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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Vote Closed - Into the Sewers with Ulfric Stormcloak
Adhoc vote count started by veteranMortal on Aug 5, 2021 at 4:08 PM, finished with 65 posts and 50 votes.
 
This should be interesting. I can't see any lasting cooperation with the Stormcloaks, but Ulfric should have some interesting things to say.
 
Down The Drain
Down The Drain

Do'azda has a lot of excuses lined up, but the truth is, she just wants to know. So she heads over towards where the sewers are. She can smell it as she gets close, the wooden grates that loosely covered the hole into the sewers already pulled open. Hopefully Hadvar is alright, she doesn't mean him any harm.

As soon as she reaches the sewers, she realizes that she should have asked to get her bonds cut. There's a ladder down, slippery looking and gleaming with what seems like just a lot of water, but she can't really use it. She glances down, and… ah. If she just angles a bit to the left, she'll fall into a stream of what looks like remarkably clear water. So, with nowhere to go but down, she leaps.

There's the feeling of falling, and then she splashes into the water, which is deep enough that she is briefly underwater. Any detritus must have been washed away, it's clear and cool.

She struggles towards the right side, where there's a narrow stone walkway. The sewers are comparatively small, the walls somewhat rounded and the path ahead and behind rather straightforward. She doesn't see Ulfric anywhere, but ahead there's a small depression in the walls that might be the start of another path. The sewer does not smell as bad as she thought it would - the water is clear, almost more a drain than a sewer - but that is not to say it smells good. Do'azda wrinkles her nose.

Do'azda shakes with water, miserable and wet: a wet cat is a miserable cat, and she tries to free her hands, but she can't quite manage it. The knot is a little too tight. Her clothing clings to her, soaked through all the way down to her breastband. When she steps towards the depression in the wall, she sees him.

Ulfric Stormcloak. Jarl of Windhelm. Rebel.

"There you are," he says, quietly. "I know you would come. Khajiit know of Alduin, of Alkhan."

He knows more than most Nords. "It can't be Alkhan," she says, but it's more reflex than anything. Alkhan, first son of Akha.

"Why not? It is a dragon, you know it is," Ulfric said. "If so, it came for a reason. I know who it was not." Ulfric gestures. "We should get going, before the Imperials follow us. But did you notice any strange signs before He arrived?" Ulfric strides forward, a dagger in one hand. "It's clear that if that is Alduin, there is a reason for it."

"Do'azda thought it was a bat at first," she admits, as they stalk down the sewer walkway. The smell only gets worse the further in they get, as they get to the areas where the drainage all collected up. Up ahead is a turn, and if they keep on walking straight they'd fall into a vast pool of stagnant water that only sometimes drains off. Instead they turn around the corner as she keeps on talking in a low, hushed voice. "Then it got close enough. Too close."

"No other signs?" Ulfric asks. "Alduin is a thinking being, and a master of the Thu'um. If it is him, then he has a reason. Perhaps… the Dragonborn." He says the last words with something like surprise, like a scholar coming upon an unexpected answer in a tome they set aside as useless.

"The what?" Do'azda asks, as they round the corner and keep on going.

"He had to have been after me, then," Ulfric Stormcloak says, voice growing in confidence. "Which means… There are many things I have misunderstood about myself for decades. But it can be no coincidence that on the day of my execution, Alduin comes."

"Is he… an enemy of the Dragonborn?" Do'azda asks. "If so, Do'azda thinks that he would just let Dragonborn die."

Her grammar is breaking down a little in the face of her shivering misery and her confusion.

"You do not know how such a being would think, Shaman. It would not trust others to do its own dirty work," Ulfric says.

Which might be a fair conclusion. The Gods that Do'azda knows tend to do their own work, only sometimes sending servants when they could do it themselves. She shakes her damp head, still thinking she's following a madman, whether he's whatever a 'Dragonborn' is or not.

"Maybe. If you are a Dragonborn, then is Alkhan hunting you?" she asks, nervously. She looks up at the ceiling as if it's going to come crashing in, but the truth is that this could happen. As they walk onwards, she can hear sounds from up above. There's a metal grate just ahead, and Ulfric stops near it.

Above she can hear roars, and screams of terror, but Ulfric looks oddly calm. "Perhaps, but I can take care of myself."

"Did you really ask Do'azda down here just for the question about the dragon?" she asks, suspiciously. Her wet, sopping tail flicks outwards.

"In part. A Shaman has their own unique perspective."

"How did you know Do'azda was a Shaman?"

"I was in Elsweyr during the Great War. I think our two races are not so different: we both labor under the tyranny of an evil Empire and wish to reclaim our homeland for the ones it belongs to," Ulfric says grandly.

What is there to say to that? Do'azda's ears perk up as she hears the sounds of footsteps in the distance, and considers the fact that her hands are still tied and Ulfric Stormcloak is a peerless fighter. But a part of her still imagines dunking him into the water until he shows a little more sense.

"Ah, your bindings," Ulfric says, sounding surprised as he looks down at her hands. He approaches her with a knife he's just pulled out. Do'azda flinches, but soon enough he's sawn through the ropes.

It took him a while to realize, but at least her hands are free. She rubs them together. "Do'azda needs to change."

"Yes. You do. This is Skyrim. It isn't any place for wet clothes," he says, as they march forward. Her footwraps squelch unpleasantly as she walks, and she sighs.

There's not much to see in the sewers, just endless walls of grey stone, and then as they take another corner sharply, there's something odd. It looks as if the walls of the sewers have just been blown open. At the edges of the wall she can see burn marks that look like overloaded runes.

She freezes, peering inside what looks to be a very normal sort of cellar, stock full of crates, barrels, and boxes and with a set of stairs leading elsewhere.

"Aha," Ulfric says. "The illusion runes have burnt out. We saw this in the war." There is a brief pause, a moment of old trauma swiftly brushed aside as he continues. "Your people cast them over pit traps for Altmer soldiers."

Illusion runes. To cover an open wall. To a cellar.

"Smugglers?" she guesses, unwilling to address the Great War directly.

What things he must have seen, and how much older than he looks he has to have been to have seen it.

"Smugglers." Ulfric's voice now is dry and amused. "They never change. There's always ways through the sewers. We don't need to go in, but--"

It is at that very moment that the cellar's heavy trapdoor creaks open.

"Are you sure we need to check down here, ma'am? It's just a cellar," a deep male voice says.

"Get down there before I have to force you, Legionnaire!" A woman's voice, sharp and authoritative. Do'azda knows this voice.

"That one is the officer from the execution. Do'azda knows it." She says quietly, and Ulfric listens for a moment as she berates her men, then nods.

Do'azda turns to move on, but Ulfric's hand on her shoulder stops her. "The illusion runes are down. They'll fetch more imperials, come into the sewers, hunt us down."

"Do'azda does not think so. The General was ordering them to get civilians to safety." She whispers urgently, but Ulfric smiles crookedly.

"I've been fighting this war for years, girl. Imperials are like a dog with a bone. They won't stop worrying at it unless you give them a kick." He peers around the corner, and Do'azda, without thinking, does the same.

Five imperial soldiers are poking around the cellar; the captain, an imperial from Cyrodiil itself, two bretons, a man in the burnished steel armour of the Imperial Legion's heavy infantry and a woman in drab robes, frayed at the edges. The final two are both Nords in the brown leather of Imperial garrison troopers.

"Furs from Falkreath, brandy from Colovia… is this one of those Dwemer gizmos from Markarth?! Damned smuggler." One of the garrison troopers, the man, grumbles. "He's even got potions! Must've bribed the alchemist in the keep."

"We should've known Vilod was up to something. No one is that generous with their mead when imperial troopers come knocking if they have nothing to hide," the other replies. "Damned good mead, though. Fruity."

The Imperial Captain opens her mouth to shut them up, and Ulfric picks his moment, stepping out into the light of their torches.

"Is that the Jarl-"

That's as far as the captain gets before Ulfric opens his mouth, and shouts.

The words thrum in Do'azda's gut. If it is like anything, it is akin to the voice of a priest in the thrall of their God.

"FUS RO DAH"

Barrels shatter, Dwemer gizmos slam against the wall. Where even stout boxes break, so do bones. All the Imperials are thrown back like so many children's toys, some of their contortions as they're tossed against the wall or smashed into broken bottles of brandy, fatally unnatural.

In a moment, there is silence and the shattered remains of five lives. Three are obviously dead, while two others groan. The Imperial Captain seems the least harmed, having fallen into the pile of furs. It's saved her life for the moment, at least, but she's unconscious. There's also a man, one of the Bretons, who thrashes in something like death throes.

Do'azda has never seen so much violence in so little time, even when she saw a Master Battlemage fight an entire bandit camp. It's horrifying. Is this the Thu'um?

Ulfric takes a long, slow breath and says, "There. They're gone. Do'azda, you should take some of their clothes, and any armor or weaponry you want. I'll be taking at least a shield. Then we need to move on." His voice begins with a rasp, but he clears his throat and it passes.

"She's still alive," Do'azda said. "Can we really rob her?" Not that she isn't terrible, but it's one thing to loot the dead--they no longer need it, after all--and another to rob the living.

Ulfric Stormcloak walks over to where she lays, groaning. Then he grabs one of the imperial's swords, thrown from their body by the blast and carefully and casually slits her throat in a single quick flicking motion. "Now she's dead." He almost grins at her. "The Shout is the skill of the Greybeards, and the Dragonborn as well, who is said to be the most skilled of all at Thu'um. When I was with the Greybeards, they called me the greatest prodigy of the 4th Era. I left before I could learn more." He pauses, still looking over his handiwork. "I left to fight for the Empire, but if Alduin is any indication, perhaps I was wrong to do so."

Do'azda considers the broken bodies and at times bloodstained clothes before her, and then considers her own soaked clothing. Well, she'd better figure out what she wants to wear, and fast. More Imperials could be on the way soon, and while she's pretty sure that'll just mean more people murdered with Ulfric's voice… it'd be best to move on.

Do'azda is a small khajiit, and can carry only so much. She can take only two weapons, one if it is to be used with two hands. She can keep two daggers on her person in addition to whatever else she takes.

[] Daggers, there's a half-dozen daggers, though only one is made of good steel.
[] There's an axe laying around, designed to be used in one hand.
[] A mace lies next to a broken body, designed to be swung around by one hand to break bones if need be.
[] On the wall is a two-handed battleaxe, of the sort that figures prominently in Nord legends. It is not high quality, seeming more decorative than anything.
[] Next to the battle axe is a two handed sword, long and (comparatively) heavy.
[] There are a number of short iron gladiuses designed to be used as a weapon by Imperial Legionnaires
[] A longbow rests atop a chest in the corner, with a quiver of iron-tipped arrows leaning against it

Do'azda needs clothing. She'll of course just wear whatever undergarments are most available and least covered in blood, but beyond that she needs to figure out how she's armoring up!

Helmets

[] An Imperial light helmet, made of leather and designed to help soften glancing blows while weighing less than the heavy helm. While lighter, it's still not made for a Khajiit head.
[] Imperial heavy helmet, a heavy helm of iron designed to ward off more direct blows, but heavier on the head and not made for Khajiit ears.
[] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[] Nothing, Do'azda's head will be fine as long as she doesn't let any weapons get too close to it.

Body

[] Imperial heavy armor. Heavy and bulky, at least for the unprepared, it offers unparalleled defense against attacks once one is used to it. Meant for mainline soldiers fighting direct battles. Somewhat interferes with magic, though Battlemages (of which Do'azda is not one) have ways around that.
[] Imperial light armor. The armor of skirmishers, scouts and garrisons, it's a lot easier to put on and restricts movement a lot less… but it's also quite certainly less protective.
[] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
[] Nothing, Do'azda will be faster if she just finds pants and a shirt and goes without any armor on her body.

Shield

[] Imperial Light Shield: A light kite shield primarily made of wood, it's most meant to block arrows and ward off indirect blows.
[] Imperial Heavy Shield. A heavier kite shield designed to stand up even against hard hammer blows and enemy charges.
[] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.

Gloves.

[] Leather and hide gloves, good for keeping one's hands warm and fending off minor stuff, though not that good if someone actually tries to slice your hand off.
[] Gauntlets. Good for if someone attempts to attack your hands--or the hand holding a weapon--but clumsy and awkward at lockpicking and magic.
[] Mage's gloves. Delicate and easily torn, but helpful in making sure to hold a spell for longer than she can naturally do. Not great for holding weapons, though, the grip is a little funny.
[] Nothing. Do'azda cannot use her claws through gloves!


******


TL AN: "Behold! The awesome fires of God. The limitless power of pure creation itself. Look carefully. Observe how it is used for the same purpose a man might use an especially sharp rock."

VM AN: Read K6BD. I mean, uh… that Thu'um sure is smthg, huh? Jarl Ulfric: Definitely the Dragonborn.
 
[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
[X] There's an axe laying around, designed to be used in one hand.
[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Nothing. Do'azda cannot use her claws through gloves!

Ulfric may not actually be a Dragonborn, but he is a master at that most Dragonborn of all traditions: looting! Anyways, as for my choices... We voted for the mage backstory, so we may as well go down the mage path. Also I find the idea of the Dragonborn being a squishy mage in contrast to Ulfric funny. I didn't go all the way down the mage getup in clothing choices due to still wanting Do'azda to have options (aka her axe and if needed a backup dagger) if an enemy gets to close to her, but others may want to vote for the mage gloves.

Edit: Also, what isK6BD?
 
Magical Stealth Archer

[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
Useful for more than just combat

[X] A longbow rests atop a chest in the corner, with a quiver of iron-tipped arrows leaning against it
Arrows are re-usable and the arrows can have multiple uses, perhaps as emergency lockpicks?

[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
Perhaps these can be enchanted to offer more protection?


[X] Imperial Light Shield: A light kite shield primarily made of wood, it's most meant to block arrows and ward off indirect blows.
a small shield is better than no shield, can probably be used as emergency firewood, an umbrella, or a flotation device.

[X] Mage's gloves. Delicate and easily torn, but helpful in making sure to hold a spell for longer than she can naturally do. Not great for holding weapons, though, the grip is a little funny.

would they still have the extra effects if you cut holes for the claws?
 
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[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
Useful for more than just combat
[X] A longbow rests atop a chest in the corner, with a quiver of iron-tipped arrows leaning against it
Arrows are re-usable and the arrows can have multiple uses, perhaps as emergency lockpicks?
[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
Perhaps these can be enchanted to offer more protection?
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Mage's gloves. Delicate and easily torn, but helpful in making sure to hold a spell for longer than she can naturally do. Not great for holding weapons, though, the grip is a little funny.
 
[X] A longbow rests atop a chest in the corner, with a quiver of iron-tipped arrows leaning against it
[X] An Imperial light helmet, made of leather and designed to help soften glancing blows while weighing less than the heavy helm. While lighter, it's still not made for a Khajiit head.
[X] Imperial light armor. The armor of skirmishers, scouts and garrisons, it's a lot easier to put on and restricts movement a lot less… but it's also quite certainly less protective.
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Leather and hide gloves, good for keeping one's hands warm and fending off minor stuff, though not that good if someone actually tries to slice your hand off.

Similar to how all roads in evolution eventually face carcinization into the crab, so does a build in Skyrim lead inevitably to the stealth archer.
 
TL AN: "Behold! The awesome fires of God. The limitless power of pure creation itself. Look carefully. Observe how it is used for the same purpose a man might use an especially sharp rock."

VM AN: Read K6BD. I mean, uh… that Thu'um sure is smthg, huh? Jarl Ulfric: Definitely the Dragonborn.
Indeed what is the fire of god other then simply the sharpest rock of them all?

Edit: Also a vote for squishy mage


[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
[X] There's an axe laying around, designed to be used in one hand.
[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Nothing. Do'azda cannot use her claws through gloves!
 
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Can we please not immediately turn Do'azda into a stealth archer and instead go with a build that requires more trickery and is more interesting to read about?
 
Can we please not immediately turn Do'azda into a stealth archer and instead go with a build that requires more trickery and is more interesting to read about?
I just want the bow for dragons and creature a bit to big to tussle with at close range. Besides there's ckearly an element of realism being applied to this quest that will keep us from just being able to hide and fire arrows at enemies until they die.
 
[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
Useful for more than just combat
[X] There's an axe laying around, designed to be used in one hand
[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
Perhaps these can be enchanted to offer more protection?
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Mage's gloves. Delicate and easily torn, but helpful in making sure to hold a spell for longer than she can naturally do. Not great for holding weapons, though, the grip is a little funny
[X] Nothing. Do'azda cannot use her claws through gloves!

Longbow is not very useful since our magic provides ranged attacks. Better get some melee weapons.
@The Laurent will all the spells available be vanilla skyrim spells, or will there be other spells as well?
 
[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
Useful for more than just combat
[X] There's an axe laying around, designed to be used in one hand
[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
Perhaps these can be enchanted to offer more protection?
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Mage's gloves. Delicate and easily torn, but helpful in making sure to hold a spell for longer than she can naturally do. Not great for holding weapons, though, the grip is a little funny
[X] Nothing. Do'azda cannot use her claws through gloves!

Longbow is not very useful since our magic provides ranged attacks. Better get some melee weapons.
@The Laurent will all the spells available be vanilla skyrim spells, or will there be other spells as well?

There might be more. Just to clarify, you start out knowing relatively few spells. Obviously, that's more than "none" which is what a martial background would begin with, but is a bit different from canon's "Everyone starts with basic healing because game balance" thing.
 
[] A young shaman.

Skills: You are solidly trained as an apprentice in Alchemy, Illusions, and Conjurations, and know a solid smattering of other magic. You also have some survival and stealth skills, but your knowledge of a bow and dagger are both mediocre, by far your worst subjects before you came up to Skyrim.
Glad I went back to check this. Turns out we are terrible with bows and bladed weapons if I'm reading this right. I think we should choose Mace.

Suthay-raht are taller than Ohmes-raht, and move with a lithe grace, evocative of a cat in truth, even bipedal as they are. They are often considered to be more naturally stealthy than other khajiit, with the commensurate mistrust that this implies. They are, however, widely respected as an absolute terror to fight, flashing claws and snarling jaws.
We are also apparently really good with our claws so nothing on our hands might be a smart move.

[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.


[X] A mace lies next to a broken body, designed to be swung around by one hand to break bones if need be.

[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)

[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection


[X] Imperial Light Shield: A light kite shield qprimarily made of wood, it's most meant to block arrows and ward off indirect blows.

[X] Nothing. Do'azda cannot use her claws through gloves!
 
Glad I went back to check this. Turns out we are terrible with bows and bladed weapons if I'm reading this right. I think we should choose Mace.
It doesn't say that we have any expertise at all with maces? Though I'm not sure exactly how @The Laurent is classifying weapons and their assorted skills, so if it's by One-Handed and Two-Handed like in Skyrim Do'azda should be able to be equally good with both this and the daggers, gladius, and axe also listed as options.
 
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It doesn't say that we have any expertise at all with maces? Though I'm not sure exactly how @The Laurent is classifying weapons and their assorted skills, so if it's by One-Handed and Two-Handed like in Skyrim Do'azda should be able to be equally food with both this and the daggers, gladius, and axe also listed as options.
No. But it says that our worst skills are daggers and bows. Daggers are single hand bladed weapons. The logical conclusion is that we are at least a little better with blunt weapons.
 
There might be more. Just to clarify, you start out knowing relatively few spells. Obviously, that's more than "none" which is what a martial background would begin with, but is a bit different from canon's "Everyone starts with basic healing because game balance" thing.
Asking again regarding this since you may have missed it, but if we vote for nothing on the helmet, will our character try to make a scarf or face mask to ward off the cold?
 
Though I'm not sure exactly how @The Laurent is classifying weapons and their assorted skills, so if it's by One-Handed and Two-Handed like in Skyrim Do'azda should be able to be equally food with both this and the daggers, gladius, and axe also listed as options.
How exactly are Do'azda's skills tracked in this quest? How tongue-in-cheek was the listing of racial skill bonuses in the first character creation post?
 
[X] A mace lies next to a broken body, designed to be swung around by one hand to break bones if need be.

[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)

[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection


[X] Imperial Light Shield: A light kite shield qprimarily made of wood, it's most meant to block arrows and ward off indirect blows.

[X] Nothing. Do'azda cannot use her claws through gloves!
 
[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.

[X] A mace lies next to a broken body, designed to be swung around by one hand to break bones if need be.

[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)

[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection

[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.

[X] Nothing. Do'azda cannot use her claws through gloves!
 
[X] Daggers, there's a half-dozen daggers, though only one is made of good steel.
[X] There's an axe laying around, designed to be used in one hand.
[X] The hood from the Mage's robes are much better on the ears, but offer essentially no protection at all. Robes this cheap help magical efforts some, but offer no enspelled protection. (Requires choosing Mage's Robes.)
[X] Mage's Robes tend to have minor enchantments to make magic more effective… and tend to encourage one to think with magic rather than physical weapons, as they offer essentially no protection
[X] No shield. Perhaps it's best to have a free hand, whether for more weapons or for magic.
[X] Nothing. Do'azda cannot use her claws through gloves!

We went with a utility mage, best be facilitating the magery by not encumbering both hands and by wearing the robes. The hatchet and daggers are tools as much as or more than they are weapons - without either it would be difficult to make a camp out in the wilderness at need.
 
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