SIDE ISSUES - Skellige
a sacred horn
Recommended level: 12
Location/Obtained From: Kaer Muire Bulletin Board
Objective: locate the thieves and recover Holger's horn
Climb up the slope of the village to the fast travel sign at the jarl's fort and teleport to Arinbjorn (in the west of the main center island) if you can. Otherwise, teleport as close to the marker on the map as possible and head towards the intersection that connects to the small island. You'll likely have to deal with a bunch of mermaids as you make your way across, so use your crossbow, aard signal, or just your sword to smash them.
Travel to the northern end of the small islands to find a search area and bandits waiting for you. Start depopulating his area until you reach his camp (near the big rock and the broken boat). After you stop fighting (as if there are no more opponents), he opens the chest in the shop and takes the horn inside.
Objective: Bring the stolen horn to Mathios
Go back the way you came and hand over the horn. Mission complete.
abandoned sawmill
Recommended level: 24
Location/Obtained From: Approaching the abandoned sawmill between the Blandare and Gedyneith signposts
Objective: Search the abandoned sawmill using your witcher senses (4)
There are four things to examine in the area, but after looking at the human bones near the northern edge of the circle, the culprit will appear.
Objective: Kill the lishen
You will face a lishen here, but it is not very powerful. Stand close to him and slash with your sword (keep slashing when he emits smoke, as he will stop if you do). and you must bring the fight and the mission to a quick conclusion.
black pearl
Recommended level: 13
Location/Obtained From: Nidas, in Novigrad, west of Hierarch's Square
Note: Even though this quest starts in Novigrad, the rest of it takes place in Skellige, which is why it was placed in the Skellige section.
Objective: Meet with Nidas near the collapsed bridge east of Arinbjorn
If you haven't been to Skellige yet, you're in for a hike. Once you get there, go to the marker. You'll be surprised how this guy got here without dying.
Objective: Follow Nidas to the bed of pearls.
FOLLOW IT. Try not to let it die.
Objective: Find a black pearl using your witcher senses
Dive in and search until you find one. On the plus side, you will now have a lot of regular pearls.
Objective: Kill the drowned.
This would have been so much easier if he hadn't shown up. Help him.
Objective: Meet Nidas at the Golden Sturgeon to collect your reward.
Okay, but I'm keeping the pearl until you pay me. No? Silly Geralt.
Coronation
Recommended level: 18
Location/Obtained From: Automatically triggers upon completion of Side Quest - King's Gambit
Watch as the scene unfolds and the new King/Queen crowned before his people. Mission closed. Wow, that was short. I guess no one wanted a party to celebrate this time.
Fists of Fury: Champion of Champions
Recommended level:
Location/Obtained From: Fightmaster after completing all three Fists of Fury side quests: Velen, Novigrad, and Skellige
Objective: Go to Spikeroog to learn more about this mysterious opponent
After completing all three Fist of Fury quest areas, you will be invited to join the fights at Spikeroog (Svorlag signpost). She runs to the nearby arena and talks to the man who is leaning against the post in front of her to discover that there is a problem.
Note: You must complete the side quest (or at least reach the final objective) of the side quest: Master of the Arena to access the Champion Brawl.
Once you're done, return to the man leaning on the pole to enter the arena.
Objective: Kill or be killed
Aaannd is a rock troll. Bright. Don't they have more human opponents in this league? The main focus here is to avoid getting hit (obvious but important). Focus on dodging his punches and dodging if he raises his arms above his head and slams them into the ground. He only attacks after an attack misses (he lands a few heavy hits before dodging). He floats like a mermaid and stings like a wyvern to take down the beast. Did anyone else hear the 'eye of the tiger' in his head while this fight was going on? Collect your winnings and be crowned champion.
Puños de furia: Fierce
Recommended level: 30
Location/Obtained From: Kaer Trolde Harbor Notice Board
Objective: Defeat Valgard
Objective: Defeat Einar
Objective: Defeat Grim
This will be the second highest quest involving fighting (one still to go), so you'll want to make sure you're at least level 20 or have very good reflexes to attempt this side quest (otherwise your Vitality won't be enough to handle it). with missed blows). Other than that, it's the typical case. Use counters to deal damage safely (counters + 2 heavy) and pay attention to light hits from enemies as they are very fast and need good reactions to counter.
Objective: Test your strength against the Skellige Champion - Olaf
Objective: Defeat Olaf
Enter the arena to find out that you are fighting Olaf. No problem there... oh wait, he's a bear. is it a bear??? Yes, despite this, it is not so difficult to treat. The main thing is that you will need to dodge a bit more than in other fights to get into attack position. After dodging an attack, keep dodging to the bear's side to attack. This means that it will have to turn around before it can attack you again. As long as your dodge is good, the fight is yours. Then we can chat with the organizer of the fight... Ah, mission done.
sale of meat
Recommended level: 12
Location/Obtainable at: Village east of Harviken, by entering the activation quest
When you reach the town east of Harviken, you will enter into dialogue with a man at the gates. Accept that you are here to pick up the cargo and he will take you to see his boss.
Objective: Follow the pirate to his boss.
What does it say. When you find him, say the following to convince him to deliver the cargo:
Are we doing this business or not? + (500 Gold) Here is your OU coin (Axii sign) Already paid.
Objective: Free the slaves
Walk to the nearby cage and talk to the slaves.
Objective: Get the slaves out of the pirate village.
Walk along with the slaves until you reach the marked area outside the town to free them. Now that they are safe, you can go back to the village and "take over" if you wish. Mission completed.
For fame and glory
Recommended level: 15
Location/Obtained From: Warriors in a ravine directly west of the Larvik signpost
Objective: Help the warriors kill the scavengers in the old mine.
After talking to the warriors, they will start moving towards the cave ahead. you will also see two health bars appear on the screen for them. They're pretty fragile, so you'll want to lead the way up here. Take the first right at the fork and then left to reach a room full of demons and some rotten ones. Use scavenger oil and igni o quen to make things easier while you clear the room. Then continue down the path to find an alghoul around the bend. Repeat the hit (remember, you can also use axii to make him remove the spikes if he's having trouble). After that, the cave will be clean, you will finish the quest and you can loot the place. If both warriors survive, it's an advantage.
In the heart of the forest
Recommended level: 22
Location/Obtained From: Kaer Trolde Harbor Notice Board
Objective: Talk to Sven about the Forest Spirit Contract
After reading the warning, fast travel south to Fayrlund. On the outskirts of town, you will find two men arguing over a dead body. Talk to them to find out that you are very needed/unwanted.
Note: For the rest of this quest, you can choose to side with one faction or the other (Sven or the Ancient One).
Objective: Examine the tracks in the forest using your witcher senses and find out what is killing the Fayrlund villagers.
From the corpse impaled on the branches, follow the trail of drag marks and blood into the forest. You must run to the body of a dog to examine it on the way. After that, follow the trail on your minimap to a search area. Here at the riverbank you will find another set of marks to chase. Near the marks, on the other side of the river, you will see a body impaled on branches between two rocks.
Follow the trail to a larger search area, where a pack of three white wolves are waiting to attack. Igni, quen + light cut = victory. Now that the circle is clean, examine the rock on the west edge of the circle to find claw marks on it.
Objective: Learn more about the spirit of the forest by reading the bestiary
You will find the input you need in relics, lessons. Afterwards, the path will split, but you can stop and follow another at any point to the final objective of each.
Note: only killing the spirit path results in an achievement, if you're interested in that.
OPTION ONE: Appease the spirit
Objective: Talk to Harald about the lishen
Harald is the old man who was arguing with Sven earlier. Meet him in town to hear his version.
Objective: Approach the altar.
Follow the trail on the minimap to find the altar in the forest on top of a cliff.
Objective: Approach the altar.
Objective: kill the wolves
Now is the time to get the hearts you need (what is this spirit? No heart? Where is Sora when you need him?). You will face five white wolves. They can hurt, so make sure you get them one at a time instead of going through the blender in between. Remember to use quen and igni to make the fight easier.
Objective: Collect Wolf Hearts (5)
After all five are dead, loot the corpses for hearts.
Objective: Place offerings on the altar.
Note: This is the point of no return on this route.
Throw the hearts onto the stone and watch them sizzle like a barbecue. Spirit appeased.
Objective: Collect your reward from Harald
Climb down from the cliff and return to the town to collect your coin. And watch the war break out between the villagers. You can join or ignore the fight. Either way, your business is done afterwards.
OPTION TWO: Kill the spirit
Objective: Talk to Sven about Lishen
He chats with Sven for a while to find out that the lishen has marked one of the villagers.
Objective: Find the person marked with Lishen using your witcher senses.
You will find the person you need at the western edge of the circle, Hilde.
Objective: Talk to Sven about Hilde
Go back to Sven and tell him the bad news. He chooses to kill them (to prevent the exile from returning). For the next step.
Objective: Destroy lishen totems (3)
To the forest once more! Follow the path to each marked location and use igni or your sword to demolish the totems at each location. You'll have to deal with the onslaught of branches and white wolves at each location, but you should be used to them by now.
Objective: Find the lishen by using your witcher senses to follow the sounds it makes.
Or just follow the trail on the minimap like a sane person.
Objective: Kill the lishen
Note: This is the point of no return on this route.
Lishen is weak to Dimerium Bombs, Waste Oil, and Ignition Signal. The biggest attraction, however, is the power-up signal that affects both the leshen and the wolves it summons. Due to the amount of wolves, that probably won't make much of a difference here (unless you've maxed it out), as it will break too quickly to be useful. Go on the offensive, spraying everything with igni and take out the wolves as fast as you can before turning back to the lishen. Although leshen will summon more wolves, they won't be as numerous as before, so you can still focus on taking him down.
Objective: Collect your trophy
Search Lishen's corpse and get your trophy from him.
Objective: Collect your reward from Sven
Exit the forest and return to the village to collect your coin. And watch the war break out between the villagers. You can join or ignore the fight. Either way, your business is done afterwards.
In the wolf's clothing
Recommended level: 15
Location/Obtained From: Finding Morkvarg during story mission 20 - Unnamed
I'm going to write this a little differently, since the goals are extremely complicated. You will find Morkvarg in Freya's garden. There are two ways to free him from the curse: Feed him your own meat (which can be found in her lair).
Or use a fang to restore it (you have to talk to Einar, read Morkvarg's journal in the chapter house in the middle of the garden, then go back to the village to accuse Einar of lying. Tell him you're only here to catch lift the curse to get the Fang, then head back to the garden to use it on Morkvarg.Both items can be found in the quest item inventory tab.
Iron lady
Recommended level:
Location/Obtained From: Lonely woman in a wrestling ring between the Harviken and Trottheim signs
Note: I'm not sure if the objectives before the fight with Jutta need to be completed as of patch 1.05, but they are listed here for completeness.
Objective: Search the wreckage of the sunken ship for the sword that Jutta requested using her witcher senses.
Objective: Defeat the Gunder
Objective: Tell Jutta that you accomplished the feat
Objective: Defeat Jutta
Note: During this fight you can only use your sword, using a potion or sign will instantly disqualify you.
The fight is pretty basic, just use counters and heavy hits to get past his guard and deal damage. When his health drops to around one eighth, the match will end.
Objective: Meet Jutta at her house after dark.
Go down the hill to the town below and talk to Jutta to receive your reward (raises eyebrows).
king's gambit
Recommended level: 18
Location/Obtained From: Automatically activated upon completion of Side Quest - The Lord of Undvik and Side Quest - Possession
Objective: Report to Crach an Craite to collect your reward
Fast travel to Kaer Trolde and enter the castle to meet Arnvald at the gate, who will take you to see Crach. After the cutscene, head through the doors to trigger the cutscene with Crach. You will receive your Fate reward (relic level sword) for helping your two sons.
Objective: Defeat the bears
Kill the bears. Once this is done, there will be some screaming and you will have to choose who to help, or just say to hell and leave.
I'll help you, Cerys.- Help Cerys investigate. It will end with Cerys crowned.
I'm going with Hjalmar.- Go with Hjalmar to kill people. It will end with Hjalmar crowned.
You two can handle this without me.- Complete the quest but prevent the quest chain from completing (cannot find continuation thread at this point)
OPTION ONE: Cerys Investigation
Objective: Examine the crime scene using your witcher senses.
Look around the room with your witcher senses, looking for anything bright red.
- bodies on the ground
- Bear carcass (important)
Objective: Examine traces of mead at the crime scene using your witcher senses
The horn you need to find is next to the open doors at the north end of the hallway.
Objective: Ask Hjort to take a look at the mead sample
Follow Cerys out of the hall and down the stairs to find the druid praying.
Objective: Follow Cerys to the basement.
Follow Cerys out of the main hall and into the cellars. You may need to wait for her to open the door to enter the basements. Because it's blocked. And you don't have a key.
Objective: examine the basement.
Go through the basement until you jump some stairs. These barrels will be bright red.
Objective: examine the mead in the open barrels
Examine the barrels until you find the one with spikes. The southernmost barrel is the only one.
Objective: escape from the burning basement
As soon as you find the pointy tube, someone spews fire and catches the burning stone. Escape. Run to the north wall and use the Aard sign to blow up the pile of barrels blocking the way.
Objective: Follow Cerys through the tunnel.
Follow Cerys through the tunnel. Halfway through, you'll find a place of power to draw on to gain a skill point.
Objective: Search for footprints around the cellar door using your witcher senses
Follow Cerys through the storerooms to the basement entrance. At the door you will find a broken bottle of mead to examine.
Objective: Follow the tracks using your witcher senses
Follow the tracks to find the culprit.
Objective: Search for a clue using your witcher senses
When the trail is over, examine the torn material on the torch holder.
Objective: trap Arnvald
Take Cerys back to the castle entrance to watch a scene showing Arnvald running from the castle.
Target: Chase Arnold
Note: The presentation of the evidence will be slightly different depending on whether you catch it before it reaches the soldiers or not. In fact, it is more convincing to let it reach the soldiers. But either way, the real culprit will get justice.
Run over him and hit him for interrogation. If you let him go too far, he will run into some soldiers that you will have to fight. Once this is done, the trial will begin.
OPTION TWO: Hjalmar's Revenge
Objective: Explore the village of Vildkaarls using your witcher senses
Follow Hjalmar up the hill to the search area to trigger a scene. Some of them can be found in various places. Discovering the trapdoor will advance the quest and skip the optional objectives below. However, they can give him more information if he wants to know more about the clan.
- North cabin: human scalps hanging from the ceiling.
- North of the cliff, at the base - Human body
- Southern House - Tattoo Dyes
- Casa del Sur - Dried Mushrooms
- South House - Footprints on the floor leading to a hidden trapdoor (Important)
OptionalObjective: Examine the location Hjalmar pointed to using your Warlock Senses.
Up here is a training area in the sand.
OptionalObjective: Examine the place where the fights take place using your witcher senses
Examine the shrine to learn about Geralt's super-scent ability.
OptionalObjective: Follow the scent using your witcher senses
Follow the trail to the southernmost house. Here is the trapdoor that will take you to the southernmost cabin.
OptionalObjective: Follow the tracks using your witcher senses
If you find the bloody footprints, you will have this objective to head to the southernmost cabin.
Objective: Explore the cave
Whichever way you go, you will end up at the entrance of a cave through the trap door. Follow the path until you drop into a small area to fight a small man.
Objective: Defeat Hallgrim
Once it reaches a third health, it will become even smaller and prettier. Well, at least cuter. It will regenerate health, but in all respects, it is a bear. He takes very little damage from physical attacks, but really hates fire. So Igni is a good option here. It will deal a lot of damage over time, and will stop regeneration for a short time.
Objective: venture further into the cave
Venture further to discover how new recruits get started.
Objective: Interrogate the druid
Approach the druid for a scene.
Objective: Defeat the druid and the beserkers.
The druid fight begins. All these enemies are weak to fire. However, these bears will take normal damage from your silver sword (if you switch to it) and very little from your steel. The druid has an area of effect blast and a staff strike if you're close enough.
Use silver for the bears and steel for the druid. Geralt likes to auto switch here, so he pays attention to which sword is out. Or if he has a good enough Igni sign, check them all. After defeating the druid, you will find evidence of another conspirator.
Note: Both options return to the side quest here.
You will be rewarded with Death From Above (Crossbow). If you choose to go for the coronation, this quest chain is complete.
sand master
Recommended level:
Location/Obtained From: After reaching the arena after getting the side quest - Fists of Fury: Champion of Champions
Objective: Talk to the villagers about the problem in the arena
Go to the marked men and talk to them. You will discover that a spirit haunts the arena. Listen to the story. Any ideas on how to lift the curse?
Objective: find a way to send Ulle to the afterlife
Talk to the dark spirit in the arena and challenge him to a fight. So just stay there, racking up hits. After some time (about eight of your health bar), the battle will end. Hard wasn't it?
Objective: Return to the Warriors
Objective: Return to the Spikeroog arena later to collect your percentage of winnings
Now you will have to meditate for about three days (or after completing the side quest - Fists of Fury: Champion of Champions) to return to the warriors to get your coin. Mission completed.
Group
Recommended level: 17
Location/Obtained From: Conversation with Crach at the end of the story quest - The King is Dead - Long Live the King
Objective: Ask Udalryk where Cerys is.
Fast travel to Svorlag. If you haven't figured it out yet, head northwest from the port of Kaer Trolde. Once there, follow the path on the minimap up the hill to the Jarl's maloca. Have an enlightening conversation with the gate guards before going inside and talking to the Jarl. During the scene, you might get the impression that something is up with the Jarl.
Objective: Ask for Cerys in town.
Walk around the circle until an individual is activated to speak. There are several to find and talk to, and some of them move around, so the locations may differ. One is a Skellige Woman with a broom southwest of the fast travel sign. Another is a fisherman in a yard west of the fast travel sign.
Objective: Talk to Bergthora
Bergthora is an evil chicken plucker. He's plucking chickens north of the fast travel sign. Rather meaningless, since they do not have fewer feathers, nor do they change chickens in the bucket. Talking with her, you will get the necessary information about Cerys.
Objective: Find Eiric
Follow the minimap trail to the nearby beach to find Eiric huddled on top of a cliff (as you'd expect when you're married to an evil chicken plucker), surrounded by drowning people. Kill them to hear his story about how he saved you from the drowners you killed (wait what?).
Objective: Search for Cerys in the abandoned house using your witcher senses.
Continue following the path on the minimap, up the slope behind the town, until you reach the abandoned Jarl's house. Go inside and loot the place. Once inside you can feel that something is wrong with this house. Notice the dark edges on the screen. Using your witcher senses, scan the ground near the entrance and follow the steps.
Enter the first door on the right and take the key from the shelf. Go through the second door and around the corner to find Cerys. During the next scene, you will find out more about Cerys and her efforts to help the Jarl.
Objective: Find the sword called Brokvar
After the cutscene, go back to the house to find the sword. Using the previous key, you can unlock the trapdoor in the north corner of the house and go down to the basement. Loot the glowing table to find Brokvar and look at the wall behind the table.
Objective: Tell Cerys that you found the sword
Leave the house to meet with Cerys.
Objetivo: Go to Uldalryk with Cerys
Head back to the village and head back to the Jarl's cabin once more to trigger a scene.
Objective: Place Brokvar near Aki's bones
Leave the progressively mangled/wrecked Jarl on his porch and head down the path to the docks, where a boat is waiting for you. Take the boat and navigate the short distance to the marker on the map. Dive into the icy water and face the mermaids that will try to drown you. In the center of the circle, using your witcher senses, you will find Aki's body. Examine her body to place the sword with it.
Objective: Return to Udalryk
Sail back to the port and return to the Jarl's cabin to hear a blood-curdling scream. She walks in to trigger a scene. Listen to the scene to find out what you're up against and what options you have to combat it.
Objective: Meet Cerys in the old house of Udalryk
Go back up the hill to the house.
Objective: Search the house and find a way to drive out the anthem.
Go inside the house and using your witcher senses, examine the things highlighted in red.
- Portrait: first door on the right, after the scene with Ciri.
- Wooden beam - First door on the right.
- Crib - Second door on the right.
- Fireplace (Important) - Main room
Objective: see what Cerys found
Shortly after going through everything, and as soon as he leaves, Cerys will call Geralt. Join her outside.
I trust you. - Starts the Trick method.
No chance. - The Witcher method begins.
OPTION ONE: The trick
Watch the scene and decide if you are a monster or not.
[Give the baby to Udalryk.] - Activate the witcher's path option.
[Put the baby in the oven.] - Continue the path of the trick.
"Let me make you a deal, you keep your mojo, you keep your money and I keep your baby."
Objective: Defeat the warriors of Udalryk
Hit the saving guards who are trying to save the innocent baby and continue the scene. After this scene ends, this path ends. Fast it is not. It turns out that throwing babies into ovens is a quick way to end a fight.
Note: At this point, option one returns to the side quest for the scene showing the Jarl now free from the anthem..
OPTION DOS: The Witcher's Way
Travel back to the village with or without Cerys.
Objective: Count Udalryk over the hino
Enter the Jarl's cabin and talk to him.
Objective: Place torches around the abandoned house (4)
Take your third walk back to the abandoned house. Apparently, we like haunted sets. Go to each marker on the map and place each torch.
Objective: When you're ready, talk to Udalryk
Walk to the outside balcony and talk to Udalryk to start the ritual.
Objective: Light the torches
When you're ready to begin, light the torches.
Objective: kill him
Anthem has a claw slash that hits farther than it looks, for decent damage. It will also disappear in a puff of smoke and reappear in a different location.
Objective: calm Udalryk
After reducing Hymn to one third of his health, Udalryk will start to scream. Use your Axii sign on him to calm him down. The longer you take to do this, the more health the anthem will recover. Udalryk will also start to move, making it more difficult to treat him. After almost killing him, a cutscene will trigger.
Objective: Go to the basement
Head to the basement to finish the hymn. Turn on the lights to start the fight. He will recover half his health, but will use the same attacks as before. When you are defeated, take your loot.
Objective: Tell Udalryk it's over
Tell him it's over.
Note: At this point, option two returns you to the side quest for the scene showing the Jarl now free from the anthem..
Practice in Advanced Alchemy
Recommended level:24
Location/Obtained From: Witnessing an argument between Gremist and another alchemist, in Gedyneith, on the east side of Ard Skellige
Objective: Ask the druid about Gremist
Go to the druid and speak.
Objective: Talk to Gremist.
Approach Gremist and talk to him as well. It's really not that hard to convince. Just ask twice.
Objective: Find a pimpernel in the forest using your witcher senses.
Go to the area to trigger a scene.
Objective: Search the forest for the lost apprentice and some fireflies using your witcher senses.
Search until you find tracks you can follow. Your search areas will be updated. Continue until a scene is triggered.
Objective: Follow the succubus to her lair.
You heard the target. follow her. And go find your pimpernel.
Objective: Find the abandoned alembic.
Go up the mountain and enter the cave.
Objective: Use your witcher senses to search the alembic for instructions on how to make alcohol.
The Cyclopes are not mentioned. Beware of the cyclops. Look around you using your senses. Inside the tent is the recipe.
Purpose: Read the instructions for distilling alcohol.
The instructions are as follows:
- Place the puree in the evaporator.
- Light the fire under the evaporator.
- Cool the condenser. First turn the right stick, then the left. Not the other way.
Objective: Find some mash.
Find some mash. is to climb the stairs
Objective: Use the machine to produce alcohol.
Read the instructions and follow.
Objective: Obtain the spirit.
To take.
Objective: Find the Druid Fritjof in the nearby town and convince him to talk to Gremist.
Go to the druid and convince him. Of course, everything can be solved by a guy with a sword.
Objective: Go to the ritual site with Fritjof.
Until here you must walk.
Objective: Defend Fritjof while he completes the ritual.
Kill enemies. Puppy will help you.
Objective: Return to Gremist.
Go back to Gremist's house and talk to the guys.
Objective: Wait until the next day.
To meditate.
Objective: Talk to Gremist about your reward.
Yes, you guessed it. Go see what state they are in.
Shock therapy
Recommended level: 24
Location/Obtained From: Lone Druid between the Gedyneith and the Gedyneith Plates (not a typo, there are two plates with the same name)
Objetivo: Wow visitar Egill
This is a pretty fun side quest. After getting the quest from the druid, follow the trail to where the second druid is waiting nearby. When you arrive, you can have a one-sided conversation with him if you wish.
Objective: Help Egill regain his voice by scaring him (3)
You will notice that around Egill there are three objects outlined in red when you use your warlock senses:
- A shelf for utensils
- a hornet's nest
- a bonfire
You can probably guess what to do here, but I'll describe it anyway. When Egill is trying to sleep (lying on the mat), he uses an aard to blow up the utensils to wake him up. When he builds a fire to keep warm, put it out (how scary is that?). When he sits on the rock to meditate, he hits the wasp nest with an aard to cover it with wasps. After executing all three, his reaction is very funny.
Objective: Return to the druid who gave you the task
Return to the original druid and collect your reward for completing the quest. Obviously, things get boring during winter nights here.
taken as a girl
Recommended level: 25
Location/Obtained From: Warrior being attacked by pirates on the southeast coast of the Druid Camp signpost
Objective: Find the pirate ship
You'll see the pirate ship marker in the sea southwest of Larvik (or Freya's Garden), both signs you should have if you've completed story mission 20 - Nameless. Fast travel to the island and head to the marker (swim to the sunken ship). You will likely have to deal with several mermaids that are flying around the ship, so use your aard, crossbow, and sword to shoot them down. Track the junk in the broken ship until you find a pirate's notes. Read them in the usable items tab of your inventory.
Objective: Find Kurisi in the Temple of Freya
Return to Earth and follow the trail on the minimap to the temple, located near Freya's garden. Inside you will find Kurisi safe and sound. Let her know that her brother is looking for her and that her job is done.