The walls close in and your quest could end at any moment, for those who delve into the tombs of the Draugr risk joining them in death. Every twist and turn brings another danger. The walls seem to whisper at the edge of hearing. Unknown carvings point to unseen dangers, as likely to warn of traps as they are to ensnare the interlopers. Catacomb chambers house ancestors of old, their decaying wraps moving though no wind moves them. Creeping vines snake across uneven slabs. Adventuring into the ancient tombs of Skyrim is a dangerous (if rewarding) prospect.