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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Lovely chapter!

[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.
 
Indeed, very close. :V
Adhoc vote count started by Aranfan on Sep 20, 2021 at 12:32 PM, finished with 29 posts and 26 votes.
 
Potions
Potions

Just downstream of Riverwood is a bridge, old stones worn smooth by centuries of use, straddling the White River.

As she crosses it, Do'azda murmurs a thanks to the unknown masons who built it - the best ingredients will be in the woods, back the way she came to Riverwood, but to swim across the river… She shivers.

The sun is up in truth now, and with dappled light filtering through the trees as the birds begin to sing in the day, Do'azda finds herself settling into the unthinking routine that characterised her forays into the jungles of Elsweyr.

Skyrim's woodland - even little snatches of it like this - are of course different from those of Elsweyr, and a half dozen ingredients she could normally rely on are nowhere to be found.

The woods smell of decay, more than anything - in these northern climes, the flowering plants are small and have little scent, but the cool, damp weather encourages more fungi than Do'azda has seen before. Shelves of a pallid cream-coloured mushroom ringed every tree stump and fallen tree, eating the bark and wood to powder. As she collects them, the mushrooms come away with clumps of wood ensnared by them. Do'azda makes a face - it will be more work to carve pure mushroom from these than it was to collect them, and she does not even know that they will be of use. More encouraging are the squat, round little mushrooms which grow - it seems - in every dark crevice and patch of damp ground. Such mushrooms grow also in Elsweyr, and she gathers as many as she can find, stuffing them into her pockets. The other mushrooms, corpse white and stained with red, she does not touch. Poisons have their uses, but few traders will buy them, and no innkeepers.

A pretty blue flower with an intensely medicinal scent follows the mushrooms - Do'azda does not know the flower, but she knows its properties by scent.

"Ah, a khajiit. I did wonder who could tread so light through my woodland," the voice is that of an elderly woman, kind but decidedly cool. "An Alchemist, if I judge truly. Gathering for… healing, I shouldn't doubt."

She's an old nord woman, in a blue robe and stout leather gloves, with friendly eyes and wrinkles from a lifetime of smiles.

"Do'azda is full of apologies! She did not realise-" Do'azda begins, but the woman waves a hand idly.

"No harm done, my dear, no harm done. I doubt anyone in the village remembers old Anise, in any case. How is the village? Does Hrolfnar still run the mill? You must come to my cabin, I'll make us some tea and you can tell me how Riverwood fares?"

"Do'azda is not sure…" she begins.

*****

Anise's cabin is a solidly built wooden building in the middle of a clearing. It's only a single room, with a bed and a large alchemy lab, and a small cook pot and kettle in one corner. Do'azda waits awkwardly outside as the old lady bustles around the cabin.

"Potions of healing and… suppressing disease, correct?" She calls as she works. "You won't get far with just mushrooms and flowers, dear. You need a butterfly net!"

Do'azda hums. Rajhin typically catches what insects she needs. She ought to summon him again, but humans are often queer about familiars. Better to wait. "Do you have one? You brew potions yourself, don't you?"

Anise laughs as she hands a mug of tea. Hot and pungently floral, Do'azda sips at it noncommittally. It could do with some honey, but she's not going to ask.

"I have my own ways of catching insects when I need them, my dear." Anise says. "But please, I've wasted your time. Tell me, how is Riverwood these days?"

"They seem to be doing well. How long has it been since you were there?" Do'azda replies, "Because Do'azda has met the woman who runs the mill, and she is not 'Hrolfnar'"

"It'll be Gerdur at the mill, then. A babe in swaddling cloth, when I left. I didn't think it'd been so long…" Anise trails off, lost in her memories. "Her father built my cabin, you know. Such a kind man. No one else would speak to me. I brewed a very serious potion for a very unserious girl, you see."

Do'azda feels distinctly out of place as the old woman runs a hand down the side of her cabin, but Anise seems to collect herself.

"I'm terribly sorry, I'm making you uncomfortable. A shame, I've missed the company." She says at last. "I expect you have places to be. Remember me, if you have a need for an old herbalist in future?"

"Of course. Do'azda needs to make her potions, but she won't forget." Do'azda says, putting down her empty cup and making to stand. Anise seems kind enough, but something about her puts Do'azda's teeth on edge.

It's closer to noon than dawn now, and Do'azda hurries, collecting her thoughts on what she needs to brew.

Anise is correct, of course - she'll need butterfly wings for the potions, and catching them by hand will be almost impossible. Glancing behind her, Do'azda reaches out with her magic and her soul.

The fading pain of an arrow in her chest, wind ruffling her feathers, boredom creeping into her mind, Do'azda and Rajhin are for a moment one, as he claws his way back into the world.

Rajhin is a beautiful bird, with bright, intelligent eyes and a sharp contrast between the deep brown of his back feathers and the rich cream of his breast plumage. It is only her opinion, but Do'azda feels there is no bird as fine.

Rajhin regards her with reproachful eyes as he fluffs up his chest, as though to check the imperial arrow is no longer there. But when she reaches out to stroke him, he leans into her hand, rubbing his head against her palm and chirps happily, a shrill "chuk!"

"Who's a good boy? Welcome back, little one." Do'azda says in Ta'agra "I missed you."

He climbs onto her forearm, his claws digging in through her fur.

"Dear Rajhin. Catch me some butterflies, dear heart?" She asks, scratching him under his jaw as he stretches out his wings. He bobs his head affirmatively as he kicks off. Do'azda rubs at her arm, where his claws have left pinpricks of pain.

With the ingredients handled, Do'azda begins to think about the potion as a whole - what to use for a base? Egg would bind it best, but egg potions are unpopular with the consumer, and keep scarcely at all. Alcohol keeps the longest, and the legion are always willing to buy, but she doesn't have any alcohol, and it dulls the potion's edge. Milk, then? Milk is traditional for restoratives, and the needs of the temples never recede.

But milk spoils more readily even than egg, and Do'azda cannot afford to lose these potions.

She's reached the shore of the lake now, where the waves lap gently against the shingle. She can make out a woman across the lake, casting a line into the water, but Do'azda makes no effort to call out - she would not be heard in any event.

The lake smells fresh, and buzzes with life, a flurry of activity, yet tranquil - dartwings skim low across the surface, occasionally vanishing as the salmon below feast, a deer drinks deeply from the lake, a stone's throw from where Do'azda stands, until it is startled by a family of otters slinking out of the lake, mouths full of salmon, the roe spilling down their chests.

Water is the most common base for a potion. If you don't want anything special, if you aren't pursuing longer life or easier consumption, if you're confident the ingredients will bind, then water is the obvious choice. Boring, though. With a sigh, Do'azda bends down to begin filling flasks - earthenware, not glass, and taken from the inn - as Rajhin swoops this way and that, catching butterflies.

She's almost back to Riverwood, with four bottles of water jangling on her hip, a pouch full of mushrooms and flowers and a bag of dead butterflies - and a falcon on her shoulder, trilling happily in celebration of his successful hunt - when she finds the note.

It was slipped into her coin purse - a quick count tells her nothing has been taken - and was folded carefully, so only a slip was sticking out.

If you ever want to come visit again, dear.

Underneath, she's drawn a simplified map of the route to her cabin from Riverwood

And do be more careful who you accept drinks from.

Do'azda suppresses a shudder, slipping the note into her pocket as she enters the Sleeping Giant Inn.

"May Do'azda use your alchemist's table?" She asks, suddenly worried. If she cannot, she'll have to brew with a campfire alone, a long, arduous process.

The innkeeper looks up from where he was pouring a sack of potatoes into a barrel of salt, preparing them to bake. "Yes?" He says it like a question. "Of course?"

"Oh, thank you! Is it common for guests to use it? Is this some Nord custom that Do'azda does not understand?" She replies, even as she begins her alchemy, separating the mushrooms and flowers into piles for grinding and chopping.

"Aye. You got the skills, you can use the gear; ain't like anyone else is hankering for it. Ingredients had best be your own, though." The innkeeper replies, setting the empty sack of potatoes down and making his way behind the bar. "Better finish afore Hilde comes by; she likes to listen to her son play in the afternoons, and she's been against potions since well before my time."

Do'azda nods absently, crushing the butterfly wings into a fine powder between two slates. "Why's that?"

The Innkeeper is quiet a moment, and Do'azda combines the dry ingredients - some fat little mushrooms with the yellow butterfly wings to make her healing draught, some flowers with the blue butterflies to suppress disease. The other mushrooms she leaves for later, when she has the time to check them properly.

He breaks his silence just as she was preparing to add the powders to the lakewater- innkeepers are natural gossips, and cannot abide leaving questions unanswered. "Oughtn't say, really. Tain't my place. But I heard," he drops his voice, as though trying not to be overheard - though the inn is quite empty, "I heard she asked a witch to charm her unborn babe to be a son, and the potion took more from her than she wished."

Do'azda winces. Birthing magic is powerful, and it is a dark deed to harness it. Dark and unpredictable. Better to stick with restoratives and poisons - straightforward alchemicals.

As she pours her powders into her flasks, Do'azda murmurs the spell of binding.

Magic is, of course, a vital part of any potions - Do'azda is frequently amazed at how many seem unaware of this - and without it, her potions would be little more than especially effective herbal teas.

The healing potion darkens to a uniform ruddy-pink, clouded and pungent, whilst the disease suppressor is more mixed, a swirl of blue running through the pink, visible only in the right light.

With two of each potion, Do'azda feels a thrill of pride as she corks them. They are not, perhaps, her finest work, but they're fine enough, and the Riverwood Trader will pay well for them.


The trader is small, dark and cluttered, full of books and curios - most notably a gleaming golden dragon's claw, resting on the counter where the light catches it best - and Do'azda takes a moment to adjust to the low light.

The woman behind the counter smiles. "Ah! The Khajiit trader. My brother thought you might be by some time today. What can I do for you?"

Camilla Valerius looks much like her brother, but her face is drawn, as though she's not sleeping, and her smile is a little strained. Do'azda wonders, looking at her, if the bandits are more troubling to the Valerius siblings than Lucan suggested.

But she is here for a purpose, and she will not distract herself. Do'azda sets her potions on the table. "Do'azda has brewed some potions. Two for injury and two for sickness. How much?"

Camilla leans forwards, her eyes brightening. "Shall we negotiate, then?"

Do'azda narrows her eyes. So it begins.

"Do'azda would like thirty-five for each, perhaps thirty-two for injury," she says.

"Do you seek to drive us into poverty?" Camilla asks, eyes bright as she smiles in what's a very charming fashion. "Twenty, no more than that. And we'll throw in… oh, some trail rations." She gestures to where there are bags, no doubt filled with a mixture of meat, berries and nuts.

"Thirty, the berries… and Do'azda needs a new dress."

This particular line of argumentation lasts ten minutes, as Camilla carefully tries to keep from maneuvering upwards. Do'azda is the one forced down, but the lowest she'll go is twenty-five each plus a dress and trail food so that she doesn't have to bother with lunch.

"Twenty four, the dress, but not the berries," Camilla insists.

"Twenty five, the mix and the dress," Do'azda repeats for the fifth time.

"Fine… fine," Camilla says. "I can do that."

It isn't as much as Do'azda has hoped for, but it's enough to be worth something, and so she leaves the Trader a hundred septims heavier, and with a new - clean - dress to wear, and all the more pleased for it.

*****

A number of people have gathered in the inn when Do'azda arrives - many of them she faintly recognises, though cannot place, whilst the rest she recalls from the night before; the blacksmith, Gerdur the miller and the bard, Hilde's son are the ones she remembers, stood apart from the crowd, in a little clump all of their own.

The Innkeeper stands in the centre of the mob, looking thoroughly put upon.

"Listen! Listen! I understand you've been through a lot, but the fact is, I've only got so many rooms, and a man's gotta make a living. It's 60 septims a bed, and if you can't pay, you're welcome to push on to Whiterun," He says, raising his voice as he speaks and the crowd begins to grumble.

They're Helgen folk, she realises suddenly - the people who lost their homes to the dragon. They've finally reached Riverwood, and - swamped - the innkeeper is raising his prices. Harsh, and yet she cannot entirely blame him.

She slips out of the door again - if the beds are 60 septims, then the food will surely be similar. Better to try to keep ahead of the wave of Helgen refugees, and its early enough in the day that she can reach Whiterun by nightfall.

And once she's there, its a simple matter of…
[] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[] Introduce herself to the leader of the settlement
-[] Talk to the people, try to find the current problems facing their community and resolve them
-[] Write-in.
[] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
[] Write-in.

vM AN: So! Riverwood! Alchemy! Do'azda, a notably curious Khajiit, wandered into the woods around Riverwood, where a witch lives. Fun! Good times for everyone involved.

TL AN: This one is fully Vet's. We did brainstorm together for Alchemy lore. You can also use Honey and it binds almost as well as egg while making the potion taste a lot better, and some alchemists do silly things with rose water or particular alcohols.

Hour Moratorium, please.
 
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@veteranMortal, @The Laurent Can you add veteranMortal as co-OP Or something like that, so their posts trigger the OP notification? I thought someone posted an Omake and almost skipped the update :)

It usually does, but I made a whoopsie with the threadmarks - it was my bad, and as I understand it, the thread wouldn't have notified you either way?
 
It usually does, but I made a whoopsie with the threadmarks - it was my bad, and as I understand it, the thread wouldn't have notified you either way?
Well, the thread did notify me actually, but it was generic "<user> replied to the thread <Thread>." Instead of "The OP, <user> replied with <wordcount> words to the thread <Thread>."
And then I saw the post is threadmarked and was "wtf?!" :) But anyway, If you say you're set as OP then maybe it was a singular hiccup like you say. Or maybe you posted like 10 words first and then edited the rest in after. That would explain it :)
Getting back to actually reading the update...
 
My first instinct is this:

[X] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[X] Introduce herself to the leader of the settlement


If Ri'saad is any indication then any Khajiit leader that has set themselves up all the way in icy Skyrim is unafraid of risky gambles and firmly has their ear on the ground to hear any potential opportunities. As much as a powderkeg Whiterun is, we'll be able to hear all the juiciest gossip and brewing scandals.
 
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[x] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[x] Talk to the people, try to find the current problems facing their community and resolve them

We're no magnate's servant and don't require a by-your-leave to start doing our job.
 
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The Quest updated, sorry for this means of telling people, but Vet forgot to threadmark her post immediately, and so it wouldn't have shown up for a lot of people as THE awaited update.

Therefore, this is a means of getting around that and alerting more people.
 
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[] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[] Introduce herself to the leader of the settlement
 
[X] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[X] Introduce herself to the leader of the settlement
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.

Dragonborn comes ever closer.
 
[x] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[x] Talk to the people, try to find the current problems facing their community and resolve them

A great update. Thinking this.
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.

Much as I would like to ignore the Nords and focus on the khajiit I do think the second sentance of this vote is a good point. Any good will would be temporary of course but they could consivably use it to make perminate improvments.
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
 
[x] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[x] Talk to the people, try to find the current problems facing their community and resolve them
 
[x] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[x] Talk to the people, try to find the current problems facing their community and resolve them
 
[x] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[x] Talk to the people, try to find the current problems facing their community and resolve them
 
[X] Presenting herself to the Jarl of Whiterun; he needs to know about the dragon attack on Helgen, surely? And having an in with the Jarl can only mean good things for the khajiit of Whiterun.
 
[x] Finding the Khajiit Settlement; she's delayed long enough, now is surely the time. She'll meet up with them and
-[x] Talk to the people, try to find the current problems facing their community and resolve them
 
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