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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Adhoc vote count started by veteranMortal on Aug 2, 2021 at 2:36 PM, finished with 40 posts and 27 votes.

  • [X] Plan Dancing in the Pale Moonlight
    -[X] They say it kills cats
    -[x] Dancing the night away
    -[X] In the shadow of the moon
    [x] Plan Aranfan
    -[x] Abstentious
    -[x] Cards on the Table
    -[x] Dancing the night away
    -[x] Rich orange fur, no other markings; paler around the muzzle.
    -[x] Bangled braids of hair with rings in them.
    --[x] Also Orange
    -[x] Yellow eyes
    -[x] No scars
    -[x] None notable
    [X] Pale silvery-blue eyes
    [X] None notable
    [X] Like the wind
    [x] A Cat of Many Colors
    [X] No scars
    [X] Aren't you a little...
    -[X] Tall for a Suthay-raht
    [X] Dark brown fur, with both white and dark stripes.
    [X] Deep russet with black stripes, most distinct on her muzzle and face.
    [X] Tufts of hair in a mess.
    [X] Three parallel scratches across her muzzle, from a fight as a kit.
    [X] Don't put weight on it
    [x] Plan Aranfan
    [x] A Cat of Many Colors
    -[x] Don't put weight on it
    -[X] Read 'Em And Weep
    -[x] Taste Cat
    -[x] Fur Colour: An 'undercoat' of white on her snout and stomach, with patches of mostly dark brown, then russet, then bits of orange that cover her almost like a hooded coat.
    -[x] Hair Style: Bangled braids of hair with rings in them.
    --[x] Hair Color: dark brown
    -[x] Eye Color: Green eyes
    -[x] Scars: A piece of her left ear is missing, the skin still pink and red from the recent injury.
    -[x] Accessory: Earrings
    --[x] Right ear, in the same place as her torn left ear.
    [X] Pale, silvery fur with a few darker highlights - down her spine, at the tip of her tail, up through her forehead
    [X] Short for a Suthay-raht
    [X]Plan moonlight gambler
    -[X]Short for a Suthay-raht
    -[X] Read 'Em And Weep
    -[X] In the shadow of the moon
    [X] Plan Shaman Rumspringa
    -[x] Taste Cat
    -[x] Dancing the night away
    -[X] Brown fur with spots, akin to a leopard.
    -[X] Green eyes
    -[X] A piece of her left ear is missing, torn off in years past.
    [X] A Cat Of Many Colours
    [X] In the shadow of the moon


Vote is now closed! Dancing in the Pale Moonlight wins for Traits, not sure about appearance victories, someone else can figure that part out!
 
So, just to start up a conversation, what are we going to do about the Skyrim Civil War? Are we going to be part of that clusterfuck or not? I think we can agree that all the Thalmor can get eaten by Audin though.
 
I think the immediate question is if we try and follow anyone involved during the upcoming scene, or if we just fuck off?

Following is maybe a good way to get more info on the state of the war, though.
 
So, just to start up a conversation, what are we going to do about the Skyrim Civil War? Are we going to be part of that clusterfuck or not? I think we can agree that all the Thalmor can get eaten by Audin though.

Well, the empire is trying to kill us for no reason, and the stormcloaks think we are subhuman scum. So I say let them kill each other and focus on other things.
 
Escape
Escape

Do'azda's nostrils fill with the scent of blood, rust and rot in the morning sun, and she has to fight to keep from vomiting. The world seems suddenly too close and too far all at once. The crowd fades to nothing, an incohesive blur at the edge of her vision, but she can hear the headsman's breath as he belabours under the weight of his axe, General Tullius trying to calm his horse, the priestess blessing her soul to gods she doesn't believe in. Time slows. The headsman towers above her, ten feet tall, a hundred feet tall, a thousand. The scent of human sweat, trapped in his leathers and furs, is pungent enough to cut across the blood, and Do'azda wrinkles her nose.

Behind him, the keep at Helgan's heart stands taller still, vast and uncaring stonework. He sets his legs apart, raising his axe. It is an ugly weapon, a blade of iron sharpened until it gleams, upon a haft grimy with lack of care. The executioner, it seems, has only so much pride in his tools.

Something black and malevolent sweeps across her vision. Some great bat, like the monstrosities in Morrowind?

"What in Oblivion is that?!"

Whatever it is, it has swept out of her sight. Even as the rest of the imperials are distracted searching for it, even as the crowd begins to scatter, even as another prisoner makes a break for freedom, the headsman steps forward, axe raised. Do'azda can only watch, frozen by fear.

The beast lands on the keep, scattering stones the size of a man's torso as easily as a toddler kicks pebbles. It roars, a sound so high and so loud that the headsman staggers away, clutching his head.

Clouds gather, sweeping across the sky. Surely even in Skyrim, the weather does not change so fast?

Do'azda falls from the block, hitting the cobbled ground with a grunt.

"Hey, cat! Get up! Come on, the gods won't give us another chance!"

She looks up, bleary from the impact, into the smiling face of the stormcloak from the cart. Of course.

The courtyard is something from Merrunz's realm, collapsing towers, scattered corpses and fire falling from the heavens. Do'azda shudders as she follows the stormcloak, scurrying across the courtyard like mice fleeing a cat.

The tower is full of stormcloaks, clustered around Ulfric himself.

"Jarl Ulfric! What is that thing? Could the legends be true?" Do'azda's guide asks. Another stormcloak busies himself removing the man's binds. Blood drips steadily down his wrist - the skin of his hands has been ripped off. He must've pulled his hands through his binds without untying them, so he could free the others. No one ever accused Ulfric Stormcloak's men of being squeamish.

"Legends don't burn down villages."" Ulfric speaks quietly, but by some intangible weight, his words carry across the room. "We need to get out of Helgan, now!"

"Up through the tower, to the walls! We can jump if we have to!" Ralof says, turning to Do'azda.

"What is going on," she says, less because she thinks that there's an answer to be had among these Stormcloaks, and more because the words have been threatening to burst from her mouth this whole time: she doesn't just mean the strange monster, she means everything that has happened, starting with the ambush. What is going on?

"I'm… sure Jarl Ulfric knows," Ralof says, turning to her. But even he seems briefly doubtful.


Ulfric seems distracted, troubled. Her ears can just barely pick up the muttered words. "Is that… Alduin?" He shakes his head, and says in a carrying voice, "We should escape through the sewers if at all possible. But if you can't, find your chance. You know where to meet up with me."

"Yes, my Jarl," Ralof said, and there were nods and salutes all around.

Ulfric turns towards her. He's only just barely not a prisoner, but he seems far taller now, his gaze piercing and strange. "Cat… Do'azda. We must speak later."

She startles, but she's not the only one. "Why?"

"I need to ask you about what you saw," Ulfric says, quietly, but with a voice full of some strange authority not quite a Jarl's. He sounds like a Shaman at the moment, strange as that comparison is.

The tower shakes under an impact, and it seems to jolt everyone into action all at once. Do'azda finds herself following a handful of Stormcloak soldiers up the stairs, Ralof and the Jarl somewhere behind them.

A stormcloak soldier stands on the second floor, peering through the arrow slit. "Hurry! It's coming this-"

Her warning is cut off as the wall explodes inwards. Shards of stone fill the room, and Do'azda recoils as one catches her, drawing a line of pain across her shin. The dragon's head almost fills the newly formed breach in the wall, and with a roar of "YOL" that Do'azda feels in her gut, bathes the room in flames. Those who survived the destruction of the wall scream as the fire consumes them.

The heat hits Do'azda like a wave, and she scrunches up her face, closing her eyes involuntarily.

When she opens them again, the stairs further up the tower have collapsed, and the room smells of charred flesh and burnt hair. She takes hesitant steps into the room, and peers through the breach. Black smoke rises from fires raging across the town, fires that no one is fighting. Civilians continue to battle to flee through the gates, whilst imperial soldiers take potshots at the dragon or try to flee themselves. All she can hear are screams of pain and terror, punctuated with an occasional hoarse yell from imperial officers and the crackling roar of the flames.

The roof of the building next to the tower has been shattered by meteors. A corpse sprawls across the revealed attic floor, the head crushed beneath a fallen rafter. Do'azda feels sick looking at it.

"The inn! Jump through the roof to the inn. If it's safe, we'll follow you through!" Ralof yells in her ear, pointing.

Do'azda hesitates for a moment, but no matter how bad the inn is, it cannot be worse than staying in the tower until the dragon's return.

Steeling herself, she leaps.

The floorboards, weakened by fire and impact, break under the impact, and Do'azda crashes through to the ground floor, hitting the stone floor with an oof of pain, the wind knocked out of her.

"Auri-el have mercy, are you alright, citizen?" Rumna, the altmer from Skywatch, stares at Do'azda with concern as Do'azda groans on the stonework. Rumna crawls out from beneath the table she has been hiding in, and her face fills Do'azda's vision. "I'm largely an alteration mage, but I have some small skill with restoration. Hold still."

Warmth fills Do'azda's body as the pain of hitting the floor ebbs away to nothing, and even the scratch across her shin seems to dull. Rumna smiles, looking satisfied.

"Nothing to it. Just Alteration but slower." Her credentials as an alteration mage thusly acknowledged, she stands, brushing herself off.

"Shall we be away? This has become decidedly less secure of a bolthole than it was before you came through the ceiling, citizen."

To the Thalmor, and many of the rest of the Aldmeri Union, "citizen" means "Khajiit", a stance codified following the Great War, a constant assertion that Elsweyr is of the Union, and always will be. Rumna likely doesn't even register that she is saying it. Do'azda's ears flick.

Rumna pulls her to her feet, and turns to go. "I was planning to wait for things to die down before I tried to escape, because where there's a lot of scared imperials, there's some damned fool screaming 'thalmor' at the first pointed ear they see, but with the ceiling out, I suppose I'll just find a low wall, levitate over it."

She opens the door onto the street, peering out. "You're welcome to come if you'd like, citizen."

"Have you levitated two people before? Do'azda does not want to fall?"

"It's not that hard. In theory." Her voice wavers minutely, but she rallies. "I healed you, didn't I?"

Do'azda says nothing as she follows the Altmer into the alleyway behind the inn. The refuse and detritus of the inn litters the alley, and the gurgling of water through the sewers is accompanied by a pungent smell, but it is untouched by the dragon, and for that, she is thankful.

It is not much of a respite, but it ends at the mouth of the alley all the same. The street is marred with craters from the meteors that continue to fall, and a woman's body lies in the centre of the street, blackened and smoking from the dragon's breath.

"You see the alleyway there? We'll have to rush for it, but the main streets aren't safe, citizen" Rumna says, resting a hand on Do'azda's back, "You go first, I'll follow!"

Do'azda goes, but before she can cross the street, picking her way through rubble, imperial soldiers fill it, swarming around the corner, with the General at the front, his horse gone, coming on at a jog.

"Get the townspeople to safety!" Tullius yells, pointing with his sword. "We are legionnaires! We have a duty to these people! See it through!"

Most of the legionnaires ignore his orders, fleeing like everyone else, but some stop, drawing bows to fire on the beast. Others are running into buildings, carrying the people to safety. The street, clear only a minute ago, rapidly fills with fleeing refugees,

"Hey, Khajiit! You're the priest, right?" An imperial soldier stops, looking at her. Behind him, she can see Rumna, alarm on her face as she backs away slowly into the alleyway. Do'azda recognises him - the respectful soldier of the garrison, Hadvar.

"Do'adza is no priest, she is-" she begins to say.

"I'm no Knight of the Nine, priest, your faith is your own." Hadvar says, interrupting. "I'll get you out of Helgan, just stay with me."

She opens her mouth, but they are already walking by the time she can think about what to say.

"We need to head towards the town centre. Everyone's headed out through the gates, and its making a hell of a crush. The General says some of us should go to the keep instead - there are caves under the keep, we should be safe there until the dragon leaves." He says over one shoulder.

Hadvar parts the crowd like he's done it every day of his life, and Do'azda trails in his wake. It is the work of moments to clear the crowd, and all the while, Do'azda kept her eyes to the sky, watching for the dragon. Not Alkhan, surely? It can't be. Jarl Ulfric must've been mistaken.

Hadvar stops when he sees a crying child, and kneels down for a moment, talking to her in a low voice, as if there isn't a dragon around. Do'azda understands immediately that soothing tone of voice: Hadvar seems too young to be a father, but if he isn't he has the voice for it, talking soft words whose exact content matters less than the tone.

If there is ever a time to split away from him, whether to go down to the sewers, go with Rumna, or even hare off on her own to try to find other Khajiit… it's now, when Hadvar's distracted and it could just be 'we got separated on the way.' Hadvar's nice, but he's still an Imperial soldier, so if she is going to leave it'd be best not to do it right in front of him.

So… what now?

[] Stick with Hadvar - he's kind enough, and the caves below the keep are likely safe enough, right?
[] Back to Rumna - she was willing enough to spend magic healing Do'azda, and levitating out of the town means avoiding the fleeing citizenry by the gates, surely?
[] Down through the sewers with Ulfric - she'll be safe from stormcloaks with Ulfric, at least. He seems to know something of the dragon, too?
[] Into the crowd, finding other Khajiit - Undoubtedly she's the safest with her own kind. Khajiit look out for each other, most especially shamans. She'll have to find them, and there's little and less she can learn from them now, after gods know how long on the road that brought them all here.


*****

VM AN: All good! A fair amount of distance covered, but here's the first real choice of the quest, so that's fun!

TL AN: This was all vet's show, except for a few segments in the middle where I helped out. But I think the voice flows pretty well between us, and so I hope you enjoyed!
 
[X] Into the crowd, finding other Khajiit - Undoubtedly she's the safest with her own kind. Khajiit look out for each other, most especially shamans. She'll have to find them, and there's little and less she can learn from them now, after gods know how long on the road that brought them all here.
 
"Shall we be away? This has become decidedly less secure of a bolthole than it was before you came through the ceiling, citizen."

To the Thalmor, and many of the rest of the Aldmeri Union, "citizen" means "Khajiit", a stance codified following the Great War, a constant assertion that Elsweyr is of the Union, and always will be. Rumna likely doesn't even register that she is saying it. Do'azda's ears flick.

This feels like interesting lore that I'm not entirely picking up on because I don't know the actual history. But I don't think the Aldmeri Union was in canon skyrim when I played! Right?

"Hey, Khajiit! You're the priest, right?" An imperial soldier stops, looking at her. Behind him, she can see Rumna, alarm on her face as she backs away slowly into the alleyway. Do'azda recognises him - the respectful soldier of the garrison, Hadvar.

"Do'adza is no priest, she is-" she begins to say.

"I'm no Knight of the Nine, priest, your faith is your own." Hadvar says, interrupting. "I'll get you out of Helgan, just stay with me."

An even more poorly drawn gold star is presented and pinned to Hadvar's chest
 
[x] Into the crowd, finding other Khajiit - Undoubtedly she's the safest with her own kind. Khajiit look out for each other, most especially shamans. She'll have to find them, and there's little and less she can learn from them now, after gods know how long on the road that brought them all here.

We have a responsibility to our fellows, I think.
 
[X] Down through the sewers with Ulfric - she'll be safe from stormcloaks with Ulfric, at least. He seems to know something of the dragon, too?
 
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So... On the one hand, the Khajiit choice is probably the more interesting one for Do'azda, and technically her "duty" as a shaman.. on the other hand I actually kinda like this Hadvar and part of me is worried he'll die without Do'azda's help and I'd rather he not.

This feels like interesting lore that I'm not entirely picking up on because I don't know the actual history. But I don't think the Aldmeri Union was in canon skyrim when I played! Right?

You would be correct ! There's never been an Aldmeri Union that I know of, only three Aldmeri Dominions at different points of the ES timeline.
 
So... On the one hand, the Khajiit choice is probably the more interesting one for Do'azda, and technically her "duty" as a shaman.. on the other hand I actually kinda like this Hadvar and part of me is worried he'll die without Do'azda's help and I'd rather he not.



You would be correct ! There's never been an Aldmeri Union that I know of, only three Aldmeri Dominions at different points of the ES timeline.

It's not quite her duty. She's important in the abstract as a Shaman, but she's not the Shaman of this caravan, so picking any of the other choices would not be viewed--even by Do'azda or the caravaners--as abandoning her duty or they wouldn't be options.
 
[x] Into the crowd, finding other Khajiit - Undoubtedly she's the safest with her own kind. Khajiit look out for each other, most especially shamans. She'll have to find them, and there's little and less she can learn from them now, after gods know how long on the road that brought them all here.
 
[x] Into the crowd, finding other Khajiit - Undoubtedly she's the safest with her own kind. Khajiit look out for each other, most especially shamans. She'll have to find them, and there's little and less she can learn from them now, after gods know how long on the road that brought them all here.

This I think. I lack the context to decide if the Altmer is any less bad then the empire so lets just stay with people we know don't hate or exploit us because of our species.
 
Do'azda is young and panicked and things are just chaos. I know in her position I'd immediately choose the familiarity of finding my own people.

[X] Into the crowd, finding other Khajiit - Undoubtedly she's the safest with her own kind. Khajiit look out for each other, most especially shamans. She'll have to find them, and there's little and less she can learn from them now, after gods know how long on the road that brought them all here.
 
[X] Back to Rumna - she was willing enough to spend magic healing Do'azda, and levitating out of the town means avoiding the fleeing citizenry by the gates, surely?
 
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As far as it goes, also, you shouldn't view this as a choice about which side you take, because it's not that, and wasn't that even in canon with the Stormcloak/Imperial choices for who you go with.

Since we can and will flesh stuff out, it's in part a matter of people you get to know/story threads you get exposed to. Ulfric is talking about Dragon-stuff here, and of course the Altmer is a character in her own right, and even Hadvar has a somewhat different position.

The Khajiit option is kinda the 'safe' one in some senses because it doesn't involve Skyrim-relevant story beats, as it were, just fleeing people.

E: I'm adding this because I feel like people are viewing it as some sort of "Stormcloak/Imperial/Aldmeri/Khajiit" factional choice and bandwagoning at least a little bit.
 
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[X] Back to Rumna - she was willing enough to spend magic healing Do'azda, and levitating out of the town means avoiding the fleeing citizenry by the gates, surely?

Maybe this? Dunno.
 
[X] Stick with Hadvar - he's kind enough, and the caves below the keep are likely safe enough, right?

I don't think this is going to win, but I'm gonna try anyway xD

Mostly because his kindness seems genuine and he could make a good friend but also because I'm wondering how he's been deepened in this quest, since Skyrim!Hadvar was ultimately a pretty shallow character meant to serve as a "One of the good ones" member of the Imperial Legion and help soften the faction that just tried to execute you. He seems to not be as bigoted as most other Nords, but does he have some prejudice he holds on to ? What does he think of Ulfric ? Of the late High King ? And so on and so forth.

Also I just want to say I appreciate the scene of Tullius trying to rally the legionnaires and defend the fleeing citizens. The Legion and Tullius are.. very flawed and far from perfect, but it was still nice to see that they've got some decency in them too.
 
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