Fire On The Mountain (A Skyrim Quest)

Do'azda's Character Sheet
Name: Do'azda Khrimnin
Race: Khajiit (Suthay-Raht)
Gender: Female
Age: 22
Profession: Shaman
Appearance/Description: She stands at a normal height for a Suthay-raht, that is to say, shorter than most men or mer, but not by too much. Her fur is a warm, rich orange, paler around her muzzle and down her neck, and her eyes are startlingly yellow. Her hair is braided, with rings that jangle faintly when she turns her head too fast. Her robes are basic, and worn from age, but have been fastidiously cleaned.
Level: 7
XP: 0/120

Alchemy: 25
Alteration: 5
Archery: 5
Block: 6
Conjuration: 40
Destruction: 5
Enchanting: 5
Heavy Armor: 5
Illusion: 35
Light Armor: 20
Lock Picking: 1
One-Handed: 21
Pickpocket: 5
Restoration: 15
Smithing: 1
Sneak: 20
Speech: 27
Survival: 13
Two-Handed: 5

They say it kills cats - Do'azda has few restraints on her inquisitive nature, asking whatever questions occur to her, paying little attention to whether this may be considered rude. Whatever else, at least Do'azda never finds herself regretting her failure to ask about something.

Dancing the night away - Do'azda is a fine dancer in the Elsweyr style, where dances are not the slow, ritualised partnering of the Altmer, but instead are a whirling piece of performance art, with the dancer's emotions informing the dance more than any practiced steps. Do'azda can feel the music in her bones, and can dance to only a drumbeat.

In the shadow of the moon - Do'azda was blessed even as she began her journey to become a shaman. A priestess of Azurah, the Mistress of Dusk and Dawn, favoured daughter of Fadomai, received a vision. Azurah's light shines favourable upon her.

Tangled Tails--Do'azda has had flings before, "Tangled Tails" as the euphemism goes, and she's willing to engage in casual relationships or 'one-night marriages' if the opportunity arises.

Racial Perks--

Claws--She has very wicked claws indeed.
Darksight--She can see incredibly well in the dark.

Skill Perks--

Conjuring Efficiency (10): Do'zada knows how to be careful with her Magicka without losing any power when she's Conjuring, and can use such magic more freely and easier when fighting or in other circumstances. (Cojuration)

Mystic Binding (20): Do'azda gains skill at creating bound weapons of magic, so that she is never without her arms no matter what. She also becomes more skilled at creating bound objects of all types, and begins to study that which might allow one to bind a soul into a gem. (Conjuration)

Haggling 1 (0): Everything in Skyrim is far more expensive, and so Do'azda should probably try to figure out how to make do with what little gold she has. (Speech)

Insight (20): One of the key elements of persuasion is knowing what would convince someone. Do'azda now knows how to evaluate what kinds of arguments and reasoning would convince different people if she spends enough time to get a feeling for how they think. (Speech)

Agile Defender (10): Armor is often hard to get used to, so figuring out how to move with light armor so as to reduce how bad a hit is is something you can only learn by doing… and Do'azda has begun to 'do.' (Light Armour)

Rahjin Perks

Laughter-Silvered Wings (Level 5): A flying companion does not simply owe its speed to its physical form, but the strength of its spirit, and so it tends to be faster and more manuverable than its terrestrial version, harder to hit, and a greater predator of the sky.

(Next at Level 8)

Blur - Do'azda knows a spell to obscure her features at a distance, to render her indistinguishable from another Khajiit. Up close, it is almost pathetically ineffective, however.
Clairvoyance - Do'azda is granted flashes of insight into the path to her goal by Azurah - the Goddess of Dawn and Dusk sees much of the land.
Conjure Animal - Do'azda reaches onto Hircine's hunting ground and recalls the imprint of an animal which perished nearby to fight by her side
Conjure Axe - Do'azda can create a hatchet from pure magic. It is too cumbersome for effective use in combat, but for cutting wood, it is more than adequate
Bound Dagger--As she has learned how to better summon such things, she has figured out how to use a Bound Dagger.
Courage - Do'azda uses magic to inspire in another the will to fight, though currently only to instill confidence in victory, not to cause conflict where none exists.
Summon Familiar - Do'azda reaches into her own soul to bring forth her familiar, the falcon Rajhin. No mere shade, Rajhin remains with her until slain and can do far more than just fight, but cannot be summoned for a day and a night thereafter if killed.
Fear - This spell pulls from the mind a fear that the target has, and creates from this the feeling of fear.
Distraction - Creates sounds and sights on the edge of perception. Sights and sounds determined by the caster.
Healing Wounds - The caster uses their magicka to seal the wounds of the target. All healing occurs in a single burst.
Conjure Flame Atronach - Do'azda can call forth a spirit of Infernace, a being of fire, constrained in a form of iron.
Flames - Do'azda can release a gout of fire from her palm, directly setting alight her foe, though only for so long as she feeds magicka to the fire.
Lesser Ward - Do'azda can use her magic to create a shield of magical energy, blocking low level magical attacks, reducing high level magical attacks and mitigating the damage of physical attacks.

Do'azda can make...

Potion of Minor Healing - Bruises fade, cuts close, aching muscles relax, this potion provides a little relief from injuries. The first potion a young shaman will learn to brew.
Potion of Suppress Disease - A potion which will suppress the symptoms of a disease for several days; oftentimes long enough for the body to get the cold or flu from its system. More serious or outright magical diseases will return with a vengeance once the potion's effects wear out, but it is a useful potion to know how to craft.

FUS - Force
WULD - Whirlwind

FUS DAH--Force Push


Gold Septim (365)
Trail Rations (x4)
Fine Rations
A very nice dress for casual-formal occasions.
A lovely dress in the gothic style, with an enchantment of illusory power woven into it.
Iron Axe--An iron axe of low quality.
Steel Axe - A steel axe of decent quality
Iron Dagger--An iron dagger of mediocre quality.
Mage Robes--Increase magical regeneration, but provides little protection, discouraging getting up close and personal.
Leather Armor--Comfortable, lightweight armor, it counteracts the discouragement from getting up close, though as an extra layer it means it can get extra hot.
Lunar Steel War Axe--An Axe which can, in the light of the moon, drink in the life-force of its victims and use it to restore that of its weilder.
Steel Dagger (x2)--A well-worn but very useful steel dagger.
Alchemical Kit--A very fine kit for the creation of potions. One careful owner.
Stormcloak Token--A token from Ulfric Stormcloak himself...
Underclothes--You know.
One Powerful Enchanted Sword (Rusted)--A sword of unknown value, it has a rather potent and interesting enchantment attached to it.

Spell Tome: Illumination--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell it is probably only a few hours of reading to fully learn. This allows Do'azda to create a light in the darkness... less useful for a Khajiit, but still a spell of value.
Spell Tome: Thieves Vision--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. This simple spell gives one slightly better night vision… but is also notable for being able to see writing hidden by weak illusions, and thus is commonly used by thieves trying to read the secret messages of other thieves.
Spell Tome: Turn Undead--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. A spell of moderate difficulty, it will take several nights of reading to learn it. A spell technically of the "Restoration" school, which puts fear into nearby undead. When cast powerfully, burns them most terribly.
Spell Tome: Sparks--A spell tome is a sort of book that can fully teach you a new spell, but it is destroyed in the process. For such a minor spell, it is probably only a few hours of reading to fully learn. Allows a mage to fire sparks of arcane lightning, sapping the magicka reserves of the target whilst also burning through their flesh.
3 Doses of Frostbite Venom in Magicka bottles--Toxic and acidic to living flesh, it has little effect on the glass bottle.
Healing Potion

Troll Fat, other ingredients
100 Septims
3 gems of good quality.
Troll Hide
Troll Skull
Troll Eyes x3
Troll Claws

A Handy Guide to Lockpicks: A book that should teach Do'azda all she wants to know about Lockpicks, and more. Each read will give +1 to Lockpicking, and it can be read thrice to wring out all possible knowledge from it. (2/3 reads remaining)
Journal of a Potema Loyalist: A journal of some historical merit, belonging to one of Potema's most loyal supporters in her early years.
 
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Vote closed
Scheduled vote count started by veteranMortal on Apr 3, 2023 at 9:27 AM, finished with 14 posts and 11 votes.

  • [X] Plan Flaming Loins uh I mean Atronach
    -[x] Do'azda will fight the big one, Bathes-In-Steel will deal with the little ones. She is meant to be dueling it.
    -[X] Nettlebane - The witches wouldn't have given her the dagger if she wasn't meant to use it.
    -[x] Conjure Flame Atronach - Conjuring a creature of fire to kill her enemies seems sensible when her enemies are flammable.
    -[X] Fear - Do'azda is a scary dragon, and these Spriggans are just little wood creatures. They should fear her.
    [X] Plan Level the Playing Field
    -[x] Do'azda will fight the big one, Bathes-In-Steel will deal with the little ones. She is meant to be dueling it.
    -[X] Nettlebane - The witches wouldn't have given her the dagger if she wasn't meant to use it.
    -[x] Conjure Flame Atronach - Conjuring a creature of fire to kill her enemies seems sensible when her enemies are flammable.
    -[X] Courage - Give Bathes-In-Steel an extra little pep, in case she's getting tired - its very late.
    [X] Plan Spriggan's Worst Nightmare
    -[X] They will both fight the big one, and then the little ones. Maybe once the big one is dead they'll give up?
    -[X] Nettlebane - The witches wouldn't have given her the dagger if she wasn't meant to use it.
    -[X] Flames - Why conjure something to set people on fire when she can simply… set them on fire.
    -[X] Fear - Do'azda is a scary dragon, and these Spriggans are just little wood creatures. They should fear her.
 
Spriggans
Spriggans

Nettlebane thrums with excitement in Do'azda's hand, and the biggest Spriggan steps forwards, her claws flexing.

Do'azda laughs, and waves a hand at the smaller Spriggans. They're such lil' guys, helpless and pitiful, and she hopes she can just scare them away. One of them takes a fright, turning and fleeing as she laughs and says, "You handle the little ones, this one will deal with the Mother."

It is an absurd statement, but she is too busy to laugh at herself, yet. Well, any more than she is already laughing as she raised a hand and focused on the task at hand. It feels as if she is standing in front of a gauzy veil. There is something in her way, something unexpected and a little like pushing up against a thick bit of cloth, trying to push through. She cannot figure out what she's missing, but she knows the Atronach will come.

Her dress glows darkly, a contradiction that seems somehow utterly reasonable to her, and she fancies she can see shadows like ink seeping from the folds of her dress, reaching out to the Spriggans.

The big Spriggan - her Spriggan - flares bright and golden, and the inkpool leaching for it burns away. Three more Spriggans seem to shake off the effect, but the ink reaches the last, soaking into its wooden body, staining it black, and the Spriggan staggers, its everpresent buzz stuttering. Spriggans lack eyes as Do'azda conventionally understands them, but if it had them, she imagines they would be widening with fear as it recognises her majesty.

It flees, at last, and she smiles viciously.

Then, energized, she is able to reach across.

She feels the burn, just like the Glower, just like it all over her. She is burning half alive with the power she is trying to pull across a boundary. She's never summoned anything like this, never something that would fight her this much. It hurts, because it is in another realm and she is defying the way things should be just as the witches do when they travel through a swamp that should not be.

But there is a power in it, a fire on her tongue that she just has to let spread as she waves her arm and pushes through the barrier as if it is so much wet paper.

Conjuration +1

The fire comes first. Wild and free, raging and roiling, unfocused and unrestrained. She clenches her fist, twists it, and then comes black iron, shaping the flame, forcing it to take a single form.

Its form draws from the Spriggan, with a feminine face and form carved from the unyielding iron, but above the nose, the flame burns free, and the mask curls into delicate horns. A creature of fire and cast iron, the Flame Atronach is anathema to the Spriggan, and Do'azda swears she sees the Spriggan flinch.

Whether it flinches or no, the Spriggan rallies soon enough, buzzing angrily as it bounds towards Do'azda, claws flashing. Do'azda swipes at it, Nettlebane almost singing with glee. The Spriggan twists, taking the blade on its right forearm, rather than across its outstretched palm.

Where the dagger catches the Spriggan, the wood splinters and comes apart, as though long since rotten, and the Spriggan snarls, rearing back. Do'azda laughs.

"This will not take her too long," She says, "The little wooden monster has no chance against Do'azda, the mighty dragon!"

She slashes Nettlebane back at the Spriggan, clumsy and overconfident, and the blow misses by an embarrassingly wide margin, leaving her open.

The dress will do nothing whatsoever to block the Spriggan's claws, and Do'azda lets out a piteous yelp at the inevitable blow.

A glob of solid fire clocks the Spriggan across the face as she swings, knocking her off balance, sending her staggering away, her claws catching nothing but air, and Do'azda exhales heavily. The Flame Atronach does a backflip in the air, lobbing another bolt of fire at the Spriggan, who's entire face is ablaze.

As the Spriggan turns to face this new threat, Do'azda brings the Nettlebane up in a backhanded grip, aiming to filet her in one clean swipe, failing only due to her own poor coordination, instead only carving open her left flank, which withers and splinters quite satisfactorily, leaving the Spriggan looking terribly bedraggled.

Made cautious by her earlier foolhardy approach, Do'azda backs up, giving the Spriggan some space, glancing over at Bathes-In-Steel as she does.

The Argonian appears unbothered by the number of foes she faces - one of the three lesser spriggans she faced is already dead, blackened and smoking, like a lightning-struck tree, whilst she has pruned another of both arms with her sword, and is beating the third with one of the detached wooden arms, swaying only marginally to avoid its claw swipes.

Do'azda's own Spriggan is attempting to close with the Flame Atronach, which retreats before it, spinning out and tossing fist-sized balls of fire at the Spriggan, leaving patches of blackened and burnt bark, and smouldering embers that crackle and hiss.

The flame atronach is starting to run out of space to retreat, the thrown fire bolts growing more desperate as it finds itself backed into a corner. The Spriggan drives her claws forwards, cracking the iron binding the flame atronach's chest, reaching in, fractures propagating all along the platting . Do'azda winces, readying the Nettlebane as she moves towards the Spriggan. The Spriggan pulls her claws out of the atronach, wrapped around its blazing heart. The atronach extinguishes, iron bindings clattering to the ground, and the heart flares brighter and brighter.

The Spriggan seems to realise too late what is happening, tries to drop the atronach's pulsating heart, but the explosive blast of heat and light is already rippling outwards. Do'azda screws her eyes shut against the impossible brightness, and when she opens them, the Spriggan looks an absolute sight before her, claws cracked and blackened, her antler-branches broken and twisted, smoke curling out from the ruin of her face.

She raises one clawed hand, her feeble buzzing growing angrier, and Do'azda's eyes widen as insects begin to crawl out of the cracks and fly towards her, faster than she expects, faster than she can dodge them, and they hit her barely able to raise her hands to shield her face. A cloud of stinging, biting, buzzing insects, deafeningly loud. Poison blooms into her veins and Do'azda hisses as bites like tiny barbs of burning ice prickle across her arms, at the nape of her neck, crawling under her clothes.

She flails blindly with the Nettlebane, feels it make contact, and the insects abruptly cease, disappear as though they were never there. The pain doesn't fade, but Do'azda feels safe enough to open her eyes. Nettlebane has devastated the Spriggan's claws, leaving her reeling. Do'azda watches with some satisfaction as the Spriggan seems to stiffen, as though she's returning to being a tree in the grove.

Vines grow up around the Spriggan startlingly fast, bursting from the ground to fill the scars left by Nettlebane, the places where the Flame Atronach left the deepest gouges, the most charred and splintered sections. Do'azda relaxes, for a second, before the vines break, severing from the ground as the Spriggan advances on her again, undeniably revitalised, though Do'azda notes with some relief that the Spriggan is still worse for wear since the fight began, and moves a little sluggishly, a little tentative on feet wrapped in woody vine, cracking and settling.

Do'azda takes full advantage, lunging forwards, jabbing the Nettlebane at the Spriggan, which twists, trying to avoid the blow, but the dagger scores across the Spriggan's chest all the same, gouging deep, leaving rotten, dead wood in its wake, and she writhes in pain. Do'azda reverses her grip and sweeps the dagger back, clear across the Spriggan's face, blinding her. The Spriggan lashes out with her claws, very nearly catching Do'azda in her grasp.

The fight is more or less over, now. Do'azda catches herself grinning as the Spriggan flails, unable to find her, suppresses the smile as she lets Nettlebane dart out like the tongue of a snake, touching the Spriggan here, then there, then here again, wearing it down from a safe distance. She ought not enjoy this so much, she knows this, but she can't quite stop. It hurt her, irritated her, killed her atronach and cheated - she hacked it apart and it grew itself back, but now she has it, now it's dying, now it's dead.

The Spriggan isn't moving anymore, its legs sinking roots into the ground. The golden light behind its eyes doesn't flicker so much as dissipate; insects fly out of the cracks and away in every which direction, the glow expands, grows dimmer, and diffuses until eventually, Do'azda cannot even see it. The Nettlebane jerks in Do'azda's hand, tugging towards the Spriggan's chest, towards its taproot.

The Spriggan's chest-branches peel back before the blade, and the taproot comes away at barely a touch. It's surprisingly light, and Do'azda twists it around, looking at it from every angle. It glows faintly green, thin lines like veins about its surface.

Do'azda realises, with some growing irritation, that as pretty as her dress is - and it is very pretty - it lacks pockets. A terrible oversight. She glances over at Bathes-In-Steel, who has dealt with her three Spriggans, and she seems to be weighing up chasing down the final Spriggan which is currently making a valiant attempt to pretend it is an innocent tree, minding its own business.

She grins.

"We did it!" Do'azda calls, and Bathes-In-Steel nods, drawing a knife as she kneels by one of the spriggan corpses, looking largely disinterested. "Now this one thinks she just needs to go to the tree itself?"

It's easy enough to climb the slope to the Eldergleam, its roots like a spiral staircase up the sides of its rocky perch, rough and craggily, replete with footholds and handholds. Atop the rock stack is a small clearing, barely more than a tailslength around the vast trunk, with long, thick grass, almost a gleamingly verdant green. Do'azda stalks around the tree, her tail lashing as she inspects the tree, looking for-

Green-gold sap, viscous, sticky and thick as tar, seeping from a knot in the tree. Do'azda looks at it, sharp eyed and uncertain. There's no stain; this sap has not been leaking long. There is an impossibility to it which she finds quite charming. Lifting the Nettlebane, she collects the sap, scraping it off the bark and into a leather pouch, where it sticks fast.

She's done it, Do'azda thinks. And too soon, she realizes after a moment. If she hurried back to Whiterun now it'd seem as if she is not taking anything seriously. She'll also have less to do when it comes to setting things to right with her one free day. Do'azda knows she'll have to use it well, because then she'll have to leave once more.

"Do'azda should sleep on where we'll go next, if that is alright with you, Bathes-In-Steel." She looks over to Bathes-In-Steel, who has watched her without comment.

Bathes-In-Steel nods, "It is all right." She looks calm, but there's still the ghost of a grin on her face. She enjoys fighting, though she's also cheerful in enough different circumstances that there is no possible explanation except that she loves life.

Do'azda feels the last remnants of drunken fondness overtaking her, and has a strong desire to try to find a sweetroll for Bathes-In-Steel. She deserves one.

But at this hour finding anything at all is quite impossible.

She finds herself stumbling to her campsite and working as fast as possible, as desperately as possible, to get to sleep. It is almost midnight, which makes this a very busy day, on top of several very active days to get to the place of temporary rest, the Orphan's Rock.

Orphans...

She drifts off, thinking of children left bereft, of Spriggan mothers and Raven Mothers and more, the world fading and blurring until sleep takes her and carries her off dreamless.

Where is the next destination?

[] [Destination] While Ulfric Stormcloak is many things, he is a Nord, and one who believes in the Dragonborn myth. If one was seeking unexpected aid, material or otherwise, it would not be foolish to journey to Windhelm in order to check in on the leader of the Stormcloaks and a former trainee of the Greybeards.
[] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.
[-] [Destination] Great though your faith is, by this point it would be a great deal of unnecessary backtracking to try to return to fulfill Azurah's request just yet. Luckily there is time left still and so there is no need to worry about Azurah's Star being instantly corrupted. It is far too mighty for that.
[] [Destination] Riften is where a powerful spirit, and a sneaky one, wants her to go. Moreover, it is somewhere that Azurah at least has encouraged Do'azda to seek out, or at least consider, in her own time. Riften is not too far from here, perhaps something can be managed.
[] [Destination] The Reach is far away, and normally much too far away to consider going just this moment. But two things tempt one in this direction. First is that there is some task needed to pay off the debt to the Witches, a task that Do'azda must do in the Reach. Second that there are Witches camping nearby, who may be able to speed the process. (Can only be taken with 'Yes, Fast Travel')

Does Do'azda seek out the Witches to seek their aid in helping her get to her destination?

They may not agree, and the likelihood of them agreeing varies by what is chosen as a Destination, with some being more likely than others to be rejected.

[] [Fast Travel] Yes, fast travel. It will involve walking through a swamp, but it could save hours, days, or even a full week depending.
[] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot.

VM AN: You choose pretty much a perfect combo for beating the Spriggan.

TL AN: Also it was fun for Do'azda to do it tipsy. VM wrote about 2/3rds of this, this time!
 
[X] [Destination] The Reach is far away, and normally much too far away to consider going just this moment. But two things tempt one in this direction. First is that there is some task needed to pay off the debt to the Witches, a task that Do'azda must do in the Reach. Second that there are Witches camping nearby, who may be able to speed the process. (Can only be taken with 'Yes, Fast Travel')
[X] [Fast Travel] Yes, fast travel. It will involve walking through a swamp, but it could save hours, days, or even a full week depending.

More interactions with the witches! This time slightly more sober!
 
[X] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.

[X] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot

Noctra is cool but I'm not risking missing out on Paarthurnax and let steer clear of dark spirit unless necessary.
 
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[X] [Destination] Riften is where a powerful spirit, and a sneaky one, wants her to go. Moreover, it is somewhere that Azurah at least has encouraged Do'azda to seek out, or at least consider, in her own time. Riften is not too far from here, perhaps something can be managed.

[X] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot.
 
[X] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.

[X] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot
 
[X] [Destination] The Reach is far away, and normally much too far away to consider going just this moment. But two things tempt one in this direction. First is that there is some task needed to pay off the debt to the Witches, a task that Do'azda must do in the Reach. Second that there are Witches camping nearby, who may be able to speed the process. (Can only be taken with 'Yes, Fast Travel')
[X] [Fast Travel] Yes, fast travel. It will involve walking through a swamp, but it could save hours, days, or even a full week depending.

Let's jump to the other side of the map, like if we got drunk with a daedra in Whiterun instead of some witches in the woods. That way we can work our way back towards Whiterun and get a larger collection of loot/experience.

She cannot figure out what she's missing, but she knows the Atronach will come.
It's sobriety, Do'azda, you're missing your sobriety.

She's never summoned anything like this, never something that would fight her this much. It hurts, because it is in another realm and she is defying the way things should be just as the witches do when they travel through a swamp that should not be.
Drunk'azda, it's not supposed to fight you, it's supposed to fight for you!

I take it back, she magic'd so hard she levelled it up, well done!

The Flame Atronach does a backflip in the air, lobbing another bolt of fire at the Spriggan, who's entire face is ablaze.
Nameless Flame Atronach is the new best character, just clowning on these Spriggans and doing unnecessary backflips for style points. Also, 'whose?'

whilst she has pruned another of both arms with her sword, and is beating the third with one of the detached wooden arms, swaying only marginally to avoid its claw swipes.
Who knew Bathes-In-Steel was also a landscape architect? So multi-talented!

The flame atronach is starting to run out of space to retreat, the thrown fire bolts growing more desperate as it finds itself backed into a corner.
Should these be capitalized?

The flame atronach is starting to run out of space to retreat, the thrown fire bolts growing more desperate as it finds itself backed into a corner. The Spriggan drives her claws forwards, cracking the iron binding the flame atronach's chest, reaching in, fractures propagating all along the platting . Do'azda winces, readying the Nettlebane as she moves towards the Spriggan. The Spriggan pulls her claws out of the atronach, wrapped around its blazing heart. The atronach extinguishes, iron bindings clattering to the ground, and the heart flares brighter and brighter.
And these? Also, Atronach-y, protect your heart! That's like, rule #1 in a Temple of Doom Eldergleam Sanctuary.

The Spriggan seems to realise too late what is happening, tries to drop the atronach's pulsating heart, but the explosive blast of heat and light is already rippling outwards.
Wait, it was actually an Uno Reverse Trap Card? Flame Atronach activated its self destruct? Super effective! Capitalize?

It hurt her, irritated her, killed her atronach and cheated - she hacked it apart and it grew itself back, but now she has it, now it's dying, now it's dead.
Capitalize? Also, Drunk'azda continues to be the best narrator.

She glances over at Bathes-In-Steel, who has dealt with her three Spriggans, and she seems to be weighing up chasing down the final Spriggan which is currently making a valiant attempt to pretend it is an innocent tree, minding its own business.
Ma'am, we're going to need you to come with us. No loitering, you need to leaf.


Do'azda calls, and Bathes-In-Steel nods, drawing a knife as she kneels by one of the spriggan corpses, looking largely disinterested.
Capitalize?

More interactions with the witches! This time slightly more sober hungover!
FTFY
 
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[x] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.
[x] [Destination] Riften is where a powerful spirit, and a sneaky one, wants her to go. Moreover, it is somewhere that Azurah at least has encouraged Do'azda to seek out, or at least consider, in her own time. Riften is not too far from here, perhaps something can be managed.

Go to the mountain, optionally stopping in Riften on the way.
 
[X] [Destination] Riften is where a powerful spirit, and a sneaky one, wants her to go. Moreover, it is somewhere that Azurah at least has encouraged Do'azda to seek out, or at least consider, in her own time. Riften is not too far from here, perhaps something can be managed.

[X] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot.
 
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[X] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.

[X] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot

We do actually need to progress the Dragonborn quest line.
 
I'm surprised how many people are completely opposed to Fast Travel, to be honest. Or maybe it's the fact that it'll only take a few extra days to get where you're going in the valley?

(Admittedly a few extra days will add up very quickly over time. But on the other hand you hardly have a promise of Fast Travel/aid every time.)
 
[X] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.
 
[X] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.

[X] [Fast Travel] Yes, fast travel. It will involve walking through a swamp, but it could save hours, days, or even a full week depending.
 
Speaking for myself, I just don't want to bother the Witches if we're going somewhere that isn't related to the quest they gave us. That and I don't want to be rude by asking in the first place. I guess from my IRL hang ups?
 
All the more reason to make use of it while we have the opportunity. Having a few different spots on the map we know could shave off trips down the line would be useful. I mean, they could make a little bit of coin offering people a fast travel service. I know that's not what it's for, it's not what they're interested in doing, and it's not going to happen, I mean, I figure Gwyna would be into the idea, but still:

"Welcome to Weird Walk, I'll be your Witch for this trip, remember to stay on the path, tuck your pant legs into your boots if you want to avoid the worst of the muck, and don't look back! Please remember that the journey takes as many steps as it takes, and don't forget to give us five stars!"

Weir or Weird walk, do you think? Witch-y Warp? 'Shave off the miles, with the Mire?' Mother may I- move through the Mire? As the Raven (Mother) flies? Well darn, now I've got slogans in my head, and I'm imagining a little emblem for the app magicka store.
 
[X] [Destination] Ultimately, what people expect of the Dragonborn is that they will journey to the tallest mountain and learn the art of the Voice, of Shouting, from the Greybeards. There might be value in fitting these expectations and making your way to a location of such destiny.

[X] [Fast Travel] No, fast travel. Whether the destination is close enough that walking is no problem, or whether one doesn't wish to disturb or annoy the witches, Do'azda can make it on foot

Wouldn't do to fast travel up the mountain. That's just not sporting. And getting better Shouts will make us more Dragony and famous for the remaining tasks
 
[X] [Destination] The Reach is far away, and normally much too far away to consider going just this moment. But two things tempt one in this direction. First is that there is some task needed to pay off the debt to the Witches, a task that Do'azda must do in the Reach. Second that there are Witches camping nearby, who may be able to speed the process. (Can only be taken with 'Yes, Fast Travel')
[X] [Fast Travel] Yes, fast travel. It will involve walking through a swamp, but it could save hours, days, or even a full week depending.


might as well do the Witches task first.
The flame atronach is starting to run out of space to retreat, the thrown fire bolts growing more desperate as it finds itself backed into a corner.
its a shame the atronach forgot how to fly.

or maybe they just don't want to get arrested for breaking the levitation act.
 
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