|Region: Bitter Coast|
The area around the fort mostly comprises bare volcanic rock, although there is a decent number of Trama Root and Marshmerrow plants along the coastline. The biggest obstacle in getting to the fort is the islands' inhabitants: over 50 skeletons of various types guard the archipelago.
The fort itself has been ransacked, but a few valuable items remain. The Guard Quarters has several hundred gold in sacks, several potions for restoring health and fatigue, and an array of Imperial equipment. The lower levels (the Mine, Lower Caverns and Upper Caverns) have veins of raw ebony and a few loose samples. The final area, the Tomb, houses Grurn, a powerful undead who must be killed to complete the Ward of Akavir quest.
Getting There and Around
As long as the related quest is active, there is a transport run by Silm-Dar operating between Seyda Neen and the island. At other times, you will need to cross the sea on your own: a Water Walking or Swift Swim spell may help.
- A door from the Lower Caverns to the outside offers a more direct way of extracting raw ebony from the lower sections of the fort.
- The archipelago and fort are technically in their own region named "Firemoth Region" rather than in the Bitter Coast. The weather in the region is set to be thunder 100% of the time.
- There is a hidden door within the Guard Quarters of the Fort found along the right wall where a skeletal corpse lays next to a circular rug. Searching beyond this door reveals various loot including a large amount of gold found on a table and in several sacks.
Places of Interest Around Fort Firemoth
- Siege at Firemoth: Battle an army of skeletons to recover an ancient shield.