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

Elves are cool, and I want to fight both anti-elf racism and elf supremacists as one.

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

I don't believe you. :p
 
[X] Quit asking
[X] Breton
[X] Orsimer

The unique magic of the Reach has always been under-explored in my opinion, and the Forsworn deserve better characterization than "Native Savages".

Edit: An orc is fine too.
 
Last edited:
@The Laurent are Khajiit supposed to get a one handed bonus instead of hand to hand?

After consulting vet about our thoughts on this: nope! Because the Khajit have claws and they are so close at hand, a lot of Khajit fighting styles involve having one hand with a weapon (a sword, a one-handed hammer, a short axe, whatever else you can imagine) and the other free, either to cast magic, do the things that hands can do... or be ready to claw someone's face off.

So it's just natively part of how most Khajit fight if they have a hand free.
 
Last edited:
[x] Skyrim: An Underdog's Journey
- [x] Quit asking.
- [x] Dunmer
 
Yes please. I have never played an elder scrolls game, so I don't even know enough to ask. like, argonian? what's that.

Argonians are the native people of the Black Marshes. Proud and free now, for a time there were slave raids from Morrowind, and so they don't get along with the Dunmer (dark elves, but please don't think D&D, they're a little different). They can breathe underwater, and they are indeed lizards. Argonians venerate the Hist, a set of sentient trees in the Black Marshes with great wisdom and power and strange supernatural abilities. In Skyrim they have a niche because of their skill on and in the water, but they are also kept segregated in places from the population at large, though in this they have it somewhat better than the Dunmer and Khajit... but only somewhat. They were also the race I played when I first played Skyrim, coincidentally.
 
Argonians are the native people of the Black Marshes. Proud and free now, for a time there were slave raids from Morrowind, and so they don't get along with the Dunmer (dark elves, but please don't think D&D, they're a little different). They can breathe underwater, and they are indeed lizards. Argonians venerate the Hist, a set of sentient trees in the Black Marshes with great wisdom and power and strange supernatural abilities. In Skyrim they have a niche because of their skill on and in the water, but they are also kept segregated in places from the population at large, though in this they have it somewhat better than the Dunmer and Khajit... but only somewhat. They were also the race I played when I first played Skyrim, coincidentally.

and the khajit? other than being cats and therefore the best?
 
[X] Plan Pretty Kitty

[X] Skyrim: An Underdog's Journey

[X] Plan: Feathered Serpent

[X] Plan Redguard Sword Savant

[X] Girls

But there's one they fear!

 
Last edited:
I always like to play Redguard characters who master the sword and bow in Elder Scrolls games! We could be a neat mercenary from Hammerfell and such.

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

The Khajiit are the people of Elsweyr, which is a province under the Thalmor. They can look various ways depending on the phases of the moons. They are a colonised people, but their history is long - longer than that of the men and mer that would dominate them. They are often tied to Skooma [fantasy opium], as addicts and smugglers both, with some validity; the active ingredient in skooma is moon sugar, which comes from Elsweyr.

They are not, typically, allowed into the cities, as the people in power in Skyrim - Nords and Imperials both - believe them to be, by and large, a shiftless and criminal folk.

Khajiit also speak in the third person. Khajiit does not care that this makes her stand out from Imperial crowd.

My first PC was a female Khajiit, coincidentally.
 
Last edited:
Back
Top