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] Eldergleam, to aid dear Khenarthi and see where the path leads.

More than a decade later, I still love me some Skyrim. Personally I'd like to take care of the Eldergleam quest and then head to learn more about shouts. Get the Cat Dragon online.
 
[X] Eldergleam, to aid dear Khenarthi and see where the path leads.

We promised to help with the tree, so.
 
Vote closed
Scheduled vote count started by veteranMortal on Feb 22, 2023 at 10:23 AM, finished with 38 posts and 36 votes.
 
I suppose it wouldn't be an open world quest without a lot of backtracking in our future. Winterhold will have it's day!

Not to get too sappy about it, but will we need to revisit the temple to be told about Nettlebane? It seems like Danica's giving us an alternate path to the quest in game, rereading the update where we agreed to help (Forging Ties, if you're looking for it in the threadmarks). Time to see a Spriggan about some sap! At least we can drop off some of our haul to the Cats with this stuff, see some familiar faces 'n all that.
 
The Tests of Nature
The Tests of Nature

Do'azda does not make the decision easily. But she thinks about Khenarthi. She doesn't need to go back to Whiterun that immediately, but figuring out about the tree would be important, she can tell. And if she needs it it puts her very close to Riften, comparatively speaking. She could also find High Hrothgar roughly as close as that, though a part of her feels as if to step upon the mountain is to commit to something in a way that she knows is foreign to Noctra, who is as changeable as the seasons.

But at the same time, Hrothgar is power, and the mysteries of her soul.

She has, in other words, several directions to go in.

She decides, after a very, very long time, to trust in the power of Azurah's Star, trust that it will remain safe for a few more days or weeks without any trouble. Still, she knows that Winterhold will call to her, sooner rather than later. She does not know how she knows, just that she does. It isn't a guess, or a supposition, it is just knowledge…

Or perhaps she is already letting this "dragonborn" thing go to her head, Do'azda thought as she woke up and stretched. Perhaps she is turning circumstance into fate. She knows it is a common enough failing of Shamans to assume they are the ones everything is about, fated for things.

But fate is… tricky. Even Azurah has been surprised, though oddly it is Bathes-In-Steel that has apparently disrupted certain things that she had shown her priestess.

One always has to wonder what it all means.

"We're going to go help with the Gildergleam," she says to Bathes-In-Steel. "If you have no objections?"

She says it as soon as she thinks Bathes-In-Steel is awake enough. She's been thinking about it, and she thinks that Bathes-In-Steel might find it curious that they're getting so involved in religion. So she wonders if it's the right choice. It was just another reason she'd hesitated.

"Sure. I'm game."

Do'azda nods, and they try to get breakfast quickly, chatting with Aranea about both the weather and religion. There's none of the charge there had been the night before, and Do'azda is spared from having to think about the differences between their relationships with their Goddess. Goddesses? There are those who proclaim Azura and Azurah different goddesses, folly though that may be.

"Eldergleam?" Aranea says, "That's a couple days south, halfway to the Rift. Careful past Windhelm, then watch where you step in the volcanic flats."
Do'azda nods, thankful for the safe topic, not wishing to resurrect the tension again.

*​

The trek at least starts simply enough. The paths down from the Shrine are not simple, but she knows the way now, and she just has to continue her way southward. It's a rocky set of trails, but they make very good time, all but flying down the slopes of the mountain and stopping only briefly for lunch and supper, and continuing until the light began to fade. In that time they managed to draw onto a main road, close to Windhelm itself.

It stands out even in the distance, across its great ugly bridge. It sprawls, in a way that Whiterun had not. This means it is less built up in places, and there are strange ugly scars. Outside the city, some distance beyond the walls, is a huge section of buildings given to ruins, looking as if they had been partially burned, an old wound, unrepaired and dusted thickly with snow. Then there are the docks, which of course sit at a key place, nestled beneath the walls and close by the water, halfway enrobed in ice. She sees all of it from a distance, as the slowly fading sun seems to highlight and illuminate a great city… and a city of Nords.

She knows, vaguely, that this is the heart of the Stormcloaks, the place where Ulfric's whole war is run. It is no doubt a most unrestful sort of city, the kind of place that is now constantly thinking of war.

She has no desire, not in that weary moment, to visit it. But she wonders at the token she has, the sign of favor from Jarl Ulfric Stormcloak himself. She could probably parlay that into a way in, especially since she is the Dragonborn. She does not know what would happen next, but knows that even visiting Windhelm would mean something.

Do'azda does not know what.

"I've been to the docks," Bathes-In-Steel says, "When I was searching. It is… an interesting place."

This feels like a very neutral comment for someone usually so bursting in exuberance. But they've kept up companionable silence and small talk for the last day. She doesn't want to ask, just like Bathes-In-Steel hardly asks about what it's like to live under the thumb of the Aldmeri Union.

"We're not going to be staying nearby," Do'azda says. "We could probably push on another hour, if we wanted to find somewhere to camp."

"I would prefer that… yes." Bathes-In-Steel seems almost smaller as she looks at Windhelm from afar. Do'azda has to wonder at the memories.

But again, it is not her job to ask.

And she enjoys the feeling that Bathes-In-Steel is someone she can be quiet with.

Bathes-In-Steel busies herself lighting a campfire as they bed down that night, far enough from Windhelm that the tension has left her shoulders.

With the night falling, Do'azda has time to read a bit, and then sleep… but which to read?

Different spells take different amounts of time to learn. Do'azda can read 2 actions worth of book, tonight.

[] Spell Tome: Flames (1 action)
[] Spell Tome: Illumination (1 action)
[] Spell Tome: Thieves Vision (1 action)
[] Spell Tome: Conjure Flame Atronach (2 actions)
[] Spell Tome: Lesser Wards (2 actions)
[] A Handy Guide to Lockpicks (1 action)

*​

They're making not just good time, but exceptional time. At this rate they might reach their destination before the true end of the second day. Of course this involved a pace of walking that leaves Do'azda feeling weary. But she also knew that even if the calluses built up, she could not but hurry. She has so many things to do, and she does not know what High Hrothgar will be like when she finally decides to go that way, or how long it will take. She has so many things to do that a part of her worries both about leaving it too long and about going too soon.

So she hurries from destination to destination. In this case, the mountain trails end and the path is bumpy but rather more predictable. It is very late in the afternoon of the 31st of Last Seed when she sees it in the distance.

Eldergleam Sanctuary is no backwater, and indeed it almost does not feel like going on an adventure as she gets closer and notices that she won't even have to climb, because there are wooden walkways that lead to the entrance of the cave. More than that, there are handrails, just to make sure that nobody falls if they lose their balance. She almost expects to see benches dotting the…

There are benches outside, in a small area near the front of the cave, where there are a few shady trees that no doubt are meant to be rested under.

"This is… it?" Bathes-In-Steel asks, sounding as if she is trying not to laugh. She has to be tired too, but the whole way she jokes, and tells stories of her childhood that never touch anything like darkness. She talks about her favorite recipes for food, and then about the time she got lost in the swamp and everyone searched for her.

"It is… tamer than Do'azda thought," she admits, as they move towards the entrance. There's no door, nor any gatekeepers, and so she steps in. Her left foot especially has started to ache, and she wants more than anything to sit down for an hour or two. But she doesn't think she'll be able to do that. She still has a mission. As she makes her way through, at first everything is ordered, complete with walkways so that she doesn't have to pick her way over rocks.

But then as the cave begins to open up… it stops. The walkways cut off dozens of feet ahead of them, shattered at places, and where the way through should be there are roots, thick and dark roots that block the entire path, each root larger than she is, twisting over each other that not even a breath of wind can escape.

This is the only way in, and it turns out not to be that at all. She stops for a moment, knees almost going weak at the setback, but then she spies campfires here and there in front of the huge, towering expanse of roots and thorns.

There were actually three separate camps, and now that she draws closer she sees that they aren't small. The largest of the camp has fourteen people milling about, the second has five, and the third has three. They are all very different people, though almost all of them are Nords… except for the group furthest from the others, who are all Bretons.

Do'azda takes in this farthest group first. They are dressed in dark clothing, two of them in dresses that go down to their knees, feathers in their hair, their expressions impossible to make out at a distance. But they have pouches she recognizes as ingredient pouches for Alchemy, and there's a cauldron of stew brewing on the small fire as the third of them, dressed rather practically as if ready for a fight, stirs it with a stern, thoughtful expression.

She almost turns to go straight to them when she sees that the middle group consists of priests of Khenarthi, all of them Nords but at least the people she should probably talk to first. There are two women and three men among them. They all wear colorful robes, often with flower patterns on them, and two of the women wear flower crowns. They stamp about with bare feet, their prayers obvious to her ears as she draws closer.

"Eldergleam that seals itself from us," a man at the front chants, "Open your way, please."

He is wearing a crown of thorns that he has very gently set atop his brown hair, and it almost falls off as he stamps and moves. They are so busy that for a moment she can just approach them, and smell the dirt and dust and greenery, and for that matter the unwashed flesh, of these priests. She keeps her tail from stiffening and when she's closer she can smell the herbs that they have thrown in their own fire.

They smell of perfume, they smell of plants, and it is enough to almost for a moment leave her transported. The smoke is no doubt heady indeed, but she does not let it distract her. "Greetings," she says, glancing back to see that Bathes-In-Steel is hanging back a little bit. "Do'azda has been sent by Danica, priestess of the Temple of Kynareth in Whiterun. She has been tasked with championing the Gildergreen, that it may be restored for the year?"

The priest with his crown of thorns turns to her, the crown wobbling alarmingly as he does, nearly falling off. He reaches up to stabilise it, pricking his fingers a little.

"Ah, you've arrived, I wondered if Sister Danica would be able to motivate anyone. For nought, however." He says, "The Eldergleam has sealed itself from the world. It was only by Kynareth's mercy that the Eldergleam shifted at night, for her roots tore apart the walkways, breaking even the stone walls of the cave itself."

"Why?" Do'azda blurts out, "Why would the Eldergleam do such a thing?"

"Kynareth works in mysterious ways," He says archly, "And does not reveal her motives unnecessarily."

"You don't know?" Do'azda asks, "When did it happen?"

"Earlier this moons' cycle - the 12th of Last Seed, by the prosaic calendar, I believe?"

Do'azda feels a knot untie in her chest - this was nothing to do with her, no consequence of her presence in Skyrim or the slaying of the dragon.

"And you have no idea?" She presses further. "No idea at all? This has never happened before?"

"No… verifiable ideas. Legends say this has happened before; when the Wolf Queen threatened all Skyrim, and turned the people away from Kynareth's guidance, the Eldergleam supposedly refused any entrance to the sanctuary and only withdrew its roots once she had perished."

Do'azda worries at her lower lip. "And there's no way in?"

"If there were an easy solution, we would not be out here," He says irritably. "But if you are truly impatient, perhaps the preacher from Solitude can help you out. Kynareth only knows he talks like he has the goddess's ear."

He gestures to the larger of the other two groups dismissively. A cluster of nords, a handful in furs but most in roughspun clothes - farmers, if Do'azda had to guess - and one imperial in robes. His head is almost completely shaved, and a censure hangs from a chain wrapped around his left wrist. What little hair remains is grey and sparse.

"Oh Kynareth, Goddess of Heavens and Wind, Mistress of the seas and elements, soothe the fears of your Eldergleam. Though your foes gather, your Eldergleam shall be protected!" The preacher's voice cracks a little with the passion he infuses it with, and his flock all stop what they're doing to bow their heads as his words fade.

The preacher's eyes light up when he sees Do'azda. "Come, come! Ever am I willing to spread Kynareth's word to those with the wit to hear it. You have come to see the Eldergleam?"

"Ah, yes? She was sent by Danica Pure-Spring to restore the Gildergreen?" Do'azda says, "The priest told her that-"

"Ah, Attendant Adrian? I rather fear I have irked him." The preacher says, smiling ruefully. "I tried to tell the poor man how to do his job, and now he won't listen to me at all. Hubris can make fools of even old men like me. It's a pity, because I think I know how to persuade Kynareth to soothe her Eldergleam?"

Do'azda hums. "Oh yes?"

"It is the witches. The Eldergleam fears them and their hagraven mistresses; murderers of the guardians of Kynareth, despoilers of their taproots." He says, "It is as simple as this. They have been gaining strength, spreading from the Reach to the rest of Skyrim, and the Eldergleam fears. It needs to be reassured of the strength of Kynareth's faithful. Slay one of the hagravens and bring its head back here, to present to the Eldergleam."

"This one… does not know any of these… hagravens?" Do'azda says.

"I think those witches were sent by a hagraven's coven," The preacher says thoughtfully, "From the valley to the south of the Throat of the World? I know it may be a long way to go, but you have already come from Whiterun, and it is not so much further than that?"

Do'azda nods distractedly, trying to recall the map Azurah laid out before her, but it did not come so far south, and all she can remember is Nahrazad, before they left, bemoaning the bitter cold of the mountain pass. She shivers, even in the warmth of the cave.

"Do'azda thanks you for your information," she says, her tail batting against the floor of the cave. "She'll confront--" talk to, "those witches to see what they have to say for herself." She lets a little fire slip into her voice, a heat she doesn't feel. The preacher nods, as if he is eager to see the fireworks, sure that she is on his side.

But is she? She does not know: many people say many things about the Shamans that sound no different than what is said of these witches. But then many people say many things of those who would harvest the souls of the living, and sacrifice others.

It is not the case that every time someone is reviled and hated that they are innocent of everything; sometimes the evil coven in the woods is an evil coven in the woods - let it never be said that Do'azda denies the cults of the Lost Daughter and the Great Darkness exist. But often enough, the reviled have their reasons, their own side to the story.

The three witches watch Do'azda approach. One of the two in dresses frowns as she kneels behind the cauldron, but the third - the witch in practical clothing, tailored close to the body for ease of movement, though the pearlescence of it suggests that for all the practicality, she dresses for spellcasting, not the hacking and slashing of melee combat - watches them approach with hooded eyes, stepping forwards to intercept them when they get too close.

"I am Wilder Aodhsil, Vateshran to the Raven Mothers of Orphan Rock. Are you here to cut out my heart?" She jangles slightly as she moves; there's a skull on a leather cord dangling from her neck, and a braid of hair threaded through her clothes, pinned on with a sharpened bone needle. Her own hair is cropped short, rendering her angular, sharp. "You may tell the thinblood that his folly shall not sate Kyne Bloody-Handed, but I doubt he will believe you."

"This one has no desire to fight you," Do'azda says evenly. "Do'azda wishes only to hear your view, for now. Why has the Eldergleam sealed itself away?"

Aodhsil inclines her head. "That we do not know. That Kyne senses that soon these lands will drink deep of blood, we know. That Kyne would not have her people draw succour from the Eldergleam if they are not worthy, we know. But what Kyne senses, what bloodshed she knows shall come, we know not."

One of the two witches behind her - not the woman who frowns - looks up at her, and Aodhsil rolls her eyes. "My sister would have me tell you she believes Kyne sees the rise of our kin across the Reach. This is because she sees even the rising of the sun in the morning as a sign from the Gods that our liberation is at hand. Truthfully it could be anything."

"Is there anything you can do to help this one gain access to the Eldergleam?" Do'azda asks, "If you do not know why Kyne has sealed the Eldergleam from you?"

Aodhsil doesn't reply, her eyes fixed on a point over Do'azda's left shoulder.

"Who is your friend?" She asks, and Do'azda turns her head to see Bathes-In-Steel making her way over there, with what Do'azda knows to be a friendly smile, but to anyone else looks uncannily like bared teeth.

"This is a good cave," Bathes-In-Steel says, "Well ventilated, even with one entrance blocked."

"This is Bathes-In-Steel," Do'azda says, "We're traveling together, as we left Whiterun at the same time."

Aodhsil nods. "The pleasure is mine, Bathes-In-Steel."

The witch stirring the cauldron stares at the back of Aodhsil's head, jerking her head to prompt her.
"No," Aodhsil says, "I'm not saying it, Gwyna."

Gwyna continues to stare.

"She won't find it funny, Gwyna."

Gwyna is downright scowling now.

"Say it yourself, if you feel so strongly," Aodhsil snaps.

Gwyna sighs, exasperated.

"This one asked if there was anything you can do?" Do'azda prompts, as Aodhsil looks inclined to continue her one-sided argument with Gwyna.

"Oh," She collects herself, "Of course. This is merely a test of mettle from Kyne Bloody-Handed. Come to Orphan Rock, where Raven Mother Gruoch can create anew the Nettlebane. The slightest prickle from the Nettlebane shall be enough to show the Eldergleam you are ready to be tested, and it shall allow you entry, where you shall face a pack of Spriggans. Should you triumph, the Eldergleam's roots shall return to quiescence, and any who wish to may present themselves to the most holy tree. Also, should this not be motive enough; you shall have an abundance of taproots, which overflow with magical power."

"And this Raven Mother," Do'azda says slowly, "Will simply give this one the Nettlebane?"

"The Nettlebane's cause is to do this," Aodhsil says simply, "To be taken to the Eldergleam to enact the Blooding of Kyne's Chosen. Besides, the equinox is soon and sooner."

Do'azda does not understand the relevance of the equinox exactly - there are few rituals she knows which rely on the sun - but she knows better than to question her on it.

"Well," She says, "This one cannot get into the Sanctuary now. She must leave; she has other things to do."

How does Do'azda plan to gain entry to the Eldergleam's Sanctuary?

[ ] With the head of a hag raven, to soothe Kynareth's fears of witchcraft and ritual.
[ ] With the Nettlebane, to accept Kyne's test of bloodshed.

And where will they go next?

[-] Winterhold, to its College and perhaps to the Star of Azura. (Do'azda has been going the wrong way to turn right back around just yet.)
[ ] High Hrothgar, and towards the power of the Dragonborn.
[ ] Riften, and the schemes and secret powers of Noctra.
[ ] Orphan Rock, come what may.

VM AN: Had some fun with this one! Remember to also vote on what Do'azda read last night; she's still got a fair few books to get through!

TL AN: This was honestly a lot of fun, I agree with Vet. Bathes-In-Steel is also pretty chill with the idea that a tree might not want to talk to you. That's just how life is sometimes.
 
Hmm. the Reachfolk have been out and about since forever, and their quintessential resistance to the Alessian and ancient Nord invaders, making pact with the hagravens and sacrificing themselves to forge the relentless Briarheart, has also been a thing since forever. I feel like the actual attendants of Eldergleam would probably know if Kynareth reacted the same way, when say the Longhouse Emperors had like a whole Ostrogothic Italy thing ruling all of Cyrodiil and practicing their non-Nicene Arianism witchling rites at the very seat of power? Which is a long way to say, I'm pretty sure that preacherman from Solitude is talking bullshit.

Not that the Hagraven are particularly nice anyways, just I'm not sure the goddess of spriggans and stormwinds is the one who is particularly offended by bloodier styles of worship in the deep woods.
 
[x]The Reach Rises
-[x] Spell Tome: Conjure Flame Atronach (2 actions)
-[x] With the Nettlebane, to accept Kyne's test of bloodshed.
-[x] Orphan Rock, come what may.

Atronach because they're cool and it might help to have another fighter against the spriggans. I am a massive Reachfolk supporter. The Forsaken must rise against their oppressors. Let's crack this out and help the Big Tree with some blood
 
[X]The Reach Rises
There's going to be bloodshed either way. I'd prefer to take the side that isn't hypocritical about it.
 
[x] The Reach Rises

I rarely support cutting out people's hearts and turning them into semi-undead monsters, but if it is to fight imperialism...
 
Hmm. the Reachfolk have been out and about since forever, and their quintessential resistance to the Alessian and ancient Nord invaders, making pact with the hagravens and sacrificing themselves to forge the relentless Briarheart, has also been a thing since forever. I feel like the actual attendants of Eldergleam would probably know if Kynareth reacted the same way, when say the Longhouse Emperors had like a whole Ostrogothic Italy thing ruling all of Cyrodiil and practicing their non-Nicene Arianism witchling rites at the very seat of power? Which is a long way to say, I'm pretty sure that preacherman from Solitude is talking bullshit.

Not that the Hagraven are particularly nice anyways, just I'm not sure the goddess of spriggans and stormwinds is the one who is particularly offended by bloodier styles of worship in the deep woods.

Just to be clear - the Longhouse Emperors ruled some thousand years before the Wolf Queen. It is already uncertain whether the Eldergleam actually sealed itself in Potema's reign; the attendants are not historians, they don't especially pay attention to ancient lore like that.
 
[X]The Reach Rises

The reach folk worship Namiria as their highest goddess and she kind the biggest bad in our religion so this is gonna get messy.

Also if we end up doing the thieves guild quest we should switch to swords rather than axes it has some of the best in the game. Also it's called Nightblade for a reason.
 
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I mean that is why I voted for it also, IC we don't seem to know .

On a different note. Interesting to see it some of the old Nord religion coming frm the reachfolk
 
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[X]The Reach Rises

I'm gunning for Thieves Vision down the line, but having a fire elemental if we're going up against a bunch of angry tree folk, made of wood, seems like a decent way to prepare. Also, if we can make it a test of sapshed instead of bloodshed, I'll count that as a win.

Aodhsil inclines her head. "That we do not know. That Kyne senses that soon these lands will drink deep of blood, we know. That Kyne would not have her people draw succour from the Eldergleam if they are not worthy, we know. But what Kyne senses, what bloodshed she knows shall come, we know not
But whatever the joke is that Gwyna wanted told, dis we do not know. Anyone have any guesses?
 
The Priestess: being the champion involves combat against just one spriggan, just to first blood.

Solitude git: Tree is scared of witches, show it it's safe

The Reach person: to go get this dagger from a witch, stab the tree with it, then slaughter all its spriggans and harvest their organs

I feel like the tree has reason to be scared, guys. But just to be certain, can we vote to scout out the coven and see what they are like before deciding, @The Laurent
 
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The Priestess: being the champion involves combat against just one spriggan, just to first blood.

Solitude git: Tree is scared of witches, show it it's safe

The Reach person: to go get this dagger from a witch, stab the tree with it, then slaughter all its spriggans and harvest their organs

I feel like the tree has reason to be scared, guys.

Bathes-In-Steel nods sagely, understanding all about Tree Fears.
 
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