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Elder Scrolls V: Skyrim Special Edition Guide Dawnguard Quests Dawnguard Main Quest

Dawnguard Main Quest: A New Order

A New Order

Brazen Incursions at Fort Dawnguard

Once you’ve been dismissed from Lord Harkon’s court and you’re back at the castle’s jetty, return to Fort Dawnguard via an extensive trek, or Fast-Travel there. As you near the castle, you may run into Vori (another of Isran’s trusted forces, and a woman of few words). However, keep your wits about you as you reach the castle’s entrance; a vampire menace has infiltrated Dayspring Canyon. Expect combat, with Isran showing his prowess with a mighty Dawnguard hammer against three vampire interlopers. Join the battle, then speak to Isran. He isn’t confident you’re bringing him good news.

You tell him about Serana, trapped in Dimhollow Crypt, and her bloodline. Isran’s demeanor is even less jovial once you mention Serana’s Elder Scroll—and your failure to obtain it. He curtly explains that the vampires “have everything they wanted, and we’re left with nothing.” But all is not lost: Isran knows people who he’s met, worked with, and, astoundingly, hasn’t alienated. He wants you to find a woman named Sorine Jurand, who is “whip-smart and good with tinkering.” You’re also tasked with locating Gunmar, a “big brute of a Nord” who is an accomplished blacksmith and animal trainer. Finish your conversation with Isran, and the quest updates.

Gunmar: Inducting the Trainer of Trolls

Look to your map to pinpoint the position of Gunmar, who can be found outside an Animal Den. When you approach, Gunmar immediately cautions you to hold fast, telling you he’s been tracking a murderous bear for two weeks. When you mention Isran, Gunmar seems nonplussed; he’s moved on with his life. Change his mind by mentioning the vampires and their Elder Scroll, and Gunmar realizes the predicament that could befall the realm. He agrees to help, but only after you both defeat the bear lurking within.

At this point, you can:

  • Enter the den, fend off any wild animals you encounter, hunt down the bear, and slay it in whatever method you deem appropriate.
  • Enter the den, wait for Gunmar, and follow him into combat, lending him support while he “bears” the brunt of the attacks.
  • Inform Gunmar that you’ve already killed the bear yourself (if you went in without speaking to him). He’s suitably impressed.

Once the bear is dead, speak to Gunmar, and he agrees to meet you back at Fort Dawnguard. He will be there the next time you visit; there’s no need to follow him.

Sorine Jurard: Drafting the Dwemer Tinkerer

Look to your map to pinpoint Sorine’s location. She can be found in the Reach, in a remote location south of the Orc stronghold of Mor Khazgur and north of Druadach Redoubt, at Secondary Location: Dwarven Rubble: Druadach. As you begin talking with her, she seems a little preoccupied with a sack of Dwarven Gyros she has misplaced. After you inform her of Isran’s request, she tells you Isran’s hurtful comments at the end of their last meeting have dampened her enthusiasm for him, to say the least. But explain the dire situation regarding the vampires, and Sorine is a little more receptive. But she still requires at least one Dwarven Gyro for her research. At this point, you can:

  • (Persuade) Tell her there’s little time to waste. Don’t be surprised if Sorine doesn’t share your urgency.
  • Hand over a Dwarven Gyro you may be carrying already.
  • Startle the Mudcrabs and beat back the odd Forsworn incursion as you search for her lost “sack” along the riverbed. The bag is actually a satchel, lying close to a tree on the riverbank (see picture). There are seven Dwarven Gyros inside Sorine’s satchel, but you need give her only one.
  • Or go in search of a Dwarven Gyro on your own. You can visit any dwarven city in Skyrim (these locations are flagged throughout the Atlas) and manually search chests, tables, and shelves for a Dwarven Gyro. You can also pilfer them from Markarth’s Understone Keep, including one right next to Calcelmo, the court wizard. Calcelmo also has several in his museum and quarters in the keep’s upper levels. You need acquire only one, then return it to Sorine.
  • Dwarven Gyro

With the Dwarven Gyro secured, return to Sorine Jurard and hand it over to her. She agrees to meet you back at Fort Dawnguard and will be there the next time you visit. There’s no need to shadow her progress by following her.

Once both parties have been recruited, your quest updates:

An Unwelcome Guest

Upon your return to Fort Dawnguard, you’ll see Isran and his cohorts have been busy setting up barricades and perimeter defenses. A Dawnguard agent named Tilde usually mans the gate. Speak to her and to Vori (who is patrolling nearby) if you wish. Enter the fort, and both Gunmar and Sorine are waiting in the circular entrance hall. Isran is on an upper balcony and bathes the ground in a strange writhing light. He is testing to see whether the three of you are tainted with vampirism:

  • If you haven’t contracted vampirism, the quest continues.
  • If you have contracted vampirism, Isran refuses to let you into the fort, and the gates to the rest of the structure remain sealed. At this point, the only way to proceed is to cure yourself by completing Side Quest: Rising at Dawn or being turned into a werewolf (see the Companions Quest: The Silver Hand).

When Isran has three healthy helpers, he instructs Gunmar to pen up some armored trolls to use as shock troops, while Sorine is to continue her research on improving the crossbow design. Meanwhile, you have more immediate concerns: A vampire has shown up at the fort, looking for you!

Postquest Activities

As soon as Isran mentions that a vampire is looking for you, Dawnguard Main Quest: Prophet begins.