A dormant Dragon Mound

For other uses, see Dragon Mound.

Dragon Mounds are circular mounds scattered across all corners of Skyrim, surrounded by a scattering of standing stones. They are ancient dragon burial mounds, the final resting place of these creatures when they were slain centuries ago. Alduin the World-Eater has returned to Skyrim, and over the course of the main quest, he opens these mounds and resurrects the dragons within, calling them forth to wreak havoc once more.

How Dragon Mounds open[edit | edit source]

There are twenty-two dragon mounds scattered throughout the nine holds of Skyrim. When one is encountered (all are listed in the atlas, and marked on the hold maps), it will be in one of four states. Over the course of the main quest, these mounds gradually open, releasing the dragons trapped within.

State I: Dormant[edit | edit source]

Each dragon mound opens in response to a specific objective in the main quest. Before that point, the dragon mound is dormant. The ground is covered, and the site could easily be mistaken for an ancient Nordic burial mound, as the two are quite similar.

State II: Deserted[edit | edit source]

As the main quest develops, some mounds will have been opened, but with no dragon nearby. That is, Alduin has visited this site, resurrected a dragon from the mound, and both dragons have flown away.

State III: Awakened[edit | edit source]

As the main quest goes on, more and more mounds will be found in this state. Alduin has visited the site, resurrected the dragon from the mound, and flown away. Meanwhile, the reborn dragon remains here, gathering its strength and waiting for a chance to strike.

State IV: Resurrection[edit | edit source]

In a few cases, if the right mound is stumbled upon at just the right time, Alduin may be encountered himself. If watched, Alduin will resurrect the dragon, then fly off to his next destination. Attack, and Alduin roars into the skies before making his escape (he cannot be killed). Meanwhile, the resurrected dragon will turn and attack. If this opportunity is missed, the mound will change to State III, with the newly resurrected dragon remaining near its mound until the Dragonborn arrives to challenge it. Stage IV mounds can be seen and identified from a distance due to Alduin flying around it. Do not stand on top of these mounds before the dragon emerges, as it can cause it to become stuck in the ground.

Dragon Mound stages[edit | edit source]

Name of Dragon Mound Hold Location State Dragon? Main Quest Notes
Autumnshade Woods The Rift II No Opens during Act I: "Bleak Falls Barrow"
Mzulft Foothills Eastmarch II No Opens during Act I: "Dragon Rising"
Bonestrewn Flats Eastmarch II No Opens during Act I: "Dragon Rising"
Witchmist Slope Eastmarch II No Opens during Act I: "The Way of the Voice"
Kynesgrove Resurrection Eastmarch IV Yes Act I: "A Blade in the Dark." This location will be visited during the Main Quest: "A Blade in the Dark," witness the resurrection, and kill the resurrected dragon.
Karth River Forest Hjaalmarch II No Opens during Act II: "Diplomatic Immunity"
Robber's Gorge Bluffs Hjaalmarch III Yes Opens during Act II: "Diplomatic Immunity." Travel to Robber's Gorge then head north east through the camp to pass leading to the top of the cliffs to reach the mound.
Autumnwatch Woods The Rift II No Opens during Act II: "Diplomatic Immunity"
Lost Tongue Pass The Rift II No Opens during Act II: "Diplomatic Immunity"
Great Henge Resurrection Whiterun Hold IV Yes Opens during Act II: "Diplomatic Immunity." Visit this location before Act II: "Alduin's Wall" begins in order to witness the resurrection.
Karthspire Bluffs The Reach III Yes Opens during Act II: "Alduin's Wall"
Lone Mountain Whiterun Hold III Yes Opens during Act II: "Alduin's Wall"
Bilegulch Ridge Falkreath Hold II No Opens during Act II: "Alduin's Wall"
Evergreen Woods Falkreath Hold III Yes Opens during Act II: "Alduin's Wall"
Bloodlet Peaks Falkreath Hold II No Opens during Act II: "Alduin's Wall"
Rorikstead Resurrection Whiterun Hold IV Yes Opens during Act II: "Alduin's Wall." Visit this location before Act II: "Elder Knowledge" begins in order to witness the resurrection.
Labyrinthian Peaks Hjaalmarch II No Opens during Act II: "Elder Knowledge"
Sea Shore Foothills The Pale III Yes Opens during Act II: "Elder Knowledge"
Shimmermist Hills The Pale III Yes Opens during Act II: "Elder Knowledge"
Reachwater Pass The Reach III Yes Opens during Act II: "Elder Knowledge"
Ragnvald Vale The Reach III Yes Opens during Act II: "Elder Knowledge"
Yorgrim Resurrection The Pale IV Yes Opens during Act II: "Elder Knowledge." Visit this location before Act II: "Alduin's Bane" is complete in order to witness the resurrection. This location is about halfway between Forsaken Cave and Anga's Mill.
Frozen Shoals Solstheim III Yes Opens during Act I: "Dragon Rising"
Temple Foothills Solstheim III Yes Opens during Act I: "Dragon Rising"


Trivia[edit | edit source]

  • A resurrection can be halted if Alduin is attacked before he uses his unique shout, causing him to fly off. The animation will continue to play until the Dragonborn leaves the vicinity.

Appearances[edit | edit source]

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