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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 › The Atlas › Soul Cairn

Soul Cairn

[DG.10] Soul Cairn

Related Quests

  • Dawnguard Main Quest: Chasing Echoes
  • Dawnguard Main Quest: Beyond Death
  • Side Quest: Impatience of a Saint
  • Side Quest: Durnehviir
  • Regional Activity: Arvak the Spectral Steed*
  • Regional Activity: Dark Conjurations*
  • Regional Activity: (Don’t Fear) the Reaper*
  • Regional Activity: The Soul Husk Merchant*
  • Regional Activity: Valerica’s Concoction*
  • Regional Activity: The Whole Soul*

Recommended Level: 13

Faction: Ideal Masters

  • Arvak
  • Boneman
  • Durnehviir
  • Jiub
  • Keeper
  • Mistman
  • Morven Stroud
  • Soul
  • Valerica
  • Wrathman

Services

  • Special: Morven Stroud (Special Vendor) [DG1/1] [DG&HF 8/23]

Crafting

  • Alchemy Lab

Dangers

  • Ideal Masters Crystal

Collectibles

  • Unique Item: Locket of Saint Jiub [DG12/17]

Miscellaneous

  • Area is locked
  • Chest
  • Loose gear
  • Lots o’ Gold
  • Potions aplenty
Open this map in a new window

Topographical Overview

Among the countless planes of Oblivion, the Soul Cairn has a particularly grim reputation. The plane of undeath is filled with lost, trapped, or accursed souls, bound to wander this place of despair and anguish for all eternity. The plane is ruled by mysterious beings known only as the Ideal Masters and is protected by their endless legions of undead Soul Guards. It is here that a powerful vampire named Valerica—Serana’s mother and the wife of Lord Harkon—has dwelt for centuries in the colossal coliseum-like structure known as the Boneyard.

For the purposes of this guide, we have divided the Soul Cairn into three Parishes. The boundary lines are invisible and don’t show up during your adventure; they have been created to aid you in locating the many small points of interest and secrets that the Soul Cairn holds. Here’s what to look for:

  • Major Location: This is an area of the Soul Cairn that is critically important to Dawnguard Main Quest: Beyond Death. These are larger-scale locations and usually house a particularly hardy foe or impressive revelation.
  • Minor Location: A section of the Soul Cairn that is optional to investigate. These may be as simple as waypoints to use as landmarks or buildings containing one or more of the many secrets that the Soul Cairn holds.

In addition to flagged locations, the following areas and items are shown on the map and are listed here (along with the number available):

  • Arvak’s Skull (1): The skull of a spectral horse you can save as part of Regional Activity: Arvak the Spectral Steed.
  • Ideal Master Crystal (8): A strange, floating crystal that saps your energy as you enter its sphere of influence. These crystals are unbreakable and dangerous. Combat them with potions made by Valerica (Regional Activity: Valerica’s Concoction) or by consuming Soul Husks (see below), and look for a chest under each one.
  • Jiub’s Opus (10): The scattered pages of a renowned hero known as Saint Jiub. Gather them all as part of Side Quest: Impatience of a Saint.
  • Lightning Attractor (4): Place a Grand or Greater Soul Gem into the receptacle at this point, and a lightning strike transforms it into a Black Soul Gem.
  • Reaper Gem Fragments (3): Three locations where you may find fragments of the Eldritch Reaper Gem.
  • Reaper’s Lair (1): The summoning place where you can call and fight the Reaper, as part of Regional Activity: (Don’t Fear) the Reaper.
  • Spell Tome (3): The Spell Tomes needed to conjure Bonemen, Mistmen, and Wrathmen are scattered throughout the Cairn. Their locations are shown here.
  • Teleporter (9): A small circle of twisting purple light transports you to a nearby location (usually a rooftop).

In addition to the enemies you encounter and collectibles to find, there are three other items of interest:

  • Arvak: From time to time, you may see a skeletal horse with a spectral mane galloping in terror across this realm. This is Arvak, the lost but loyal steed. Find and ride him as part of Regional Activity: Arvak the Spectral Steed.*
  • Soul Husks: Dotted throughout the Soul Cairn (and also found in some chests) are Soul Husks. These desiccated growths are edible and are found in your Food menu. For ten seconds, you gain 10 percent Magic Resistance and are protected from Soul Drain effects (such as those of the Ideal Masters). Check the Regional Activities for more uses.
  • Soul Fissures: Throughout the Soul Cairn, you can also find several gaping cracks in the earth with a strange energy seeping from them. If you have an empty Soul Gem in your inventory, interact with these fissures to instantly fill the gem. Each fissure can be used only once.

Parish 1: The Threshold

This pathway leads from the portal to a large barrier wall that separates the inner and outer parts of the Cairn. This area has fewer foes and less danger, so explore it first, then search for the gap in the Barrier Wall to proceed. For quicker, less terrifying results, stay on the path!

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