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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we should probably take either destruction or alteration, to increase our quite miserable combat capabilities. While conjuration and illusion are good, sooner or later we will have to fight, and we need to be able to do it. We need destruction as a secondary skill
[X]Illusion
[X] Conjuration
[X]Destruction
 
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[x] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.

[x] Alchemy
[x] Conjuration
[x] One-Handed
[X] Conjuring Efficiency
 
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[X] Cat Smash!
- [X] Heavy Armor
- [X] Two-Handed
- [X] Speech
- [X] Armstrong
- [X] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.

who the fuck is scraeming "we aren't playing an orc warrior" at my house. show yourself, coward. i will never stop suggesting two-handed armor builds
 
[X] Dlan's levelup plan
-[X] Conjuration
-[X] Speech
-[X] Illusion
-[X] Conjuring Efficiency

If you can get better at speech you should get better at speech. Also, focusing on strengths is paramount early on


[x] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
 
[X] Dlan's levelup plan
[X] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
 
[X] Conjuration: 25
[X] One-Handed: 15
[X] Speech: 10

- Conjuration's our strongest combat magic at this time
- One Handed; we've got an axe, we're half-decent with it, and there's going to come a time when we're going to have to axe something in the face. Plus a pure mage build is boring.
- Speech is good for a variety of reasons. Persuasion and bluffing opens a lot of doors that might otherwise remain clothes, and I'd say it's even more important when many people are going to dislike us on principle. Also Speech makes things cheaper so...

[X] Conjuring Efficiency

Decent pick for combat spellcasting, and combat's going to happen.

[X] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.

Let's do something Do'azda likes. Might improve her mood, and it's a good way to socialize. There might be other, friendlier people to talk to.

If nothing else, some activity might help tire her out some more so she can get more sleep.
 
[x] Conjuration
[x] Speech
[x] One-Handed
[x] Conjuring Efficiency
[x] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.

I see the merit behind the idea of increasing one of the games more essential skills and two of our specialties, but even with efficiency we still have a limited mana pool. Rather than increasing illusion I feel like there is more merit in raising one handed. It's an excellent backup combat skill for when we are low on mana or simply need something less flashy.
 
[x] One-Handed
[X] Conjuration
[X] Speech
[X] Conjuring Efficiency

[X] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
 
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[x] Conjuration
[x] Speech
[x] One-Handed
[x] Conjuring Efficiency
[x] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
 
Getting better conjuration means we eventually get better Bound Weapons as well.
So increasing that also increases our face-axing abilities indirectly.
A) Pretty sure Bound Weapon scales off the One-/Two-Handed skill as well, so if we want that to be any good we need both,
B) That's some nebulous future tense and we've got an axe right now.
 
[X] Plan Diplomatic Powerleveling

[X] Illusion
[X] One-Handed
[X] Speech

Illusion is our weapon of choice, One-Handed is for basic combat (if all else fails, we aren't much of a warrior or an assassin. not yet) and will add onto our conjuration skill down the line, and passing speech checks nets us a fair bit of exp.
Ideally, sneak would work great in terms of overall utility "at the field" so to speak, but speech+illusion would let us pass more "checks" and thus get more exp overall, resulting in faster level-ups.

Plus, it will let us get out of a lot of tight spots regarding our runaway status.
If our identity is uncovered, we probably can't take on multiple guards, so this way we can still farm exp off of them.

[X] Haggling

Again, faster level-ups via better speech checks, plus we have some things that we might want to sell and that little bit of money can go a long way early on.

[X] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.

I want to try exploring our connection to Azurah
Although dancing would likely improve our mood given our particular traits, I'd still argue that it'd draw too much attention.
 
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[X] Plan Diplomatic Powerleveling

[X] Illusion
[X] One-Handed
[X] Speech

Illusion is our weapon of choice, One-Handed is for basic combat (if all else fails, we aren't much of a warrior or an assassin. not yet) and will add onto our conjuration skill down the line, and passing speech checks nets us a fair bit of exp.
Ideally, sneak would work great in terms of overall utility "at the field" so to speak, but speech+illusion would let us pass more "checks" and thus get more exp overall, resulting in faster level-ups.

Plus, it will let us get out of a lot of tight spots regarding our runaway status.
If our identity is uncovered, we probably can't take on multiple guards, so this way we can still farm exp off of them.

[X] Haggling

Again, faster level-ups via better speech checks, plus we have some things that we might want to sell and that little bit of money can go a long way early on.

[X] Pray, and try to think about her situation a little more. The Gods can grant wisdom, or at least show the path, sometimes.

I want to try exploring our connection to Azurah
Although dancing would likely improve our mood given our particular traits, I'd still argue that it'd draw too much attention.
We aren't that much of a runaway. We are on no list, and no one is looking for us. all our crime was being at the wrong place at the wrong time. A few days, and we are clear.
 
We aren't that much of a runaway. We are on no list, and no one is looking for us. all our crime was being at the wrong place at the wrong time. A few days, and we are clear.

Sure, but there are search parties around the area right now.
The more of them we encounter, the more of them we can bluff (quite easily) and thus the more exp we can gain.

Maybe this is just me metagaming, but it seems like a far easier way to grind than exploring caves.
 
[x] One-Handed
[X] Conjuration
[X] Speech
[X] Conjuring Efficiency

[X] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
 
[x] Get dressed and go out and join them. She can't afford to spend money on drink, but if there's dancing and merriment perhaps she could try to get herself into a better mood.
 
Adhoc vote count started by The Laurent on Sep 8, 2021 at 2:27 PM, finished with 26 posts and 19 votes.


Vote closed. You're gonna go dancing.
 
[x] Sneak
[x] One-handed
[x] Illusion
[x] Eye for Details

Illusion and Sneaking together make for a very cool Assassin build - using Invisibility to get close to targets, and fury spells to deal with large groups.
Conjuration is a much more boring playstyle in my experience.
 
Dance
Dance

Do'azda does not have time to get all the rings back in, so she slips on the underclothes, sniffing carefully until she is sure that they don't smell too bad yet.

She wrinkles her nose as she considers her robes - musty from the caves, and as yet still smelling of the mage she took them from - but they are not so offensive that she would be too ashamed to show her face, and the noise from the inn's common room continues, laughter and general merriment.

Even tired, even in robes that restrict, in a land she does not know, the rhythm of the drum in the other room pulses through her. Nothing could distract her more ably from her situation, tire her out more thoroughly, ensure she sleeps heavily until the morning comes, than to dance, to show the people of Riverwood her soul, and see if any can understand.

She doubts it, but perhaps she has been burned a little too much lately. But she's always willing to try again.

The gathering is not all that large, except for the village it is. There's close to two-dozen people, she can't quite get a good count, and they range from all ages sixteen and upwards. There's not enough seats, and so most of the people sitting are the older ones, tired and grey and in need of the support. Tankards of ale are passed around as men and women flirt with each other, and dance about in a rhythmic way. It is not like the dances of her homeland, but neither is it like the kinds of Ballroom dances that the elves prefer.

She steps forward, and a few people glance at her and then take a second look. A few even edge away from her, as if she's going to pickpocket them. (She can tell that's the fear because one man reaches for his coin purse to check that it's secure as she approaches.) The whole crowd smells faintly of alcohol and sweat, but she's in the mood now. Her tail shifts as she walks, already preparing to balance herself as she dances.

When she turns, she sees someone that's actually looking at her with a minimum of suspicion. He's a slender imperial, with a scraggly goatee and close cropped black hair, wearing finer robes than most in the room, though they're fraying thin at the elbows, and the colours are fading from overwashing.

"Ah, are you new to town? Or, I bet you're just passing through."

"Who are you?" Do'azda asks, a little harshly.

"Lucan Valerius, I run the Riverwood Trader," he says, not at all troubled by her lack of tact.

Still, she speaks more carefully. "This one is called Do'azda, and she is traveling to Whiterun."

"Then you saw whatever everyone has been gossiping about?" Lucan asks with a shake of his head. "A dragon, really? The closest thing to a dragon in Skyrim is the claw I keep as a shop symbol."

"It was a dragon," Do'azda says. "But Do'azda doesn't want to talk about it."

Lucan looks her over for a long moment and said, "If you really did see a Dragon, then I should be buying you a drink, shouldn't I?"

She raises an eyebrow and says, "Do'azda would not be opposed."

Lucan nods, smiling and wandering off towards the bar. "I'll be right back."

He's as good as his word, and nobody bothers Do'azda in the minute it takes him to get a tankard.

It's frothy and smells of grain, and she gives it a sip. It isn't bad, though it isn't good either. She's too used to wines at quasi-elven gatherings, but she takes another deep sip of it and gets used to the flavor. It's… strong, and rich.

"If you don't mind my asking," Lucan begins, "Will your business in Whiterun get you in contact with any caravans? I don't mean to presume, but there aren't many of your kind in Skyrim who don't know the caravans,"

Do'azda narrows her eyes slightly. "Do'azda wonders why you want to know?"

Lucan smiles wryly. "Ah. Now is when the imperial throws his weight around, you think? I make some reference to connections with the empire, perhaps some offhanded threats about bandits or legionaries, and follow it up with a demand that you don't send your caravans to my town, yes? No. Let me explain?"

Do'azda takes a sip of her ale in lieu of answering, looking around the tavern. A nord plays the lute, an imperial woman dances begrudgingly with a wood elf, a couple of older nords sit at one of the tables, nursing bottles of mead as they talk in hushed tones.

After a moment, Lucan breaks the silence. "Bandits have been preying on my deliveries. The jarl does nothing, scared to provoke Siddgeir. Today I made a deal to protect my business in exchange for payment, but this does not leave me sleeping easy. And now, fortune of fortunes, Zenithar provides. When you arrive at Whiterun, could you speak with the caravaneers? I can give favourable rates if they will carry my goods. Only the most foolhardy bandits risk assaults on well-guarded Khajiit caravans, and I can wash my hands of the White River men and their deals."

Do'azda opens her mouth to respond, but someone clears their throat.

A nord girl in her early twenties shifts nervously, fidgeting with her dress. A honey-blonde braid hangs across one shoulder, ending in a dark ribbon. Her eyes glitter green in the firelight and she smiles when Do'azda turns to her.

"Excuse me? I'm terribly sorry to interrupt, but I wondered if you might be interested in a dance?"

"Ah, Liesl, I'm flattered, but I don't dance," Lucan says.

"Not you."

The dancing is no elven ballroom dancing. Nor is it the kind of dancing a footloose Khajiit would get up to. It begins simply enough, with the girl and Do'azda walking together in a sort of fast rhythm, hand in hand, turning occasionally. This is a little like ballroom dancing, if simpler and less formal. Then Liesl breaks off, and begins to spin and turn, kicking her legs with great dexterity, skirt fluttering invitingly as Do'azda watches it with evident confusion. Then Liesl stops and gestures to her.

Ah: and now you.

Do'azda gets dizzy with spinning as she turns and even considers--before reconsidering--a backflip as she spins and turns around, seeing that even though she's dressed in a robe, Liesl's eyes are on her.

Then they come together, hearts beating as one, to hold each other by the shoulders and twirl and twirl around until they're both sick with dizziness and sick with laughter, sweat in the air and a lingering moment of desire before Liesl says, "Thank you," and steps back, still panting.

Her hair is a mess, and it seems a very intimate sort of dance in a way, for all that nothing actually has happened.

"That was fun," Do'azda admits. "If Do'azda is around another night…" she begins.

"You probably won't be," Liesl says, but she's grinning broadly. "But if so, I'd love to."

******

Do'azda rises before the sun the next morning, feeling if not completely refreshed, substantially better than she had the day before.

The inn is dark and quiet as she makes her way out, to see in the dawn. The innkeeper is nowhere to be seen, the firepit cold and choked with ash, all trace of the revelry of the night before having been meticulously cleared away.

The rest of the village is no different, the tranquil silence of the pre-dawn ruling unopposed. It is a cold, stark morning, with the last of the night sky only stubbornly giving way to the encroaching sun. Do'azda shivers as the cold air first hits her, but within a few paces it feels invigorating, and she walks with a spring to her step that's been missing since before she was caught by the imperials.

The river flows gently past the village, and she takes a moment to watch it, as the sun begins to rise, warm against her back.

Azurah is not given to speaking with her children unduly, and indeed she does not, but Do'azda feels a reassuring squeeze on her shoulder, and a pervasive warmth all the same, and she relaxes, content that She Who Sits At The Precipice approves of her deeds.

Revitalised, Do'azda returns to the inn as the village shakes off its sleep and begins the day.

The bard from the night before sags against the wall of his house, a water bucket forgotten as his feet, apparent to all and sundry that he overindulged at the inn, wincing at the shriek that emanates every time the blacksmith pumps the bellows at his forge. The blacksmith himself looks none the worse for wear, though Do'azda saw him put away a prodigious quantity of ale - though his face is drawn, as though consumed with worry.

The innkeeper is hard at work cleaning out the firepit when Do'azda returns, but doesn't object when she takes a table to consider her next move.

Travelling to Whiterun is out of the question without at least the wealth to pay her way, and preferably a change of clothes. She needs work. In Riverwood.

But what?

[ ] There must be someone who needs help with something - Do'azda just needs to find them in the village!
[ ] Lucan was nice, perhaps he has some work available?
[ ] Potions! Do'azda can brew potions, and people always want to buy potions. She'll need to go into the woods to find ingredients, but that can't be too hard.

TL AN: This was a dual effort, so please thank both of us when you can. @veteranMortal is a very good writer. Sorry it took a bit, life came in the way.
 
[X] Potions! Do'azda can brew potions, and people always want to buy potions. She'll need to go into the woods to find ingredients, but that can't be too hard.

I think, we still aren't ready for full on adventureing. And therefore, making and selling some potions is the way to go.
 
[X] Potions! Do'azda can brew potions, and people always want to buy potions. She'll need to go into the woods to find ingredients, but that can't be too hard.
 
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