Elder Scrolls V: Skyrim Special Edition Guide Dragonborn Quests Dragonborn Main Quest
Dragonborn Main Quest: Dragonborn
Dragonborn
Called to Solstheim
After your initial meeting with the Greybeards of High Hrothgar, unseen forces begin to conspire against you. To catch your first glimpse of your new and threatening foes, head to any town or city once Main Quest: The Horn of Jurgen Windcaller begins. In this example, your stroll through Riverwood was disrupted.
Enter any settlement and the regular jocularity with the town guards is silenced by the arrival of two strange figures wearing distinctively odd masks and clothing. One of the Cultists challenges you (head to another settlement if no challengers present themselves), mocking your supposed status as the true Dragonborn! Apparently, Lord Miraak is soon to appear, and you are but his shadow! The two Cultists then attack. Slay both of them, with or without the help of the townsfolk.
Once the fracas ends, inspect the corpses of the Cultists. Pick up the piece of paper marked “Cultists’ Orders,” which seems to be a missive from a Lord Miraak to his two minions, urging them to find and kill you. There’s also a clue to their method of travel. You must retrace their steps by seeking out the ship the Northern Maiden, docked at Windhelm.
Aboard the Northern Maiden
Head to Windhelm and descend to the dockside area near the East Empire warehouse. Locate the Northern Maiden and its forlorn-looking captain. Speak to Gjalund Salt-Sage, choosing your words how you like. It transpires that Gjalund was befuddled for most of the trip, losing whole days of his memory after agreeing to bring the Cultists aboard. He has little desire to return to Solstheim, though. Unless you:
- (500 gold) Agree to pay him double his usual rate, or
- (Persuade) Tell him he owes you for bringing those killers to your doorstep, or
- (Intimidate) Let him know you’re not taking no for an answer.
When you’re successful, Gjalund agrees to set sail. Ready yourself for the voyage to Solstheim. As you arrive at the port of Raven Rock, Gjalund hopes you’ll find out what’s been going on around these parts.
Rumors at Raven Rock
As you disembark, you’re stopped by a Dunmer named Adril Arano. Ignore him if you want, but it’s better to listen to what he has to say. He wants to know your intentions. You can:
- Be as secretive as you like and investigate by speaking to other townsfolk.
- Better yet, you can eke out some information from him; tell him you’re looking for Miraak. Initially, he shrugs off your question and makes sure you know that House Redoran of Morrowind runs this sovereign territory. Ask him about Miraak again, and he stops to think. He’s sure he doesn’t know the name but reckons it may have something to do with the Earth Stone nestled on the high ground just outside of town. After he imparts this bit of information, you can quiz him about his suspicions regarding visitors and learn more about the town of Raven Rock.
- OBJECTIVE: Investigate the shrine
- TARGET: Neloth, at the Earth Shrine
Exit the docks and turn left, heading along the main thoroughfare. There are numerous merchants and other buildings of interest to check out (the Atlas on page 1037 has all this information), but aside from extra activities, you have a few options. You can:
- Talk to the townspeople of Raven Rock. There are many to choose from, and they offer you variations on one of three pieces of information:
- That Miraak sounds familiar, but the person can’t remember why.
- That the name has some connection to the shrine at the Earth Stone.
- That this entity conjures up images of a temple near the middle of this island.
Ignore the townspeople and head directly to the Temple of Miraak if you’re feeling antisocial or haven’t the time for pleasantries.
If you head west and southwest along the main thoroughfare and around to a promontory overlooking the town, you can see some villagers hard at work erecting a strange monument around an odd glowing sacred stone the size of a frost giant. The majority of the workers seem transfixed and speak in short bursts as if possessed. Seek out a dark elf named Neloth, who ponders awhile on why you aren’t in the same state as these drones. You can:
- Ask him what these people are doing: He doesn’t know but wants to leave them like this to find out.
- Inquire about Morrowind, and he tells you a little more about the place.
If someone in Raven Rock hasn’t mentioned the temple to you yet, Neloth will, and the quest updates.
- OBJECTIVE: Reach the Temple of Miraak
Enthralled at the Temple
Feel free to explore the large island of Solstheim, as there are multiple ways to reach the Temple of Miraak. You can choose to do that now or after partaking in a few side quests. The optimal path to the Temple—which is reasonably direct and takes in some of the scenery so you get your bearings—involves backtracking across Raven Rock along the main thoroughfare heading east, through the gatehouse.
After passing through the bulwark, follow the gray beach with the strange pentagonal rock column formations. In the far distance is Red Mountain (in Vvardenfell, the main island of Morrowind), spewing great plumes of volcanic ash, which explains much of Solstheim’s ground coloration. Just up ahead is Old Attius Farm, where Captain Veleth is taking a hammering from a group of Ash Spawn. Help or avoid this fracas; find out more by starting Side Quests: March of the Dead (page 632).
Take a long left turn up the beach to the ashen, decimated forest, watching for intermittent savaging by Ash Hoppers. Weave around the gnarled stumps, rocky outcrops, and blighted trees in a roughly northern direction. Along the way, expect to run into a few nasty surprises, such as a Burnt Spriggan and a hunting party of Reavers.
Continue north up the rocky escarpment, until the gray ash gives way to tundra. Climb northeast, through the gaps in the crags; the skeletons of slain dragons appear, half buried in the snow. Locate the steep steps and archways, continuing your ascent up and into the Temple of Miraak. There’s a splendid view from the wooden scaffolding at the top.
Quest Conclusion
Ignore the Reaver thralls chiseling new construction for their master, who have nothing to say but a monotonous chant about “his” return. As you descend into the central cloister, you should seek out Frea, a woman desperately attempting to free her friend Ysra from her mental bonds. Approach her to end this quest.