne Kerbol: "There's no turning back now, Draven. You are a part of this village now."
Arienne Kerbol: "Don't be alarmed. Soon the pain will subside."
<The ritual starts, blue-green light covers Draven has he begins to float.>
Draven Leonciele: "No … stop! You're in my head!"
<Arienne then notices you.>
Arienne Kerbol: "Don't interrupt the ritual!"

At this point you must approach Draven and destroy his magic bindings to disrupt the ritual. Arienne Kerbol loses control of her spell, and Draven turns into a werewolf. Draven leaps up the cliff with great force and runs off into the woods.

You need to speak with Arienne Kerbol, who is understandably furious.

"You! You've endangered us all with your meddling!
Well? What have you got to say for yourself?"
Draven's not sick. He's a werewolf, like Helene.
"Yes. We all are, in fact. That's why he came to us. I can suppress the lycanthropic tendencies of the disease.
The ritual you interrupted was to seal Draven's form. To protect him as well as the village. But now he's turned and we're all in danger."
What happens now?
"We must find him. The ritual might still work if we catch him in time to complete the binding.
If not, then we must save the town, above all else."
What can I do?
"Go after him! I must tell everyone what's happened. Everyone who's left, that is.
If he can't be subdued and forced to complete the ritual, he'll have to be killed. And that's on your head, not mine!"

Head up the hill and find Draven. You'll come across a deer carcass. Examine it, and Draven will bound up the hill and attack you. Defeat Draven. When his health reaches 13%, he'll transform back into a human and fall unconscious. You must return to Renoit in the town square and explain what has happened.

"What's happened? Some of the people in town are acting strangely."
The ritual failed. Draven's turn into a werewolf.
"What? That was his disease all along? Why didn't he tell me?
We have to go after him! He's probably frightened out of his mind! What was Kerbol thinking?"
Kerbol was trying to seal his form. I had to subdue him.
"Kerbol has a lot of explaining to do! Sealing his form? What does that even mean?
Gods, I pray Draven's all right!"

After speaking with Renoit, Arienne will come out of the Town Hall to address a crowd of worried citizens. She reassures them that everything is going to be fine. Arienne then instructs Renoit to bring Draven to the town hall, and you to come with her. Follow the mayor into the town hall and speak with her.

Learning the Truth and a ChoiceEdit

Once inside the Town Hall, Arienne will explain the spell that has been subduing the villagers' werewolf forms is coming undone, and insists that Draven must complete the ritual. She believes Draven would react poorly to her if she asked him personally, but that you have a better chance of convincing him.

"Some of the townsfolk have already turned back into their werewolf form. The spell is breaking faster than I thought.
Draven must complete the ritual."
Can he, even now?
"Yes. He's not the first to fail, but it's very rare. Those who don't complete the ritual usually die immediately, by their own hand or someone else's.
Nevertheless, it's better than the alternative."
Maybe you should convince him to continue it.
"He may not see me as an ally, thanks to your interference. He may only remember how much pain I caused."
I subdued him on the hillside ….
"This is your fault, so you must fix it. The others from the ritual site will bring him in. Let's hope he doesn't remember your fight.
Talk to Draven, but take what he says with a grain of salt."

With a dazed Draven also in the Town Hall, you have the opportunity to ask Draven about his experiences with the ritual. His answers only make things more complicated.

"Where am I? It was like I fell asleep, but then there was this terrible pain ….
I remember you. You're the one who helped my husband. Oh, Renoit! Are you all right? Did I hurt you?"
Kerbol might still be able to finish your initiation.
"I see the truth. Power calls me. No one can stop me. Kill! Eat! There is no fear, only hunger.
No! I'm not a beast! I can control myself …. Renoit! Renoit, don't leave me!"
Let Kerbol finish the ritual.
"No! Don't let her! I don't want this anymore. I've seen what she does to the people in this village. She takes their minds. Puts them under her control!
Being a werewolf is a curse, but I can't give up who I am!"
How do you know this?
"I felt it. She was in my head during the ritual, cutting away something inside, something important. I couldn't move!
To think she did that to all those people! That's no cure!"

At this point, you will have a choice which effects the rest of the quest. You can either side with Draven and break the spell's hold over him, or you can side with the village and maintain the spell.

Breaking the SpellEdit

If you decided to side with Draven, you can follow an upset Renoit outside to explain the situation and to ask him if he knows anything which could help break the spell.

"What will happen to Draven now? I don't understand any of this."
Everyone in this town is a werewolf, including Kerbol.
"Her too? That explains it. Kerbol has a spell over this entire town. These people are all mindless drones!
If wer're to save Draven, we must break this spell for good. I think I know what to do."
What's your plan? / You're right. What's your plan?
"The gate on this side of town leads to a cave entrance. It was guarded the last time I saw it, but with have the town gone, maybe we can get through.
Kerbol doesn't want anyone up there. We've got to destroy whatever she's hiding on the hill."
I should talk with Kerbol one last time.
"Don't let her cast a spell over you. She's clouded everyone's judgement in this town. If you talk to her, she'll convince you to kill Draven.
Don't let her kill my husband."

It should be noted that after siding with Draven and Renoit, you still have the option of reversing your choice by simply going to talk with Arienne. Nonetheless, after hearing Renoit's plan, he will become your follower, and you will need to lead him up the slopes, to the cave containing the Spell Focus. While escorting him, be aware that there are hostile werewolves around.

When you reach the Spell Focus, Renoit will notice it:

Renoit Leonciele: "What is this?"
<Runs up to the focus.>
Renoit Leonciele: "This has got to be the source of the spell. Let's destroy it!"
 
Stop Kerbol the Werewolf

At this point of the quest, this is the last place you can change your choice. Once the Talisman is destroyed you will have to deal with the inadvertent consequences.

Renoit Leonciele: "Quiet … I think I hear something."

Ariennne will have taken Draven to the Shrine in a last ditch attempt at either completing the binding or killing him to fix the problem. With the talisman destroyed, Arienne will transform into a werewolf. You must kill her to save Draven.

Once Kerbol is dead, Draven transforms into a werewolf, then he and Renoit will flee. They can be found on the path below the shrine.

Renoit Leonciele: "Draven, wait!"
<He catches up to the werewolf.>
 
Renoit and Draven.
Renoit Leonciele: "We can't go through the town. Not after what's happened."

Renoit will sit on a nearby rock and Draven will settle beside him. You can then speak with Renoit.

"I'm glad we put a stop to this madness. And look! Draven knows me. He knows both of us. That gives me hope."
What will you two do now?
"Draven needs to learn how to control his … power. I don't know where we'll go while he does. Somewhere far away from anyone else, where no one will question us.
If this is the life we must lead together, I'll gladly run with him."

The quest will end and you can leave the couple to ponder their future.

Saving the VillageEdit

 
Renoit is helpless to watch as the now feral Draven must be put down

If you decide to help Arienne Kerbol and the village, you will need to speak with her.

"The poor fool. He has already joined us in blood, if not in spirit. I guess there's nothing left to do, if his wish is to leave the ritual unfinished. He must be put down."
You mean killed?
"The spell which holds back the lycanthropy is weakening because of him. Unless he either finishes the rite or dies, we're all doomed to follow him. I can't let people of this village suffer for the whims of one man."
Why not kill himself now?
"The townsfolk ... they don't know the cost of their freedom. No, it's better to do it away from the town. Draven will revert to his werewolf form soon. We must lure him out of town. Renoit will be our bait. I pity the man, but it's our only recourse."
Then I'll get Renoit.
"I'm glad you understand our predicament. Don't hurt Renoit - he's already gone through so much already. Take him past the cave up the hill. With luck, Draven won't be far behind, and we can end this nightmare."

Now you have to talk with Draven to convince him to follow you. At this point you have a chance to change your mind and help Renoit and Draven instead. If you decide to go through with Arienne's plan, you can lie to him or tell him straight up front that the ritual Kerbol started needs to end. He accepts this, and asks if there's anything he can do to help end his husband's suffering. Tell him that the two of you need to lure Draven away from the village, and he agrees without question.

Go past the western gate and through the cave. Head up to the altar, where you'll find Draven in werewolf form. Arienne instructs you to kill him. After you do so, Renoit will be devastated and flee. Talk to Arienne.

"Such a waste. I'd hoped Draven would listen to reason before it came to this."
Was there really no other way?
"If he'd remained alive, the spell over the whole town would have broken, leaving us all as he was - a mindless, slavering beast. I would not wish that fate on anyone."
And the spell remains intact?
"Yes. His death severed his connection with the town. I do hope Renoit makes it safely away, thought I doubt anyone would believe his wild tales if he chose to speak about us. Another legend to hand down, I suppose."

NotesEdit

  • Arienne and Draven won't exist in the town before starting the quest or reaching the related objective.
  • Arienne ceases to exist in the village during the investigation.
  • After speaking with one villager during the initial investigation phase, it won't be possible to ask the others after.
  • The interactable book at the merchant's cart won't exist before starting the quest or reaching the related objective.
  • Draven just disappears from view in front of you after subduing him in werewolf form.
  • Despite exiting from it shortly after, Arienne won't exist in the Town Hall when returning to the village.
  • Town is no longer inhabited once the quest is completed if you decide to side with Draven.

Quest StagesEdit

Freedom's Chains
Finishes Quest Journal Entry
While he awaits permission to enter the village, Renoit Leonciele said the guard by the town's entrance could allow me in to speak with its mayor.
Objective: Talk to the Guard at the Cave
I've got permission to enter the town. I should see what's so special about this place by speaking to its mayor, Arienne Kerbol.
Objective: Find Arienne Kerbol
There's a crowd in the village center, and the mayor is part of it. I should ask her about Renoit's husband, Draven.
Objective: Talk to Arienne Kerbol
Kerbol assured me that Draven was well taken care of. I should see for myself - he's staying in a guest cottage nearby.
Objective: Find Draven Leonciele
I've found Draven in the town's guest house. I should speak to him about what's going on in this place.
Objective: Talk to Draven Leonciele
Renoit's entered the guest house, demanding answers about the cure. I'll find out what more he needs, since Draven appears content enough.
Objective: Talk to Renoit Leonciele
Though Draven seems all right, Renoit is convinced the town holds a secret. I should do some investigating of my own to see if he's right.
Objective: Investigate Kerbol's Hollow
Objective Hint: Search the Town for Clues

(Appears after you have found clues.)

Objective Hint: Confront a Villager

(Appears after speaking with a villager.)

Objective Hint: Find Helene
The villagers have a secret all right, and at least part of it involves lycanthropy. No one could give me a straight answer. I should let Renoit know his concerns are real.
Objective: Renoit Leonciele
Kerbol's prepared the initiation ritual for Draven to join him forever with the village. I need to get to the ritual site and see what exactly is going to happen, and put a stop to it.
Objective: Rescue Draven Leonciele from Arienne Kerbol's Ritual
Objective Hint: Find the Ritual Site

(Appears after finding Ritual Site.)

Objective Hint: Use the Disguise at the Ritual Site

(Appears once the robes are worn.)

Objective Hint: Wait for the Ritual to Begin
Objective Hint: Stop the Ritual
I stopped the ritual, though there was an unexpected twist - Draven tunrned [sic] into a werewolf. I should ask Kerbol what's going on.
Objective: Talk to Arienne Kerbol
Kerbol asked me to help find Draven as it might still be possible to complete his initiation. Left incomplete, he will go mad and perhaps affect the other villagers. When I find him, I need to subdue him.
Objective: Subdue Draven Leonciele
Kerbol's admitted the villagers' disease is lycanthropy. Disrupting Draven's ritual upset their control, which could turn all villagers into beasts. I need to tell Renoit what happened.
Objective: Talk to Renoit Leonciele
Kerbol said to meet her in the town square whether or not I've encountered Draven on the hillside.
Objective: Meet Kerbol at the Town Square
After directing Renoit to bring Draven to the town hall, Kerbol asked me to join her there. I'm not sure what will happen now, to either Draven or the village.
Objective: Talk to Kerbol in the Town Hall
I must speak to Draven, even though he's obviously weakened from our fight. He needs to know what went wrong, and how we can save him.
Objective: Question Draven Leonciele about the Ritual
(From this point there is a choice to help Draven or to help Arienne)
(Appears if you decided to side with Draven)

I've promised to find a way to help Draven escape from the village and Kerbol's spell. I should talk to Renoit to see if he has any ideas.

Objective: Talk to Renoit
Renoit told me about an area above the town which Kerbol's protected from outsiders. Something there might contain her spell over the village. If I destroy it, we might be able to rescue Draven.
Objective: Find the focus for Kerbol's Spell
Optional Step: Talk to Kerbol to help her instead
Kerbol has a secret passage to a much higher altar, overlooking the whole town. I should find out what she does here.
Objective: Find the Source of Kerbol's Spell
Objective: Destroy the focus for Kerbol's Spell
Kerbol's spell enslaved the villagers, and threatens to change Draven into his werewolf form forever. In order to break her spell, I must rescue Draven from Kerbol herself.
Objective: Rescue Draven from Arienne Kerbol
Now that Kerbol is dead, I need to find where Renoit and Draven have gone.
Objective: Meet Renoit and Draven Below the Shrine
Finishes quest  I should talk to Renoit and see what he and Draven will do, now that Kerbol can no longer heal Draven.
Objective: Talk to Renoit
(Following Stages appear if you decided to side with Kerbol.)

Draven's incomplete link to the village puts everyone at risk. Kerbol wants me to lure him to the shrine at the top of the hill as the only way to sever his connection with the town is to kill him.

Objective: Lead Renoit to the Upper Shrine
Now that Draven is within reach, I must kill him before he hurts anyone in his werewolf form.
Objective: Kill Draven
The deed is done. I should talk to Kerbol and find out what this means for the town.
Objective: Talk to Arienne Kerbol
Finishes quest  According to Kerbol, Draven's death was unfortunate, but necessary, to save the town and its people.
Objective: Talk to Arienne Kerbol
Notes
* Any text displayed in angle brackets (e.g., <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.