Fire On The Mountain (A Skyrim Quest)

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

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

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

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

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

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

Racial Perks--

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

Skill Perks--

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

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

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

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

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

Rahjin Perks

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

(Next at Level 8)

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

Do'azda can make...

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

FUS - Force
WULD - Whirlwind

FUS DAH--Force Push


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

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

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

A Handy Guide to Lockpicks: A book that should teach Do'azda all she wants to know about Lockpicks, and more. Each read will give +1 to Lockpicking, and it can be read thrice to wring out all possible knowledge from it. (2/3 reads remaining)
Journal of a Potema Loyalist: A journal of some historical merit, belonging to one of Potema's most loyal supporters in her early years.
 
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[X] The 'Silly Khajiit' routine. Don't give them anything to work with. Do'azda means no harm and she just blundered here… and if you need to find a moment to run away once you're part of the way through, do so.

Indeed, she just blundered here... The best lies are those with a bit of truth.

On the other hand:
"And here we must part ways for a time," Ulfric says. "There is a Stormcloak rallying point that I will go to meet the others… but if you reach Riverwood, there are friends to the Stormcloaks. In fact…"

He fumbles around with a pouch at his hip for a moment, before bringing out a small leather token, brown and worn, with the sigil of a bear branded onto the side. "Look for this sigil, and you will find true sons and daughters of Skyrim."

Do'azda looks at the token for a long moment, and slips it into one of the pockets of her new robes. It can't hurt to have such a thing, surely?
Let's hope this doesn't come back to bite us... Either that, or our 'silly act' is convincing enough.
 
[x] Perhaps an opposite tact should be used. If you were instead an outsider, a loyal Imperial citizen staying at Helgen on the way before… things went wrong, then perhaps they'd buy it: Do'azda name is on none of the lists, any more than any of the other Khajiit are.
 
[x] Perhaps an opposite tact should be used. If you were instead an outsider, a loyal Imperial citizen staying at Helgen on the way before… things went wrong, then perhaps they'd buy it: Do'azda name is on none of the lists, any more than any of the other Khajiit are.
 
[x] Perhaps an opposite tact should be used. If you were instead an outsider, a loyal Imperial citizen staying at Helgen on the way before… things went wrong, then perhaps they'd buy it: Do'azda name is on none of the lists, any more than any of the other Khajiit are.
 
[x] Perhaps an opposite tact should be used. If you were instead an outsider, a loyal Imperial citizen staying at Helgen on the way before… things went wrong, then perhaps they'd buy it: Do'azda name is on none of the lists, any more than any of the other Khajiit are.
 
Adhoc vote count started by veteranMortal on Aug 25, 2021 at 3:56 PM, finished with 19 posts and 15 votes.

  • [X] Perhaps an opposite tact should be used. If you were instead an outsider, a loyal Imperial citizen staying at Helgen on the way before… things went wrong, then perhaps they'd buy it: Do'azda name is on none of the lists, any more than any of the other Khajiit are.
    [X] Khajiit were well known as traders, even in Skyrim. Pretend to be a local Khajiit trader who'd traded out all the goods to far and sundry and was returning back towards Whiterun. There's a Khajiit community there, worst case she could hope they'd lie for a fellow Khajiit if anyone checked.
    [X] The 'Silly Khajiit' routine. Don't give them anything to work with. Do'azda means no harm and she just blundered here… and if you need to find a moment to run away once you're part of the way through, do so.
 
Just caught up and I've had a great time reading! I look forward to participating. Really makes me itch to boot up the game again as well.
 
Bluff
Bluff

Do'azda straightens her back, forces her tail to sway casually behind her, and strides down the road towards the blockade.

A crude row of stakes blocks the road, a handful of the imperials behind it, bows in hand. The rest are standing loosely in formation.

"Hold, khajiit!" A man in the armour of an imperial captain strides forwards, smiling easily. "Easy now, we just need to talk."

Do'azda takes a breath, settling her nerves. "What do you need? Do'azda would like to help the legion if she can."

"Ah, someone who doesn't resent our presence for a change!" The captain says wryly. "My unit was detached to Riverwood to deal with the bandits in the area, but we're monitoring the road after… whatever happened at Helgen. Were you there?"

Do'azda hesitates for a second, but not for long. "Do'azda was at Helgen, yes. She arrived from Cyrodiil to negotiate with some of the merchants who follow the legion, just before the town was destroyed."

The captain exhales heavily. "So Helgen was destroyed, then? We feared as much from the plume of smoke, but I suppose I hoped… This'll make crushing the damned rebels more difficult, and no mistake. I guess it was Ulfric's men that destroyed it?"

"No, a dragon flew down the mountain and destroyed Helgen before Ulfric could be executed." Do'azda says, "Do'azda does not think you will believe her, but she swears it is true!"

He hums noncommittally. "I'll take your testimony, at least. I was posted here to find bandits and stormcloaks, and you're clearly neither. Tell us your name, reason for travel, province of origin and place of destination, and you can head on through once we've filed it."

Do'azda narrows her eyes. He'll check her name against his list, no doubt. She'll need a false name, to stop him following up later. He knows she is Do'azda already, there's no helping that, but a surname, perhaps imperial...

"She is called Do'azda Avenicci, and she comes from Cyrodiil. She came to Skyrim to trade in Helgen as she said, but now she goes to Whiterun. Where else could she go?"

The Captain considers it for a long moment. "Avenicci, so from the southwest. And you're right, there's not any large cities before Whiterun. We're just in front of Riverwood, but it's a small village and there's already a village shop and trader. Man probably wouldn't appreciate the competition. If you've got any wares on you, you can sell them to him. He buys everything, seems like." The Captain laughs. "Some of the things he has… such strange things."

Do'azda chuckles along despite having no clue what on Nirn is so funny.

He looks at her for a long moment. "On your way, then. Don't rightly think you're who we're looking for. You're clearly not a stormcloak, and I doubt you're a bandit."

The imperial soldiers watch her pass, suspicion on their faces.

"Skooma dealer" Do'azda hears from the soldiers; she couldn't say who says it. She picks up her pace as the captain calls for silence in the ranks.

Riverwood is a terribly small village, and Do'azda is terribly aware that it has not even the walls that proved insufficient at Helgen. A gateway straddles the road at the boundary of the village, but there's no gate to seal, and the gateway itself stands unmanned.

The river flows sluggishly on one side of the village, which perches on the bank like a tick. A mill by the river feeds tree trunks through a circular saw, the sawn planks laid out neat as anything, ready for transport down the road to Whiterun.

For all that it is small, Riverwood is alive with noise - the lumber mill is a constant cacophony as tree trunks are fed through it, a blacksmith hammers away at a dagger, an old woman complains of bandits, of dragons, of imperials…
Do'azda's ears are back, flat against her head as she makes her way through the village. The trader is on her right as she passes, a male Dunmer just leaving the store, talking animatedly with the woman standing in the doorway, and then she sees the inn.

The Sleeping Giant Inn is the jewel in Riverwood's crown. Larger than any other building, with a ground floor of stone and oak, with a second floor jettied out to be larger than the first, and built with wood alone. A sign swings gently in the breeze - the head of a slumbering giant - and Do'azda heads in.

The heat is like a wave, and she is struck by how dearly she has missed feeling warm, in Skyrim's frigid climes. The inn is dominated by a large room which extends to the full height, with a mezzanine above. The central room is itself dominated by a colossal firepit, the length of the room, into which a nord is feeding logs. Rough-hewn tables dot the edges of the room, and doors lead off in each corner, mirrored on the upper level.

"Welcome to the Sleeping Giant. You'll be after food, perhaps a drink?" The nord says, looking up from his fire. He's middle aged, with lank dark hair and a dirty shadow of stubble, but he's cordial enough, and Do'azda is tired enough that she cannot bring herself to care.

"Do'azda would like that, yes. She would also like a room for the night, if she could?" She says. The innkeeper grunts.

"Got baked potatoes or seared slaughterfish. And ale. Ale alright?" He says. "Five septims for the meal, whatever you have. 'Nother 10 for the bed."

Do'azda frowns. She has the gold from the tunnels, but 15 septims is more than half of it.

She doesn't have a choice, though - he does not look to be a man given to negotiating, and she is hungry. She'll need to make some money before moving on to Whiterun, but for now…

"Do'azda will have the seared slaughterfish and ale, please." She says. "And she can pay for a room now, too."

He nods and takes her gold, before heading off to prepare her meal.

Do'azda settles at a table, and after a moment, grows bored. "Is it alright if Do'azda asks some questions about your inn? She has never been to Skyrim before, and in Elsweyr, inns are not the same!"

He grunts again. "Spose. Tain't much to it, mind. Don't even own the place, not fully."

"Why not? Does someone else?" She asks, leaning in just a little bit in her seat. "Do you mostly serve people who live in Riverwood, or people passing through? How busy are you normally? Do you see more people in the summer?"

He drops a plate of fish - seared grey on the outside, but a deep, ruddy pink in the centre - and an earthenware bottle on the table before her.

"Eat." He says, bluntly. "Someone else owns half, but she's away, so I run the inn. Mostly I just keep Embry topped up, stop his head getting stuck back in the war, a little ale to the imperials when they get leave, the occasional merchant… Not much, but it keeps me above water."

Do'azda opens her mouth to ask another question, but he's already walking away, and her body is forcibly reminding her that not only has she not eaten all day, but there's a plate of seared fish in front of her, and she's not doing anything with it.

After Do'azda eats, what does she do?

[] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
[] The Riverwood Trader might buy something from her, and if anyone knows more of the local gossip and news, it would be a trader.
[] Do'azda needs coin, and the day is still young. She should go around the village and see if there is anyone who could employ her temporarily for coin.

VM AN: She did it! Not the longest update, I'll grant, But Do'azda is at Riverwood now, which is nice.

TL AN: This was a case where you'd automatically pass the social challenge, but later cases might have multiple points where we stop you and go 'they're not buying it, what now' or etc. Also, we'll make a character sheet relatively soon.
 
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[X] Do'azda needs coin, and the day is still young. She should go around the village and see if there is anyone who could employ her temporarily for coin.
 
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Glad Do'azda got past the imperials.

hmm Lets have Number go Up.

[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)

Sleep is good.
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)

She's been through an awful lot today so bet she's exhausted.

The sleeping to gain levels reminds me of when I was young and played Oblivion. Got bit by a vampire but avoided contracting vampirism by not sleeping for the rest of the game. Good Times.
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)

sidequest
 
[X] It is not that late, but Do'azda is tired. She should take a nap and laze around the inn for the moment. Tomorrow perhaps she will find coin. (Sleeping leads to XP accumulated being gained, and leveling to happen if achieved.)
 
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