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][Early Afternoon] 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)
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] 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.
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.

I wonder if Do'azda's restoration skill is enough to convince the healers to teach us cure light wounds, especially in the wake of the dragon attack.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
[X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
[X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
 
Vote closed
Scheduled vote count started by veteranMortal on Jul 11, 2022 at 9:54 AM, finished with 13 posts and 13 votes.

  • [X][Late Afternoon] Do'azda has been tasked by the hunters with finding magic to help with their work this evening. She could also tell the butcher the hunters wish to supply his store, and find somewhere to purchase magical tomes within Whiterun, and other tools, all in one go.
    [X][Early Afternoon] Go and check on what she can do to help the repair of any destroyed buildings or other such problems. It might not be much, but…
    [X][Early Afternoon] Whatever lives where the Skeevers were must be dealt with, and whatever has brought it back must be resolved.
    [X][Early Afternoon] 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)
    [X][Early Afternoon] 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.
 
Unsanctioned
Unsanctioned

Do'azda has her duties, and though her whole heart rebels against it, she eats quickly, knowing that there is much to be done. The meat at least soothes her, and the stew that is thrown together in quick order is more than enough to fill her up. They are going to have to pass along all this meat soon, and preserve it well, but it could be a windfall, she thinks. She already imagines what could be done with even the bones if those are left behind. Every part of an animal can be used if one is hungry enough, and Khajiit are not picky unless they have reason to be. She doesn't talk much, but if the hunters mind they don't show it. They just talk right over her silence, drowning it out so thoroughly she suspects they don't even notice it. She lets herself relax as much as she can, and once she's done she excuses herself with a nod.

The wreckage is worse than she expects. At least a few buildings have burned down, and there are crowds of Khajiit with buckets desperately fighting the rest of the blaze. If it is allowed to spread in the packed tinderbox of 'Little Elsweyr' then the devastation thus far will look like nothing at all.

She has her hood down as she approaches, feeling sick. She should have been there. She's not doing her duty. She's doing it, but it's not enough. There's just so much. The Khajiit of Whiterun have been without a proper Shaman for, in truth, decades. They should be training their own, perhaps, but this is easier said than done and happens outside Elsweyr only in the very largest cities of the world, if they have a large enough population of Khajiit. But this is beyond her: it takes a dozen Shamans to train a Shaman, even if those Shamans can each contribute to train a dozen others. It is not something that works on a system of master and apprentice, because a Shaman must be good at everything.

They are the Khajiit trusted to maintain balance with the spirits, the Gods, and all the world.

But what balance is there with such great beasts? She's done what she's had to do, and no more, but what she has to do and what needs to be done--the bare minimum versus success--seems now to be an even larger gap than she expected.

When she looks at the dozens of Khajiit swarming all over, and the guards nowhere in sight, she wonders why that is. But either way, she strides forward, trying to find someone in charge. What she finds instead is a certain type of chaos, in which cats cluster in groups going this way and that, sticking too close together not to be working off of friendships as much as any central plan.

The closest to leadership she sees in the bucket chain and excavation are two figures. The first is a large red-brown Cathay-raht, nearing seven feet tall. She is built like a stone fortress, dressed in rough peasant's clothing, and when she passes by Do'azda can smell the farm on her, which is to say dung and earth and sweat and the faint scent of grain beneath it, almost beneath notice. She has no rings or anything else in her long, wild brown hair, but there is a single blue ear-ring in one ear, and Do'azda quickly runs through which particular practice it could signify.

A curious heresy, she thinks after a moment; the cult of the Lunar Lattice always wear a blue ring in one ear for Jone, and a brown ring in the other for Jode. To wear but one was to commit to worship solely of one or the other - Jone when worshipped alone is to embrace Hircine and Azurah, who battle for supremacy over the lesser moon. An odd faith for one who works a farm, but perhaps the contradiction between faith and reality is reason itself.

The other is a smaller suthay-raht man, dressed with a thick apron and looking at the wounded. He has a bag filled with bandages and what looks like various ointments, but she notices that he is not using healing: either he can't, or he's an alchemist, and either way she decides she should check in with both of them.

The woman can lead by example, and the man will know who has died and what can be done for the wounded. She knows how to care for injuries even without any magic, because you can never know when the magic or potions will run out, and so it's always best to have at least three alternatives. It would have been dire if she could not help J'arin except with potions.

"Do'azda begs pardon, but she would like to talk to you," she says, stepping up towards the woman after she's hauled away another bunch of rubble. It is moving it all to a central pile, and no doubt people will go through it, see what can be reused. Khajiit cannot afford to be picky, and even splintered wood can be used again in different ways, even if it'll never build a house again. At worst, it is wood for a fire, albeit not good wood.

It is cold enough now, in summer's dying days, by the bleakness of midwinter, any firewood will no doubt be welcome, to avoid freezing in your beds.

"Yes? You're the new Shaman, aren't ya?" the woman says, in an accent that screams Skyrim from its every pores. If she'd heard that voice ordering mead she wouldn't glance over twice. It is a more Nord than Nord accent, and her bright red eyes bore into Do'azda. She thinks of the dead guards, and of Whiterun, and of all sorts of things that do not matter. "Raahni has heard good things of you, all in all. But she is very busy."

"Do'azda would like to help," she says, looking over. "Some of them are standing around…" she says, pointing to a bucket chain that has finished putting out a small fire and is now milling about, staring at the devastation with uncertainty.

"Raahni thinks these are locals, and they have put out their fire without regard for…" Raahni shakes her head, anger in her voice. "If Do'azda would like to talk to them, A would be glad because she is inclined to yell. The selfishness of some cats."

Do'azda nods. "Where are they needed?"

"The next one over, see. It's starting to wobble and tilt." She points right at a building that definitely looks like it's about to collapse. "We want to get out everything we can for the family that owns it. They're not here, they fled, but they'll be back. It's enough to lose a house, but imagine losing everything you owned. Why, that'd be halfway to death in the coming winter. And you'd think," Raahni continues, clearly on a talkative streak, "That all cats would stand together in the winter, but a few freeze up every year no matter how the priests beg people to be kind. It doesn't pay."

"In Elsweyr, such care used to be expected, and free." Do'azda says, softly. No cat should starve: at best it is the community of the Khajiit, at worst it is honor among thieves and two cats sharing half a starvation.

Raahni snorts, darkly amused, "So did Elsweyr."

Do'azda manages not to wince at that bald statement.

Do'azda wonders if her own entreaties will help any. Probably not. She has to do more than beg. She needs to find somewhere for them, and… and there's yet another task, and one made harder by the destruction to the community. Even a few houses abandoned would make the troubles worse.

She doesn't know whether she'll find anything like a good house or apartment to live in, herself, without having to figure out carefully how she is to afford it. Unlike priests sometimes, Shamans almost never had salaries. The community is just supposed to support them if they need it, and a Shaman is supposed to find ways to deal with it.

She hurries over to the trio of Khajiit, "Excuse me, Do'azda would like to talk to you."

"Yes?" the man says, shaking a little bit and looking hopelessly at the ruins of the house.

"The house next door needs help clearing everything out," Do'azda says, trying to sound brisk and not as if she's inviting a long debate or a dry discussion of the matter. She doesn't want to deal with that now. "It might collapse, we need to get everything out."

"I never liked…" the man began, and then coughed. "Er, yes Shaman." And then they all went off towards the building. She doesn't know if it's a good use of her time, but she goes in with them and tries to drag out some good furs. They'll need them wherever they go to keep the cold out, and they smell as if the worst they've seen is dust and must. The furs are already positioned around the ruined one-storey house as if they were already there to keep out the icy wind beneath the cracks, and she looks around the small home. It is about what one could get from a cottage of the sort that Do'azda has been staying in, but just a tiny bit bigger but with essentially no yard at all.

It feels very desolate, and the roof creaks and groans, the timbers keeping up the thatching. She falls in a pattern as she moves to help for a little while. Her muscles still ache from the fighting she's done earlier, and so she tries to keep it brief. As soon as she feels she can, she withdraws towards the man, kneeling down and patching up the hurt leg of a Khajiit woman in a dirty shift and long, filthy skirts.

"Just one second," the man says, and looks up, "Shaman, finally you are here. There are dead that we must care for. Those who are beyond helping. They are dead, but their spirits might still be lingering, waiting for advice."

The man talks quickly, and she understands the urgency. The body is nothing more than a sack of meat, once the soul has fled it. There are few Khajiit objections to necromancy in that sense on a moral ground, and robbing the dead or even eating them is only evil to the extent that both generally involve murder. Flesh is flesh, and soul is soul, and while a soul can be enfleshed, and flesh animated by a soul implanted within even the dead, it is no great philosophical point to make.

Even the philosophers of Riddle'thar do not deny most of these obvious points. She knows there is a great deal of debate, of course. But there is one thing, one concession made to these sentiments: the recently dead might still be hovering around as a spirit. You do not disrespect a dead body for that reason, and for what it says about what one will do to the living.

So perhaps there is cause for prayers now, and there will be cause for prayers at any funeral because the dead spirits are drawn to the moment, even those that have passed beyond. What hope can the dead have if even the living do not miss them?

So she wanders over to where the dead are being laid out, and then she freezes, because she sees Razirr. There are all those who died during the fight itself, at least those who were not guards, and then seven civilians who must have died by chance at the start of the fight or during it. A few seem charred, and she imagines them trapped in some of the burning homes.

It is enough to sicken her.

The Nords, of course, took their dead with them, and left those who had fought alongside them to their fellow Khajiit. She does not know whether this makes her angry or grateful, for it seems sure if they had taken the bodies they would have given any rites poorly and denied the friends and family their due. Yet though Khajiit and Nord and Imperial have all died to slay a dragon, they will not…

She shakes her head, mentally that is, and stops letting these strange feelings, and the stranger anger and frustration, wash over her. She hardly wants them to be buried together, not really. She doesn't know what she wants, anger and formless frustration roiling in her stomach.

She wants things to be better, but she cannot even define it. "You were killed by a monster, a dragon. I do not even know it's name. But it is now dead," she says out loud, aware that this is not a service but also that others are listening, "You know your Gods as well as I do: some of you may have followed Riddle'thar, and others older faiths--"

She does not say deeper, of course she does not, but that is what she thinks.

"But you died when you should not have. Justice is not something you can eat, but may all of you find your way through the trials of the afterlife, may all of you find at the end of it a mountain. May you know, Razirr, and all Khajiit who fought the dragon, that more would have died if you… if you had not acted."

She wraps herself in her formality, ignores the stench of the bodies. They aren't rotting yet, and it's not that warm of a day anyways. But she feels as hot as an iron, and the formality, the belief, it is a protective layer. Or maybe it's just a way to cook her insides even further.

But she speaks anyways, and lets off a little of that anger. She doesn't let it color her voice, but it is there anyways. "The Gods' prayers, you know them, you know to trust in them. They will stand by you. But if you're listening--"

There are older traditions. The spirit rests around, the souls are up above and around the bodies, scattered and impossible to see. Yes, magic can capture a soul, but there are layers and levels, there is no way to prove it. But everyone knows: do not eat or drink around the bodies of the dead if you're trying to be respectful. If they stick around, they will be saddened, because at least for a time the dead will not be eating and drinking.

And sometimes, you sing a song or recite a poem. Sometimes you are a Shaman--one of the many origins of the word, supposedly. Shamerit, the act of watching and mourning. Maybe an accident.

Do'azda sings, voice rough with emotions she does not want to truly examine, but must bear if she is to be honest. The dead need honesty, and they need one's best efforts. What cruelty is it to

Little cats, little cats
Striding through tall grass
It is too high, you cannot see
just where you are heading
Is it cream or is it gall?
Is it water or is it bile?
Know you walk along with us

Above you is sky
Each turning of the moon
The world begins once again
Begun again, it can change

Little cats, little cats
Striding through grass
The grass is too pretty
You--​

And then she hears a cough. She is only halfway through the song, but the cough is very loud. She's singing in a language that some Khajiit here probably don't even know, as old as she can manage. But the dead, oh the dead beyond the veil, not ghosts and not all the way, they know every tongue even the oldest.

She stops, turns. Zan'arr, the tall Cathay-raht, running into fat, bright eyes now frustrated. "The Shaman would do well to stop the wailing. She must understand that these bodies and souls are the matter or the priesthood to say blessings over. Official blessings, of each of the Gods."

"The priest could wait," Do'azda says.

"To let you finish your keening nonsense? No, Zan'arr has a duty to the souls of this community. She has been quite helpful, but she should leave," Zan'arr says, the voice saying quite the opposite of any such comment.

For a moment of the most intense anger she's ever felt she actually wants to rip out his considerable guts and show them to him. She wants to feel them, knowing they won't feel good. If she does it, they'll probably stand in shock, unable to stop her. Then the guards will come.

They'll lead her through the street towards the Jarl's palace, where trials for high crimes are. She can picture it, crowds gathering to gawk in the early morning light, or late evening light, or some other light entirely. His blood is still on her claws, and she can smell it as she walks. The guards treat her as a real threat, constantly on edge as if she is going to charge.

The crowd cheers and boos in equal measure. There is an atmosphere like from the caravan that is now soon departing at last.

There is no way out, and it will be a spectacle the likes of which nobody could imagine. A Shaman brought low! Perhaps there are even Khajiit in the crowd, there to see what happens.


For a moment this seems less like a nightmare and more like a vision of the acceptable consequences of shutting this fat priest up.

"A Shaman cannot understand--"

"Whatever a priest can or cannot understand, you cannot," Do'azda says, her voice raw with unshed tears. "Do'azda would ask that Zan'arr bestir himself to help the living."

"The souls of the dead…"

"Are also being cared for," Do'azda says.

Zan'arr stares at her and says, "The guards are coming soon. If they see someone who is not a priest caring for the bodies, they may have questions. Do'azda is the kind of character that does not want to talk to the guards, is she not?"

This, at last, is a fair point. But Do'azda does not feel charitable. As she leaves, she cannot resist one last parting shot over her shoulder; "Yes. Do'azda is indeed a Khajiit." Then she leaves, aware that she is only going to make things worse if she stays.

But she is fuming, and fumes all the way towards the edge of 'Little Elsweyr' where Nahrazad is waiting. The Al'fiq is perched on an overturned crate, looking out at the world thoughtfully, but she leaps down to stand at Do'azda's feet when she arrives.

"Finally," she yowls. "Naharazad was getting so bored she'd almost try chasing something."

Do'azda doubts it. "Do'azda is ready to go to Whiterun," she says, stepping forward. "Will you accompany her?" It is a formality, of course, but she feels she needs to ask.

"Of course," the Al'fiq says, and she leads the way, trotting up the dirt road with Do'azda in tow. "It's a good day, is it not? The right weather for a wedding. You have to wonder at Nord customs, truly one does."

Do'azda nods, trying not to discourage Naharazad. But between the fight with the dragon and the experiences of a few minutes ago, she doesn't have energy to spare. She is also very aware that she doesn't want to be found out.

At the gate, one of the guards looks confused at Naharazad, before the huntress says, "Have you never seen an Al'fiq before?"

The guard stammers, but the other guard, an older nord, his hair thinning on the top, dirty and grey, rolls his eyes as he idly waves them through with his spear.

Nahrazad trots through with her tail and nose high, radiating condescension. Do'azda hurries after her, smiling apologetically to the guards as she goes.

It takes a little wandering for Do'azda to regain her bearings in the city, but soon enough, she reaches the Butchery, where she can faintly hear Nirundil, singing a folksong from Valenwood that Do'azda doesn't immediately recognise.

"This is the wood elf?" Nahrazad asks, "Could Do'azda make the introductions?"

Nirundil brightens as they come in, "Ah! You're back! And you've brought… an Al'fiq, if I'm not mistaken? One of the hunters you mentioned?"

"Yes," Do'azda says, "Nirundil, this is Nahrazad. This one thought it would be good if you met before agreeing a deal? If such a deal is still…?"

"Oh, yes, yes!" Nirundil says, "A deal would be a fine thing! You wouldn't believe how much I get overcharged by the thanes! And add to that all the ridiculous fees the city sets. I must pay tariffs on the meat I buy, the meat I sell - and nevermind that it is the same meat! I pay more rent than the nords, more tax than the nords…"

"Ah, we can work together indeed - the nords buy our meat only at a reduced price; some say it is for the risks of our duplicitous nature. Others are more honest - they say only that they do it because they are able to." Nahrazad commiserates.

"How much meat are we speaking of?" Nirundil asks, "I need more than an average butcher - many of my people eat nothing else."

"We provide enough for two nordic butchers - we used to have a deal supply them, until there were some difficulties, and they moved to buying from a nord wholesaler in Falkreath," Nahrazad says, "And so now we sell only a little, to those nords willing to make the trek,"

"So we are both in need, then?" Nirundil says, "Shall we talk through the prices of different meats and-" He cuts himself off. "Sorry, I know you likely have other things to do, Do'azda?"

"Ah, yes? This one needs to find a seller of magical tomes?" Do'azda says.

"And I suppose I'm better not knowing the purpose?" Nirundil asks, but his tone is light. "There is a shop in Altmertown, I believe. The owner is an Altmer, but a good sort." He laughs, "Been in Skyrim longer than I have, though he'll never be a Nord."

Do'azda knows what he means, but Nahrazad is thoughtful, "He is very good at magic, is that common in Altmertown?"

Not that it is only Altmers with magical might, but they are the ones famous or infamous for their prowess. But one has to wonder how much of it is culture, and if so how much of it is preserved almost by force in a place like Skyrim?


"More common than some places, less than others," Nirundil says, frowning thoughtfully. "But when they expect something, Nords have a way of getting it. Volmir knows how to play to the story."

Do'azda thinks of Atani and knows exactly what he means. "Where can she find him?"

***​

Altmertown is not much to look at. It is not really a town. Unlike 'Little Elsweyr' it is not really segmented off. It's just two or three streets, and short ones at that, circling on each other and holding a few dozen shops and a lot of rather small houses. She wanders along, thinking of the directions she's been given. They're very long on turns and general distances, and very short on numbers or anything too specific.

So she has to wander past the same set of shops twice before she sees it. The architecture around here isn't actually much different from that of any other part of the city, except that there's a little more glass here and there, with thick shutters that tell a story of their own, of broken glass and torchlit marches in the night.

The shop is small, almost retreating between two houses, but the sign by the door glimmers slightly. It declares itself Volmir's Magickal Emporium. Do'azda winces internally at the "k" - its pure showmanship.

As she enters, she hears a voice, with a thick Skyrim accent. "So I'm going to tell you Volmir, now that Sinmir's gone, Caius is cracking down - I passed along your regular bribe, but he didn't seem convinced. All I can give you is an advanced warning that the inspection is going to be in a few hours."

"Why's he cracking down?" a voice said that didn't actually sound that much less 'pure Skyrim.' "That's how Sinmir was ousted, right?"

"Now that Whiterun is neutral, the Court Wizard's worried that that means it won't enforce 'is rules. He has a monopoly, all but the least spell tomes are supposed to go through him or anyone who pays the fees," The first voice explains.

She steps closer, and sees a big, heavyset guard standing in front of a thin, short Altmer man. The Altmer is dressed in a robe, one with glowing stars all along the edges of it. The stars twinkle too, and she is pretty sure he's only not wearing a big pointy hat because the ceilings are pretty low.

The room itself is filled with books and here and there potions that seem as much for character as anything. There are a few cauldrons at least, and some decent quality powdered or dried ingredients for potions. It has a little bit of everything, in other words, and a lot of nothing… except books. There are books describing and explaining magic, and there are spell tomes for teaching spells fast and efficiently, faster than they can be learned in any school, if less flexibly. It is not a large shop, but it manages to be very full.

The Altmer sees her first, and the guard jumps when he hears her approach. He whirls, for a moment looking afraid, then he relaxes. He smells faintly of sweat and his face is round and he does not look comfortable in his armor, but his shock is replaced by a smile. "Ah, it's a Khajiit. I was afraid it was someone who'd talk to guards." He wipes a brow and smiles almost disarmingly.

Do'azda feels oddly and annoyingly vindicated by this man's words. "Do'azda is here to see Volmir? She would like…"

She trails off, her eyes darting to the guard. "This one would like to discuss some matters of business with Volmir, if this is alright?"

The guard rolls his eyes. "You want to buy spell tomes. Go ahead, miss, don't stop on my account. I was just leaving, at any rate."

"If you don't mind me asking, how close are they going to look?" Volmir asked.

"Not that close, but hiding it under a table or a floorboard's not going to work," the guard says, as he brushes past Do'azda. "But get clever, and maybe you'll make it through."

Then he is gone with just a bare wave in Volmir's directions.

"Thanks, friend," Volmir says with a bitter laugh. "Well, customer. It is time for a fire-sale. You have the look of a learned magic-user."

"Do'azda is a shaman," she says, with a firm nod.

"Ah… have you ever thought about getting into the 'writing' business?" Volmir asks, sidling up closer to her.

Well.

The problem with spell tomes is that they can only be used once. The path doesn't have to be different from each one, though it can help, but it has to be written and rewritten, and it cannot be copied. A book that merely teaches one how to do magic could be printed until one runs out of ink. But if you want a way to learn a single spell in a matter of hours, or a day or two at most, it takes a tome. And tomes wear out. So there are plenty of spellcasters that spend most of their time just copying out spell tome after spell tome for coin.

It is hardly a prestigious existence, but any spell someone knows how to do can be turned into a tome, and more powerful wizards can cut corners. But of course the most powerful, who could do a dozen tomes for light spells in a day, have far better things to do with their time.

Do'azda has heard rumours that more powerful spells - requiring more costly materials to commit to page, and the attention of more powerful mages - can be used by two, or even three students before the tome becomes illegible. But such tomes could be written only by mages of great power, at great effort. The most powerful spells, indeed, cannot be committed to page at all, so it is said.

"Do'azda has not the time to do such work," She says, "Nor has she the repertoire - she knows but a handful of spells."

"Alas, so it goes." Volmir says bitterly. "You need spells?"

"Yes," Do'azda says, "I need a spell of fear, and a spell to deceive the senses - only mildly, the ones which put sounds on the edge of the ear, flashes in the corner of the eye?"

Volmir raises one thin eyebrow. "I feel perhaps I ought not to ask why. I have such tomes, certainly - a spell of fear and a spell of distraction. But, ah… I cannot hide all my tomes, and so I should wish to sell more than two tomes. I can offer a 1 in 5 discount, if it would tempt?"

Do'azda hums. He has not finished pitching, she can see already.

"And…" He trails for a moment, hoping to provoke a follow up question. "I have also some goods which I would appreciate someone holding for me out of the sight of the guard - though of course, the understanding would be that they would be returned?"

"And why would such a person do such a kindness?" Do'azda asks carefully, "Given the risk, what do they get for it?"

"Maybe… a further quarter off?" He offers.

"Maybe she walks out right now," Do'azda counters, "Or maybe Volmir offers her a half off, for such risky work?"

"I might as well burn the books and throw my goods down the sewer, no?" Volmir replies, but he's smiling. "A third for each book, perhaps? Even altmer must eat. A half for the two you are in need of, never let it be said I am not generous."

"Let me see the goods," Do'azda replies, "But that may be acceptable."

The little altmer man disappears into his backroom, and a moment passes as he rummages, but when he returns, he has a wooden case under his arm, and three objects in his arms.

He sets them all down carefully on the counter. A small black pearl that glistens malevolently under the magical lights of the small shop, a steel diorama that appears normal, until Do'azda tries to peer into its centre and finds that she cannot, and a small, mundane looking hand mirror with a pearlescent handle.

"What are they?" Do'azda asks, leaning in curiously.

"The pearl I confess I don't know - I received it from my father, and it appears inert, but it rumbles with magicka. The diorama depicts the plane of Quagmire - I bought it from one of your caravans, in fact. The mirror is merely how I communicate with a mage friend of mine at the college in Cyrodiil - she writes my tomes for me; she's a talented woman."

Does Do'azda take Volmir's illicit goods for a few days?
[] Yes
[] No


Buy Spell Tomes (Choose up to 6) (Two locked in) [Normal Price/Discount Price]

[X] Fear (Illusion): This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear. [40/20]
[X] Distraction (Illusion): Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster. [40/20]
[] Thieves Vision (Illusion): 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. [60/40]
[] Calm (Illusion): Places the subconscious of the target into a calming, peaceful mindset. [40/24]
[] Soul Trap (Conjuration): Hooks a barb into the soul of the target, such that when they perish, it cannot pass on, and is instead drawn into a soul gem held by the caster. [60/40]
[] Conjure Flame Atronach (Conjuration): Draws a denizen of the plane of Infernace into Mundus and binds it to the defence of the caster. [70/45]
[] Lesser Ward (Restoration): The caster uses their magicka to create a shield around their body, reducing both physical and magical damage attacks - though not completely. [60/40]
[] Healing Wounds (Restoration): The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst. [60/40]
[] Sniffle-Buster (Restoration): Officially "Minor Restoration" this spell will clear out a mild illness.[40/24]
[] Oakflesh (Alteration): Shifts the caster's skin halfway to oak, rippling patches of bark and fur across the skin. [70/45]
[] Equilibrium (Alteration): Blood magic. Turn blood to magicka. Can kill you if you take too much or too fast. [80/50]
[] Frostbite (Destruction): Creates a gust of blizzard, sapping health and stamina both. [60/40]
[] Sparks (Destruction): Crystalising pure magicka into lightning, the spell sears through the blood and nerves of the target, damaging them physically and causing them to leak magicka. [80/50]
[] Ache (Destruction): A bolt of malicious magic which sinks into the muscles, causing building pain in the target. [70/45]

*****

VMAN: Really sorry about how long this one took. Still, shopping episode! Always fun.

TL AN: Life was very hard these last few weeks on my part, but hopefully this makes up for it!
 
I really like the explanation for the game's spell tome mechanic.

According to our char. sheet: 570 septims

The following, absolutely:
[] Healing Wounds (Restoration): The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst. [60/40]
@The Laurent Can the target be 'self'?

Additionally, because 'better to have and not need' and there's nothing better available:
[] Sniffle-Buster (Restoration): Officially "Minor Restoration" this spell will clear out a mild illness.[40/24]

I'm uncertain of these, but they look to be useful, especially the summon disposable minion spell.

[] Conjure Flame Atronach (Conjuration): Draws a denizen of the plane of Infernace into Mundus and binds it to the defence of the caster. [70/45]
[] Oakflesh (Alteration): Shifts the caster's skin halfway to oak, rippling patches of bark and fur across the skin. [70/45]
 
Bear in mind we have very little aptitude in anything other than conjuration, illusion, and restoration.
 
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I wouldn't mind picking up a destruction spell, even with little affinity.

Being able to kill at a distance is something we missed in the fight with the dragon.
 
Bare in mind we have very little aptitude in anything other than conjuration, illusion, and restoration.
That just means the other skills level faster.:evil:
I wouldn't mind picking up a destruction spell, even with little affinity.

Being able to kill at a distance is something we missed in the fight with the dragon.
We have a Tome of Flames in our inventory, though I'm not sure if Dragons are resistant to fire.
 
[X] Plan: Expanding The Repertoire
-[X] Yes
-[X] Fear (Illusion): This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear. [40/20]
-[X] Distraction (Illusion): Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster. [40/20]
-[X] Thieves Vision (Illusion): 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. [60/40]
-[X] Conjure Flame Atronach (Conjuration): Draws a denizen of the plane of Infernace into Mundus and binds it to the defence of the caster. [70/45]
-[X] Lesser Ward (Restoration): The caster uses their magicka to create a shield around their body, reducing both physical and magical damage attacks - though not completely. [60/40]
-[X] Healing Wounds (Restoration): The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst. [60/40]
 
Does anyone have any ideas what's up with Do'azda's "vision" of what would happen? Because this doesn't seem like a normal product of imagination to me...
 
[X] Plan: Expanding our Strengths
-[X] Yes
-[X] Calm (Illusion): Places the subconscious of the target into a calming, peaceful mindset. [40/24]
-[X] Healing Wounds (Restoration): The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst. [60/40]
-[X] Sniffle-Buster (Restoration): Officially "Minor Restoration" this spell will clear out a mild illness.[40/24]
-[X] Conjure Flame Atronach (Conjuration): Draws a denizen of the plane of Infernace into Mundus and binds it to the defence of the caster. [70/45]
 
[X] Plan: Expanding our Reach
-[X] Yes
-[X] Fear (Illusion): This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear. [40/20]
-[X] Distraction (Illusion): Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster. [40/20]
-[X] Healing Wounds (Restoration): The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst. [60/40]
-[X] Sniffle-Buster (Restoration): Officially "Minor Restoration" this spell will clear out a mild illness.[40/24]
-[X] Conjure Flame Atronach (Conjuration): Draws a denizen of the plane of Infernace into Mundus and binds it to the defence of the caster. [70/45]
-[X] Ache (Destruction): A bolt of malicious magic which sinks into the muscles, causing building pain in the target. [70/45]

I think having a ranged DoT spell to begin combat with will be very helpful going forward. Otherwise just the healing spells and the summon will greatly aid our ability to contribute in and out of combat.
 
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