Keeper of Bones [Quest]

Faction: Aldmeri Dominion
Province: Valenwood
Location: Grahtwood
Required Level: 18
Reward:

Text of the Quest:

I found a talking skull named near. He wants me to piece him together so he can help thwart Worm Cultists in the area. Dringoth claims the Worm Cultists are using his bones to assemble a skeletal army. I should help look for his bones. Some of his bones may be in the Worm Cult camps, while others might be incorporated in the risen dead.

Tasks

Recover Dringoths Bones from the Worm Cult


Dringoth: Wonderful! Thought I'd be yapping here for eternity. Blasted Wormies only have eyes for the empty ones. Very well, tie me to your belt and we can get started. No time to lose!
Hero: What are you talking about? And how can you talk?
Dringoth: How can you breathe? You just do, without thinking much about it. It's the same with me and talking, or Worm Cultists digging up old bones. Didn't ask if they belonged to anyone, did they? The Wormies just started making skeletons.
Hero: The Worm Cult is creating undead here?
Dringoth: Yes! Pieces of me are all over the place. It's rather disconcerting! I'm probably not the first skeleton you've had to reassemble, and I doubt I'll be the last. But once I'm walking again, we can figure out what the Wormies want with the Bone Orchard. Deal?
Hero: All right. I'll get your bones back from the Worm Cult.


Dringoth: You have no idea how good this feels! To be whole again, and walk with my own two legs. To have legs at all!
Hero: What's next?
Dringoth: Next? Oh, you mean the Wormies! Can't leave them here, digging up bones that dig up bones.
Hero: Do you know why they're digging?
Dringoth: No idea! That's why we'll need to investigate, yes? That's the thing for us, investigations all around! Their biggest dig site is nearby. Hard to miss it, really! Unless you're one to miss a hole in the ground.
Hero: All right, let's go.
Dringoth: Charging off like Fildenir Blood-Drunk, eh? Don't expect me to lend a hand. Perhaps a rib will do? Point it at any Wormie skeleton and I'll have it fighting at your side! No, it's no trouble, you can thank me later. Onward to the dig site!


Dringoth: The Wormies must be here for what's under the Barrowbough. With enough of the little skeletons, they'll be able to dig up the big ones. I knew I shouldn't have said anything to that Ethruin fellow.
Hero: Who? What did you tell him?
Dringoth: The Wormie leader. Told him he'd have no use for the big bones in the ground with the Barrowbough to keep them sleeping. But if he digs up the Barrowbough's roots, he'll kill it. Then he can build giant Wormie skeletons to stomp around.
Hero: How can we stop him?
Dringoth: There are others like Goradir sleeping beneath the Barrowbough. If they knew what the Wormies wanted, they'd help! But we can't get there without Spinner Amariel's help, and she's not too happy with me.
Hero: Where can we find Spinner Amariel?
Dringoth: She's up on the ridge overlooking the Bone Orchard. Maybe I shouldn't go with you? No, that's silly, I'm sure she'll be happy to see me! But just to be prudent, I'll let you do the talking.


Spinner Amariel: Why did you let Dringoth talk you into this? Do you know how much trouble he's brought to the Bone Orchard? My apologies, his very presence wears at my manners. What do you need?
Hero: Worm Cultists took over the Bone Orchard.
Spinner Amariel: Yes, their leader Ethruin made vague threats about me remaining inside. He's attempting to raise the old bones beneath the Barrowbough, but there's no way he'll do that before Elden Root sends a patrol, so I'm staying put.
Hero: They already dug up Goradir.
Spinner Amariel: Dug up? But that would take weeks. How did they manage?
Hero: They're raising an army of skeletons.
Spinner Amariel: Why? Those old bones are useless to them. The Barrowbough shields them from necromancy. But if they can dig up the Barrowbough's roots .... Oh no. They plan to turn the old bones into an army!
Hero: We need to wake the old bones before the Worm Cult does.
Spinner Amariel: Here, this is Nirenan's Horn. Head beneath the Barrowbough and sound the horn before the gate. It's the only way inside, unless you want to help the Worm Cult with their digging. And don't let Dringoth sneak off with that horn!


Olphras: We have no quarrel with you, living one. Indeed, we thank you for your part in awakening us. The invaders in the Barrowbough must be stopped!
Hero: Why can't Dringoth help fight the Worm Cult?
Olphras: Because we must punish him for his transgressions. The Elf bone shell to which he was banished will no longer suit him. We'll return him to the old skull around which the Barrowbough first grew, the very skull that surrounds this room.
Hero: Why do you have to do this now?
Olphras: Dringoth's crimes are unforgivable. We once sought a true death in the farthest reaches of the world, but his aimless wanderings led to our imprisonment! Here, we can never die!
Hero: [Persuade] Dringoth wants to stop the Worm Cult. Why not let him help?
Olphras: Perhaps we were too hasty. Very well. Because Dringoth broke his exile only to warn us of so great a threat, we'll allow him to leave us in peace. But only if he aids us in driving out the invaders.


Dringoth: Can't say I'll miss throwing back wave after wave of Wormies and their bony minions. But now I have a chance to see the world! Meet new and interesting people! Only now I won't accidentally smash everything in my path. Rather embarrassing, that.
Hero: What will you do now?
Dringoth: See the world, I expect. Folks may not take kindly to chattering Elf bones, but it's better than stomping everything to jelly, eh?
Hero: Complete Quest.

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