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Elder Scrolls V: Skyrim eGuide
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Contents

  • Essentials
    • Training
      • Song of the Dragonborn
      • Training Part 1: Character Creation
      • Selecting a Race
      • Skills and Perks
      • Skill Constellations
      • Character Archetypes
      • Training Part 2: Combat, Development, and Crafting
      • Crafting
      • Training Part 3: Adventuring Across Skyrim
      • Training Part 4: Hearthfire
      • Training Part 5: Hearthfire: Adoption
    • Inventory
      • Inventory
    • The Bestiary
      • The Bestiary
    • Appendices
      • Appendices
      • The Language of Dragons
  • Quests
    • Quests
      • Main Quest
      • Main Quest: Act I
      • Main Quest: Act II
      • Main Quest: Act III
      • The Companions Quests
      • The Companions Radiant Quests
      • The College of Winterhold Quests
      • The College Radiant Quests
      • Apprentice Radiant Quests
      • Ritual Spell Radiant Quests
      • Thieves Guild Quests
      • Thieves Guild Radiant Quests
      • Additional Jobs
      • City Influence Quests
      • The Dark Brotherhood Quests
      • Dark Brotherhood Radiant Quests
      • Civil War Quests
      • Civil War Quests: Imperial
      • Civil War Quests: Stormcloak
      • Daedric Quests
      • Other Factions Quests
      • The Greybeards Quests
      • The Blades Quests
      • The Bards College Quests
      • Temple Quests
      • Side Quests
      • Dungeon Quests and Other Activities
      • Miscellaneous Objectives
      • Favors
    • Dawnguard Quests
      • Dawnguard Quests
      • Dawnguard Main Quest
      • Postquest Activities
      • Dawnguard Faction Quests
      • Vampire Faction Quests
      • Dawnguard Side Quests
      • Dawnguard Regional Activities
      • Regional Activities: Soul Cairn
      • Regional Activities: Forgotten Vale
    • Dragonborn Quests
      • Dragonborn Quests
      • Dragonborn Main Quest
      • Solstheim Side Quests
      • Solstheim Regional Activities
      • World Interactions and Encounters
      • Dawnguard World Interactions and Encounters
      • Dragonborn World Interactions and Encounters
  • The Atlas
    • The Atlas
      • The Atlas of Skyrim
    • Hold 1: Haafingar
      • Hold 1: Haafingar
      • Hold Capital: Solitude
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 2: Hjaalmarch
      • Hold 2: Hjaalmarch
      • Hold Capital: Morthal
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 3: The Pale
      • Hold 3: The Pale
      • Hold Capital: Dawnstar
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 4: Winterhold Hold
      • Hold 4: Winterhold Hold
      • Hold Capital: Winterhold
      • Primary Locations
      • Secondary Locations
    • Hold 5: The Reach
      • Hold 5: The Reach
      • Hold Capital: Markarth
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 6: Whiterun Hold
      • Hold 6: Whiterun Hold
      • Hold Capital: Whiterun
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 7: Eastmarch
      • Hold 7: Eastmarch
      • Hold Capital: Windhelm
      • Primary Locations
      • Secondary Locations
    • Hold 8: Falkreath Hold
      • Hold 8: Falkreath Hold
      • Hold Capital: Falkreath
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Hold 9: The Rift
      • Hold 9: The Rift
      • Hold Capital: Riften
      • Primary Locations
      • Secondary Locations
      • Additional Locations
    • Blackreach and Other Realms
      • Blackreach and Other Realms
      • Primary Locations
    • Soul Cairn
      • Soul Cairn
      • Soul Cairn Major Locations
      • Soul Cairn Minor Locations
      • Forgotten Vale
      • Forgotten Vale Major Locations
      • Forgotten Vale Minor Locations
    • Solstheim: Northern Mountains
      • Solstheim: Northern Mountains
      • Skaal Village
      • Primary Locations
      • Secondary Locations
    • Solstheim: Southern Ash Lands
      • Solstheim: Southern Ash Lands
      • Raven Rock
      • Tel Mithryn
      • Primary Locations
      • Secondary Locations
    • Apocrypha
      • Apocrypha
      • Primary Locations
  • Extras
    • Choosing the Correct Attire
      • Choosing the Correct Attire
    • The Path of the Undeath
      • The Path of the Undeath
    • The Path of the Lycanthrope
      • The Path of the Lycanthrope
    • Advanced Crafting
      • Advanced Crafting
    • Hearthfire: Owning a Home
      • Hearthfire: Owning a Home
    • Top Ten Inventory Items
      • Top Ten Inventory Items
    • Places to See in Solstheim
      • Places to See in Solstheim
  • Video
    • Videos
      • Bonus Content Videos
  • Interactive Map
    • Interactive Map
      • Interactive Map

Elder Scrolls V: Skyrim Guide › Quests › Dawnguard Quests

Dawnguard Faction Quests

The following nine Faction Quests become available after you complete Dawnguard Main Quest: A New Order. They can be completed during (or after) the Dawnguard Main Quest and typically offer you a task that results in strengthening the Dawnguard. Simply approach any resident of Fort Dawnguard and ask, “What can I do to help?”

Note

Most of these quests are given out at random.

Caution

These quests are available only to adventurers who have sided with the Dawnguard against the vampires. If you’ve thrown your lot in with Lord Harkon, expect open hostility and a sealed Fort Dawnguard!

Tip

Remember you can utilize the talents of Serana (or any other Follower) and the Dawnguard’s Armored Trolls to help you with these tasks. For more information on Armored Trolls consult the Bestiary.

Ancient Technology

Quest Giver: Sorine Jurard

Sorine is making good on her offer to improve Isran’s crossbows, but she requires further inspiration and knowledge for this to happen—knowledge she believes the long-dead dwarves may have possessed. She wants you to find a particular Dwemer Schematic hidden somewhere in Skyrim.

  • Objective: Retrieve the Dwemer Schematic from [Dwarven Dungeon or Bandit Lair]
  • Target: Dwemer Schematic, in a [random Dwarven Dungeon or Bandit Lair]

Journey to the location Sorine has indicated, and battle through the Dwarven automatons, bandits, or other foes blocking your path. The schematic in question is always located inside a large treasure chest. Some are hidden deep inside a lengthy dungeon, while others are closer to the surface; it all depends on the topography of the dungeon you’re sent to.

  • Objective: Return to Sorine
  • Target: Sorine Jurard, Fort Dawnguard, the Rift

Quest Conclusion

With the schematic in hand, return to Sorine, and she eagerly examines your find. Aside from a random weapon or item reward, Sorine also teaches you how to make the item described in the schematic at Gunmar’s Forge. Once the quest concludes, you’re also able to purchase it from Sorine.

Note

Crafting Crossbows and Bolts: It is important to remember that If you want to craft your own crossbows and bolts, you’ll need to learn the Steel Smithing and (eventually) Dwarven Smithing perks. For a complete list of raw Smithing materials needed to craft each item. If you’re interested in fully enhancing a crossbow, aim to purchase (or craft) an Enhanced Dwarven Crossbow (which should be further tempered to Legendary quality) with a variety of Dwarven Bolts, depending on the enemies you’re facing. Finally, remember that most crossbows and bolts can be made only at Gunmar’s Forge inside the fort itself.

  • [Crossbow Improvement]

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest. This quest can be completed a total of six times. Each time you accept it from Sorine, she will send you in search of a new schematic that unlocks a new crossbow or crossbow bolt technology, in the order listed below.

Schematic Item Created* Combat Enhancement
#1 Enhanced Crossbow Schematic Enhanced Crossbow Attacks with this crossbow ignore 50% of armor.
#2 Exploding Fire Bolt Schematic Exploding Steel Bolt of Fire Explodes for 10 points of fire damage.
#3 Exploding Ice Bolt Schematic Exploding Steel Bolt of Ice Explodes for 10 points of frost damage to Health and Stamina.
#4 Exploding Shock Bolt Schematic Exploding Steel Bolt of Shock Explodes for 10 points of shock damage to Health and half that to Magicka.
#5 Dwarven Crossbow Schematic Dwarven Crossbow Does more damage (and weighs slightly more) than a standard crossbow. Dwarven Bolts of Fire, Ice, and Shock can now be bought, crafted, and used (which cause 15 points of damage instead of 10).
#6 Enhanced Dwarven Crossbow Schematic Enhanced Dwarven Crossbow Attacks with this crossbow ignore 50% of armor.

Note

*These items can now be purchased from Sorine or crafted at Gunmar’s Forge.

Bolstering the Ranks

Quest Giver: Sorine Jurard. This quest occurs only once.

Finding Arkay’s Voice

Once you learn that the Moth Priest was abducted by vampires during Dawnguard Main Quest: Prophet, Sorine Jurard may, during the course of your regular conversations, ask if you have a moment. She’s been talking with Gunmar and is concerned about the severity of the vampire threat. She believes the Dawnguard will need Florentius, a Priest of Arkay, to help. Sorine thinks Isran may not want his help but wants you to find out anyway.

  • Objective: Speak with Isran

Find Isran and inform him that you “need to find someone named Florentius.” Isran, as expected, is deeply concerned about the man and certainly doesn’t trust him. Mention that Sorine thought he’d be able to help, and Isran swallows his feelings and gives you approval to find Florentius, who was last seen aiding the Vigilants of Stendarr at Ruunvald.

  • Objective: Find Florentius
  • Target: Ruunvald Excavation, the Rift

Travel to Ruunvald Excavation in the snowy foothills of the Velothi Mountains, east of Shor’s Watchtower and south of Tolvald’s Cave. You need to trek south from the map marker to reach a gap in the mountainside that allows access up, then go north past the snow line to the excavation entrance. Close by is a tent with an interesting journal to read. It recounts the actions of Volk, a Vigilant guard who mentions that the excavation team was taking longer and longer to return to the surface, then disappeared entirely. Curious...

  • Volk’s Journal

A Charmed Life

Enter the Ruunvald Excavation and peer into the maw below. You should spot a Vigilant with a strange red haze about his head. This Vigilant, and all others in this part of Ruunvald, have been charmed and should be seen as hostile enemies. There’s nothing you can do to save them, except to send them to Stendarr, courtesy of a quick death. Battle your way down the mine shaft and into a second mine cavern, engaging more Charmed Vigilants and their Husky hounds. Eventually, you reach a chamber with a rickety bridge. Here you’ll find further adversaries, including Volk (pictured), who is possessed like the rest of them. Deal with all who oppose you before searching for a tunnel on the lowest level leading south to Runnvald Temple.

After a short passage, you enter the main temple room. This is where your primary adversaries, including a warlock named Minorne and the ill-fated expedition leader Moric Sidrey, have imprisoned Florentius close to the raised altar. Dispatch everyone who isn’t called Florentius. Search the corpse of Minorne to discover the Ruunvald Key, which is handy to open the otherwise-inaccessible gate to the cage where Florentius is located.

  • Ruunvald Key

Quest Conclusion

Once freed, Florentius Baenius asks what he (and Arkay, as he professes to have direct communication with the god of the cycle of birth and death) can do to help you. Once you mention Isran, Florentius thinks you’re a joke, but once “Arkay” has instructed him that it’s a good idea, he begrudgingly agrees to head off to Fort Dawnguard. You don’t need to accompany him; he appears the next time you arrive at that destination. The quest now concludes.

Postquest Activities

Now head south, using the key to open the iron door. Enter a room with a treasure chest and an alcove lever in the southeast area near the bed; the lever raises a stone staircase leading to an exit into Skyrim.

When Florentius moves in to Fort Dawnguard, a new alchemy lab appears in the forge area. Florentius sells a variety of items (mainly potions) to help you and sometimes has a Faction Quest of his own: Lost Relic. You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

  • Vendor (Apothecary): Florentius Baenius

Cleansing Light

Quest Giver: Gunmar. This quest can occur more than once.

Gunmar has discovered the whereabouts of a vampire lair. He wants you to take out the head vampire inside the lair, which is usually sufficient to scatter its minions, although he’d prefer it if you destroy all of them. However, you aren’t penalized if you fail to completely remove the vampiric presence.

  • Objective: Kill the Master Vampire at [a Vampire Lair]
  • Target: Master Vampire, [random Vampire Lair]

Journey to the Vampire Lair and begin to systematically cull all of its inhabitants. The tactics you use are completely up to you. Find and face down the Master Vampire, slaughtering all those with fangs before this quest is complete.

  • Objective: Return to Gunmar

Quest Conclusion

With the hissing blood of the vanquished vampires still staining your weapon, return to Fort Dawnguard and seek out Gunmar. He has a small reward for your courage.

  • Leveled Weapon or Item

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

Hide and Seek

Quest Giver: Gunmar. This quest can occur more than once.

Gunmar has located the whereabouts of a vampire masquerading as a common citizen. This “citizen” is nothing but a parasite, ready to clamp down on the necks of any nearby innocent. Stop this deviancy right away! Gunmar requests a discreet kill; you can ask him further questions if you wish.

  • Objective: Discreetly kill [vampire masquerading as a traveling bard, pilgrim, or merchant]
  • Target: The vampire, in [a settlement]

When you reach the settlement, seek out the vampire in citizen’s clothing. You’re able to ask him or her a few questions, which confirms your suspicions (as do those bloodred eyes). However, killing the beast in cold blood won’t complete the quest and is seen as a crime. Instead, a spot of stealth is in order.

Sometimes, you can speak with your target and persuade or intimidate them into following you. Lead them somewhere out of the way, make sure you’re alone, and then quickly take them out in a single strike.

Alternately, you can leave whatever establishment (usually a tavern) you may have found the vampire in and wait for your quarry to wander the settlement’s streets. Survey the area to make sure you’re alone, or cast magic so you’re not seen. Then defeat the vampire without being seen (achieve this easily by crouching so you’re hidden and striking the vampire with a ranged shot).

  • Objective: Return to Gunmar

Quest Conclusion

Once the pretend citizen is a very real corpse, journey back to Fort Dawnguard and meet up with Gunmar. He’s happy there’s one less monster to worry about, and you’re rewarded forthwith.

  • Leveled Weapon or Item

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

Hunting the Monster

Quest Giver: Gunmar. This quest can occur more than once.

Gunmar has learned of a possible vampire, and while he doesn’t know its exact whereabouts, he has information on someone who does. You’re to pay a visit to the beast’s last known contact and “urge” them to reveal the vampire’s location.

  • Objective: Find evidence of the vampire’s whereabouts
  • Target: [Vampire’s friend], at a [random settlement]

Visit the person indicated in your quest log (or the place where they usually reside), and attempt one of the following:

  • Get straight to the point; tell them you’re looking for a vampire. The friend doesn’t know what you’re talking about. Now you can:
  • (Persuade) Ask them to tell you what you need to know.
  • (Bribe) Offer some coin to jog their memory.
  • (Intimidate) Threaten to get rough.
  • (Brawl) Or bring out your fists and actually get rough.
  • One of these options is likely to work. Otherwise, you can:
  • Pickpocket the friend for the information you need, or
  • Search their residence for proof, which is sometimes found in one of their chests.
  • Letter from the Vampire
  • Objective: Kill the Master Vampire at [a random bandit or warlock lair]

Locate the lair mentioned in the vampire’s letter, and journey there ready to defeat this foul presence, along with any bandits or warlocks aligned with the monster. Once you kill the Master Vampire, your quest updates.

  • Objective: Return to Gunmar

Quest Conclusion

After the bloody battle, head back to Fort Dawnguard for a meeting with Gunmar. For those who cherish memories of loved ones, their compassion often conceals the beast. But your compassion compels you to destroy it. Good work!

  • Leveled Weapon or Item

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

A Jarl’s Justice

Quest Giver: Isran. This quest can occur more than once.

Isran is concerned about a visiting “advisor” in the Jarl’s court. He orders you to destroy this creature before it can infiltrate the Jarl’s inner circle and complete whatever foul business it was contemplating. However, Isran warns you that the Jarl’s guards are unaware of the threat and will treat violence against the advisor as a crime. You need to convince the Jarl that the threat is real. Or you can simply try not to get caught!

  • Objective: Warn [a Jarl] about the vampire threat
  • Target: [a random Jarl], in [one of the Hold Capitals]

Visit the Jarl in question, and inform him that a vampire has infiltrated his court. The Jarl believes this to be a somewhat bold claim and requires some proof before he can possibly believe it. The only proof available is contained on the Advisor himself. Seek out this suspicious character and pickpocket him. On his person are Orders from his vampire masters.

  • Orders
  • Objective: Bring evidence to [the Jarl]

At this point, continue not to attract attention, return to the Jarl, and present the evidence via a new conversation topic. The Jarl now entrusts you to take care of this unwanted visitor (as shown in the picture). The Jarl’s guards won’t interfere with you now that you’re carrying out the Jarl’s justice.

  • Objective: Destroy the vampire masquerading as a visiting advisor

Now simply return to the visiting advisor and kill him.

Caution

This quest can also be completed by finding the visiting advisor and slaying him without proof. However, this murder, if detected, is considered a major crime, and you’ll suffer the consequences for your actions. However, this quest still completes.

  • Objective: Return to Isran

Quest Conclusion

With the Jarl’s court back in order, return to Fort Dawnguard and locate Isran. He has a small reward for your dedication.

  • Leveled Weapon or Item

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

Lost Relic

Quest Giver: Florentius Baenius. This quest can occur up to three times.

Once you’ve freed Florentius during Dawnguard Faction Quest: Bolstering the Ranks, he requests that you help him (and Arkay) secure a fabled relic from the Dawnguard’s past. Arkay has told Florentius where the relic is, but he requires you to retrieve it.

  • Objective: Retrieve the [Dawnguard Relic] from [a bandit, Falmer, Forsworn, vampire, or warlock dungeon]
  • Target: [Dawnguard Relic], in [a random dungeon]

Enter the dungeon you’re prompted to trek to, and battle or sneak your way to a large treasure chest somewhere within. Inside is the relic you seek. Take it!

  • [Dawnguard Relic]
  • Objective: Return to Florentius Baenius

Quest Conclusion

Dawnguard Rune Axe

Dawnguard Rune Hammer

Dawnguard Rune Shield

Head back to Fort Dawnguard, and present the relic to Florentius. He (and Arkay) thank you for your service, and in addition to a small item reward, Florentius gifts you the relic itself. Use it wisely!

  • Leveled Weapon or Item
  • Dawnguard Relic

The following three relics are (randomly) available during this quest.

Relic Name Properties
Dawnguard Rune Axe For every 10 undead you kill with this axe, the axe will do +10 Sun Damage to undead (up to +100).
Dawnguard Rune Hammer Bashing places a rune on a nearby surface; the rune explodes for 50 points of fire damage when enemies come near.
Dawnguard Rune Shield +10 Bash damage against vampires and sustained blocking creates a minor Sun Shield that does 10 points of damage while draining the wielder’s Stamina.

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

Preemptive Strike

Quest Giver: Gunmar. This quest can occur more than once.

Gunmar has found another hated beast hiding from the light of day. It seems a vampire has infiltrated a group of bandits (or warlocks) and may be about to turn all the inhabitants into bloodsucking fiends. You are to dispatch the vampire and any other hostiles you see fit.

  • Objective: Kill the Master Vampire at [a bandit or warlock lair]
  • Target: Master Vampire, [random bandit or warlock lair]

Commence your task by heading to the lair in question, and slay anyone who stands in your way. You need not defeat any of the usual inhabitants (although you can—they’re always hostile toward you). However, you must find and defeat the Master Vampire, snuffing him from this realm, before this quest can conclude.

  • Objective: Return to Gunmar

Quest Conclusion

Once the Master Vampire has tasted your vengeance, trek back to Fort Dawnguard and find Gunmar. He offers a trinket or weapon for your services.

  • Leveled Weapon or Item

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

Rescue

Quest Giver: Florentius Baenius. This quest can occur more than once.

Florentius has some grave news. While you were adventuring, a group of bloodsuckers made off with your associate! This vicious night stalker seeks to gain leverage over the righteous, but there is hope: Your brethren is still alive. A rescue attempt must be undertaken at your earliest convenience.

  • Objective: Rescue [your spouse or friend] from [a bandit or warlock lair]
  • Objective: Kill the Master Vampire
  • Target: [Random bandit or warlock lair]

Note

The kidnapping is based on your previous friendship with certain denizens of Skyrim. The following citizens may be kidnapped:

Any nonessential person (so, not a Jarl) you’ve completed a task, quest, or favor for (in this case, Faendal of Riverwood).

Anyone who has previously been a Follower of yours.

Anyone you are currently married to.

You have a twofold task to accomplish: locate the loathsome lair, search out the Master Vampire within, and vanquish the beast. Once done, locate the victim and talk to them. This releases their bonds, and they are happy to return to their previous location without any further chaperoning.

  • Objective: Return to Florentius Baenius

Quest Conclusion

Florentius is awaiting your safe return. Naturally, Arkay has already told him of your triumph, and he offers you the following as a reward for ridding the lands of another vampire:

  • Leveled Weapon or Item

Postquest Activities

You may now speak with another resident of Fort Dawnguard and take on a new Faction Quest.

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