Table of Contents
ToggleWhen you first step through the gates of Whiterun, you’ll notice the massive mead hall called Jorrvaskr dominating the skyline. Inside, a group of warriors called the Companions train, drink, and prepare for battle, upholding a tradition that stretches back 5,000 years. They’re Skyrim’s premier warrior guild, but they harbor a secret that goes deeper than simple steel and honor.
The Companions questline is one of the most popular faction storylines in Skyrim, offering werewolf transformations, legendary weapons, and some of the game’s best followers. Whether you’re planning a melee-focused character or just want access to powerful marriage candidates and combat allies, understanding how this guild works is essential. This guide covers everything from joining to completing the main arc, curing lycanthropy, and optimizing your playthrough.
Key Takeaways
- The Companions in Skyrim are Skyrim’s premier warrior guild based in Jorrvaskr, offering werewolf transformations, legendary weapons, and top-tier followers like Aela the Huntress for melee-focused builds.
- Joining the Companions requires no skill checks or prerequisites—simply enter Jorrvaskr and win a brawl with Vilkas to become a full member with access to training and radiant quests.
- The questline’s central conflict revolves around the Circle’s secret lycanthropy curse, which grants combat power but prevents souls from reaching Sovngarde, creating an emotional redemption arc through Kodlak’s journey.
- Werewolf form provides 100% disease immunity, enhanced combat abilities, and a perk tree (with Dawnguard DLC) that scales through endgame, making it valuable despite the drawback of being unable to loot while transformed.
- You can cure lycanthropy using Glenmoril Witch Heads and later regain it through Aela, offering flexibility for players who want to explore vampire content or switch playstyles mid-game.
- The Companions questline is one of Skyrim’s shortest faction stories at 4-6 hours, making it ideal for early completion to unlock followers, disease immunity, and the legendary Wuuthrad battleaxe before tackling longer questlines.
What Are the Companions in Skyrim?
The Companions are a faction of elite warriors based in Whiterun, operating out of the iconic overturned ship structure known as Jorrvaskr. Unlike other guilds that focus on stealth or magic, the Companions are pure fighters, honoring strength, courage, and loyalty above all else.
History and Lore of the Companions
The Companions trace their lineage directly back to Ysgramor’s Five Hundred, the legendary Nord warriors who sailed from Atmora to Tamriel during the Merethic Era. Ysgramor himself founded the order after driving the Falmer from Skyrim, and the group has operated continuously for over five millennia.
Unlike the Fighter’s Guild that once existed in Cyrodiil, the Companions reject any formal contract structure or political allegiance. They take on jobs for honor and glory, not gold, though they do accept payment. Members are called Shield-Brothers and Shield-Sisters, emphasizing the family-like bond between warriors.
Jorrvaskr itself was built around the hull of one of Ysgramor’s original ships. According to lore, the crew stopped to fight a beast and decided to settle on the spot, constructing the mead hall that would become the guild’s home for thousands of years.
The Circle and the Beast Blood Secret
At the heart of the Companions lies the Circle, an inner group of elite members who share a dark secret: they’re werewolves. This subset includes Aela the Huntress, Skjor, Farkas, and Vilkas. The group’s leader, Kodlak Whitemane, is also part of the Circle but regrets the beast blood and seeks to cure himself before death.
The lycanthropy was introduced generations ago by the witches of Glenmoril Coven, who granted beast blood to enhance the Companions’ combat effectiveness. While it provides incredible power, it also prevents members from reaching Sovngarde after death, their souls are claimed by the Daedric Prince Hircine instead.
This internal conflict between tradition and curse forms the backbone of the Companions questline. Not every member knows about the werewolves, and the Circle keeps the secret closely guarded until a new recruit proves worthy.
How to Join the Companions
Joining the Companions is one of the most straightforward faction enrollments in Skyrim. There’s no skill requirement, no speech checks, and no prerequisites beyond showing up and proving you can swing a weapon.
Finding Jorrvaskr in Whiterun
Jorrvaskr sits in the Wind District of Whiterun, near Dragonsreach. You can’t miss the massive overturned longboat structure. The main questline will naturally lead you to Whiterun early in the game, making the Companions accessible from virtually the beginning of your playthrough.
When you first approach the city, you might witness a fight between Vilkas and members of the guild training outside. This isn’t required to trigger the questline, but it’s a visual indicator you’re in the right place.
Proving Your Worth: The Initiation Process
To join, simply enter Jorrvaskr and speak to Kodlak Whitemane, the Harbinger (leader) of the Companions. He’ll direct you to Vilkas, who administers a simple combat test. You’ll need to brawl with Vilkas, win or lose, you’ll be accepted into the guild.
After the fight, you’re officially a member. You’ll be assigned living quarters in the basement of Jorrvaskr and given access to the guild’s training facilities. Eorlund Gray-Mane, the master blacksmith, also becomes available for purchases and will offer some of the best steel weapons in the game.
Your first official task comes from Farkas, who asks you to accompany him on a simple job. Completing this unlocks the radiant quest system and begins your progression through the ranks.
Complete Companions Questline Walkthrough
The Companions questline combines radiant jobs with a focused main story. You’ll need to complete a certain number of radiant quests between major story beats, so expect some grinding if you want to rush through.
Radiant Quests and Early Missions
After joining, you’ll receive radiant quests from Farkas, Vilkas, and Aela. These missions include:
- Trouble in Skyrim: Clear out animals or monsters from a specific location
- Family Heirloom: Retrieve a stolen item from bandits
- Escaped Criminal: Track down and kill a fugitive
- Rescue Mission: Save a captured citizen from hostile forces
You typically need to complete five radiant quests before triggering the next story mission. These can feel repetitive, but they’re quick and provide decent early-game loot.
During this phase, pay attention to conversations in Jorrvaskr. Skjor will eventually approach you privately about joining the Circle, setting the main plot in motion.
The Silver Hand Conflict
The Silver Hand are werewolf hunters who serve as the primary antagonists of the Companions questline. They operate from various forts and camps across Skyrim, using silver weapons specifically designed to kill lycanthropes.
The conflict escalates when the Silver Hand attacks Jorrvaskr, killing Skjor in the process. This raid triggers the quest “Blood’s Honor”, where you assault the Silver Hand’s main base at Driftshade Refuge to recover fragments of Wuuthrad, Ysgramor’s legendary axe.
Much like the assassination contracts in other questlines, these missions ramp up in intensity as you progress.
Becoming a Werewolf
During the quest “The Silver Hand”, Skjor and Aela invite you to the Underforge, a secret chamber beneath Jorrvaskr. Here, Aela performs the ritual that transforms you into a werewolf.
The transformation is mandatory for questline progression, you can’t refuse and continue the story. Once transformed, you gain access to Beast Form, a powerful ability with its own perk tree (added in the Dawnguard DLC).
Werewolf form includes:
- Significantly increased health and stamina
- Devastating claw attacks
- Enhanced movement speed
- Inability to loot, use items, or interact with objects while transformed
- A feeding mechanic that extends transformation duration
You can transform once per day by default, though the Ring of Hircine (obtained through a separate Daedric quest) allows unlimited transformations.
The Main Story Arc and Final Missions
After Skjor’s death, Kodlak becomes more determined to find a cure for the beast blood. The quest “Purity of Revenge” tasks you with killing the Glenmoril Witches who originally cursed the Companions.
Before the cure can be completed, the Silver Hand launches another attack, this time killing Kodlak. The quest “Glory of the Dead” serves as the questline’s climax. You’ll:
- Perform Kodlak’s funeral rites at the Skyforge
- Reforge Wuuthrad with Eorlund Gray-Mane
- Journey to Ysgramor’s Tomb with the Circle
- Fight through draugr and Silver Hand forces
- Cleanse Kodlak’s spirit by defeating his wolf spirit in spectral combat
Defeating Kodlak’s wolf spirit frees his soul from Hircine’s claim, allowing him to reach Sovngarde. After the battle, Kodlak’s spirit appears and names you the new Harbinger of the Companions.
This conclusion is emotionally resonant and gives proper weight to the Nord obsession with honor and the afterlife. Kodlak’s redemption arc lands well, especially for players invested in the lore.
Curing Lycanthropy: Purity of Revenge Quest
If you want to cure your lycanthropy, you can do so through the “Purity” and “Purity of Revenge” quests. You’ll need to collect Glenmoril Witch Heads from the coven in Glenmoril Cave.
To cure yourself:
- Return to Ysgramor’s Tomb with a witch head
- Throw the head into the Flame of the Harbinger
- Defeat your own wolf spirit in combat
You can cure yourself and other Circle members (Farkas and Vilkas will ask for help curing themselves). Aela refuses the cure and remains a werewolf permanently.
Important: Only collect as many witch heads as you need. There are five witches total, allowing you to cure yourself and up to four others. If you plan to become a vampire later (for Dawnguard content), keep at least one head in case you want to return to lycanthropy.
Key Companions Members and Followers
Several Companions members can become followers after you complete specific quests. They’re among the best warrior followers in the game, with high health pools and strong combat AI.
Aela the Huntress
Aela is arguably the most popular Companion, serving as a master archery trainer and one of the strongest followers in vanilla Skyrim. She caps at level 50 (much higher than most followers) and specializes in archery and light armor.
Aela is also a marriage candidate after completing the Companions questline. As a werewolf herself, she can grant you lycanthropy again if you’ve cured yourself, this is the only way to regain beast blood after curing it.
Her signature equipment includes:
- Ancient Nord Armor (light armor set with unique aesthetic)
- Hunting Bow (though she’ll use better bows you give her)
- Dual-wielding one-handed weapons in melee range
She’s essential (unkillable) throughout the questline and remains a reliable tank for any playstyle. Many players running stealth archer builds pair with Aela for thematic consistency.
Farkas and Vilkas
The twin brothers Farkas and Vilkas represent the Companions’ martial tradition. Even though being identical twins, they have different combat styles and personalities.
Farkas is the gentler brother, specializing in two-handed weapons and heavy armor. He’s a master trainer in Two-Handed combat and caps at level 50. He becomes available as a follower after the “Proving Honor” quest and is a marriage candidate.
Vilkas is more aggressive and intellectual, serving as a master trainer in Two-Handed as well (both twins share this skill). He uses the same combat setup as Farkas but has more confrontational dialogue. He becomes a follower later in the questline and is also marriageable.
Both brothers can be cured of lycanthropy if the player chooses. They’re solid choices for melee-focused Dragonborns who want a frontline bruiser.
Kodlak Whitemane
Kodlak Whitemane serves as the Harbinger until his death during the questline. He’s an elderly warrior who regrets accepting the beast blood and seeks redemption.
Kodlak isn’t a follower, but he’s central to the story’s emotional core. His internal struggle between warrior pride and spiritual damnation gives the questline depth. His voice acting and dialogue are top-tier, making his death genuinely impactful.
After becoming Harbinger, players inherit his quarters and his role as moral leader, though functionally, the title is mostly ceremonial.
Other Notable Members
- Skjor: A hard-line traditionalist who embraces the beast blood. Killed by the Silver Hand mid-questline.
- Njada Stonearm: A one-handed weapons trainer. Abrasive personality but becomes a follower after “Taking Up Arms.”
- Athis: A Dunmer warrior specializing in one-handed combat. Can become a follower and is marriageable.
- Ria: The newest member before you join. Primarily a quest-giver for radiant missions.
- Torvar: A drunk Nord warrior. Follower-capable but largely forgettable.
- Eorlund Gray-Mane: Not technically a Companion, but the guild’s master smith. Provides the best non-enchanted weapons until you reach higher smithing levels.
Companions Rewards and Benefits
The Companions questline offers some of the best early-to-mid-game rewards, especially for warrior builds. Even if you’re not focused on melee combat, the follower access and unique items make it worthwhile.
Unique Weapons and Armor
The standout reward is Wuuthrad, Ysgramor’s legendary battleaxe. This two-handed weapon deals:
- 25 base damage (same as a Daedric Battleaxe)
- 1.2x damage multiplier against elves (Altmer, Bosmer, Dunmer, Falmer, and Orsimer)
Wuuthrad can’t be improved at a grindstone, which limits its late-game viability. But, the anti-elf bonus makes it devastating in specific encounters, particularly Falmer-heavy dungeons.
You also gain access to Skyforge Steel weapons from Eorlund Gray-Mane. These weapons have slightly higher base damage than standard steel but lower than Orcish gear. They’re excellent for low-level characters but quickly become obsolete.
After completing “Glory of the Dead,” Eorlund also offers Skyforge Steel Armor, a heavy armor set with stats between steel and dwarven.
Marriage Options and Follower Benefits
Several Companions members are marriageable:
- Aela the Huntress
- Farkas
- Vilkas
- Njada Stonearm
- Athis
- Ria
- Torvar
Marrying a Companion gives access to the Lover’s Comfort bonus (+15% skill gain for 8 hours) when sleeping near your spouse. Aela is particularly valuable due to her lycanthropy restoration ability and level cap.
Werewolf Powers and Perks
Beast Form provides significant combat advantages, especially in early game:
Base Abilities:
- 100% disease resistance (including vampirism)
- Night Eye while transformed
- No fall damage in beast form
- Howl abilities (fear, detect life, summon pack members)
Dawnguard Perk Tree:
The Dawnguard DLC added a full perk tree for werewolves, unlocked by feeding on corpses:
- Animal Vigor: +100 health and stamina
- Bestial Strength: Power attacks deal 25% more damage
- Savage Feeding: Feeding restores more health
- Gorging: Feeding extends transformation by 30 seconds (up from 20)
- Totem of the Hunt/Terror/Brotherhood: Improves howl abilities
Werewolf form scales with character level, making it viable even in late-game content. The inability to loot while transformed is the biggest drawback, but the raw damage output compensates in most situations.
Those exploring modded Skyrim builds can enhance werewolf gameplay significantly with overhaul mods like Moonlight Tales.
Tips and Strategies for the Companions Questline
The Companions questline is relatively straightforward, but a few optimization tricks can streamline your experience and maximize rewards.
Best Builds for Companions Missions
While any build can complete the questline, these approaches excel:
Two-Handed Warrior:
- Heavy armor + two-handed weapons synergize perfectly with Companions combat style
- Wuuthrad becomes your signature weapon
- Pair with Farkas or Vilkas for overwhelming melee dominance
Hybrid Archer:
- Light armor + archery + one-handed weapons
- Train archery with Aela while progressing
- Werewolf form provides melee backup when needed
Werewolf Specialist (Dawnguard required):
- Focus on maximizing beast form uptime
- Invest in stamina for power attacks
- Use Ring of Hircine for unlimited daily transformations
- Combine with Savior’s Hide (from Hircine’s Daedric quest) for stackable bonuses
Avoid pure mage builds during Companions missions, the faction philosophy and combat encounters heavily favor physical combat.
Should You Become a Werewolf?
Pros:
- Immunity to all diseases (including vampirism)
- Powerful combat form for tough encounters
- Access to unique perk tree (Dawnguard)
- No negative effects when in human form
- Can be cured and re-acquired later
Cons:
- Prevents resting bonuses (Well Rested, Lover’s Comfort) unless cured
- Citizens react negatively if you transform in populated areas
- Locks you out of vampire perks (can’t be both simultaneously)
- Prevents entry to Sovngarde if you die while cursed (lore-wise)
For most players, accepting lycanthropy is optimal. The disease immunity alone is valuable, and you can cure it later if you want to become a vampire for the Dawnguard DLC. Some walkthroughs suggest keeping at least one Glenmoril Witch head for flexibility.
Common Bugs and How to Fix Them
Radiant Quests Not Progressing:
Sometimes radiant quests don’t trigger properly. If you’re stuck:
- Complete any active Companions radiant quests in your journal
- Leave Jorrvaskr and wait 48 hours outside
- Re-enter and speak to quest givers again
Vilkas/Farkas Won’t Offer Purity Quests:
If the brothers don’t ask you to cure them after “Glory of the Dead”:
- Make sure you’ve completed the main questline entirely
- Try speaking to them individually while inside Jorrvaskr
- PC players can use console command:
setstage CR14 10to force-start the quest
Aela Won’t Give Beast Form Back:
This usually happens if you’ve cured yourself but didn’t complete all Circle purity quests:
- Ensure you’ve finished both Farkas and Vilkas cure quests
- Wait 24 in-game hours
- Speak to Aela again, dialogue should appear
Werewolf Transformation Stuck:
Rarely, players get stuck in beast form permanently:
- Transform back manually (hold the activation button)
- If that fails, fast travel to a major city
- PC fix:
player.setrace NordRace(or your character’s race) via console
Patches since the Special Edition release (2016) and Anniversary Edition (2021) have fixed many of these issues, but they can still occur in modded playthroughs. Players experimenting with PS4 mods should be particularly cautious about compatibility with Companions scripts.
Companions vs. Other Factions: Which Should You Choose?
Skyrim allows you to join every major faction in a single playthrough, so there’s no exclusive choice. But, time investment and character roleplay might make you prioritize certain guilds.
Companions vs. College of Winterhold:
The College caters to mages, while Companions serve warriors. The two don’t conflict mechanically or narratively. Most players complete both, though pure warrior builds skip the College entirely.
Reward comparison: The College offers powerful destruction and conjuration spells plus the Archmage’s Robes. Companions provide Wuuthrad and werewolf form. Choose based on your build.
Companions vs. Thieves Guild:
The Thieves Guild is longer and more complex, with better overall rewards (including the Nightingale Armor set and multiple unique weapons). But, it requires stealth focus.
Roleplay consideration: A honorable Nord warrior might reject the Thieves Guild’s criminal activities but embrace the Companions’ warrior code. Conversely, treasure-seekers might find the Guild more lucrative.
Companions vs. Dark Brotherhood:
The Dark Brotherhood offers assassination contracts, unique gear (including the Blade of Woe and Ancient Shrouded Armor), and a more morally dark storyline. The Companions questline is significantly shorter.
Many players complete Companions early for followers and werewolf immunity, then tackle the Brotherhood later. There’s no conflict between the two factions.
Time Investment:
- Companions: ~4-6 hours (including radiant quests)
- Thieves Guild: ~8-12 hours
- Dark Brotherhood: ~5-7 hours
- College of Winterhold: ~4-6 hours
The Companions questline is among the shortest, making it ideal for early completion. The werewolf immunity to disease is particularly valuable before you start dungeon-crawling extensively, as sites like Twinfinite detail in their Skyrim survival guides.
Best Completion Order:
- Companions (early access to followers and disease immunity)
- College of Winterhold (if playing a mage)
- Thieves Guild (longer questline, powerful rewards)
- Dark Brotherhood (unique gear and interesting story)
This order maximizes gameplay benefits while maintaining narrative coherence. The Companions provide immediate utility, while longer questlines can be savored mid-game.
Conclusion
The Companions represent Skyrim’s most straightforward faction, warriors honoring ancient traditions while grappling with a curse that threatens their very souls. The questline might be shorter than the Thieves Guild or Dark Brotherhood, but it offers genuine emotional weight through Kodlak’s redemption arc and meaningful gameplay rewards.
Whether you’re pursuing a pure Nord warrior build, want access to top-tier followers like Aela, or just enjoy the lycanthropy mechanics, the Companions deliver. The werewolf transformation alone justifies the time investment, providing disease immunity and a powerful combat option that scales through endgame content.
For players new to Skyrim or starting fresh runs, joining the Companions early unlocks training opportunities, quality followers, and essential immunities that make the rest of your adventure smoother. The questline’s focus on honor, family, and redemption also provides some of the game’s most memorable Nord storytelling, a fitting tribute to Ysgramor’s legacy that’s endured for five thousand years.





