Skingrad is widely considered the most beautiful city in Cyrodiil, with its towering stone bridges and gothic architecture. However, beneath the surface of this wine-growing capital lies one of the most unsettling and rewarding side quests in the entire game. The Paranoia quest, triggered by a nervous Wood Elf named Glarthir, is a masterclass in psychological storytelling and player choice. Whether you are looking to maximize your gold intake or simply want to navigate the moral gray areas of this classic RPG, understanding the mechanics of this quest is essential.

Starting the Paranoia Quest in Skingrad

As soon as you enter the city gates of Skingrad, you are likely to be approached by a Bosmer in a tattered brown robe. Glarthir doesn't act like other NPCs. He won't offer a standard greeting; instead, he whispers about a meeting and tells you to find him "behind the Great Chapel of Julianos at midnight." This interaction starts the Paranoia quest immediately.

Timing is everything here. If you miss the midnight window, Glarthir will continue to linger behind the chapel every night until you show up. It is important to note that talking to him during the day in the city streets will result in him brushing you off or acting as if he doesn't know you. He is terrified of being seen with "conspirators."

At the midnight meeting, Glarthir reveals his theory: a massive conspiracy involving prominent citizens is working to ruin him. He believes he is being followed and asks you to act as his counter-spy. This is where the quest branches into several daily phases, each requiring you to observe a different target.

Phase 1: Bernadette Peneles

Glarthir’s first target is his neighbor, Bernadette Peneles. He claims she watches his house every morning at 6:00 AM. To progress the quest correctly, you can choose to actually follow her or simply skip time.

Bernadette’s routine is mundane. She leaves her house across from Glarthir’s around 6:00 AM, goes to the chapel to pray, and then heads to her job at the vineyards. If you follow her closely, you will notice she never looks back or shows interest in Glarthir’s property. She is entirely innocent.

When you report back to Glarthir at midnight the following night, you have a choice: tell the truth (she is not spying) or lie (she is a conspirator). Regardless of your choice, Glarthir rewards you with 150 gold. If you want the maximum reward at the end of the quest, lying is the path to take, though it leads to darker consequences.

Phase 2: Toutius Sextius

The second target is Toutius Sextius, a local noble. Glarthir suspects him of coordinating the surveillance. Following Toutius reveals a man who enjoys long walks in the fields outside Skingrad and spending time with his horses. Like Bernadette, he has no interest in the eccentric Wood Elf.

During this phase, you will likely be approached by Captain Dion of the Skingrad City Guard. Dion is a crucial element of the quest's world-building. He warns you that Glarthir is "having one of his spells again" and advises you not to get involved. This intervention serves as a moral check for the player, signaling that the authorities are aware of Glarthir’s deteriorating mental state.

Reporting back to Glarthir regarding Toutius follows the same gold structure. If you have already lied about Bernadette, lying about Toutius as well will yield 200 gold instead of the standard 150. Glarthir becomes increasingly agitated and "validated" by your reports.

Phase 3: Davide Surilie

The final target is Davide Surilie, one of the owners of the famous Surilie Brothers Vineyard. Glarthir believes Davide is the ringleader of the entire conspiracy. Davide spends most of his day working the vines or visiting the local taverns. He is a high-profile citizen, and his involvement in any plot is highly unlikely.

This is the most dangerous phase of the quest for Glarthir. If you tell him the truth about all three targets—that none of them are spying on him—Glarthir’s paranoia will turn on you. He will accuse you of being part of the conspiracy and attack you with an iron battle-axe. Killing him in self-defense ends the quest, but it is the least profitable outcome.

Alternatively, if you have confirmed his suspicions for at least one of the targets, he will hand you a "List of Death" and ask you to eliminate the conspirators.

Navigating the List of Death

Once Glarthir gives you the note, the quest enters its final and most lucrative stage. You are tasked with murdering the people you accused. The reward for carrying out these assassinations is a staggering 1,000 gold.

Choice A: The Mercenary Path If you choose to kill the targets, stealth is your best friend. Bernadette and Davide are best dealt with while they sleep in their respective homes. Since Skingrad houses are often multi-story, use the balconies to gain entry. Killing them in their sleep usually avoids a bounty if you are not seen entering or exiting. Once the targets on the list are dead, return to Glarthir at midnight. He will be ecstatic and hand over the 1,000 gold. This is the highest direct gold reward in the quest.

Choice B: The Lawful Path If you find the idea of murdering innocent townspeople distasteful, take Glarthir’s "List of Death" directly to a city guard or Captain Dion. Upon seeing the physical evidence of his intent to commit murder, the guards will take action. They will hunt down Glarthir and kill him in the streets. While you don't get the 1,000 gold reward from Glarthir this way, you do gain a point of Fame and the ability to loot his body without penalty.

Choice C: The Surilie Brothers' Justice If Davide Surilie is on the list, you can take the note to him or his brother, Gaston. The Surilie brothers are men of action. Instead of calling the guards, they will grab their own weapons and head straight for Glarthir’s house to finish him themselves. This is a unique scripted event that many players miss.

The Hidden 800 Gold and House Looting

One of the biggest secrets of the Paranoia quest is the hidden gold inside Glarthir’s house. Regardless of how the quest ends—whether you kill him, the guards kill him, or the Surilies kill him—you should always loot Glarthir’s body for his house key.

Once you have the key, enter Glarthir’s house (located near the West Gate, across from the Two Sisters Lodge). Upon entering, look to your right. There is a small wastebasket near the door. Inside this basket is 800 gold. Many players overlook this because it isn't in a chest or a safe, but it is one of the easiest piles of cash in the game.

Furthermore, Glarthir’s house is filled with alchemical ingredients and silverware. In the Remastered version of the game, the clutter physics and item values remain a reliable source of secondary income. Selling his belongings to a fence or a local merchant can net you an additional 200–300 gold.

Impact on the Dark Brotherhood

For players looking to join the Dark Brotherhood, the Paranoia quest is a perfect opportunity. To trigger the visit from Lucien Lachance, you must murder an innocent NPC. If you follow Glarthir’s instructions and kill Bernadette, Toutius, or Davide, the game registers these as murders.

Since these NPCs are relatively easy to kill and have predictable schedules, they are prime targets for players who want to start the Brotherhood storyline early in their playthrough. However, be prepared for the Infamy gain that comes with these actions.

Advanced Tactics and Mechanics

In the updated engine for the Remastered version, NPC schedules are more rigid, and their detection levels are slightly higher. Here are some pro tips for managing the quest:

  1. Skipping Time Safely: You do not actually have to stand in the street and watch the targets. Once Glarthir gives you the task at midnight, you can simply wait 24 hours behind the chapel. When he reappears, the game will allow you to report your "findings" as if you had spent the day spying.
  2. Managing Captain Dion: If Dion approaches you and you want to keep the quest active, do not tell him you are working for Glarthir. Simply dismiss his concerns. If you tell him about the conspiracy too early, it can sometimes bug the midnight meeting triggers.
  3. The Self-Defense Loophole: If you want Glarthir dead but don't want to involve the guards, you can tell the truth for all three reports. When he attacks you with his axe, you can kill him in the middle of the street. Because he struck first, the guards will often ignore the fight or even help you kill him, and you won't receive a bounty.
  4. The Iron Battle-Axe: Glarthir keeps his axe on the top floor of his house. If you are a thief character, you can break into his house during the day and steal the axe before the final confrontation. If he then tries to attack you at the end of the quest, he will be forced to use his fists, making the fight trivial even for low-level characters.

Moral and Narrative Significance

Paranoia is often cited by fans as a highlight of Skingrad because it subverts the typical "heroic" quest structure. There is no monster to slay and no ancient artifact to recover. It is a story about a man’s mental collapse and how the player chooses to exploit or resolve that crisis.

From a pure gameplay perspective, it is one of the highest-paying early-game quests. Between the reporting rewards (up to 550 gold), the assassination reward (1,000 gold), and the hidden wastebasket money (800 gold), a player can walk away from Skingrad with over 2,300 gold. In the economy of Cyrodiil, that is enough to buy a small house, fully kit out a warrior in steel or dwarven armor, or purchase high-level spells.

Summary of Outcomes and Rewards

To help you decide which path to take, here is a quick breakdown of the total potential earnings:

  • The Truth-Teller (Total 1,100g - 1,250g): You tell the truth, Glarthir attacks you, you kill him. You get the 150-300g from reports, plus the 800g from his house basket, and his personal loot.
  • The Assassin (Total 2,350g): You lie about all targets, kill them all, and collect the 1,000g reward from Glarthir. Then you kill Glarthir (or let the guards do it) and take the 800g from his house. This is the most profitable but results in high Infamy and potential bounties.
  • The Guard Informant (Total 1,100g - 1,350g): You lie or tell the truth, get the reporting gold, then turn the List of Death over to the guards. You get 1 Fame point, the 800g from the basket, and the satisfaction of being a "good" citizen.

Regardless of your chosen path, the Paranoia quest remains an essential experience for anyone visiting Skingrad. It perfectly captures the atmospheric, often weird, and deeply immersive nature of the world, reminding us that sometimes the most dangerous things in Cyrodiil aren't the Daedra, but the residents of the cities themselves.