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.
 
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[X] It grows late, and it grows dark. Do'azda will do a more thorough job in the morning, she is sure, and she will commit the ash to Khenarthi, that the animal might recall the freedom they lost.
 
[X] Better to finish off tonight. Do'azda will clear away the remains and have them burnt tonight, that their ash might be taken up by the Goddess Noctra, vagabond ward of Azurah.
 
[X] Better to finish off tonight. Do'azda will clear away the remains and have them burnt tonight, that their ash might be taken up by the Goddess Noctra, vagabond ward of Azurah.
 
[X] It grows late, and it grows dark. Do'azda will do a more thorough job in the morning, she is sure, and she will commit the ash to Khenarthi, that the animal might recall the freedom they lost.
 
Vote closed
Scheduled vote count started by veteranMortal on Aug 12, 2021 at 3:25 PM, finished with 283 posts and 54 votes.

  • [X] Better to finish off tonight. Do'azda will clear away the remains and have them burnt tonight, that their ash might be taken up by the Goddess Noctra, vagabond ward of Azurah
    [X] It grows late, and it grows dark. Do'azda will do a more thorough job in the morning, she is sure, and she will commit the ash to Khenarthi, that the animal might recall the freedom they lost.
    [X] Potions! Do'azda can brew potions, and people always want to buy potions. She'll need to go into the woods to find ingredients, but that can't be too hard.
    [X] [Late Afternoon] Try to get a hand on a copy of the Jarl's declaration, and ask around for more gossip about what this all means. He was for the Empire and now he's neutral? How else will that affect the community?
    [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.
    [X] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
    [X] Agree to the ingredient gathering. It's simple, easy, and very traditional in a lot of ways.
    [x] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed the recover.
    [x] [Early Morning] Pamper Rajhin to help improve his mood and continue to stay in his good graces.
    -[x] Find the inn. Every town worthy of the name has an inn, and stopping there provides a safe way to rest up, to eat and drink without expectation, and to get her first real impression of the people of Whiterun Hold.
    [X] Perhaps an opposite tact should be used. If you were instead an outsider, a loyal Imperial citizen staying at Helgen on the way before… things went wrong, then perhaps they'd buy it: Do'azda name is on none of the lists, any more than any of the other Khajiit are.
    [x] Alchemy
    [x] Conjuration
    [x] Illusion
    [X] Lucan was nice, perhaps he has some work available?
    -[x] Talk to the people, try to find the current problems facing their community and resolve them
    [X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
    [X] Get them on credit, repaying them in coin sometime in the next week or so.
    [X] [Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
    [X] [Late Morning] The community is bigger than the cats she's just met so far, perhaps she could check out…
    -[X] The hunters, trappers, and so on.
    [X] [Early Afternoon] Go up towards the walls and look around, see if you can find anything during the daytime that might indicate where they are coming from.
    [X] [Early Afternoon] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed the recovery.
    [X] The Temple of Khenarthi, who Imperials call Kynareth themselves, which is just off the garden and clearly associated with that magnificent tree.
    [X] Yes, he can help scout.
    [x] Plan Creature Comforts
    -[x] Along the main road. If the imperials have blockaded it, she will argue her way through. She wears robes, not prisoner's rags, and all Khajiit are the same to imperials. She hopes.
    [X] Plan Reasonable Caution
    -[X] As Ulfric suggests, the mine will provide her a route past the imperials, directly to Riverwood. So soon after Helgan, the Imperials may not be willing to listen to reason, and the mine will be a safe route. But to go underground again so soon…
    [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] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.
    [X] Dlan's levelup plan
    [x] Conjuring Efficiency
    [x] Speech
    [x] One-Handed
    [X] Conjuration: 25
    [X] One-Handed: 15
    [X] Speech: 10
    [x] Sneak
    [x] Eye for Details
    -[X] Introduce herself to the leader of the settlement
    [X] Treat the dog
    [X] Trade a favor for the potions (must agree to at least one of the deals.)
    [X] The community is bigger than the cats she's just met so far, perhaps she could check out… (Choose 1 per time slot.)
    -[X] Those without a visible source of income.
    [X] [Late Morning] Begin looking for people to gather together to try to deal with the Skeever problem.
    [X] Yes, it would be good to hearten everyone and raise their spirits.
    [X] Yes, they can keep her safe and perhaps it would help her peace of mind to see the Skeevers dealt with.
    [x] No, she can stay behind, it might be bloody and could be (slightly) dangerous.
    [X] No, save it for if there's a problem.
 
[X] Better to finish off tonight. Do'azda will clear away the remains and have them burnt tonight, that their ash might be taken up by the Goddess Noctra, vagabond ward of Azurah.
 
[X] Better to finish off tonight. Do'azda will clear away the remains and have them burnt tonight, that their ash might be taken up by the Goddess Noctra, vagabond ward of Azurah.
 
Ritual
Ritual

Noctra is no loyal spirit, to be called up and dismissed as one would some wayward daedra. Born of black blood, and shrouded in shadows and secrecy, she is nonetheless lucky for a people who cannot exist in the light. She is not as worshipped in times of plenty and prosperity, but the Khajiit of Elsweyr have not known such plenty in generations, and the Khajiit of the Empire have always known that their world is one where sometimes they have to hide in the dark rather than stand boldly in the light.

Noctra is just the kind of goddess for this. The hunters watch her as she begins shifting the body, ready to haul it up herself if need be. "Could someone help Do'azda, she wishes to do a ritual to burn the animal and send it to Noctra."

"Do'azda is very thoughtful, it is nice to have such a Shaman," Sha'ki says. She obviously looks at the pig and sees a cause for the difficulties her dog faced, albeit an indirect one. Do'azda cannot blame her, and it is too late to think of symbolism. There is no symbolism, of course, in one sense. Everything Do'azda does now is deadly serious.

They drag up the body. It is bloody work, and it is late at night and so everyone is in a hurry. Once it's out of the way, she can see there's a little more than she thought. There are some chicken bones lying around as well, and an… extra trotter? But she cannot see any other pig, and so it must have just been detritus washing up here.

She frowns, looking it over for a moment. Hopefully this isn't common: if this was just the right part of the stream where everything naturally collects, then there must be a lot of missing chickens as well. She looks over all of it, and gets to work.

******

The body burns and becomes ash and smoke, and perhaps this symbolically goes up. It is the belief of Khajiit that a body is just a body: parts of it may help mourning, and of course there is sometimes reason to have something to sing or howl over, but…

So she does not look down at this pig and see some soul leaving, does not imagine that whatever has happened to it hasn't happened ages ago. But there's still something to the ritual, as she watches the pig burn. It smells nothing like the kind of meat she's inclined to eat, something sick and rotten about the smell. She curls her lips and bats her tail as the moon hangs in the sky and the smell of the burning flesh grows stronger and stronger. It is difficult work, but she allows herself to sink into it.

It takes almost an hour before she is sure everything has been burnt down into ash enough, and by then she stinks of smoke, a stench so thick that it seems almost alive as it clings to her fur. She gets up with a stretch, feeling suddenly older than her years, and considers what the next move is. She still has a place to stay, and she's certainly begun to do enough to earn her keep, but now she is wondering about whether she'll wake up the children if she stumbles in smelling of blood and ashes. As careful as she's been, she's not clean either.

Sha'ki has returned to her home already, and Nahrazad, Sinir and Ra'zaym have gone to hunt further from the city, but Bari settles easily into step just behind Do'azda, unobtrusively escorting her back to the city.

"Bari could not show her face in town, should harm come to such a diligent shaman. Do'azda can use her daggers, Bari understands! But the last shaman was prone to… walking by the walls at night and he came to an unfortunate end. No cat should be alone at night without need or cause."

"Do'azda can make her own way from here," Do'azda murmurs as they come into sight of Little Elsweyr, and safety. She opens her mouth to ask about the previous Shaman, but decides against it. It is late, and she does not want to borrow any more trouble just yet. Bari is being cagey, and it is unlikely she has no cause.

Do'azda does not know what she expects when she gets back to Ka'hasa's house, but Ka'hasa is stood at the back door, a bundle of clothes in her hands. A fire crackles gently in the room behind her.

"Ka'hasa saw the fire. Were Do'azda and the hunters successful?" Ka'hasa says when she spots Do'azda. "She has some bedclothes and a bath heating in the backroom for Do'azda if she needs it?"

"The skeevers are dead, and Do'azda thinks she has cleared the source too." Do'azda replies. "How did Ka'hasa…"

"Ah! Do'azda thinks she is the first to come back to this house drenched in animal's blood and ash, does she? The shaman has forgotten Ka'hasa's husband is a hunter himself?" Ka'hasa says with a laugh.

Do'azda cannot help but smile back, feeling foolish but very relieved that someone had thought ahead.

******

The bedclothes are too large for her, and Ka'hasa's soap is animal fat, not the aromatic oils of Elsweyr, but Do'azda is clean and clothed, and the furs on the bed are warm. Do'azda burrows into the bed. A fire crackles in the hearth, and Do'azda murmurs only a brief entreaty to Azurah, that she might keep Varmiina from her dreams.

Either Azurah is paying attention, or Varmiina is busy, for Do'azda has a dreamless sleep as smooth as cream and awakens into the 19th day of Last Seed.

XP:
Pest Control: 20xp

New XP Total: 25/40 XP.


By now you're used to it. Label one 'Early Morning' and one 'Late Morning' and go to town. You have new options, but you've also plowed through some of the options. In general you want to keep on solving problems, completing small Quests, and figuring out your place.

[] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
[] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
-[] And also spend some time wandering Whiterun and figuring out more about it in a general sense. (Takes another slot to select.)
[] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[] The cats of the night and the addicts.
-[] Those without a visible source of income.
-[] Merchants and traders.
-[] Guards and mercenaries…
[] The hunters have helped her quite a lot, so perhaps she should think about a way to deal with the Thanes that have been disturbing their hunting.
[] Having seen and found one holy location in Whiterun, perhaps it might be best to search the whole city for the religious and magical hotspots for… future reference. (Consumers two time-slots)
[] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.

TL AN: Holidays, am I right?

VM AN: Happy Holidays! Not the longest update but there wasn't a long way left to go before the next vote needed
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.

I figure get up early to gather herbs and then see to the dog.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.

doggo is top priority
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.

I do love the references to Khajiit culture and religion.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.

Dog? More like

God. UwU
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
 
X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
 
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