Showing posts with label Falskaar. Show all posts
Showing posts with label Falskaar. Show all posts

2021-11-09

Deflorator's game, 16–24 Sun's Dusk (Fort Urokk – Amber Creek – Solitud)



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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.





huge underground space, water running from two metal pipes into a pond, Dwemer structures beyond hills
Mzinchaleft Depths north of Stonehills.




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2021-11-01

Deflorator's game, 9–16 Sun's Dusk (Stargazer Grove – Borvald – Fort Urokk)



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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.





the protagonist standing on a stone platform holding Lydia up by her thighs, both naked
Love is when you fuck one woman more often than you fuck the other women. (Anon.)




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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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2021-03-20

Deflorator's game, 29 Frostfall – 2 Sun's Dusk (Amber Creek – Dånstar)



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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.





view up a very high rocky slope, two narrow waterfalls, three citadels on top, partially cloudy sky
I descended from up there in less than an hour game-time (by a slight detour, though).




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2021-03-14

Deflorator's game, 24–29 Frostfall (Amber Creek – Docks – Amber Creek)



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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.





Nirn's smaller whitish moon Secunda in the sky full of stars, some light-colored clouds
That's Secunda, the smaller of Nirn's two moons.




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2021-03-04

Deflorator's game, 18–24 Frostfall (Nightcaller – Hviterun – Amber Creek)



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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.





woman stands under a cascade of water in a large pool, a couple having sex in the far corner
The Naked Dragon brothel in Hviterun is one of the most spectacular sights in Skyrim.




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2020-04-25

Always Lost, Always Hopeful (156) Beaten the Way We Didn't Expect



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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






4-202-01-21 05:40
Fort Urokk, Falskaar



While we're away from Jarl Agnar and his rude brutes, we enjoy exploring the rest of the sealed-off section where we currently are. We end up on the roof on which stands a formidable man in a heavy armor. He's an Orc or at least looks like one in this light. He tells us sneeringly how we have no chance of getting the best of him. Way to go, dude! Just keep talking while four bows are getting mounted lightning-fast, sending four arrows at you. There, you're dead now. Let that be a lesson to you in your next life – there's a time for chatting and there's a time for hitting.

While we strip the corpse of armor and other gear, we search it thoroughly and find a Key-of-something which is not actually a key. Could it be one of those five Keys for that Heart-whatever? Let's go ask Jarl Agnar. He must be going up the walls by now anyway, waiting for us to return. Or maybe we're lucky and he's gone home already?

We hurry back to the cage. The jarl confirms that what we found is the fourth of the five magical Keys. And they've got the cell door open by now. With his wife and son liberated, we're all set to depart the way we came. Except that Jarl Agnar has a better idea.

He says the man I took that magical thing away from, Kolgrim, was the commander of this fortress. With him dead, his soldiers can be expected to be confused. (The Nord warriors don't seem to have the same rule as I have with my followers – everyone must be able to think for his own.) This gives us a welcome opportunity to kill at least a part of them before we leave, thereby weakening Yngvarr's army.

Yes, I agree it's a good idea. If, of course, you do it the sensible way – spread out, find suitable spots in good cover and start shooting at the bandits, possibly killing a dozen before they can even figure out where you all are. Do I need to tell you that this is not what's going to happen here? The jarl has barely stopped talking when his men rush to demolish our barricade. As soon as they've gotten outdoors, they raise their swords and axes and run screaming towards the enemies who are all over them in no time. In a snap of fingers, our "huge advantage" has gone down the drain. To my utter horror, even little Wilhard sees his dream of becoming a real warrior coming true and runs after the men, waving a sword he apparently picked up from a dead bandit while no one was looking. Before I can react, Jalma is already running after him to bring him back, and the next moment they're in the midst of a boiling mass of flesh and metal.

I haven't got a chance in this chaos, so I do the only thing I can – run past the main battle where new enemies keep coming to join the skirmish, and shoot arrows at them. Soon, the main battle group also splits into several parts and then it's just an unoverseeable crowd running back and forth across the large compound hitting away at whichever enemies they can find. Without my Sense of Smell  power, I would have absolutely zero chance of telling ally from enemy:

I couldn't say how long it lasts, but then I suddenly notice a fighting couple detaching themselves from a larger skirmish. It's Jordis retreating before the furious blows form Svegard!! What is going on here? Is he insane? We are outnumbered at least three to one and he attacks one of his allies!

Without wasting any more time, I send my followers a telepathic command to retreat with me. We run to the gate which I open (somehow I know where the switch is) while the girls cover my back. And then we run towards Falskaar Docks. I'm furious. To hell with all the meadbrained limpweenies on this island! We're gone from this madhouse for good.

I can't understand what went into Svegard. Did he have blood in his eyes and couldn't see clearly? Or had they found a hidden stash of skooma while the girls and I were on the roof killing Kolgrim? On maybe there's something in Amber Mead that makes men crazy? Come to think of it, Jarl Agnar was swaying on his feet a little when he talked to me about attacking the bandits. (See the picture before the last.) Be it as it may, there are things you just can't do to my followers.

The trader at the docks, Henrik, has a lot of money and he also has some interesting pieces on sale. Shopping calms me down considerably.

inside a wooden house, Jordis in the foreground, Lydia behind her
Jordis prefers one of our looted heavy armors that gives stronger protection.
I find them too uncomfortable, but she is taller and stronger than me.
It looks good on her too. Also, the Glass Helmet fits her perfectly.

As we step out of Henrik's shop, I tell the girls to come and sit down next to that shack ruin somewhat away from the other buildings. I ask them to honestly say their opinion. Am I being unfair? Am I overreacting?

Jordis says she'll never go back to that place, and I should have just let her kill Svegard.

Lydia says it was generally a good battle and a fascinating challenge, but that doesn't mean we have to go back there. The jarl's men were clearly acting crazy, so it may be better for us to take some distance from it all.

Jenassa remains neutral, but notes that in our current emotional state, we (Jordis and I) certainly shouldn't return to Fort Urokk. As for the war in general, Agnar and Svegard certainly revealed back in Amber Creek that they have repugnant characters, so they're not necessarily better than Yngvarr. True, the latter started this war, but we may not know the whole story and whatever rightful grievances Yngvarr may have.

That lightens my burden. Now I have a clear picture of it all. My decision to leave for Skyrim remains unchanged, but we might decide to return someday in the future.

Now we board the ship to Dånstar. As we sit on the deck and watch the sea. I feel increasingly sad. I realize that in Amber Creek, I have the only house which I really perceive as my territory. I mean, my Solitud residence is pressed between the other houses, and the ones in Hviterun and Windhelm are more like very big dog kennels, and in Ravenrock I can never truly feel home with the ground brown and the sky gray. But in Amber Creek I can actually walk around my house and enjoy the grass and the sunshine, and there are no other houses close enough to make me feel crowded, and yet the rest of the village is nearby so that I never have to feel lonely.

Eventually, the girls see my mood and suggest we go inside and have an early night. (We're supposed to arrive before sunrise, so we had indeed better go to sleep earlier than usually.) Of course, the real reason is to be able to talk so that the seamen can't hear us.

We reminisce on the last couple of days' events, but then we inevitably come back to the overbearing and irritated way the men treated us in Fort Urokk when we all were fighting our way to the cell of the kidnapped Jalma and Wilhard. Jenassa is the one to put everything in its place: "They acted like this, because they can't psychologically admit we are better warriors."
Hard to argue against it. I say: "Frankly, the ability to kill people is not exactly something I'm proud of."
Lydia says: "We aren't actually any better warriors, we just have superb gear. Our arrows make easily five times more damage than their swords. It's not hard to be a super killer when you have the kind of blacksmith and enchanter we have."
"Yeah, but you couldn't tell them that," I say. "Can you imagine what would happen if we went to them and said: look guys, you don't have to feel inferior to us, because with comparable weapons and armor, you would actually beat us?"
Lydia nods. "They would burst out in hysterical laughter and insist the thought of feeling inferior to us would have never occurred to them, and afterwards they'd hate us even more."
"In Skyrim, the men seem more cool about it."
"Indeed, Laura. But that may be the influence of the other races. The Imperials, for one thing, have always had many women even among their officers. But look at..."
Jordis interrupts Lydia: "They may have women among officers, but not among military leaders."
"What are you trying to say?" asks Lydia.
"The Imperials are rational about it. They have figured out that women are rarely good strategists, but they are good at teaching and keeping little things in order and keeping people around them motivated and solving conflicts so that everyone is happy."
Jenassa cuts in: "I think the strength of the Imperial Army has more to do with men going out of their way because they're mortally afraid of failing in something when a woman can see it."
We chuckle and then I ask: "What were you saying earlier, Lydia?"
"I was saying that look at those Falskaar men, with their arms as thick as our thighs, whose wives probably suckle their babies with mead instead of milk," (Jordis laughs), "whom I wouldn't be too surprised to see uprooting a tree to beat up a bear with. And they have to endure that a group of chicks comes over from the mainland and does things they can't! I mean, seriously, they know damn well they could have never taken on those creatures in Watervine Chasm and Vizemunsted. You all saw their faces when we left Amber Creek the other day. They didn't believe we could actually go in there and come out the other end."
Jenassa agrees: "Now that you mentioned it, I think that was the moment when it all changed between them and us."
We go on like this for a couple of hours at least, until we finally fall asleep.



next awakening






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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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2020-04-21

How to make the Falskaar morons move their tardy asses



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SPOILER INFO
This article discusses a bug in the mod Falskaar but, I daresay, doesn't reveal enough to qualify even as a mild spoiler.
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One of the most irritating bugs in Falskaar (not seen in any other mod, as I have to point out, so it's indeed legitimate to call it a Falskaar bug) is the reluctance of quest leaders to move. You're supposed to follow them, but they stand still and won't go anywhere. Most infuriatingly, when you try to talk to them, hoping to find out what their fucking problem is, they say something like "come on, follow me, we have no time to waste," and yet they just refuse to move. Livid with rage, I ran into them with no result, ran forward in the direction I presumed we were supposed to go and back to them with no result, searched the Web for help with no result. How I hated Alexander Velicky in those moments!

Only in my current game did I find out what to do about it:
1. Activate the stubborn mule in the console
2. Run forward (or anywhere if you're not sure where it is you're supposed to go)
3. Enter the command
moveto player

That somehow wakes the bastard up from his hypnotic slumber and makes him remember that he has a job to do.

If he gets alzheimerish again, just repeat the process.

This worked like charm with Arnand. With the jarl of Borvald, it also worked until we got to the door of Catacombs. I couldn't get him to enter, so I had to go alone and simply move the quest forward with setstage.

Still, the above method should greatly diminish your frustration with crappy programming in Falskaar.








2020-04-15

Always Lost, Always Hopeful (151) Somebody Made a Killing



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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






4-202-01-16 11:35
Windpeak Inn, Dånstar, The Pale, Skyrim



It's a fine day with a little snowfall and nice people in a nice town.

I spend a few hours on shopping and things while Lydia is, as I presume, taking the most out of her last hours with Bjarne. In the afternoon, me and my followers embark the ship to Falskaar. Jordis is very excited, because she has never been there before. (As you may remember, we had Borgakh in her stead the last time.)

There's absolutely nothing to see during the trip, just water, snow and ice. That's why I'm now going to use the opportunity to talk to Jenassa in private which I've been wanting to do for some time now. This is not about that red dress from Summerset. We've discussed that already. There's something else that's been weighing on my mind.

Unfortunately, the ship is very small and I don't have the heart to chase Lydia and Jordis out into the freezing wind, and I'm too impatient to wait until tomorrow. Therefore I have no other option but to wait until all the seamen are outside and put the question that has been bothering me to public discussion.
The question is: have I been acting like a slut recently?
Jordis doesn't have anything to say and Lydia knows I'd rather she keep her mouth shut. Jenassa tells me upon a little reflection that the way she sees it, I'm having an opportunity to learn. This Dragonborn mission of mine gives me a legitimate excuse to travel all over Skyrim and beyond, and get to know many men and practise handling them, so that when I eventually meet the one man I'll want to spend the rest of my life with, I'll be prepared. I'll know how to make him so happy he'll never be able to leave me, as Jenassa puts it.
Right. That's precisely what I needed to know.

"By the way, Laura," Jenassa says casually with a hint of a smug grin on her face.
"Yeah?"
"I've been thinking about what you told me about your father, and there's something that might help you on a little."
I'm all ears.
"It's a story I've been hearing from people who came from Morrowind. I can't guarantee it has anything to do with your family, though."
"Never mind, let's hear it."
"Under one condition, Laura."
"Condition? What condition?"
"That you stop feeling guilty about enjoying yourself with men."
"Sure."
"No, Laura. I really mean it. Now, sit back and relax and think along with me. When you succeed in having a deep connection with a good man, you're doing nobody any service by worrying afterwards that it's not right because you have felt awesome closeness with another good man a day or a week before – or even earlier the same day. You must learn to let yourself go."
"Yeah." I'd like to think I'm thinking with her.
"I have a proposal – Lydia and Jordis and I will keep an eye on you and tell you when you're acting like a slut. As long as we don't say anything, you don't worry about it. Can you trust us to be honest with you, Laura?"
I look the girls in the eye, one by one. Yes, I can. Totally.
I look at Jenassa and nod.
"This is the deal," she says. "We'll be your propriety police. You'll leave worrying about your decency to us. Close your eyes for ten seconds and figure out if you're capable of doing it or not."
I close my eyes and think. Yes, absolutely, I can do it. I open my eyes and tell Jenassa: "You've got a deal."
"I'm glad to hear it. And I promise we won't abuse our authority for telling you when to go or not to go to Summerset – or anywhere else."
I laugh. "Okay."
"I'm sorry I got out of line that time."
"That's all right, Jenassa. But now tell me that story you were going to tell, or I'll kill you."

The story is this: 36 years ago, the troops of the government of Morrowind (more precisely, a force of mercenaries hired by the government for that purpose) destroyed a famous organization of robbers who had been active for centuries. Whatever those bandits robbed, they shared the larger part up among themselves like robbers do, but one part was always kept in reserve. That's how they could keep their men fed and happy during tough times, as well as invest in increasingly larger-scale operations. That's why they had been so hard to defeat and that's why their destruction was really a historical achievement. That reserve stash of theirs was never found, though. The organization was mercilessly slaughtered with few members captured alive and none high-ranking enough to know the whereabouts of the money.
Now, the rumor people tell in some parts of Morrowind is that one group of soldiers found that storage of treasures or more likely one of several storages, and instead of turning it over to the government like they were supposed to do, they divided it up among themselves.
Over all these years, that rumor has been discussed in countless companies just like we are doing it now, and the following arguments have certainly been brought forward many thousands of times.
On the one hand, it's hard to believe that not one of the conspirators was ever caught. On the other hand, it's not unthinkable if the number of conspirators was small enough to start with. And on the third hand, maybe someone was caught all right, simply the public was not informed.
Next: on the one hand, it's very suspicious that most members of that mercenary force signed off very soon after the victory over the robbers and left Morrowind. That's a reason to suspect they had found the treasure and were eager to get as far away as possible. On the other hand, it's characteristical to a mercenary's life to be in one place today, in another place tomorrow. Therefore, it's possible their leaving had nothing to do with that treasure.
All in all, the jury is still out on that rumor, says Jenassa, but it's at least theoretically possible my father was among those lucky ones. The timeframe fits.
What does it mean, "the jury is out", asks Jordis. Jenassa says it's a popular saying in Morrowind that is used when a group of people hasn't yet reached a clear decision about something. She doesn't know what a  jury  is either.
Our candle burns to the end and we're left in complete darkness. We could call for the seamen to bring us another one, but we figure we can just as well find our bedmats and go on talking lying down.

The rocking of the ship, really gentle this time, thank the gods, soon lulls us into sleep in spite of the early hour.



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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2019-04-12

My verdict on Falskaar



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SPOILER INFO
No spoilers. This article describes the mod Falskaar  in general terms.
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I have now completed all the Falskaar quests I have found, as far as I could endure them. Falskaar is agony and ecstasy in 100 parts.


The things that make Falskaar not just emphatically recommended, but an absolute must, are:

1. The scenery in Falskaar is far more beautiful than anything in Skyrim proper.

2. If you are, like me, fed up with your job as a ghostbuster in Skyrim, Falskaar offers a welcome chance to help likeable people with things that actually make sense.

3. The women are adorable. (I mean their attitude.) It is possible that the Yankers who wrote Skyrim have never seen a good woman, and Velicky, apparently a Czech, might find it as hard as I do to believe that the bitchawhoruses Hollywood tries to pass up as women can actually exist. I wrote in one of my past articles that the Solstheim women are a welcome change after the Skyrim testosteronesses, but even they are a far cry from the Falskaar ones who are actually decent women.


However, when you play Falskaar:
1. Save often, because a slight mistake in your reading of Alexander Velicky's thoughts can irreparably break a quest. (Really! I am not being sarcastic here. Don't tell me I didn't warn you.)
2. Do not be ashamed of turning to forums and walkthroughs for help. I can't imagine a person other than Alexander Velicky or his twin brother who could complete all the Falskaar quests without external help.
3. Make sure there are no children nearby, because you don't want them to overhear the words you will be occasionally addressing at Velicky while playing.


I won't waste your time by describing Falskaar's faults in detail. They are few and minor.

I will intentionally refrain from criticizing the mod's voice acting, because I'm so grateful it at least has voice acting. It's a huge deal among Skyrim mods.

I will only point out three intolerable blunders in Falskaar:

1. The city of Borvald is a Potyomkin village. I feel obliged to warn you and I don't consider it a spoiler. Do no get your hopes up, thinking that you will be able to, like, walk from house to house and talk to people. There will be nothing like that in Borvald. It's a despicable rip-off.

2. The final parts of Falskaar's main quest are complete nonsense.

3. Falskaar is a mind-boggling abundance of buggy doors and gates.

There are four ways to properly program a door or a gate in Skyrim:
1. When the player targets the door, it says E – Open, and when the player presses E, the door opens.
2. When the player targets the door, it says E – Open, and when the player presses E, the door doesn't open and instead a message such as “The door is barred from the other side” is displayed.
3. When the player targets the door, he is informed that the lock needs to be picked or can only be opened with the right key.
4. When the player targets the door, no help text is displayed, which is a hint to the player that he needs to find a switch of some kind to open the door.
Doors and gates that promise to open upon pressing E and then fail to open without any explanation as to what is wrong are unacceptable. When a gate can only be opened by operating an external switch, the text E – Open   is not supposed to be displayed. This is so elementary. Alexander Velicky's inability to get it right is stupefying. How can any programmer be so sloppy?
Oh, and before I forget – a switch that cannot be operated by me but can be operated by any NPC (including my followers!!!!) is beyond idiotic. Apart from which, how can a padlock on a cell door be opened and closed by pulling a lever on a nearby wall? A padlock, for crying out loud! After this, I wouldn't be surprised to see Velicky drink his coffee with salt instead of sugar.

Apart from all those disgraceful crapdoors, Falskaar isn't really buggy. It's just that the author has envisioned a way of doing one or another thing, and he can't imagine that anyone might want to do it in a different way. If Alexander Velicky would build a car, its wheels would fall off if you sneezed at a wrong moment. If you used your own lighter to light your cigaret, the gas tank would explode, as Alexander Velicky considers if self-evident that everyone uses only the car's own built-in cigaret lighter. The driver's seatbelt would absolutely have to be fastened before the passenger's one. If the passenger accidentally fastens his seatbelt while the driver's is still open, the engine won't start – ever. And most importantly, nobody would ever warn you about those things. You'd just have to guess right, or find yourself without a functioning car. That's how Falskaar's quests are. As I said, save frequently.

On the other hand, when you free your mind from the urge to accomplish, and just be there, Falskaar can be the most delightful place in your Skyrim game.

If you want to, you can read in more detail about my impressions when I entered Falskaar:

for the first time ever

in my next game (as a woman)



[originally published 2017-04-06]