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.
Iron Dagger of Inflict Disease--Not actually enchanted, just really gross.

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] [Hideout] When being shown the main entrance, Do'azda gets a closer look at the complex illusions that cover the ladder out into the graveyard [Do'azda gets to nerd out and learn more about the fascinating illusions that protect the Tomb Entrance to the Guild.]

Sure.
 
[X] [Hideout] When being shown the main entrance, Do'azda gets a closer look at the complex illusions that cover the ladder out into the graveyard [Do'azda gets to nerd out and learn more about the fascinating illusions that protect the Tomb Entrance to the Guild.]
[X] [Surface] Rune tries to impress Ingne whilst the party is at the gambling den he runs, and teaches her and Do'azda a little about the subtle, delicate art of riffling through someone's pockets to take their valuables. It does not impress Ingne. [Do'azda improves her pickpocketing]

The trouble with so many options is that they're all tempting. Do'azda is a nerd, though, so a-nerding she shall go. And her expressing doubt about being asked to pickpocket reminds me about that one pickpocket quest, that may or may not come up, and how she hasn't really had any reason to do any of that... so her skill in it is some doodoo, and could stand to be improved.

so she has so much advice to lard onto them like it is the kinds of fats that these Nords have with everything.
I don't think I've encountered lard as a verb before, but looking up how it works as one makes me realize I've seen examples out in the wild, so thanks for teaching me something new.

View: https://youtu.be/WL_lS_FsMvk?si=OzuNNLxPWPcMsIJf

They cannot make it through a meal without fat and salt and perhaps a few berries mixed in to delude someone into thinking it is much else.
In an exaggerated Swedish accent: You must be some sort of milk drinker to insult my recipe for a Skyrim Salad. It is just like my Nona used to make, and she lived to the old age of 37 before dying of heart disease.

"We know of it quite well, and in days past we would have had oranges and more from down south. But the war…"
Have they no respect for the Lemon Crusades? History repeats. Begun, the Orange Wars have.

View: https://youtube.com/shorts/bBN9melgKAk?si=KJ6U-kdxDhI04neH

she does that too and leaves satisfied but so dry of magicka that it will likely be an hour or two before she can cast anything at all.
Yeah, but they're in a city. Hardly anyone to fight in a city. The odds of running into anyone-

"Hey, wazzut! Who is you?" a rather angry looking Nord asks. He looks like he smells, and what he smells like is the same open sewer they are all in. His beard is half-shaven with a razor that clearly also took its toll in nicks and cuts, and a few other men quickly bounce up. "Don't matter, you're dead, cat!"
Angry-looking is redundant when speaking of Nords. He's already giving them a typical greeting for his people, see?

But he has--had, because he's now a corpse--a rusty knife that no doubt could sicken her just from how dull and disgusting it is.
I do enjoy that she got to fight literal trash mobs. :rofl:

But she knows that none of the people there will ever try to hold her up again, because all of the people who tried are dead.
Do'azda, you'll never land yourself an arch nemesis with that kind of attitude!

View: https://youtu.be/2i8wpP2NrDs?si=yJHYlb_J5R9W-D89

"I am impressed you arrived at all, the gap must mean you've spent hours wandering," he says.

Do'azda has actually spent most of her time helping the children of the orphanage
You're supposed to set up a money laundering front after you've committed enough crimes to require cleaning your coins. Clearly she's come to the right place to learn. She was trying to exchange magicka instead of money, for goodness sake!
 
Illusions and Realities New
Illusions and Realities

Do'azda knows that she is being shown a vision of reality, a version that makes the Thieves Guild look powerful and strong. She doesn't get to meet very many thieves that she talks much about, but she does note them down, women and men alike, and she similarly notes down the name of the leader of the guild: Mercer Frey. He's not there, though, and just like the secret exit it remains a matter of more discussion. Apparently one is only allowed to use this secret exit in the worst situations, because for the most part there is another entrance and exit that is used more.

Bathes-In-Steel and Ingne are left behind, so the trek towards the other entrance is a lonely one, for all that Brynjolf fills it with chatter.

"This is a very important illusion," Brynjolf declares, boldly. "It is actually part of what drove this location to be chosen, the favorable locale and the fact that a master illusionist was available to build this. Because everyone was afraid about being trapped down here, even with the plans for the emergency escape. So then this was created… and it cannot be easily found, and hasn't been in all of our history."

He leads her through the back cistern of the guild, and through a vaulted archway and through a wrought iron gate, into a dusty tunnel lined with carvings and burial urns.

"Under the Temple of Mara," Brynjolf says cheerfully, "Out of the sewers, just crypts."

There's a shaped iron door tucked between two statues of long dead Thanes of Riften, smattered with a patina of rust, which Brynjolf only spares a half glance.

"Priests don't come this deep in the crypts; they don't even realise they don't have the keys to that door any more." He says with a laugh, "Mercer had Delvin solder it shut when I was no more than a dipper for the kidsman, but the priests hadn't tried to use the door for more'n a century, so everyone said."

Instead he leads her to an aged oak door marked up like a gate to a mausoleum, which swings open silently, on surprisingly well-greased hinges, and behind it, smooth stone steps climb sharply up and out.

Above her, the steps abruptly terminate in a flat polished stone, and she presses her fingers against it instinctively, feels the cool stone under her fingers. Out of the corner of her eye, Brynjolf pulls a chain on the wall.

The tomb opens up, pulling back all at once, and she is in a crypt in a graveyard, built against the wall of the Temple, the metal gate barred but still open to the elements, as Brynjolf hurries behind her. It is impressive, how smoothly it moves, whining and grinding away, but she is sure at first that it cannot truly be safe, because such a thing has to be obvious. She can even for a moment see where a button might be to unlock it from within.

"The sound doesn't travel as far as you'd think," he says, and she hopes it doesn't because that is incredibly loud. It is the sound of stone grinding against stone, after all!

She takes a moment to dust herself off, almost sneezing from the grave-dust, and then she turns to look around as soon as it has closed.
The tomb opened, she knows because she has just come from there, but when she turns to look she cannot quite see anything. It is more than that, it is as if her brain refuses to believe that it is there.

"Try to find it, and then I'll tell you how, because I don't really understand it? It's… reactive? A reactive illusion that's keyed to… something?"

A reactive illusion? Keyed has to be that there are certain actions, or even… thoughts, it could be thoughts, Do'azda realizes with shock. It could be thoughts because of course any illusion that goes so far as to actually make her mind try to tell her nothing is there somehow hooks up into all of it in some impossible way!

This is the sort of stuff that it would take the greatest Shamans weeks of rituals and effort to manage.

If that is true… she has to confirm it, she cannot believe it until she is sure, because it would be just like a magic-user to trick a bunch of stupid thieves with something impossible that is 'merely' a little impressive.

She wraps her hand around what should be the button and feels smooth stone. She pulls out this hand and wiggles it in front of her, sniffing, and is left unsure. Then she wipes her hand, carefully, and even pulls out some water to run over it, and then reaches the hand down and presses the button, only to pull away and feel and smell as if she's been rubbing her hand against stone, and getting bits of dust and dirt with it. She is sure that at least some of this is dirty-handed people, but her mind is not fully convinced, or rather is too fully convinced, for it to be entirely real.

Do'azda has never seen fear in a handful of dust before, but this is terror indeed: it is like meeting some kind of angler's lure, and even though she knows that the secret it hides is mundane, she cannot help but fight the primal terror that is telling her body that if there's something hidden she doesn't know that's fooling her senses, it's because it wants to kill her. Comparing any of her illusions to this is like comparing a drunken fabulist to a God. Even the most drunk God is telling more truth than a fantasist ever could.

This is the most horrifyingly effective illusion she's ever borne witness to. She has to take a moment to remember how to speak Tamerelic, because her brain is babbling in a far more familiar and comfortable language right now, one where she knows all of the technical terms perfectly. "Reactive, you said? Do'azda wishes to know more."

"You have to raise your hand like so, while thinking of a color, and the color changes once a month. This time it's a deep blue color, like if you've seen juniper berries--"

Do'azda flashes back to words she's heard before, and she asks a few more details and he describes the color.

"So you move your hand up, and then down and then across while thinking the color, and then white, and then gold. Somehow it notices the colors you're thinking. If you do the gestures right but not the colors, it doesn't open and there's an alert."

Do'azda moves her hand and pictures it. Juniper berries, clouds, and coins alike, all of these things flash through her head one by one by one and then… she can feel the button. She can touch the button. If she has to do this in a hurry, with an enemy chasing her, she's not going to manage it, but the point is probably that if an enemy is that close, that an extra second will mean her death, then they're too close for it to be safe to use the tomb entrance.

"Pretty impressive, isn't it?"

"It's magnificent. Do'azda would like to stay for a few minutes to examine it."

"I suppose so…" he says, frowning, but playing along anyways.

She kneels down, taking it in. She runs her fingers along the stonework. It certainly feels real, and even knowing the impossibility - there's no mechanism, nothing but the tomb itself, and no recess behind it for it to vanish into - she would swear it is a real tomb. She picks up a piece of gravel, throws it at the tomb, watches it bounce off the stonework and land back amongst the rest of the gravel. She blinks, and suddenly she can't spot the piece she had thrown.

An ignorant observer would believe that is because she only lost track, but she knows better; the illusion is sophisticated enough to simulate in her mind a sort of physical reaction, as she expects, but it cannot manage persistence.

"The sound doesn't travel as far as you'd think," Do'azda echoes, "The sound doesn't travel at all. There isn't any sound. It is a trick that worms its way into your head. The sound is there because you expect it will be. Others do not expect it, so they do not hear it."

Brynjolf furrows his brow. "Don't know anything about that, lassie. I just know no one comes lookin, no matter what time of night anyone uses it."

She hums, silently dismisses him - a gifted thief he might be, but he is clearly no illusionist.

[Quests locked (at least for now): How Vexing, Freying Ties, ??? (too big of a spoiler to even name), Outfoxed!]

[Quest Gained: The Grand Illusion]

Illusion +3




Still reeling from what she's seen of magic's reach, she finds herself in a daze going through all the other lines of business the Thieves Guild is involved in.

It certainly seems as if it is a broad enough set of operations. She knows and cares little enough about horses, but even the most incidental contact with someone who has contacted them is enough to get her smelling horseflesh and sweat for hours afterwards. Her fur can sometimes capture more than she'd like, and Do'azda does not linger all that long, and the protection racket has her questioning what it is they do. But of course, she thinks she knows. There are always those above, who take a cut for doing nothing. It is just that when they do so from castles and fortresses, with grand lineages going back a thousand years, they are lords: when they do so without approval, they are criminals. This she understands, for all that she knows that at times one needs to work with both lords and criminals. But horses are dull, she knows enough to know that the Blackbriars are definitely making a killing, perhaps even literal, in horseflesh.

Ingne fidgets the whole time they're at the gambling den, but Do'azda enjoys the moment inside, the sights and smells of the den no different than any bar, really. She can just barely sniff what she suspects is Skooma, but she does not have the money to want to gamble it all away. She thinks that gambling sounds like a good way to end your whole world… or rather, she realizes, she's gambling with her life all the time and so she doesn't need to gamble with her coin.

Bathes-In-Steel asks questions here and there, but Do'azda doesn't think she's learning all that much, since her questions are more along the lines of…

"What is your favorite weapon?"

And…

"Did you know the number of steps to High Hrothgar?"

In a different mood, Do'azda would have joined in on this crusade to bring light, reason, and wisdom to the world, even if it is facetiously. But instead, she smiles faintly and exchanges glances with Ingne, who is increasingly wary as she learns of more and more crimes. It is to the extent that when Brynjolf leads them into a bakery off the main walkway, she flinches, sure that it'll be something like protection money.

Instead, Brynjolf steps in and makes his way right towards the counter. Do'azda crowds in behind him, the smell of bread strong even though it is long past baking time. It is a small shop, and the man on the other end sees them immediately, a tall blond Nord of the robust kind, with a short beard and a double-chin, and laughs. "Ah, there you are Brynjolf. To save time, all of us put together your basket, right?"

"Right. And I'll be checking in with them," Brynjolf says. "These are just some friends, here to do a good deed."

"Right," the man said. "A good deed indeed." He took out a basket and set it on the counter, leaning in. Inside it were a half-dozen loaves of bread, what looked like several small cheeses, two different bottles of wine, a horn of ale, and a bag that Brynjolf opened to check, which revealed a double-handful of sausages. Brynjolf added to all of this a very small pouch that he pulled out of his bag, settling it there.

"Hup," he grunted, and lifted it up. "Now, let's go."

She follows close behind, curious, as he moves first towards an Argonian at the end of one of the piers, dressed in rags and a heavy fisherman's jacket, looking around shiftily.

"Oh, hey," the woman said, her voice a rasp as she stepped up. "Brynjolf. Got any sausage?"

"Of course I do, Fathoms, what do you take me for? Any luck with diving?"

"Who are they… friends?"

"Yes, friends."

He tears off a chunk of one of the loaves of bread and takes a sausage and hands both of them over to her.

"Yeah, plenty of luck. Found a lost ring, an' a dead body," she says, and the food disappears into her jacket - a big, leather thing that swallows her almost entirely. "Turned the ring in, gonna get a night at the inn fer it, but wanted t'save it for the end of the week. Hopin' to get a bit more, so a meal can come with it."

"A dead body? Jumper?" He asks.

"Nope," she says, popping the last letter. "Someone's dumping." She starts gnawing on the bread, and while it seems like it's day old, Do'azda has eaten far worse. "Figure it ain't a killer, gotta be some personal dispute. But someone's running around with a secret. Thought maybe you'd figger out who it is and either turn 'em in, or blackmail 'em for their secrets. If'n you do, can I have a swig of that mead?"

"You can have it now if you want," he says.

"Nah, it's fine. Know I don't always have something for you."

"Fathoms, it's fine. As long as you keep your eye peeled, I'll keep mine too." He waves her off, and turns, and then says, "Listen, you have to be sweet on the beggars even when they don't have something. It's kinda, but also… if you only give 'em something when they give you something, then they'll just lie. I'd do it if I could get away with it," he said, "We're not here to do a honest days' work."

Do'azda laughs and says, "No, we aren't," laughing most of all about the wide-eyed look Ingne is giving him.

It continues like this, as he continues to distribute food and the occasional coin, one or two, to a variety of figures. The majority of them are Nords, but only just barely, and there's even a Khajiit who clearly has been hiding from the authorities that he approaches in a derelict building. Bathes-In-Steel begins helping out when one of them gets a bit angry at him for something one of his 'friends' did, and her glare is enough to settle him down.

There's even a few children, though Brynjolf says, "Fewer than you'd think. Fewer than last month, I'd reckon."

"Why?" Ingne asks, and Do'azda is curious.

"Old bat in charge of the orphanage is dead, so they're prob'ly gettin' themselves cleaned up to go back and see if they can get something better now. They'll be back in a couple weeks if it's no good, or they won't, if the Michel girl turns out as good as she seems t' be."

Oh.

Of course.

It is better to half-starve on the street picking pockets--and indeed one of the ones left eyes Do'azda as if assessing how easily she can be rolled--than it is to be beaten and forced to work with lye that burns the skin and eyes. Well-meaning adults have sent children from across Skyrim to Riften to the orphanage, and they've ended up on the streets. Or they went to the streets rather than go into the orphanage.

Do'azda would have to shake hands with the killer's corpse once Bathes-In-Steel is done with them and the whole Dark Brotherhood, if they truly are behind it.

Finally, the last moment that reveals something of Brynjolf comes with an exhausted looking Nord man who doesn't have much to say, grizzled and heavily bearded, greying and clearly past his best days. He asks for and receives half of a bottle of wine, and she watches him down half of it and burp, and then tell a few little nothings, explaining that he saw a few of the dealers acting nervous as if they have something to hide, and that he'd seen a grown woman sneaking out to her house, no doubt under her husband's nose.

These few tidbits are more than enough to earn the alcohol, and Ingne waits until they are far enough away before saying, "Is that wise?" She asks it in that tone of voice that means she wants someone to work it out for themselves. It is a tone of voice that tells all who hears it how obvious the answer should be. Do'azda is used to that sort of voice. It is what a shaman deploys when they act as a teacher and guide.

"What? Talking to him?" Brynjolf says. "He's a decent enough sort, all things considered."

"No, giving him alcohol. I grew up around a tavern, I cannot imagine that it helps him any," Ingne says, in a hushed voice. She is frowning, face scrunching up just slightly as she considers the matter. "A swallow is fine, but you gave him the better part of a bottle. You can smell the alcohol in his skin. He's dying of it."

"Do you see me taking him in and providing him a house and home? Perhaps if I did so, I would have the right to claim what goes in and out of his body, as some tax for the right not to be on the street," he says, and his words are sharp. "But it is his own life. He wants alcohol as a reward, and who am I to deny it to him if I will also not do more than that?" He shrugs and says, "And I could spend my way into a pauper's grave and not be able to house all the homeless of this city. So I give them what they ask for, let them live their life, and respect it… and in exchange they provide us good information that helps us navigate the world."

"I still don't think it's enough, and if I could I would," Ingne says, gesturing to all of it. "An' I'm not the one with ins to the Blackbriars and those sorts of people."

Brynjolf shakes his head, and Do'azda realizes the thing he cannot say: the Blackbriars are the ones who have the power, the Thieves Guild cannot act outside their power, so attempting to use this influence for charitable means would be less than useless.

All the same, Do'azda learns quite a lot before the day starts waxing towards the later afternoon about just what the business of befriending the homeless is… and also what it isn't.

It has been quite some time since Do'azda actually slept, and so she can sleep or she can push on? What to do?

[] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
[] [Next] No, it is not time to sleep, instead Do'azda wishes to discuss with Bathes-In-Steel regarding the lead they have on the Dark Brotherhood.
[] [Next] No, it is not time to sleep, instead Do'azda wishes to discern what the Guild will expect her to do in "the big leagues"
[] [Next] No, it is not time to sleep, instead Do'azda wishes to investigate the sort of shops that exist on the lower levels; near, but not in, the Ratway - she saw an alchemist!
[] [Next] No, it is not time to sleep, instead Do'azda wishes to go out and blow off some steam - talk to some people, see the town. Pick up some other sorts of thing she can help with whilst she's here.

VM AN: The Thieves Guild is doing great! Their relationship with Maven Black-Briar is really good for them, and not a source of resentment.

TL AN: Welcome to the grand illusion! And welcome to the Thieves Guild, for real this time!
 
[X] [Next] No, it is not time to sleep, instead Do'azda wishes to investigate the sort of shops that exist on the lower levels; near, but not in, the Ratway - she saw an alchemist!

We have money, shops have goods and services.
 
[X] [Next] No, it is not time to sleep, instead Do'azda wishes to discern what the Guild will expect her to do in "the big leagues"

Knowing is half the battle, as they say.
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.

And I'm not just saying this because I should probably get some sleep, too! Don't let it pile up and compound, especially if you're gonna get drawn into all the intrigue and plottin'!

Anyhow, thanks for the update, it's good, and I enjoyed reading it, 'n seeing Do'azda try to figure out the mystery door.

She doesn't get to meet very many thieves that she talks much about, but she does note them down, women and men alike, and she similarly notes down the name of the leader of the guild: Mercer Frey.
Should this be 'talks much to' instead of 'talks much about?' I might just be misreading it, their tour guide is a guy, right? maybe it's 'he talks much about?' Is she describing her internal narration maybe? She doesn't get to meet very many thieves that she thinks much about, but she notes them down all the same? I think I might be overthinking it. :oops:

She takes a moment to dust herself off, almost sneezing from the grave-dust, and then she turns to look around as soon as it has closed.
The
tomb opened, she knows because she has just come from there, but when she turns to look she cannot quite see anything. It is more than that, it is as if her brain refuses to believe that it is there.
I think these are meant to be separate paragraphs, and you ought to have another hit of the 'enter' key between them? Also, poor Do'azda, nobody does any sweeping up! As a kitty cat, she ought to have a prescription for an anti-hisstamine! :rofl:

There are always those above, who take a cut for doing nothing. It is just that when they do so from castles and fortresses, with grand lineages going back a thousand years, they are lords: when they do so without approval, they are criminals.
I didn't even know Skyrim had CEOs! If their castles ever get stormed, maybe some helpful alchemists can transmute their parachutes into the golden variety, so they can take their wealth with 'em on the way down?

But horses are dull, she knows enough to know that the Blackbriars are definitely making a killing, perhaps even literal, in horseflesh.
I think it's fine either way, really, but should it be 'literally?' Like, 'the Blackbriars are making a literal killing,' yeah, but 'the Blackbriars are making a killing, literally?' If it's coming after, should it be an adverb?

"Did you know the number of steps to High Hrothgar?"
:facepalm: How to win friends and influence people the naming of things in this backwards land. Never change, Bathes. :lol:

"Fathoms, it's fine. As long as you keep your eye peeled, I'll keep mine too." He waves her off, and turns, and then says, "Listen, you have to be sweet on the beggars even when they don't have something. It's kinda, but also… if you only give 'em something when they give you something, then they'll just lie. I'd do it if I could get away with it," he said, "We're not here to do a honest days' work."

Do'azda laughs and says, "No, we aren't," laughing most of all about the wide-eyed look Ingne is giving him.
Yay, social safety nets and community outreach programs! Even if it's to ostensibly benefit yourselves, you're still helping people!

Do'azda would have to shake hands with the killer's corpse once Bathes-In-Steel is done with them and the whole Dark Brotherhood, if they truly are behind it.
Some Brotherhood goon: If you kill a killer, the number of killers in the world remains the same.

Bathes: But there's one of me, and a whole lot of you.

Although Do'azda Weekend at Bernie's-ing some dead assassin does spark joy.

"Do you see me taking him in and providing him a house and home? Perhaps if I did so, I would have the right to claim what goes in and out of his body, as some tax for the right not to be on the street," he says, and his words are sharp. "But it is his own life.
His liver, his choice!🍺

TL AN: Welcome to the grand illusion! And welcome to the Thieves Guild, for real this time!
It was all an illusion? :o Let's have a round of applause for the real comptroller Thieves Guild!
 
Love that we get some insight into how the Thieves' Guild feels about their arrangement with Maven Blackbriar- you'd think that the game itself would have given you more leeway to undermine her hold on the Guild, given how willing she is to threaten you with a visit from Sithis' favorite gimpsuit enthusiasts (even if you are already the Listener, lol)

[X] [Next] No, it is not time to sleep, instead Do'azda wishes to discern what the Guild will expect her to do in "the big leagues"
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
 
[X] [Next] No, it is not time to sleep, instead Do'azda wishes to investigate the sort of shops that exist on the lower levels; near, but not in, the Ratway - she saw an alchemist!
 
[X] [Next] No, it is not time to sleep, instead Do'azda wishes to investigate the sort of shops that exist on the lower levels; near, but not in, the Ratway - she saw an alchemist!
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
 
[X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
 
Yeeeeah! Good update :> No real strong feelings about our next step, but it was a treat to see Do'azda's brain churning about at the hidden entrance haha.
 
Vote closed New
Scheduled vote count started by veteranMortal on Apr 21, 2025 at 7:58 PM, finished with 13 posts and 12 votes.
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    [X] [Next] It is time to turn in early, even if it means waking up in the middle of the night and staying up. Between the late night last night and everything else, there is at least some cause to sleep early.
    [X] [Next] No, it is not time to sleep, instead Do'azda wishes to investigate the sort of shops that exist on the lower levels; near, but not in, the Ratway - she saw an alchemist!
    [X] [Next] No, it is not time to sleep, instead Do'azda wishes to discern what the Guild will expect her to do in "the big leagues"
 
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