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This doesn't translate to Feldscar at all. It translates to Keld-Nar, a long abandoned village deep inside Skyrim to the north. Keld-Nar lies in between an ancient Nordic tomb, and a large black rock who's origins Keldon and I were never able to determine. - Raminus Polus, circa 3E 433.

An age ago, during the Oblivion Crisis, a Nord village found itself on the brink of disaster at the hands of a pair of Dunmer mages. They were on a quest, no, a mission to find what they thought would lead them to salvation against the onslaught of the Daedra. Instead, they found Feldscar and eventually their plans were torn asunder by the Champion of Cyrodiil. But what of the village that Raminus Polus told the Champion about? Keld-Nar, the site of the actual prize the Dunmer sought? Raminus Polus and Keldon Swiftrunner had been there before, but what became of it since then?

30 years ago, refugees of the Great War set forth out of northern Cyrodiil in a desperate gamble that would answer this question once and for all. Where once ruins lay, a thriving village has sprung up in their place. Come in traveler, stay awhile, rest your weary legs and listen to an old man's tale.

Keld-Nar is a village in Eastmarch, near the Dwemer ruin of Mzulft. It boasts an inn, a blacksmith, stables to park your horse at, and a decent sized local garrison of troops. Unlike many other populated areas, Keld-Nar welcomes Khajiit, owing to the history the ancestors of the current residents had with them in Feldscar those many decades ago.

The village starts off held by Stormcloak Rebels and openly worships Talos, but will change hands to Imperial control if they win the Civil War. Where possible, Keld-Nar should also be included in any town based radiant quests and will be subject to dragon attacks. It may also be subject to random vampire strikes if you have Dawnguard.

My Patreon Page: https://www.patreon.com/arthmoor


What's New in Version 2.0.8

Released

The generic dialogue control quest wasn't starting due to a missing flag. Why it worked prior to the 1.6.318 SSE update is anyone's guess, because it shouldn't have.


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Hi, Arthmoor I'm noticing in this latest release of 2.0.7 that the NPCs aren't offering their regular dialogue options anymore. None of the merchants offer their services.

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There's now a patch to prevent Keld Nar village getting landscape tears and other badness when run with the mod Clockwork (Clockwork Castle): https://www.nexusmods.com/skyrim/mods/110574

This patch was written for the Arthmoor's Villages All-in-One package, but if you put it into xEdit with that mod present temporarily, you can do "Clean masters" on it, to remove the pseudo-dependency on AVAIO, then add the stand-alone Keld Nar as a new master (so LOOT sorts them properly).  You'll still need to make sure Keld Nar loads after Clockwork, per the patch's instructions.  I've asked the patcher to just provide a Keld Nar specific version, and will update here if that gets done.

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