Elder Scrolls V: Skyrim Special Edition Guide Quests Side Quests
Side Quests: The Man Who Cried Wolf
The Man Who Cried Wolf
Malevolence Stirring

While you’re in the spectacular city of Solitude, visit the Blue Palace, where Jarl Elisif the Fair is holding court. While listening to those seeking an audience with the Jarl, you may wish to strike up a conversation with Falk Firebeard, the Jarl’s steward and manager of the housecarls. You can chat about General Tullius and Elisif’s decisions regarding the war. Now wait for a man named Varnius Junius—a representative of the serfs of Haafingar Hold—to speak before the Jarl. He seems frightened and speaks of “unnatural magic,” strange noises, and lights emanating from a place known as Wolfskull Cave. The Jarl promises to keep her population safe, but Court Wizard Sybille Stentor thinks this is just superstitious hokum. Falk agrees that a show of strength isn’t necessary, but someone should investigate the cave system just to be safe.
Now speak with Falk Firebeard, asking him if he needs help with Wolfskull Cave. Falk was initially going to dismiss this as fanciful talk from an overly imaginative populous, but he agrees to pay you if you’ll clear out the cave. You can also ask him about the cave’s sordid past, when it was used for necromantic rituals. Nowadays, Falk reckons the place has a few brigands lurking inside.
Few Wolves but Plenty of Warlocks
Travel to the mountains north of Dragon Bridge and west of Solitude. As you reach the vertical fissure in the mountainside, you’re attacked by a bony fiend. Defeat the skeletons guarding the cave entrance before disappearing inside. The initial cavern tunnels are suspiciously quiet, with a skeleton and Draugr likely to be roaming the otherwise-empty tunnels. As you reach the first large chamber, tackle a couple of necromancers before passing through the wooden door. Undead Draugr and skeletons attack as you reach the top of a snowy fissure. Fight or flee from them, and enter Wolfskull Ruins.
As you reach the subterranean fortress, across the canyon-sized hole in the center of this vast natural cavern, something is frighteningly wrong. A gathering maelstrom of energy is congealing atop the central tower of the ruins. But there is no time for sightseeing; attack another incoming necromancer as you work through some craggy tunnels and oil lamp traps. As you reach the edge of the fortress ruins, you hear a chant. A group of necromancers are attempting to summon the spirit of Potema the Wolf Queen, an insane necromancer who challenged Uriel III for the throne of the Empire 500 years ago!
In the face of this evil, act swiftly: Head down the exterior steps and through the first tower archway, dispatching enemies as you go. Climb the tower and go out the eastern exit archway. Climb more steps as the Wolf Queen begins to stir and speak. Continue around the battlements, finishing more necromancers and Draugr. Potema warns her followers of an intruder. Enter the main tower as the maelstrom increases, and prepare for a fraught battle against more powerful necromancers and any undead they may conjure. With the leader dispatched and all enemies defeated, Potema becomes unbound, and the maelstrom dissipates.
Quest Conclusion
Using the lever atop the tower, lower the drawbridge. This allows for a swift escape back into Wolfskull Cave and back outside, collecting any treasure as you go. Back inside the Blue Palace, inform Falk Firebeard that a group of necromancers were attempting to summon and bind Potema and that the ritual was interrupted. He is thankful this was stopped and rewards you almost appropriately for your troubles.
- Leveled gold pieces
Postquest Activities
Side Quests: The Wolf Queen Awakened begins shortly. This quest has the benefit of beginning a firm and friendly relationship with the Jarl of Solitude. If you speak to her after this quest, you can complete her Favor (see the Favors section for more information) and place Torygg’s Warhorn at a Shrine to Talos. This also aids in your relationship with Falk, allowing you to obtain a key from him that opens a wing of the Palace that is normally sealed, allowing you, in turn, to begin. Daedric Quests: The Mind of Madness.