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Elder Scrolls V: Skyrim eGuide Quests Dawnguard Quests

Dawnguard Quests

General Overview

Skyrim is under threat. The Vigilants of Stendarr are reeling after the massacre of their leaders and the burning of the sacred Hall of the Vigilant. Those who know tell of a force to the northwest, a brood of powerful night stalkers, and whisper of a prophecy called the Tyranny of the Sun that would bring perpetual darkness to the lands. Many ignore this peril out of fear or ignorance. But there is a small shaft of light in this eternal, damnable night: There is talk of the reformation of an ancient clan of vampire hunters—the Dawnguard—who will not cease until every one of the hated undead are driven from this land. Your adventuring takes you to the heart of both warring factions. But which one will you put a stake through?

This section reveals the sanctuaries and important characters from both the vampire and Dawnguard factions. After that, you will read up on the benefits of choosing to side with one over the other (which you must do during the course of the Dawnguard Main Quest), and we’ll cover all of the associated quests you can attempt. Who will you side with? Is it time to draw your crossbow or sharpen your fangs?

The Dawnguard

The Dawnguard Sanctuary: Fort Dawnguard

Fort Dawnguard, from Dayspring Canyon.

Fort Dawnguard’s crenellations.

The Circular Hall entrance.

The banquet hall, where mead freely flows.

Tucked away in the southeastern mountains of the Rift, in the hidden valley called Dayspring Canyon, towers the old fortification of Fort Dawnguard. Long fallen to disrepair, this massive fortress will become home to a new faction of vampire hunters born from the ashes of the Vigilants of Stendarr. It is here where the agents of the Dawnguard (led by Isran) have begun to gather, where new recruits dedicate themselves to the eradication of vampires, and where a solution to the growing menace must be found. But where is the line between pragmatism and fanaticism?

The grounds of the fort change slightly over the course of the Dawnguard quests (as detailed below), but the main fortification consists of two giant buttress towers connected to the main structure via an open walkway. The fort’s main entrance is at the end of a curved path past an outside training area, which is used as a refugee camp as the vampires decimate the Vigilants of Stendarr and begin to attack the peaceful citizens of Skyrim.

Inside Fort Dawnguard, past the unfurled banners and large arched doorway, is an impressive circular hall with an upper balcony level. To the right (east) are two spiral staircases; one leads to the outside buttress tower walkway, and the other leads to the curved upstairs balcony. The northeast part of the fort has a third spiral staircase leading out to the second buttress tower walkway, and there’s a natural cave where crossbow firing is practiced, and the Dawnguard’s special breed of husky war dogs are raised. There is also an entrance to Dead Drop Falls (a small dungeon accessible only from the fort).

Back in the circular entrance hall, head north to reach the temporary barracks (around a large fireplace) and to access both “wings” of the castle. To the left (west) of the circular entrance hall are some storage and waiting rooms between the giant stone columns, and a spiral staircase leads up to the top of the fort—the upper crenellations. Staying on the ground floor, head northwest to the banquet hall where a considerable feast (and several mead barrels) keeps the Dawnguard in fighting shape. At the castle’s west end is Gunmar’s Forge, and a pen where his Armored Trolls are trained. Sorine Jurard and Florentius Baenius also perfect their talents in this area, close to a small target range.

Above the circular entrance hall is the balcony, which you access via spiral steps. Off the balcony are two corridors. One leads to a trophy and torture room and Isran’s sleeping quarters. The other is a more lavish bedroom, saved for an adventurer who can truly lead the Dawnguard to victory.

The Dawnguard: Important Characters

Dawnguard Leader: Isran

Formerly a member of the Vigilants of Stendarr, Isran struck out on his own when he realized the Order was too soft and didn’t really have what it took to defend against the evil in the world. He knew they’d be overrun one day, and he wasn’t going to wait around for it to happen. He’s very driven. While he won’t discuss it with anyone, he lost his family to vampires years ago, and it’s warped him. He now hates vampires far more than he cares about saving people and would willingly sacrifice just about anyone if it gave him a clear shot. In his mind, the ends justify the means every time.

  • Trainer

Dawnguard Recruit: Agmaer

Agmaer has no personal stake in this conflict but wants to do the right thing. He’s heard of vampires terrorizing Skyrim and wants to help. That means leaving his family farm and enlisting with the folks serving Isran, who Agmaer initially looks up to. As time goes on, though, his eagerness, honesty, and loyalty wobble, and he starts to question Isran’s methods and whether the right thing is really being done.

  • Follower

Dawnguard Recruit: Beleval

  • Follower

Dawnguard Warrior: Celann

  • Follower

Dawnguard Hunter: Durak

  • Follower

Dawnguard Mage: Florentius Baenius

Florentius used to be a priest of Arkay, the god of life and death, and seeing the repeated effects of vampire attacks (and fending off those he thought were dead friends) has driven him a little bit mad. He claims to speak directly to Arkay and says Arkay speaks back. He’s made it a goal to destroy the vampire menace in Tamriel and believes that, with Arkay helping him, he’s destined to succeed. Some think he’s just playing at being mad so he can keep others at a distance, but if so, he’s very good at maintaining the illusion.

  • Trainer
  • Vendor

Dawnguard Blacksmith: Gunmar

Gunmar lost most of his clan to vampires as a young man. While it was a similar experience to what Isran went through, his reaction was very different. He turned inward, speaking very little and acting only when necessary—but those actions were always clear, the goal being to spare others the same fate he suffered. His goal is the same as Isran’s, and he will sign on to help the hunters, but he doesn’t agree with the methods. Currently, he has little contact with Isran, preferring his own company and saving locals from troublesome encroaching animals.

  • Trainer
  • Vendor

Dawnguard Warrior: Ingjard

  • Follower

Dawnguard Tinker: Sorine Jurard

A genius with gadgets, Sorine has been working on some new weaponry to defend herself. While she doesn’t have the perspective deduction and knack for seeing the big picture that Isran does, she can relate to him. She has a peculiar quirk for assuming the worst-case scenario is bound to happen and so prepares for anything and everything. While never a member of the Vigilants, she’s crossed paths with Isran in the past and appreciated his tenacity and survival instincts. She would have gladly worked with him again if necessary had they not parted on such unpleasant terms.

  • Trainer
  • Vendor

Other Dawnguard Personnel

    • Dawnguard Warrior: Mogrul
    • Dawnguard Warrior: Ollrod
    • Dawnguard Warrior: Tilde
    • Dawnguard Warrior: Vori
    • Dawnguard Armored
    • Huskies: Bran and Sceolang

Dawnguard Advantages

Those choosing to side with the Dawnguard throughout the Dawnguard Main Quests can look forward to some changes in the construction of the fort and other benefits.

Fort Dawnguard Upgrades

Initially, the fort is filled with cobwebs and clutter, but it does have a few amenities, including a smelter and workbench.

After Dawnguard Main Quest: A New Order, Gunmar and Sorine settle in and set up full smithing and enchanting stations. You can now accept their Faction Quests, purchase items from them, and acquire the Armored Troll and Dawnguard Husky animal companions. The barracks area fills out to house the Dawnguard’s new recruits.

During Dawnguard Main Quest: Prophet, a number of Dawnguard Agents return to the fort. You can now ask the members of the Dawnguard to join you on your missions.

Once you complete Dawnguard Faction Quest: Bolstering the Ranks, Florentius moves in, adding an Alchemy station.

During Dawnguard Main Quest: Beyond Death, a refugee camp is set up outside the fort.

After Dawnguard Main Quest: Kindred Judgment, you receive a private room on the fort’s upper level.

Dawnguard-Only Benefits

If you side with the Dawnguard, you gain access to the following:

Dawnguard Weapons

Crossbows: The Dawnguard specialize in crossbows (such as the Steel Crossbow, as shown), which fire quickly and hit hard but take longer to reload than bows. While you can obtain basic crossbows by killing members of the Dawnguard (or requesting one from Durak the first time you visit the fort), you can only get enhanced versions of these weapons by siding with them and completing Dawnguard Faction Quest: Ancient Technology.

Dawnguard Weapons: Dawnguard weapons (such as the one shown) inflict extra damage to vampires in addition to any enchantments they may have. Again, you can acquire the basic versions of these weapons by killing members of the Dawnguard, but you can only obtain the unique Dawnguard rune weapons by siding with them and completing Dawnguard Faction Quest: Lost Relics.

Dawnguard Armor

Dawnguard Light and Heavy Armor: The Dawnguard have complete sets of both light and heavy armor (Heavy Armor shown here). Wearing a full set of Dawnguard armor provides additional protection from vampire melee attacks and Drain Life spells.

Dawnguard Spells

The Dawnguard’s magic harnesses the power of the sun to damage the undead. These spells can be purchased from Florentius and Sorine once they have been recruited to your cause:

  • Sunfire: A ball of sunlight that inflicts 25 damage to undead.
  • Stendarr’s Aura: For 60 seconds, nearby undead take 10 points of sun damage per second.
  • Vampire’s Bane: A sunlight explosion that does 40 damage to undead in a 15-foot radius.

Dawnguard Animal Companions

Dawnguard Huskies: These are trained war dogs. With almost twice the health, stamina, and attack power of regular dogs, they are dependable companions.

Armored Trolls: These can be purchased from Gunmar for 500 gold each. While expensive, they make powerful allies, capable of causing and enduring enormous amounts of damage.

Dawnguard Followers

After completing Dawnguard Main Quest: Prophet, you can ask many of the Dawnguard recruits to join you on your missions. Equipped with full suits of Dawnguard armor, they are effective vampire hunters.

Dawnguard Trainers and Vendors

Dawnguard Followers

Those true to the cause of vanquishing vampires also heed your call to action and can be asked to follow you.

Name Prerequisite Class Skills
Agmaer Dawnguard Main Quest: Prophet Dawnguard Recruit One-Handed, Two-Handed, Block, Light Armor, Heavy Armor
Beleval Dawnguard Main Quest: Prophet Dawnguard Recruit One-Handed, Two-Handed, Block, Light Armor, Heavy Armor
Celann Dawnguard Main Quest: Prophet Dawnguard Warrior One-Handed, Heavy Armor, Archery, Block
Durak Dawnguard Main Quest: Prophet Dawnguard Hunter Archery, One-Handed, Light Armor, Block
Ingjard Dawnguard Main Quest: Prophet Dawnguard Warrior Two-Handed, Heavy Armor, Archery, Block

Dawnguard Animal Companions

Fiercely loyal to their masters, you can bring along one of the two Fort Dawnguard Huskies or hire a troll for 500 gold from Gunmar.

Name Prerequisite Type
Armored Frost Troll Dawnguard Main Quest: A New Order Armored Frost Troll
Armored Troll Dawnguard Main Quest: A New Order Armored Troll
Bran Dawnguard Main Quest: A New Order Dawnguard Husky
Sceolang Dawnguard Main Quest: A New Order Dawnguard Husky

Dawnguard Trainers

Isran and some of his brethren are highly skilled. You could learn a thing or two from them!

Name Skill Level
Florentius Restoration Master
Gunmar Smithing Master
Isran Heavy Armor Master
Sorine Archery Master

Dawnguard Vendors

Your vampire-fighting friends also trade with you, offering reasonable prices and a few items you cannot purchase elsewhere.

Name Service Notes
Florentius Apothecary Sells the unique spells Stendarr’s Aura and Vampire’s Bane.
Gunmar Blacksmith Sells Dawnguard Armor.
Sorine General goods Sells the unique spell Sunfire, as well as crossbows and bolts. Her inventory improves as you complete Dawnguard Faction Quest: Ancient Technology multiple times for her.

The Vampires

The Vampire Sanctuary: Castle Volkihar

Castle Volkihar, from a buzzard’s-eye view.

Castle Volkihar’s main entrance.

The inner cathedral.

The banquet hall, where blood flows freely.

Long thought lost to the eternal mists of the Sea of Ghosts, a sprawling castle on the rocky islands north of Icewater Jetty, on the northwest coast of Skyrim, has reportedly been spotted by fishermen. Little is known about the previous owners of the place, as it has changed hands countless times in history, but it has been home to the vampires and their leader, Lord Harkon, for centuries. Only practically reachable by boat, the castle is a formidable place, but once you manage to pass the vampire watchman, all the horror and decadence of the pure-blooded vampire is on display. This is a visit only for those brave or foolish enough to enter this lair of undeath, but there’s a way of life that could spread all across this land....

Castle Volkihar’s approach from Icewater Jetty is dominated by the castle, but there is a single watchtower by the boat mooring. Venture up the cobblestone bridge, passing the gargoyle statues, and you come to the watchman who guards the entrance, refusing to let anyone in he doesn’t recognize. This is the only entrance to the keep proper, although those wishing to brave the rugged rocks to the left (north) side of the monumental castle walls will find an abandoned pier and a side entrance to the castle’s undercroft.

Inside Castle Volkihar (in the area known as Volkihar Keep), the main hive of activity centers around a banqueting room, where “feasting” is part of the court’s tradition (as is backstabbing, underhanded antics, and other unsavory practices designed to curry favor with Lord Harkon). To the left (west) is a laboratory and research room where Garan Marethi sometimes resides. The western corridor winds around to an armory and coffin chamber where the vampires can sleep like the dead. Both rooms connect up steps to a balcony and to the upper hall where Lord Harkon favors giving his proclamations, overlooking the banquet hall below.

To the right (east) of the banquet hall are three archways. The northernmost leads down to the kitchens and gaol, where Rargal Thrallmaster prepares his Vampire Cattle for feasting. The middle arch leads to an alcove where the fabled Bloodstone Chalice rests; once filled, it bestows great power on the vampire who drinks from it. The last arch leads down a short corridor to a combat training area where Fura Bloodmouth works and sleeps.

The more elegant chambers are on the elevated northern side of the keep. Up the steps and past the portcullis to the northwest is Volkihar Cathedral, where the vampire shrine and Harkon’s inner sanctum is. North is a two-tiered bedroom (with torture chamber) where Harkon ponders his strategies. Behind the northern balcony are long-ruined steps that once led down into the castle’s central courtyard, although you must clear these to reach this initially inaccessible place. The stairs to the northeast lead to a bedroom that used to belong to Serana.

King of the Vampires: Lord Harkon

Long ago, Harkon ruled over a large part of Skyrim. He was a cruel tyrant who oppressed his people ruthlessly in his quest for wealth and power. Eventually, the realities of his mortal life began to sink in. So great was his appetite for power, he could not bear the thought of losing everything in death.

Despite the protests of his wife, Valerica, and his daughter Serana, Harkon began to explore the dark arts. When he learned of vampirism, he knew he had found a way to cheat death. But the immortal king quickly grew frustrated with the limitations of his newfound powers. He longed to walk the world in daylight with no fear of the sun’s enfeebling effects. Harkon spent decades searching through ancient lore to find a solution to this problem, and so it was that he stumbled across an old prophecy that foretold of a day in which the vampires would gain power over the sun.

As he delved deeper into the prophecy, his wife became increasingly estranged. When she learned of his mad plan to fulfill the prophecy and darken the sun, she feared that he would kill every living thing in Nirn. He already acquired two of the Elder Scrolls that he needed, so she knew that Harkon was dangerously close to achieving his goal.

Valerica decided to take action. She arranged for Serana to be hidden away with one of the Elder Scrolls that Harkon had acquired. She took the other scroll and fled into the Oblivion plane known as the Soul Cairn. Since that time, Harkon has searched tirelessly for his wife and daughter and the lost Elder Scrolls.

Castigated Wife: Valerica

Valerica is one of the Daughters of Coldharbor, women who ritually sacrifice themselves to the Daedric Prince Molag Bal and receive the power of vampirism in exchange. She has always been at odds with her husband, Harkon, and his methods. She cares less about his plans for extinguishing the sun than she does about seeing him humiliated. When she learned that Harkon intended to use her daughter Serana’s blood as part of a ritual to darken the sun, she enacted a desperate plan that involved hiding Serana away with one of the Elder Scrolls and then exiling herself to the Soul Cairn with another scroll (thus removing all of the elements Harkon needed to fulfill the prophecy).

Valerica fancies herself a necromancer, having dedicated her life to the study of the forbidden arts. She maintained a hidden laboratory in the ruined portion of the castle from which she would perform her summonings and experiments. In her studies, she unlocked the secrets of the Soul Cairn, the plane of Oblivion to which souls that are trapped within black Soul Gems are sent once their energy is expended. Over the course of several decades, Valerica was able to construct a portal to the Soul Cairn with which she intended to continue her studies. This portal became her escape from Harkon’s grasp when she enacted her plan to foil the Tyranny of the Sun.

Valerica is a stern woman who places her hatred of Harkon above all other priorities. She cares for Serana, but not in an especially motherly way. This comes to the forefront when Serana confronts Valerica in the Soul Cairn and makes her mother realize that she’s been used as a pawn in her parents’ game.

Advisor: Garan Marethi

Garan is one of the older vampires in the court—he claims to have links to the Aundae clan from Morrowind, though no one has ever confirmed them. He’s overly proud of his history and will name-drop famous associations whenever he can. He considers himself above the squabbles of the court, believing he is better than all of them, and so he keeps to himself, associating with the others as little as possible. Essentially, he sees the court as a necessary annoyance—as a member, he has access to resources he otherwise wouldn’t, and he will do whatever necessary to protect that access.

Advisor: Feran Sadri

Feran was a powerful conjurer who was frustrated with the limitations of a normal life span. He saw vampirism as a way to escape the confines of that and allowed himself to be turned. He uses his immortality to learn as much as he can. As such, he’s not terribly interested in the politics of the court; he provides services so he’s seen as useful and can retain access to all of the resources at Harkon’s disposal, but he keeps himself removed from the group at large. He’s taken on Ronthil as an apprentice of sorts, largely because he knows that no one can stand Ronthil, thus deflecting attention away from himself.

Advisor: Orthjolf

Orthjolf was once a wealthy merchant in Riften and enjoyed his life. Turned by a member of Harkon’s court, he’s taken to life as a vampire and put his skills to use—now instead of buying and selling trinkets, he barters deals for Lord Harkon and keeps peace in the court. He loves having control over others and the ability to freely interpret his master’s orders in a way that returns the most profit (and inflicts the most pain on others).

Advisor: Vingalmo

Once a member of the Thalmor, Vingalmo was turned by Harkon some hundred years ago and has found vampirism quite enjoyable. Already an accomplished diplomat, he has used his skills to work his way up in Harkon’s court and made himself useful. Ultimately his goal is to be the man in charge, but he’s in no hurry and is biding his time, attempting to move things into place to make it an easy transition.

Vampire Warrior: Fura Bloodmouth

Well known throughout the court for being vicious and brutal, Fura has gained quite a reputation. She has no capacity for leadership and knows it—she’s more than willing to follow whoever is in charge, as long as it means she gets to maim and kill. She is devoted to her master but could be swayed to rebel if it would work out in her favor.

Feeder: Rargal Thrallmaster

Rargal’s main role in the court is to make sure Lord Harkon and his underlings are constantly well fed, pulling from the stock of thralls (known as Vampire Cattle) kept in the castle to meet their needs. He prides himself on picking the right thrall for Harkon’s mood and keeping the thrall pens well stocked at all times. His cruelty is matched only by his impulsiveness.

Vampire Smith: Hestla

Hestla spent her childhood dreaming of being one of the Companions. When she turned 20, her wish came true and she was invited to join. Unfortunately, her first assignment went badly, and she found herself left for dead in the woods. Even more unfortunate, she was preyed upon by a passing vampire and found herself turned into one. She’s been accepted into the court and is glad to have the powers of a vampire, but she is concerned that she’s out of her league. She’s eager to please, with a slight undertone of concern for her well-being.

Vampire Adept: Ronthil

Once a wizard, Ronthil never really took to the idea of being a vampire. He was useful enough to weasel his way into the court and will now do whatever he must to stay there. He’s a total sycophant and will gladly grovel at the feet of whatever master is in front of him so long as his needs are met. He annoys the majority of the other vampires, who have little or no respect for him, but he’s good enough at what he does that they tolerate him.

Vampire Adept: Salonia Viria

Salonia won’t talk about her past—her life before becoming a vampire. There are rumors that maybe she was part of the Penitus Oculatus, maybe an assassin....Whatever it was, it wasn’t pretty. No one in the court trusts her, especially due to her allegiance to Vingalmo. It’s suspected that her presence is a response to Stalf, Vingalmo’s answer to Orthjolf’s apparent attempt to gain support by stacking the court.

Vampire Adept: Stalf

Stalf was a mountain of a man—all brawn and no brains. Orthjolf claims Stalf is from the same clan, though Stalf doesn’t seem to remember that...or much of anything else for that matter. It’s suspected that Orthjolf turned Stalf into a vampire to have a bit more muscle backing him up, should he ever attempt a coup against Lord Harkon. So far, neither of them have had the bravery or the opportunity to test this plan.

Other Vampire Adepts

Modhna

Namasur

Death Hounds

  • CuSith
  • Garmr

Vampire Advantages

Those choosing to side with the vampires and accept Harkon’s “gift” throughout the Dawnguard Main Quest can look forward to some enhancements to their castle and other benefits.

Castle Volkihar Upgrades

Initially, the castle is entirely sealed off. When you bring Serana home during Dawnguard Main Quest: Bloodline, you gain access to the main hall, but the rest of the keep remains sealed until you decide whether to accept or reject Harkon’s offer.

After Dawnguard Main Quest: Power of the Blood, you are free to explore the keep; use the smithing, enchanting, and alchemy stations; and feed on the castle’s thralls. You can also trade and seek training from the other members of the court.

After Dawnguard Main Quest: The Bloodstone Chalice, Serana’s room is refurnished. You can now accept Faction Quests from the members of the court and recruit Death Hounds. You can also drink from the Bloodstone Chalice to enhance your Drain Life abilities.

After Dawnguard Main Quest: Kindred Judgment, you take possession of Lord Harkon’s quarters. Optionally, you can improve the castle further, if you wish:

  • If you speak to Garan, you can order him to begin repairing the castle, which clears the rubble from a passage connecting the main banquet hall to the central courtyard.
  • If you speak to Valerica (in the Soul Cairn), you can convince her to return to the castle. She takes up residence in her laboratory (the Volkihar Ruins area) and takes charge of both the laboratory and the courtyard garden, which are stocked with potions and alchemy ingredients, respectively.

Vampire-Specific Benefits

If you choose to side with the vampires, you gain access to the following:

Vampire Lord Form

Only those of Harkon’s bloodline can call upon the power of the Vampire Lord. While it is possible to side with the Dawnguard and still receive this power from Serana, the Dawnguard will shun you if you do. Side with the vampires if you want to use this power to its fullest.

Blood of the Ancients

By completing Dawnguard Main Quest: The Bloodstone Chalice, you gain access to the Blood of the Ancients. This temporary ability enhances the power of your Drain Life spell in both your human and Vampire Lord forms.

Vampire Armor

Vampire Armor: Vampires have a stylish set of light armor that provides bonuses to magic skills and Magicka regeneration equivalent to the bonuses found on robes. Wearing this armor allows you to take advantage of Light Armor perks without sacrificing your casting prowess.

Vampire Lord Items: A number of Vampire Faction Quests will send you in search of enchanted items—such as fabled rings and amulets (Amulet of Bats, pictured)—that enhance your abilities as a Vampire Lord.

Vampire Spells

Vampire mages can use the dark arts of necromancy to strengthen their undead minions.

Necromantic Healing: Restores 10 Health and Stamina to the undead per second.

Heal Undead: Restores 75 Health and Stamina to the undead.

Vampire Animal Companions

Death Hounds are fearsome undead dogs with a powerful bite attack and a persistent Frost Cloak. While they do good damage, they have less health than common dogs at higher levels, so be ready to step in and heal them if necessary.

Vampire Trainers and Vendors

Vampire Animal Companions

Castle Volkihar Death Hounds are fiercely loyal to their masters. You can bring along one of the two.

Name Prerequisite Type
CuSith Dawnguard Main Quest: The Bloodstone Chalice Death Hound
Garmr Dawnguard Main Quest: The Bloodstone Chalice Death Hound

Vampire Trainers

Some of Harkon’s brethren are highly skilled. Seek their help before you take on the world of the living!

Name Skill Level
Fura Bloodmouth Two-Handed Master
Garan Marethi Destruction Expert
Ronthil Speech Expert

Vampire Vendors

Your Dawnguard-dispatching friends also trade with you, offering reasonable prices and a few items you cannot purchase elsewhere:

Name Service Notes
Feran Sadri Apothecary
Hestla Blacksmith Sells Vampire Armor.
Ronthil General Goods Sells the unique spells Heal Undead and Necromantic Healing.

Important Characters (Neutral)

There are two additional characters who play a key role in the Dawnguard Quests, but they have a more pragmatic approach to the war between the living and undead or have learned to distrust both sides in this struggle.

Dexion Evicus

Dexion is a Moth Priest. A gentle man by nature, he is content to lose himself in books and readings of the Elder Scrolls. Scholarly pursuits are his passions, and he quails at the thought of danger. After all, he is quite old and sometimes forgetful, especially when preparing for the reading of Elder Scrolls are concerned. If he were to be captured, he would capitulate after being tortured briefly. He is not a strong man, though he is very dedicated to his craft.

Serana (Follower)

Serana is the daughter of Harkon and Valerica. Her mother sealed her away in Dimhollow Crypt to thwart her father’s schemes. She grew up very close to her mother and distant from (but not opposed to) her father. Her relationship with her mother was as loving and nurturing as it could be, considering that they were both creatures of the dark. She learned necromancy and other sorts of magic at her mother’s side, and she is a powerful mage in her own right.

Even as a child, hers was a fairly lonely life. She’s naturally somewhat defensive, though not cold. She can deftly avoid difficult topics and turn the conversation back around into something you thought you wanted to talk about. She’s built up these defenses because she has a quick temper and strong passion, so she doesn’t let people get too close lest they fall victim to them. She’s been taught to genuinely care about those who befriend her, but only so much as they prove worthwhile. She also has a touch of self-deprecating humor and awareness. She’s smart, but a bit naive. After being sealed in Dimhollow Crypt for over a thousand years, she is curious about what the world has become. She remembers snow elves and dwarves and is somewhat sad to hear about their passing.

Serana’s Powers

Name Prerequisite Class Skills
Serana Dawnguard Main Quest: Awakening Vampire Mage Sneak, One-Handed, Light Armor, Conjuration, Destruction, Alteration

Like her parents, Serana is a vampire. This gives her the following abilities:

  • Immunity to Disease
  • Immunity to Poison
  • Frost Resistance 50%
  • Weakness to Fire 50%
  • No Health, Magicka, or Stamina regeneration in sunlight.

Over time, her spells also improve based on your level:

Your Level Drain Life Other Spells
Level 20 or Lower Absorbs 8 Health per second from her target. Raise Zombie, Ice Spike
Level 20–27 Absorbs 10 Health and Stamina per second from her target. Reanimate Corpse, Ice Spike
Level 28–37 Absorbs 12 Health and Stamina per second from her target. Reanimate Corpse, Ice Spike, Lightning Bolt
Level 38–47 Absorbs 15 Health, Magicka, and Stamina per second from her target. Revenant, Ice Spike, Lightning Bolt
Level 48 or Higher Absorbs 20 Health, Magicka, and Stamina per second from her target. Revenant, Ice Storm, Chain Lightning

Available Quests and Tasks

There are 37 quests or activities available during the Dawnguard Questline. Fourteen of these are Main Quests, four are Postquest Activities, nine are Dawnguard Faction Quests, and ten are Vampire Faction Quests.

Critical Path Quests

Simply referred to as “Dawnguard Main Quests,” these are the critical path quests you attempt with (or against) the Dawnguard. All have one or more prerequisites, as shown in the following table:

Quest Name Dawnguard or Vampire Faction? Prerequisites
Dawnguard Main Quest: Dawnguard Both Level 10 or higher, or find Fort Dawnguard.
Dawnguard Main Quest: Awakening Both Complete Dawnguard Main Quest: Dawnguard.
Dawnguard Main Quest: Bloodline Both Complete Dawnguard Main Quest: Awakening.
Dawnguard Main Quest: Power of the Blood Vampire only Complete Dawnguard Main Quest: Bloodline. Choose to side with the vampires.
Dawnguard Main Quest: The Bloodstone Chalice Vampire only Complete Dawnguard Main Quest: Power of the Blood. Choose to side with the vampires.
Dawnguard Main Quest: A New Order Dawnguard only Complete Dawnguard Main Quest: Bloodline. Choose to side with the Dawnguard.
Dawnguard Main Quest: Prophet Both Complete Dawnguard Main Quest: The Bloodstone Chalice (Vampire) or Dawnguard Main Quest: A New Order (Dawnguard).
Dawnguard Main Quest: Seeking Disclosure Both Complete Dawnguard Main Quest: Prophet.
Dawnguard Main Quest: Scroll Scouting Both Complete Dawnguard Main Quest: Prophet. Not available (or necessary) if you already have the Elder Scroll (Dragon) in your possession.
Dawnguard Main Quest: Chasing Echoes Both Complete Dawnguard Main Quest: Prophet.
Dawnguard Main Quest: Beyond Death† Both Complete Dawnguard Main Quest: Chasing Echoes.
Dawnguard Main Quest: Unseen Visions Both Dawnguard Main Quest: Seeking Disclosure.
Dawnguard Main Quest: Touching the Sky‡ Both Complete Dawnguard Main Quest: Unseen Visions.
Dawnguard Main Quest: Kindred Judgment Both Complete Dawnguard Main Quest: Touching the Sky.

Dawnguard Postquest Activities

These are smaller activities that are available once the Dawnguard Main Quest is complete. They require limited time to finish.

Quest Name Dawnguard or Vampire Faction? Prerequisites
Dawnguard Postquest Activity: Elder Scrolls for Sale* Both Complete Dawnguard Main Quest: Kindred Judgment.
Dawnguard Postquest Activity: Repairing the Castle* Vampire only Complete Dawnguard Main Quest: Kindred Judgment.
Dawnguard Postquest Activity: Serana’s Cure* Dawnguard only Complete Dawnguard Main Quest: Kindred Judgment.
Dawnguard Postquest Activity: Valerica’s Return* Both Complete Dawnguard Main Quest: Kindred Judgment.

Faction Quests

Also known as “Faction Quests,” these are usually smaller quests that require you to complete a task for a particular Dawnguard member or vampire. In each case, the objectives of a Faction Quest are usually random. They are listed in more detail after the Main Quests, but consult the following table to learn the prerequisites required to begin each of them:

Dawnguard Faction Quests

Quest Name Prerequisites
Dawnguard Faction Quest: Ancient Technology Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Bolstering the Ranks Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Cleansing Light Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Hide and Seek Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Hunting the Monster Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: A Jarl’s Justice Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Lost Relics Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Preemptive Strike Complete Dawnguard Main Quest: A New Order.
Dawnguard Faction Quest: Rescue Complete Dawnguard Main Quest: A New Order. A Spouse or Friend (see quest).

Vampire Faction Quests

Quest Name Prerequisites
Vampire Faction Quest: Amulets of Night Power Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: Ancient Power Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: Culling the Beast Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: Deceiving the Herd Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: Destroying the Dawnguard Complete Dawnguard Main Quest: Kindred Judgment.
Vampire Faction Quest: The Gift Complete Dawnguard Main Quest: The Bloodstone Chalice. A Spouse (see quest).
Vampire Faction Quest: The Hunt Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: New Allegiances Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: Protecting the Bloodline Complete Dawnguard Main Quest: The Bloodstone Chalice.
Vampire Faction Quest: Rings of Blood Magic Complete Dawnguard Main Quest: The Bloodstone Chalice.