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][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
[X][Early Morning] There's no time like the present when it comes to gathering ingredients, and it will help pay off the debt to the alchemist.
[X][Late Morning] Healing has already begun, but spending some time tending to the needs of the injured canine will both look kindly and perhaps help speed his recovery.
 
Vote
Adhoc vote count started by The Laurent on Jan 4, 2022 at 10:16 AM, finished with 17 posts and 16 votes.


Vote closed.
 
Gleaning
Gleaning

Gathering herbs can be a tricky business. People know the value of the ingredients on their lands, and many a lord or merchant has declared firmly that there is to be no harvesting of this or that ingredient unless there is permission. It is one of the many ways that peasants and nobles fought in the Empire, apparently, in the days when the Khajiit were all Imperial subjects. She has heard that in Cyrodil itself they have advanced it to a high art, the robbing of the peasants of the right to gathering potion material to heal themselves. Of course, she has heard the same about the islands that make up the heart of the Aldmeri Union.

There are things that are not as they were in the days of old. Do'azda doesn't know anything about what the rules are like in Skyrim, but she did look it up a little. As a Shaman she has to know at least the basics, and all the stories spoke of there being some right to some potion ingredients.

The best cat to ask, though, is the alchemist. And so at the break of dawn there Do'azda is, standing in front of the Alchemists' shop, bundled up and her ears twitching as she waits for the alchemist.

The woman approaches sooner rather than later, sauntering up to the front door. She doesn't even respond to Do'azda, as if she isn't there.

"Hello?" Do'azda asks.

"Yes? Atani was just opening up. What does the Shaman want?"

"Do'azda needs to talk to you about the herb gathering. She needs to know what Atani wants, and whether there is any problems with permission for Do'azda to gather them," Do'azda said.

"Would Do'azda refuse to go if it was against a law?" Atani asks, cocking her head and putting a hand on her hip, taking a sort of pose as she watches Do'azda. It feels like it's a challenge, and Do'azda does not know the right answer.

"Do'azda is a shaman, and thus serves the Khajiit. In the right circumstances Do'azda would break unjust laws for the good of the community." She steps forward, looking at Atani with a careful, even gaze. "However, Do'azda does not know if simply the gathering of a few extra potion ingredients is such a circumstance."

"Do'azda misunderstands me," Atani said, teeth flashing as she laughs, her voice warm and conspiratorial, as if letting her in on a secret. "Atani has a pass allowing her to gather many herbs, flowers, and ingredients from the forests. Not all, but most. However, Atani has no time, and the Thanes are in the forest, and Atani has heard they harass even those who have paid the Jarl much to get the right to glean. Those who live in the city itself have to pay a third as much as Atani does." She hisses in annoyance. "But Atani pays anyways."

Do'azda understands at once: it is meant to encourage those who live in the city to prosper because those are the potion centers. It is no doubt an 'accident' that this means those forbidden from living in the city, such as Khajiit, must pay more. It of course affects all such outside traders: it affects those from far off Jarldoms seeking to gather ingredients while passing through Whiterun as well, after all.

She knows these tricks.

"If Atani can give Do'azda a list of what she needs, Do'azda can gather it." A Shaman could rely on an ingredient shop at times for the things that are hard to get where they are, but they're expected to do their own potion-work as much as possible. It is a point of pride, and also practicality: what is sold in shops can be tracked and recorded, and there are times in which a Shaman might mix all sorts of potions that the elves would not like. Of course, Do'azda knows how to do none of that, but all the same.

******

It is quite a list: Dragon's tongue, Salvia (unpleasantly called "Elves Ears" by the nords, so Atani tells her), Frost Miriam, lichen, grass seeds, rockmoss, Namira's Rot, Blisterwort, lavender, wild wheat and nightshade.

Atani brews poisons, as well as potions, then. Do'azda does not comment.

******

Some of this can be found in fields nearby. It is remarkable how many plants have worth far more for what a magic-user can do with them than anything. Some of the rarest spices that humans kill themselves over made only decent potion ingredients while actual weeds could provide a strong base for potions. It is still early in the morning, and so there is still a crispness to the air that would be bracing and refreshing if she is someone other than Do'azda. If Do'azda is a cat who, say, lived in Skyrim her whole life this would be pleasantly chilled, crisp as a perfect line of song.

As it is, she is shivery and a little miserable as she gets to work and quickly gathers at least the start of it. Other parts of it require going further. All of this well-ordered farmland requires woods, for without lumber there is very little to do, and of course the great falls provide plenty of power for lumber mills as well. She has to walk a little bit, but by then she is starting to get used to it, and nobody comments on the Khajiit walking through towards the forest. Maybe they think she is one of the hunters.

It is not much of a forest, no doubt, compared to what exists beyond out in the wilderness of Skyrim, but it is enough to stop her in her tracks to take a closer look at it. There are very clear paths through the woods, but there's enough wildness that she supposes she can see how there are animals to catch and plants to find, as well as of course plenty of mushrooms. Mushrooms of all kinds are good friends to a thoughtful alchemist.

She allows herself to relax a little, her eyes roaming carefully as she begins to fill a number of smaller bags. Some of these ingredients cannot mix, and so it is best not to throw everything together even if it means sectioning it out like this, and so she's very distracted.

There's something about the sorting, about picking out round, dark mushrooms and odd, wild weeds, some of which were probably for less savory spells, that was relaxing. There was a solid goal and the more she gathers the closer she is to reaching it. She can gather all she needs and do so in a matter of hours, and it'll at least help a business and 'pay' for the healing potion that is helping cure J'arin.

She pushes away her hood as she looks around, slicing a fistful of hanging moss from a mound of rocks.

The woodland is so serene, so peaceful, that for a moment, Do'azda forgets about her chill, about looking for ingredients, and just takes a deep breath.

The birdsong has quieted, and the forest is still, even tranquil, but Do'azda hears just in time a foot crunching leaves.

As she throws herself behind the rocks, an arrow sparks off them and away into the forest. Do'azda stifles a scream as she looks around desperately from the forest floor, one hand at her mouth and the other on the hilt of her dagger.

"Damn! Missed the beast!" The voice is coarse - a large man, Do'azda would guess.

"What was it? I couldn't see. You sure there was anything?" Another man, his voice gratingly nasal, replies.

"A wolf, I reckon? Damn thing probably cleared off when I missed. Not surprised you didn't see it. Don't see why the Jarl even called you back, you can't hardly see three feet in front of your face!"

"At least I've got more foresight than you, Imperial Lickspittle!"

"Don't be like that, Bjorn. I don't want to talk politics today. Have some more mead, we can find another wolf."

"I still don't think there was a wolf at all, Eisir!"

Their voices fade as they wandered off, and Do'azda releases a breath she didn't know she was holding. She could've died. She could've been killed by some fool nord half in his cups. And why? Because he thought she was a wolf? Because he wanted to impress a friend he hadn't seen in a while?

Her hands shake, and her breath is coming fast now. She could've died.

Do'azda has enough gathered, she thinks - she could collect more, but the idea of staying in the forest makes her stomach clench up in fear, and Do'azda knows enough to know which fears ought to be faced, and which ought to be run from. When the Thanes are still abroad? Do'azda runs.

Do'azda cannot return Atani, not yet, she's too shaken - she'll drop the ingredients off before lunch, perhaps, but first she will go to see Sha'ki, to check J'arin's wound.

He is a friendly dog, now that he is on the mend, panting at her in that hungry way, the way of the dog who has never been fed or loved in his life and thus desperately needs any and all treats the person has, or else he would starve.

Do'azda crouches next to him, laughing quietly as he presses his wet nose into her hand.

"Does J'arin want some treats? Do'azda has them for Rajhin, but J'arin is such a good boy, isn't he? Yes he is, yes he is." She fishes a handful from a pocket - dried meat, only tiny, shredded pieces, but enough for Rajhin, and judging by his intense, round yellow eyes as he looks up at her, enough for J'arin, too.

"Now, J'arin will be a good dog for Do'azda, yes? She needs to take a look at his wound now, and he won't growl or bark, will he? No he won't."

J'arin thrusts his head onto her lap to ask for more treats, and she gently turns him with her hand until his leg is exposed.

The wound has begun to heal, the flesh knitting itself back together; the bone had not been broken to begin with, and so - truthfully - he needs little care from her.

"Is he well?" Sha'ki's voice is anxious as she hovers at Do'azda's shoulder, shifting her weight nervously. "Does he need further treatment?"

"J'arin is healing well. His wound will be better in perhaps a week, and Sha'ki will need to keep him from worrying at it." Do'azda says, but she does not rise from the dog's side. She runs her hand along the underside of his muzzle, and he presses his head into her stomach, his mouth lolling open in a wide smile.

She takes a deep breath, rubbing her hand roughly on the dog's chest. She's safe, and far from the woods now.

"Is… Do'azda well?" Sha'ki asks tentatively, as Do'azda continues to stroke J'arin's fur.

Do'azda's breath freezes in her lungs.

"Do'azda is the shaman. Do'azda will be well, she needs to be." She says at last, sliding J'arin's head from her lap as she clambers to her feet. "She thanks Sha'ki for her concern, however. She had an encounter with some Thanes in the woods. They thought Do'azda was a wolf, and-" She stops.

Something stings at her eyes, and Do'azda realises with a start that she is crying. "Do'azda is just so tired. She has almost died more than she can count since arriving in this cold, strange land, and she knows she should be stronger but-" Before she can continue, warm arms envelop her, and Sha'ki presses her to her chest.

"It is easy for a cat to forget that Do'azda is so young, when she speaks with such authority, is so wise. Sha'ki is sorry it has been so hard."

Do'azda does not allow herself to remain vulnerable for too long - she is still the shaman, and she still has work. She gives Sha'ki her goodbyes and apologies both, and takes her leave.

The morning is been and gone, so what shall Do'azda do with her afternoon? As before, go with [Early Afternoon] and [Late Afternoon]

[] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
-[] And also spend some time wandering Whiterun and figuring out more about it in a general sense. (Takes another slot to select.)
[] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[] The cats of the night and the addicts.
-[] Those without a visible source of income.
-[] Merchants and traders.
-[] Guards and mercenaries…
[] The hunters have helped her quite a lot, so perhaps she should think about a way to deal with the Thanes that have been disturbing their hunting. Thinking of this is… unnerving now, but the necessity also seems more obvious.
[] Having seen and found one holy location in Whiterun, perhaps it might be best to search the whole city for the religious and magical hotspots for… future reference. (Consumers two time-slots)
[] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.

VM AN: Happy New Year! Sorry this took a while to get out! Do'azda is absolutely not throwing herself into work constantly to avoid thinking about things, I don't know where that impression could come from?

TL AN: This was fun to write, hopefully you enjoyed it!
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X][Late Afternoon] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] The cats of the night and the addicts.

Every cat needs their shaman, and the faster Do'azda can get up to speed the faster she can help those in need.
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X][Late Afternoon] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] The cats of the night and the addicts.
 
VM AN: Happy New Year! Sorry this took a while to get out! Do'azda is absolutely not throwing herself into work constantly to avoid thinking about things, I don't know where that impression could come from?
What else is one to do in a Skyrim adaption?
If you are not solving quests or looking for undiscovered locations you are hardly playing after all.
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X][Late Afternoon] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] The cats of the night and the addicts.
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X][Late Afternoon] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] The cats of the night and the addicts.
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] Merchants and traders.
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] Merchants and traders.
 
Adhoc vote count started by veteranMortal on Jan 12, 2022 at 5:46 PM, finished with 8 posts and 6 votes.


Vote Closed!
 
Hmm..
Lycanthropic and Vampiric Matriarchy perhaps?

Find a way to take vampirism away from Bal and give it to Hircine or one of the less bad Daedra?
 
Do'azda cannot return [to] Atani, not yet, she's too shaken - she'll drop the ingredients off before lunch, perhaps, but first she will go to see Sha'ki, to check J'arin's wound.

Missed the vote. Then again, with it being unanimous it likely wouldn't have mattered.

"Don't be like that, Bjorn. I don't want to talk politics today. Have some more mead, we can find another wolf."

"I still don't think there was a wolf at all, Eisir!"
One does wonder how the Thanes manage to not shoot themselves with so many of them wandering the same forest.
Maybe being drunk and loud serves as an impromptu IFF system? :V Then how do they get actual game?
 
[X][Early Afternoon] Do'azda is a replacement for a Shaman that died around three or four years ago. She doesn't know much about him, but perhaps she should learn about just what kind of Shaman everyone was used to before her and what kind of boots she'll need to fill.
[X][Late Afternoon] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[X] The cats of the night and the addicts.
 
In The Dark
In The Dark

With the sun high in the sky, Do'azda's first stop is the apothecary; she still needs to hand over the ingredients she gathered in the morning, and Atani is exactly the sort of person Do'azda would anticipate being at the centre of a web of gossip in Little Elsweyr.

She's talking to a cathay man with silvery-grey hair, and Do'azda stands by the door, slightly awkwardly, pretending she can't hear them.

"Does Atani have it?" His voice is urgent, on edge. Do'azda leans forwards unconsciously - it isn't that he sounds dangerous, per se, but he sounds as though he's in some discomfort, desperate. "This one has the Septims this time, he promises he does!"

Atani sighs, "Is K'dasi still short? Atani has a little sugar, but no product. She is waiting on-" Atani looks up and brightens at the sight of Do'azda. "Some herbs! From her close friend Do'azda - she is the shaman, does J'darr know this?"

J'darr turns to look at Do'azda, his eyes slightly dull; any cat can recognize a Skooma addict when she sees one, and Do'azda has seen enough in her time. "J'darr will return later, yes?"

His voice has dulled now, and he leaves without looking back. "Atani had best have some when he returns…"

Atani lets out a gust of breath as the door closes behind him. "Atani is sorry the shaman had to see that. She does not like to deal with such cats, but if she does not, then when they cannot afford Skooma from their dealers, or the dealers do not have Skooma… Atani provides only a little to them…"

Do'azda nods. It is not uncommon for apothecaries, especially in Elsweyr, to keep a little stock of Skooma, in case an addict needs tiding over - Skooma twists the mind, and the withdrawal can often kill.

"Do'azda has seen skooma addicts before - she comes from Elsweyr, recall?" Do'azda says, her mouth twisting unhappily. "She understands Atani does what is needed. She has the ingredients Atani requested, also?"

Do'azda sets the ingredients down, one by one. They're each in their own little bags so they don't mix, and so it is a whole production of opening the bags to show them off, looking at Atani as she goes over each set of ingredients with a nod. She squeezes some of them, and pokes or sniffs others, clearly looking to see if Do'azda has harvested them properly. Everything it seems is up to her standards, because after a long minute or two Atani nods. "Very good, Shaman."

Atani begins gathering them up, and Do'azda clears her throat.

"Ah, this one was wondering…" Do'azda begins. "Atani is well connected, yes?"

Atani cocks her head in mock confusion. "She listens when a cat talks to her, certainly. Does this make her well connected? Maybe it is so. What would Do'azda like to know?"

"Do'azda is curious… she replaced another shaman, who died a few years ago? No cat in Elsweyr knew what happened, and so she wondered if perhaps Atani knew? Bari - the hunter? - she tells Do'azda that he died badly, but Do'azda would like to know a little more about him?"

"Atani does not know so much about it, Do'azda must understand. The shaman did not rub shoulders with apothecaries; he had higher connections. Oh so many connections, yes." Atani says, before seeming to shake herself, "Perhaps Do'azda should talk with others? Atani would not care to speculate."

Do'azda can recognise a brush off when she hears one.

"Does Atani truly expect to be believed? Surely she knows something of the cat who was her shaman for a decade or more?"

Atani looks at Do'azda for a long moment. "He was liked by the priesthood in Elsweyr before he arrived, or so the rumours supposed. Now please, do not pester Atani further, she truly did not know him well,"

For a shaman to be well regarded by the priesthood bears a certain implication in Elsweyr, where the priesthood has been wholly subverted by the Aldmeri Union; the shamans work among the people of Elsweyr, but the priests, most especially those of Riddle'thar, preach obedience to the Mane and cooperation with the Union.

But what does it mean in Skyrim? He was overly faithful? He was in close communication with the shamans in Elsweyr? Or did it still mean he was working for the Thalmor?

Whatever else, she will get no more from Atani.

***

So recently past noon, the market is bustling; street vendors hawk food and drink, whilst other stalls have by and large shuttered - tradespeople need to eat as much as any other cat, Do'azda supposes.

Do'azda drifts in the direction of a cluster of stall keepers eating lunch together on a low stone wall. They're chatting lightly as she approaches, but their conversation tapers to nothing before she can overhear anything.

"Might Do'azda ask for opinions on something? She has a curiosity she would like satisfied?"

"This one is honoured by your attentions, shaman, but she wonders what the shaman could need from humble merchants such as us?" One of the merchants says, a short suthay, with dun fur marked with white and black stripes. Her voice is soft as she steps forwards, eager to please.

"Ah, it is not so much - Do'azda is new to Skyrim, and she would only like to know what the previous shaman was like?" Do'azda keeps her tone light, but she cannot miss the look of awkward concern on their faces, as they exchange glances.

"The shaman would like to know of Jo'zhid?" The merchant replies, slightly uncertain. "He was talented at keeping the peace for the Nords, until he… well. It is best not spoken of, the shaman understands? Lakaabi would not wish to cause distress."

Do'azda forces herself not to scowl - she is growing increasingly tired of being given the jerk around by everyone here. "Can Lakaabi elaborate further? Talented at keeping the peace for the nords?"

Lakaabi snorts. "Oh yes. Many deals he made with nord merchants, with the jarl and the-" One of the other merchants clears their throat, and Lakaabi cuts herself off. "Well. At any rate, Lakaabi would not care to speculate. Perhaps when the shaman has more time, or when Lakaabi does not need to return to her stall, she might come back? We could perhaps use the shaman's assistance?"

"Of course, yes. For now, though, could Lakaabi give the shaman a basic overview?" Do'azda asks.

"Lakaabi and her fellow traders should perhaps like to form a consortium? It is too complex to explain at lunch, Lakaabi apologises; she must return to work."

Three times, now, Do'azda has been all but stonewalled on this topic - Bari was unwilling to speak of the old shaman, Atani only briefly, and now Lakaabi will offer tantalising hints, only to be cut short.

It seems clear the former shaman was a collaborator - he traded his people's wellbeing for kickbacks, no doubt, but what Atani said…

"You won't get an answer from the youngins, miss. Afeared of consequences, they are." The voice crackles with age and sickness, and Do'azda spins on her heels. An older khajiit, a black-furred cathay-raht, his muzzle is shot through with white, but his eyes remain vibrantly golden in the midafternoon light as he rocks gently on his chair, on the veranda of a tall tenement building. He's speaking Ta'agra, though his accent is jarringly parochial. "Listen close to Dro'bariq, and I will tell you all you must know of the shaman Jo'zhid."

"Yes?" Do'azda replies eagerly in Ta'agra.

"Jo'zhid arrived in Skyrim twenty years ago - a decade after the Great War ended in Elsweyr. I don't know who sent him, but he sent many letters to the summer isles at first." Dro'bariq says, "But if the Aldmeri sent him, he disappointed them; soon enough he was telling us not to trouble the Nords, that we would be best served keeping our heads down…"

Do'azda grimaces; a collaborator, then, and not one with principles - he worked for the Thalmor, and then once in Skyrim, for the Jarl.

"He had been shaman for 15 years - long years, bad years - when he finally discovered the smuggling ring. Our merchants relied on it, then - the caravans were not so well established, and without the civil war, were outcompeted by the imperials, for we must pay tariffs they do not." He coughed and spat out phlegm onto the ground in contempt. "Better to smuggle goods in and out of Whiterun, to work with the thieves guild as we must. I used to run goods out of Whiterun; I was a carpet trader, before Skyrim's weather stole my breath. It was not a lot of money, but it was all we had. Jo'zhid told the jarl, base cur that he was, and the jarl broke our ring. Some few khajiit spent nights in the cells, and Jo'zhid spent the next fortnight parading his fineries."

"Disgraceful." Do'azda murmurs.

"Isn't it? We thought so." The old cat leaned in, his voice growing so quiet it is almost a suggestion, yet without passion or emotion. "As did the Dunmer who came to stay for a time at the inn in Whiterun, when he made contact. He told our people - certain hunters, mercenaries, caravan guards… He told them where Jo'zhid would be, walking beneath the walls that evening. Even gave out weapons, yes? Fine, elven blades, of moonstone and quicksilver. I could not say who slipped out of their bed that night to give Jo'zhid what he so desperately asked for, truly I couldn't, but he was found the next morning, floating face down in the river. I think some cats fled in the aftermath, perhaps they did the deed?"

Do'azda nods. It is a bloody business, but necessary. "Thank you for telling me, Dro'bariq. It is important for a shaman to know the world she is stepping into, yes?"

He waves a hand at her, settling into his chair with a rasping cough. "Yes, yes. Have you nothing else to do? I grow tired."

Do'azda takes her leave; she plans to visit the underbelly of "Little Elsweyr" this afternoon before sundown, and it will take a little time to get there.

More than that, however, what motivates her to leave is a desperate need to be alone, to mull over what she has learnt. Jo'zhid was a collaborator, a fool and an unsubtle one at that. The Thalmor are not so stupid as one could suppose - a Khajiit like Jo'zhid would never have been one they chose to send into the Empire, his loyalties were too negotiable. No, he was sent by the shaman themselves; a council of the most senior in Elsweyr must've gathered, recognised Jo'zhid was trouble, and all but banished him to Skyrim.

Much like, in fact, those who sent Do'azda to Skyrim. The thought is ice up her spine. Why was she sent here? Was she banished, like Jo'zhid? What has she done wrong? How did she misstep? Who did she offend?

*******

It is this disordered state of mind that Do'azda brings into the place she's been told is the hangout of Skooma addicts and Cats of the Night wiling away the time. It is just the right mindset to be among this, the smell of Skooma like faint sugar against her nose as she looks about at the squalor. It is a small room, truly, but the use of cloth partitioning it off makes it seem even smaller, over two-dozen cats all crammed in. A few are lounging: a beautiful golden suthay-raht man, lithe and handsome and dressed in not much at all, a skinny, wide-eyed cathay girl with brown-silver fur and an ear pierced so many times she jangles like a whole concert with each shake of her head.

These and other sights pass her by, but she is focused on the sounds. The point of coming here, when she made this plan earlier today in her head, is to hear the things that others will not say. The Skooma Dens and the gathering places like these are a good way to understand what is going on in a place like this. It is a very dense 'little town' and so these two dozen are far from everyone else in the town.

"Is Dar'ohila well? Are her bruises healing?" Do'azda hears a throaty female voice, older, tinged with concern, from behind one of the partitions

"This one is recovering, Madame. The shock was worse than the wound, yes?" A younger woman replies, exhaustion clear in her voice. "That damnable Sinmir. All too happy to pay for our services, but appoint him to the guard, and he has them manhandle working khajiit from the city!"

Another girl begins to make gentle, soothing sounds as Dar'ohila subsides.

"Well! What brings the shaman to this one's door, hm?" A melodious voice, smooth and courteous, but with an edge, like a blade held in a silk gloved hand. "K'dasi is not taking on new customers at the moment, and they doubt Drasiva's cats are willing to work today, after their troubles the last week or so…"

Do'azda jumps. A lithe cathay stands between her and the door, having slipped behind her unseen. Their hands are empty, but they hold themself as though they are a cat used to knife-fighting. Their fur is almost pure white, and their eyes a piercing blue.

"Do'azda wanted only to learn what troubles the…" She pauses, groping for a way to phrase it politely.

"The skooma addicts and dealers? The cats who sell their bodies? The" They drop their voice to a comical whisper, feigning as though scandalised, "Cats of ill repute?"

"Do'azda would like to help, if there are problems. All khajiit are of the community, and Do'azda serves the community as a whole." She speaks firmly, with resolve.

"Would she indeed? A fine shaman, K'dasi has no doubt! As it happens, those of us who are of the underground have quite the problem. Give K'dasi a moment, they will fetch Drasiva, and perhaps Tsani?" The skooma dealer still looks suspicious, but they breeze past Do'azda lightly enough.

Drasiva is an elderly cathay-raht woman - once, Do'azda believes, a great beauty, but faded with age, and not gracefully - the Madame of the cats of the night, the one who was speaking to one of the girls about the guards. Tsani is a harried looking, terribly youthful ohmes, her fur silvery, but filthy with dust.

Tsani runs a hand through her hair. "K'dasi came running to fetch us, and Tsani has come at their request - Baan Dar only knows why, whoever heard of a skooma dealer without skooma. So the shaman came to visit, what business is this of Tsani's?"

K'dasi dismisses her with a sniff. "Tsani is welcome to continue trying to run goods into Whiterun. How did her last shipment go, again? Ah yes, her mule was randomly selected for a strip-search, and had to ditch the merchandise. A smuggler who cannot smuggle, a skooma dealer without skooma, and cats of the night who cannot walk at night. The shaman is willing to help, so she claims."

"Does the shaman know our troubles, yet? She may be less than helpful once she does, no?" Tsani's tone is bitter. "Tsani's father was helped by the last shaman, and he yet bares the scars across his back from the flogging."

"Do'azda cannot help if she does not know what troubles you." Do'azda interrupts. "Tell her, and perhaps she will know what she might do?"

"A new guard captain has been appointed. K'dasi does not know why - the previous one remains in office too? Perhaps the nords expand their forces, perhaps they are simply bored. Sinmir, his name is. Long he has complained the guard are too lax - he was a mercenary of some repute before returning to Whiterun, and it seems at last someone has listened to him. He wishes to bring up discipline in the guard, which from a nord, means…"

"Means the guard harass us more, for we are clearly the sole criminal element. My cats get beaten, forced from Whiterun at sundown, even with all our bribes," and there is outrage there: what is honor sometimes except staying bought when bribed? "Khajiit, Dunmer, Argonians, Sinmir is not so fussy about who is a criminal and who is not," Draseva lets that hang for a moment before continuing. "We do not need a great deal from the shaman. Khajiit are not his sole target, but should Draseva, K'dasi or Tsani enter the city, the guards would follow us - we are known to them, where the shaman is not. She need only speak with a few in the city, that we might coordinate our attempts to remove Sinmir."

"Yes, Do'azda can do this. Who must she speak with?" Do'azda keeps her voice level - it is not a great ask, and she can do it without difficulty, she's sure.

"Truly?" Tsani asks, "If the shaman takes this information to the guards, Tsani will-"

"This one is sure the shaman knows the fate of Jo'zhid well enough not to risk such unwise acts, no?" K'dasi interrupts smoothly. "The shaman must speak with Evola Raveri - a dunmer with some connections in their own less-than-legal activities - and Bathes-In-Steel, an argonian bruiser. Tell them we wish for a meeting, the day after next; an hour past noon. They will know how to contact their compatriots, K'dasi has no doubt."

"Visit them at midday, girl." Draseva calls out as Do'azda turns to leave. "The guard do not expect mischief under a noonday sun."

The day is ended, and Do'azda has much to think about tonight, but what shall she do tomorrow morning? (Choose 2, an Early Morning and Late Morning slot)

[] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
-[] And also spend some time wandering Whiterun and figuring out more about it in a general sense. (Takes another slot to select.)
[] The community is bigger than the cats she's just met so far, perhaps she could check some of them out and find a few more problems for her to solve (Choose 1 per time slot.)
-[] Those without a visible source of income.
-[] Guards and mercenaries…
[] The hunters have helped her quite a lot, so perhaps she should think about a way to deal with the Thanes that have been disturbing their hunting. Thinking of this is… unnerving now, but the necessity also seems more obvious. Talk to them to see what can be done.
[] Having seen and found one holy location in Whiterun, perhaps it might be best to search the whole city for the religious and magical hotspots for… future reference. (Consumers two time-slots)
[] The cats of the night, smugglers and skooma dealers need to be put in contact with their opposite numbers in the Dunmer and Argonian populations of Whiterun. (Must be taken Late Morning or Early Afternoon.)
[] The merchants and traders wish to form a collective of some form - for which they need Do'azda's help. Perhaps she should follow up with Lakaabi?
[] Do'azda has found her feet. Perhaps it is time to look for somewhere she could purchase magical tomes, and other such tools to expand her options.

VM AN: So I've got covid. It sucks, I do not recommend it, but I've not had much to do but write for the last couple of days, so… voila.

TL AN: Most of this was Vet. I did some editing and the opening of the Skooma Den part, but this excellent work is on her. This is a community on the edge of destruction, growing poorer and more marginalized and exploited by the day, by the hour. No pressure!
 
[X][Early Morning] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
[X][Late Morning] And also spend some time wandering Whiterun and figuring out more about it in a general sense.

Time to explore/scout Whiterun and get a feel for the city in general. Not only will it fulfill our promise to the merchant, but it should also show us where the Argonian and Dunmer populations live, without making it obvious that we're seeking them out. That way we can spend the Early Afternoon getting in contact with their "underworlds" without drawing much attention to us.
 
[X][Early Morning] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
[X][Late Morning] And also spend some time wandering Whiterun and figuring out more about it in a general sense.
 
[X] Having seen and found one holy location in Whiterun, perhaps it might be best to search the whole city for the religious and magical hotspots for… future reference. (Consumers two time-slots)
 
[X][Early Morning] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
[X][Late Morning] And also spend some time wandering Whiterun and figuring out more about it in a general sense.
 
[X][Early Morning] The merchant wants Do'azda to go check out any new shops in Whiterun, Do'azda can do that…
[X][Late Morning] And also spend some time wandering Whiterun and figuring out more about it in a general sense.
 
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