About this mod
A new land mod set far north of Solitude on a frozen land along the Sea of Ghost.
- Requirements
- Permissions and credits
- Donations
by: venjhammet
"At the outer reaches of the Sea of Ghosts rests the enigmatic Isle of Valefrost, a realm steeped in mystery and allure. Beneath the tranquil façade lies a realm ruled by the ancient House of Malvak, where Nord and Dark Elf coexist in rare harmony. Yet, as whispers of tranquility echo through the land, shadows stir in the depths. Unseen by many, malevolent forces begin their subtle invasion of the island, shrouding its secrets in darkness once more. Among them, the clandestine order known as the Greyfang, harboring knowledge of the island's darkest truths, plots to reclaim dominion over Valefrost. As the veil of tranquility wanes, the land's secrets beckon to be unraveled. Will you uncover the mysteries that lie dormant within Valefrost, or succumb to the encroaching darkness that threatens to engulf it once more?"
How to get to Valefrost:
How to get to Valefrost:
In Skyrim, start your adventure by visiting the Wreck of the Brinehammer. Close by, you'll discover a small camp with two bandits seated around a campfire. Dispatch them, and loot the body of Ardor, one of the bandits. He carries a book titled "Isle of Valefrost", which holds the key to your next adventure.
If for some reason Ardor is missing, blown away, or mysteriously disintegrated, fear not! Another copy of the book can be found resting on top of a nearby crate in the camp. Reading the book triggers the quest "A Frosty Intrigue". Find Coldfare dock, east of Solitude near the Lighthouse. Good luck, Dragonborn/Non-dragonborn—your adventure to Valefrost awaits!
A video link below is also available for your reference:
What to expect from this mod:
-complete and final version
-uses only vanilla assets and npc stats
-level requirement is at least level 10 or higher
-snowy and cold place, almost the size of Solstheim,
-has questlines and treasure hunt
-has player home to own (questline)
-voice line, will be added soon
-safe to install mid-playthrough
-no posting on other sites and no request for port to console. In due time I will port them all myself
-no one is allowed to make patches, changes, or alterations without my express permission
-compatible with all of my mods
-compatibility issue will be location conflict only
changelog:
v1.20
-fixed and renamed the quest, "A dreadful sword and rose" to "Steel Upon the Tides"
-expanded the northeastern isle of White Tusk
-expanded Froststone Mine to 3 cells
-added descending stairs at Whispering Summit
-added blacksmith npc and house
-added bard
-added jail (commit a crime and you will be jailed in Valefrost not anymore in Solstheim)
-added Valefrost guard
-added a player home (Skaldrest Refuge)
-added stable and horse (free)
-added three (3) new quests
-added miscellaneous quests
-added new dungeons, caves and site
-added spell tome conjure a horse steed (found in Ebonwell Mine)
-added more lore books
New dungeons, caves, locations and mine added;
1. Fool's Mark Barrow - (nordic) located west of the mainland
2. Arkngzel (dwemer) - located on White Tusk Isle
3. Hjorgund Vault (nordic) - located on White Tusk Isle
4. Varkulth's Rest (nordic site) - located on White Tusk Isle
5. Witherbone Grotto (cave/imperial) - located on White Tusk Isle
6. Skaldrest Refuge (player home - cave/imperial) - east of the mainland
7. Ebonwell- unmarked Mine near the blacksmith house/jail
8. Talos Statue – near the blacksmith house
New Quests;
1.“The Fool's Gauntlet” (unlocks Valefrost Jail and Blacksmith house)
-visit Fool's Mark Barrow to encounter Darnir
2.“Crown of the Stormbinder” (journey to Arkngzel)
-visit Talos statue along the western shore near blacksmith house near the jail and you'll find a knapsack nearby
3.“Where He Left It” (unlocks player home)
-visit Skaldrest Refuge east of the mainland near Valefrost Village
How the Miscellaneous quest works:
Starting from the quest "The Keeper of Knowledge," you no longer need to track prerequisite quests manually. At the end of each prerequisite quest, you will encounter a named enemy NPC. Defeat it to obtain a note, which will provide guidance on your next objective and trigger a quest marker.
Ensure you read the note, as ignoring it will require you to refer to the quest guide to proceed. This feature is only available to first-time players. Those updating an existing playthrough will still need to rely on the quest guide.
Other introduced features:
-Valefrost guard will try to take over Fort Malvak
Final Note:
This is the final version of the mod. No further add-ons will be introduced, except for bug fixes if any issues are
reported or discovered and possible voicelines.
v1.12
-expanded Fathoms Veil with new locations to explore
-added three (3) new dungeons;
Shivercrag Keep - located northwest
Silent Rift Cairn - located northwest on the new isle
Murkbarrow Cave - located southeast near Cape of Agony
-added a new isle northwest of the mainland
-added a new quest "Secrets of Shivercrag Keep"
-added an armor set quest hunt (Warsong Battlement)
-added a special location for my dearly departed companion
-added three(3) lore books;
Thralmir the Valiant: The Eternal Guardian of Valefrost
The Staff of Morgathar: A Legacy of Cursed Power
The Hunt for the Warsong Battlement
v1.11
-added a new dungeon "Verdant Rock Barrow"
-added a new quest: Embers of the Fallen
-added two trading houses;
Herbal Haven
Pilgrim's Pawn
-added three traders; pawnbroker, spell, and apothecary
-added two followers located at Herbal Haven and Pilgrim's Pawn
-added a new village called "New Valefrost"
v1.10
-expanded the island
-added 3 Nordic dungeons
-added 1 Mine in Solstheim
-added a New Fort
-added 3 New Quests
-added road and lamps
-added a fast travel marker to Solstheim
Note on Quest Prerequisites:
The prerequisite system is designed to gradually introduce the development of a new settlement near Valefrost. This emerging village, known as New Valefrost, will take shape as you progress through the listed quests.
Located just west of the ruins of Old Valefrost, New Valefrost will slowly rise, with new features and inhabitants appearing as the quests are completed. Be sure to revisit the area periodically to witness its growth.
By the time you finish the quest "Embers of the Fallen", New Valefrost will be fully established and marked on your map. Key features of this new settlement include:
-Herbal Haven: A specialized shop for alchemical supplies.
-Pilgrim's Pawn: A trading post offering unique wares and books
-Two New Followers: recruitable characters to join your adventures.
Keep an eye out for these additions as you help breathe new life into the Valefrost region!
If you wish to support my mod project you can visit my Kofi
Special thanks to:
Lysander for the wonderful book additions in this mod