Elder Scrolls
Elder Scrolls

Not to be confused with Teldryn Varo.

Teldryn Sero is a Dunmer spellsword and mercenary who is typically available for hire at The Retching Netch inn in Raven Rock. He will follow the Dragonborn for a fee of 500 Gold.


He grew up in the city of Blacklight, capital of Morrowind. At some point, he moved to Windhelm in the Gray Quarter, then to Raven Rock.

As a mercenary for hire, he was hired by a Nord from Skyrim. His employer was what Teldryn called a "true Nord"; had tattoos on his face, wore animal skins, a real "traditional type", had an insatiable bloodlust and was extremely stubborn, one of the toughest employers he has ever had.

When asked why he kept working for him, Teldryn responds with "Simple... he paid well. Very well". One day, they cleared out a ruined fort near Whiterun and when they got outside, they saw a bandit galloping away on horseback. Teldryn continues on to say that they tracked and chased the bandit for three days, eventually arriving at what Teldryn called the "largest bandit encampment I'd ever seen." He says his Nord boss took one look at Teldryn and had the most menacing grin he had ever seen. Teldryn recalls, "At that moment, I knew I'd never see him again. No amount of money would be worth that kind of death."

He left Skyrim and made his way back to his home of Solstheim, where he currently lives in the Retching Netch, in Raven Rock.


Teldryn Sero wears a full set of Chitin armor by default. Unlike most followers, he prefers to keep his chitin helmet equipped, even if a helm with a higher armor rating is given to him. Generally, he will switch to a different helm if it fully covers his face, such as the Nightingale Hood.

If inducted into the Blades, Teldryn will exchange all of his chitin gear (helmet included) – however he will lose all of his unique dialogue options. It is possible to remove his helmet with the Perfect Touch pickpocketing perk. Doing so will allow him to equip other headgear given, including helms and circlets.

He carries an Elven sword and an Elven dagger as his default weapons.


Teldryn's class and skill set make him a strong ally. Not only are his One-Handed and Destruction skills high, but he is also a conjurer with the ability to summon a flame atronach.

After summoning an atronach, Teldryn will switch to Destruction magic. He uses spells such as Firebolt at range before closing in with a one-handed weapon. If kept at range, he is capable of dual-casting to improve the damage of his spells. Furthermore, he may also utilize a ward spell if he becomes targeted by more than one enemy. If he loses a significant portion of his health, he may cast Fast Healing to sustain himself.

In close combat, Teldryn will begin using the Flames spell interspersed with power attacks. Like all followers, he will switch to a default Hunting Bow and iron arrows if he runs out of magicka and cannot close to range.


"The best swordsman in all Morrowind is at your service... for the right price."
―Teldryn Sero[src]
General follower dialogue

Initiating conversation:

  • "What's our next move?"

Exiting conversation:

  • "Lead on."
  • "Right behind you."

Asked to wait:

  • "You're going ahead without me...? Suit yourself."

Spoken to whilst waiting:

  • "Are we ready to get going?" —Initiating conversation.
  • "About time. Let's go." —Asked to continue following.
  • "Make it quick - I don't like this waiting game." —Conversation exited without being asked to follow.
  • "Don't be gone too long." —Conversation exited without being asked to follow.

Asked to move/interact:

  • "Right away." —Command given.
  • "That's not going to happen." —Command denied.
  • "I don't care how much you're paying me, there's no way I'm doing that." —Command denied.
  • "Anything else?" —Command completed.

Asked to trade items:

  • "If it'll help us get moving quicker, sure."


  • "Fine, go on... Leave me here. When you decide to return to your senses, you know where to find me."

After dismissal:

  • "I was enjoying our travels together before we parted company. I'd be happy to rejoin you for no charge... if you're interested."
  • "It's been a while, outlander. Looking to unleash some havoc across Tamriel again?"
Using a Black Book
  • "What in the-?"
  • "I can't believe you did that on purpose."
  • "That can't be good for you."
  • "That isn't right."

Teldryn may give some unique comments depending on where he is. These include:

Quote Condition
"Whiterun... The pride of Skyrim. Doesn't look like much to me. Now Blacklight on the other hand, that's a proper city." Whiterun
"Can you imagine what Markarth must have looked like when the Dwarves were living here? I can't even begin to imagine." Markarth
"I can't believe how carelessly the dead are buried here. I can't imagine my body just rotting away like that." Falkreath
"Solitude... home of the East Empire Company, the heartless bastards." Solitude
"So this is Riften. Glover Mallory told me a good deal about the place. It looks exactly as I'd pictured." Riften
"So this is the fabled College of Winterhold. Amazing." Winterhold
"Riverwood looks peaceful. If I had to settle in Skyrim, this might be the place I'd choose." Riverwood
"I lived in the Gray Quarter of Windhelm for years... it's a wretched place full of bitter Dunmer. Let's be done here quickly." Windhelm
"Dawnstar is full of struggling miners. Sounds a lot like a certain town in Solstheim, eh?" Dawnstar
"Ugh, what a wretched place. Who would build a town in the middle of a swamp?" Morthal

General locations[]

Quote Condition
Not much of a farm. How do they expect to grow anything in this ash-free soil? In a farm
I hope we don't bump into any Forsworn around here. I heard they're as wild as a pack of beasts. Karthwasten
The Forsworn are little more than beasts. They won't listen to reason, so prepare for the worst. In a Forsworn Camp
Becoming a hagraven requires a sacrifice to their foul deity. Show them no mercy before we become one of the victims. In a Hagraven Nest
The Pale reminds me of the northern part of Solstheim... rife with freezing cold weather and full of unfriendly creatures. In The Pale
You may want to be careful down here... the Thieves Guild makes the Ratway its home. In The Ratways
Dragons, eh? Good, I was looking for a challenge. In a Dragon Lair
Vampires are wretched beings. Feeding off of others the way they do... it's disgusting. In a Vampire Lair
Warlocks practice all sorts of foul sorcery. We should proceed with caution. In a Warlock Lair
Damn bandits are worse than the vermin that infest the ash wastes back home. In a Bandit Camp
There are restless dead about... I suggest we proceed with caution. Inside a Nordic Tomb
Despite the foul beings that infest this place, I'm certain we'll find plenty of wealth to make it worth our time. Inside any cave or dungeon.
The dwarves were a clever race. I wonder what happened to them? Inside a Dwemer Ruin.
To think the Falmer are loosely related to the Dunmer sends shivers down my spine. In a Falmer Hive
Ugh, the stench. We must be nearing a giant's home. Near a Giant Camp
I never fancied becoming a miner... didn't want to spend the rest of my days cracking rocks. Inside a mine
I was briefly in the employ of an orc warrior once. I had to quit because he refused to bathe. Disgusting. In an Orc Stronghold
Spriggan are loathsome creatures. They summon some of the most benign beings of the forest and bend them to their will. In a Spriggan Grove
I wonder how many souls were lost when this ship met its fate. In a Shipwreck
What would possess someone to give their allegiance to Hircine, only to see their free will taken from them like this? In a Werewolf Lair
With the ash from Red Mountain covering half the island, it's astonishing how much Solstheim reminds me of home. In Solstheim
Any time you want to head for Skyrim, I'm right with you... I've spent enough time on Solstheim to last a lifetime. In Solstheim
I hope we don't run into too many ash spawn out here. In Solstheim
The Telvanni are amazing. Look what they've grown from the ash... have you ever seen anything like it? In Tel Mithryn
How can the Skaal stand it up here? It's freezing! In the Skaal Village
I've called Raven Rock my home for a number of years. Azura knows why... it's a mess. In Raven Rock
Nice place you have here. I never knew you were so wealthy. In Player Home


  • Dan Donohue voices Teldryn Sero as well as the Dremora Merchant, Ralis Sedarys, and most of the Redoran guards.
  • Teldryn may comment on the Dragonborn's wealth depending on the house that they are currently visiting.
  • After being dismissed, Teldryn seems to have a longer "re-employment window" than other hirelings, and may sometimes offer his services for free, even after returning to his default point in Retching Netch.
  • He is the only follower that has the Armsman perk, making him even more effective in melee combat than a standard companion.
  • Teldryn claims to have met Saint Jiub, making him at least 200 years old.
  • According to Teldryn, his armor was specially made for him by Grendis Ralovo, a blacksmith in Morrowind.


This section contains bugs related to Teldryn Sero. Before adding a bug to this list, consider the following:

  1. Please reload an old save to confirm if the bug is still happening.
  2. If the bug is still occurring, please post the bug report with the appropriate system template  360  /  XB1  ,  PS3  /  PS4  ,  PC  /  MAC  ,  NX  /  PS5  ,  XS  , depending on which platform(s) the bug has been encountered on.
  3. Be descriptive when listing the bug and fixes, but avoid having conversations in the description and/or using first-person anecdotes: such discussions belong on the appropriate forum board.
  • After combat, Teldryn may become stuck in the combat stance, and unable to be interacted with, or stuck using a Flames spell on an empty area with a seemingly bottomless supply of magicka.
    • Using Unrelenting Force or attacking him until he is knocked down will allow him to resume following you.
  •  PC   After being dismissed, Teldryn may appear in the courtyard of the College of Winterhold, if the Dragonborn has visited it while Teldryn was in their service. He will remain there until rehired.
    • Fix: open the console, click on Teldryn, type in disable, type in enable. He will walk back to the Retching Netch.
  • If dismissed, Teldryn can sometimes go missing and will not appear back at the Retching Netch in Solstheim, if dismissed in Skyrim, he is often found near the boats in Windhelm, due to a glitch in his path-finding. When dismissed in Solstheim, he is often found outside of the Retching Netch.
    • A possible solution for players on the PC would be using the console for spawning him with the help of player.placeatme xx038565.
    • The above solution would spawn a clone of him, in order to summon Teldryn to your location, a PC user can use moveto player xx038560.
  •  360   Sometimes, Teldryn will act as though he has been dismissed during or after combat. When spoken to, he will ask for his pay to rejoin the Dragonborn again. If this is denied, he will go missing and will not be found anywhere near where he has been left, the Retching Netch, or on the Northern Maiden in Windhelm.
  • He may be found wandering just outside of Raven Rock, somewhat north of the Earth Stone.
    • Solution: Paying his fee should make him work as normal.
  • In the dialogue menu, there will sometimes appear to be two "I need you to do something" options. One executes the command normally, and the other shows a duplicate of his icon name, only displaying the dialogue option "..." which, if selected, will prompt him to ask if he still needs to do something.
  • Sometimes, after being dismissed, Teldryn Sero May be found in Riften.
  • When asked to take a stack of items, he may take the entire stack, but only one of the item may be found in his inventory. The other items are lost. This appears to happen regardless of whether or not the items would exceed his carrying capacity.
  •  PS3   If dismissed at Dayspring Canyon DG, Teldryn Sero may start wander around instead of going back. If the Dragonborn does a round trip while Teldryn Sero is bugged inside Dayspring Canyon he may ask for his fee again, rarely he may loose his dialogue options and will roam forever.