Fire On The Mountain (A Skyrim Quest)

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Do'azda's Character Sheet
Name: Do'azda Khrimnin
Race: Khajiit (Suthay-Raht)
Gender: Female
Age: 22
Profession: Shaman
Appearance/Description: She stands at a normal height for a Suthay-raht, that is to say, shorter than most men or mer, but not by too much. Her fur is a warm, rich orange, paler around her muzzle and down her neck, and her eyes are startlingly yellow. Her hair is braided, with rings that jangle faintly when she turns her head too fast. Her robes are basic, and worn from age, but have been fastidiously cleaned.
Level: 7
XP: 0/120

Alchemy: 25
Alteration: 5
Archery: 5
Block: 6
Conjuration: 40
Destruction: 5
Enchanting: 5
Heavy Armor: 5
Illusion: 35
Light Armor: 20
Lock Picking: 1
One-Handed: 21
Pickpocket: 5
Restoration: 15
Smithing: 1
Sneak: 20
Speech: 27
Survival: 13
Two-Handed: 5

They say it kills cats - Do'azda has few restraints on her inquisitive nature, asking whatever questions occur to her, paying little attention to whether this may be considered rude. Whatever else, at least Do'azda never finds herself regretting her failure to ask about something.

Dancing the night away - Do'azda is a fine dancer in the Elsweyr style, where dances are not the slow, ritualised partnering of the Altmer, but instead are a whirling piece of performance art, with the dancer's emotions informing the dance more than any practiced steps. Do'azda can feel the music in her bones, and can dance to only a drumbeat.

In the shadow of the moon - Do'azda was blessed even as she began her journey to become a shaman. A priestess of Azurah, the Mistress of Dusk and Dawn, favoured daughter of Fadomai, received a vision. Azurah's light shines favourable upon her.

Tangled Tails--Do'azda has had flings before, "Tangled Tails" as the euphemism goes, and she's willing to engage in casual relationships or 'one-night marriages' if the opportunity arises.

Racial Perks--

Claws--She has very wicked claws indeed.
Darksight--She can see incredibly well in the dark.

Skill Perks--

Conjuring Efficiency (10): Do'zada knows how to be careful with her Magicka without losing any power when she's Conjuring, and can use such magic more freely and easier when fighting or in other circumstances. (Cojuration)

Mystic Binding (20): Do'azda gains skill at creating bound weapons of magic, so that she is never without her arms no matter what. She also becomes more skilled at creating bound objects of all types, and begins to study that which might allow one to bind a soul into a gem. (Conjuration)

Haggling 1 (0): Everything in Skyrim is far more expensive, and so Do'azda should probably try to figure out how to make do with what little gold she has. (Speech)

Insight (20): One of the key elements of persuasion is knowing what would convince someone. Do'azda now knows how to evaluate what kinds of arguments and reasoning would convince different people if she spends enough time to get a feeling for how they think. (Speech)

Agile Defender (10): Armor is often hard to get used to, so figuring out how to move with light armor so as to reduce how bad a hit is is something you can only learn by doing… and Do'azda has begun to 'do.' (Light Armour)

Rahjin Perks

Laughter-Silvered Wings (Level 5): A flying companion does not simply owe its speed to its physical form, but the strength of its spirit, and so it tends to be faster and more manuverable than its terrestrial version, harder to hit, and a greater predator of the sky.

(Next at Level 8)

Blur - Do'azda knows a spell to obscure her features at a distance, to render her indistinguishable from another Khajiit. Up close, it is almost pathetically ineffective, however.
Clairvoyance - Do'azda is granted flashes of insight into the path to her goal by Azurah - the Goddess of Dawn and Dusk sees much of the land.
Conjure Animal - Do'azda reaches onto Hircine's hunting ground and recalls the imprint of an animal which perished nearby to fight by her side
Conjure Axe - Do'azda can create a hatchet from pure magic. It is too cumbersome for effective use in combat, but for cutting wood, it is more than adequate
Bound Dagger--As she has learned how to better summon such things, she has figured out how to use a Bound Dagger.
Courage - Do'azda uses magic to inspire in another the will to fight, though currently only to instill confidence in victory, not to cause conflict where none exists.
Summon Familiar - Do'azda reaches into her own soul to bring forth her familiar, the falcon Rajhin. No mere shade, Rajhin remains with her until slain and can do far more than just fight, but cannot be summoned for a day and a night thereafter if killed.
Fear - This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear.
Distraction - Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster.
Healing Wounds - The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst.
Conjure Flame Atronach - Do'azda can call forth a spirit of Infernace, a being of fire, constrained in a form of iron.
Flames - Do'azda can release a gout of fire from her palm, directly setting alight her foe, though only for so long as she feeds magicka to the fire.
Lesser Ward - Do'azda can use her magic to create a shield of magical energy, blocking low level magical attacks, reducing high level magical attacks and mitigating the damage of physical attacks.

Do'azda can make...

Potion of Minor Healing - Bruises fade, cuts close, aching muscles relax, this potion provides a little relief from injuries. The first potion a young shaman will learn to brew.
Potion of Suppress Disease - A potion which will suppress the symptoms of a disease for several days; oftentimes long enough for the body to get the cold or flu from its system. More serious or outright magical diseases will return with a vengeance once the potion's effects wear out, but it is a useful potion to know how to craft.

FUS - Force
WULD - Whirlwind

FUS DAH--Force Push


Gold Septim (365)
Trail Rations (x4)
Fine Rations
A very nice dress for casual-formal occasions.
A lovely dress in the gothic style, with an enchantment of illusory power woven into it.
Iron Axe--An iron axe of low quality.
Steel Axe - A steel axe of decent quality
Iron Dagger--An iron dagger of mediocre quality.
Mage Robes--Increase magical regeneration, but provides little protection, discouraging getting up close and personal.
Leather Armor--Comfortable, lightweight armor, it counteracts the discouragement from getting up close, though as an extra layer it means it can get extra hot.
Lunar Steel War Axe--An Axe which can, in the light of the moon, drink in the life-force of its victims and use it to restore that of its weilder.
Steel Dagger (x2)--A well-worn but very useful steel dagger.
Alchemical Kit--A very fine kit for the creation of potions. One careful owner.
Stormcloak Token--A token from Ulfric Stormcloak himself...
Underclothes--You know.
One Powerful Enchanted Sword (Rusted)--A sword of unknown value, it has a rather potent and interesting enchantment attached to it.

Spell Tome: Illumination--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell it is probably only a few hours of reading to fully learn. This allows Do'azda to create a light in the darkness... less useful for a Khajiit, but still a spell of value.
Spell Tome: Thieves Vision--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. This simple spell gives one slightly better night vision… but is also notable for being able to see writing hidden by weak illusions, and thus is commonly used by thieves trying to read the secret messages of other thieves.
Spell Tome: Turn Undead--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. A spell of moderate difficulty, it will take several nights of reading to learn it. A spell technically of the "Restoration" school, which puts fear into nearby undead. When cast powerfully, burns them most terribly.
Spell Tome: Sparks--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. Allows a mage to fire sparks of arcane lightning, sapping the magicka reserves of the target whilst also burning through their flesh.
3 Doses of Frostbite Venom in Magicka bottles--Toxic and acidic to living flesh, it has little effect on the glass bottle.
Healing Potion

Troll Fat, other ingredients
100 Septims
3 gems of good quality.
Troll Hide
Troll Skull
Troll Eyes x3
Troll Claws

A Handy Guide to Lockpicks: A book that should teach Do'azda all she wants to know about Lockpicks, and more. Each read will give +1 to Lockpicking, and it can be read thrice to wring out all possible knowledge from it. (2/3 reads remaining)
Journal of a Potema Loyalist: A journal of some historical merit, belonging to one of Potema's most loyal supporters in her early years.
 
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[X]Plan Best Utility Mage

I wonder what kind of summons you can have, not limited by gameplay balance...
wonder if you have any friends?
 
[x] Destruction is a perfectly valid school of magic
-[x] A failed battlemage.
-[x] Ohmes-raht
-[x] Write-in: Shabani, Shasha for friends

This cause of its juicy ways for the character's negative disposition towards both civil war sides could develop
 
Vote closed, Character Creation
Adhoc vote count started by veteranMortal on Jul 29, 2021 at 12:00 PM, finished with 51 posts and 42 votes.
 
Execution (Character Creation, Finale)
Execution (Character Creation, Finale)

She is supposed to be a Shaman of her people. Dignity is key, and fear is meant to be a tool that she will first learn to banish, and then one day learn to use against the enemies of the Khajiit and the community. The spirits and beings of the world know fear, and know how to use it. But she is afraid: she's young and uncertain.

"Who… are you?"

"D-do'azda K-kihrmnin." She curses her stumbling tongue.

"You with one of the trade caravans, Khajiit? Your kind always seems to find trouble. Captain, what should we do, D-do'azda K-khrminn is not on the list?" the man says, accusingly, looking at her as if it is her fault

The proud Imperial Captain sniffs, shaking her head. "Forget the list, the Skooma smuggler goes to the block."

"By your orders, captain," the list-maker said, and then added. "We will make sure your remains are returned to Elsweyr."

It is better than being buried in cold, hard ground, but she wants to shake him. The Captain has not given any reason beyond bloodlust to want a Khajiit dead. She's a Shaman, and of all the people to join the Stormcloaks, surely her and the rest of a Khajiit caravan would be the last to be suspected?

Her tail swishes, angrily, even as she keeps an even, blank look on her face. She is not tall, compared to these Men, and no doubt even her anger would be seen more as amusing than alarming.

She needs to have dignity: when a Shaman and other Khajiit are to be executed, the Shaman is to either die first or last among them. She either provides a guide into the void or a blessing as they pass. There are even stories of notable Shamans serving as the last priests to a line of prisoners before--without flinching and with the greatest heroism--laying their own heads down on the block.

Do'azda Khirmnin is a well-taught Shaman, but in these moments the formulas and rituals flee and flee quickly. Shamans are as common if not more so than priests, and if anything even more trusted. Priests answer far more directly to the Governor in the Palace of the Mane.

"Forward," the Captain says, and most of the prisoners step forward.

General Tullius has gotten off his high horse, and stands now before Ulfric Stormcloak. The wind whips through the plaza. "Ulfric Stormcloak. Some here in Helgan call you a hero. But a hero doesn't use the Thu'um to murder his King and usurp his throne."

Ulfric simply glares, as Tullius continues his speech, voice carrying as if he has given a hundred such speeches. "You started this war, you have plunged Skyrim into chaos, and now the Legion is going to put you down and restore the peace."

There are shouts of approval and boos and hisses, and not just from the Stormcloak soldiers.

"Skyrim will have peace and prosperity under High King Elisif or any other rightfully elected Jarl, and with the aid and friendship of the Empire. The Empire--"

"Get on with it!" an angry, blonde Stormcloak yells from the docks.

"Very well," Tullius said. "Begin with him. Ulfric is to be neither first nor last."

"Very well," the Captain says, looking over. There is a priest standing in front of the block, an executioner at the ready, and a half-dozen Nords who look like garrison soldiers, ready to take away the bodies.

The Empire likes its lists, the Stormcloak that rode with her says: they also like their orderly affairs, and so there's a brief fluster as everyone tries to work out who dies first.

"Sven Svendson," the Imperial list-keeper calls, and the angry blond man is driven forward to face the axe.

"Give him his last rites," the Captain demands, and the female priest raises her hands, clad in voluminous robes and half obscured.

"As we commend your souls to Aetherius, blessings of the Nine Divines upon you, for you are the salt and earth of Nirn, our beloved..."

Do'azda tunes it out, and tries to think of what to do. But there's no way to escape: she saw what trying to escape would get, and she's not nearly as nimble as the thief is. Was.

Her ears twitch in dismay, and finally the headsmen ends it after a last defiant set of words by the Stormcloak (("My ancestors are smiling at me, Imperials. Can you say the same?") A single swing, and Sven is in Sovngarde.

"Next, one of the cats," the Captain said. "Av'rit Dew-Claw."

A young Khajiit of Cathay extraction stumbles forward. He's handsome, in the way all healthy young cats are, with golden-brown fur and a single piercing in one ear, which jangles just slightly. He's a follower of Khenarthi, then, or at least a minor devotee. Her winds blow hard, and the bell jingles just slightly as he makes his way to the block.

He has to stand, because one of the garrison soldiers, a Nord with brown hair, is saying a quick prayer to the dead while hauling Sven away.

"Hurry it up, Hadvar," one of his compatriots said.

But this gives her time, and she musters her strength and will and speaks out. She has techniques to make her own voice heard, and she knows that there is nothing else the Imperials can do. They're going to kill her anyways, along with the Altmer, along with the other Khajiit, and along with the only death that anyone in the halls of the great and powerful will ever know and care about: Ulfric Stormcloak.

"May Magrus shine down upon you, and light your way, may Namiira notice you not, may Khenarthi take you to Llesw'er in peace and safety," Do'azda Khirmnin says, intoning the voice in the old language, the words as well-worn as a dance with a close friend. Av'rit's tail stills, his ears cease their nervous flicker, and she sees him centre himself at her words.

Hadvar startles. "Is she a priest? Should we… should she say the blessings for the other Khajiit?" He raises his voice, and Do'azda notices the eyes of everyone upon her. For a moment she hopes: it is cold comfort, but she wants to do at least one duty. She let down Rajhin, her familiar, let him die (temporarily, but die all the same) for her, and she has proven no sort of Shaman at all. But she can do this: say the words, mean them, and hope that she will be judged a True Cat.

"Quiet, Legionnaire!" the Captain barks.

General Tullius, though, considers it for a long moment. "No, it would take too long to say both rites, Legionnaire."

Hadvar accepts this with at least enough grace not to protest any longer, as the priest says another blessing, as if the one just spoken is not enough. Just as the headsman prepares to bring down the axe, there is a distant roar.

"What was that?" A man asked.

"Nothing, get on with it," the Captain says. The headsman swings, and hopefully a soul flies off towards Llesw'er. Hadvar, the respectful garrison soldier, handles the body with unnecessary care: Khajiit understand that the body is just a vessel. "Next, the chatty cat." She looks at Do'azda with undisguised malice. She blames Do'azda, and her glare is fierce and affronted, as if the Khajiit is a monster for saying a blessing.

There are hisses from all the Khajiit, and yells. But the Imperial guards apply club and fist if they need to, vicious and unworried about the bruises on those soon to be dead. The block is now slick with blood, and when she gets closer she can smell it. It's a powerful smell.

"Do'azda would a… ask to be killed last, that she might tend to the death words of her fellow Khajiit," she protests, in her best Tamrielic. She has learned much of it, but not enough to keep from feeling awkward when she speaks.

"Head on the block, cat," the Captain says, dismissively.

She knees down, and lowers her head to touch where blood has only just been cleared. It is sticky and it stinks. She wants to close her eyes. She keeps them open and stares ahead at the tower.

There is another roar, far off. Some animal? Or is it the crowd?

Some are whispering, some are laughing or speculating, and it all blurs together into its own sort of roar. Is she just imagining the sound? It calls to her in some way she cannot describe.

End of the line, Khajiit, but before we go… tell me a little bit more:


Traits (Choose 3)

Traits are small things, usually not particularly mechanically important. They're being a little taller than average, having a set of wicked scars, an enjoyment of fine Elvish wine or rough Orcish rotgut, or a real skill at cards. Little things. But they add up.

[] Aren't you a little...
-[] Tall for a Suthay-raht
-[] Short for a Suthay-raht

Do'azda is notably distinct from other Suthay-raht, for her height is unusual for Khajiit of this extraction

[] Don't put weight on it
When Do'azda was only a kitten, she climbed one of the great trees of the Elsweyr jungles. She climbed and climbed, high enough almost to reach Khenarthi's domain, when the branch beneath her foot gave way with a stomach-churning crack.

The break in her hindleg never quite healed perfectly, and in times of stress, she has been known to limp.

[] Like the wind

No cat on two paws can outpace Do'azda. She is a shaman, and not given to boast, but it is true, and has been since she was a kitten. Were she so inclined, she could've made a comfortable life for herself as a courier, for some merchant or another.

[] The life of a party.

While a Shaman and thus given to serious pursuits, she knows how to hold her whiskey, wine, beer and more, and has been able to give as good as she is given when it comes to carousing. It gives her no special social acumen, but it's enjoyable at least.

[] Lightweight

It doesn't cost much for Do'azda to get drunk. A glass of wine or two and she was flushed and incredibly tipsy. She's not much of a head for alcohol, but she still partakes sometimes, and it can be its own kind of fun.

[] Abstentious

Alcohol blurs the senses, like skooma but less so. All the same, Do'azda will not touch the stuff, preferring to keep her wits. If it fails to endear her to some? So be it.

[] Read 'Em And Weep

Do'azda is surprisingly good at card games and games of chance. While this luck doesn't seem to intrude on other areas of her life, if you put a set of cards in front of her and halfway explain a game, she knows how to read the cards and figure out how to win.

[] Cards On The Table

She has terrible luck… maybe in life considering where she is now, but especially at cards and dice. If she rolls a dice, it might as well be cursed for all that it obeys her will, and even decent bets and good cards are not enough to save her.

[] A Romance Or Three

She appreciates a good romance. Also an okay romance. She will also make do with a bad romance. She just loves romance novels--and adventure novels, but less so--and goes through them at an alarming rate in Elsweyr. Does it teach her something about Nord society that she's read several different stories about Strapping Nord Warriors and the men and women and others they court? No, not really. But it's good fun.

[] Sing a song.

Do'azda has a good singing voice, and an enjoyment for the kinds of songs that are sung in public: of adventure, of battle, of daring thievery and cunning heroism against evil oppressors. (Not all songs are subtle in their view of the Thalmor.) She knows them all, and can sing them by heart.

[] They say it kills cats

Do'azda has few restraints on her inquisitive nature, asking whatever questions occur to her, paying little attention to whether this may be considered rude. Whatever else, at least Do'azda never finds herself regretting her failure to ask about something.

[] Dancing the night away

Do'azda is a fine dancer in the Elsweyr style, where dances are not the slow, ritualised partnering of the Altmer, but instead are a whirling piece of performance art, with the dancer's emotions informing the dance more than any practiced steps. Do'azda can feel the music in her bones, and can dance to only a drumbeat.

[] Butterfly Lion

Do'azda likes butterflies. Beautiful, delicate creatures. She collects them, carefully usually, with a net. Other bugs, too, are pretty. But butterflies, butterflies most of all.

[] In the shadow of the moon

Do'azda was blessed even as she began her journey to become a shaman. A priestess of Azurah, the Mistress of Dusk and Dawn, favoured daughter of Fadomai, received a vision. Azurah's light shines favourable upon her.

[] The Five Finger Dance

Baan Dar, the Bandit God of Khajiit, the patron of resistance to the Thalmor and Imperials both, has taken an interest in Do'azda. He loves her, and walks ever in her shadow, or so said one of the few of her village lucky enough to pass into the Five Finger Dance.

[] Taste Cat

Do'azda likes very sweet things. And very spicy things. And very bitter things. She loves extreme and odd flavors, and so her diet is utterly bizarre by the standards of Elsweyr, let alone Skyrim where everyone eats potatoes and burnt meat.


Appearance Details

Fur Colour:
Examples:
[] Tan fur with black stripes, most distinct on her muzzle and face.
[] Pale, silvery fur with a few darker highlights - down her spine, at the tip of her tail, up through her forehead
[] Brown fur with spots, akin to a leopard.
[] Rich orange fur, no other markings; paler around the muzzle.
[] Dark brown fur, with both white and dark stripes.

[] Write in (Subject to veto, stick roughly to canonical colourations)

Hair Style (Choose Color as well as a sub-vote, subject to veto)

[] No hair, just fur up there.
[] Bangled braids of hair with rings in them.
[] Rough, wild hair.
[] Unbangled cornrows down to the neck.
[] Tufts of hair in a mess.
[] Single braid of hair from a little bit on top, trailing down the neck.

[] Write-in. Subject to veto.

Eye Colour:
[] Yellow eyes
[] Pale silvery-blue eyes
[] Orange eyes
[] Green eyes
[] Dark eyes
[] Hazel eyes

Scars:
[] No scars
[] Three parallel scratches across her muzzle, from a fight as a kit.
[] A deep, ragged scar over one eye; she is lucky to have retained sight on this side.
[] A piece of her left ear is missing, torn off in years past.

[] Write in, subject to veto

Accessories:
[] None notable
[] Earrings
-[] Left ear
-[] Right ear
-[] Both
[] Hair ribbons
-[]Colour
[] Face paint
-[]Describe it

[] Write in, subject to veto

*****
vM AN: @The Laurent wrote the bulk of this one, I just helped with the options. Hope everyone is enjoying this 100% faithful port of Skyrim to SV so far!

TL AN: This is another case where plan votes are very important!
 
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Hmm.

[x] Plan Aranfan
-[x] Abstentious
-[x] Cards on the Table
-[x] Dancing the night away
-[x] Rich orange fur, no other markings; paler around the muzzle.
-[x] Bangled braids of hair with rings in them.
--[x] Also Orange
-[x] Yellow eyes
-[x] No scars
-[x] None notable
 
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[X] Plan Dancing in the Pale Moonlight
-[X] They say it kills cats
-[X] Dancing the night away
-[X] In the shadow of the moon

[X] Dark brown fur, with both white and dark stripes.
[X] Pale silvery-blue eyes
[X] No scars
 
[X]trait plan blademaster
-[X]Short for a Suthay-raht
-[X] Read 'Em And Weep
-[X] Dancing the night away

Gambling is also a good way to earn money early on. I might switch short cat for Azurah, but I am not sure about it. Like the wind seems nice too, but I think the dancing is cooler.
 
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"May Magrus shine down upon you, and light your way, may Namiira notice you not, may Khenarthi take you to Llesw'er in peace and safety," Do'azda Khirmnin says, intoning the voice in the old language, the words as well-worn as a dance with a close friend. Av'rit's tail stills, his ears cease their nervous flicker, and she sees him centre himself at her words.

Hadvar startles. "Is she a priest? Should we… should she say the blessings for the other Khajiit?" He raises his voice, and Do'azda notices the eyes of everyone upon her. For a moment she hopes: it is cold comfort, but she wants to do at least one duty. She let down Rajhin, her familiar, let him die (temporarily, but die all the same) for her, and she has proven no sort of Shaman at all. But she can do this: say the words, mean them, and hope that she will be judged a True Cat.

So Hadvar is at least kinda nice. Given how I usually go with the imperials, that's somewhat reassuring?

He's not nice enough to actually stand up for us, though. Or really do anything but feebly protest. One liberal gold star for Hadvar.

"Do'azda would a… ask to be killed last, that she might tend to the death words of her fellow Khajiit," she protests, in her best Tamrielic. She has learned much of it, but not enough to keep from feeling awkward when she speaks.

"Head on the block, cat," the Captain says, dismissively.

The captain sucks though. I don't like her and I hope a dragon eats her.
 
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[x] A Cat of Many Colors
-[x] Don't put weight on it
-[x] Read 'Em And Weep
-[x] Taste Cat
-[x] Fur Colour: An 'undercoat' of white on her snout and stomach, with patches of mostly dark brown, then russet, then bits of orange that cover her almost like a hooded coat.
-[x] Hair Style: Bangled braids of hair with rings in them.
--[x] Hair Color: dark brown
-[x] Eye Color: Green eyes
-[x] Scars: A piece of her left ear is missing, the skin still pink and red from the recent injury.
-[x] Accessory: Earrings
--[x] Right ear, in the same place as her torn left ear.
 
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