Skyrim Unarmed Build - Part 9: A Pirate's Life For Me

JOURNAL ENTRY 9

Inside the city of Solitude I'm greeted by a crowd of people gathered to watch the execution of Roggvir - a former guard. According to the crowd, Roggvir opened the city gate for Ulfric Stormcloak after he killed High King Torygg, allowing him to escape. Roggvir expresses no regret for his actions and the townspeople cheer as his head hits the floor. Not many seem to have a kind word for the man. His childhood friend, Sorex Vinius, claims Roggvir was a cruel man that loved pulling-pranks, such as leaving beehives in beds. Guard Captain Aldis says he was an honorable man but that the execution was justified and necessary.

A shady argonian named Jaree-Ra is quick to pull Raan aside. He is offering the "new face" in town some not-so-legal work. Lots of boats dock at Solitude - boats carrying people, war supplies, and paychecks. He wants Raan to put the light out at the lighthouse and in return Raan will receive a cut of the spoils from the shipwreck. It sounds too simple, too easy. Jaree-Ra is obviously using Raan, but we'll see where this goes.

Putting the light out is easy enough; the area is isolated and the keeper isn't around. Shortly thereafter a ship wrecks right in front of Raan's home in Morthal. Raan is instructed to meet with Deeja (from the Red Wave) who, unsurprisingly, tries to kill Raan. Luckily, Deeja has a note in her possession that details where the loot has been moved to, along with the location of their base of operations - Broken Oar Grotto.

Broken Oar Grotto is almost directly north of Solitude, along the coastline. The Blackblood Marauders used to be a fleet of pirates before a cave in trapped their ships in the grotto. Now they use it as base. Raan manages to punch his way through the bandits with ease, including Jaree-Ra. Captain Hargar, however, proves a challenge. I have to dip in and out of the water periodically to heal and died twice. Third times the charm.

Bach in Solitude the proprietor of the Winking Skeever tavern tells Do'raan about his pet skeever and how it used to wink at people, hence the name. He also mentions seeing a representative from Dragon Bridge race through the town not too long ago, headed in the direction of the Blue Palace. The representative claims there have been strange lights and noises coming from Wolf Skull Cave. Jarl Elisif promises to send the legion to investigate. Her advisor suggests sending a smaller team instead. Raan volunteers, much to the advisor's surprise. He says he hadn't actually intended to send anyone to investigate but if I really want to check the place out he'll kick a few septims my way.

Wolf Skull Cave is just a little ways from the road and has walking skeletons patrolling the entrance. Always a good sign. Further in there appears to be a ritual in progress. A cult of necromancers are trying to resurrect Potema Septim - the Wolf Queen. Potema was a former ruler infamous for her heinous deeds.

Raan claws the necromancers to pieces with ease and collects his reward but refuses to get involved with Potema any further.

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