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Other quests in the game initiated by other people (not the Jarls)you can check in the section Other Quests.
Promotion Quests for your characters and the promoters' names and locations are in the section Promotion Quests.
Find how to resurrect the army
(First part of getting to Arslegard quest)
For Second part check Get Writ of Fate Quest in Other Quests section.

Not very hard quest. First of all you need to die. Drown your party. Watch the video with the Gatekeeper. He will tell you that you need to pass the Dark Passage and bring him the Writ of Fate in order to pass to Arslegard.
Then the Gatekeeper will transport you to the Dark Passage. Walk through the halls to the big room with the bridges. To the left side on the wall look for the instructions. Follow them. If you do everything right then the grit closing the crystal will open. Then the crystals will do transporting of your party. Pay special attention to the place with the mirrors that need to be aligned. They must be turned in such way that the beam from the initiating crystal will pass through them and reach the second crystal near the door.
After this walk by the passage at the end of which you will find the old woman Ingrid who will tell you the next part of the quest connected with Writ of Fate. 








Clear out Anskram Keep (attention for bug!)









There are 6 towns and 6 Jarls in the game. You need to do several errands and quests for each of them to beat the game.

Here is the list of these quests and tasks with explanations how to do them. Just click on the name of the quest in the table and you'll jump to the explanation.

ATTENTION: Please remember that these explanations give hints how to fulfill the quests and some are even spoilish. If you want to solve everything by yourself do not scroll down lower than the table with the quests list!

For promotion quests click here.
For other not-Jarls' Quests click here.
Jarls' Quests
There are 6 towns and 6 Jarls in the game. You need to do several errands and quests for each of them to beat the game.

Here is the list of these quests and tasks with explanations how to do them. Just click on the name of the quest in the table and you'll jump to the explanation.

ATTENTION: Please remember that these explanations give hints how to fulfill the quests and some are even spoilish. If you want to solve everything by yourself do not scroll down lower than the table with the quests list!

For promotion quests click here.
For other not-Jarls' Quests click here.
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Town and Jarl                    Quest Keywords                                                Quests
Drangheim
Jarl Sigmund the Stressed



Frosgard
Jarl Tryggva Ravenlocks

Guberland
Jarl Markel
"The Great" Gusmundssen 


Sturmford
Jarl Bjarni Thordvalssen



Jarl Bjarni Thordvalssen
(when he was dying in Yorwick)

Thjorgard
Jarl Sven 





Thronheim
Jarla Kira the Cold
Anskram Keep Defenses

Crona Kiga

Rumors


Frost Giant

Ice in docks

Book of Rules

Threaten Dook

Ivan the Smart

Anskram Keep

Ivsar

Love letter

Find how to resurrect army

Dwarven Mines

Invading forces

Thjorad


Honk Worshippers

Mountain Pass








Clear out Anskram Keep (attention for bug!)









Below there are the descriptions of how to fulfill each of the Jarls' Quests.  They also include hints of how to do the side-quests originating in a course of them. Do not read the explanations below if you do not want to receive any hints and spoilers.
Disable Anskram Keep's Defenses

Enter the Keep and go to the top terrace. Stand at the middle of one of the bridges and look around you, you should see two chains. If you have the Perception skill, you'll notice the chains glow red. To lower the drawbridge, shoot both chains and they'll break, making the drawbridge fall. Two closed trap doors you need to raise the portcullis are not far from the entrance to the Imps. Open the hatch. Get in and go down the ladder to the room. Opposite to the wheel there is the lever. Push it to open the portcullis.
Retrieve the Crona Kiga from the Chasm of the Dead

Hard quest. The first part contains a few skeletons that are easy to beat. Once you are on the ledge, you'll be attacked by undead Apparitions, tough monsters that love to break your things. Use protective spells there. They always appear behind you. Go back and kill them one-by one, else they will descend upon you all at once. Inside there will be Mummies. Not an easy challenge too. Be careful with them. Master Skeletons and Zombies are tough too as they are resurrecting themselves. Very interesting place.
Find out who is spreading rumors

Talk to the woman in Drangheim, who is spreading the rumors, she'll give you another name in Sturmford. Talk to that other woman, threaten her and at last return to the Jarl to report.
Defeat Yanmir the frost giant

Not that difficult quest. Go to the Giant's castle. You only need to find the path to the down levels of the castle where there is the passage with the support beams you must shoot or hit (destroy all the beams except the two that are supposed to be left alone). Without them the floor under the Giant will collapse. Return upstairs. Lure the Giant to the passage near the entrance and watch the video how he will fall.
Attention: Under no circumstance you should  kill the Giant by any other way than the one describing above (him following through the floor). Otherwise this quest will not be listed as completed, even if the Giant would be dead. 
Break up the ice in the docks

First you need to get to Frosgard. Once getting the quest, go to the far end  of the village from the Jarl's house and talk to the guy standing next to a keg. He will place a keg on the ice and shoot at it. After you are done, talk to the dock master as well, who will give you the travel schedule for all boats. Without this quest done you'll not be able to sail to Frosgard.
Get the Book of Rules from the Ta'Sar Academy

Not very hard task in Lindisfarne if you are strong enough. Kill everybody in sight and when you get to the library, read the scroll next to the four books. Pick up a book and depending on what the title says (right-click on it in your inventory), place it on the appropriate table on the upper levels of the library. There are four tables - two on the second and two on the third level of the library. Each table has a scroll that tells you what kind of book goes there; you simply click on the empty table next to the scroll and the book will be placed. You will be allowed to pick up the next book only if you placed the previous one correctly. Once done, a secret door will open with a scroll, which you have to decipher. Write the alphabet on a piece of paper, and then beneath it write the alphabet in reverse so that Z is below A and Y is under B and so on. That's the key. This turns the first word BLF into YOU. It should read: "You can find the Book of Rules behind the rotating bookshelf in the next room." Go back to the main floor and take the stairs up. Click on the bookshelf to make it rotate. Get in quickly while it is moving and pick up the book in the room.
Convince the Dook to leave Guberland

Go to Dook and tell him that he is the bad guy. He will become afraid of you and walk away. Return to the Jarl for your reward.
Beat Ivan the Smart at Trivia

Walk to the circus located outside Guberland and talk to the old guy Ivan the Smart. Challenge him to a contest and answer his questions. If you'll not be able to give the correct answers the first time, you can challenge him over and over again until you get it right. When you'll succeed go back to the Jarl with Ivan's victory certificate.
Clear out Anskram Keep

Attention: This quest must be done for one time. If you don't feel you can do it, do not enter the Keep! Always start from the upper door and NOT from the front entrance.
Head to the Keep in Sturmford and kill the two basilisks in the back of the Keep. Look at the chest there (Perception skill could be useful), the left tower has some cracks. Hack at them to create an opening and can crawl inside. Go upstairs to the top terrace. Find the right door. There are eight portals to destroy in the Keep. They will disappear after all emerging imps will be killed. Initially the portals in the shape of fireplaces are flaming. After you'll kill the Imps there will be no more flames.
At the end of the both passages (right and left) there are the levers, which you must push. They move the big doors in the middle of the room. To enter from one room to another you need these levers on the wall. Remember that when one door is closing the other one is opening. First open the door in front of you, then push the lever again and walk through  the doors behind you will close and the doors in front of you will open.
The two remaining portals are in that section; once you destroy them a really big imp would emerge in the middle of the big room. Two soldiers will run to it. When the guards will kill the big imp, the quest is done.
Attention: You must kill absolutely all (apart from two soldiers at the end). If any yellow dots are on the map it means that there are still bats and bugs in the walls. You'll have to look for them and attack walls until you eliminate every single dot. Without this the cage with big imp will not appear in the big room and the quest will not be done.
Rescue Ivsar Forktooth

The prison is in Drangheim, the prisoner is on the upper level. Kill dozen of the guards. If you'll have a time and desire  explore the whole prison. There are the bugs there which can give you money and experience. You can easily do this as the general will not go anyway and will be waiting for you outside the prison entrance. When you finish with the prison you must talk with Ivsar and then return to Sturmford tavern.

You can do it even easier way. Enter the prison and get the visitor's pass from the guard. After this go to the second floor, turn right and enter the kitchen. Talk to the man there. He'll tell you that if you'll free his brother who is staying with the general in the prison, then he'll show you the secret passage.  Agree to this. Walk the secret passage. Wait until the guards would exit the room with cell opening levels and would walk down  through the doors. After this enter the room and open the cells. Speak with both prisoners  the general and the cook's brother. (You are combining this quest with the *rescue cook's brother quest*). Return to the cook and get the reward.
Then proceed the same way as in the first way of doing things.
Take love letter to Kira the Cold

Get the letter to the Jarla Kira of Thronheim and bring back the answer to Jarl Bjarni.
Find how to resurrect the army
(First part of getting to Arslegard quest)
For Second part check Get Writ of Fate Quest in Other Quests section.

Not very hard quest. First of all you need to die. Drown your party. Watch the video with the Gatekeeper. He will tell you that you need to pass the Dark Passage and bring him the Writ of Fate in order to pass to Arslegard.
Then the Gatekeeper will transport you to the Dark Passage. Walk through the halls to the big room with the bridges. To the left side on the wall look for the instructions. Follow them. If you do everything right then the grit closing the crystal will open. Then the crystals will do transporting of your party. Pay special attention to the place with the mirrors that need to be aligned. They must be turned in such way that the beam from the initiating crystal will pass through them and reach the second crystal near the door.
After this walk by the passage at the end of which you will find the old woman Ingrid who will tell you the next part of the quest connected with Writ of Fate. 
Find out why the Dwarven mine is not working

One of the boring errand walking-back-and-forth quests. Go to the mine. Inside will be the dwarf who will bring you to the crack in the floor. Jump inside. Kill all Troglodytes in the tunnels. When you exit the tunnels you'll see the second dwarf who will tell you that you need to bring the master. Return to Thjorgard and speak with the grumpy dwarf in one of the houses. Give him money. After this he will consent to help you. Go back to the mines to the engine room you have passed before. The Master dwarf will be waiting for you in the engine room. Speak with him. Pick up the broken part from the engine. Return the second time to the town. Repair the broken part. Go back to the mine and insert the fixed detail in the engine. Again speak with the second dwarf with whom you have spoken at the exit. Return to Jarl for the reward.
Defeat the invading forces

Teleport to Frosgard and kill all the enemy. There will be several groups of enemies but there will be friendly troops too and they will help you to kill all the enemies. After you'll kill Forrad, go to the Jarl's house and talk with Tamur Leng. A messenger will appear calling you back to the Hall of Gods.
Retrieve Thjorad from Lindisfarne Monastery

Make your way to the monastery in Lindisfarne, killing or outrunning the few monsters you will encounter on the way. Once there, look for a corner where a group of monks is praying. Make your way up the main tower to five ropes. Pull the ropes in the following sequence: 1, 5, 2, 4, 3 with number 1 being the left-most rope. Return to the corner, watch the monks leaving and pick up the hammer.
Get rid Thronheim of Honk worshippers

Go to the dock and talk the dock master. Return to the town. Talk to each one of the three worshipers and tell them to go to the docks. Return to the Jarla Kira for your reward.
Clear the Mountain Pass

To do this quest your party must be sufficiently strong. To get to the mountain pass, you'll have to kill Basilisks and Basilisk Kings. In the pass there will be a hard time. Beware of the Apparitions of the brown color.  When you'll reach the other end of the pass, you'll hear the "quest done" sound.
Other quests in the game initiated by other people (not the Jarls)you can check in the section Other Quests.
Promotion Quests for your characters and the promoters' names and locations are in the section Promotion Quests.