Showing posts with label Amber Creek. Show all posts
Showing posts with label Amber Creek. Show all posts

2021-06-27

Deflorator's game, 2–9 Sun's Dusk (Dånstar – Amber Creek – Stargazer)



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SPOILER INFO
This unfinished story follows closely my actions in an actual game, so it's inevitably a spoiler.
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previous chapter






The author has chosen to remove the text of this unfinished game report, because he is no longer happy with it.





large cavern with very uneven ground covered with ice, an altar-like object in the foreground below
This is Warmth's Edge Caverns, the place into which Audmund's cow had ran.




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2021-02-10

Always Lost, Always Hopeful (241) Gone with the Water



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SPOILER INFO
This fanfic novel is largely based on the events that occurred in an actual game of Skyrim I played. Therefore, it's inevitably a spoiler.
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previous day






4-202-04-17 05:10
Windpeak Inn, Dånstar, The Pale, Skyrim




We board the ship to Falskaar where we arrive at 8 in the evening. It's not yet completely dark, but we must hurry. Or just run a part of the way in the darkness. It's not like we haven't done it before.

This day isn't much to look back to. Essentially, we got up from the bed, boarded a ship, spent the whole day on the water and are running to Amber Creek to go to sleep again. Not very smart time planning on my part, but it's already happened and can't be undone.

I wonder if we should try to find that valuable ring for Svea right now.

I decide not to. When you search for things, you need more light. Besides, it's more important to get to hear the news as soon as possible.

Henrik's family has come out to meet the ship and we all, including Wulf, go to their house. Me and my followers are, of course, eager to know what has become of the rebellion.

In a nutshell, Jarl Agnar took over Fort Urokk, and his family is now residing there where the jarl thinks they'll be safer than in Amber Creek. They have recruited many soldiers, most of them refugees from Borvald. They have also established a base in the ruins of Borvald and the jarl shares his time between Fort Urokk and Borvald. The main roads are patrolled and more or less safe, but Yngvarr has fortified all the approaches to northeastern Falskaar and an attack on Staalgarde is out of the question.

The girls and I are amused to learn that the holocaust we arranged among the Falskaar bandits has scared them to the point that many if not most of them turned up one or two at a time in one of Agnar's strongholds pretending to be common citizens and asked to be enlisted as soldiers. Unless they looked very criminal, their requests were granted.

We thank our hosts and leave for Amber Creek.


I hope I will never have to see Jarl Agnar again. And should the topic come up, I won't be afraid to tell him in his face that he's a man of no honor.

My followers think this is a very bad idea. All right, I'll think it over.

On our way north, we meet a couple of patrols who stop us to ask who we are and where we're headed, but don't show any signs of hostility.

We reach Amber Creek after ten in the evening and sit a while with the miners north of the river. I ask what's the situation like in Amber Creek now that the jarl is away. They say the village is ruled by a committee consisting of Rangarr, Oudin and Kunnari, with Rangarr having the authority to make decisions alone whenever it's urgent.

The miners want to go to sleep. We thank them for the conversation and cross the bridge to the southern bank. There's a man we don't know walking on the street in front of Svea's shop. He turns out to be a bandit. Strangely enough, there's not a guard in sight. So I kill him myself. I succeed in decapitating him:

We go to the inn where everything looks like normal.

I'm glad Oudin isn't here, because I won't be able to do anything for him tonight. I'm looking forward to pleasing him tomorrow. Or, come to think of it, I don't really care. I'm quite surprised realizing I've pretty much lost interest in sex with anyone except Yrsarald. But naturally I'm not the kind of woman who would refuse sex to her boyfriend (except on certain days such as today).

I notice Rangarr the blacksmith and walk over to say hello, leaving the girls chatting with the barmaid Klara. From the corner of my eye, I see shady treasure-hunter Harold going into one of the rooms, apparently his. I had no idea he was still here. That ring must be really hugely valuable. I'd better retrieve it so Harold won't get it. Why have I been so reluctant to let Svea have it anyway? I can no longer remember. Well, never mind that. I turn my head back to Rangarr who has just told me a hammer has been stolen from his father's grave.

A hammer? From his grave?
Yes. Rangarr's father was a legendary blacksmith and his best work was a famous warhammer. The warrior from Borvald whom he had made it for donated it after his death to be buried with him. But recently Rangarr found his father's grave dug up and the warhammer stolen.
Any idea who could have done it?
Sure. He knows who. Garant.
Wow. Tell me more about him.

The gist of that long story is this: Garant is a blacksmith who used to be jealous of Rangarr's father's success, and that's why he left Amber Creek years ago, and now he has bid his time and found a suitable moment amidst all the confusion caused by the Yngvarr rebellion and has dealt a blow to Rangarr by desecrating his father's grave and stealing the amazing warhammer.
Word is Garant lives in Aspenfall Lodge southeast of here, this side of those very high Mid-Falskaar mountains.

Okay. We'll see about it tomorrow or someday, but right now I'm decidedly very tired, so I go home, leaving the girls at the inn.

view from the street to Laura's house in Amber Creek, night sky partially cloudy
My cozy beautiful house! How I have missed you!




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2020-04-23

Always Lost, Always Hopeful (155) Maybe It Was Too Easy



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SPOILER INFO
This fanfic novel is largely based on the events that occurred in an actual game of Skyrim I played. Therefore, it's inevitably a spoiler.
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previous day






4-202-01-20 15:51
Horndew Lodge, Amber Creek, Falskaar



field with many leaves and two hens in front of a farmhouse, crops further ahead, partially cloudy sky
Kunnari's Farm near my house.

I rush through the local traders as quickly as I can. That includes Helena from Audmund's Farm who is selling her wares on the Amber Creek marketplace.

She hasn't been doing good business today. The main street is still lined with dead bodies and everyone who can is staying indoors.
several dead bodies lie on the village street, wooden houses on both sides, blue sky
Yeah, Rangarr is not afraid of anything.  :-)

Helena is really interesting to talk to. We discuss her life at the farm and the goings-on in Skyrim until my followers join us and I notice it's getting on 6 in the evening.

We set out once again towards the only existing mountain pass.


On the eastern side of the mountains, it's cloudy.

Rather than take the highway that goes past Borvald, I prefer to run through the forests north of the river. Where the river turns south-southeast, we do the same:

We arrive in the appointed place a little before 7. Too impatient to even wait for my greeting, Agnar urges us to follow them into the fortress dungeon:

The next moment, he and his men are going in and we follow them.

As always, I have little faith in the jarl and his men's fighting abilities. That's why it's very irritating that not only do they block our shots in narrow passages, they actually grab us by the arms and prevent us from going forward ahead of them. Especially Brother Thorlogh gets much too patronizing. Now, I couldn't care less if the murderer Svegard got himself killed, but Jarl Agnar simply can't afford to risk his life, no matter how dishonorable he may be. It's grossly irresponsible towards his people who rely on his leadership. But obviously there's no way for me to make him realize that.

You'll be glad to hear, though, that we all survive, moving from room to room with a few bandits in each. Some enemies want to surrender, but we cut them all down. I kill two or three myself. They kidnapped Jalma and Wilhard. There shall be no mercy.

Eventually, we reach a large cage with familiar faces inside.

So, the first part of our mission has been a sweeping success. Is it possible that we were lured here? I'm keeping that thought to myself.

The jarl's men barricade the door that leads to the main exit. I'm explained that due to the unusual design of this place, we are now cut off from the main part of the fortress. There may be some bandits left here in this section, but the ones in the other sections or outside won't be able to get to us in any other way than by breaking through that barricade or finding the way to the sewer we used.

Unfortunately, the door to Jalma and Wilhard's cage can't be opened. Agnar orders me and my followers to have a look around and see if we can find a key somewhere, while he and his men try to force the door open.

I inform him we're going to get some sleep on the mats we saw in a nearby room. Agnar is not happy with it, but apparently realizes he can't prevent us from resting. Either that, or he simply resigns to the "fact" that women are weak and unreliable.



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2020-04-17

Always Lost, Always Hopeful (152) The Keys to My Peace of Mind



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SPOILER INFO
This fanfic novel is largely based on the events that occurred in an actual game of Skyrim I played. Therefore, it's inevitably a spoiler.
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previous day






4-202-01-17 03:16
Dånstar – Falskaar Docks ship, outside Dread Coast, Falskaar



They wake us up saying we'll arrive in Falskaar Docks soon. It's pitch dark, so we have to take their word for it. But gradually a part of the clouds retreats

Under the starlight, we can indeed make out land, then trees, then the pier of Falskaar Docks.
night, ship in a harbor vaguely visible across water, also trees and a couple of wooden houses
There's another ship! Looks like Falskaar's isolation is coming to an end.

Halfway between the Docks and Borvald, it begins to rain and we're having just about enough light to see the road. For a second, I wonder if it would be possible to find the place from where Yngvarr's troops were launching those fire bombs from, but the next moment I realize they will surely be long gone by now.


The sun is rising as we cross the bridge from Amber Creek Mine to the village proper. A brief visit to the inn assures me nothing horrible has happened here while we were away. I wonder if the jarl is already up. Strangely enough, he is. Naturally, he has heard of Borvald's destruction by now, and he had heard from the people in the Docks that we had left the island. Now that he has us back, he is most keen to know if we had a chance to talk to the late Jarl Valfred in Borvald. I tell him I had, and that Valfred told me Yngvarr was trying to find something called The Heart of the Gods .
Amber Creek jarl's house, Agnar hearing the protagonist's report on Yngvarr's presumed plans
No, Valfred didn't say "has found". He said "is trying to". Why don't you listen to what you're being told?

Agnar's reaction leaves no doubt that this is something very serious. He clearly expects me to ask what The Heart of the Gods is, and when I don't, he tells me anyway. Nothing special, just another horrible magical object. I'm getting the impression there was a time on the planet Nirn when people did little else apart from constructing things capable of destroying the world and then sealing them off so they could never be used.

Before I have the chance to quite fall asleep, the jarl orders me to take a seat at the table while he gathers up the others. That'll be the monk from Bailun, Brother Thorough or what his name was, and the two merry game-and-girl-hunter brothers Ulgar and Svegard.
Amber Creek jarl's house, several people sitting at the table, Thorlogh stands next to Laura, looking at her
Looks like that's not my seat.

The five of us sit down at the massive table in front of the throne. My followers remain standing nearby in case something will be required of them, as does the jarl's wife Jalma.

In spite of having slept really well on the ship, I struggle hard to keep my eyes open through this tedious session of mythology and drama. They say if Yngvarr gets that Heart thing, he'll be immortal. Now, from what I've been noticing so far, Yngvarr doesn't seem exactly happy with his life, so why would he want it to last forever? Well, I don't think anybody around this table would be able to answer that, nor, for that matter, appreciate such a frivolous question.

The point is: in order to use The Heart of the Gods, one needs five things referred to as "Keys". One of them, as Jarl Agnar reveals to general astonishment, is right here, in the necklace of Jalma. One Key has been held in Staalgarde which is Yngvarr's capital, and one, we must presume, he got when he conquered Borvald. That leaves two Keys which we'll have to secure, says the jarl. Too bad we don't know where they are.

Oh, but we do, says Brother Thorlogh.

Everyone holds their breath. Even my bored sleepiness retreats briefly.

Thorlogh names two locations which (surprise) have fallen into the hands of draugrs and evil mages, respectively. So we have to form two strike units and go and get the Keys as soon as possible – before Yngvarr somehow finds out where they are.

The jarl and Brother Thorlogh will take the mages' den and Svegard and Ulgar will take the draugr nest. It's now up to me to decide which of the two groups me and my girls shall join. The other group shall take four or so guards with them. We can't have too large a force because, firstly, we don't want to attract attention and, secondly, we can't leave Amber Creek unprotected.

I'll go with the jarl. The draugrs throw me off balance too much.

With that decided, the Hjorgunnar Brothers leave without further ado. I suggest the jarl go on ahead. We'll catch up with them. He instructs me to meet them just east of the mountain pass on the highway to Borvald.

We go shopping now. I also say hello to my boyfriend Oudin. I'm amused to see he has put Jonulv to work and has now plenty of time to talk to me.

I won't hang around, though. Just a quick peek at my house and its new living room. It feels just like a proper home and I'm sure it'll get even more cozy after we'll find some beautiful things to fill those empty shelves with. Not now, obviously.

We also find a hidden switch in the basement that opens a passage to a secret cavern with a pond and a small waterfall. It's not all that spectacular, but at least we now have a private place for bathing.

My thoughts go back to my father. I wonder what profession he chose after he gave up soldiering. And how did I end up a warrior? "Probably because of that Dragonborn thing," says Lydia. "What with your memory loss and all. People don't lose their memory just like that. Someone's set you up big time." When you read what she said, it looks grave and tragic, but the way Lydia says it, I find it hilarious. The thing is, I feel confident now that my memory will come back. Knowing that, it's easy to take it easy. I don't mind if it'll take a couple of years. But right now we really must get going to our rendezvous with Agnar and Thorlogh.

As we pass by the jarlery, I just quickly step in and order porch decorations from Jalma. They'll be ready in a couple of days.

Then we cross the bridge and head northeast under the blue sky and warm... yeah, winter sun.

When Falskaar was first settled, its climate was enhanced by powerful magic which is long forgotten by now (or possibly sealed off in some secret place). At least that's what they say here. I can't remember if I told you already.

I don't quite understand why the jarl is so worked up about those two Keys. We've got one, haven't we? It's not like Yngvarr can use 4/5 of the Heart   with four Keys. He needs all five. With four of them, he can't to anything at all. And if we get the last two, and he attacks and overwhelms us, he can just as well take away three Keys from us as he can take one, can't he? Remember how Arnand had all the crystal fragments on him and Vernan overwhelmed him and got them all?

But I'm not the right person to tell it to Jarl Agnar. I've got one hole too many to be taken seriously around here.

Shortly after the Middle Falskaar mountain pass, we meet Brother Thorlogh who takes us to our destination where Jarl Agnar is waiting. There are stone walls and statues around a round-hole-in-the-ground structure, on the bottom of which is an entrance to a passage that leads to a deep fortress-like dungeon. We have to descend several floors, killing mages along the way.

I have been very worried about Agnar and Throrlogh who, presumably typical dumb Nord berserks, can be expected to endanger themselves recklessly. You will probably laugh when I tell you that they in fact behave themselves, more or less, while I am the one to be struck down in one battle where we face at least half a dozen enemies. It's been ages since I've gotten actually incapacitated in combat, and it's very scary, as well as embarrassing.
Laura on her hands and knees on the stone floor with several magic ice spikes penetrating her body
Yes, that's me. Laura the Dragonborn, the supposed savior of the world.

Fortunately, my followers are on top of it. They survive the battle, as do our two local allies, and put me back on my feet.

Recalling that unacceptable blunder, I can't really think of anything I could have done differently in this limited space, apart from (of course) staying behind the backs of others, which is obviously not the way of conducting a battle when you are in fact a stronger warrior than the others.

So I'll just take this as yet another reminder from the gods that I ought to not get too high an opinion of myself. I guess that includes trying to decide on Jarl Agnar's behalf what is the best policy in Falskaar power struggles.


At any rate, we get that stupid Key and the jarl says we'll return to Amber Creek where we will hopefully meet up with the Hjorgunnar brothers and discuss what to do next. He and Thorlogh leave immediately. I tell him the girls and I need a little rest and will follow shortly. In fact, we go meticulously over all the dead bodies and chests and urns to grab everything valuable.

It's past six in the evening when we start our journey back.

We arrive in Amber Creek at seven. Before going to the jarlery, I urgently need to do some shopping. More precisely, I just need to talk to some normal people about some peaceful things, and while I'm at it, why not trade some as well?

I go to the blacksmith Rangarr first, then chat a little with Svea who has already closed her shop for today, and Klara who is returning to the inn from some errands. Klara has heard a rumor that some ancient word wall somewhere has suddenly started to glow. I try to look amazed.

I walk to the inn together with Kunnari, and politely refuse Njola's offer to have some Amber Mead. After a nice conversation with Mecaius (the assistant blacksmith whom we rescued on the first day here, remember?), I finally feel composed enough to go to the jarl's house. Just like the last time, I'm taking my followers with me, so I won't have to re-tell them everything afterwards.

Just as I had expected, I will have to endure another lengthy discussion... or maybe that's not such a bad idea after all? As long as they let me sit closer to those pies...:

The meeting is very similar to the last one and results in me and my girls being sent to a place in the southwest called Watervine Chasm. Highly dangerous, of course. Everybody else has extremely important things to do in Amber Creek, and frankly they don't seem all that optimistic that we'll come back alive.


It's almost 11 in the evening now. Having instructed my girls that they may enter the house one hour after me with supreme quietness and sleep on the ground floor, I hurry to Oudin. I need him urgently after all the above. As we undress in the beautiful bedroom in the basement of my house, I can see he's been eager to meet me too. Our lovemaking doesn't last very long, but I'm immensely happy just to lie in the warm bed afterwards in the kind of comfort and safety only a man's arms around you can provide.



next awakening






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2020-02-05

Always Lost, Always Hopeful (119) More than We Bargained for



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SPOILER INFO
This fanfic novel is largely based on the events that occurred in an actual game of Skyrim I played. Therefore, it's inevitably a spoiler.
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previous day






4-201-12-13 06:20
Indoril's Rest, Shor, The Rift, Skyrim



We're going to Bitchen today. Along the way, we'll check out the Echo Deep Mine that the old man Jalamar has been rambling about.

The weather is lovely. We leave Shor, rejoicing at the nature waking up in the coolness of the early morning. A south-southeastward road that runs parallelly to the Windhelm–Bitchen highway leads almost straight to the Echo Deep Mine. The latter is, unfortunately, dim as well as very wet. To say nothing of infested with bandits. But on the bright side, it's got ore veins of iron and even silver.

As we proceed, we can observe our surroundings turning increasingly Dwemerish. Eventually the mine has completely given way to massive stone walls. A long descent along stone walkways takes us to the entrance of a place called Mzubthand.

We are very much alert, especially Borgakh to whom this is a whole new kind of experience. She seems rather freaked out by the sight of the remains of several nonfunctional Dwemer automatons lying about on the floor here and there. I'm glad she's getting the chance to see them dead first. She's more than familiar with underground mines, but Dwemer dungeons are visibly getting to her.

The corridors lead into a hall. There are several dead men. One of them carries notes about some strange "gate" to somewhere. We also pick up an item called Ancient Lexicon. And there's a pedestal in front of a grating of metal bars without a door or a handle or anything.

pages of an open book triumphantly telling about the discovery of a way to travel through some gate
Just to avoid a possible confusion – the "Lexicon" mentioned in this diary looks nothing like a book.
It's a metal object of more or less cubic shape.

I place the lexicon onto the pedestal. The grating opens. A section of solid stone wall behind it begins to glow. That must be a portal to somewhere.

I wonder what killed those men at the last moment, before they had the chance to use the Ancient Lexicon. Must be very disappointing to meet your death literally a few steps before the finish line. (Gosh, what am I saying? Getting killed is always horrible.)
large hall with massive stone columns, Laura and followers stand before a blue-glowing gateway
Of course, the men could have been killed by that giant Dwemer machine, but what killed  it?
By the way, the glowing thing on Lydia's back is an enchanted bow.
The smaller glowing thing behind her is the Lexicon on the pedestal. Just in case you wanted to know.

I step up to the portal. My instinct tells me very strongly that it's safe. It's one of those Bardslayer things, obviously. Lydia and Jenassa are used to trusting me and think nothing of it. Borgakh is very skeptical, but she won't stay behind here alone. So we hold hands and walk into the pale greenish-blue glow.

Falskaar. Suddenly that word jumps up in each one of us's thoughts, even before we can see anything. Is that the name of the place where we're going?

We are now in near-darkness. Our progress is blocked by thick metal bars similar to the ones we had on the other side. Beyond the bars, there's a Dwemerish-looking hall with high stone walls and a massive column quite near us.

Now we can see something move at the other end. It approaches. It's a man. He's got a sword in his hand.

Our eyes are getting accustomed to the more than poor light as the man steps up to the bars and asks if we just came through that portal. Then he prattles something about some legend that predicts that something evil is supposed to happen when the Traveler  arrives through that portal. I succeed in catching a moment when he's breathing in, and ask his name. It's Olvir. He says he's supposed to arrest us, but he's prepared to let us go free after we've helped him. In order to make our decision as easy as possible, he kindly informs us the switch for lowering these bars is on his side, so he's the only one who can release us. (As our luck would have it, the portal won't work the opposite way.)

Obviously, we have no choice but to agree to Olvir's proposal. I waste no time expressing our willingness to give him all the help we can before it'll occur to him to demand a blowjob or something. Come to think of it, the spaces between the bars are wide enough to do a lot more, and let's not think of it.

Olvir lowers the bars and we step down to him and thank him. He looks like a perfectly common Nord to me, even though his pronunciation is very unusual. I find the sound of it really cool.

He tells us a man named Mecaius has gotten lost, and he wants to go looking for him in a nearby bandit cave, and he'd feel more confident if the four of us came along, and he's very worried about him and can we please hurry.

Yes, absolutely. Lead the way.

I'm stunned by the sunlight and the blue sky and beautiful trees outside. To tell you the truth, it's not much different from The Rift, but after those semi-dark tunnels, I feel like reborn. (Well, I'm slightly exaggerating, never mind. Just thrilled by this new adventure.)

We have difficulties keeping pace with Olvir who runs towards the nearby Brittlerun Cave. Certainly not a coward, that man. Far from trying to hide behind our backs, he actually kills more than half of the bandits and we're left to do the cleaning up while he rushes towards the cage in the last cave.
cavern with a narrow creek, protagonist aiming bow at an enemy near a blacksmith's forge
That bandit mage has no chance of catching up with Olvir.

There's indeed a man in the cage who looks badly battered. He introduces himself to us as Mecaius, the blacksmith's apprentice from Amber Creek. That is after he's informed Olvir with great agitation that the bandits are working for Yngvarr and are looking for some kind of a key and they locked him up because they thought he knew something about it. Sounds like something evil has already happened here before  the arrival of Me The Traveler. But I'm keeping my mouth shut.

Olvir asks us to run to nearby Amber Creek and tell Jarl Agnar that the bandits who kidnapped Mecaius are working for Yngvarr. He says he'd go himself, but he has to discuss some things with Mecaius first, yet the jarl has to be informed as quickly as possible.

I suspect Olvir really needs to attend to Mecaius's injuries and doesn't want us to witness it, but I don't say anything. Instead I reply, trying to sound as light-hearted as possible, that we're certainly not going to settle down in this cave, and that Amber Creek sounds as good a settlement as any for starters.

I don't bother asking who Yngvarr is. If it's someone important, someone'll tell me sooner or later.

This area around the Dwemer ruin that is called Mzubthand Courtyard is shielded off by a stone wall with a locked gate in it. Olvir unlocks it, points at the direction of Amber Creek, and wishes us luck.

We run through the forest and have to kill a bear and a wolf who attack us. Soon we can see houses on the opposite bank of the river. No bridge, though.

Farther on this riverbank, there's a mine with a smelter, and a canopy nearby with tables in the shade and a fireplace. There are a couple of men sitting. We approach and greet politely, but they have no time for conversation. A short break and back to work. We check out the mine as well. It's got iron and corundum ore.

And lo, there's a bridge nearby for us to get to the village:

Before we go to look for the jarl, I figure this is a good time for me to get a new hairstyle. I bought a hair-changing charm several days ago and I've been watching sample pictures together with my girls. Now we've finally come to the decision which hairdo I like best. I'm making a rather radical style change this time:

A charm, in case you didn't know, is a device for casting a spell that vanishes after one use. A non-paper scroll, essentially. Quality hairdressers are very rare in Skyrim, so hairstyle-changing charms are really the most convenient way for people like me.

The jarl's house is easy to find. Having told my followers to take a look around the village, I enter the house and see indeed a man called Jarl Agnar. I wait until he has finished talking to his son, and approach him to give him Mecaius and Olvin's message. He looks shocked.

Agnar doesn't bother to tell me who Yngvarr is and I'm not sure I want to know. He does briefly mention a family of Unnvaldrs, though, apparently enemies of his own family. Then he asks me to go to a place called Bailun Priory which he says is the residence of a group of wiseguys (I'm joking! He said "wisemen") and talk to a certain Brother Thorlogh. Yeah, why not.

Earlier when I entered this house, I saw a woman walk around. When my conversation with the jarl is finished, I walk from room to room looking for her. I hope she has something actually interesting to tell me.

Her name is Jalma. She has a gentle voice and is very friendly. She's the jarl's wife and runs the administrative affairs around here. So, basically, she functions as the jarl's steward.
inside a large wooden house, a woman Jalma in a purple garb tells the protagonist about herself
I kind of imagine that many people would be happier if she  didn't collect the taxes.
Naturally, I'm keeping this brilliant idea to myself.

I ask Jalma if it's possible to get to Skyrim from here. She says a certain Wulf used to travel by boat between Falskaar and Dånstar and maybe he still does. I'm amazed it's as simple as that. Sure enough, Wulf lives in the southeastern end of Falskaar (which Jalma told me is an island; we're in the northwest) and many surprises may lie in wait for us on our way there, but still I hadn't expected to get so valuable information so soon and so easily.

I enquire if there's any way I can make myself useful in return. Jalma replies there's a peasant family called Reinaldur who used to visit Amber Creek regularly, but they haven't been seen for some time now. She would be grateful if I could find the time and go check up on them. She gives me a map of Falskaar which works exactly like the other magic maps I've used – the terrain features are already on it, but settlements and other locations appear only after the owner (me) has physically visited them.

After Jalma has told me I can buy a house in this village for 8000 septims and I promise to give it a thought, we say goodbye affably.

Sun is going down. The weather is still lovely.

The marketplace has already emptied, but the Amber Creek General Store across the street is open. The shopkeeper Svea mentions among other things that a man came to the village recently looking for information about an unusual amber ring which in fact had belonged to Svea's father but he had to sell it at the time of extreme poverty.

Svea would like to get the ring back, because she thinks it belongs rightfully to her. She has no idea where the ring may be, but she dreads the thought that that adventurer (Harold is his name) could somehow get it into his hands.

I find this ridiculous. If her family sold the ring, she has no right whatsoever to suggest it belongs to her. The ring belongs to the person it was sold to, or whomever he passed it on to. Yes, I can believe Svea's father had no choice – he had to sell the ring in order to avoid starvation. But the simple truth is, once he had sold it, it was no longer his ring. Or does Svea imagine she can demand it back, sell it again when she urgently needs money, and them claim it again as a valuable family heirloom? How childish can you get?

Of course, there's no point spoiling my relations with Svea, so I just nod to everything she says, keep my opinion to myself and leave the shop as soon as I politely can. Svea says she hopes she'll see me at the inn later.

Back on the street where a drizzle has started, I witness Mecaius being cordially welcomed back by the blacksmith Rangarr, a real bear of a man.

They notice me and thank me again for helping Mecaius get free. We begin talking about this and that, and Rangarr tells me how Amber Creek got its name from a valuable mineral called amber  that was found in the area. Since the rain is getting heavier by the minute, we walk together to the inn that is right across the street from the sawmill.

The big taproom is welcomingly noisy and lively. The bard Rurik tries to sing, but gives it up soon and joins the predominantly male company that has gathered around my followers who seem to be quite familiar with this place already. I prefer to walk around and listen in to people's conversations.

I notice a man sitting alone. He looks a little sad and I feel sorry for him.

I find Svea and ask her who that man is. Harold, she says. Oh. Of course. It's difficult for him to socialize, because he's not from here, and up to something some people dislike. I approach casually, sit on the bench next to him and ask how's it going. Soon we're discussing the legendary amber ring. Harold has heard from someone that it was on a ship that sunk, and there's supposed to be a seaman named Wulf somewhere on this island who knows something about it.

I don't deem it necessary to inform him that I've heard about Wulf too. In order not to come across as suspiciously inquisitive, I ask Harold innocent questions women ask: where's he from, does he have a family. He says his home in Helgen was destroyed, and he desperately needs money to feed his wife and children after they lost everything. I listen apparently with great interest and compassion. In fact I have the distinct feeling he's just made up a sob story to get people to help him. There are ways of making a living much closer to Helgen. I mean, how did he even get to Falskaar? Apart from which, I notice he has a demanding and insistent streak that occasionally sickles through his general mien of a grief-stricken provider. It doesn't even matter much whether his story is true or false. I dislike him, because he lacks modesty just like Svea does.

I wish Harold luck and leave him to his drink. A minute later, I notice a man who looks kind of rough, yet there's something curious in his eyes. He introduces himself as Oudin. He's a native of this village. I ask him what he does and how he finds life around here, and he ends up telling me about his friend Jonulv who heard rumors about bandits planning a massive-scale attack to overrun Amber Creek. Oudin who apparently operates the local sawmill, the same one I saw outside earlier, has been carefully asking his customers about bandits in this region and he has reasons to believe that there may be some in the southeast from here. Seeing I lead a group of adventurers, Oudin wonders if we could take a look around in that area. He has heard of an old citadel called Stoneridge Watch near the coast, but he's never been there.

Then, after a little mead-supported reflection, he looks me in the eye and urges me to be very careful, should I go into that region. Yeah, I suddenly feel I'd be really sad too if Oudin had a log fall upon his head or something.

Oudin tells me about the Borvaldur clan their jarl belongs to, and how his own family built the sawmill many years ago. It seems he's just reluctant to see me go. To be honest, I enjoy listening to him, but eventually I still excuse myself with the call of nature. I'm feeling myself sucked into something I'm not sure how comfortable I'm with, and I don't mean that bandit thing.

On my way back, I see the barmaid Klara is having one of her less busy moments, so I step up to the counter to have a chat with her. I let her fill me in at length on nothing special about the villagers' work and pleasure. You know, talk that would look very lame when written down, but somehow brings you to the same wavelength with the people around you.

When Klara mentions a hot spring upriver that used to be popular but isn't anymore, I ask her why, and she says something is creating a dreadful atmosphere there. This sounds like worth investigating. The place is just a little way to the west on the northern bank of the river, meaning in the general direction of where we arrived from earlier today.

I'm not all that tired, but I feel I'm getting drunk, so I'd better go to sleep before I do something stupid. Lydia has been telling me I'm too afraid of letting myself go, and I even agree with her, in general. But this is different. It's our first evening on a completely unknown island, and it's crucial that I make a good first impression. Maybe this doesn't sound too convincing, but I'm going to sleep anyway. Much as there may be to explore and many as there may be people I haven't talked to yet, I'll better do it tomorrow with a clear head.

Klara says the rooms have to be rented from her sister Njola, currently sleeping downstairs. She's a bit bossy, Klara tells me, so it'll serve her right if I go and wake her up. It seems a good idea to me and besides I do need to rent a room.

Njola is a formidable woman. I wouldn't call her fat, but she looks like completely reliable, as well as able to handle any ruffian unfortunate enough to have one too many at her bar. Postponing a pleasant conversation until tomorrow, I just pay her for the room for myself and my followers, and turn in.




next awakening






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