oblivion get rid of vampirism

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Table of Contents

1. The Curse of the Night: Understanding Vampirism in Cyrodiil

2. The Path to Mortal Flesh: Seeking a Cure

3. The Quest for Purity: Journey to the Shrine of Peryite

4. The Alchemical Burden: Gathering the Ingredients

5. The Final Ritual: Confrontation and Cleansing

6. Reflections on Mortality: Life After the Cure

The sprawling province of Cyrodiil, for all its sun-drenched fields and bustling cities, holds dark secrets in its moonlit hours. Among the most feared afflictions is vampirism, a curse that transforms the living into creatures of the night. In The Elder Scrolls IV: Oblivion, contracting this disease, Porphyric Hemophilia, is deceptively simple—a single bite from a vampire foe can seal one’s fate. The initial stages are mild, marked by a subtle weakness to fire and a newfound discomfort under the sun. However, as the disease progresses over three days, the transformation becomes irreversible. The fledgling vampire is thrust into a nocturnal existence, plagued by a severe vulnerability to sunlight, a constant thirst for blood, and the hostility of every town guard and citizen. The world of daylight and society closes its doors, leaving the player isolated, hunted, and desperate for a solution. This state of alienation is the core impetus for seeking to get rid of vampirism, a journey that is as much about restoring one’s place in the world as it is about curing a disease.

The path to a cure is not advertised in city squares or temples. For a vampire shunned by society, information is a precious commodity. Rumors may point to the Mages Guild, but its members offer little beyond basic disease cures, useless once the transformation is complete. The true path reveals itself through persistence and exploration. Dialogue with certain knowledgeable individuals, such as the bartender at the Faregyl Inn or the wise Count Skingrad himself, can yield a crucial name: Roland Jenseric. Once a vampire himself, Roland is a beacon of hope, living proof that a cure exists. Finding him, however, is another challenge. He resides in the remote wilderness of the Great Forest, a location that underscores the theme of the cure being a journey away from civilization, into the heart of Cyrodiil’s untamed lands. Roland represents the first key, the guide who can direct the afflicted toward the arduous process of purification.

Roland Jenseric’s instructions are simple yet daunting. To get rid of vampirism, one must seek the blessing of a Daedric Prince—not of healing, but of pestilence. The quest “The Taste of Death” directs the player to the Shrine of Peryite, located in a toxic gorge far to the north. This choice is narratively profound. The cure for a supernatural affliction does not come from the benevolent Nine Divines but from the Prince of Disease and Natural Order. It suggests that vampirism is a corruption of nature’s balance, and its purification requires appealing to a power that commands such malignant forces. The journey to the shrine is perilous, through territories rife with hostile creatures, mirroring the internal struggle of the vampire. Upon reaching the shrine, Peryite’s worshipper, a Khajiit named Kesh the Clean, delivers the Prince’s demand: not for a simple prayer, but for a specific sacrificial act. This sets the stage for a moral and practical trial, reinforcing that the cure is a transaction, a task that must be completed to earn one’s mortality.

The core of Peryite’s task is the creation of a unique potion. The formula requires five rare and symbolic ingredients, each representing a purity or a corruption that must be gathered and combined. These are a Bloodgrass leaf from the Nibenay Basin, Nightshade from a vampire’s lair, Garlic—a common bane to vampires, Argonian Blood, and the ashes of a powerful Vampire Dust. This alchemical hunt is the practical heart of the quest to get rid of vampirism. It forces the player to traverse diverse landscapes, from swampy riverbanks to dark crypts. Gathering Garlic and Nightshade often involves confronting other vampires, a constant reminder of the curse one bears. Procuring Argonian Blood presents an ethical choice: to bargain with, attack, or stealthily sample from an Argonian character. This collection phase transforms the cure from a passive wish into an active, engaging pursuit, embedding the player’s effort directly into the concoction that will bring salvation.

With the potion brewed, the final step is its delivery. The target is a specific sleeping vampire, Montalion, whom the player must feed the potion to without killing him. This requires stealth and precision, often involving a reverse-pickpocketing maneuver. This act completes Peryite’s ritual. The aftermath is not a simple, glowing transformation. Instead, the player must return to the Shrine and speak with Kesh. Only then, after fulfilling every condition, is the blessing granted. The screen fades, and upon awakening, the change is immediate. The sun no longer burns, health no longer drains in daylight, and the faces of townsfolk are no longer filled with fear. The cure for vampirism is total. This final ritual underscores that the process is not merely medical but ritualistic—a series of exact steps that must be followed to appease a Daedric Prince and rewrite one’s very nature.

Emerging from the Shrine of Peryite cured is a moment of profound relief, but also of reflection. The mechanics that once defined existence—hunting for blood, fearing the dawn, navigating social hostility—vanish. The player is reintegrated into the diurnal world of Cyrodiil. However, the experience leaves a mark. The quest to get rid of vampirism is one of Oblivion’s most memorable precisely because it is a narrative of redemption and return. It explores themes of alienation, the cost of purity, and the complex morality of dealing with Daedric powers. The cure is hard-won, requiring exploration, combat, alchemy, and stealth, making the restoration of one’s mortality feel like a significant achievement. It stands as a testament to the game’s depth, offering not just a mechanical solution to a status effect, but a rich, self-driven story about reclaiming one’s humanity from the shadows.

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