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Elder Scrolls V: Skyrim Special Edition Guide Dawnguard Quests

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.