Miscellaneous quests from the Skyrim plugin Falskaar.
Credit: Alexander J Velicky/Bethesda/eGDC LtdThis quest can be started by asking various NPCs around Falskaar "How can I get to Skyrim from here?" They tell you to go and see a man named Wulf at Falskaar Docks, who is operating a service between Falskaar and Dawnstar.
"I have been informed that if I wish to travel back to Skyrim, I'll need to obtain passage on a boat from Wulf. I can find Wulf at the Falskaar Docks."
Credit: Alexander J Velicky/Bethesda/eGDC LtdFalskaar Docks are visited during the Main Quest An Army of Greed, and the first visit also starts the quest Rough Waters, as the docks have been taken over by bandits. In order to speak to Wulf about returning to Skyrim, it is necessary to defeat the bandits and then free him. Once Wulf is freed, speak to him and ask about him taking you to Skyrim.
He tells you that he can, but it costs 500 Gold each way, although this can be reduced to 100 Gold after The Lady in the Lighthouse. When you are ready to go to Skyrim, open the trapdoor in the ship, and you will arrive in Dawnstar. When you are ready to return, open the door to the dock on which the ship is. The requisite fee will be automatically deducted.
The Forgotten Depths
Credit: Alexander J Velicky/Bethesda/eGDC LtdCredit: Alexander J Velicky/Bethesda/eGDC LtdThis quest is started by speaking to Jalma, Jarl Agnar's wife, in Amber Creek. When you ask what she does around the place, she mentions the Reinaldurs, whom she hasn't seen for some time. When you inquire further, she asks if you could stop by their farm, which is over the river from Borvald, and check on them to see if they are okay. Investigating the farm yourself can also start the quest.
Credit: Alexander J Velicky/Bethesda/eGDC Ltd
"Jalma asked me to check in on the Reinaldurs, a farming couple who live just northwest of Borvald across the river. She fears that bandits may have done something to them or their farm, and has asked me to check in on them."
Make your way to the Reinaldur Farmstead, which Jalma marks on your map. Under the bridge over the river leading to the farm is a Nirnroot. Opposite the sawmill on the other bank of the river is another Nirnroot. When you reach the farm, it appears deserted. Enter the house, and that is also empty, but there is a bloodstain on the floor. There is more blood leading down the stairs, where there is a Wooden Door which needs a key to open.Credit: Alexander J Velicky/Bethesda/eGDC Ltd
Credit: Alexander J Velicky/Bethesda/eGDC LtdBeside the door is a table, on which is a note, Please Help. The writer says that if neither he nor his wife are at the farm, they need help, and you should check behind the crate at the back right of the shed behind the house, where you will find what you need.
Credit: Alexander J Velicky/Bethesda/eGDC LtdBehind the crate is Lennar's Journal. Reading it causes the Key to Reinaldur's Cellar to drop out. Lennar details that, whilst expanding the cellar, he broke through into another chamber, which looked like a Nordic ruin. He sealed it up again, but after hearing noises as if something was trying to get out for several nights, he hired a group of mercenaries to take a look. The mercenaries went in, there were sounds of combat and screams, and they never came out again, so he sealed the chamber up better. Despite the Nordic ruins, the enemies are Falmer and Chaurus.
Credit: Alexander J Velicky/Bethesda/eGDC LtdThen, something broke through and took his wife, Aneka. He has gone through to see if he can rescue her, but he would appreciate help as he is not a fighter. Open the door and enter the cave. At the end is a camp with a dead mercenary, with a note nearby, Save Yourself!, saying that something was coming. Beyond it are two sets of Iron Doors. Go through the doors, and continue until you reach the bottom of a chamber next to some water, where there is another set of doors,
Further along is another dead mercenary, who has a note called A Strange Sighting. They apparently saw a weird, misshapen figure at the end of a cave. You will next come to what you may recognise as a Falmer gate. Past this point you will encounter various Falmer, some of whom attack from ambush. In a Falmer hut in the room beyond the gate is another mercenary, with a note called Nordic Ruins, which doesn't really add anything. In the next chamber, there is another mercenary dead in a hit, this time with a note called Setup Camp, which also doesn't really add anything.
Credit: Alexander J Velicky/Bethesda/eGDC LtdContinuing through the cave will take you to another Falmer hut with the, probably not to your surprise, dead bodies of the Reinaldurs in it. You now need to return to Jalma and tell her what happened. You can either retrace your steps, or continue on, facing some more Falmer, before coming to another Nordic area with a staircase leading up. At the top is a chain which opens an Iron Door, which leads to another exit from the caves south of the river.
"I found the Reinaldurs, they, along with the mercenaries Lennar had hired, were killed by the Falmer. I should return to Jalma immediately and let her know."
Tell Jalma what happened, and she says she will post a guard near the caves, and that there may be a Falmer bounty in the future. She also rewards you with 150 Gold and a Glass Helmet.
"I told Jalma what had happened, and she thanked me. She also posted guards at a camp just outside the house to keep an eye on any future Falmer activity. If they report any, a bounty may potentially be issued to handle them. Something I could potentially profit off of."
Once this quest is complete, the Falmer bounty quest can crop up. Two Falskaar guards will also have a camp in the farmyard.