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] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The axe - Do'azda's most comfortable weapon, but there's a little fatigue creeping into her muscles.
[X] [Shout] Shout.

Sweep the leg, Do'azda-san!

Don't forget to put a period at the end of shout so it matches up with the other votes so they're counted the same. You too, @Half Moon

Do'azda can see his eyes glazing over as bloodlust fills them, watches him scramble blindly for his sword, trying to rise, but when the axe pulls free from his chest, the orc sags to the ground, unable to muster the strength to rise.
It's not quite a spelling and grammar issue, but you've got 'to rise' twice in a row, maybe swap one to 'find his feet,' 'get up,' or 'muster the strength to do so.' But I always forget whether or not that last one is okay grammatically.
a redguard woman who's eyes widen as she drops an arrow, startled.
Should be 'whose,' right?
The bandits higher up the shaft have begun now, and arrows are whistling down around Do'azda, one deflecting from Bathes-In-Steel's shoulder, sending a huff of surprise from the argonian.
I feel like you might be missing a word after 'begun,' like they've started fighting, attacking, shooting, moving... something like that.

"He's getting violent, paranoid…"
Is it paranoia if you're about to be murdered by a pair of Lady Killers?
the blade catches him in the face, not the neck as she had planned, and he drops like a felled tree.

He doesn't get up, groaning and writhing on the ground. She doesn't know if he's dying or not. Probably? She's seen too few--or perhaps too many--people die.
Do'azda, you axed him a question, and that was 'are you alive if someone puts an axe in your face and yanks it out?' And the answer is most decidedly NO.
"This one may live," Bathes-In-Steel says conversationally, "Or perhaps not. It doesn't matter - he won't be getting up again before we are gone, regardless."
God, that has just got to be such a horror story from his perspective. 'Oh, it's that little jerk that plays pranks on me- LIZARD CLAW INTERRUPT -and then he wakes up, if he does, bloody and battered, unaware everyone's dead until he stumbles over their bodies.
There are things you can prepare for in life.
For everything else, there's Magica-Casting.
"No. Never drink strange potions," Do'azda points out, and up ahead she finally sees her targets… and her hand brushes a pull-chain.
But Do'azda, it could be a potion of +5 to Incontinence, or a potion of Greater Intoxication... oh wait, that's just mead. Never mind, carry on.
She shouldn't pull it, but the curiosity is too powerful, and so she steps back and… pulls it.
There's the cat, we'd been seeing some intrusive dragon urges/thoughts, but she's still a cat, through and through.
She sounds genuinely disappointed, and not at all as if she's just fought for her life.
And why should she? For them, it was the worst thing in their lives, the end of it, for most of them, but for her, it was Tirdas.

Anyway, terrific action-y update, well done! Really enjoyed the pacing of things, and it's great that Do'azda is both getting more comfortable with killing and uncomfortable with that fact. Bathes continues to be the MVP of these encounters and nords continue to be some xenophobic goobers, news at 11. That said, Do'azda might want to be careful letting the guy down, because we've got the fella on the path, our concussed watchman, the archer woman she's thumped on the head, and now this guy. That's four left alive who could try to 'get even' with the pair for killing their crew. Now would they/could they? Probably not, but it's just something Best Cat should be cautious about.
 
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The archer's still fumbling for another arrow when Do'azda is upon her, axe swinging down, watching the terror in her eyes with something rising in her gut that Do'azda realises is satisfaction, which sends a thrill of discomfort up her back.

This line is insanely good. Had this exact same feeling.

[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The axe - Do'azda's most comfortable weapon, but there's a little fatigue creeping into her muscles.
[X] [Shout] Shout.
 
[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The axe - Do'azda's most comfortable weapon, but there's a little fatigue creeping into her muscles.
[X] [Shout] Shout.
 
[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The axe - Do'azda's most comfortable weapon, but there's a little fatigue creeping into her muscles.
[X] [Shout] Shout.
 
[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The dagger - The faster of Do'azda's weapons, and the lighter, but she doesn't know how much it can do against a man in such armour.
[X] [Shout] Shout.
 
[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The axe - Do'azda's most comfortable weapon, but there's a little fatigue creeping into her muscles.
[X] [Shout] Shout
 
[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Cast Distraction - it is a cheap spell, costing only time, and may provide sufficient to distract him at a critical moment
[X] [Martial] The dagger - The faster of Do'azda's weapons, and the lighter, but she doesn't know how much it can do against a man in such armour.
[X] [Shout] Shout.
 
[X] [Cage] Yes.
[X] [Overall] Sweep the leg - Do'azda will move to attack his relatively unarmoured legs, distracting him and - hopefully - even knocking him down, so Bathes-In-Steel can strike the killing blow.
[X] [Magic] Summon a bound dagger in her off-hand - bound weapons are faster than normal weapons, as light as air in the hand.
[X] [Martial] The axe - Do'azda's most comfortable weapon, but there's a little fatigue creeping into her muscles.
[X] [Shout] Shout.
 
Adhoc vote count started by The Laurent on Jan 31, 2023 at 9:42 PM, finished with 14 posts and 12 votes.


Sorry for the wait, vote closed, work will begin presently.
 
After about a year of putting it off I've finally caught back up with this ^^ I really love the added depth to Skyrim's worldbuilding. All the original characters are fun and Do'azda is a great protagonist. I'm really looking forward to seeing how she reacts to more Dragonborn stuff.

This is probably one of my favourite quests ever tbh
 
Iron-Hand
Iron-Hand

"We came here to kill you," Bathes-In-Steel says, quite simply.

"You came here to die," Hajvarr Iron-Hand scoffs, and then he seems almost to blur forward, moving far too fast for someone so heavily armed. But Bathes-In-Steel is fast too, and faster than him. But when she slashes at him, her sword glances off his chest, leaving a bright stripe across his dull steel cuirass, and he barks a laugh. "Glass? Like a sneak-thief in the night, unsuited for real battle!"

His own sword sweeps across, lightning quick, wreathed in a fine red glow, but Bathes-In-Steel shifts her weight a fraction and it passes a hair's breadth across her scales, whisper-close to catching her, tearing her open, and Hajvarr curses.

"Slippery one!" He bites out, and Do'azda takes the opportunity for what it is, weaving illusion between her fingers before she flickers it out at him, watching the little web of magic spin out to encase his head, a cobweb of cloudy blue.

She's scarcely finished casting her spell when he turns to her fully and she has to spring to one side to avoid the upswing of his sword. Before he can follow up, Bathes-In-Steel is on him again, her sword sparking once, twice, three times against his armour, seeking a weak point she can't seem to find.

The fourth strike does penetrate, if only a little - the end of Bathes-In-Steel's sword comes away red, and Hajvarr bellows his frustration, swinging with renewed fury - whatever harm Bathes-In-Steel has done him is clearly little more than superficial, and he presses her hard - she's dodging well, but he's driving her back, away from Do'azda, towards the cliff's edge.

Do'azda rushes him as he continues to press Bathes-In-Steel, swinging her axe to strike at his legs, her axe heavy in her hand. Unlike his cuirass, the armour covering his legs does not protect to excess; two steel greaves cover his shins, but beyond that, there is little but the cloth and furs of his underclothes. He curses as he's forced to almost dance on the spot to avoid the impact, and Bathes-In-Steel is able to slip around to the side, avoiding his strike.

There's nothing but air between Hajvarr and the cliff now, and Do'azda takes the chance she's been given.

"Fus."

Hajvarr staggers under the force, slamming his sword into the decking to anchor himself, and Bathes-In-Steel launches herself at him, her glass sword darting out to score shallow lines against his armour.

Then he rips his sword free of the wooden decking, splinters of semi-rotten wood flying every which way. Bathes-In-Steel hasn't got the time to dodge. The greatsword hits her right across the chest, sending her flying backwards with a gasp of pain, all the air driven from her body. She crashes through his table and lies there for a moment.

Do'azda's instincts almost take her by surprise. She expects almost to freeze in terror. Instead the terror fuels her actions, drives her onward faster as her heart beats so fast she almost cannot hear anything else.

She's on him before he has the time to bring his sword back around, sweeping her axe across to catch his leg. He doesn't dodge this time, his head jerking to one side, as though hearing or seeing something at his periphery. Do'azda feels the shudder as the axe bites into the greave of his left leg, and Hajvarr roars like a wounded animal, his sword clattering against the stone of the mountainside.

"Gods be fucked!" Hajvarr swears, his voice rolling thunder across the room. Blood splatters down his leg, stains the wooden decking. Do'azda tugs at the axe handle and the axe blade twists about the greave.

She tugs again, desperation granting her strength, and it pulls free. Do'azda looks up just in time for her face to explode with pain as Hajvarr punches her, his steel-gauntleted fist filling her vision with light and stars.

Her eyes clear to see Hajvarr stood over her, greatsword held aloft in both hands.

"You hurt me," Hajvarr says, incredulous, "You really hurt me. Tiny little cat like you. I'll turn you into a fucking cloak, y'hear?"

The thunderclap takes Do'azda by surprise, though it clearly surprises Hajvarr more as his body is wracked by convulsions. The stink of ozone fills the space as smoke twists and twirls out of his beard. Do'azda blinks slowly, uncomprehending, as he crumples to the ground.

"He was faster than I expected," Bathes-In-Steel's voice is weak as she pulls herself from the pile of kindling that was once a table, sparks crackling between the fingers of her left hand. "Thank you for drawing his attention for that last, or he would've killed me."

Do'azda struggles to her feet, her hand going to her face as she probes delicately around where he hit her, wincing slightly. Tender.

She takes a moment to take in the overlook, now the danger has passed. There's a leatherbound book in the wreckage of his table, an iron axe leaning against a stump, poorly shaped for battle, which Do'azda realises after a long moment is meant for executions, and a small wooden chest, bound up tight with iron straps.

"The cream of their loot," Bathes-In-Steel says with satisfaction. "We can take it with us and force the lock this evening?"

"Yes. Do'azda would also like to look at the alchemy lab. She thinks this might have things of value," she says. The chest, though, is certainly more promising. But the thought that there could be hidden treasures is enough to drive her, though she is already blinking away tiredness.

There are now two living people in this entire bandit camp other than her and Bathes-In-Steel. She steps back in, and sees the caged Dunmer, who has been listening it seems, and perks up considerably when they half-stumble back into the picture. "Oh, you're alive! I was… perhaps a little worried, but I always believed in you," the Dunmer lies. "Um… have you decided to help me?"

****​

The Dunmer leaves the cage, carefully lowered to the floor whilst they swore up a storm inside it, the unconscious bandit is chained up and takes their place, stripped of weapons and with a little food put in for her to eat. They'll have to figure out what to do about her as well, but Do'azda figures that they can let that wait.

What can't wait is looting the alchemy lab. Troll fat needs its own bag, because it stinks so bad that she'll have to double or triple wrap it just not to smell like it. But it is amazing in potions to hold off poison, or to fortify one's strength. Some put it in poisons to sicken their enemies, and others chug potions with it to send themselves into a berserker rage.

The vampire dust is rare and valuable too, and she makes sure to sweep up every bit of it, and then in a third she adds the fire salt, another the will o' wisp particles, and then a half-dozen other more common ingredients, as well as a bottle of bad wine that she suspects could at least make a halfway decent base for a potion.

She also has a healing potion now, one that she might need to use soon. She's not sure, it depends on how dangerous things are.

By the time she steps out into the light of the afternoon, she is yawning.

"Must be tiring work, beating all those bandits," the Dunmer says. "I won't trouble you any longer, then, and will just be on my way to--"

"Do'azda has something to say to you," she insists, reaching out to grab their arm. "She will not be happy, should she learn you are engaging in banditry again."

"Ah, well," They stammer, "I wasn't going to! The Bleak Falls mob came to a rotten end, so I hear, and they were the only other lot around here worth considering. Sure, I heard Eisa and Ra'jirr talking about a group up by Morthal, but Morthal's bleeding miserable! And there's the Falkreath mob, but they're halfway to being hold guards, and that'd mean fighting the war. It's the straight and narrow for Suldren from now on, I promise you! Maybe I'll head to Winterhold, join the College - I'm a dab hand with conjuration, as it happens."

"Yes, this one was there at the Bleak Falls mob's 'rotten end' and it was quite unpleasant," Do'azda says, releasing their arm. Suldren looks with wide eyes at the sticky red stain she's left on their sleeve. "Banditry and other crimes… what you buy with violence you pay for with violence in return."

They swallow hard, and when they speak again, the words are shaky. "Y-yes. Right. Well, like I said… the College of Winterhold, I think."

"That would be wise," Bathes-In-Steel says brightly, "I find it is always better to keep your nose clean when it comes to such things. Banditry attracts attention, helps no one but the bandits themselves, it's disgraceful."

Do'azda manages to not look even a little bit incredulous. It is easy, because Bathes-In-Steel means it. Just as Do'azda would mean it when she declares that 'what you buy with violence you pay for with violence in return.' She's not so foolish that she can't see the hypocrisy in saying this to them. There is a saying about some Khajiit, that they can lift themselves up by the scruff of their own necks. Sometimes it means they're clever, but there's another meaning: they are their own parents. They have a voice in their head that tells them when they're being wrong, it's just that they are skillful enough not to listen to it.

She knows that she is courting violence, laying out treasures at her feet that will be stomped upon. Or is it his feet? How does one personify violence? She knows better, and yet. "You should continue on north. We'll take any weapons, but you can take food from the camp. If you stay it will not end well." Do'azda is not quite whispering.

They are (not quite) shaking like a leaf, because of course leaves don't shake quite that much except in the worst storms.

"Yes, yes, of course, I'll never do anything wrong again!"

Do'azda smiles faintly, "Oh, she is a Khajiit, she could not demand that of you. To err is the right of every person. Just don't find yourself in banditry and crime, and you'll do fine."

They gulp. She wonders how aware Bathes-In-Steel is of how intimidating bland friendliness is in such contexts. She has to be, right?

It takes time to get them out of there, not because they don't want to be gone as quickly as possible, but because they are stumbling and shaking and are terrified of making a single move without asking for permission from both of them. By the time they are on their way, Do'azda's battle fervor, if that is what it is, has worn off and she's painfully exhausted and sore.

"It's only the afternoon," Bathes-In-Steel observes, looking at Do'azda carefully, "But I would like a break, I think. Time to catch my breath after such a gruelling battle. I'm sure you could go on, but perhaps you would indulge me? If I were to keep watch for an hour, and then you could do the same for me as I take a nap later?"

The lie is kindly meant, and spoken without malice, but Do'azda still straightens up, trying to show that she does not need a break, but she is no overproud fool, to force herself through pain and bone-deep weariness out of simple vainglory. After a moment, she says, "Do'azda believes this would work."

They both say words, and she suspects they both know what is happening.

She will rest, and then Bathes-In-Steel will rest, whether she feels she needs it or not. And then they'll have decisions to make.

****​

It is as if she is flying just overhead, a few feet above where someone's head would be. She is speeding towards a city, and she somehow knows its name: Riften. She finds herself in a small market square, hovering in front of a greasy looking Nord. He points at a seller, smiling softly, and a ring floats from their chest and hovers in the air, shifting one way and another.

A purr fills Do'azda's ears, power and intent, and she sees a hint of dark robes, a swish of a tail, and she knows at once what she is being shown.

She knows because at the feet of the Khajiit, the hint of the Khajiit, is the carcass of a pig. The figure, half real and half fake, laughs and takes the coin and holds it out, her fur as dark as a moonless night.

Noctra.

And then, before she can see much more… she awakens.


*****​

"Are you okay?" Bathes-In-Steel asks, looking at her, hand on her shoulder. "You were whispering."

"What was I saying?" Do'azda asks, faintly, blinking and trying not to groan as she sat up.

"'The Darkness has many secrets, but it can shelter and comfort. Do'azda will always walk half-shaded by legend and myth from now on. She comes, if she wishes, or… not if she does not.'" Bathes-In-Steel manages to sound as if this is an entirely normal thing to hear someone saying in her sleep.

An invitation. An invitation from a being born of black blood. Go there, and see what happens, it says.

Or do not.

"Where are you going to go? You could go to High Hrothgar, but I would follow you where you want to go," Bathes-In-Steel said. She says it so softly, so self-assured and as if there is nothing more obvious.

Where Does She Want to Go, At This Moment?

[] [Destination] High Hrothgar, to learn how to master and understand her powers as a Dragonborn and what it means.
[] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.
[] [Destination] Riften, following Noctra's invitation to see just what this strange city has to offer to her, and what it could bring: curiosity may kill a cat, but satisfaction can bring them back.
[] [Destination] Solitude is a city that has many things… including a Shaman of Solitude. If she wishes for aid in tending her 'flock', such a person would be an obvious potential ally.
[] [Destination] Write-in, Skyrim is a large place. When writing, add a reason why she would go there.


TL AN: So it goes. It was mostly a good choice, but you might have used a knife instead if you were going all-in on this fast, slippery style. Still, there's definitely a worse combination. And congrats, yet another powerful being is tugging at your sleeve!

VM AN: Rejoice, for you have the eye of Noctra upon you. Lament, for you have the eye of Noctra upon you. And decide where you want to go, because Skyrim is an open world game!
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.

Honestly if this is Bathes-In-Steel in all her glory, I can't imagine what kind of insanity Evola has under the hood, to be her primary rival in the underworld.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.

Write-in, Skyrim is a large place. When writing, add a reason why she would go there. Azurah's shrine, to talk to her and… see what she has to say about what all has happened. Via the Standing Stones Ulfric mentioned to us, that we didn't quite get to see during our flight from Helgen. We're close, and didn't quite get a good view of them... with everything else going on at the time. Perhaps the Imperial blockade has dispersed by now, regardless, they wouldn't give the Dragonborn that much trouble, right? It would be a good way to follow the River in the direction of Windhelm until we can cross it on our way North. Geography is tricky, who knew? I was looking at the Ritual Stone, not the guardian one, but that one probably doesn't suit our needs.

"Oh, you're alive! I was… perhaps a little worried, but I always believed in you," the Dunmer lies. "Um… have you decided to help me?"

"Banditry and other crimes… what you buy with violence you pay for with violence in return."


It was a good fight, well done, Do'azda! All we got was punched in the face. And while knocking Iron-Hand off the cliff might've been fun and cinematic, he absolutely would've come back to get us later if we did, I bet, all recurring villain like.

As for where to go... it's a tough call. Hrothgar's close, but steep, and and advances the main plot. Riften and Azurah's Shrine are about equidistant in terms of North and South... at least based on this map from the wiki. Solitude is a lot further away. Headed to Azurah puts us in spitting distance of Winterhold, and we likely have to pass near/through Windhelm to get there, which is a whole other issue. Headed to Riften to join the Nightingales and proceed through the Thieves Guild plotline might be nice... if our associated skills weren't so terrible!:cry: Maybe we'll finally be able to crack open that book on Lockpicking we've got. So, I wound up looking back at the 'escape from Helgen' chapters, and realized we never really got to approach the Ritual Stones because of the Imperial checkpoint...and we're awfully close since we're at the White River Watch... so maybe we head North to the Shrine, via the Guardian Stones, get a buff from one of them? My vote's for the Warrior Stone! So we can get better fitness as we hack and slash our way to the Shrine and nearby Magic School! What do you all think? Azurah's shrine, by way of a potential boost to our exp gathering?

Here is a great map for Skyrim, that's a lot easier to use than the still images from the wiki.
 
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[X] [Destination] High Hrothgar, to learn how to master and understand her powers as a Dragonborn and what it means.
 
I feel like the Dragonborn stuff understandably is a big priority at the moment, though I feel to Do'azda Azurah and Noctra's stuff is probably of equal if not greater personal significance....

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[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.

I think this then Riften or High Hrothgar sounds like a reasonable order of priorities.

Solitude is just too out of the way rn compared to all the other goals imo
 
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As far as it goes, whilst the write-in is fine in spirit, the Guardian Stones - the Warrior Stone, the Mage Stone and the Thief Stone - are not at all on your route to Azurah's Shrine. Heading to Azurah's Shrine, you'll pass by the Ritual Stone, but to go to the Guardian Stones, you're probably headed for Riften (and would need to specifically request going that route) or Falkreath, which you'd need to come up with a reason to do.

Like, the issue here is the geography involved.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.

[X] [Destination] Solitude is a city that has many things… including a Shaman of Solitude. If she wishes for aid in tending her 'flock', such a person would be an obvious potential ally.


Passing by the stones is good in the short term, as is getting information from Azurah. However, we really need to ensure our town is taken care of while we practice on the voice. That could take quite a while! We can't leave them without a shaman for that long
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.

[x] [Destination] Riften, following Noctra's invitation to see just what this strange city has to offer to her, and what it could bring: curiosity may kill a cat, but satisfaction can bring them back.
 
[X] [Destination] Azurah's shrine, to talk to her and… see what she has to say about what all has happened.
 
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