Solitude Lighthouse
Solitude Lighthouse is a outpost on the very northernmost coast of Haafingar Hold, within the province of Skyrim. The lighthouse is very important for the capital city of Solitude, because it warns the sailors and helps prevent shipwrecks. The lighthouse as accompanied by a small dock, sometimes used by sailors as a rest point before sailing into the trecherous Sea of Ghosts. The region is also home to pirates with the formidable Blackblood Marauders docked in the cavernous Broken Oar Grotto very nearby. These pirates continually harras the popular sea trade route between Solitude and the coastal cities of High Rock, contending most often with East Empire Company ships that frequent the route.
The lighthouse itself sits very nearby Brinewater Grotto, a tiny cave that seems inconspicous to the untrained eye but has deep warm waters leading down into an underwater crystal cave system filled with volcanic vents. There is also a road leading from Solitude through the snowy mountains of Northern Haafingar, along which sits the idylic Shadowgreen Cavern. A strange green oasis in the frozen wastes of the mountains, rich in wildlife and danger. Broken Oar Grotto itself lies Northwest of the lighthouse, a cavernous ocean intlet built into a fortress by years of industious pirates making it their home. Turning it into an expansive outlaw settlement complete with a fishery, general store, alchemists shack, blacksmiths, fletchers, wizarding supply shop, thieves guild outlet and a tavern by the name of the Fallen Anchor that serves rougeish patrons of all stripes.
Quests
Bounty on the Waves. An East Empire Company ship, the Bounty, wishes to pass through the Sea of Ghosts to make it to High Rock with its cargo. However the captain fears the vessel will be boarded and sunk before they can make passage. He wants the party to infiltrate the Black Blood Marauders and sabotage their longships to secure the ships safe passage. While the Black Blood Marauders want the Bounty to believe the task has been completed, so they can board the ship and steal its cargo. Terror of the Moons. Hrisskar the Scorned has been afflicted by a terrible curse that has left him an outcast. He believes that a cure for his condition lies in the fabled Ring of Hircine, which has been rumoured to have fallen into the den of a Wispmother. Formidable as Hrisskar is, he does not believe he can face such a terrible foe alone and wishes the party to go with him during the night to reclaim the powerful daedric artefact. Scouts Honour. If the party talk to Noster Eagle-Eye he may reveal that he lost his prized imperial scouts helmet in Shadowgreen Cavern. He would very much like to see it returned to him. Grabbed Tackle. The keeper of Solitude Lighthouse; Ma'zaka was fishing in Brinewater Grotto only to have his enchanted fishing tackle ripped from his hands and taken below the waters. He does not like to swim and requests someone who does to go beneath the waters to look for it. Blackblood Blackhand. After the Blackblood Marauders intercepted a shipment of Black-Briar mead bound for High Rock a strange figure has arrived at the Grotto. An assassin of the Dark Brotherhood, has a contract to eliminate Captain Hargar Blackblood. Help him complete the contract or warn the captain and stop the assassin. Glory Days. Val, the proprietor of the Fallen Anchor once captained a pirate ship called the Red Rush which is still sitting at the bottom of Broken Oar Grotto. Lost with in her old pirate ship is her most prized possesion, a Moon Amulet which she raided from a Khajiit caravan long ago. Root of all Evil. The hagraven alchemist Esmerelda wants fresh taproot and is willing to pay. Such a rare ingredient can only be harvested from the chest of a slain spriggan. If 'Terror of the Moons' is complete Esmerelda will also pay a lot of coin for the Ring of Hircine. Which she intends to bring to her covern of Glenmoril Witches. Honest Work. Prospector Jurgen is sure there's bountiful ore buried in the stone of these mountains. He needs fearless adventurers to venture out and search for them though. He's willing to pay for the locations of any ore veins the party can find. They will need keen senses and a pickaxe handy. Lost and Forgotten. Azafar Ash-Face has aquired something, supposedly a map to buried treasure but he can't make heads or tails of it. He's selling it cheap, perhaps the party will have better luck. They will need to examine it carefully and bring a shovel.History
Near the greener south of this harsh environment, nestled into the mountains is the exit of a ruin from the darkest days of Solitudes third era. The Catacombs of Potema the Wolf Queen. The final resting place of a Queen of Solitude who attempted to usurp the Imperial throne in 3E 120 before eventually being defeated. She has been described as "unambiguously evil", and is remembered as one of the most dangerous necromancers in the history of Tamriel. She was a formidable mage and a skilled necromancer. In 4E 201, a group of necromancers in the wilds of Haafingar attempted to raise and bind Potema's spirit, but the ritual was interrupted by the Last Dragonborn. Potema's spirit was allowed to roam free, and she returned to the catacombs to build up her undead forces. The Dragonborn followed her there, defeated her, and had her remains sanctified by a priest of Arkay to banish her spirit.
Geography
Solitude Lighthouse itself sits on a small peninsula of snowy tundra north of Solitude. Marking the area where the more temperate region surrounding the capital gives way to the mountinous ciy wastes of Northern Haafingar. The road that leads up from Solitude in the south snakes through the mountain pass, with Shadowgreen Cavern on its southern side and the mountains containing Broken Oar Grotto on its northern side. The road continues up through the mountains leading eventually back towards Dragon Bridge and even to High Rock. Along this frozen coast of the Sea of Ghosts there is a chain of small islands and icebergs responsible for the much of the numerous shipwrecks that line the ocean floor. The waters of the Sea of Ghosts are icy cold, deadly to all but the most steadfast of swimmers.
Type
Outpost / Base
Notable Inhabitants
Solitude LighthouseMa'zaka The Bounty
Captain Attreus
First Mate Lusilla (Trader) The Fallen Anchor
Val (Innkeeper)
Erald Doom-Skald
Hrisskar the Scorned
Regulus Quick-Blade
Jaree-Ra
Deeja
Gulum-Ei The Dainty Sload
Captain Hargar Blackblood
First Mate Valpin
Bones Broken Oar Grotto
Quartermaster Torben (Trader)
Kjar Ironmonger (Blacksmith)
Sha'Rasrin (Fletcher)
Esmerelda (Alchemist)
Azafar Ash-Face (Fence)
Niyaneh (Wizard)
Druid Gurrald (Priest)
Uthore Fish-Bait (Fishermonger)
Prospector Rodwyr Shadowgreen Cavern
Hamish the Hermit



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