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] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.

I'd say let the others kite it while we distract it, but we're also the only destined dragon slayer around so we'll have to make do.
 
Rahjin is officially my favorite character in this now.

[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.

The problem with strike and fade attacks is the dragon getting pissed and torching the area so keeping its attention in on place seems to be the sorta safest bet.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
Well, if she is naturally inclined to do more damage to dragon that all those swole guys, she got to keep attacking, that's for sure.
aaand also learn more direct damage spells and shit, if support Dragonborn doesn't quite get the same bonuses; but that is for later.

[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.

Plenty of room on the bandwagon! Short, exciting update, thanks authors!
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.

Loved the dragon speaking in this segment. I've always adored the dragons in Elder Scrolls lore and am excited to learn more about them in this quest.
 
[X] The dragon is reaping a real and dangerous toll on the lives of those fighting it. They should hit and fade as well, or at least try not to run into its jaws.
[X] The greatest worry is its breath; she needs to pull in close, keep it busy.
 
Adhoc vote count started by veteranMortal on Jun 24, 2022 at 7:42 PM, finished with 14 posts and 11 votes.


Vote closed
 
Mirmulnir the Cunning
Mirmulnir The Cunning

The dragon's blood sheets down its haunch, staining Do'azda's hands and axe a deep burgundy, the iron scent filling her nostrils.

"Scatter! Split its focus!" Do'azda yells, even as the dragon spins. "Attack when you can!"

The fighters split, staying light on their feet, trying not to give the dragon an easy shot, and Do'azda smiles grimly as the great brute tosses his head in frustration after one of the mercenaries dives away from its jaws.

Rahjin circles overhead, silent, but humming with satisfaction and his desire to swoop again, should the opportunity arise.

A mercenary rushes the dragon's right - where the dragon's eye squints out through the bloody wound Rahjin left behind - his sword held aloft in both hands, a ludicrous blade near as tall as Do'azda. The blow lands, startling the dragon, scoring across its hide, leaving a shallow welt that sluggishly oozes blood.

The blood of dragons smells odd. It's richer, more metallic than what she is used to.

She wants to spill more of it.

She needs to, if anyone here is going to survive.

The mercenary stands, staring at the superficiality of the wound with something like disbelief. "How tough is this thing's hide?"

The dragon's tail catches him in his abdomen, and he goes flying, the sword clattering on the ground as the man himself crumples into a heap against a nearby wall, groaning quietly.

Do'azda moves before her mind can catch up with her body. Not to the man's aid, but because somehow, she knows the dragon is preparing to do something; to take flight, perhaps to Shout.

Even this instinct is a hair too slow, however, and the dragon is pushing off when she reaches it. Slashing wildly, she feels the impact of her axe as it bites into the dragon's clawed foot, cutting away the end of a talon.

"FAAS RU MAAR!" The dragon screams, as soon as it has clawed its way into the air, out of Do'azda's range.

The panic is a hammer blow to her gut, sudden and instantaneous. Her stomach curdles, her tongue goes like lead in a mouth that is become the deserts of Anequina. Her legs turn to water, and her head pounds with the pulsing demand to flee. Her whole body shivers and shudders like she's being shaken to death.

Do'azda has seen - has felt - the effects of illusion magicks of this kind; spells of fear exist, are commonplace, in fact. But fear spells are different - they pull from the mind a fear that the target has, and create from this the feeling of fear. This shout does nothing so prosaic. The fear is oppressive, directionless and formless. She sees one of the city guards sink to the floor, hiding their head behind their knees. A mercenary is staggering backward, his sword shaking in his hands. Another is bent double, bringing up his breakfast onto the cobbles.

The intensity of the terror soon slackens, its edge dulling, and Do'azda hefts her axe once again. She can feel the courage spell biting into her magicka reserves, but for all that, most of her allies are out of the fight.

"Hi Lok Kril! Aan Paak Hifah, Ful Pogaan Los Ni!" The dragon's words are somehow almost mocking.

Razirr still stands, though her eyes are slightly unfocused, wild with fear. Also still standing is the dark elf, face bloodless with terror.

Do'azda realizes that if they don't start attacking, if they don't do something to fight back, it'll just pick them all off while they're trying to remember how to move.

Then Rahjin is diving again. He sees that the dragon is also busy with something else: gloating. Do'azda cannot understand what the dragon has said, but she can feel the tone. It feels so much like that of elven lords.

The spike of resentment drives her eyes towards the damage that's been done: the dragon's half-ruined right eye, the cuts on its flanks, the lost talon. They can hurt it.

And so Rahjin swoops in. This time the hit on the right eye is glancing, the dragon turning to bat Rahjin aside, but not before his eyes are scraped by the talon, not before she watches the dragon scream and lose altitude.

The dragon lands with a messy thump, his claws slipping a little on the cobbles, wings splaying, and Do'azda takes the opportunity presented. Her arm screams in protest as she leaps, sweeping the axe down.

The dragon's left wing tears under the blow, a great flap of translucent dragonskin rippling backwards from the axe, and Do'azda lands in a roll as the dragon roars with surprise and pain.

"Weh? Se-dreh?!" The dragon roars, though Do'azda is too busy to pay it much mind.

She takes a moment to gather herself, gasping in great heaving breaths. Her legs ache from the leap, and her tail is drooping. She's more tired than she should be. But she takes a deep breath in and watches as the others began to slash away at it, clearly aware that with a torn wing the beast cannot take to the air quite as easily.

Razirr rushes in first, her swordwork exemplary as she hacks at the beast. Clearly aware that her unenchanted blade will be of limited use, she focuses on targets near the surface; tendons, ligaments, things she can damage. By the dragon's fury, she is having some success, but she soon enough pulls back.
The dark elf moves next. Even against a dragon, her motion is startlingly economical. Lightning sparks across the dragon's body as she releases her spell, and her sword sings in the air, carving along the beast's neck. She shifts aside as the monster tries to lunge, and her sword flickers, but the dragon's skull proves resistant, and she cannot remain in proximity to its head for long, and soon retires to a safe distance, where she watches the dragon, seeking another point to assault.

Do'azda, though, has to keep on moving. She's making herself a target. The dragon continually writhes, twisting and turning in the street to try to keep track of her, its eyes full of hate.

She feels the rush of air as its jaws snap shut behind her, her tail bushing with the fright of it, and she dives without conscious thought as the dragon snaps again, catching a gust of the stale, dead air that the dragon exhales. As her senses return, she sees that she has found herself below the dragon's belly, having dived forwards, under the gnashing teeth.

Do'azda has also - miracle of miracles - kept her hand wrapped tightly around the haft of her axe, and the chance is too grand to miss.

The dragon's thick underbelly scales do not part as easily as her axe sweeps across them, but nor do they stop the blow dead; they crack and splinter under the axe, and once the scales separate, the next blow slices deep into the dragon's chest, carving through muscle until it bites bone.

The dragon flinches away, and it is in that moment that finally the others seem to recover their nerve. They seem heartened, and suddenly there is a rush towards the dragon.

He seems nervous, but then something changes. She doesn't know what it is, but his eyes meet hers for a long moment. It is as if the world is frozen, and she prepares to dodge his flames. But instead, he speaks.

"Hi krif pruzah! Nuz Mindok Daar! Zu'u los aah Kriid, ahk hi los fin kyne! Zu'u fint ni dir ni-krif! Zu'u fint Zind!"

And then he slashes out, this horrifying monster speaking a language she doesn't understand, and a guard dies. He moves faster, the blood now starting to flow all around him. If he slows down, he might be able to find a way to escape, and he'll certainly bleed less quickly.

But instead he continues to lash out, seething with fury. Another mercenary falls, gutted from neck to groin. The dragon growls with satisfaction, turning - with another corresponding splattering of blood on the cobbles - to face one of the two remaining guards. The man raises his shield as he advances, but Do'azda can see it is too little - she can see the man's eyes widen in his helmet; he realises this too, even as he advances.

"YOL TOOR SHUL" The dragon Shouts.

The fire consumes the guard without a word. His cloak burns to ashes, and Do'azda sees with some detached horror that the point of his sword has gone blunt and round; the heat, for an instant, was enough to melt steel.

The dragon sags, drained by the shout, and Do'azda rushes it again. She had planned to keep the beast's attention, so that it could not Shout again, and she failed.

The dragon shifts suddenly to face her as she swings, his eyes shot with blood and filled with rage, and her axe catches on a horn, tears from her hand to land at her feet.

The fear does not have time to take root before Do'azda is on the dragon, her claws raking across its face. The scales part like she is pulling her hand through damp sand, and the dragon recoils, not just pulling its head out of her reach, but dragging its whole bulk back.

"Dovahkiin! Hin dinok fen werid Zu'u wah Alduin!", it roars, "Rok fent Dahmann Mirmulnir!"


Weapon! (Choose 1)

[ ] Her Axe - it lies under the dragon's claws, but the beast is wounded, and the axe is her best weapon. It's worth the risk.
[ ] Her dagger - the easiest way to rearm herself, without having to risk the dragon's claws to do it, or wasting time and magic.
[ ] The bound dagger - like her steel dagger, but superior in edge and weight. The time taken to conjure it is unlikely to matter over much.
[ ] A conjured axe - it is an axe for chopping wood, yes, but perhaps this is not so absurd? A methodical weapon, though slow.
[-] Her claws - Do'azda is not insane.


Magic! (Choose 1)

[ ] Clairvoyance - when feathered, only drawn on a little, this spell grants rudimentary precognition in combat. It is said that a well trained Clairvoyant spellsword can carve through a dozen men without taking a hit. It is said that a poorly trained Clairvoyant spellsword dies in their first engagement.
[ ] Conjure Weapon - compulsory with certain weapon choices.
[ ] Nothing - there are no other spells of use. What would a wolf do against a dragon?

Where to Target? Choose [Primary] and [Secondary]

[ ] The dragon's other wing - if the beast can fly away, then all these dead are for naught.
[ ] The dragon's throat - if she can stop the beast from Shouting, then it can kill so many less.
[ ] The dragon's belly - if she can kill the beast, it cannot Shout or fly away.

VMAN: Well the dragon knows Do'azda is dragonborn. I'm sure its fine. On the… plus(?) side, the dragon is getting pretty desperate. That's good, right?

TLAN: Had to do a little work to get all the translations to fit, but it should make sense.
 
[X] Plan The Soft Underbelly
-[X] The bound dagger - like her steel dagger, but superior in edge and weight. The time taken to conjure it is unlikely to matter over much.
-[X] Conjure Weapon - compulsory with certain weapon choices.
-[X] [Primary] The dragon's belly - if she can kill the beast, it cannot Shout or fly away.
-[X] [Secondary] The dragon's other wing - if the beast can fly away, then all these dead are for naught.

the dagger for prying into the belly in close quarters, being a bound magical weapon to be able to dance around light enough to get in there, seems like a plan to me.
 
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[X] Plan The Soft Underbelly
-[X] The bound dagger - like her steel dagger, but superior in edge and weight. The time taken to conjure it is unlikely to matter over much.
-[X] Conjure Weapon - compulsory with certain weapon choices.
-[X] The dragon's belly - if she can kill the beast, it cannot Shout or fly away.

the dagger for prying into the belly in close quarters, being a bound magical weapon to be able to dance around light enough to get in there, seems like a plan to me.

To clarify, you should specify a "primary" and "Secondary" target.
 
We just found out that the weapon we use doesn't matter. We're born to kill dragons. The mundane knife is faster to rearm ourself.

Or is the bound dagger able to fly or something?
 
We just found out that the weapon we use doesn't matter. We're born to kill dragons. The mundane knife is faster to rearm ourself.

Or is the bound dagger able to fly or something?

The bound dagger is lighter and easier to use, and her claws weren't as effective as the axe; the weapon does matter, just not as much as Do'azda's own peculiarities.

But it's a point worth considering, absolutely
 
[X] Plan The Soft Underbelly

Those poor guards, woof... good update, though, fingers crossed their deaths weren't in vain!
 
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