Fire On The Mountain (A Skyrim Quest)

Do'azda's Character Sheet
Name: Do'azda Khrimnin
Race: Khajiit (Suthay-Raht)
Gender: Female
Age: 22
Profession: Shaman
Appearance/Description: She stands at a normal height for a Suthay-raht, that is to say, shorter than most men or mer, but not by too much. Her fur is a warm, rich orange, paler around her muzzle and down her neck, and her eyes are startlingly yellow. Her hair is braided, with rings that jangle faintly when she turns her head too fast. Her robes are basic, and worn from age, but have been fastidiously cleaned.
Level: 7
XP: 0/120

Alchemy: 25
Alteration: 5
Archery: 5
Block: 6
Conjuration: 40
Destruction: 5
Enchanting: 5
Heavy Armor: 5
Illusion: 35
Light Armor: 20
Lock Picking: 1
One-Handed: 21
Pickpocket: 5
Restoration: 15
Smithing: 1
Sneak: 20
Speech: 27
Survival: 13
Two-Handed: 5

They say it kills cats - Do'azda has few restraints on her inquisitive nature, asking whatever questions occur to her, paying little attention to whether this may be considered rude. Whatever else, at least Do'azda never finds herself regretting her failure to ask about something.

Dancing the night away - Do'azda is a fine dancer in the Elsweyr style, where dances are not the slow, ritualised partnering of the Altmer, but instead are a whirling piece of performance art, with the dancer's emotions informing the dance more than any practiced steps. Do'azda can feel the music in her bones, and can dance to only a drumbeat.

In the shadow of the moon - Do'azda was blessed even as she began her journey to become a shaman. A priestess of Azurah, the Mistress of Dusk and Dawn, favoured daughter of Fadomai, received a vision. Azurah's light shines favourable upon her.

Tangled Tails--Do'azda has had flings before, "Tangled Tails" as the euphemism goes, and she's willing to engage in casual relationships or 'one-night marriages' if the opportunity arises.

Racial Perks--

Claws--She has very wicked claws indeed.
Darksight--She can see incredibly well in the dark.

Skill Perks--

Conjuring Efficiency (10): Do'zada knows how to be careful with her Magicka without losing any power when she's Conjuring, and can use such magic more freely and easier when fighting or in other circumstances. (Cojuration)

Mystic Binding (20): Do'azda gains skill at creating bound weapons of magic, so that she is never without her arms no matter what. She also becomes more skilled at creating bound objects of all types, and begins to study that which might allow one to bind a soul into a gem. (Conjuration)

Haggling 1 (0): Everything in Skyrim is far more expensive, and so Do'azda should probably try to figure out how to make do with what little gold she has. (Speech)

Insight (20): One of the key elements of persuasion is knowing what would convince someone. Do'azda now knows how to evaluate what kinds of arguments and reasoning would convince different people if she spends enough time to get a feeling for how they think. (Speech)

Agile Defender (10): Armor is often hard to get used to, so figuring out how to move with light armor so as to reduce how bad a hit is is something you can only learn by doing… and Do'azda has begun to 'do.' (Light Armour)

Rahjin Perks

Laughter-Silvered Wings (Level 5): A flying companion does not simply owe its speed to its physical form, but the strength of its spirit, and so it tends to be faster and more manuverable than its terrestrial version, harder to hit, and a greater predator of the sky.

(Next at Level 8)

Blur - Do'azda knows a spell to obscure her features at a distance, to render her indistinguishable from another Khajiit. Up close, it is almost pathetically ineffective, however.
Clairvoyance - Do'azda is granted flashes of insight into the path to her goal by Azurah - the Goddess of Dawn and Dusk sees much of the land.
Conjure Animal - Do'azda reaches onto Hircine's hunting ground and recalls the imprint of an animal which perished nearby to fight by her side
Conjure Axe - Do'azda can create a hatchet from pure magic. It is too cumbersome for effective use in combat, but for cutting wood, it is more than adequate
Bound Dagger--As she has learned how to better summon such things, she has figured out how to use a Bound Dagger.
Courage - Do'azda uses magic to inspire in another the will to fight, though currently only to instill confidence in victory, not to cause conflict where none exists.
Summon Familiar - Do'azda reaches into her own soul to bring forth her familiar, the falcon Rajhin. No mere shade, Rajhin remains with her until slain and can do far more than just fight, but cannot be summoned for a day and a night thereafter if killed.
Fear - This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear.
Distraction - Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster.
Healing Wounds - The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst.
Conjure Flame Atronach - Do'azda can call forth a spirit of Infernace, a being of fire, constrained in a form of iron.
Flames - Do'azda can release a gout of fire from her palm, directly setting alight her foe, though only for so long as she feeds magicka to the fire.
Lesser Ward - Do'azda can use her magic to create a shield of magical energy, blocking low level magical attacks, reducing high level magical attacks and mitigating the damage of physical attacks.

Do'azda can make...

Potion of Minor Healing - Bruises fade, cuts close, aching muscles relax, this potion provides a little relief from injuries. The first potion a young shaman will learn to brew.
Potion of Suppress Disease - A potion which will suppress the symptoms of a disease for several days; oftentimes long enough for the body to get the cold or flu from its system. More serious or outright magical diseases will return with a vengeance once the potion's effects wear out, but it is a useful potion to know how to craft.

FUS - Force
WULD - Whirlwind

FUS DAH--Force Push


Gold Septim (365)
Trail Rations (x4)
Fine Rations
A very nice dress for casual-formal occasions.
A lovely dress in the gothic style, with an enchantment of illusory power woven into it.
Iron Axe--An iron axe of low quality.
Steel Axe - A steel axe of decent quality
Iron Dagger--An iron dagger of mediocre quality.
Mage Robes--Increase magical regeneration, but provides little protection, discouraging getting up close and personal.
Leather Armor--Comfortable, lightweight armor, it counteracts the discouragement from getting up close, though as an extra layer it means it can get extra hot.
Lunar Steel War Axe--An Axe which can, in the light of the moon, drink in the life-force of its victims and use it to restore that of its weilder.
Steel Dagger (x2)--A well-worn but very useful steel dagger.
Alchemical Kit--A very fine kit for the creation of potions. One careful owner.
Stormcloak Token--A token from Ulfric Stormcloak himself...
Underclothes--You know.
One Powerful Enchanted Sword (Rusted)--A sword of unknown value, it has a rather potent and interesting enchantment attached to it.

Spell Tome: Illumination--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell it is probably only a few hours of reading to fully learn. This allows Do'azda to create a light in the darkness... less useful for a Khajiit, but still a spell of value.
Spell Tome: Thieves Vision--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. This simple spell gives one slightly better night vision… but is also notable for being able to see writing hidden by weak illusions, and thus is commonly used by thieves trying to read the secret messages of other thieves.
Spell Tome: Turn Undead--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. A spell of moderate difficulty, it will take several nights of reading to learn it. A spell technically of the "Restoration" school, which puts fear into nearby undead. When cast powerfully, burns them most terribly.
Spell Tome: Sparks--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. Allows a mage to fire sparks of arcane lightning, sapping the magicka reserves of the target whilst also burning through their flesh.
3 Doses of Frostbite Venom in Magicka bottles--Toxic and acidic to living flesh, it has little effect on the glass bottle.
Healing Potion

Troll Fat, other ingredients
100 Septims
3 gems of good quality.
Troll Hide
Troll Skull
Troll Eyes x3
Troll Claws

A Handy Guide to Lockpicks: A book that should teach Do'azda all she wants to know about Lockpicks, and more. Each read will give +1 to Lockpicking, and it can be read thrice to wring out all possible knowledge from it. (2/3 reads remaining)
Journal of a Potema Loyalist: A journal of some historical merit, belonging to one of Potema's most loyal supporters in her early years.
 
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[X] [Troll] Yes
[X] [Dream] A Dream of Warm Sands
[X] [Dream] A Dream of the Road

Plan, some guy's plan!

Bathes-In-Steel darts down after it, yelling out the stair number as she descends
The bit, it lives!

She can hear bones cracking as the troll draws itself up, the flesh roiling and bulging as muscles shift to make space for the repaired bone, tendons pop wetly back into place.

It hasn't been launched off the mountain
Of course not! 1) It's not on fire yet, and 2) The title isn't 'Fire off the mountain,' or 'Fire pinwheeling from the Mountain top.'

There has to be some better method.
Has this ever happened to you? You're trying to kill a troll whose very flesh knits before your eyes? There's got to be a better way! And now there is. It's called fire damage!

Do'azda rushes on quiet feet before leaping with a huff of effort from a step perhaps 5 steps above the troll, sweeps her axe down.

The blow strikes the Troll's skull true, cracking it open and sending the creature sprawling. It hits the ground hard, breaking the skull further. Do'azda swallows back nausea as the troll twitches once, twice-
You did it, you remembered to remove the head or destroy the brain!

but in the main, she feels tired and sore, and her head throbs in time to her heartbeat.
A giant, pulsating mind is a terrible thing to waste.

"Master Einarth says; Are you the tantruming whelp who besmirched the Throat of the World with her Raised Voice," The hooded man says.
@Half Moon said it best.

Since it's been years since I played Skyrim and I'm not really plugged into the ES fandom - anybody could guess what those dreams refer to? I'm assuming at least some of em are related to Daedric Lords.
Take these with a grain of salt.

A Dream of Warm Sands - Warm, in Skyrim? Hah! They might be talking about somewhere else in the world, the DLC, maybe? Never played that DLC.
A Dream of the Pit - My guess is the Underground abandoned dwarf city, crawling with the not-Morlocks Falmer, that's the word!
A Dream of the Peak - Throat of the World's a safe bet.
A Dream of Crypts - There's so many, oh my gosh.
A Dream of Howls - The reads as the Companions/werewolves to me.
A Dream of Steel - Honestly, this might be the Imperials or the Stormcloaks.
A Dream of the Road - Hard to say, you can meet a lot of people on the road.
A Dream of Silver - Enemies of the companions... maybe. It's probably something else though?
A Dream of Hunts - That one quest where you hunt a mess of beasties?
A Dream of Blood - Assassin club?
 
[Q="veteranMortal, post: 28046006, member: 15662"]
A band of perhaps 7 nords stands in the doorway, their eyes wide with surprise. 5 of them, men in their twenties or thirties, let iron-wrapped cudgels lower as they take in the bedraggled figures before them. They're all in the same clothing, simple tunics of white, under thick furs.

The last two, both old men in robes, stand ahead of the others

Great chapter but I can't help but notice there being some inconsistencies when it comes to spelling numbers. Why are some spelt and others the actual number is used?
 
Hrothgar Dreaming
Hrothgar Dreaming

The sand is soft, warm. The oasis glistens like blue sapphires in the noonday sun, and around it, a village. Small, with date palms and goats. Most houses are traditional, square sandstone buildings, shaded by the trees, with small fenced areas behind them where they keep thin red cattle. In other parts, their milk would go for Eidar Cheese, but in a village like this, the milk will spoil if not drunk within the week.

Do'azda imagines children playing in the street, weddings with the dawning sun, and dances in the moonlight. This is home, this fragile, beautiful place.

At the centre, right by the Oasis, a house stands out. Two floors where most are only one, clad in white marble quarried in Valenwood, a sloped slate roof and high, vaulted window arches, in the Summerset style.

Do'azda recognizes an Aldmeri Union Garrison House when she sees one. A half dozen guards stand outside, in the burnished gold armour of the Aldmeri Union. Their spears impossibly long, the points curving towards her, like the outstretched talons of a diving eagle.

The commander of the garrison stands on a great stage, high above the cats of the oasis, gathered suddenly and always before and below the Altmer of the Union. The commander's robes are so thick and heavy, nothing can be seen of their features, cast in shadow beneath the hood. An embroider, the Eagle of Thalmor, over their heart.

"Investment comes," The commander is saying, "To Elsweyr. This oasis is well positioned for a crafting palace, similar to those of the Drowned Coast."

There is some murmuring, and Do'azda walks through the crowd, sees the cats. They are cats from Elsweyr and cats from Whiterun. An Al'fiq slinks between legs, eyes bright.

"A Mer of Summerset has purchased the Oasis," The commander says, "All Elsweyr is ours."

Outrage rises around her so thick and so fast that Do'azda can taste it in her throat. Hot and acid, it burns to hold it back, but she knows it will hurt more to let it loose.

"You cannot!"

"Elsweyr is Khajiit!"

"Unite and Die!"

The crowd roils, but no longer is Do'azda in it. She stands behind the commander, on the stage. A pouch hangs thick and heavy on their belt, filled with silver.

Do'azda sees the pouch slide across a table, from an Altmer to the commander. It smears the table, sap and blood from the trees and people of Valenwood. The huge crafting palaces of the Drowned Coast, the lumberyards of the interior, where hardfaced Bosmer commit unspeakable apostasy for the selfsame silver.

She sees the pouch thrown. A nord now, on an ice-swept dock, tossing it to an Altmer ship's captain. The pouch leaves blood on his gloves, and ash. Argonians unload boxes from the ship. One, weak with hunger, slips, the crate falls, cracks. Swords, axes, arrows, all scatter everywhere.

Do'azda is back at the Oasis. The commander raises a hand, clenches their fist. Their guards move as one, and cats flee, scatter into the darkness.

The pouch is dampening, soaking. Blood runs down the Commander's back, drips from the hem of their robe. Silvery blood flows like a river from the stage, and suddenly this is all the guards are. All they ever were.

Do'azda can see too much, now. Veins curl like a garotte about Elsweyr's neck, bloom across Valenwood like sepsis. In Hammerfell capillaries twist and weave through the streets and desert, and where they start and end, none can say, whilst Cyrodiil and the Summerset Isles wrap the arteries around themselves, flick them out like whips, like daggers. They cut each other a little, leave deep scars in the onlooker.

Her eyes follow the blood back, as the cats from the Oasis scatter. The Al'fiq runs, blood like a great ocean behind her, but she runs in blood already, stained in it, silver dripping from wounds in her back, her paws. Runs to the pulsing heart of this great system, this system that Do'azda knows, suddenly, somehow, is merely one amongst dozens, but is no less monstrous for it.

The heart sits in the mountains, atop a clockwork demon ticking gently, letting long held tension out of springs. Night falls, and the heart yet pumps.

A cat runs across the darkness, though it is not darkness to her as she watches it, and follows behind it. The cat is running from the tide of silvery blood behind it, but it keeps on running faster and faster. It twists and turns through what seems to be a mine, but a nearly empty one, littered with dust, like a hollowed-out corpse, like a woman who has borne too many children and has nothing left to give.

She cannot even quite understand why she thinks that comparison, but once she thinks it the edges of the mine, the tunnels, suddenly seem like a bloated, dying body. She follows the movement of the cat as they go down and down and down beneath the earth, until the air is the thickness of smoke, and there she sees someone she doesn't recognize.

At first.

A strong body, worn as thin as a lord's patience, gripping onto a pickaxe as this strong figure, this woman, slams it one more time into the wall.

Enough, she mouths.

Do'azda realizes at once who this is. Aodhsil. But those eyes, as the tide of death and blood is left behind by the tabby, filling all of the holes and bleeding out into nothing against this total exhaustion.

Aodhsil stands up to her full height, swaying a little and whispering again and again and again and again: You cannot kill what is already gone.

Enough.

She speaks it out loud, and it echos in the darkness. A bit of blood drips out from her lips, but it is silvery, it is toxic, it is the blood of someone long sick. And then she doubles over, coughing and coughing and coughing.

She knows those kinds of coughs. She's seen them, and done her best--not enough--to heal them. These are the lungs of someone who has mined for years and years and years. And now that she thinks this, she can see lines on Aodhsil's face, knows that this is Aodhsil a decade later, that she is suffering like this, but this is the end of it, the fate of it, the--

Slowly, others appear. First one, then dozens, and soon the cat is winding between hundreds and hundreds of bodies, and then a thousand, and then… it stops.


Daedra, anyone who is listening, they say that rarity is the only true definition of value Aodhsil said. Then take us, take our sacrifice, take the last living Reachfolk, the last Witchfolk, and tell us only that when the candle is snuffed out and night comes that we will not.

Others begin to cry and repeat it, louder and louder, repeating her words and adding their own discordant, screaming prayers for anything but salvation. The witch lights began to form, the power grew and grew as they began to dance and chant, blood flowing silver from their veins.

It was not something that could be stopped, in the dark of the night, a confused cat looking at people and wondering: will any of these people feed me, I am hungry, I hunger but not for this and not for them.


That we will not die alone.

Aodhsil listens, as if she can hear something, and then she smiles as she did to Do'azda that night all these years ago. I accept. Oh I accept. Which offer? Every offer. We who are hungry offer our bodies. We who are thirsty offer our blood. We who are dying offer our lives, we who are living offer our deaths. We who are broken offer memories of what was once whole and can never again be made as it was.

We offer our dreams. We offer our nightmares. Find one for the other. Drag both into nothing. Into Rot, into Oblivion, into the Endless Dark.

And the chanting grew louder and louder as from the walls came silvery beings, made of what was left of this place, made of the remnants of this dying mine. The dying wealth of The Reach, at last bled out to its end.

Drag it to anything you want. Drag it, and drag us.

A hand of silver reached out, and then the strange monsters began to gather. Aodhsil laughs, she laughs with mad joy as she dances forward towards one of the creatures and says. Yes. Yes.

She embraces the being, and its spines, its fingers, they go straight through her and tear her to pieces and she laughs and laughs, joyful as can be.

The Last Reachfolk, an entire people, they die within minutes full of greater joy than they'd felt in decades.

Markarth dies that night.

The Reach that Month.

And Skyrim, Skyrim…


"Skyrim is Forsworn," Do'azda says in Ta'agra, waking up all at once with nothing between that sensation, those dreams, and sudden awareness of the ceiling above her. She is cold, and exhausted, and hungry, and there isd nothing about her that does not in this moment suffer.

Then she hears someone clearing their throat. She looks around, finally taking in the scenery. The air is thin, and smells just a little bit smoky as she notes a young man sitting on a chair in front of a door.

He is older than Do'azda, but not that much older, with blond hair and dark eyes, and the beginning of a pure flaxen beard, broad-shouldered but with a sallow face. He stares.

"Good morning, Dragonborn," he says, his voice a whisper.

"This one is Do'azda, though she is also the Dragonborn, yes," Do'azda croaks.

"I am here to show you around. If you can stand… we wish to begin your classes as soon as you are able."

Do'azda groans, "Where is Bathes-In-Steel?"

"Whom?" he asks, frowning.

"My companion. We talked up the eleven-thousand… and seventy-seven steps."

"The… seven thousand steps, you mean?" He shakes his head. "No, nevermind, Do'azda. Your guard has been placed elsewhere for now while she recovers. You can of course visit her, and in a week or two she shall return down the mountain."

Do'azda opens her mouth to object, but decides to wait until she's standing. "What day is it?"

"The sixth of Hearthfire, it's the morning… we have food for you, and classes will soon begin." He seems to be unable to do anything but whisper.

"Classes?"

"We do not know how fast you will learn, but we thought it would be better to let you sit in on different classes, to pick up all you can. You have already learned the summer lessons that the gifted learn, if you can Shout at all. So we will be teaching you the Fall Lessons, over this next month, and perhaps if you will agree, the Winter Lessons by the true coming of the years' end."

Do'azda nods, though she does not expect to stay nearly this long. "She will talk to someone on this later." She groans and manages to climb out of bed, though she is not very stable at all. She is starving, thirsty, and has apparently spent an entire day sleeping. "What classes can she learn?"

"There is a class on history, another on religion, and of course… on the philosophy and nature of the Voice. There's also survival training, and we train all in the next level of Unrelenting Force, Fus Ro. Some haven't learned it by this point, but all who do begin to take classes to learn it, ideally, by the end of the year… and learn how to use it, and when. And there's Whirlwind Sprint, you can't miss that."

There's something almost gleeful about how he whispers the last one.

Do'azda is dressed in bedclothes more than anything, and so she expects the first thing she'll need is clothing, and the second food, but, classes?

Hmm.


You have three slots for classes today, the 6th, and one for sociability, label the classes 'First' 'Second' and 'Third' in your plan!

[] [Classes] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[] [Classes] History - As a newcomer to Skyrim, history would be very welcome, though what they'll tell her is uncertain, and will likely also include history of the Greybeards… and information about the conflict she'll face.
[] [Classes] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn".
[] [Classes] Unrelenting Force - The first shout taught. By happenstance, Do'azda knows the first word, and now can learn the second.
[] [Classes] Whirlwind Sprint - Another shout taught early, and one about which there is a little mystery. And a little strange amusement.
[] [Classes] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.
[] [Classes] Survival - A class by necessity, if one is to live on High Hrothgar, but perhaps a class with more to offer than it appears?

Social! (Choose 1)

[] [Social] The Greybeards talk not much at all, out loud, but they train the apprentices and can be found. Speak to them… whether of destiny or simply the weather.
[] [Social] Your fellow apprentices come in two types. The first is those that are traditionally Greybeards, earnest young men who are working hard to grow old, and who have cause to resent you… but might yet be made allies.
[] [Social] Your fellow apprentices come in two types. The second is those who have fled to this place to avoid the wear, to avoid all that comes… and this includes essentially all of the non-Nords and women, not traditionally welcomed. Perhaps there is affinity there, or perhaps not.
[] [Social] Bathes-In Steel has stood by you up the steps, so perhaps Do'azda should visit her and spend some hours socializing, though it is true that neither of them will be up for much, on this first day.
[] [Social] High Hrothgar is a large castle, ripe for exploration, and Do'azda is just the one to do it. Who knows, maybe you'll meet someone unexpected?

VM AN: Remember, these are only the first lessons, so don't expect too much.

TL AN: Weren't those very nice dreams? I'm glad Do'azda dreams only of happy things.
 
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[] [Classes] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn".
I know Do'azda doesn't know that yet, but in my understanding the Dragonborn is pretty much outside of that whole philosophy, right?

They wouldn't have tried to forbid Talos from conquering with his voice, after all.
 
[X] [Classes] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn".
[X] [Classes] Whirlwind Sprint - Another shout taught early, and one about which there is a little mystery. And a little strange amusement.
[X] [Social] Your fellow apprentices come in two types. The second is those who have fled to this place to avoid the wear, to avoid all that comes… and this includes essentially all of the non-Nords and women, not traditionally welcomed. Perhaps there is affinity there, or perhaps not.
 
[X] [Classes] [FIRST] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] [SECOND] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn".
[X] [Classes] [THIRD] Whirlwind Sprint - Another shout taught early, and one about which there is a little mystery. And a little strange amusement.
[X] [Social] The Greybeards talk not much at all, out loud, but they train the apprentices and can be found. Speak to them… whether of destiny or simply the weather.
 
[X] plan: we must cook soldier ryan

[X] [Classes] [FIRST] History - As a newcomer to Skyrim, history would be very welcome, though what they'll tell her is uncertain, and will likely also include history of the Greybeards… and information about the conflict she'll face.
[X] [Classes] [SECOND] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn".
[X] [Classes] [THIRD] Survival - A class by necessity, if one is to live on High Hrothgar, but perhaps a class with more to offer than it appears?
[X] [Social] The Greybeards talk not much at all, out loud, but they train the apprentices and can be found. Speak to them… whether of destiny or simply the weather.
 
[X] plan: Dragon & Priest

[X] [Classes] [FIRST] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn
[X] [Classes] [SECOND] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] [THIRD] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.
[X] [Social] The Greybeards talk not much at all, out loud, but they train the apprentices and can be found. Speak to them… whether of destiny or simply the weather

Survival and history are important but I think it's more important that we start with a strong grounding of who exactly we're dealing with and we are also a Shaman so these make sense in character.
 
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[X] [Classes] [FIRST] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn
[X] [Classes] [SECOND] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] [THIRD] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.
[X] [Social] Your fellow apprentices come in two types. The second is those who have fled to this place to avoid the wear, to avoid all that comes… and this includes essentially all of the non-Nords and women, not traditionally welcomed. Perhaps there is affinity there, or perhaps not.
 
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[X] [Classes] [FIRST] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn
[X] [Classes] [SECOND] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] [THIRD] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.
[X] [Social] The Greybeards talk not much at all, out loud, but they train the apprentices and can be found. Speak to them… whether of destiny or simply the weather
 
That dream was certainly... unnerving.
The first bit is pretty easy to understand, but the second, I think, requires some discussion.
 
[X] [Classes] [FIRST] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] [THIRD] History - As a newcomer to Skyrim, history would be very welcome, though what they'll tell her is uncertain, and will likely also include history of the Greybeards… and information about the conflict she'll face.
[X] [Classes] [SECOND] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.


[X] [Social] Your fellow apprentices come in two types. The first is those that are traditionally Greybeards, earnest young men who are working hard to grow old, and who have cause to resent you… but might yet be made allies.
 
[X] [Classes] Theology - this is likely to either endear Do'azda to them or make the Greybeards hate her even more, but it is a particular area of interest for her at least in theory.
[X] [Classes] Whirlwind Sprint - Another shout taught early, and one about which there is a little mystery. And a little strange amusement.
[X] [Classes] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.

[X] [Social] Your fellow apprentices come in two types. The second is those who have fled to this place to avoid the wear, to avoid all that comes… and this includes essentially all of the non-Nords and women, not traditionally welcomed. Perhaps there is affinity there, or perhaps not.
 
[X] [Classes] Philosophy - The Greybeards have a very specific philosophy both regarding the use of the Voice and the nature of it, and such philosophy could be of interest to Do'azda, if she is to be the "dragonborn".
[X] [Classes] Whirlwind Sprint - Another shout taught early, and one about which there is a little mystery. And a little strange amusement.
[X] [Classes] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in.

Philosophy/Theology/Dragontongue or Philosophy/History/Dragontongue seems wisest, but whirlwind sprint is just so cool.

[X] [Social] Your fellow apprentices come in two types. The first is those that are traditionally Greybeards, earnest young men who are working hard to grow old, and who have cause to resent you… but might yet be made allies.

Work our way up to the Greybeards, I think. Use the apprentices to get an idea of the social vibes and expectations so we have a better idea of where we stand. Bathes in Steel likely won't mind being neglected for a few days after traveling together for so long (though she may need someone to vent to about the steps).
 
[X] Plan: The Fundamentals
-[X] [Classes] History - As a newcomer to Skyrim, history would be very welcome, though what they'll tell her is uncertain, and will likely also include history of the Greybeards… and information about the conflict she'll face. (1st)
-[X] [Classes] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in. (2nd)
-[X] [Classes] Survival - A class by necessity, if one is to live on High Hrothgar, but perhaps a class with more to offer than it appears? (3rd)
-[X] [Social] Your fellow apprentices come in two types. The first is those that are traditionally Greybeards, earnest young men who are working hard to grow old, and who have cause to resent you… but might yet be made allies.

These will allow for a base to build off of in later days. The first for a better understanding of the culture that influences the theology and philosophy, the second for comprehension of shouts, and the third because not dying is very important.
 
[X] Plan: The Fundamentals
-[X] [Classes] History - As a newcomer to Skyrim, history would be very welcome, though what they'll tell her is uncertain, and will likely also include history of the Greybeards… and information about the conflict she'll face. (1st)
-[X] [Classes] The Dragontongue - To learn shouts, one must learn the language they are spoken in, the language they are written in. (2nd)
-[X] [Classes] Survival - A class by necessity, if one is to live on High Hrothgar, but perhaps a class with more to offer than it appears? (3rd)
-[X] [Social] Your fellow apprentices come in two types. The first is those that are traditionally Greybeards, earnest young men who are working hard to grow old, and who have cause to resent you… but might yet be made allies.

If one is to live on High Hrothgar, maybe learning how to handle the climate will give us more action slots? It won't, probably, but it absolutely seems like something we should get some focus on asap.

Hot and acid, it burns to hold it back, but she knows it will hurt more to let it loose.
Do you mean acrid or acidic? No matter which way you go, it doesn't sound pleasant!

Veins curl like a garotte about Elsweyr's neck, bloom across Valenwood like sepsis. In Hammerfell capillaries twist and weave through the streets and desert, and where they start and end, none can say, whilst Cyrodiil and the Summerset Isles wrap the arteries around themselves, flick them out like whips, like daggers. They cut each other a little, leave deep scars in the onlooker.
This is just such great and vivid imagery. Your dream sequences/turns of phrase are always terrific.

"Classes?"

"We do not know how fast you will learn, but we thought it would be better to let you sit in on different classes, to pick up all you can. You have already learned the summer lessons that the gifted learn, if you can Shout at all. So we will be teaching you the Fall Lessons, over this next month, and perhaps if you will agree, the Winter Lessons by the true coming of the years' end."
Oh no, it's a school-fic! But this does make a lot more sense than just the 6 or so old guys you see in the game. And it makes sense that people able to use the voice are a lot more common. After all, someone had to teach all those barrow drauger how to Shout before they died, right?

There's also survival training
YES!
 
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