Dawnguard

Quest 7 The Elder Scrolls V Skyrim Walkthrough

"Touching the Sky"

- Quest 8 -
Acquiring Auriel's Bow
Quest 9


Prerequisites: Completion of the quest "Unseen Visions"
Quest Giver: Serana
Region: Chantry of Auriel (Darkfall Cave, Darkfall Passage, Forgotten Vale, Glacial Crevice, Inner Sanctum, Auriel's Chapel. Optional: Darkfall Grotto, Forgotten Vale Cave, Sharptooth Cave, Forgotten Vale Forest, Forgotten Vale Overlook)
Reward: Auriel's BowAuriel's Bow, Sunhallowed Elven ArrowsSunhallowed Elven Arrows. Optional: Auriel's ShieldAuriel's Shield, Bloodcursed Elven ArrowsBloodcursed Elven Arrows, Dragon Shout "Drain Vitality", four Falmer BooksFalmer Books, two dragon souls, six pieces of Shellbug Chitin, extensive unowned equipment as loot, and a wide variety of raw materials. First-hand background details regarding the downfall of the Snow Elves.

Summary: One must fight through Darkfall Cave and traverse the Forgotten Vale. During this, a ceremony with a water pitcher must be performed at five wayshrines of Auriel. The final battle takes place in the chapel. Afterwards, one is rewarded with Auriel's Bow.

Quest Description

Find Auriel's Bow
The quest starts while still in the Ancestor Glade, after Serana has been informed about the location of the bow. On the way to Darkfall Cave, Serana can be questioned about the bow and its role in the prophecy (although some of this has already been learned from the Elder Scrolls directly). One can also inquire about how she feels about taking action against her own father.

Darkfall Cave Entrance
Through an inconspicuous fissure in the rock, Darkfall Cave and an extensive area beyond are entered.


Darkfall Cave is a relatively dark area. The few torches on the walls do not contribute much to clarity within the winding corridors. After a few turns, a spider lurking in the darkness is encountered. It guards a secret passage, which, however, cannot be opened from this side. After a wooden bridgewooden bridge over an underground river, the path seems to come to an end.

The way forward...
...is by jumping into the rushing abyssabyss. One is carried away by the torrent of water and, after two waterfallswaterfalls, washed into an underground cavern room.

One finds themselves in a cavern roomcavern room where an entire frostbite family lives. The large matriarch resides in a side tunnel, guarding a chest. Further along, a crossroads is reached where a Breton family has set up their campcamp. They hoped to live here, and the torches on the walls originate from them. However, they were killed. The path to the left winds upward to the secret passage, allowing the entrance of Darkfall Cave to be reached again. The apparent dead end straight ahead houses a secret door providing a shortcut. It can be opened from both sides using pull chains. The path to the right (tripwire trap) leads down, and after a few turns, an expansive cavern room with trolls, Breton remains, and a blood-stained chest is reached. The other side of the roomother side is peaceful and can also be reached directly via the shortcut from the Breton camp.

Shrine
At the end of the dark passages, a strange shrine is reached.


There stands an unusually pale elf in a peculiar armor, praying to a sun-shaped structure. Upon approaching, Serana senses an emanating energy, and the elf requests to step closer - there is nothing to fear.

Speak with Gelebor
The white-skinned elfElf introduces himself as Knight-Paladin Gelebor and welcomes the visitors to the Great Chantry of Auriel. Upon inquiry, he explains that, unlike the Falmer, he is a Snow Elf. He calls the corrupted creatures the Betrayed. He correctly guesses that one is here for Auriel's Bow and he wants to help with that, but he asks for assistance beforehand. Apparently, this has happened many times in the past, and along the furthervisitors coursevisitors, one will comevisitors acrossvisitors somevisitors remainsvisitors of the manyvisitors formervisitors visitorsvisitors. Gelebor wants his brother killed - the Arch-Curate Vyrthur. There are no longer any common bonds between them. Vyrthur has changed, and Gelebor does not understand what happened. He suspects that his brother is under the influence of the Betrayed.

Inquiring further, Gelebor shares that the chantry was always a place of peaceful worship. However, one day the Betrayed stormed the chantry with the intent to kill everyone. Of the one hundred chantry guardians, only Gelebor and Vyrthur survived. Yet the Betrayed seem to have corrupted Vyrthur somehow. He is apparently still alive, but just stands there as if he were waiting for something. Gelebor cannot leave the shrines unguarded, and alone against the Betrayed in the Inner Sanctum, he would stand no chance - therefore, he asks for help. Then he approaches a nearby dome and, using unknown magicunknown magic, causes a shrine to rise from the ground. He explains that such shrinesshrines once served for meditation and transportation, and tells of the ceremonial path of the initiates. This would be the only way to reach Vyrthur in the temple. One must follow in the footsteps of the initiates and travel like them from wayshrine to wayshrine. The first of the five shrines is located in Darkfall Passage. Gelebor hands over the ceremonial Initiate's EwerEwer and asks if further information is needed - as this might possibly be the last conversation together. He can be questioned about the history of the chantry, the significance of the wayshrines, the spectral prelates, and the Betrayed and Snow Elves in general. Then he wishes a safe journey.

Survive Darkfall Passage
Through one of the inner walls of the shrineinner walls of the shrine, teleportation to the next area occurs. There it is not only dark, as before, but torches are no longer present on the walls. The only light sources are glow mushrooms and shy glowing poison bloomsglowing poison blooms. The presence of Chaurus cocoonsChaurus cocoons hints at what will be encountered here. Some passages with traps and guardians can be bypassed through barely visible side tunnels. Several cavern areascavern areas that have been expanded into settlementssettlements by the Betrayed must be traversed. Here and there, secret passages with Falmer opening mechanismsopening mechanisms exist. Caution should also be exercised regarding nasty trapsnasty traps. Once all Falmer and Chauri have been fended off, an undergroundvalley valleyvalley is reached through a trap-secured door - featuring its own faunafauna and flora (e.g., poison blooms that secrete toxic gas upon approach). The first objective of the journey lies on the other side of the valley.

Wayshrine of Illumination
The Wayshrine of Illumination after traversing the Darkfall complex.


Fill the Initiate's Ewer (0/5)
Welcomed by the spectral Prelate Sidanyis, travel through the portalportal into the Forgotten Vale is possible.

Fill the Initiate's Ewer (1/5)
Arrival occurs in a deep rocky gorgerocky gorge that must be ascended in a spiral fashion. Once the top is reached, a map marker is obtained, enabling fast travel to this location from now on. An extensive mountain valleymountain valley is entered, with ruined temple parts here and there. If exploring every crevice is not desired, the quest markers indicating the remaining four wayshrines can be followed. To reach the next one, this first part of the valley must be traversed straight ahead along the right mountain slopes. In addition to vale sabre cats, an ice troll is encountered here, along with a guarding Falmer at the entrance of the Forgotten Vale Cave. At the end, arrival occurs at the Wayshrine of VisionWayshrine of Sight, where one is greeted by Prelate Athring. After the ceremonial water scooping, the journey to the next shrine must be continued on foot.

Fill the Initiate's Ewer (2/5)
To reach the next shrine, one must backtrack slightly and take the once-paved pathpath between the ruins. In the following mountain passmountain pass, spiders await, and the giant matriarch suddenly rappels down from a rocky ledge. Beyond it extends another sectionanother section of the valley with a half-frozen ice river. In the distance, the temple balcony can already be recognized - the still-distant goal of the journey. On the way down to the river, turning left leads to the next shrine.

Wayshrine of Learning
At the Wayshrine of Learning, one is greeted by Prelate Celegriath.


Fill the Initiate's Ewer (3/5)
To find the next wayshrine, one must turn back and follow the river upstream. Before the waterfall, the river can be crossed via the ice, and an old stone staircase pathstone staircase path can be ascended. At the top, a mountain stream is spotted, emptying into a frozen lake.

Wayshrine of Resolution
The Wayshrine of Resolution is located by the frozen mountain lake.


The shrine on the other side of the stream can be reached via a stone bridge. There, one is received by Prelate Nirilor.

Fill the Initiate's Ewer (4/5)
One can immediately proceed to the final shrine, or first inspect the Word WallWord Wall at the edge of the lake. Or rather: attempt to do so. Because upon approaching the Word Wall, two dragonstwo dragons suddenly break through the ice and attackattack furiouslyfuriously. Voslaarum and Naaslaarum submergesubmerge and break through again, thereby creating several holes in the ice sheet. One can hope for the assistanceassistance of followersfollowers or conjure somethingconjure something for support. Another dragonAnother dragon can also be called. Odahviing unfortunately does not hear the call, but DurnehviirDurnehviir appears from the Soul Cairn and successfully freezesDurnehviir the fire dragons. He also conjuresconjures his helpersDurnehviir, so that the fight does not last forever.

The further path initially leads back across the stone bridge, and one enters an area dominated by the FalmerFalmer. High above the mountain stream, they have built huts and supply depotshuts and supply depots, connecting everything in a confusing manner via freely hanging wooden walkways. One can easily meet death here - either as an easy target for archers or after a fall from this height (although a few Falmer also fall to their death themselves). The partly shaky pathshaky path leads past Sharptooth Cave to the entrance of the Glacial CreviceGlacial Crevice.

However, utilizing the suspension bridges defended by the Falmer is not required to reach the Glacial Crevice. Although most items are to be gathered up there, the lower stony path along the stream is shorter. Many ore veins are found there as well, though also Chaurus HuntersChaurus Hunters. Sharptooth Cave can be reached from down there too.
If no value is placed on items and ores, the path can also be shortened entirely. For this purpose, one must walk up to the left around the mountainaround the mountain from the Wayshrine of Resolution by the lake. Almost until the Glacial Crevice, there are no enemies.

Glacial Crevice
The Glacial Crevice is a huge hole in the glacier. An ice canyon.


Through a slit in the glacier wall, a network of passages is entered, which were established around a huge cavity in the ice. Some was predetermined by nature, some shaped by the Falmer patrolling and living here. The path mostly leads upward along smooth ice walls; the risk of slippingthe risk of slipping is high, especially in close combat. The exit is located at the very top at dizzying heightsdizzying heights, but to get there, many ice passages must still be ascended.

The long path can be shortened by remaining in the water and swimming straight ahead. A few enemies must be fought then, but by no means as many as during the regular ascent. There is also another, hidden path that reduces the route by half: once inside the huge cavity initially, diving down allows a submerged tunnel in the right ice wall to be used. This connection is long; Waterbreathing is advantageous. One surfaces at the foot of an ice shaft that would also be reached via the normal path after a long march.

The exit of the Glacial Crevice leads to a Falmer colonyFalmer colony built in a canyoncanyon below the Inner Sanctum. One is unfortunately not welcome there but must pass through. The canyon leads to a steep mountain tunnel that ends at the top at the Wayshrine of RadianceWayshrine of Radiance, where Prelate Edhelbor greets the visitors. The shrine portals lead to the four others that were visited before.

Entrance to the Inner Sanctum
The entrance to the Inner Sanctum is already visible from the shrine.


Gain access to the Inner Sanctum
In front of the entrance stands a large statuestatue of Auri-El with a symbolized sun.

The gate is locked and can only be opened...
...by emptyingemptying the ceremonial ewer into the basin. The water then runs into three channels to the sun symbol in front of the door and magically triggers an unlocking mechanism. Afterwards, the building can be entered.

Find Arch-Curate Vyrthur
A hall with a shrine of Auri-El in its center is entered. Further rooms adjoin the hall. The walls and pillars bear witness to a destructive force that must have once reigned here. However, what is immediately noticeable are ice sculptures standing everywhere.

Ice Sculptures
The ice sculptures appear very real.


Most of them are arranged around the shrine and represent Falmer and Chauri. Some hold valuable items, such as potionspotions, armor partsarmor parts or scrollsscrolls. Taking the items triggers moments of horror with some statues. With a loud bang, the ice shell bursts and one must defend themselvesdefend. The awakened frozen figures still seem to consist of iceconsist of ice and are partly tough opponents.

In the side rooms, several skeletons are found that indicateindicate their pasttheir past themselves. ValuableValuable itemsitems and a frost giantfrost giant are also found. Since direct access to the chapel is blocked, it must be reached via detours through half-collapsed and snow-covered rooms.

Auriel's Chapel
The silence in Auriel's Chapel is deceptive.


Confront Arch-Curate Vyrthur
Inside the main room of the chapel, several frozen Falmer and Chauri are encountered once again. Arch-Curate VyrthurArch-Curate Vyrthur sits on a throne, either lost in thought or waiting. Approaching closer, one is addressed by him. Apparently, however, he is only interested in Serana, and the player is no longer needed. He reanimates some of the Falmersome of the Falmer to carry out his wish. Additionally, he repeatedly summons an Ancient Frost Atronach, ensuring there is plenty of workplenty of work to doto do. After all these enemies are defeated, Serana demands Vyrthur to surrender and hand over the bow. In his wrath that centuries of preparation could be undone all at once, Vyrthur triggers a massive magical blastmagical blast, causing the ceiling of the chapel to collapse. Consciousness is briefly lost before being shaken awakeshaken awake by Serana. She requests to follow in order to confront Vyrthur together on the balcony.

On the balcony, Serana impetuously demands the bowdemands the bow once more. Vyrthur is enraged by this lack of respect toward Auri-El's former Arch-Curate and commands Serana to look him in the eyes. At that moment, she realizes that he too is a vampire. Vyrthur then shares that he was infected by an initiate, whereupon Auri-El turned away from him. Seeking revenge, he created the prophecy and only required pure vampire blood to fulfill it. Serana becomes furiousfurious, as she has no intention of giving up her blood, and the situation escalatessituation escalates.

Daughter of Coldharbour
Vyrthur envisioned the arrival of a Daughter of Coldharbour differently.


Defeat Arch-Curate Vyrthur
Vyrthur is a tough opponent, fighting partly with unknown magicunknown magic and summoning his Ancient Frost Atronach. However, one is not alonenot alone, and if an additional followerfollower is present alongside SeranaSerana, the battle is soon brought to an endto an end.

Speak with Gelebor
Retrieve Auriel's Bow
As soon as Vyrthur is defeated, the dome on the balcony rises and GeleborGelebor emerges from the shrine. After being informed that his brother was a vampire, he harbors the hope that the Betrayed will one day overcome their hatred and learn to believe in Auri-El again. Since the chantry has been restored, the reward is Auriel's BowAuriel's Bow, which now floatsfloats above a pedestal inside the shrine. Together with the bow, 12 Elven Arrows and 12 Sunhallowed Elven Arrows are received.

With this, this very long quest ends and the final one starts immediately.


Frost GiantsFrost Giants inhabit the area of the Forgotten Vale. In size, strength, and behavior, they are comparable to the giants of the plains. Five of them can be tracked down, and fighting them is worthwhile for treasure hunters. Each of them carries a unique paragonparagon, which functions as a sort of key.

Where to find the Frost Giants?
  1. At the waterfall of the ice river. Simply walk upstream until the waterfall is reached. Amethyst Paragon.
  2. Above the waterfall of (1), continue walking upstream. Also located at the waterfall. Sapphire Paragon.
  3. At the highest point of the Falmer suspension bridge network. Emerald Paragon.
  4. Directly after leaving the Glacial Crevice, turn to the left. Diamond Paragon.
  5. Inner Sanctum. In a locked area. Access only with the Initiate's Ewer. Ruby Paragon.

What are the paragons used for?
The paragonsparagons can be inserted into the socket of the paragon platformparagon platform to activate a portalportal. Each paragon activates a portal to a different area of the Forgotten Vale that is otherwise inaccessible. Valuable and unique items are found within these areas:
  • Amethyst Paragon: Darkfall Grotto. One ends up on a high stone pillarstone pillar with some treasures. Feral Falmer live below.
  • Sapphire Paragon: An otherwise inaccessible area within the Inner Sanctum. A true treasure trove.treasure trove..
  • Emerald Paragon: Forgotten Vale OverlookForgotten Vale Overlook. Located there is, among other itemsamong other items, Unknown Book, Vol. II.
  • Diamond Paragon: Glacial Crevice. One ends up on a ledgeledge with a chest, high above the icy Falmer world.
  • Ruby Paragon: Forgotten Vale ForestForest. A Falmer WarmongerFalmer Warmonger fighting several trolls is encountered there. He carries Auriel's Shield. A rich chest is also to be found there.



Known Bugs

  • Vyrthur sends several groups of his frozen subordinates into battle one after another. The next group only arrives once the previous one is entirely defeated. However, the creatures can spawn in locations where they become stuck or inside other objects where they cannot be directly reached. If area-of-effect spells do not help, reloading a save game will be necessary, as otherwise the storyline will not progress.

Tips & Notes

  • The passages and cavern rooms of Darkfall Cave (and other underground areas along the further course) are very dark. Due to the automatic brightness adjustment in the game, it is advantageous not to carry any light sources. Unless something needs to be investigated, one simply sees more of the surroundings without a light source. Vampires hold an advantage here.
  • The bridge over the watery abyss at the beginning of Darkfall Cave is very shaky and will collapse if subjected to weight for too long. This does not matter, as jumping would have been necessary anyway. This circumstance can be utilized to ensure that followersfollowers are not left behind but also end up in the water.
  • The first quest objective "Find Auriel's Bow" is considered completed as soon as Gelebor is met in Darkfall Cave. However, it is still a very long way until the bow is actually acquired.
  • Gelebor's explanations regarding the history of the "Betrayed" clarify the difference between Snow Elves and Falmer, although the terms should be equated just like Wood Elves and Bosmer. Bethesda should have named the Betrayed something other than "Falmer" from the start, and the lore would have remained consistent. However, the historical name Falmer was simply beneficial for marketing.
  • During the first conversation with Gelebor, Serana should be nearby, as her dialogue with Gelebor leads to the handing over of the ceremonial ewer. If she became stuck anywhere beforehand, she should be retrieved first. If she was left waiting somewhere, she thankfully joins the conversation on her own (if she is able to).
  • In Darkfall Passage, there is a cavern room with several puddles of waterpuddles of water. One of them is very deep. Diving there and passing through an underwater tunnel leads to another room where a (well-equipped) visitor died in peace. Other visitor remainsvisitor remains can be reached, for example, by boldly jumping into an underground waterfall.
  • Inside the Forgotten Vale Cave and Sharptooth Cave, one of the only two ShellbugsShellbugs in the entire game can be found in each. From their chitin, helmets can be crafted that provide the same protection as those made of dragonbone, but are lighter.
  • The Shellbug is a strange "creature". It looks like a giant beetlegiant beetle, buzzing and purring to itself while moving its antennae. However, it does not wander and apparently spends its entire "life" in one spot. Strangely, it is not detected by the Detect Life spell, and even Aura Whisper reports nothing. It cannot be killed either, but must be "mined" like ore with a pickaxepickaxe. Once the Shellbug Chitin has been obtained, it is blood-drenchedblood-drenched and "dead". Its antennae also hang down lifelessly now.
  • Behind the Wayshrine of Learning, the ice river disappears into a deep holedeep hole. If Serana's warning is ignored and one jumps into the waterfall, a very deep fallvery deep fall into Darkfall Grotto occurs. There it is very dark again. The Feral FalmerFeral Falmer, which do not appear elsewhere, can be observed there. They are naked and lead a life isolated from the others here. Or almost, as can be seen from a few corpses. On one of the high natural stone pillars is a portal exit with some treasures, which is, however, neither visible nor reachable from below. Following the underground river leads back into the valley of Darkfall Passage via a waterfall.
  • Several potions of fire resistance lie around the mountain lake, mostly near skeletons. These can be very useful during the dragon fight (if found in time).
  • It is worthwhile to dive through the broken ice sheet in the lake. At the dragons' breakfast tablebreakfast table in the ice-cold water lie a few pouches, with a chest not far away. A bit further away are two additionaladditional chestschests.
  • The sun is propagated here as the divine symbol of Auri-El. This is naturally nonsense, but fits the theme conceived by Bethesda. Bethesda was aware that lore veterans would cry out here, and to appease them, Serana was made to claim that it involves "one of the older signs of his power." Clumsy, but better than no explanation at all.
  • The shrine of Auri-El functions like one of the Divines - all diseases are cured, and the Blessing of Auriel's Bow is added.
  • While Serana discusses with Vyrthur on the balcony, movement is possible, but no other actions can be taken.
  • Since Gelebor can neither be killed nor robbed, Vyrthur's armor is the only Ancient Falmer Armor that can be obtained. Therefore, pushing him off the balcony should be avoided.
  • After the quest, Gelebor can be requested at any time to bless Elven Arrows into Sunhallowed Elven Arrows. These damage enemies with additional sun damage. Shot with Auriel's Bow at the sun, a storm of sunbeams is generated, damaging all enemies nearby, especially the undead.
  • After the quest, Serana can be requested at any time to coat Elven Arrows with her blood to create Bloodcursed Elven Arrows (naturally only as long as she remains a vampire). Shot with Auriel's Bow at the sun, they darken it until the next morning. Vampire attacks become more frequent and intense, and the population comments with astonishment on the disappearance of the sundisappearance of the sun. Sunhallowed Elven Arrows remain without effect until the next morning. Valerica refuses to give her blood for the Bloodcursed Arrows.
  • Auri-El (also Auriel) is the highest god of the High and Wood Elves. Since TES V, it is known that this also applies to Snow Elves. Like the former Aldmer, most within the current Aldmeri Dominion claim direct descent from Auri-El. Variations of his worship as the chief deity are found among the Khajiit as Alkosh (Dragon King of the Cats), in the Breton faith, and in the Cyrodiilic pantheon of the Divines as Akatosh (Dragon God of Time). As the soul of Anu's soul, he is generally considered the first spirit to emerge during the beginning of the world and is found in some form in every Tamrielic religion. He is deemed inviolable and embodies endurance, invincibility, and eternal legitimacy. For the Dunmer, he was the reflection of Almalexia for millennia, in whom most of his traits manifested. Until TES V, it was universally known that his Nordic variant is named Alduin. However, Bethesda adapted the gods to the Skyrim dragon storyline as well.
  • Auriel's Bow is a divine artifact and was once created and personally wielded by the god-king of the Aldmer, Auri-El. It contains Auri-El's divine power. Throughout millennia of history, the Bogen has been used by various heroes. Allegedly, it smells like ash yams. The divine bow previously appeared in "TES I: Arena", "TES II: Daggerfall", and "TES III: Morrowind".
    Particularities in "TES V: Skyrim": The bow allegedly draws its power from Aetherius via the sun. Triggering the special sun effect with Sunhallowed or Bloodcursed Elven Arrows is considered an achievement in the game. The bow features an "aim assist" for the sun in case it is hidden behind mountains or clouds - the screen tints reddish or yellowish when aiming.
  • Auriel's Shield, like Auriel's Bow, is an artifact that once belonged to the elven god-king Auri-El. The shield previously appeared in "TES I: Arena", "TES II: Daggerfall", and "TES III: Morrowind". In "TES V: Skyrim/Dawnguard", it can be taken from a Falmer Warmonger in the Forgotten Vale Forest.
  • The four Unknown BooksUnknown Books that can be found in the area are written in the ancient Falmer languageFalmer language and are initially unreadable. However, they can be sold to the librarian Urag gro-Shub, from whom the translations are additionally received:
    1. "The Betrayed"
    2. "Journal of Mirtil Angoth"
    3. "Diary of Faire Agarwen"
    4. "Touching the Sky"

  • Personal Note: The prophecy that vampires would no longer have to fear the sun thus originates from Vyrthur. It is contained within three Elder Scrolls, at least two of which he authored himself*. But how can that be? He was merely an elf and, at the time of drafting the prophecy, not even in Auri-El's favor. It was already a painful lapse in the quest "Unseen Visions" that Elder Scrolls can be read by anyone. But created? How can an Elder Scroll and its unknown primal magic be forged? Here, Bethesda has exaggerated so heavily that it borders on the ridiculous. Elder Scrolls are instruments of a power that not even gods can defy (see Alduin). They are fragments of creation, older than time, uninfluenceable, indestructible, and inexplicable in nature. Their significance is so fundamental and existential that the entire game series bears their name.
    With this design arbitrariness, there is arguably no further escalation. Here, lore revisionism is practiced beyond the pain threshold, and veteran TES players are apparently considered foolish, blindly devoted, or extinct. The flattening of game depth in favor of an easy entry for casual players is one thing, but calling established terms and meanings into question or even turning them upside down just to make them fit a storyline is a sacrilege. These are core concepts that define the entire game series and embody its essence. The original creators built the "The Elder Scrolls" brand upon these foundation stones. What is being experienced here is an amateurish exploitation of the theme. Disrespectful, ruthless, and loveless.

    * Ingame Dialogues as Proof.
    Did the quest designers truly have someone author Elder Scrolls? Some TES fans refuse to believe this unspeakable nonsense. And rightly so; it is egregious. However, here is the derivation based on the ingame dialogues:

    Harkon explains how he learned of the prophecy:
    - As you know, vampires are powerful, but we have our limits. Our great enemy is the sun, and until recently, we had no way to fight that enemy. For many centuries, I searched for an answer to this problem. I came across an ancient prophecy written by a Moth Priest - one of those priests who read the Elder Scrolls.
    The prophecy speaks of a time when vampires will gain power over the sun and no longer fear its tyranny. I believe that the secret key to unraveling this prophecy is written in Serana's Elder Scroll.
    The Moth Priest died before he could complete the transcription. But he revealed to me in which Elder Scroll the prophecy is to be found.


    A part of the prophecy is therefore located in the Elder Scroll carried by Serana.

    Serana explains what is in her scroll when she appears at Fort Dawnguard:
    - I'd rather be somewhere else, too, but I need to talk to you. It's important, so just listen before your friend here loses his patience. It's... it's about me. And the Elder Scroll that was buried with me.
    It's all because of my father. I think you've figured this much out already, but my father isn't exactly a good person. Even for a vampire. But he wasn't always like this. There was... a turning point. He stumbled across this obscure prophecy and somehow lost himself in it.
    It's meaningless and vague, like all prophecies. The part that won't let him go states that vampires will no longer have to fear the sun. That is what he wants to achieve. He wants to control the sun, so that vampires can rule the world.


    Serana's scroll thus contains an important part of the prophecy. The UESP experts also interpret it this way:
    He seeks to block out the sun by fulfilling an ancient prophecy recorded within the Elder Scrolls, one of which is held by his daughter, Serana.

    During the reading of Serana's scroll, the Moth Priest Dexion realized that two further scrolls are required to fully understand the prophecy:
    - The secret of the bow's power is written elsewhere. I believe the missing parts of the prophecy were recorded in further scrolls.
    Yes, I can see them now... One of them contains the ancient secrets of the dragons, the other reports on the power of ancient blood.
    My vision is fading and I see no more. To know the complete prophecy, we also need the two other scrolls.


    And what role does Vyrthur play in this?
    Here is the decisive dialogue between Vyrthur and Serana:
    - Enough, Vyrthur. Give us the bow!
    - How dare you. I was Auri-El's Arch-Curate, girl. My voice commanded the attention of the gods!
    - Until the 'Betrayed' corrupted you. Yeah. We've heard this sad story already.
    - Gelebor and his kind are easily manipulated fools. Look into my eyes, Serana. Tell me what I am.
    - You... you're a vampire? But Auriel should have protected you...
    - The moment one of my own initiates infected me, Auri-El turned his back on me. I swore I would have my revenge, no matter the cost.
    - You want to take revenge on a... god?
    - Auri-El himself may have been beyond my reach, but his influence on our world was not. I needed only the blood of a vampire and Auriel's own weapon, his bow.
    - The blood of a vampire... Auriel's bow... That... that was you? You created the prophecy?
    - A prophecy that lacked a single, final ingredient... the blood of a pure-blood vampire. The blood of a Daughter of Coldharbour.
    - You've been waiting all this time... until someone with my blood would come. Well, too bad for you... because I plan on keeping it. Let's see how much blood flows through your veins!


    Vyrthur admits that the prophecy originates from him. Since the prophecy is recorded within the Elder Scrolls, Vyrthur must have created the scrolls. Or at least altered existing scrolls, adapting them to his goals.
    UESP: The Tyranny of the Sun was an ancient prophecy written in the First Era by Arch-Curate Vyrthur of the Chantry of Auri-El. (...)
    The prophecy was recorded across three separate Elder Scrolls (...).




Quest 7 klarix home Quest 9