Fire On The Mountain (A Skyrim Quest)

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Hey you. You're finally awake.
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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Wake Up
Pronouns
They/Them
Wake Up (Character Creation Part 1)

"Hey, you. You're finally awake. You were trying to cross the border, right? Walked right into that Imperial ambush, same as us, and that thief over there." A pause, and bitter words carefully stated. "Same as all of us."

It is cold, more bitter than the harshest words imaginable. The sound of dozens of horses stamping and clopping over hard ground filled the air, and the horses stank as horses always do. It is a cold day in what had to be Skyrim. They aren't the only person in the cart, though there are only four people. The half-dozen carts behind are packed to the gills, over a dozen people in each of them, sometimes far more, bodies all but piled up. Men and mer, Khajiit and a lone Dunmer, and quite a few Nords as well, forming a line, a procession of carts led in front by what looked like Imperial soldiers, mostly bretons.

Their mouth tastes of dirt and mud, and the dregs of a hard, bad sleep.

The man across from them is a flaxen-haired Nord, strongly built and with a strong Skyrim accent.

"Damn you Stormcloaks, Skyrim was fine until you came along," the so-called thief says, "Empire was nice and lazy. If they hadn't been coming east from the frontier, I could have stolen that horse and gotten away clean." He spat on the ground at the feet of the fourth prisoner, dark-haired, vaguely handsome, bound and gagged both. "You and me, we shouldn't be here, it's these Stormcloaks the Empire wants." His breath smells faintly of alcohol: liquid courage. He also stinks like he got it all over him.

"We're all brothers and sisters in binds now, thief," the ungagged Stormcloak declared.

"Shut up back there!"

This is bad. Very bad.

Who... Are You?

Gender


[] Male.
[] Female.
[] Quit asking.

Race

[] Nord: Nords are the most prominent group in Skyrim. The Nords are currently in the middle of a divisive civil war. Hardy people, they are often seen as being warlike.
--+5 to Light Armor, +5 to Speech, +5 to Smithing, +5 to Survival
--Can stand the cold better than most.
--Being the majority race in Skyrim has its own advantages.
--Has some passing knowledge of Nordic, but by default only knows Tamrielic.

[] Imperial: Imperials are the people of the core of the Empire. They tend to be better educated and relatively more prosperous than those on the periphery, but also greatly distrusted for this and other reasons.
--+5 to Heavy Armor, +5 to Speech, +5 to Block, +5 to Alchemy
--Better educated about some aspects of history and politics, albeit with some definite biases.
--The Imperials you meet might assume well of you.

[] Breton: Bretons are the people of High Rock, most loyal province of men in the empire. They have some affinity to magic, though some claim they are more mer than man.
--+5 Illusion, +5 Alchemy, +5 Conjuration, +5 Restoration
--Begin the game with the spell "Conjure Familiar."
--Somewhat more resistant to the harm done by magic.
--Tarred with the Forsworn brush in the eyes of some.

[] Redguard: The people of Hammerfell, their darker skin and relatively recent secession from the Empire after the losses of Valenwood and Elswyr have caused some distrust. They too have a somewhat warlike reputation.
--+5 Light Armor, +5 Archery, +5 One-Handed, +5 Survival
--Strong resistance against poison due to a strong constitution.
--Used to hot, dry environments and surviving in the rough. Skyrim is miserably cold, but some of the lessons might have value, right?

[] Argonian: The people of the Black Marsh, they are distrusted and discriminated against by some in Skyrim. They are sometimes associated with criminality.
--+5 Light Armor, +5 Sneak, +5 Pickpocket, +5 Restoration
--Can breathe underwater.
--Incredibly healthy, hard to sicken.

[] Khajiit: The people of occupied Elsweyr, which is currently allied with the Aldmeri Union. They are quick on their feet and deadly in unarmed combat, though also stereotyped among Imperials as thieves, skooma addicts and worse.
--+5 One-Handed, +5 Pickpocket, +5 Sneak, +5 Archery
--They can see in the dark.
--They have rather wicked claws.

[] Dunmer: The dark-elves as they are called are an outcast people with a long and complicated history. Many because of this don't get along with Argonians. They're discriminated against in Skyrim. Their traditional home is in Morrowind.
--+5 Destruction, +5 Illusion, +5 Light Armor, +5 Sneak
--They are rather resistant to fire.
--They begin with the spell 'Sparks.'

[] Altmer: The elves of the Summerset isles, they are not much welcome in Imperial territories since the war several decades past. They are famous for their magical prowess, though it is to a degree overstated. But some of the best mages in world history have been Altmer.
--+5 Enchanting, +5 Restoration, +5 Illusion, +5 Conjuration
--They are somewhat stronger magically.
--They begin with the spell 'Fury.'
--Large numbers of Nords and even non-Nords will hate you on sight.

[] Bosmer: The 'Wood elves' of Valenwood, they are part of the Aldmeri Union, whether reluctantly or not depends on the Bosmer. Known for their connection to the wilderness and their magical power, refugees from the Bosmer are a common sight in many Imperial cities.
--+5 Survival, +5 Alchemy, +5 Archery, +5 Restoration
--Bosmer are somewhat resistant against both disease and poison, though not to the extremes of either the Argonians or Redguards.
--They begin with the spell 'Command Animal.'

[] Orsimer: The orcs are a people of diaspora, known for both their smithing and their warlike posture, but always outcasts whenever they go outside their strongholds, dotted around the wild places of the world. This has created a proud, insular, but rich culture that has survived everything thrown at it.
--+5 Two-Handed, +5 Heavy Armor, +5 Smithing, +5 Speech
--As a Diasporic people, they tend to be hardier and more able to survive hardships, and also much better at judging when a situation truly is flight or fight.
--Hardy and hard to kill.
--In Skyrim there are Orc mining camps and strongholds. If you can reach one, you will be among tireless and loyal friends and allies, even if they hate you.
--Can speak and read Orcish and Tamrielic.

*****

A/N: So we decided it was about time to port Skyrim to SV Quests. This is definitely in no way an AU, but is just regular Skyrim, faithfully ported.

Both I and @veteranMortal are the QMs, that is to say co-QMs, so you can ask either of us stuff or trust either of our statements to be generally true.
 
[x] Plan: Feathered Serpent
-[x] Female
-[x] Argonian: The people of the Black Marsh, they are distrusted and discriminated against by some in Skyrim. They are sometimes associated with criminality.
--+5 Light Armor, +5 Sneak, +5 Pickpocket, +5 Restoration
--Can breathe underwater.
--Incredibly healthy, hard to sicken.
 
...I shouldn't. I fucking hate Skyrim. At the same time the possibility of making something of it appeals so...
[X] Quit asking.
[X] Argonian
Gonna go swimmingly, I'm sure.
 
Hey @The Laurent and @veteranMortal how possible would it be to play a Breton, but instead of the Bretons of High Rock we'd be a byblow of their cousins in the Witchmen of the Reach? I just think its hilarious if we could be one of the few things that Nord assholes hate worse than elves.
 
[X] Skyrim: An Underdog's Journey
- [X] Quit asking.
- [X] Dunmer
 
Ah, chargen.

[x] Skyrim: An Underdog's Journey
- [X] Quit asking.
- [X] Dunmer
 
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[X] Plan Pretty Kitty
-[X] Female
-[X] Khajiit: The people of occupied Elsweyr, which is currently allied with the Aldmeri Union. They are quick on their feet and deadly in unarmed combat, though also stereotyped among Imperials as thieves, skooma addicts and worse.
--+5 One-Handed, +5 Pickpocket, +5 Sneak, +5 Archery
--They can see in the dark.
--They have rather wicked claws.
 
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[X] Plan Pretty Kitty
-[X] Female
-[X] Khajiit: The people of occupied Elsweyr, which is currently allied with the Aldmeri Union. They are quick on their feet and deadly in unarmed combat, though also stereotyped among Imperials as thieves, skooma addicts and worse.
--+5 One-Handed, +5 Pickpocket, +5 Sneak, +5 Archery
--They can see in the dark.
--They have rather wicked claws.

I just wanna be a kitty.
 
@The Laurent, can't we be Falmer (Actual One)?

Sorry, but no.

Hey @The Laurent and @veteranMortal how possible would it be to play a Breton, but instead of the Bretons of High Rock we'd be a byblow of their cousins in the Witchmen of the Reach? I just think its hilarious if we could be one of the few things that Nord assholes hate worse than elves.

That would be later background stuff if you wind up as a Breton.
 
[X] Plan Pretty Kitty
-[X] Female
-[X] Khajiit: The people of occupied Elsweyr, which is currently allied with the Aldmeri Union. They are quick on their feet and deadly in unarmed combat, though also stereotyped among Imperials as thieves, skooma addicts and worse.
--+5 One-Handed, +5 Pickpocket, +5 Sneak, +5 Archery
--They can see in the dark.
--They have rather wicked claws
 
[X] Plan Pretty Kitty
-[X] Female
-[X] Khajiit: The people of occupied Elsweyr, which is currently allied with the Aldmeri Union. They are quick on their feet and deadly in unarmed combat, though also stereotyped among Imperials as thieves, skooma addicts and worse.
--+5 One-Handed, +5 Pickpocket, +5 Sneak, +5 Archery
--They can see in the dark.
--They have rather wicked claws.
 
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