Note: This page has been moved to the new UESP-Wiki. The same content, just a different presentation.
This page very likely contains outdated information (last updated in 2005).
[the Unofficial Elder Scrolls Pages, 227x71, 4.2kb] UESP Main Page
Arena
Daggerfall
Battlespire
Redguard
Morrowind

Bloodmoon Misc Quest Walkthrough

19 February 2011

There are many, many miscelleaneous quests in the expansion which can be found just about everywhere, and don't have any particular place within the main or faction quests. The quests are ordered by the nearest location from which they start. Feel free to Contact the Webmaster to contribute any suggestions, or corrections.

General Quests

 

 

Fort Frostmoth
Moon Sugar Investigation - 13 August 2003
Aid Severia Gratius track down the cause of myterious poisonings.
Find Mirisa - 10 November 2003
Help the priest Jeleen find this missing missionary.

 

 

Raven Rock
Find Proof of Snow Elves - 11 August 2003
Find some proof for the existance of Snow Elves for a High Elf in the Raven Rock bar.

 

 

Skaal Village
Help Lassnr Find His Son - 17 August 2003
Help this old man find his son Tymvaul who fell down the village well.

 

 

Wilderness
Ulfgar the Unending - 23 August 2003
Help this old barbarian to find his beloved Sovngarde.
Help Thormoor Gray-Wave - 17 August 2003
Aid this former captain end his curse of sleeplessness.
Help Geilir the Mumbling - 17 August 2003
Find a friend captured by Draugr for this hermit.

 

Help Ingmar - 16 August 2003
Help this warrior killing the Valbrandr Draugr.
Restore Thirsk - 12 August 2003
Visit this mead hall and find out what happened to its patrons.
Missing Airship - 11 August 2003
Discover the remains of a crashed airship in the wilderness of Solstheim.

 


Fort Frostmoth: Find Mirisa
10 November 2003

Speak to Jeleen in the Imperial Cult Shrine who has an important cult matter to attend to. It seems that last month Mirisa left the shrine to go and preach the doctrine of the Imperial Cult to the local savages (as he puts it). Unfortunately, she has not returned or sent word and he is worried that something has happened to her. Inquire further to learn that she headed North toward the lake the last time anyone saw her.

Head up towards the Lake and have a look around, though you won't have too much luck. None of the caves near the lake seem to have any evidence of Mirisa, dead or alive (including the Lair of the Udyrfrykte, not sure what it is, and I don't want to know...). Since Thirsk, East of the Lake, is nearby it might be a good idea to ask around to see if anyone there has seen her. Speak with Brynjofr outside (who also offers to make you Snow Bear armor) and he will tell you that Mirisa had 'annoyed' Erich the Unworthy with her preaching and he has imprisoned her in his room.

Head into the mead hall and seek out Erich. If this is your first time there, just ignore the mess and ask Svenja downstairs (who'll say your dead) or find Erich on your own. There are four doors upstairs and only one is locked (50)...guess which one Mirisa is in. Once inside you'll find Mirisa, none the worse for wear but a little peeved at being locked in by the barbarians. She'll ask you to escort her back to the Cult Shrine in the Fort. Careful, as she has no weapons, is rather weak, but still insists on attacking everything in sight (silly girl).

NOTE: If you complete the "Restore Thirsk" quest first, Mirisa is not in Erich's chamber anymore (unconfirmed?).

Once you've escorted Mirisa back into the Cult Shrine, she'll stop following you. Talk to Jeleen who will thank you and give you 300 gold as your reward.

Includes Contributions from Thijs.



Fort Frostmoth: Moon Sugar Investigation
13 August 2003

Severia Gratius in the Fort courtyard has been busy with a moon sugar investigation which you can help with. It seems that during the past few months several people across the Island have been poisoned with with the contraband for reasons unknown. Keep inquiring further and agree to help her find, and kill, the culprit. The most recent victim, Jeleen in the Cult Shrine, saw the suspect and describes him as a man wearing a unique white Colovian fur helm. You must bring this helmet back to Severia as proof that you've killed him.

Go and chat with Jeleen in the Imperial Cult Shrine in the Fort as suggested by Severia (moon sugar investigation). He'll mention the strange hat worn by the strange old man who probably wasn't a Nord. The man also sang a very silly song, like a nusery rhyme mentioning something about a workshop, now, candy, and ha ha ho's. Now you might be thinking that the prep now sounds suspiciously like the big man, Santa himself, but I'm sure it's just a coincidence.

The problem now is where to look now. Jeleen doesn't have anymore to add and Severia refuses to speak to you until you find and kill the person involved. No one else around the Fort has anything to say about the matter either. The best bet is to go out and see if you can find this workshop in the snow, or simply wait until you happen to come across it during your future travels around the Island.

The workshop in question, Uncle Sweetshare's Worshop, is a ways NorthEast from the Fort and South of Lake Fjalding. You'll find the body of a dead Argonian, M'nashi, outside of it, with some Moon Sugar and the a copy of the song Jeleen mentioned (which increases your Alchemy skill). You'll find Uncle Sweetshare inside who will gladly tell you of his exploits in spreading the happines as he puts it. He also admits to be involved in the death of M'nashi. Keep inquiring and you'll soon give the Uncle the choice of death or promising to stop (and giving you the white helm that you need).

I choose to kill him as the man is obviously loony, but I assume either choice will let you complete the quest successfully. He went down relatively easily and isn't too tough. Grab the white helm from his body and any of the minor loot lying around and head back to the fort and Severia who will take the helm and reward you with 1500 gold. As a bonus, you now have an extra home for yourself (great for skiing in the winter).



Raven Rock: Find Proof of Snow Elves
11 August 2003

Talk to the Altmer Athellor in Raven Rock, Bar to start (I had to finish the Raven Rock quest to start). He will talk to you about a lost race of Elves over a few brandies. These Elves are known as "Falmer" or Snow Elves and he will eventually ask to hire your services to help him. Accept and you'll get 200 gold up front. Now comes the hard part of it...Where do find this evidence??? Well you can find the proof in the Jolgeirr Barrow, South-West of the Altar of Thrond which is roughly in the center of the Island. You will find several items including:

Spear of the Snow Prince
Type: Spear, Two Handed
Chop: 2 - 6
Slash: 2 - 6
Thrust: 1 - 18
Condition: 500/500
Weight: 14.0
Value: 2000
Cast When Strikes
Weakness to Frost 10% for 10 secs
Frost Damage 1 to 5 pts
Disintegrate Armor 10 to 30 pts
Charge: 250/250
There is also a complete set of Ancient Steel Armor and the book, Fall of the Snow Prince. Take everything, especially the book as this the proof that Athellor will want. The book tells an account of someone meeting a Snow Elf in battle and his eventual death and burial, assumably where you are now. You should get a journal entry when you read the book. Return and talk to Athellor and recieve a 800 gold reward. You get to keep all the items you found except the book which Athellor takes.

Includes Contributions from Chris.



Skaal Village: Help Lassnr Find His Son
17 August 2003

Inside his house in the Skaal Village, Lassnr will ask you to find his son, Tymvaul, who recently fell into the well. The caves beneath the well, the Rimhull, were searched with no luck but he hopes you will be able to find him alive. Agree to help and you'll receive a well key to givey you access to the well and Lassnr mentions that there is probably another entrance to the caves if you can find it.

The well is just behind Lassnr's house to the West and there is another entrance to Rimhull a little to the South of that entrance down hill close to the river. If you enter the by the well entrance you'll find yourself underwater on the other side but its a short swim to exit the water. The cave is populated with a number of undead, mostly skeletons, which are not too tough if you can fight them one at a time.

You'll find Tymvaul wearing a purple robe shortly inside, though he is definitely not happy to see you and chatters something about the Mantle of Woe. It seems Tymvaul had heard legends about the magical robe and ventured into Rimhull in order to find it. You are given four choices in how to handle the matter and I choose the second (the take off the robe option). This seems to convince Tymvaul to give you the robe and decide to leave the Island to study magick and return someday to make his father proud.

Return with the news to Lassnr who thanks you profusely and gives you five Snow Bear Pelts. You also get to keep the very interesting magical robe.

Mantle of Woe
Weight: 3.0
Value: 10000
Constant Effect
Drain Personality 100 pts on Self
Weakness to Normal Weapons 20% on Self
Fortify Maximum Magicka 5.0x INT on Self
Sun Damage 20 pts on Self
Fortify Conjuration 50 pts on Self


Wilderness: Restore Thirsk
15 November 2003

You need to have previously started the Skaal Crime portion of the main quest in order to start this quest.

You may have heard, or passed near to, the mead hall of Thirsk during your travels. It is a large hall just East of Lake Fjalding. When you pop in for a quick drink you'll find most of it's members are dead. Speak with the one that remains, Svenja Snow-Song, to find out that they were attacked by something called the Udyrfrykte which, you find out, is a terrible beast of some sort that makes its home near to Lake Fjalding. Svenja pleads with you to take up the task of tracking and killing the monster. Be sure to loot anything you need (including a decent pair of magical boots, the corpses disappear once the hall is repaired I believe).

The beast's lair is nearby, to the West of Thirsk, at the SouthEast corner of the lake. The lair is small and you'll find the creature at the end of it. The Udyrfrykte looks strange and rather frightening, almost like a big gorilla in a mask...almost. It isn't as tough as some creatures you find during the main quest, but still more powerful that anything you'll find in the wilderness, so use caution as necessary. Be sure to loot the creature's heart as proof that you killed it (you can leave the severed Nord leg unless you really need it). Be sure to check around the cave for a few trinkets, nothing special.

Return with the Heart of the Udyrfrykte to Svenja in Thirsk. You'll find her now outside the boarded up mead hall, closed since it killed nearlyt everyone. Once you talk to her she'll take the heart automatically but, as usual, there's always one more task she wants you to perform (people in Morrowind are very demanding apparently). She asks you to find the barrow of Hrothmund the Red, first chieften of Thirsk, and lay your hands upon his axe which lies therein. She mentions that while your away she will start repairs on the hall.

Hrothmund's Bane can be difficult to find if you don't 'get' the clue about it being in the eye of the wolf. You're looking for a bunch of large rocks, shaped like a wolf, with the entrance in the eye. A complete description is given in the Missing Airship quest as the Barrow is involved there as well. You do require a password in that quest to get into the barrow successfully (Ondjage), not sure what happens if you do the Thirsk quest first. Activate the axe in the Barrow when you find it to receive a journal entry and a blessing (5 point sanctuary).

Once you return to Thirsk it has been repaired and you are welcomed as its new chieftain. You can relax in your quarters upstairs which includes a gift from Svenja, a magical Nordic long blade.

Clanbringer
Type: Long Blade, One Handed
Chop: 2 - 20
Slash: 6 - 17
Thrust:6 - 17
Condition: 800 / 800
Weight: 20.0
Value: 1000
Cast When Used
Rally Humanoid 10 to 20 pts for 120 secs in 20 ft on Target
Sanctuary 1 to 5 pts for 120 secs on Self
Fortify Personality 1 to 5 pts for 120 secs on Self
Charge: 315/ 315
Note that this is not the end of your business at Thirsk. Speak to Bereditte Jastal upstairs to receive a new book on the history of Thirsk, including your exploits in becoming chieftain. Also, talk to Svenja again about mead hall business for some options on maintaining your new mead hall. And don't forget, theres always a good drink to be had along with some rousty Nord drinking songs to be sung (Bathmar is the aspiring tenor it seems).



Wilderness: Help Geilir the Mumbling
17 August 2003

You'll come across Geilir the Mumbling in his cave on the Western shore of the Island near the shipwreck involved in the Raven Rock Colony quest. He'll tell you that his only friend, Oddfrid White-Lip has been taken by Draugr's and asks you to rescue her for him. She can be found in the Kolbjorn Barrow which is SouthEast of Geilir's cave.

Kolbjorn Barrow is far to the SouthEast and is a little bit West from Fort Frostmoth. The Barrow is small and you'll only find a few Draugr inside, but no immediate sign of anyone named Oddfrid. On a more careful inspection you find a single skull on the altar in the center of the three Stalhrim named Oddfrid. Either Geilir forget to tell you something or Oddfrid was killed.

When you return to Geilir with Oddfrid the skull, he is elated and thanks you but offers no reward other than to tell your future. Oddfrid mentions something cryptic about when the dragon dies, the Empire dies, which may refer to something in the next ES game (or not).



Wilderness: Help Thormoor Gray-Wave
17 August 2003

You'll find Thormoor Gray-Wave standing alone looking out to see on the Western coast of the Island (about half-way up the Western coast in the Thormoor's Watch area). He'll tell you the sad tale of how he fell asleep at the rudder of a ship, causing it to crash and kill almost everyone on board. A seer who survived the wreck cursed Thormoor with eternal wakefulness and he hasn't been able to sleep in six months. The seer's name is Geilir the Mumbling and Thormoor asks if you could convince Geilir to lift his curse.

You might have already come across Geilir in his cave just a little ways SouthEast from Thormoor. You may have to complete the Help Geilir quest before the seer will agree to lift the curse (I had found Geilir first and finished his quest before meeting up with Thormoor). Once you've done that small task speak to Geilir about eternal wakefulness and the seer will lift the curse on the captain.

Return to Thormoor for his thanks and his promise to reward you later when you meet with him in the Thirsk mead hall (after he's rested).



Wilderness: Help Ingmar
16 August 2003

You'll find the warrior Ingmar out in the wilderness next to the Valbrandr Barrow (under a large stone arch), just North of the Skogsdrake Barrow and the Sun Stone on the East side of the Island, NorthEast from the Fort. He'll ask you to help him kill the Draugr in the Valbrandr Barrow, a taks that all Skaal must complete before becoming a man. Unfortunately, Ingmar has had troubles killing it but cannot return home until the creature is dead. Agree to help him distract the creature while Ingmar kills it.

The Barrow is very small and you'll meet the Draugr right away. Remember not to attack and let the Draugr attack you will Ingmar tries to kill it. It doesn't take too long but be ready with some healing magick/potions just in case. Once the Draugr is dead speak to Ingmar again to receive his thanks and permission to take any of the treasure in the tomb (nothing special other than the three Stalhrim).

Note that you can return to the Skaal Village and visit Ingmar in his house to receive a Belt of Orc's Strength as a reward.



Wilderness: Pirate Treasure
16 August 2003

During your travels you may come across the Himmelhost Barrow which is on the Southern shore of the Island East from Fort Frostmoth. Inside you'll find a number of Skeleton Pirates and a single Skeleton Pirate Captain. None of the undead are particularily difficult if you can engage them one at a time. There are a number of treasure chests in the small cave (maximum lock is around 65) with some decent loot, and a single Stalhrim. Be sure to get the key from the Captain along with a note which seems to mention a treasure.

If you haven't done the main quest at all and haven't explored the island yet, the treasure note will not make any sense yet. The sun's great stone is the Sun Stone encountered during the main quest and is located on a hill NorthEast from the Fort Frostmoth East of the Iggnir River. The arch mentioned in the note is the large stone arch over the Valbrandr Barrow a little bit North from the Sun Stone.

Once you've found the arch look around the base of it until you've found the muck on the NorthEast end of it. Underneath all the muck is a Pirate's Chest full of treasure (5000 gold, gems, jewelry, etc...). It is locked (100) so use the key from the Captain or just pick it if you're skilled enough.



Wilderness: Ulfgar the Unending
23 August 2003

You'll find Ulfgar the Unending in his cave in the Brodir Grove area of the Island. Inquire about his sad tale involving his three friends who were turned to stone by a sorceror, Grimkell. Ulfgar managed to slay Grimkell but it was too late to save his friends who can be found in Brodir Grove. Their quest was to find the entrance to Sovngarde, the name of the fortress erected by the god Shor as a gift to the valiant. The legend goes that any Nord who finds the entrance to Sovngarde can dwell in its mead-filled halls forever. Unfortunately, they have failed in their quest despite searching for over 500 years.

The three friends of Ulfgar who have been turned to stone are just SouthEast from Ulfgar's cave. They are the three tall stones named Erlendr, Nikulas, and Hunroor (they don't seem to do anything when activated). Ulfgar doesn't give any hint as to where Sovngarde might be, so you may want to just continue on with other things until you happen to run across information about it.

You will not find any cave or dungeon with the name of Sovngarde in the game and in fact no one will be able to help you in your search of it. The only place to get any information is from the book Sovngarde, a Reexamination written and sold by Bereditte Jastal in the upstairs of Thirsk mead hall East of Lake Fjalding (for a measly 75 gold). The book basically states that Sovngarde can't be phyiscally found and that Nord's can reach it by being killed in battle. You'll receive a journal entry once you read the book.

Return to Ulfgar with the book who will take it from you and ask for you to kill him in armed combat. He's tougher than most things around the Island so be cautious, especially if you are a lower level. He'll thank you in his dieing breath once you land the killing blow. Be sure to get the Stormfang weapon from his corpse.



Wilderness: Missing Airship
11 August 2003

If you talk to people about the latest rumours at all, you may hear the rumour about an airship that crashed recently in the wilderness of the Island. You won't get any specific locations or directions so don't worry about it too much until you actually find the airship in your travels.

The airship crashed near the center of the Island, just West of the Altar of Thrond (which will be marked on your map if you got near it). Exact position is -190800, 194600 and it's actually marked on your paper map. It's an obvious crash site that will catch your eye once you see it. Explore the area and you should find a journal next to the dead Captain Roberto Jodoin. Once you read it you'll get a journal entry telling you to return the journal and bring news of the airship crash to Louis Beauchamp in the Ald'ruhn Mages Guild. Explore the wreck to find a few things including some Dwemer armor and Cyrodillic Brandy.

Whenever you're next in Ald'ruhn, go give Louis a call and be sure to bring the airship's journal that you found. Louis is actually waiting just outside the entrance to the Ald'ruhn Mages Guild (probably added in Bloodmoon as I don't recall seeing him previously). Inform him of the demise of the crew and airship. He'll be quite disappointed but is still interested in recovering the Amulet of Infectious Charm from Hrothmund's Barrow. He seems to think the Barrow is sealed and that you'll need the password Ondjage in order to get in. He'll even advance you 500 gold to recover this amulet for him. He's a bit obscure on the exact location of the Barrow, but hopefully it will be enough to get you to it.

So, head back over to Solstheim to look for this Barrow and the amulet within it. There are no direct clues available that will lead you to the Barrow, that I know of. You do recall that Louis mentioned that it is in the eye of the wolf and can only be seen from the air. You might immediately expect to find it in some sort of very large picture of a wolf on the ground. If you check out your paper map, you'll find exactly that in the Hrothmund's Bane area a little North of the airship wreck. Head up that way and see what you can find.

The picture of the wolf doesn't look like too much from the ground, although those with a sharp eye will probably catch it. Use your local map while you explore in order to find the wolf. As Louis mentions, there is an entrance to Hrothmund's Barrow in the 'eye' of the wolf. When you enter the Barrow, be sure you remember the code phrase to enter (Ondjage), otherwise the entrance will be permanently sealed. The Barrow itself is small and doesn't have anything too scary. You'll shortly find Hrothmund's Axe buried in a column with the Amulet of Infectious Charm lying right next to it (easy to miss so look carefully).

Amulet of Infectious Charm
Weight: 1.0
Value: 20
Cast When Used
Fortify Personality 30 pts for 30 secs on Self
Weakness to Common Disease 30% for 30 secs on Self
Drain Fatigue 30 pts for 30 secs on Self
ChargeL 1125/1125
With the amulet in hand, head back over to Louis in Ald'ruhn as you wish. He'll profusely thank-you and reward you with 1500 gold. Be sure to talk to him again afterwards to see how he's doing (chuckle).



[Print] Display this document for printing (some pages may not display properly).

If you have any problems, suggestions or comments on this page or website, please feel free to use the Contact Form to send a message to the WebMaster.
This document was last modified on: Saturday, 19 February 2011, at 09:55:40 and has been accessed 37688 times ( /morrow/bloodmoon/quest/bm_misc.shtml ).

Please note that this site is Completely Unofficial and is in no way connected to Bethesda softworks or Zenimax. Bethesda Softworks, Battlespire, XnGine, Morrowind, Redguard, Daggerfall, Arena and The Elder Scrolls are trademarks of Media Technology Limited, Copyright © 1994-2001 Media Technology Limited.