Fire On The Mountain (A Skyrim Quest)

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.
 
Last edited by a moderator:
[X] Do'azda needs coin, and the day is still young. She should go around the village and see if there is anyone who could employ her temporarily for coin.

Perhaps the locals could have use for her feline grace?
toys stuck in tall trees, collecting alchemy ingredients, e.t.c
 
[X] Do'azda needs coin, and the day is still young. She should go around the village and see if there is anyone who could employ her temporarily for coin.
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
Tempted to take a nap for that sweet sweet XP accumulation...but we might be missing out on content.
Since this is Skyrim ported in a new medium, we can safely assume that the world stand perfectly still while we don't look at it and all quests will still be there tomorrow.
:)

[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)

Let's get that sweet XP.
 
Realistically, we probably shouldn't be on the streets right now - there's always a chance of someone calling us out.
Even so, we *are* working with a certain amount of times as events progress, this isn't the game, so I do believe that we should be maximizing the number of actions that we take overall and "sleep" as little as possible.

We aren't much of a fighter so I'd avoid any mercenary quests for now - we are very suitable for assassination work though, but we don't (yet) have the right mentality for it so that's for another time.

With that in mind:

[X] The Riverwood Trader might buy something from her, and if anyone knows more of the local gossip and news, it would be a trader.

btw, when do we get a character sheet?
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
I am heavily leaning towards an illusionist trickster as far as character specialization goes.

Our character seems to be averse to raw violence, so a softer touch (or avoidance altogether) is probably the better option
 
Last edited:
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.
Nice!
wonder if that limitation can be lessened with time?

I wonder if sight sharing is possible?
or if its possible to cast spells though Rajhin?

Scouting, stealing, distractions, and if all else fails, shield.
lots of uses.

Wonder if they need to breathe?
could send them down to the sunken ships for treasure?
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin.
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
Sleep
Sleep

There are virtues to the room Do'azda has in the Sleeping Giant Inn.

First, it has plenty of furniture. Much of it is rough and crude, but there is a dresser, a chest, a chair, a bowl of water, a bucket, and even a basket on top of one of the dressers. All of them look as cheap as an official's gratitude, but they're probably less easily broken.

Second, it has a lock. Even Do'azda, no expert at lockpicking, figures out that if any assassin or thief truly wants in it will take a second--perhaps two if they are drunk--to get through it, but there is a lock and that'll discourage curious drunks.

Third, she doesn't have to share the bed with anyone.

This is about where the advantages run out. The room is narrow, the bed is straw with a dirty looking fur as the blanket, and a stuffed sackcloth for the pillow. She's slept in worse conditions, including on the grass itself, but…

When she was with the caravan, she could get a room this barebones in the capital for a Septim, maybe two if they are in the gouging mood. Then again, Riverwood is not all that big. They probably barely even use the two rooms that are open for rent. She closes the door.

Another problem: the room is on the same level as everything else. Faintly, through the sturdy wooden door, she can hear the sound of voices, talking about the usual problems of their day. No doubt around dinnertime those without a spouse or any skill at cooking might show up for a meal, if they could afford it. She's seen inns a lot like this before, and even the smallest one can be remarkably busy in the evening.

Do'azda, meanwhile, is planning on getting to sleep just as soon as she can. So she stretches, movements lit by the light of a candle resting in a tusk, and begins to take out the rings in her hair. She knows it'll be tough to get it all together in the morning, but she can see what she can do. A Khajiit sometimes travels with a little bit of wealth on them in a way… but she likes her braids, and her rings, and she doesn't want to get rid of them if she can. Getting them back in after a night takes a little work, but she's used to it.

(If only she has a brush, or a mirror.)

Once those are out, she sets them on the table where the candle is and stretches. It's a small room, and a small bed, but Do'azda is safe at last.

...she has privacy, at least. She slips out of the robe, and makes sure to hang it up as best she can, until she's in an undershirt, breast band, underwear, all of that and hoping that the fur will be enough. The walls at least don't let in much chill at all, but it's a cold place, Skyrim. Too cold.

Thus far its people have also been cold, but she's hardly met many of them. Perhaps her luck will turn.

She crawls into bed, trying to ignore the itching, and the faint scent of bad beer, and the sweat, and everything else. She pulls the fur over her and resolutely snuggles into the pillow and spends an hour valiantly fighting to find sleep.

At last, she is victorious.

******

XP:
Unbound: 15xp
Speech Check: 10xp

25/25

Skills (Choose 3 to increase by +5 for each, cannot increase anything more than five points at a time this level.)

Alchemy: 25
Alteration: 5
Archery: 5
Block: 5
Conjuration: 25
Destruction: 5
Enchanting: 5
Heavy Armor: 5
Illusion: 25
Light Armor: 10
Lock Picking: 0
One-Handed: 15
Pickpocket: 5
Restoration: 10
Smithing: 0
Sneak: 15
Speech: 10
Survival: 5
Two-Handed: 5



Perks (Choose 1)

The number in brackets is the requisite skill level to take the skill.

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.

Eye for Details (10): Illusions require a sharp eye that can take in the little details, and Do'azda has experience to help improve her ability to do just that, increasing the 'power' of her Illusion magic.

Healer's Heart (10): Restoration is a sort of magic that takes real focus and the right mindset for the spells to work well: while Do'azda only knows how to make a healing potion, perhaps she can work into that mindset a little bit.

Armstrong (10): Do'azda's experiences with one-handed weapons have helped her to gain just a little bit of stamina, enough to be able to swing a sword, or axe, or indeed a shovel more regularly without exhausting herself… which means fighting better in general.

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.'

Quiet Does It (10): With Catlike Tread, Do'azda is a little subtler and a little better at not being noticed.

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.

In a Pinch 1 (10): One of the key facts of Alchemy was that you had to have the right ingredients to do anything. Well, there were many formulas and the more skilled an Alchemist was, the more that they could make with a box of herbs in a cave. This is the first improvement to that capacity.

Concentrate (10): There are all sorts of tricks to Alchemy, but one way to stretch things further and either make more or begin work towards making stronger potions is how to concentrate down potion ingredients down into something more potent.

******

She doesn't sleep eight hours, of course. What sort of person didn't wake up part of the way through the night? Except, when she woke up she realizes at once that it's not two in the morning where the pious cat prays, the horny cat… has congress, and the lonely cat wanders beneath the moon.

No, she cannot know what time it is, but it can't be that long after dark. She can hear laughter in the distance, and the sound of clinking and clanging and stomping that might be dancing. She knows she can't just get to sleep, and so she stretches.

She's sore. Where? Everywhere. her tail twitches. She slept on it, even, and all of the hurts and bruises and exertion of hours past has come to face her once again.

"Do'azda," she says to herself, "What happened." If someone went back to tell her even half of what had happened just a full day ago, she would have assumed they were Skooma Cat, there to mess with her.

In moments like this she can only cling to the duty: she is needed in Whiterun, sooner or later. But for now…?

She's awake, but at what cost? (What do?)

[] Huddle in the bed and desperately try to sleep again and ignore the world. Perhaps groan every so often.
[] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.
[] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
[] Get dressed and slip outside to walk under the moonlight, get some night air and hopefully feel a little better.
[] Write-in.

******

VM AN: Laur wrote this one! I like it a lot. Let us know if the levelling isn't clear enough and we can try to answer whatever questions you have on it.

TL AN: The rooms are a weird combination of very small and yet very full of furniture in the base game. It's kinda fun.
 
Skills:
Conjuration: +5
Speech: +5
Illusion: +5

Perks:
Conjuring Efficiency


Choice:
[X] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.

In my opinion, those choices are simple very good ideas. Conjuration is one of our more developed skills, and gives as easy way of defending ourselves. Illusion let's as trick and manipulate people in...Less subtle... ways. When speech let's as manipulate in the more subtle ways. Beside, we were supossed to be a spiritual/religious leader, after all. So having diplomatic abilities is rather obvious choice in my opinion.

Conjuring Efficiency for better conjuration.

And prayer for roleplaying (and perhaps, some special event?) purposes.
 
[X] Dlan's levelup plan
-[X] Conjuration
-[X] Speech
-[X] Illusion
-[X] Conjuring Efficiency

[X] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.

I do kinda want to git gud in Destruction sometime for maximum squishy mage aesthetic, but for now Conjuration is our best combat option, and since this is a Skyrim quest I do expect us to end up getting into combat at some point. Hopefully we should get a meatshield companion soon!
 
Skills
(15/15 points)
[x] Alchemy 25 => 30
[x] Conjuration 25 => 30
[x] Speech 10 => 15

Perks
(1/1 points)
[x] Conjuring Efficiency

Alchemy for coin, conjuration (with attendant perk) to not die, speech to give counsel and sway hearts, which seems like something we might be called on to do as a community leader at some point.

What do?
[] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.

We've been through epoch-making events which seem only too likely to continue, we should try to process that as best we can.


[x] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.

@NMS makes a good point. I'm starting to get the feeling I should have actually paid attention during chargen :V
 
Last edited:
[x] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.


[x] Alchemy
[x] Conjuration
[x] Speech
 
[x] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.

One of Do'azda trait is that she is a dancer by nature. So let's dance.
 
Back
Top