Showing posts with label Dreams in Oblivion. Show all posts
Showing posts with label Dreams in Oblivion. Show all posts

2020-02-18

Always Lost, Always Hopeful (125) Words Come Easy to Them



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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






4-201-12-20 09:43
Horndew Lodge, Amber Creek, Falskaar



My followers have returned during the night. I leave them sleeping and go to have a bath and a breakfast at the inn.

Jenassa turns up before the others. We sit and chat. Jenassa tells me she had a frank conversation with Borgakh a week ago in Winterhold that morning when Lydia and I slept in. Jenassa told Borgakh many things I already know while she learned that Orcs never do oral or anal sex, and although Borgakh dislikes the Orcs' traditional way of life and hopes to learn about the great wide world and various worldviews and lifestyles traveling with us, she still disapproves of sexual promiscuity and is determined to keep her virginity until her wedding night.

Then I visit Jalma and place an order for a living room to be furnished in my house.

Now we'll go to that tower outside Amber Creek and get Rangarr's Fine Gold  or whatever it was called, before traveling to the north to help Brother Arnand destroy that evil crystal. Could be that we'll arrive a little late, but I'm sure the world won't go under in an hour or two.

The bandits in Olgrahm's Tower are amazingly perceptive, but no match for us as fighters. They have curious war paints.

We bring the special gold to Rangarr and he promises to have the necklace ready in a few hours.

Now we shall cross the nearer bridge, the one that leads to the Amber Creek Mine. On our way to Volkrund Keep, we're going to make a slight detour and bring Jarl Agnar's message to the Hjorgunnar brothers.

The forest north of the river is beautiful and we see some lovely elks. We give the brothers the summons (this time it's Ulgar whom we talk to) and then it's off to the northwest.

Volkrund Keep is a fortress in not a very good state of repair. Brother Arnand is waiting in hiding near the entrance. and comes out when he sees us We go in and walk through halls and passages without encountering anyone. Suddenly we're greeted by none other than Vernan himself. Wisely, he takes the precaution of casting some horrible spell on us first. We remain conscious, but see foggily and can't move. Arnand retains his power of speech. He and Vernan begin an exchange of insults and reproaches. Guys, please, could you hurry it up or at least make me unconscious? Too bad I'm unable to say anything. Finally Vernan searches Arnand's backpack, finds the crystals and leaves, informing us the spell will wear off soon.
foggy view of a stone dungeon, man in a hooded robe talks to a man crouching on the floor
I can't disagree with Vernan. As I realize now, coming here and bringing the crystal fragments
was just about the stupidest thing Arnand (crouching on the foreground) could have possibly done.

I feel very ill and seem to black out for a while. When I've come to, Arnand is already on his feet and informs me that Vernan has destroyed the tunnel behind us. Behind?? You mean, Vernan escaped and deprived us of the possibility to escape, thus forcing us to continue chasing him? Am I missing something big time or am I still confused from the spell?

Arnand cuts the conversation short and urges us to move on. Take it easy, dude, the way you run, the girls and I could just as well play a game of cards and then catch up with you.

We go through passages and see some people talk to each other and then just vanish. Here's a boy telling his mother he's still hungry:
[series of 2 pictures you can click through; click on the first picture to make it big, then click again to see the next picture etc.; press  Esc to return to the text]

Arnand explains us the scenes we're seeing are from Vernan's past. Apparently he is using the Dream Crystal, but he isn't quite getting it right yet.

After some more such flashbacks, we arrive in a great hall with metal coffins here and there. There are draugrs in them, I'm absolutely certain of that. Beyond the coffins is a staircase leading up to a purple screen of energy, behind which is Vernan.

While he and Arnand get themselves thoroughly engaged in another battle of (dim)wits, I feel a strong urge to go up that staircase, because it's, firstly, higher than the draugr coffins, and, secondly, the farthest point away from them. I stand on the top platform and order my followers to take positions along the staircase.

Now, what about this energy field that is shielding Vernan? Can't I really shoot an arrow through it? No, the arrow bounces back. But I had to try, didn't I?

The oratorial performance reaches its conclusion and the draugrs come to life. In less than a second, the air is swishing with arrows and frost magic flying towards the undead. About half of them fall instantly, but the rest fight back and one draugr is very tough. My ears drone from dragon shouts he casts and I find myself swaying much of the time, but thanks to all that Resist Shock   gear I'm wearing it's nowhere near as bad as it usually is in Skyrim draugr dungeons.

After the last draugr has fallen, Arnand shouts to us to come down from the stairs. Vernan is supposedly up to something. I jump down hurriedly, ready to use my Ritual Stone  power to awaken all those dead draugrs to help us fight whichever unspeakable horror is going to be unleashed upon us any moment now.

Something is happening to Vernan. Then he's like "What? Wait, no! Stop!" Then he kind of shrinks and disappears. Brother Arnand tells us triumphantly that we've done it. It's over. Vernan has vanished into Oblivion along with the evil crystal.


Looks like we've been cheated out of our terrible battle. But far be it from me to complain.

When Arnand leaves, we stay behind to loot the corpses and search the hall for anything valuable, as usual. There are many old coins lying in burial urns, but no rings or amulets with amazing new enchantments.

Outside, it's almost night. The northern lights are spectacular.

Unhurriedly, we return to Amber Creek for the night.

In what you might call the central square (the open space between the inn, the smithy and the sawmill), we see Jarl Agnar in heated argument with none other than Yngvarr. Yngvarr demands to be allowed to search the village and Agnar refuses. But you mustn't think they say it with so few words. Oh no, it takes a lot of time, during which I eye the men around us. It's too dark to recognize most faces, but I presume a part of the soldiers are Yngvarr's. One thing is certain – whoever tries to search my house, I'll stab their eyes out personally.

Finally, Yngvarr turns around to leave, only to stop after half a dozen paces to exchange insults with the Hjorgunnar brothers. I wonder why I can't just shoot Yngvarr dead now and be done with it, but I suppose the jarl has his reasons for letting him walk away. Maybe he's not sure if his men can defeat Yngvarr's, and somehow I doubt he'd believe me if I told him that me and my followers can easily take out a dozen of those axe-brandishing Nord meadheads.

Whatever. Shortly after Yngvarr has left, the jarl's attention is drawn to a newcomer. It's Brother Thorlogh from Bailun Priory. He tells us a lengthy and emotional tale of Yngvarr having invaded the priory demanding to search it, and killed one of the priors who tried to prevent him. Those blabbermouths could become world-famous stage performers. I would gladly go to see them myself, if it were under the sun on a nice field outside Hviterun's city walls. But such dramatic verbosity couldn't be more out of place in the late evening among confused soldiers when all signs indicate that a full-scale war is about to flare up any day now.

On top of all that, it has started to rain some time ago, but the men take no notice. They just stand and talk, oblivious of the water running down their faces, necks and, as I presume, various other body parts.

Jarl Agnar realizes immediately that Borvald is precisely what Yngvarr might "touch" next and asks me to go and warn the jarl of Borvald. Yes, of course. Anything you say. Anything that might get you to end this meeting sooner.

As I had thought, Borvald is that formidable walled city on top of the mountain we saw the other day. Doesn't look like they have much to fear. Then again, this village could certainly use their help.

I'll go there in the morning. Right now I feel exhausted, more mentally than physically. As the men are dispersing, I have just enough presence of mind to notice Rangarr who has come to the porch of his house to see what's going on. I ask him if he has completed the necklace I need for Henrik. He has. He also thanks me cordially for rescuing his supply of Fine Gold. Sure. Any time. I tell my girls to spend some time at the inn or something, and hurry to Oudin's house. I tell him I need him urgently.

We're going to my place, of course, because we don't want Jonulv to walk in on us.

The position Oudin chooses is a little dangerous, if you know what I mean. But I trust him not to hurt me. If I can't trust my boyfriend whom can I trust? I mean, I couldn't have him as my boyfriend if I didn't trust him, could I? And never mind if I'm not making much sense to you right now. What matters is that he chooses the right hole. (Maybe I'm really lucky and he's not into anal sex at all?)
[series of 3 pictures you can click through; click on the first picture to make it big, then click again to see the next picture etc.; press  Esc to return to the text]






next awakening






return to the table of contents








2020-02-16

Always Lost, Always Hopeful (124) Reunion, Maybe Not So Happy



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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.
———————————————




previous day






4-201-12-19 12:28
Oudin's House, Amber Creek, Falskaar



I open my eyes. Wow. I feel great.

Full of energy, I jump out of the bed and my eyes fall on a note from Oudin: "Next time you do that, I'll spank your butt." Well, angry as he may have been, he was still merciful enough to let me sleep. [Impish grin.] But I've been warned.

The weather is wonderful: sunny and warm like on the best days in Falkreath.

On my way to the shop, I meet Wilhard, the jarl's cute little son, and he tells me he's going to be the greatest warrior in Falskaar one day. In high spirits, I pass by Oudin's sawmill and eye him cautiously. At least from a distance, he doesn't look unusually tired.

By the time I'm done shopping, the weather is turning bad. Before leaving Amber Creek, there's only one task left. It concerns the Exotic Rubied Sapphire  we retrieved from Grimrott Grotto. When Henrik asked me to get the gem the other day, he said he wanted it to be put into a necklace, but he couldn't do it himself, so I was to bring the gem to Rangarr, the best blacksmith in Falskaar.

So I go to the smithy, give the thing to Rangarr and explain Henrik's request. He informs me he can make the necklace all right, but he's going to need special kind of gold for that special kind of necklace, and his supply has been stolen by the bandits who reside in nearby Olgrahm's Tower. That's the same citadel I saw when we returned from eastern Falskaar and took the wrong turn, remember I mentioned it briefly? So, I'm to get that gold and presumably kill a group of bandits to get it. Kind of bloody, this anniversary present is going to get, isn't it? But then again, killing bandits who rob people from Amber Creek is a good deed.

Right now, the girls and I are going in the opposite direction, though – Audmund Farm and from there, Bailun Priory. That is after I've dropped by the sawmill to bring Oudin the house key. We hug and kiss a little and then I rejoin the girls who are waiting on the intersection.

It begins to rain while we run towards Audmund Farm. Helena and Audmund are working on their fields regardless. I give Helena her exotic fabrics. As a reward, she gives me her latest creation – Fine Clothes of Glibness. It's a garment with an enchantment that increases my Speech skill.

I generally like Helena. She seems an intelligent woman and keeps herself informed about things that happen outside of this island. I hope I'm going to have chances to sit and talk with her. Not today, though. I haven't got time for that. Before hurrying to Bailun Priory, I inform Audmund he won't have to chase his cows around anymore. He gives me some of his very special beef and promises me a discount in the future. I guess that's the best he can do, this rather unsophisticated man. So, thanks.


At Bailun Priory, I pray in front of Mara's altar and then walk towards the building without looking back, so that my girls can follow my example or not, just as they wish.

Inside, Brother Arnand informs me that the fragments I've found are from an extremely powerful magical object known as the Dream Crystal . When the crystal was discovered a very long time ago, it was broken in five pieces upon which was placed an incantation to seal their magic within. That was to prevent anyone from using it, ever. Vernan has apparently found a way to remove the incantation. Indeed I remember there was something to that effect in his journal. Now, Arnand says, we must go and find the last fragment, so we can put the crystal together and destroy it.

This makes no sense to me whatsoever. In order to make sure an unimaginably dangerous object is never going to be used, we assemble it from fragments and then  we destroy it? Why can't we just destroy the fragments? I'm not going to ask, though, because the way (and the length at which) this man has been talking up till now, I don't think I'll be hearing any sensible explanation from him.

Arnand instructs us to meet him in Volkrund Keep in northwestern Falskaar at noon tomorrow. Right now, me and my followers are going to proceed eastwards to check out those bandits that Oudin suspected are dwelling near the central mountains, and to try to find information about his missing friend Jonulv.


As we trot across the foresty hills, Lydia reminds me that we should return to Hviterun by the end of the month. Of course! It's only 12 days to the new year. We've been talking about it every now and then. I absolutely want to be in Hviterun on the New Year's Eve and so do Lydia and Jenassa, and Borgakh wouldn't mind. After I didn't have a proper birthday this year, I'm most certainly not going to meet the new year somewhere in the middle of nowhere.

To tell you the truth, I'm not all that crazy about birthdays to begin with, but I'm the more crazy about the new year holiday. I can't remember where I come from, but I do remember that where I come from the New Year's Eve is totally the biggest celebration of the year.

We quickly come to the agreement that we'll head for Skyrim on the 27th, to be absolutely sure we won't be late. Wulf said a ship to Dånstar takes less than a day, so we should be comfortably in Hviterun by the 29th. Two days are in reserve for unexpected delays, or we can use them to run around and do things in places not too far from the city.

Approaching the southeastern corner of western Falskaar, we can see mountains at some distance, just as indicated on our (so far not very complete) map. There's also a fortress on top of rocky hills:

It's at significant elevation, but surely not unascendable. I mean, someone was able to climb up there to build the thing, so we should be able to get there too. The question is: from which direction?

As a matter of fact, we are seeing a good road which may well lead right up to the fortress. However, it doesn't seem a very good idea to just knock on the front gate and ask if there are any bandits there. Therefore, we leave the road and try to find a way up that rocky slope.

It's not too difficult. We actually end up just outside an open gate at the end of the road, possibly the same one we turned off from. This fortress is called Stoneridge Watch.

I can sense one bandit up on the wall near the gate, and another one on the ground inside. I sneak closer, having instructed my followers to spread out and keep out of sight for the time being, so the enemy won't know how many we are.


Our attack is a sweeping success. I lure the bandits into attacking me while my well-hidden followers wreak havoc among those I fail to hit. I have a distinct feeling that these bandits are used to attacking civilians at strength. Against an equal number of average town guards, they wouldn't stand a chance.

We sneak up the ramparts and kill one more bandit on top of a citadel who has somehow missed the main action.

inside a massive stone citadel, beds against the wall
We won't need to worry about where to sleep tonight.
And this is just outdoors, in one of the corner turrets.

Now we're going in.

We roam the extensive dungeon, killing all the bandits we encounter. I can hear one group complaining about the poor quality of the local mead. The way they're fighting, I suspect they've been taking something much stronger than mead. Two times I turn a corner and almost run into a swaying bandit who doesn't even take notice of me when I kill him.

To cut the long story short, the bandits in the interior are even less a challenge than the ones outside.

mossy stone floor in a dungeon, dead naked man with a very long penis lies on the ground
Oh my goodness! That's the longest one I've ever seen.

What's really strange is that the deeper we get into the interior, the more women we encounter. Many of them are really pretty. This seems more like a community than a robber gang.

Towards the end, we reach an area with prison cages, dead people in some of them. And then two big rooms with torture devices. I almost gag at the sight of blood and such all over the floors. We've come across real monsters this time. Needless to say, we make short work of the torturers. Women, in case you're interested.

The next staircase goes down. More cages, much smaller ones this time. More like animal cages than prison cells. There are skeletons and animal corpses in some of them, and an alive man in one.
large rooms in a stone dungeon, two cages ahead, a human being stands in one of them, asks to be let out
The blue glow, or more like purple in this light, means he's not hostile. At least not yet.

His name is Jonulv. When I ask him if he knows Oudin, he says yes, he's the same Jonulv who used to be Oudin's best friend and went missing a few years ago.

Jonulv confesses without pressure that he was a bandit. The bandits took him prisoner during one of their raids and gave him the choice between joining them or being put to death. He says he felt horrible having to participate in all their atrocities, but he had no choice. I have grave doubts. How can a robber gang keep an eye on you constantly when you're out with them? But I'm digressing, sorry. The point is, just recently Jonulv learned of the bandits' plan to assemble a large force from all over Falskaar and overrun Amber Creek. That's when he sent a warning to Oudin, and that's why I ended up coming here. Unfortunately, Jonulv's treachery was found out and he was imprisoned here, for the torturers to play with when they had no important tasks.

He begs me to release him and hurry together to save Amber Creek. The bandits' attack force is supposed to gather east of Amber Creek, just south of the place where the road turns west, the same road by which the girls and I came from the north the other day. They'll be waiting for reinforcements from other bandit gangs and attack an hour or two before sunrise when the villagers can be expected to be fast asleep. They have all their best fighters out there, Jonulv says. Only women and newbies considered not fierce enough for attacking a settlement were left behind in this fortress.

I tell Jonulv we'll go there all right and fight the bandits together, but afterwards I'll take him to Amber Creek and let Oudin pass judgment over him. Jonulv says humbly he'll agree to anything, let's just please hurry.

Jonulv is confused at first when I ask him to point out the rendezvous point on my map, but when I explain that this line stands for this road and that line stands for that road, he quickly understands the concept and shows me where he believes the bandits to be waiting.

It's a few minutes past midnight by the time we've reached the road outside the fortress gate. No moonlight for us tonight, there are clouds all over the sky, so it's almost completely dark. That ought to be to our advantage unless we screw up badly. After all, I'm able to sense people in darkness and the bandits, as I assume, aren't.

This barely visible road ought to take us right to the vicinity of our destination:

After I've explained our strategy, I run ahead with Jenassa and Borgakh. Lydia follows with Jonulv who acts bravely but has no chance keeping up with our speed in his current tormented state.

As the three of us get closer, we spread out and surround the bandit camp. They haven't put out any sentries. Not very smart if you ask me. Then again, lookouts might accidentally run into guards. In fact, even from here, I can see the latter patrolling the northern road. Of course, they're not trying to hide. The bandits are, and they have chosen their location well. The camp is practically impossible to detect from the road. The downside (from their point of view) is that it's at slight depth which means it's easy for my group to find sniping positions at slight elevation.

I hide in a place is where I can watch out for Lydia and show her and Jonulv their places. I have warned Borgakh most sternly that she's not to do anything to attract attention before I start shooting.

For understandable reasons, the bandits haven't lit a campfire. Even though I have the feeling the clouds are getting thinner, so the moon might come out any moment, the visibility is very poor. Our big advantage is, as I already said, that I can magically "see" targets regardless of darkness. As to my followers, they have a better chance to hit than getting hit, because there are many bandits close together. Fire arrows would of course be ideal for this kind of battle. You see, there are magical arrows that don't burn while you shoot but set the target on fire. That would give us near-ideal visibility after the first hit, and still not betray our own positions to the enemy. Too bad we don't have any such arrows on us. So we'll be relying on me killing most bandits thanks to my Sense of Smell  power. And for that matter, Borgakh can see in poor light much better than most humans.

The plan works better than I had expected. The bandits are in utter panic when arrows begin to strike them down and they can't see where they're coming from.

night, gentle grassy downward slope with trees, protagonist aiming bow at a campsite ahead
Visibility has gotten a lot better, but it looks like there are no more alive targets.

Even though we did an excellent job sneaking closer and remaining undetected, I'm surprised it was so easy. Quite frankly, I doubt that that lot would have been able to defeat the Amber Creek guards. But many people would have lost their lives, that's for sure. And maybe they would have had a chance with their reinforcements. We're not seeing anyone coming from anywhere, though. When I discuss it with the girls, Jenassa suggests that if the bandits had any sense, they wouldn't have assembled their entire force in one place. They would have let the allied groups hide in various places around Amber Creek and after their main force had, say, set a house on fire as a signal, the other groups would have joined the attack.

I think this makes a lot of sense. It's quite possible Jonulv misunderstood the plan. Maybe the bandits in this camp weren't waiting for the reinforcements to arrive here. Maybe they were waiting for them to take their appointed places elsewhere. Maybe the reinforcements are still out there, waiting for the signal to attack.

Well, no point speculating. I order Jonulv to wait until we've looted all the corpses. He's so impatient to get going that I actually have to order Jenassa to aim an arrow at him and shoot if he tries to leave before I give him permission.

Finally we're finished with the camp and can start running towards Amber Creek.

I tell the guards at the gate to be especially careful, and leave my followers to assist them. Then I run after Jonulv. Something tells me we're going to wake up Oudin again. But I'll let Jonulv do it, so I won't get a spanking.

I'm joking, of course. I can't imagine Oudin could be so mean that he would punish me when I arrive to report I fulfilled his wish and found his missing friend. But why take a completely unnecessary risk and tempt my fate?

Oudin is almost in tears when he sees his long-lost friend, but when he hears what Jonulv has been up to in the meantime, he gets more and more serious. Jonulv begs to be forgiven and allowed to work with Oudin. Oudin finally decides to give his old buddy a second chance. They both thank me cordially and go to Oudin's house where, I presume, Jonulv will be living from now on. I have a bad intuition about this, but I tell myself it doesn't matter, because I have a house of my own now and it's right next door and surely my feminine charms will be able to beat a mere childhood friendship.

I go to my house to sleep. I have complete confidence that my followers together with the guards can handle a few cutthroats, should there be any lurking about. I've done my part for today and I feel squeezed dry of all energy.



next awakening






return to the table of contents








2020-02-08

Always Lost, Always Hopeful (120) All in Two Days' Work



———————————————
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.
———————————————




previous day






4-201-12-14 06:19
Amber Mead Inn, Amber Creek, Falskaar



The taproom is empty but for Klara, Njola and that untalkative man Garibald or Gabrial or what his name was. I understand he sort of works here as a bouncer, a backup for the case Njola's motherly steadfastness should fail. He looks depressed and not an interesting person to get to know.

Outside, it's a fine morning. We go to explore the village. The nearest house in the direction opposite to the smithy belongs to Oudin. I order my followers to walk on while I step in to say hello.

Oudin is having breakfast. A quick look around leaves no doubt that he lives alone.

I was already thinking about it last night. Now I feel I have to get it. Right now.

Of course he doesn't need to be persuaded. A man of quick action.

Sorry, I didn't mean it like that. He doesn't finish until I've had my satisfaction. (Well, if you really need to know, a loud earth-shattering orgasm.)

This was much better than I even dared to hope. I feel I've truly hit the jackpot in this particular location.

The look on his face leaves no doubt he's thoroughly satisfied and very happy with my visit. He's late for work, but he doesn't mind. After some lazy caresses in the afterglow, he gives me a hug that makes my bones crackle and tells me to lock up when I leave and bring the key to him to the sawmill opposite the inn, the same one I saw yesterday evening.

I finish getting dressed, make sure my hair is tidy, and exit. I feel more happy and proud I've ever felt for my ability to excite a man so quickly and to give him supreme pleasure. Oudin has filled me with energy that gives me wings and enables me to deal with anything and anyone in the world.

We shall start small, though – with the Riverwatch Hot Springs. I mean, of course it's not something as weighty as banditry, but I feel sorry for the villagers who have lost their pleasant recreation spot. And it's so near anyway. An ideal mission for getting a general feel of Falskaar's bad side, so to speak.

As I go to look for my followers, I pass by a farm kept by two men, Kunnari and Kalevi.

I heard at the inn last night Kunnari had a problem with someone killing his chickens. So I go and ask him about it. He says neither he nor the guards have been able to catch the miscreant. He'd much appreciate it if I tried hiding in the bushes tonight and see if I have better luck. I remain noncommittal. It may be important and urgent to him, but I may have better things to do at night.

The girls have noticed me in the meantime. It's a small village. (I mean, it's really a big village, but it's still a village and it's not awfully hard to run across people.) As soon as I finish speaking with Kunnari, they ask me excitedly what it was like. They mean with Oudin, obviously. I let them share my happiness. As for them, they didn't do anything last night either. They all saw likeable men, but they thought it was better not to make it appear as if they were easy.

Well, there's no hurry. I'm sure we'll be spending considerable time around here.

After I've brought Oudin his key, me and my followers cross the river and run west. It takes us less than half an hour to reach Riverwatch Hot Springs. There's a cave right next to the river and I think that's where we ought to start.

Upon entering, we find ourselves in a spacious cavern with a large pond and a very beautiful triple waterfall.

It could be a very nice place without those necromancer mages. They and the ones further down the dungeon are easy to kill when caught unawares, but quite strong once they get their wards up. Still no match for us, a well-rehearsed killing machine. As for Borgakh, she is learning fast and she's a really good fighter to begin with.

Beyond the dungeon is a Dwemer ruin. A small one – just a few rooms and passages with a few more hostile mages. When we've explored it all, I have the feeling there has to be more. Something creating that evil aura Klara mentioned and that the four of us can in fact still feel.

I use the Clairvoyance  spell and it leads us into a wall. Yes, I already guessed there must be a secret door somewhere, and now it would seem we've found it, but how do we get it open?

Of course! How stupid of me. Loot the dead enemies and see if they carry anything written.

On one of the mages, I find a note saying that in such-and-such a room, there's a switch on the wall. We go to that room, and indeed there's a small but clearly visible switch above a chest. When we were here, I looted the chest, but failed to notice the switch. How's it possible? Was it even there before? Yes, it was, says Borgakh timidly. For heaven's sake, Borgakh, the next time when you see a switch on the wall, tell me about it! I'm very bad at noticing such things.

I've also picked up a book "War in Falskaar", but I'll read it later.

I turn the switch and we return to that spot where Clairvoyance  lead us to earlier. Indeed a part of the wall has opened. There's a short passage, at the end of which is a small pedestal with some sparse decorations around it.

On the pedestal is a metal bowl. In the bowl is a crystal fragment. I cautiously stretch out my arm and take the fragment. A second later we all sigh in relief as we can clearly sense the unnerving "something" has disappeared.

Nearby is a dead end with another switch. It opens a section of the wall, behind which is a waterfall. Just a curtain of water. It's impossible to see what's beyond it.

I jump in. Someone has to.

I fall a few meters into the water.

"Come on, girls!" I shout. "It's just water."

They come, shrieking in unison as they fall, but it's obviously just show. This is the first cavern with the three waterfalls I showed you earlier. The water is indeed warm. We exit and check out the place where the water flows into the river, but it's already cold there. This first cavern must be that "hot spring" place.

We return inside, strip and get in the water. I can imagine this pond doesn't look much in a picture, but the warmth of the water and the tranquil splashing of the waterfalls is most soothing.

Before leaving, I take out the crystal fragment and examine it. None of us has ever seen anything like it. Maybe those erudites in that "priory" place further south know something about it? We've business there anyway, so we can also ask them about this.

First, however, we return to Amber Creek. The sky is cloudy, but it's still warm.

Klara is very happy and says she doesn't have much money to give us, but she'll talk to Njola about getting us a discount at the inn.

I inform her she can actually more than return the favor by telling me if Oudin has a girlfriend. Klara says she's sure he's got none, but is she right assuming he might have one soon?

Yes, I reply, he might. I cast my eyes down with a hint of a smile. Thanks, Klara.

We relax for a while at the inn. We're the only customers as the day is still young. I take the opportunity to read the book "War in Falskaar" while Rurik sings us songs.

It would appear that there are two rivaling clans in Falskaar – Borvaldur and Unnvaldr. The Borvaldurs are the rightful rulers of Falskaar, but a little more than a century ago the Unnvaldrs found themselves unhappy with it and started a civil war that devastated Falskaar and caused a significant part of its population to leave the island. I'll spare you the details, but it's quite an interesting story. Now I understand who the Unnvaldrs are whom the jarl mentioned when I was talking to him yesterday. And indeed I recall that the Amber Creek jarl's house is called Borvaldur Manor. I'm getting the general picture now. The Unnvaldrs seem to be done licking their wounds for a hundred years and are preparing for a rematch. Or at least that's what Jarl Agnar has come to suspect. Well, too bad for the Unnvaldrs the Borvaldur clan found me first and were kind to me. Now I'm on their side.

When I've finished reading, I go to talk to Klara. She tells me the latest rumor. It concerns the farmer Audmund:

I haven't had the pleasure of meeting Audmund yet and I don't really care about him and his cattle.

All the people of Falskaar we've seen so far look like Nords, but they must originate from different regions, because already last night I picked up two very different accents. Maybe it's got to do with that Borvaldur–Unnvaldr thing? Being completely ignorant of ethnography, I couldn't possibly tell if there might be a connection.

The war is being reminded to me once again when Rurik sings about an ancient hero called Olav Borvaldur. Maybe it's the same Olav whom Oudin mentioned last night.

Most of all, though, I find myself wondering about the climate. If there is or used to be a boat connection to Dånstar, then Falskaar must lie northerly of Skyrim. How can it then be so warm? It feels like southern Skyrim.

Well, whatever. I've got enough mundane mysteries to solve without racking my brain with climate. I ask my followers if I should buy that house that's on sale here in Amber Creek. They think it's a good idea. That way we'll have a place of our own whenever anyone of us needs some privacy with someone, and we'll be supporting the local economy, and kind of establish ourselves here, that is get closer to the locals. And we have so much money that 8000 septims is really nothing.

Yeah, it makes sense. Right now, though, I'm leaving my girls to their idling and go to work on our gear. We haven't picked up anything exciting recently. Just lots of average pieces which I can improve at the smithy to increase their market value. I also enchant a few things, but again there's nothing spectacular.

A little girl named Varrina stops to have a chat while I'm working. Apparently this is a village where you don't just walk past a stranger. I learn she's the daughter of Njola and her father lost his life in a battle against bandits. Right now she's on her way back to the inn with some foodstuffs she bought at the marketplace. She tells me excitedly about several novel dishes she invented. What a talented child! Having promised to write down some recipes for me, she heads for the inn.

By the time I'm finished working, it's past 10 in the evening. It looks like the right time to go and try to catch that chicken thief at Kunnari's farm.

I've been doubtful if I want to do that quest at all, but we're not going anywhere this late anyway, so I can just as well take care of this matter.

I go alone, having instructed my followers to stay out of sight, as well as be ready for action at a moment's notice.

I take a look around in Kunnari's farm and choose a good hiding place in the bushes from where I can see the chicken pen. Then I notice some people in the direction away from the inn. I go check it out. It's a couple of guards, a man and a woman around a campfire.

I talk a few words with them and go back to my hiding place. The weather is good, everything is quiet.

At midnight, I see a wolf appearing as if out of nowhere. With very unwolflike cunning, it opens the door of the pen and enters soundlessly. A moment later he reappears with a hen between its jaws and runs away. I follow it at a discreet distance. I have no trouble keeping up with it. In fact, with all the practice I've had, I can by now even outrun wolves, which I usually do when they try to attack me in the forests of Skyrim. No point killing them.

I manage to give a sign to the girls to follow me. Like I've instructed them before, they keep a decent distance. A couple of times I lose the sight of the wolf in the darkness, but luckily I find it again, because it goes in one direction. Eventually, it runs past a farm where nothing is stirring, and then it turns east. After some mote running, I see a group of three or four creatures ahead. One of them turns out to be a mage and the rest are wolves. They attack me when I get closer. I succeed in killing the mage while my followers catch up with me. Together we finish off the wolves.

There's a cave named Sunken Skull Barrow. We sneak in and encounter waves of mages and wolves. The necromancers have a really cool warpaint on their faces. I'm having thoughts of getting one like that myself. Or maybe it would scare people?

They're relatively tough fighters, so we take a serious battering, but we are still stronger.

After several battles, we pass by shelves with dead bodies on them, but fortunately none of them comes to life. The creepiest place is where a mummified corpse is sitting on a small throne.

That one doesn't move either, but it's so scary I think I would have wetted myself, had I come here alone.

We walk on. We've killed quite a few enemies already, but now we can hear wolves howling all around us. Most likely, they're in one or two places and it's the echo we're hearing. Jenassa always warns us how in dungeons like this your talking or casting a spell might be overheard in another cave quite far when you have the misfortune of making the odd-shaped passages and caves resonate.

Indeed we encounter only one group of wolves. Having killed them, we find ourselves in a cavern, at the other end of which is a pedestal or a tripod with a small glowing object on it. It's a crystal fragment similar to the one we found in the Riverwatch Hot Springs. I pick this one up as well. I'm having a hunch that we'll be finding more fragments like these in the near future and that these little adventures are all pieces of a bigger puzzle.

It's past 3 in the night now. Unsurprisingly, there are beds here. Their former occupants won't be needing them anymore, so we could sleep here. I'm not tired at all, though (it almost feels like Oudin's sperm gave me energy like fuel), so I decide we'll move on. We find a secret passage that takes us to a place where we have to jump down 5–6 meters to get to the cave exit.

I remember a notice saying the jarl of Amber Creek wanted a spriggan killed in Stargazer Grove who kept attacking passersby. Stargazer Grove is not far from here, so I think we'll go and check it out.

There's one of those round-hole-in-the-ground structures:

This time there's only a confused-looking sabercat sniffing the corpse of a Khajiit woman. The animal looks like it's unsure if it would be proper for it to eat another feline. I kill the sabercat and thereby solve the dilemma. Pity about the woman. Her name was Shaybani and she must have looked really cute when she was alive.

Not seeing any spriggans anywhere around this structure, we go in through the door at the bottom of the hole. There's a large cavern with some vegetation, as well as passages leading further, but still not one spriggan. Only draugrs. And the corpse of a man named Mattias who has a diary on him. Evidently he and Shaybani were a part of a group of treasure hunters. But I can't be bothered with that right now. This underground structure seems to be very big and elaborate with heaven knows how many nasty enemies. So we exit again.

The farm we ran past earlier is conveniently on the route back to Amber Creek, so I decide to check it out now. It turns out to be Audmund Farm, evidently the same one Klara told me about.

By the time we arrive, the sun has risen.

When a man comes out the door of the farmhouse, we approach him and say hello.

As I had thought, it's Audmund himself. He tells us his cows have somehow acquired the annoying habit of escaping to a cave in the north, across the river. He's fed up with going there and bringing them back, especially since he noticed necromancers in that cave. So he would appreciate it if we went and investigated.

I don't like the man, because he's too bossy. When you need someone's help, you should be more respectful, even when it's a woman and you're a man.

I hit it off a lot better with Audmund's wife Helena.

She tells us she makes clothing and sells it, mostly in Amber Creek. Unfortunately, she has lost a recent shipment with imports from Cyrodiil. She was told it had arrived in a location called Borvald (which is evidently somewhere on the eastern half of this island), but it never reached Amber Creek. I promise her I'll let her know if I should hear anything.

In spite of my physical tiredness, I'm in high spirits. I really like it in Falskaar. I'm glad of having met all those nice people and I'm in no hurry whatsoever to return to Skyrim with its global politics and myriads of crackpot mages attempting to awaken horrible powers that could destroy the world. To say nothing of dragons. Falskaar is giving me a chance to help simple people with things that make sense. Well, mostly.

It's morning already and I think we really ought to return to Amber Creek and get some sleep. Maybe buy that house first. And maybe in the evening check out that Bailun Priory in the southwest from here.

We hold counsel and come to the conclusion that we may have been up all night, but we're not that tired. Better go to the Bailun Priory right now. It's so near. I nod Audmund goodbye and we leave.

On the nearby crossing, I watch how a wolf majestically walks towards the Bailun Priory:

I don't have the heart to kill the beautiful animal. But then it notices me, turns around and attacks. I run past it and my followers kill it.

Bailun Priory is indeed very near. Falskaar is so small that when you're used to looking at the map of Skyrim all the time, you always expect things to be much farther away on the Falskaar map than they really are.

There are big statues of Dibella, Talos and Mara where you can get a blessing if you want to.

Nearby is a high but not very big wooden house. Walking towards it, I meet Brother Thorlogh who wears a brown monk robe, much prettier one than all those mage robes I'm used to seeing in Skyrim. I tell him that Jarl Agnar is asking for help against Yngvarr who seems to be trying to start another war. I'm somewhat surprised when Thorlogh says they won't help anyone with war preparations; they'll only support Jarl Agnar after Yngvarr has actually started a war.

Whatever. It's none of my concern anyway. I shall pass the message.

We enter the building. There's an old man with a beard and long hair. His name is Brother Arnand. Since he looks kind of wise, I show him one of the crystal fragments and ask him if he has any idea what it is. He ends up telling me about a former Prior Vernan. (I remember the name Vernan from the journal found in one of the necromancers caves, I think the first one.) It's a familiar tale – the organization has the policy of researching things with utmost caution and only after thorough deliberation as to what's approvable and what's not, while the bad curious undisciplined Vernan wanted to "rush through" things "without restraint", as Arnand puts it, as well as learn anything he could, "regardless of its source". His ways finally caught up with him and he accidentally harmed two other priors, says Arnand. Then he was expelled from the priory and it would appear from the journals which I've found that his evil nature has now unfolded completely.

Well, that's one way of looking at it. The other way is this: his experiments misfired because he got no support from his fellow "priors" and had to conduct his research secretly and thus with less knowledge he might have had, had he been able to share openly with the others. And maybe what drove him to necromancy wasn't his evil nature that regrettably had escaped detection before, maybe it was his frustration with the restrictions and the rejection by his colleagues that drove him to researching what he could?

Obviously, there's no point in discussing any of this with Arnand. I'm here to learn from him, not to change his ways. And what I do learn from him is that Vernan must have had a hideout where he conducted his secret experiments and it can't be very far from this very priory.

So, let's start looking, girls!

We exit by the back door and then walk around everywhere. I exchange a few words with three more "priors" I happen to meet, one of them a woman. They are at various household tasks in and around the priory.

a fox runs in a small vegetable garden at the foot of a rocky mountain, birches in background
The animals in Falskaar seem to be much less afraid of humans than they are in Skyrim.
Of course, the fox hasn't come to have a nibble at the cabbages. It's simply passing through.

We criss-cross the surroundings of the priory. Borgakh is the one who finds a trapdoor on the ground covered with some leaves. We enter with extreme caution, but all we find is an empty cave, not very big at that. There's Vernan's journal, though, in which he describes his study of mysterious crystal fragments. Apparently the ones I found belong to his research material. I bring the diary to Arnand and he says he'll need some time to read it thoroughly. I'm to return in a day or two.

Fine. We're off to Amber Creek now.
Jenassa in armor and helmet with a bow on her back stand on a country road, blue sky, mountains in the distance
That's Jenassa just outside the Bailun Priory. This road leads to Amber Creek.
Behind that birch straight ahead are those god statues I mentioned earlier.

In Amber Creek, I go to Kunnari's farm first. I run into his assistant Kalevi. They're both elves and I suppose Kalevi could be considered a youngster in elven terms. In fact, I find out from him that he's Kunnari's son, but he suspects he's been adopted. That is because, firstly, no one would ever tell him anything about his mother, and, secondly, he found information that when a village of Pinevale was burned down, an infant was rescued and brought to Amber Creek, and theoretically that infant could have been him. He asks me to find the ruins of Pinevale and see if I can discover any clues that would point to his origins. I promise I'll do what I can. Then I report to Kunnari that I've eliminated the threat to his chickens. He thanks me profusely, gives me a generous (for his means) reward and swears eternal friendship. Great.

I walk around a little and sell some stuff and then I go to say hello to Oudin working at the sawmill. From there I head for Jarl Agnar's house. I meet the man himself on the street and give him Brother Thorlough's words. The jarl is very disappointed. He does some quick thinking and asks me to travel to the docks in southeastern Falskaar and ask a man named Henrik if he has heard anything about possible bandit activity in that region.

Somewhat sleepy from all this, I remember now I wanted to buy a house. Unfortunately, Jalma is not at home and I chase her all around the village only to catch up with her when she's arrived back at the jarl's house. We seal the deal and I hurry to Oudin.

Now, Oudin told me the other night, that, among other things, he does building maintenance and therefore knows all the houses in Amber Creek like the back of his hand. I now tell him that I'm planning on buying Horndew Lodge, but would he please come to see the house with me and advise me as to its state? Of course I know it's pointless to ask for an assessment of a house from the very man whose job it is to keep houses in good order. I only want an excuse to be alone with him. I'm happy Oudin gets the hint and doesn't say anything about my request being illogical.

The house looks all right, house-wise, but has a lot of dust and no furniture whatsoever, just a few crates and piles of hay lying about. I don't care about any of that now. I practically tear clothes off Oudin. We make wild abandoned love among this filth (you'll excuse me for not showing you any pictures) and I feel like a princess in a marble palace.

Afterwards, Oudin goes back to work. I ask him if I may sleep in his house tonight. (I don't want to sleep in mine, because it hasn't got a bed.) He says I may and gives me the key. My legs can barely carry me. I find my followers and give them the key to our house. Then I totter to Oudin's house and go to sleep immediately.



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