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 Should Go for the Head
-[X] The bound dagger - like her steel dagger, but superior in edge and weight. The time taken to conjure it is unlikely to matter over much.
-[X] Conjure Weapon - compulsory with certain weapon choices.
-[X] [Primary] The dragon's throat - if she can stop the beast from Shouting, then it can kill so many less.
-[X] [Secondary] The dragon's belly - if she can kill the beast, it cannot Shout or fly away.
 
[X] Plan Should Go for the Head

Seriously, the dragon is massive and I think it'll be hard to hit anything important with the dagger if we go for the belly.
 
Adhoc vote count started by veteranMortal on Jul 4, 2022 at 9:57 AM, finished with 18 posts and 13 votes.

  • [X] Plan The Soft Underbelly
    -[X] The bound dagger - like her steel dagger, but superior in edge and weight. The time taken to conjure it is unlikely to matter over much.
    -[X] Conjure Weapon - compulsory with certain weapon choices.
    -[X] [Primary] The dragon's belly - if she can kill the beast, it cannot Shout or fly away.
    -[X] [Secondary] The dragon's other wing - if the beast can fly away, then all these dead are for naught.
    [X] Plan Should Go for the Head
    -[X] The bound dagger - like her steel dagger, but superior in edge and weight. The time taken to conjure it is unlikely to matter over much.
    -[X] Conjure Weapon - compulsory with certain weapon choices.
    -[X] [Primary] The dragon's throat - if she can stop the beast from Shouting, then it can kill so many less.
    -[X] [Primary] The dragon's belly - if she can kill the beast, it cannot Shout or fly away.


Vote Closed.
 
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Vote closed
Scheduled vote count started by veteranMortal on Jul 2, 2022 at 10:24 AM, finished with 21 posts and 13 votes.
 
I'll be honest, I'm less interested in the Dragonborn side of things. Way more interested in her growing into a better more confident shaman and making things better for her people. I've really enjoyed it so far so I trust in the author having a good balance.
 
Oh? I have admittedly not read much Skyrim Fanfiction because of course this Quest is just a direct port of vanilla Skyrim into SV.

It's not common, but it does come up infrequently in the odd fic here and there. Some of it is style, and some of it is stuff that would/should take place, but doesn't because of the limits of a video game. Some of it is stuff that does happen in game, but doesn't ever really get explored.

Like, to start of with, the Dragonborn, is a dragon. They're mortal, and have the shape of a mortal race, but they have the soul and blood of a dragon. Eating the souls of other dragons is something any dragon can do (I think it's something to do with dragons all being fragments of the same being?) I've read arguments that, lore-wise, it shouldn't actually be possible for the dragonborn to become a vampire, but ES lore is batshit and I'm not jumping down that rabbit hole.

Dragon instincts come with an instinctive understanding of the Voice, likely some instincts towards conquering or showing dominance.

Politics wise you could make a very strong argument that the Dragonborn is entitled to the Ruby Throne, and you could make a push to become the new Empress/Emperor as the start of a new dynasty, which the game tragically doesn't allow you to do. (Kicking out Titus Mede and tearing up the White-Gold Concordat would be a good start) Being of Akatosh's blood, you would in fact be able to defend the Ruby Throne against incursion from Oblivion.
 
Mirmulnir the Desperate
Mirmulnir the Desperate

Baan Dar, lend me your claw, that I might defend myself.

Do'azda's hand closes around the dagger. It is light in her fingers, and she can feel the strange warmth that sometimes comes with conjured weapons.

The dagger is long and tapering and glows a vibrant blue in her hand, the hilt a curve of worn wood, the blade a textured ivory, curled wickedly like the claw of some great beast.

It will not last long, but it comes from the Gods and her own willpower, and she knows it's what she needs. With her blades going so easily through the body of the dragon, what she needs is speed if she wants to tear apart its stomach. It won't be as good for the wings, but of course all it takes is a few good slashes: even though the dragon has to be flying as much from magic as anything physical, there are very few creatures that can fly once you poke enough holes in their wings.

Those who remain are rallying, though she cannot take the time to count their numbers. The dragon has killed better fighters than she, and she doesn't understand it at all. But she knows there is no time for deep introspection.

The dragon is caught flatfooted, his eyes still on her fallen axe, and Do'azda takes the chance, darting forwards, jinking sideways as the dragon raises its head.

The dagger moves smoothly in her hand, its every motion promising lethality. The dragon's chest proves nearly no obstacle as she slides below it, her dagger upraised. The blade deflects from one of the dragon's rib for a moment, but the intercostal muscle between that rib and the next proves far less sturdy, and the blade comes away - were it material and not conjuration, it would come free caked in gore.

The dragon shudders under the blow, and begins pulling itself backwards to expose her. With little time, Do'azda makes the only choice she can, slashing with the dagger as she pulls herself forwards, desperately keeping herself as far as she can from the dragon's maw.

This second slash, crude and desperate, rakes across the dragon's gut. Already savaged by axe blows, the dagger hacks an ugly smile across the gut, broader than Do'azda's shoulders.

Blood immediately begins to pool, and the dragon seems checked by the injury, allowing Do'azda to beat a retreat.

The others are beginning to advance on it now, as it whips its head from side to side, trying to keep them all in view.

An arrow sinks into its shoulder and it almost yelps with pain in response. One of the mercenaries lets out a whoop at their success, and the strike seems to inspire the others. A mercenary Do'azda doesn't recognise rushes in, stabbing a dagger into its flank and retreating, leaving the dagger to jut incongruously from the dragon.

As another mercenary advances from the other side, hammer held aloft, Do'azda watches the dragon carefully, waiting for an opening.

Razirr and the remaining city guard move to flank Do'azda. The guard is more armoured than they are at the gates, and she's holding a polearm of some sort, her face completely encased in steel.

"You've done well, cat!" She says, panting slightly. "Better than I expected! I'll mention you to the Jarl if we both get out alive."

Do'azda nods distractedly, her eyes on the dragon. It begins hunching up, and the fear blooms in her. If the dragon flies away, can it heal itself? It will surely return once it has healed. No. The mercenary with the hammer has drawn its ire, and she takes the chance.

She rushes forwards, ignoring Razirr's strangled cry of alarm, dagger grasped tightly. The dragon tries to turn to face her, to defend itself, but she's inside its guard, and the dagger bites into the joint where the wing meets the body.
Do'azda's hand jars painfully as the dagger hits bone, and were it not a construct of magic and ritual, would no doubt have lost her grip.

The blade glances from the bone, but something must've severed, for all of a sudden, the wing goes slack, and Do'azda grins savagely. There can be no escape for the dragon now. Trapped on the ground, its demise is an inevitability.

Then it Shouts.

"FO KRAH DIIN"

A wintry gale tears across the broad street, and even from where she stands, off to the side, Do'azda's whiskers whiten with ice, her fur picking up tiny icy nodules. Others are less lucky - she sees the guard who was flanking her drop, frost making an icy patina across her steel armour.

Razirr has been thrown backwards by the blast, impacting against a wall some paces back from where she was stood with a terrible snapping sound. Her body falls to the ground, quite lifeless.

Do'azda blinks. The idea does not quite register; she did not know Razirr well, but the mercenary had had a sort of solidity to her, a sense that she was not easily rattled, that she would not fall in battle without cause. And yet, here she lies, frozen jewels of blood glistening around her mouth, sightless glassy eyes seeming to judge her wanting.

Do'azda finds herself screaming, a high sound of fury that she cannot completely explain, and lays about her with the dagger, stabbing into the dragon's side and ripping the blade clear, tearing open a great rent in the beast's scales, then another blow, then another. Hot blood covers her, and her soul exults.

"Fin Nah Haalvut Hi! Hi meyz otar voth kiin do di sil, Qahnaarin?" The dragon gasps, his voice breathless, but with a strange note to it, a wry sort of amusement.

He cannot move so fast now, and Do'azda has plenty of time to leap backward out of his reach as he lunges with his jaws, but her tail brushes against a wall, and the dragon's guile becomes clear; he has maneuvered her into a corner. Why is he so focused on her? The dark elf even now is hacking at his rear, turning his tail into a bloody ruin, but he pays her no mind, triumph rising in his bloodshot eye.

Do'azda raises her dagger, willing herself not to wet herself with fear as the dragon rears up.

Rahjin strikes with the full fury of one of Khenarthi's chosen, dropping from the skies to slam into the dragon's head. His claws sink deep into the snout as he pecks furiously at the eyes.

Do'azda takes the opportunity he has granted her, the reprieve she does not deserve, and slips past the dragon.

Rahjin caws with victory, and kicks off from the dragon.

For all his speed in the dive, Rahjin cannot climb so easily; most especially from a stationary start. He has not made it more than a heartbeat from his self-congratulatory crowing when the dragon snaps him out of the air in a single mouthful. He dies instantly, and Do'azda staggers as her mind adjusts to the change.

Rahjin will not be able to be summoned again for some time.

As Do'azda collects herself, taking care to stay out of the dragon's range, the Dunmer finally makes a mistake in her assault on the dragon's rear, as her sword sinks a fraction too deep into the corded muscle of the dragon's thigh.

The dragon pushes away as she tugs ineffectually on the sword, and Do'azda sees the hilt twist, following the dragon's movement. The Dunmer's hand, clasped tightly around the hilt of her sword, twists also. Do'azda gasps involuntarily as the woman's wrist jerks with a resounding crack. The Dunmer herself hisses with pain, releasing the sword.

As she retreats, the dragon turns to her, evidently now ready to strike, leaving Do'azda to his rear.

Do'azda leaps, landing on the dragon's back, her heart sick with the dragon's violence. The claws of her left hand tear into its back, and she rams the dagger into the back of its neck. Once, twice, a third time.

As she drives her dagger into the monster's neck, it finally slows, unable to pull itself forwards. The dragon's head drops, his legs sag under him, and Do'azda slides to the ground. The dagger flickers slowly, and fades.

The dragon tries to raise his head to meet her gaze, but cannot. The blood pools around the ruin of his neck, and he exhales heavily.

"Zu'u Dir Stin Do Alduin Uth. Zu'u Krosis Nid. Aal Dir Sil Bolaav Hi Sulayk, Dovahkiin." [His voice is quiet, and grows fainter with each word. "Los Daar Joor?"

Silence falls for a beat, as the survivors collect themselves. None of the city guards have survived the clash, and only three of the mercenaries. The Dunmer woman cradles her wrist with her other hand.

"Thank you," The woman murmurs. "I owe you my life, I think."

As the woman turns to leave, the dragon's scales begin to peel back, glowing gold.

"What is Azurah's name is happening now?" One of the mercenaries asks plaintively.

As the scales peel away and begin to float into the sky, the bones begin to smoulder, golden flames licking up, making a pyre for themselves.

There's a rushing sound in Do'azda's ears, and a shining ribbon of gold coils in the heart of the fire.

It rises like a cobra, the razor-sharp end like the head, hooded by the rest of the ribbon as it sways from side to side.

When it lunges, there's nothing she can do, no time to dodge, and it hits her full in the chest, passing through armour and bone as though it were mist.

The ribbon ripples as it pours into her, burning like she's swallowed molten gold, hot but overflowing with power.

Unbidden, the thought of the Shout rises in her breast. Fus.

She knows, in some inestimable and ineffable way, that were she to try, she could Shout, and it would come, not as Ulfric Shouts, nor as the draugr did, but as dragons do. But she's not sure why, and that makes her not quite trust it. She doesn't do it now, feels as if there is something blocking her.

But it's not lack of ability, it doesn't feel like that at all.

[unlocks Shout 'fus']

"What was that?" One of the mercenaries asks, his voice thick with concern. "Is the shaman well?"

"What happened?" The Dunmer woman asks, "I could take you to the keep, perhaps Farengar would know?"

Do'azda doesn't reply, and the woman tries again in heavily accented Ta'agra.

Everything is beginning to crash down. So much death, her own life in mortal peril, and now whatever this has been. Her heart pulses loud and frenetic in her ear, and her head begins to spin, as though she is hanging by her knees from a tree, the blood rushing to her head.

"I need," Do'azda begins in Ta'agra automatically, but consciously changes. "This one has other duties, excuse her rudeness."

And then she is gone, haring away.

Do'azda doesn't know if anyone is following her, doesn't care to check, she simply runs, panic lending a lightness to her feet, even as streets turn to fields, fields to woodland.

VMAN: Vote coming in the next update.

TLAN: In the meantime, though, the Cast List, Quest List, and Character Sheet have all been updated at last.
 
I'll pour one out for Mirmulnir. A worthy opponent. When he asked "Is this mortality?" as he died I felt for him despite everything he's done so far.

His soul will serve us well.
 
Hunting Thanes
Hunting Thanes

"Do'azda!" The alarmed hiss brings Do'azda out of her flight, and she looks around, startled.

Bari rises from the undergrowth off to one side, a slightly wry smile on her face. "The shaman nearly put her foot into one of Sinir's snares."

Looking more closely, Do'azda sees Bari is right; a few paces in front of her is a coil of metal, rubbed with filth to disguise its presence, but viciously barbed and taut, scarcely restrained from snapping together to form a messy cage around her foot.

"This is… for beasts of the forest?" Do'azda asks doubtfully. "This one suspects it would damage the fur… and possibly even the meat?"

Bari sighs. "So Sinir claims, yet he has sprinkled it with a little wolf dung. No prey will come near it."

"Then why-" Do'azda begins, but stops herself. The trail is the easiest path into the woodland, and the trap is disguised from sight, but not scent. "He means to catch a thane in the snare?"

"This one told him it was folly," Bari replies, "They are poor prey - we are not Namira's get, we cannot sup on a Thane, nor can we tan his hide for leather. Alas, but he will not listen. This one will lead the shaman to our day's camp, perhaps she can bring some sense to the fool."

Bari leads Do'azda down a path she would've sworn didn't exist until the hunter started down it, and it becomes obvious, the gaps between the trees that Bari slips through, the bark worn smooth, the spots where the bushes are carefully bent backwards, the ground oddly free of twigs and other detritus.

The camp is in a small clearing, with two logs for benches, and a rack where a half dozen rabbits hang. Ra'zaym lounges on one of the logs, his bow leant against a tree as he whittles a model of some bird or another.

A pang runs through Do'azda - Rajhin's absence, so soon after his last, aches like a phantom limb - but she ignores it.

"Ah, Ra'zaym!" Bari says, making the ohmes-raht jump. "This one is glad to see you are hard at work."

"This one is watching the camp. Sinir is setting more traps, and Nahrazad is… Somewhere." Ra'zaym says, "And so someone must watch the camp, to stop any pests coming to take our catch."

"And you were watching so carefully," Bari replies. "That you missed myself and the shaman, and - if my ears do not deceive me - Nahrazad."

As though summoned by Bari's words, there Nahrazad is, the tiny Al'fiq struggling to drag a deer behind her, pulling it by the leg with her mouth.

Ra'zaym stands with a grumble to help her carry it, and for a time, they work silently; the deer is hefted onto a large, flat rock, and Bari begins to skin it.

Its only once Bari is well engaged in the work that Nahrazad and Ra'zaym tear themselves away to see Do'azda.

"Ah, the Shaman," Nahrazad says, "This one thought she might have to seek the shaman out, and here she is. Does she wish to help us prepare for this evening?"

"This… evening?" Do'azda replies, uncertain. "She… Do'azda apologises, but she does not know what is this evening?"

"The wedding of Babette Frozen-hand and Victira Moorton," Ra'zaym says with faux ostentation. "To be celebrated with much merriment, before the guests retire to the woodlands, to hunt in the couple's honour."

"The Thanes of Whiterun will be getting drunk and 'hunting' all night after the ceremony," Nahrazad says, "There is not going to be a finer opportunity to disappoint and mislead them."
"This is why you have been hunting so much?" Do'azda asks, waving a hand at the dead rabbits and deer, "To prepare?"

"Just so," Bari replies over one shoulder. "And they have been setting snares, too. By this evening, much of the prey will be either in hiding or slain. Little enough for the thanes, especially when the shaman casts her spells."

Ah, her spells. She swallows. The hunters do not seem to even know about what she has been up to. Perhaps it would be best if she just… did not tell them. For the moment.

"This one will need time to prepare her spells," Do'azda says, "At least a few hours. She was here to see if help was needed finding spots for the snares to catch the prey, but if the thanes will be here tonight…"

Ra'zaym shrugs. "Sinir is managing the snares now. Nahrazad and Bari set some up last night, this is where we got the rabbits. We have set up more, that when the thanes arrive, begin driving the prey through their trails… More prey for us, and less for them."

"Sinir has a different view, because he is a violent little man." Nahrazad says. "He feels if we wish the thanes to leave the woods, we must 'ensure they bleed in it'."

"This one… does not entirely disagree," Ra'zaym says. "The thanes are bored. It is not necessarily the prey that they need, but the opportunity to go into the woodlands and drink. If the woods are not safe…"

"And if they find it was us?" Nahrazad says, "This one does not wish to be thrown into the river in a sack!"

Do'azda winces. It has never taken those with power long to remember how they deal with unwanted house cats, when Al'fiq cause trouble.

"They won't find out," Sinir says, stepping into the clearing. "This one is not a fool. He bought the snare wire from inside the city, and we are not the only hunters in the woods. Let the Nords think it was the Bretons who came with the bride, playing some cruel prank."

"Perhaps," Do'azda says, "Is it not a little too much? They are not deliberately seeking to harm anyone?"

"And what is the harm we do?" Sinir says sharply, "They are not poor, and my snares are not lethal. They limp back to their city, take up some healer's time for a matter of days or weeks, and they learn to stay out of the woods."

Do'azda hums, unsure. She doubts she can convince him to go back through the woods and pick up his snares, but the matter leaves a bad taste in the mouth.

"With the snares in place, does the shaman have anything else she would like to help with?" Bari asks. The deer has been skinned and butchered, Do'azda can see the pieces hanging up, the pelt draped across the rock. "We had probably ought to stop hunting for lunch soon, but if the shaman has anything in mind?"

"This one… will likely need to go into Whiterun later, she needs some spell tomes, but for the moment," Do'azda pauses, "She would like to have lunch, if this is not a bother?"

"No bother, no bother." Bari says, "Nahrazad, get the fire going, Sinir, get the stew together, and Ra'zaym… Go back to your whittling, I suppose."

With that, she takes Do'azda's arm and leads her away, towards the log bench at the edge of the clearing.

"Shaman," Bari begins, as soon as they are even approaching being out of earshot. "Is all well?"

"Ah… yes?" Do'azda says, "What would be wrong?"

"The shaman rushes into the woods as though Mehrunz's daedric hounds nip at her heels, her eyes wild, and she expects Bari to believe this?" Bari's eyes narrow. "She is not in trouble with the guard?"

"No, no!" Do'azda says, "Nothing of the sort. This one is fine, Bari should worry less."

"This one cannot force the shaman to tell her," Bari says, "And so she will not try."

Do'azda smiles appreciatively. "This one thanks her."

"Shall we speak of other issues?" Bari asks, "The shaman previously mentioned a butcher…?"

"Yes!" Do'azda says, leaping on the new topic with desperation. "Nirundil Oakgrass, a Bosmer. She can tell him you wish to deal with him, when she goes to pick up spell tomes in Whiterun, though this may take time, and there is much-"

"Take Nahrazad with you," Bari says, interrupting, "She can negotiate with the butcher, whilst the shaman goes to buy her books, no?"

"This one is not sure when she will be going…" Do'azda says, "Would it not be a bother for her?"

"Nahrazad has caught much this morning, and she's always been lazy in the afternoons, she'll not want to do more hunting today."

"This one hears her name being spoken," Nahrazad calls from the fire, "And would like to remind old, senile Bari, that it was Nahrazad who caught a deer this morning, and perhaps she ought to call someone else lazy, should she wish for any of the venison this evening."

A chuckle, just a little bit of levity, rises up over the camp, and Do'azda joins in, as she settles in to eat.

She takes deep breaths, and thinks of the dead and thinks of the traps and decides that perhaps the Thanes will not be so hurt by a little scare, not when there are bigger dangers out there than a few traps. Great Shamans have done worse to better people and been deemed heroes among Khajiit.

Her stomach churns, and she tells herself it will be okay: it feels like a lie.

But her duty is solid, it feels like the truth.

Best get on with it.

Choose an Early Afternoon and Late Afternoon Activity for 24th of Last Seed

[] Do'azda needs to find a local willing and able to learn potion-craft in order to create remedies that are more affordable than those at the local potion-maker or anywhere else. Someone who can learn Alchemy.
[] Study Something (can only take one per day, Do'azda has other things to do)
-[] Spell Tome: Flames
-[] Spell Tome: Illumination
-[] A Handy Guide to Lockpicks (3 uses)
[] 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. (Consumes one time slot, if you're already in the city, two otherwise)
[] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
[] It may be in Do'azda's interests to talk to the local healers to see what if anything she can help with there, though there is no expectation that she'll get put into rotation until she's at least a little bit more settled, perhaps in a few weeks… but doing it now might help her prove herself.
[] Whatever lives where the Skeevers were must be dealt with, and whatever has brought it back must be resolved.
[] Do'azda should visit the Khajiit tax collector at his residence, pay him a call and see just what he has to say for himself…
[-] Figure out just what happened to her… No, she has her actual Shaman duties to do, no time to obsess over personal problems.
[] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…

TL AN: Mighty Al'fiq killed a deer with magic!

VMAN: Everything is fine, and will surely go back to normal.
 
[X][Early Afternoon] Whatever lives where the Skeevers were must be dealt with, and whatever has brought it back must be resolved.

[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
I am sure there will be no reaction to us killing a dragon.


[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
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