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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Right, yeah:

Kreenya Khajiiti is "Smile The Khajiit" - it is meant to be "The Smile of the Khajiit" which would be a kitschy name for a settlement, and would be "Khajiiti Krin" - except "Khajiiti Krin" is an ultra-radical Elsweyr independence group who fought both sides in the Great War and remain active to this day.

Marashi doesn't speak Ta'agra, no matter what she may claim.

Hmm, so she mangled the name of the settlement to avoid pissing off Nords?
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
Hmm, so she mangled the name of the settlement to avoid pissing off Nords?

Yes and no. She mangled the name because she doesn't speak the language properly, and she won't correct it if anyone tells her the correct version, because of what the correct version means.

EDIT: and i mean... it wasn't her that mangled it, the name has been around for a while.
 
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[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.

In their defense... we are kind of running every which way... but that's only because we're trying to be completionists meet everyone! And honestly, even if we had the bow, we've got an archery skill of 5, so I don't think we'd be doing too much with it, anyway. Hopefully it'll all work out, and we got a green square on the QMs spreadsheet of death, not an orange/red one. Great update, thanks for showing us the more official Khajit, for all the good they'll be in our tasks, it's better to know.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will feint and dive in front of it, trying to lure it into the fray.
[X] Attempt to hide out of the way and charge in to stab and slash at it when it lands, striking the neck to hurt so much as she can… and then withdraw to hopefully try to do it again.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[] Rahjin will go for the dragon's eyes, trying to blind it
Tiny bird. big dragon. Gotta go for something that will actually do something.
Trying to lure it will only work if the dragon has a compelling reason to try and eat an ethereal translucent animal

[] Attempt to hide out of the way and charge in to stab and slash at it when it lands, striking the neck to hurt so much as she can… and then withdraw to hopefully try to do it again.
Staying close to the dragon sans armor or extensive training is a death wish. We aren't a member of the companions or survivor veteran of the great war. Get in, get out, like with the Draugr Lord. We're not built nor equipped for a stand up fight

[] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
If you've got a mass buff spell in a mass fight, you should use it. No brainer.


[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Attempt to hide out of the way and charge in to stab and slash at it when it lands, striking the neck to hurt so much as she can… and then withdraw to hopefully try to do it again.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Attempt to hide out of the way and charge in to stab and slash at it when it lands, striking the neck to hurt so much as she can… and then withdraw to hopefully try to do it again.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
this ain't a souls game, gluing ourself to its flank is just gonna end with a talon through our chest
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Stay close, attacking its flank - the wings, the legs - when it lands.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Attempt to hide out of the way and charge in to stab and slash at it when it lands, striking the neck to hurt so much as she can… and then withdraw to hopefully try to do it again.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
[X] Rahjin will go for the dragon's eyes, trying to blind it
[X] Attempt to hide out of the way and charge in to stab and slash at it when it lands, striking the neck to hurt so much as she can… and then withdraw to hopefully try to do it again.
[X] Her ability to inspire courage and feelings of strength might be valuable in helping the others in this fight stand together.
 
Adhoc vote count started by veteranMortal on Jun 17, 2022 at 3:58 AM, finished with 27 posts and 18 votes.
 
Ah, missed the voting - but I do have the chance to say "knew it" about the bow. Knew it. Absolutely knew getting rid of it was a bad idea. Also, I love the stuff about the official name of the settlement. Hyper-realistic, honestly.
 
We have 5 archery, we'd be lucky to hit a moving target, even at that size
On the one hand, that's true. On the other hand, we're squishy and don't get a respawn -- even barely hitting the Dragon with a bow would be better than getting instakilled, which can happen from dragon attacks if you aren't careful, and sometimes even if you are. I really hope we don't die here, I'd love to see what happens when Do'Azda, apparently already chosen by Azura, gets to her quest.
 
Vote closed
Scheduled vote count started by veteranMortal on Jun 14, 2022 at 5:34 PM, finished with 31 posts and 18 votes.
 
Mirmulnir The Playful
Mirmulnir The Playful

Do'azda can see the spell taking effect; it is a subtle thing, as all illusion magic is. Guards straighten up, mercenaries heft their weapons anew, and cats' tails lash. They outnumber the beast dozens to one, and yet she knows they might all die without doing more than wounding it. Where spears stab at it, they do not get far past the scales. It is a huge beast, and it is tough besides.

She thinks about it as a beast, but she knows it is as intelligent as Rahjin, if not more so. Dragons are no wild, rabid monsters, but if this being can talk it does not bother to do so. She feels Rahjin straining inside her soul, as if he is trapped in a sack and is trying to kick free. It's almost painful, and she knows she cannot hold him in if she even tries.

So she doesn't even try.

'Go for his eyes,'' she thinks, as Rahjin bursts from the thin air in front of her and wheels up to the sky. He doesn't go straight for the dragon, instead turning as if he is trying to gain a little bit of speed, and find the right angle to slam into one of those two huge, hungry eyes. But he's waiting, waiting to see if the dragon lands.

It speaks, and its words are a roar in a language she does not understand. "Zu'u nir bron, badhok fahn koprann, nuz siiv nunon mal kaaz!"

Do'azda moves down the street carefully, watching this display. A few arrows also reach him as he swoops over the buildings, tearing at one of them in passing, only barely in reach. But he--is it a he, she doesn't know?--doesn't stay in the air for long.

He stoops to conquer, as all hunters must, and lands to bite down at one of the guards. But the guard is fast, ducks back and it is only his shield arm that gets bit down on all of it… and his shield takes at least most of it. The man screams, and slashes at the beast, and the guards and mercenaries rush forward, seeing the opportunity while the dragon is not in the air. It can still spit fire, but it seems to be almost playing with its food, talons lashing against the ground.

It is something she recognizes, though doesn't understand. It is the… it is the urge of a different sort of hunter. She thinks of the nobles, drunkenly boasting about whether they'd almost caught an animal when they'd almost covered a person in arrows. That is what it feels like, as it lashes out and almost seems to laugh-roar.

She picks her way down the street. It is not so huge that it is a long walk, but when she is trying to watch Rahjin and the fight and the dragon to make sure he doesn't notice her, it's easier said than done.

Still, she manages to make her way back, and her eyes wander over the tail, the wings, and the strong muscles present on the dragon's back end that no doubt help it fly. Magic is certainly involved, but magic does not do everything.

Rahjin is joyful, and she can feel the joy through their bond. When you pick such a spirit, not to conjure but to summon from the depths, you pick carefully: they share in your soul, and in your power. Do'azda can no more cut herself off from him than she can cut off her own ears and tail: it is possible, but why would she?

It means, though, that she knows when Rahjin is going around for an attack dive. He is just a dark spot in the sky, but he's going down with the kind of speed that a real falcon would not do because a real falcon fears death. But Rahjin cannot die, not truly: even if she dies he is simply transformed, cut loose and drifting away back to where all other spirits are. And if the form he takes now is destroyed it just means that she'll need to wait a day to bring him back, as she has had to do before.

So he does not act without warning, at least not to her.

Do'azda is timing her advance carefully, wanting to get in while the dragon is distracted and begin to tear it apart as much as she can. It is a dangerous balance, but down Rahjin comes, like a missile.

He does not act with caution, does not hold anything back. He has one shot to hurt this dragon, and then he might well be scattered again. Do'azda cannot see the damage, just sees him plunge towards the dragon's right eye just as it blinks, claws out.

The dragon's scream is so loud that one could probably hear it across Whiterun, and Do'azda does not hesitate as she hurries forward.

She's holding the axe in both hands, aware that she needs as much heft as possible if she's even to hope to drive it in an inch.

Do'azda has practiced fighting before, and what it is like to cut into an enemy. She's been given a sword and a side of pig or sheep or cow and told to cut into it. The flesh resists, but just like the flesh of people, she's found, it cannot truly stop the stroke.

The axe bites far deeper into the dragon's skin than she expects, as if the scales aren't there at all. It roars once more, and turns its head to see her as she moves to try to get around to the other side.

"YOL TOOR SHUL." Again, it is as if the entire world bends around these words, as the fire jets out and scorches Do'azda's tail. She doesn't yowl, just bites her tongue and moves on, slamming the axe down once again. She wishes it was dark out, so that the moonlight could empower the weapon. But she is doing damage, and the blood flows as she pulls back easily and prepares for a third.

"Mal-Khajiit voth aan lah mal-zun!" "Mal-Khajiit voth aan lah mal-zun!" the dragon says, with a pained, furious roar. It is speaking, it is clear now. These are words. "Zu'u los Mirmulnir, hin-Dinok, nrak-kendov."

It catches her eyes, and she is plummeting, tumbling into an eternity of paralysis and pain, years and years, the cold seeping into her bones.

She is yanked aside as the dragon lashes forwards, and its teeth snap shut on empty air.

"The shaman has not yet learnt to keep her wits in combat," Razirr growls. "She cut the beast well, and then she freezes like a rabbit before a senche when it turns to her."

The dragon snarls its frustration, and spins, almost preternaturally fast. Two mercenaries - cats Do'azda saw at their camp, but not cats she knew - are unable to respond in time. The dragon catches one with its head as it turns, the horn ripping the cat's chest open even as she is sent flying into a wall. To his credit, the other mercenary does not hesitate, drawing his sword and rushing the dragon, screaming all the while.

"YOL" The word still bends the world around it, the fire still simply made manifest by the word, but there is something contemptuous about it, and the rest of the Shout does not come. The gust of flame consumes the mercenary, who simply drops mid-stride, keening terribly quietly.

Mirmulnir's tail sweeps around, a great cudgel of bone and muscle, forcing Do'azda to leap backwards, away from his exposed hindquarters, and he begins to beat his wings, preparing to take flight.

A snarl tears itself free of her throat, and she realises she's leaping, axe held aloft.

The blow is poorly aimed, animated by rage rather than any sort of technique, and it comes in at a glancing angle, but it tears cleanly through scales and muscle alike, flensing a great expanse of the dragon's haunch.

"Hin fron los mul! Lingrah lost nii Zu'u nir! Dii-se-Qazh wah hin-minha, aan Vazhah-Grah!"


Now what?

There are others here - some from the city, some of Little Elsweyr. What should they do?

[] Let them do what they can. Do'azda is a Shaman, not a military leader.
[]...but she seems to be doing some real damage. Try to get everyone to attack from different angles.
[] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[] While the fire is a danger, they need to do sustained damage to one area, and that means they… if not bunched up, need to cluster a bit to really do the kind of damage to get the dragon bleeding.

The dragon is now targeting Do'azda. What should she do?

[] She needs to back up. She's in danger, and she needs to wait for her chance to strike.
[] The greatest worry is its breath; she needs to pull in close, keep it busy.
[] If it is targeting her, let it! So long as it does not slay her, she can be bait, drawing it into dangerous positions.
[] Perhaps she ought to try to climb onto the dragon's back, where it cannot- No.

Rahjin

[X] Hungers for eyeballs! Isn't going to change his plan now.

VM AN: Dragons aren't easy to kill.

TL AN: It's a good thing that Do'azda is stronger and more swole than all these warriors who struggled to make it through the scales!
 
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