Falskaar is a large, user created plugin for the fifth game in Bethesda's Elder Scrolls series, Skyrim. It adds an entire new land, Falskaar, new non player characters and a number of quests. There is a Main Series of quests and a number of Miscellaneous Quests, as well as several radiant quests. There is a house that can be purchased, and a new Shout, but not much in the way of new equipment, except for some more cosmetic work, as the mod wasn't designed for that.
The only way of getting to Falskaar initially is through the gate in Mzubthand that is found during An Ancient Gate. Once Rough Waters is complete, Wulf will, for 500 Gold each way, transport the player between Falskaar Docks and Dawnstar.
Asking around in Amber Creek will reveal that Gabrial has the only unused horse that he may be interested in selling. Gabrial can usually be found in the Amber Mead Inn and will sell his horse for 1,000 Gold. The horse itself is in the stables near the east gate, and is a brown horse with white hocks and nose. It will be labelled "Player name's" Horse once purchased. Should you travel back to Skyrim on Wulf's boat after completing Rough Waters, and then fast travel there, the horse may well turn up and not come back to Falskaar. In such a case, you may have to use the Console to bring it back to you.
Outside Bailun Priory are a couple of horses which can be used without stealing but, as these are not owned, they will head back to the priory once they are dismounted from.
As well as the main quest series, there are a number of minor quests on Falskaar, most of which start in Amber Creek, with most of the rest being in Falskaar Docks. Many can also be started by stumbling across them partway through in the various locations, and others may need doing in order to progress with other quests. There are eighteen minor quests in total.
A Craftsman's Finest
A Fortunate Find
A Present from the Past
A Special Kind of Berry
Dreams in Oblivion
No Harm, No Fowl
Songs of the Dead
The Crusher's End
The Deadliest Catch
The Forgotten Depths
The Lady in the Lighthouse
There are also various radiant bounty quests, requiring you to kill one of four different types of NPC or monster at one of seventeen different locations.
Falaskaar has a Main Series of nine quests, including the one needed to get there in the first place.
There is also a house that can be purchased in the main settlement of Amber Creek, a new shout to learn, two new spells and several recipes.
To get to Falskaar initially, you have to go through a dungeon, so go to Riften and speak to Jalamar, who may be in the market, in The Bee and Barb or near the northern gate. Ask him "What's wrong?" and he will tell you that he saw mercenaries outside Echo Deep Mine. Jalamar says that the men looked dangerous, and the mine itself has a bad reputation, being either haunted, a Bandit lair or Dwemer ruins. Although he reported the matter to the guard, they showed no interest.
When you say "Sure, I'll take a look" he marks Echo Deep Mine on your map, which starts the quest An Ancient Gate. Alternatively, you can just go straight to the mine.
On returning to Skyrim, you can go and tell Jalamar what you discovered.
"Jalamar, an old man in Riften, told me about a group of men who entered the mysterious Echo Deep Mine, just outside of the town to the Northeast. He thinks they're up to no good and has asked me to look into it."
Go to Echo Deep Mine which is just off the road a bit to the north and slightly east of Riften. It is, as Jalamar suggested, a Bandit lair, with several ore veins as well and, as you progress through it, there is increasing evidence of a Dwemer ruin. Near to the Bandit Chief at the bottom of Echo Deep is a table on which is the Bandit Chief's Journal. Reading it tells you that a group of mercenaries went deeper into the mine, but screams and mechanical noises were heard later, and chief believes they are all now dead.
Credit: AlexanderJVelicky/Bethesda/eGDC LtdCredit: AlexanderJVelicky/Bethesda/eGDC LtdMake your way to the bottom of Echo Deep and enter Mzubthand, a straightforward, almost deserted Dwemer ruin. Make your way to the last chamber, in which are two dead Mercenaries, a dead Mercenary Leader, and a stationery Dwarven Centurion which will come to life when approached. Once the Centurion is defeated, search the corpse of the Mercenary Leader and take the Ancient Lexicon and the Mercenary's Journal.
"I found the men Jalamar told me about, but they were dead. However, one of them had some kind of an odd looking cube on him. I wonder what it does..."
Credit: AlexanderJVelicky/Bethesda/eGDC LtdCredit: AlexanderJVelicky/Bethesda/eGDC LtdRead the Journal, then activate the Pedestal in the room. The Ancient Lexicon will be removed and placed in it, and the bars blocking an area to the south will disappear, and a gate will be activated.
Credit: AlexanderJVelicky/Bethesda/eGDC LtdTravel through the gate to Falskaar. When you arrive in Falskaar, you are in an area behind more bars, and the gate is no longer active. Olvir will approach and speak to you. You can ask him "Traveller? What traveller?" or "Where in Oblivion am I?" For the first, he says that there is a legend saying that those who arrive through the shimmering gate mark the start of the worst. For the second, he tells you that you are in Falskaar. After that, his response is the same for each inquiry; Olvir says that he should arrest you, but that he's in the middle of looking for a Nord named Mecaius, who he believes is in a bandit cave, and he wants your help.
"The guard says he will let me out if I agree to help him. It appears I don't have much of a choice."
If you agree, he will let you go and tell the authorities that you helped. He will also let you out, as the lever to lower the bars is in the area he is in, so you have no choice but to agree. Olvir then lowers the bars, completing the quest.
The next quest is Welcome to Falskaar.