Netruk44/uesp-wiki-content huggingface dataset:
Skyrim:Volkihar Courtyard

Volkihar Courtyard Passage (repaired)|right|thumb
It is first encountered during the quest Chasing Echoes. After fighting your way through Volkihar Undercroft, you come across the courtyard, which then leads to Volkihar Ruins. You first come out of the undercroft along the southernmost wall, with the moondial directly in front of you in the center of the courtyard. Off to the west lies the ruined passage leading from the courtyard to the main body of the keep (which can be repaired if allied with the vampires; see notes). There is a small pool of water to the northwest that contains the Half Moon Crest, with five tufts of spiky grass, four swamp fungal pods, and one patch of blisterwort fungus growing around the edge. To the east is Valerica's garden, containing the Full Moon Crest, as well as nine nightshade plants; after Valerica's return, the garden will also contain all colors of mountain flowers, deathbells, dragon's tongues, and a snowberry. Finally, there are two ruined towers containing minor loot and more skeletons, one to the north and one to the east (aptly named Volkihar North Tower and Volkihar East Tower). Up the stairs to the right of the entrance to the north tower is the Crescent Moon Crest.
 
Related Quests
 

Notes
If you complete the quest Kindred Judgment for the Volkihar, you can repair the passage from Volkihar Keep to the courtyard by speaking to Garan Marethi. The passage will be fixed the next time you enter the keep. If the quest was completed for the Dawnguard, you must continue to use the undercroft to access the courtyard.
If you return to the Soul Cairn after the Dawnguard questline is complete and inform Valerica of Harkon's death, she will return to Castle Volkihar and replant her garden.

The following ingredients are found in the courtyard:
:

Bugs
 
This can be fixed by setting the Object Fade slider in the game Display settings to roughly the middle.

Maps


Gallery
Skyrim:Barknar (Dawnguard)

Barknar is a Nord camped out in Dayspring Canyon. He came to Fort Dawnguard with his wife Alvide for protection from the vampires but the Dawnguard won't let him in.

He will show up in Dayspring Canyon during the quest Beyond Death and will do very little but wander around, at times chopping some firewood or using the cooking pot. He never sleeps. He wears clothes with a cowl and boots.
 
Dialogue
He will explain his situation, saying things like: 
:''"I've no love for living out of a tent, but I'll take that over being ripped apart."
:"Why can't they just let us in? We won't get in the way!"
:"It looks like this is as close as we're going to get being safe from the vampires."
:"I hope Alvide doesn't think less of me, but I can't protect her on my own. We're safer here."''
Skyrim:Sern

Sern is an elderly man who will show up in Dayspring Canyon during the quest Beyond Death. He came to Fort Dawnguard for protection from vampires, but the Dawnguard won't let him or the other refugees inside.

Sern will spend all of his time sitting on the log outside of Fort Dawnguard. As long as he isn't bothered, he will never move from this spot.

Sern wears a set of clothes and a pair of boots. Besides these basic articles of clothing, Sern carries nothing.

Sern will greet you with numerous comments about how the Dawnguard will not allow them any further within their territory:''"Aren't the Dawnguard here to help, to make it safe for us? Can't see why they wouldn't let us in." "I won't beg for protection, but I'm not even sure that would work with this Isran." "How hard would it be to feed a few extra mouths? I'm sure they can manage, and not leave us sitting out here like cattle." "Thought I'd come here to be safe. Now they won't so much as let us in."''

 
Notes
Skyrim:Jayri

Jayri is a Redguard camped out in Dayspring Canyon. She came to Fort Dawnguard for protection from the vampires, but the Dawnguard won't let her in. She shows up in the canyon during the quest Beyond Death.

Like the other refugees, Jayri can do very little in the camp and will just wander around, at times using the wood chopping block or the cooking pot. She never sleeps. She wears farm clothes and a pair of boots.
 
Dialogue
When approached, she will complain: 
:"Look at the size of that fort. They must have room for a few more in there." 
:''"I worry it'll never be safe to go home."
:"It's not safe out there. Horrible creatures attacking towns in the night... If they won't let me in, at least I can stay here."
:"If the Dawnguard can't stop these vampires, who can?"''
Skyrim:Alvide

Alvide is a Nord camped out in Dayspring Canyon. She came to Fort Dawnguard for protection from the vampires but the Dawnguard won't let her in. She came with her husband Barknar who also lives in the camp.

Like the other refugees, Alvide will show up in Dayspring Canyon during the quest Beyond Death. With no access to the fort, she will do very little but wander around, at times chopping some firewood or use the cooking pot. She never sleeps. She wears a belted tunic and boots.
 
Dialogue
She is worried about her situation, potentially saying: 
:''"What if the vampires come here, after the Dawnguard? We'll be stuck right in the middle." 
:"Barknar insisted we come here, said we'd be safe. He also said we'd be inside the walls." 
:"At least Barknar and I are here together." 
:"I hope we can go home soon. I don't like it here."''
Skyrim:Impatience of a Saint

Quick Walkthrough
# Speak to Jiub or start collecting pages.
# Collect all ten pages.
# Return to Jiub.

Detailed Walkthrough
You may have come across a few pages floating around during your regular Soul Cairn tasks. Jiub is located in the Boneyard side of the Soul Cairn to the southeast. Talk to Jiub at any time to receive the quest, and return all ten pages to him when you have them. In return, he will give you the Locket of Saint Jiub and a complete copy of ''Saint Jiub's Opus''.



Map
 
 

 

Notes
It is not necessary for you to obtain this quest for the pages to appear; they can be gathered first before speaking to Jiub.

Bugs
 
Try attacking near the page's spot with a weapon or spell. This should cause the page to be knocked down to the ground floor of the maze, directly beneath the archway and make it retrievable. Sometimes you cannot see it downstairs as it is glued to the ceiling. 
Using explosive shouts or spells with a large area of effect, such as Fireball, can dislodge the page.
 
Leaving and reentering the Soul Cairn has been known to resolve this issue.
 
  Open the console and click on the ash pile, then use   to remove it.
Explosive spells such as a tripped ward or Firestorm will dislodge it, though multiple castings may be necessary. The page will fly off randomly, so save first in case it goes somewhere you can't find.
Summoning a Boneman, Mistman, or Wrathman and killing the summon by the spot the original was killed may cause the page to reappear.
 
  Return to the Soul Cairn then open the console and type  . This completes the quest and resolves the crashing issues.
 
 Open the console and type   or   to fix this issue.
 
Open the console, select the barrel and type  . Close the console, pick up the page then open console again and type   to return the barrel back.

Quest Stages
Skyrim:Vampire's Note

I have new orders for you.

Prepare an ambush just south of the Dragon Bridge. Take the Moth Priest to Forebears' Holdout for safekeeping until I can break his will.

- Malkus
Skyrim:Amulets of Night Power

Quick Walkthrough
# Speak to Feran Sadri.
# Retrieve both of the Amulets of Night Power.
# Return to Feran.

Detailed Walkthrough
Talk to Feran Sadri in Volkihar Keep and he will tell you of two amulets which will augment your powers as a Vampire Lord. He will direct you to two random locations, one containing the Amulet of Bats and the other containing the Amulet of The Gargoyle. The amulet may be in possession of a boss or in the chest at the end of a dungeon. Head to the two dungeons shown on your map, retrieve the amulets, and return to Feran, who will give you several potions of blood as a reward.

Notes
It appears that two additional amulets, the Amulet of Draining Grip and the Amulet of Drain Magicka, may have been planned for this quest, but were later abandoned.

Bugs
 

Quest Stages
Skyrim:Boneyard

You will have to enter the Boneyard as part of the quest Beyond Death. You cannot wait or fast travel inside.
 

Walkthrough
right|thumb|Valerica reveals the Elder Scroll
Upon entering the Boneyard, you will pass along a narrow passage before it opens into a large courtyard. Surrounding the central courtyard are raised sections, with stairs leading up to healing wells. As soon as you enter, Durnehviir will be flying around in the sky, and bonemen will begin to rise. It is best to concentrate on fighting the dragon, as bonemen will continue to rise to replace their fallen until you defeat Durnehviir, at which point any remaining bonemen will immediately die.

When you have defeated Durnehviir, you will not absorb his soul like other dragons. You will only be able to loot his body if you activate it quickly, before it burns to nothing; even if you do manage to loot the body, you will obtain dragon bones, but no dragon scales or heartscales. You can now either follow Valerica, or investigate the alcove to the southeast on your own. Valerica will be surprised when you vanquish Durnehviir, since from what she's read, he couldn't be slain by normal means. She then considers that you may have only displaced his physical form while he reconstitutes himself; she has no idea how long that process might take.

In the alcove, you will find an ornate box that contains the Elder Scroll (Blood). You cannot interact with the box, but by speaking to Valerica, she will open it, enabling you to pick up the scroll. To the left is an alchemy lab, and on either side of the box are the ingredients, potions, and books listed below. Once you have the scroll, the exit is to the southwest.

right|thumb|Durnehviir proclaims you Qahnaarin outside the Boneyard
Upon exiting after defeating Durnehviir and retrieving the Elder Scroll, you will find Durnehviir reforming ahead on a small structure. Don't attack him if you want to acquire his dragon shouts. He will teach you Summon Durnehviir right away, which lets you summon him to fight for you anywhere in Tamriel, provided you're outdoors. Then, each of the first three times he's summoned in Tamriel, he will also teach you a word of Soul Tear. Alternatively, you can attack him immediately, before he has a chance to speak; once you defeat him again, you can loot five dragon bones from him, but you will still not absorb his soul, and you will miss out on the two dragon shouts. While traveling back toward the portal, you may be ambushed by several bonemen, who rise from piles of bones on your left as you proceed south.
Items

| style=padding-right:0.5em;" |

| style=padding-right:0.5em;" |

|}
Skyrim:Mossy Glen Cave

It is a natural cave with several stone pillars and plant matter throughout the cave.

 
Exterior
There are two entrances, the first of which is found by heading uphill on a path to the north, past the point along the main path where you first see Fort Dawnguard upon entry to the canyon. There is a snowberry bush outside this entrance, among the rocks to the left. To find the second entrance, head north from the entrance of Fort Dawnguard. When the path reaches its first switchback, continue due north, and you will pass between wooden palisade wall sections; the cave entrance is in the northern corner behind some trees. There are two snowberry bushes by this entrance.

Mossy Glen Cave
The cave is dense with vegetation. Entering via the first entrance leads into an area with a skeever. On the second ledge along the wall to your left, there are two unlocked chests with minor loot. In the northernmost room, there are four leveled bears. After defeating the bears, check the west side of the room for another unlocked chest containing minor loot. On the east side of the cave, a narrow tunnel leads from the second entrance. There is another narrow tunnel directly opposite, which leads to the open area by the skeever. A white cap and four bleeding crown fungi can be found inside the cave.

Maps
Skyrim:Lokil

Lokil is a Nord vampire found in Dimhollow Crypt, particularly in the Dimhollow Cavern section which is inaccessible before Awakening. He will be interrogating Vigilant Adalvald about how to release the artifact sealed within Dimhollow. After failing to extract information from him, Lokil will kill him. He will immediately become hostile on detection.

Lokil's appearance and equipment are randomly generated to that of a Master Vampire. However, his voice always remains the same.
 
Related Quests

Quest-Related Events
Awakening
When you enter Dimhollow Cavern, you will overhear a conversation between Lokil, Vigilant Adalvald, and another vampire. Getting too close will interrupt the conversation, either way Adalvald will be killed:
thumb|right|"So go and meet your beloved Stendarr."
:Adalvald: ''"I'll never tell you anything, vampire. My oath to Stendarr is stronger than any suffering you can inflict on me."
:Lokil: "I believe you, Vigilant. And I don't think you even know what you've found here."
:[Lokil draws his weapon and strikes Adalvald]
:Lokil: "So go and meet your beloved Stendarr."
:[Lokil sheathes his weapon and walks towards the stone structure, shortly followed by the other vampire]
:Vampire: "Are you sure that was wise, Lokil? He still might have told us something."
:[Lokil will interrupt the other vampire]
:Vampire: "We haven't gotten anywhere ourselves with..."
:Lokil: "He knew nothing. He served his purpose by leading us to this place. Now it is up to us to bring Harkon the prize. And we will not return without it. Vingalmo and Orthjolf will make way for me after this."
:Vampire: "Yes, of course Lokil. Do not forget who brought you news of the Vigilants' discovery."
:Lokil: "I never forget who my friends are. Or my enemies."''

At this point, Lokil will be walking around the stone structure, inspecting it closely to look for clues on how to get the artifact. He must be killed in order to progress, as he will automatically detect you when you activate the button in the middle of the structure.
Notes
After entering Dimhollow Crypt, he is first mentioned by two vampires who are discussing Vigilant Tolan's death, commenting on the fact their mission is taking too long. You can deduce that Lokil is their superior, and that he's working for Harkon: 
:Vampire 1: ''"I wish Lokil would hurry it up. I have half a mind to return to the castle and tell Harkon what a fool he's entrusted this mission to."
:Vampire 2: "And I have half a mind to tell Lokil of your disloyalty."''
Bugs
Skyrim:Jiub's Opus (Page 1)

I am a hunter. I am a redeemer. I am Jiub.

The tale of my rise to glory begins in the ash wastes of Morrowind. I rode alone, weapon at my side and the burning wind stinging my face. My quest was arduous, but necessary to ensure the survival of the Dunmer people. A pestilence was creeping across the ashlands,
Skyrim:Jiub's Opus (Page 2)

a menace with an insatiable hunger that plagued innocent travelers simply trying to get home. It was my self-sworn task to hunt them down one-by-one and drive them from the skies. Their fury knew no bounds and their war cry resonated across the land. They were the notorious cliff racers, and they had to be destroyed.

On a particularly hot day during Sun's Height, I was
Skyrim:Ancient Technology

Quick Walkthrough
# Speak with Sorine Jurard.
# Travel to the target location.
# Retrieve the requested schematics.
# Return to Sorine.

Detailed Walkthrough
Find the Schematic
thumb|right|One of the schematics
Speak to Sorine Jurard in Fort Dawnguard and ask 'What can I do to help?' to receive this quest. She will then instruct you to travel to a random Dwarven ruin or bandit hideout (this includes locations added by Dragonborn) and retrieve the Dwemer schematic specifying a new crossbow design. The schematics will be located in the boss level chest in the location. If it is a bandit area, the note Dwarven Haul will be found in the chest as well. Once you have the schematic in your inventory, return to Sorine to receive a minor reward. She will also teach you how to craft the new crossbow at a forge with the proper perks (e.g. Steel Smithing for the standard crossbow that all members of the Dawnguard carry).

The Rewards
thumb|right|Enhanced Dwarven Crossbow
This quest can be completed six times. She will give you random enchanted items each time. The first time, you get the schematics for an Enhanced Crossbow, then the schematics for the Exploding Steel Bolt of Fire, Ice and Shock. The Enhanced Crossbow can be created at a forge with two corundum ingots and a normal crossbow. The bolts can be created in lots of ten by using normal bolts combined with Fire, Frost, and Void Salts, respectively. After the bolts, she will send you to find the schematics for a Dwarven Crossbow. Returning it to her will unlock the ability to create Dwarven Crossbows with 5 Dwarven Metal Ingots and the Dwarven Smithing perk as well as Dwarven Bolts with a piece of firewood and a Dwarven Metal Ingot. She will also begin selling Exploding Dwarven Bolts of Fire, Ice, and Shock, and teaches you how to make them with 10 Dwarven Bolts and the respective salts. The last stage of this quest is to find the schematics for the Enhanced Dwarven Crossbow. Giving her the schematics will allow her to sell the Enhanced Dwarven Crossbow and let you make it.

Notes
This quest is not available if you sided with the Volkihar, or if you are currently a vampire.
With the Dragonborn add-on, if the item happens to be found on Solstheim, there will be no quest marker. Travelling to Solstheim will make the marker appear in the relevant location.
The rewards of this quest may trigger Calcelmo's quest Buy Dwarven artifact.

Bugs
 
If you have the Dragonborn add-on, head to Solstheim and activate the quest. This may resolve the issue. 
  
 It is possible to manually add the missing recipes with the following console commands (which add all the recipes from exploding fire bolts onwards—only the ones that are actually missing are required):
:: 
 
 

Quest Stages
Skyrim:Jiub's Opus (Page 3)

tracking what I called a Lingerer... a cliff racer without a nest. He was a particularly feisty one too, leading me on a merry chase across almost three miles of ash dunes. I had managed to take a piece out of one of his wings in an earlier scuffle so he couldn't maintain much of a climb, but he still had quite a bit of stamina left and he was trying to make me tire of the chase. Almost two solid hours passed and my silt
Skyrim:Jiub's Opus (Page 4)

strider was tiring, but I couldn't give up... I had sworn to eliminate the foul beasts to the last and I wasn't about to let it go. If I was going to stop the thing, I'd have to do it fast.

I pulled my longbow from my back and nocked my last arrow. I took a deep breath and pulled, trying to keep the cliff racer in my sights. It was literally a longshot with the beast gaining distance
Skyrim:Rescue

Quick Walkthrough
# Speak with Florentius Baenius.
# Rescue a kidnapped victim from vampires.
# Report back to Florentius.

Detailed Walkthrough

After rescuing Florentius Baenius, speak to him, and ask "What can I do to help?" He will either refer you to somebody else, or he will explain: ''"Arkay has some grave news, friend. Your friend, kidnapped! A vicious night stalker rules over a group of [class] - seeks to gain leverage over the righteous. Arkay's never clear on life and death. Is [s]he still alive? There's always hope..."''

Saving your friend

The victim can be nearly anyone with a positive disposition towards you, including followers and spouses.  He or she will be held captive at a random dungeon, bound and helpless.  You'll need to travel to the destination indicated in your journal and find the victim (at the quest marker).

The dungeon will be crawling with vampires and either bandits or necromancers.  Find and rescue the victim by interacting with them.  If they die, before or after rescuing them, the objective will still count as completed.

Reward

Return to Florentius in Fort Dawnguard for a reward of an enchanted item.

Notes
 
If the radiant location selected is Gallows Rock there will only be Silver Hand members inside; they will also kill the vampire for you.

Bugs
 
 
 
 
 
Load a save from before talking to your spouse, then go speak with Florentius, and the quest will start and progress normally.
Alternatively, open the console and type: setstage DLC1RH06 255 - this will "complete" the quest properly (and even give you a reward item), then go back to talk to Florentius or Gunnar to start the next quest in the series. It is not clear whether this will or will not result in a leftover vampire at the location next time you head there.
If you want to stop doing the radiant Dawnguard quests and have none of them remaining in your journal, do it immediately after completing a "Rescue" quest. After that, the notional next one is bound to be a different and less buggy one, and is less likely to be "started incorrectly" without talking to one of the quest givers.
 

Quest Stages
Skyrim:Jiub's Opus (Page 5)

and the silt strider bouncing me around at full gallop. Finally, with a silent prayer, I released the string. The arrow sang through the air like a howling demon as it sliced its way towards its target. Finally, just as it crested the lip of a foyada, the arrow struck it in the midsection. It let out a horrible cry and fell out of sight.

My cries of triumph were
Skyrim:Hunting the Monster

Quick Walkthrough
# Speak with Gunmar in Fort Dawnguard.
# Learn of the vampire's whereabouts.
# Destroy the vampire at the hideout.
# Report back to Gunmar.

Detailed Walkthrough
Speak with Gunmar in Fort Dawnguard and tell him you are ready to offer some help. He has learned of a possible monster. However, he doesn't know its exact whereabouts. You need to pay a visit to the vampire's last known contact, find its hideout and destroy it.

Find the friend of this vampire and try to find some information about the vampire. In order to get the location of its hideout, you need to steal the letter the friend is carrying, or pass a speech check.

Then you'll get a Letter from the Vampire. In fact, you don't need to read the letter to find the detailed location of your target.

Travel to your destination and eliminate your target in its hideout.

Report back to Gunmar and he will tell you "For those who cherish memories of loved ones, their compassion often conceals the beast. Our compassion compels us to destroy it." Then you'll get your reward.

Notes
 
This quest can be repeated infinitely. After you have destroyed the target vampire, you can be sent to take care of another by taking the quest again.

Bugs
 
 The only way to progress the quest is with the console command  .

Quest Stages
Skyrim:Jiub's Opus (Page 6)

quickly stifled by the sound of over a hundred wings. Rising from the foyada was an entire colony of cliff racers and they were out for blood. The blasted thing had led me right to their nest and sacrificed itself with the intent of feeding me to its brood. It was a trap. The damned things had become much too clever. Knowing this was likely the end, I jumped down from the silt strider and hit the back of its leg with the
Skyrim:Preemptive Strike

Quick Walkthrough
# Speak with Gunmar.
# Travel to radiant location: a bandit camp or warlock lair.
# Destroy the vampire before it turns its allies into vampires.
# Report back to Gunmar.

Detailed Walkthrough
You will be asked to kill a vampire before it turns its allies. When hunting the vampire, it will be at a random location, either a bandit camp or warlock lair. This can include locations added by official add-ons.

Notes
 

Bugs
 
Waiting 24 hours can fix this.
 

Quest Stages