Fire On The Mountain (A Skyrim Quest)

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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] Speech
[X] Sneak
[X] Illusion

[X] Haggling 1 (0)

Yeah, our main job is to be a mediator, these seem most in line with it.
 
[x] Sneak
[x] One-Handed
[x] Illusion

[x] Mind-Teller (30)

Will we ever get permanent party companions @The Laurent ? Because Liesl was sort of giving me that vibe of a rogue companion and rogues are always fun to have around.
 
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I think it'd be useful to bolster restoration and hopefully learn some healing spells in the future. After all, "I've got a lot of respect for the school of restoration."

[x] Speech
[x] Illusion
[x] Restoration
[x] Haggling 1 (0)
 
[x] Speech
[x] Illusion
[x] Restoration
[X] Mind-Teller (30): Do'azda is surprisingly good, or at least finds she has an aptitude for, spells involving affecting or influencing the minds of others. At this stage the greater potency is still relatively mild… but it presages greater power in the future. (Illusion)

These feel like the most shamany skills
 
[X] Speech
[X] Sneak
[X] Illusion

[X] Mind-Teller (30): Do'azda is surprisingly good, or at least finds she has an aptitude for, spells involving affecting or influencing the minds of others. At this stage the greater potency is still relatively mild… but it presages greater power in the future. (Illusion)
 
I kinda doubt Do'azda is correctly assessing how she's received by her community. She arrived and then immediately started helping people. She showed discretion and understanding and cleverness. She is going to be a pillar of the community before the year is out if she keeps this up. Well, she would be if the plot wasn't going to intervene to force her to do dragonborn things.
 
Goodbye Stranger
Goodbye Stranger

Despite everything, the body does follow some habits. She gets to bed sooner or later, more like later, and so at sometime after midnight she wakes up. It's a normal thing, what everyone does, and she usually prays a little or walks around in the little guest room, or sometimes worries. She often just falls asleep after a little and forgets most of anything she thought after a little, to get three or four more hours.

This early morning is different. When she shifts to get out of bed, Liesl is there. She groans, and then reaches out.

Do'azda turns, but she's not aiming for Do'azda's shoulder. Instead her hand cups Do'azda's rear rather possessively, and gives it a firm squeeze. Oh.

"Stay in bed," Liesl insists. "Tired… but a little more…"

Do'azda nods at this, rather eagerly, and slips into Liesl's arm for a repeat.

After this, she has no trouble slipping back into sleep once more.

******

Do'azda is woken by a knock on the door. "Do'azda, I assume this is your room? If not, go back to sleep."

Do'azda crawled out of bed, Liesl stirring but not quite getting up as she does. Liesl is groaning, and Do'azda is entirely naked as she cracks the door open.

Soahin, on the other hand, is fully dressed. She takes in Do'azda with a blink, and then looks back over towards Liesl.

"Soahin almost did not believe it," she said. "But Do'azda's fur…" she gestures, and Do'azda can believe it.

She is in a very good mood despite the very early hours.

"But we must go soon?" Do'azda guesses.

"Yes, the whole party is waiting for you. But Camilla reported the gossip, and the merchants all know that the Shaman did," Soahin says. "But--"

Gratitude only went so far, and no doubt all the merchants have spent a good part of the night finalizing details while she tangled tails with Liesl.

Liesl is sitting up now, and Do'azda gestures for Soahin to close the door and then goes back. "Duty calls?" she asks, entirely naked and oddly regal despite it. Of course, Do'azda's gaze is not entirely on the regality of her pose.

"It does, Liesl," Do'azda says.

"It was a good night, Do'azda. If you come into town again, please feel free to stop by where I stay. If I stay there," she says. "I do not think I will become that unpopular, and if I do…"

"Just talk to Valerius," Do'azda says, suddenly considering what the opprobrium of a whole village can mean. "He can help." She leans in for one more quick kiss, and then hastily begins getting dressed. Liesl helps her get everything together. "If Liesl has to."

"I will," Liesl says, and there is another quick peck on the lips, and then Do'azda pulls away.

She knows she won't even really have time to break her fast, if they're waiting for her.

*****

It is almost an hour after dawn when they are finally ready to get going, which is to say it is not Do'azda who is sleeping in, but they who are wanting to rush back home as fast as they can to miss as little of the caravan's activity as they can. No doubt some of them have cats whose beds they will grace as well, and certainly, she sees very little sympathy in the eyes of Ri'saad when Do'azda shows up.

"The shaman is finally here?" Ri'saad asks.

Do'azda nods. It is a beautiful day, really. The sun has only really begun to rise in the sky, but she knows it will not be a scorching day today, nor does it seem likely to be cold. The world is brighter, crisper. She still misses Elsweyr, but the faults of Skyrim seem a little bit redeemed by this fine morning. "Yes, it is a fine day to get going."

Ri'saad stares for a long moment and then shakes his head, "...well isn't Do'azda cheerful?" He rubs his eyes, blinking back sleep, and says, "We need to get going, then."

Ma'randru-jo seems to be in an even worse mood, looking exhausted. She wonders how much he actually got to sleep. Soahin seems to be in the best mood of anyone except Do'azda, and even she seems taken aback by the fact that Do'azda's mood is excellent.

They take off at a brisk pace, but Do'azda has no room to complain. She is rattling with all the new goods she's acquired, and it seems clear that if she keeps on doing this she's going to have to get stronger in order to carry more in the way of goods. Either that, or get a horse. Or even better, a packmule.

But she is not, for the first hour or two, a particularly good companion, she has to admit. Whenever she bores of staring at nature her mind quickly slips back into half-dreaming of what happened last name. It turns the events over and over, committing them to memory and the feelings and sensations as well. In the Gods' world, so many things could be fleeting. But this just meant that one appreciated them while they still existed.

Her mind is also drawn, inevitably, to Azurah. She who names the Khajiit, and she who is of the Dawn and the Dusk, the Rose that is most beautiful when the first rays of sun hit it, or most enchanting as the sun slips beyond the horizon. She is a goddess of the liminal, of the twilit hours and all that happens there, though not of sensuality itself… but this is not contrary to her nature, and Do'azda says a quick prayer to Azurah such as she might have done if she had not been distracted. Oh Azurah, in whom all things transition, in which the dawn and dusk are radiant, thank you for naming the Khajiit, and thank you for the world as it is.

Liesl is certainly someone Do'azda could see again. She'll have to find time when things settle down to go to Riverwood. It is not a long journey, but she knows she will be very busy these next few weeks. It is never going to be a profession in which there are days and days of entirely free time, but right now the Khajiit of Whiterun are hanging on by the edge, in the twilight land themselves, between life and death.

Perhaps she too should use the twilight, so many things does she have to do.

But for now she is content.

[Unlocked 'Evening' Slot each day.]

******

In this spirit, she decides to ask for some advice. "Ri'saad, may Do'azda ask you something?"

"Of course you may, Ri'saad may not reply, but he cannot stop you asking anything."

"Well, this one was wondering about negotiation. She attempted to aid the merchants of Little Elsweyr in working with the banks of Whiterun, and it ended badly."

"One can only negotiate with those who are willing to haggle and talk. Ri'saad knows one says always start with a high offer and then they give a low one and you work down to the 'right' price, but that only works if you trust each other. Ri'saad knows that even a short conversation with someone you're selling to can convince them to negotiate in good will, and know you will as well."

Do'azda considered that.

Thought of it that way, there was nothing she could have done with the bank. After all, they had not been looking for anything like an actual deal. She could have offered anything, and without trust it wouldn't have gone anywhere.

And yet she still felt as if she could have done better. She needs to just think about evaluating what someone is looking for in a deal. She thinks back to the seller of the bad reagents and potion ingredients. He wants someone who is a sucker, and perhaps if she had played up herself more as a miser he might have lowered his prices… of course, the very lack of quality meant that this didn't really matter.

But that's something to think about, considering more about how to present herself when haggling so that both parties could know whether to deal.

All the advice is… not complicated stuff, but she does try to take it to heart, since Ri'saad did not need to do this.

It does pass the time well enough, and she watches as they navigate down past the falls. Whiterun doesn't feel like home, and it'd be odd if it did after so little time. But it's starting to look familiar to her, and she relaxes and picks up the pace. It is still early in the morning.

"Good will changes everything," Ri'saad reiterated. "This deal we have would be impossible if it was not for Ri'saad and Valerius being on such good terms. It is a good deal, and it is a good job you did, Do'azda."

"Thank you," she says.

"Even if Ri'saad is jealous," Ri'saad says, with a roll of his eyes. "Do'azda got a good night's sleep."

Well, it had taken a while to get to sleep, but she feels entirely refreshed for pretty obvious reasons. Do'azda nods in agreement and they continue on in silence. It is a fine enough day, all things considered.

Soon, they are nearing Whiterun, and Ri'saad says, "This work may yet save the lives of many Khajiit. Certainly their fortunes."

Do'azda nods, and hopes it is not merely fortunes she has saved. If it is so, that is fine of course: in times of peace and prosperity, a Shaman's job is to increase that peace, and double that prosperity. She is selfish, she knows, for in a strange way beneath her despair and fear appreciating that she can actually do something to help. But she knows sooner or later she will run out of things, and it will quiet down.

For the moment, though? There's still a lot to do.

Choose a Late Morning and Early Afternoon Slot for 23rd of Last Seed (Please mark them by [Late Morning] and [Early Afternoon] and if you take one of the 1/2s as [Late Morning 1] [Late Morning 2] or [Early AFternoon 1/2] and so on.

[] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone.
[] Do'azda needs to find a local willing and able to learn potion-craft in order to create remedies that are more affordable than those at the local potion-maker or anywhere else. Someone who can learn Alchemy.
[] Do'azda could begin working towards the plan of the hunters… (each one takes up a slot)
-[] By finding and learning some emotional influence spells.
-[] By scouting out prime locations for traps and more.
[] Study Something (can only take one per day, Do'azda has other things to do)
-[] Look at the Queen's Romance and the Books of Explicit Woodcuts (½)
-[] Spell Tome: Flames
-[] Spell Tome: Illumination
-[] A Handy Guide to Lockpicks (3 uses)
[] Do'azda should find people and places to sell or give away all of the excess treasure she has acquired.
[] Do'azda might check in on what's happened to the Captain of the Guard (½)
[] Do'azda should check back in with Ka'hasa and Sha'ki (½)
[] When walking to, or from, Whiterun, Do'azda notices something (½)
[] 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. (Consumes one time slot, if you're already in the city, two otherwise)
[] Do'azda has found her feet. Perhaps it is time to look for somewhere she could purchase magical tomes within Whiterun, and other such tools to expand her options.
[] The mayor and leadership of "Little Elsweyr" has not talked to Do'azda much, but she could perhaps go to see about them.
[] It may be in Do'azda's interests to talk to the local healers to see what if anything she can help with there, though there is no expectation that she'll get put into rotation until she's at least a little bit more settled, perhaps in a few weeks… but doing it now might help her prove herself.


TL AN: Transitional chapter, hence the fast turnaround!

VM AN: I did almost nothing with this one, I've had an earache. Laur did this pretty much alone!
 
[] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone.

This should definitely be taken, but I am not sure which slot.
 
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[x] Do'azda might check in on what's happened to the Captain of the Guard (½) [Late Morning 1]
[x] When walking to, or from, Whiterun, Do'azda notices something (½) [Late Morning 2]
[x] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Early Afternoon]
 
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[X] When walking to, or from, Whiterun, Do'azda notices something.(½) [Late Morning 1]
[X] Do'azda might check in on what's happened to the Captain of the Guard (½) [Late Morning 2]
[X] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Early Afternoon]

I wonder how similar the work of a Khajiit shaman is to that of a Discworld witch, at the moment it doesn't seem much different and Do'azda sounds like someone Granny Weatherwax wouldn't disapprove of. too much.
 
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[x] Do'azda might check in on what's happened to the Captain of the Guard (½) [Early Morning 1]
[x] When walking to, or from, Whiterun, Do'azda notices something (½) [Early Morning 2]
[x] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Late Morning]

I wonder how similar the work of a Khajiit shaman is to that of a Discworld witch, at the moment it doesn't seem much different and Do'azda sounds like someone Granny Weatherwax wouldn't disapprove of. too much.

Just to note, it's Late Morning and Early Afternoon. The Early Morning "slot" was taken up by going back to Whiterun.
 
[X] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Late Morning]
[X] Do'azda should find people and places to sell or give away all of the excess treasure she has acquired. [Early Afternoon]
 
[X] When walking to, or from, Whiterun, Do'azda notices something.(½) [Late Morning 1]
[X] Do'azda might check in on what's happened to the Captain of the Guard (½) [Late Morning 2]
[X] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Early Afternoon]
 
[X] When walking to, or from, Whiterun, Do'azda notices something.(½) [Late Morning 1]
[X] Do'azda might check in on what's happened to the Captain of the Guard (½) [Late Morning 2]
[X] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Early Afternoon]

Switching to this since it is everything I wanted and I don't care about the order.
 
[X] When walking to, or from, Whiterun, Do'azda notices something.(½) [Late Morning 1]
[X] Do'azda might check in on what's happened to the Captain of the Guard (½) [Late Morning 2]
[X] Do'azda should look for someone to keep Zabhrrri company, the old cat is very lonely and could use someone. [Early Afternoon]

After this we should sell off/give away our excess treasure. It won't do much good just sitting around after all.

That, and start looking for someone to begin learning alchemy. Since it'll take time for them to be skilled enough to make potions on their own, and we can use that time to set up the support network they'll need to be able to afford giving potions away.
 
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