Miscellaneous quests from the Skyrim plugin Falskaar.
Credit: Alexander J Velicky/Bethesda/eGDC LtdCredit: Alexander J Velicky/Bethesda/eGDC LtdThis quest is started by speaking to the young Bosmer Kalevi in Amber Creek. If you ask him, "Do you need help with something?" he says that he is after a favour of a fairly personal nature. Agree to help him with this.
Kalevi has come to believe that Kunnari is not his actual father, even though he still cares for him as such. Instead, Kalevi thinks that he was initially born elsewhere, Pinevale, and came here later after it was attacked. He wants you to go to the settlement of Pinevale and find proof of this. You can ask him further questions about how his suspicions came to be aroused, and what he will do if he finds out that Kunnari is not his father.
"Kalevi has asked me to go to Pinevale, and search for proof that he was born there."
Credit: Alexander J Velicky/Bethesda/eGDC LtdCredit: Alexander J Velicky/Bethesda/eGDC LtdPinevale is a ruined village now occupied by bandits. Make your way to the Pinevale Mine, which is also occupied by Bandits. In the last chamber there is an Old Journal, which proves that Kalevi had been sent away by his parents, who were both injured. Take the journal, leave the mine and return to Amber Creek and find Kalevi.
Credit: Alexander J Velicky/Bethesda/eGDC LtdTell him that you have found something from his parents. He takes the Old Journal from you, and thanks you, giving you 100 Gold, a Potion of Minor Healing and a Potion of Extreme Healing. This completes the quest but, if you like, you can follow Kalevi as he goes to find Kunnari and speak to him about it. Kunnari tells him about his parents, and what happened.
"He read the letter forgave Kunnari for not telling him. He can finally be at peace knowing the truth."
Credit: Alexander J Velicky/Bethesda/eGDC LtdThis quest can be started by talking to Rurik, the bard who can be found in the Amber Mead Inn. If asked "Do you know a lot of songs?" he will tell you that he is trying to collect as many songs as he can. There is one in particular he is looking for, "The Wanderin' Bard", which he says can be found in the Ruins of Holmr.
"Rurik has asked me to delve deep into the Ruins of Holmr, along Falskaar's southern coast, to find a long lost bard songbook called 'The Wanderin' Bard'."
Credit: Alexander J Velicky/Bethesda/eGDC LtdCredit: Alexander J Velicky/Bethesda/eGDC LtdThe Ruins of Holmr are a Nordic ruin full of Draugr on the south coast of Falskaar, west of the docks. After entering them, there is a passage down leading to a large room over which there are several partially enclosed walkways. When the room is entered, a gate will come down, blocking the exit.
Credit: Alexander J Velicky/Bethesda/eGDC LtdIn this room are three more walkways, leading north, south and west. The north and south exits are blocked by gates, which are raised by a chain on the pillar where the four walkways meet. To the west is a room with a Lever and another gate. Activating the Lever triggers a dart trap. To the right of the door is a carving with a Whale; to the left a Snake. In the chamber reached through the northern gate is a pillar which needs turning to Whale; in that to the south is one that needs turning to Snake.
Credit: Alexander J Velicky/Bethesda/eGDC LtdCredit: Alexander J Velicky/Bethesda/eGDC LtdOnce the pillars are in the correct positions, activating the Lever will open the gate. From here on, there are many sleeping Draugr, although for those stealthy enough, it is possible to avoid waking them. Go through the gate and follow the corridor until you end up back in the large room but lower down on another walkway. The walkway stretches north across the room, and is blocked by a gate at the far end. In the centre of the room, another walkway leads east to a Lever, which will open the gate to the north.
Credit: Alexander J Velicky/Bethesda/eGDC LtdGo through the gate and follow the path down and you will end up on the floor of the large room with the walkways. Much of the floor is covered in pressure activated flame spouts. Continue through the room to the south, and you will eventually come to a large room filled with Urns and Burial Urns. There are four doors off the room, above each of which is a carving; a Whale, an Owl, a Fox and a Snake. To the south is a gate above which is a Whale. Beyond that gate is another with a Fox above it, and then a third with an Owl.
Each of the four areas reached through the doors in the room with the urns has a Chain at the bottom. You need to go through the door with a Whale and pull that Chain, then do the same with the one with the Fox and finally the one with the Owl.
Credit: Alexander J Velicky/Bethesda/eGDC LtdGo through the now open gates and you will come to an Iron Door, beyond which is the final room. This room is filled with ambush Draugr who will awaken when approached. There are six in the initial section and three on the raised platform. Many of these will be quite low level, but this can still be a dangerous room.
Credit: Alexander J Velicky/Bethesda/eGDC LtdCredit: Alexander J Velicky/Bethesda/eGDC LtdUp a wooden walkway on the north wall is a table on which can be found The Wanderin' Bard. Take it, which will start the quest if it isn't already begun, then open the nearby Wooden Door. Behind it is a ladder which goes back to the surface. It will bring you out in a small chamber blocked off by metal spikes. Nearby is a Chain which can be pulled to lower them. Once done, return back to Amber Creek and find Rurik. Tell him "I found the book you wanted" and he will ask you how does 200 Gold sound. You can agree to this, in which case he gives you the Gold and takes the book, tell him that he can have it for free, and he thanks you and takes it, or say "It sounds like less than 500 Gold." For the last response, Rurik states that he is only a bard and doesn't have that sort of money.
"I got the book for Rurik, then gave it to him for free. He was ecstatic, and very thankful."