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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X] [Prison] Let them all out. The internal squabbling of a family of Nords is not Do'azda's concern, really.

[X] [Offer] Agree to Sigri's… offer, and have some fun. May annoy Stalleo if he finds out, will somewhat delay leaving. Could, or could not, have other consequences one way or another after Do'azda is long gone. (Unlocked by Tangled Tails)
 
[X] [Prison] Let them all out. The internal squabbling of a family of Nords is not Do'azda's concern, really.
[X] [Offer] Don't agree, just hurry out of the fort as soon as you are able. Will put out Sigri, otherwise unlikely to have much effect either way.
 
[X] [Prison] Let them all out. The internal squabbling of a family of Nords is not Do'azda's concern, really.
[X] [Offer] Don't agree, just hurry out of the fort as soon as you are able. Will put out Sigri, otherwise unlikely to have much effect either way
 
The whole place smells a bit musty, and there are chairs and spare blankets, and more, and all of it lit by the light of a few candles Do'azda has taken the time to light. It is there that [W] finds her, and she is not all that surprised.
[W] for WILF :V
I'd like to imagine that because Sigri's designated as [W] in this paragraph, that she T-posed her way into the room for full Skyrim Vibes.

I would also vote for the max ruckus option, but idk if it would affect our loot-o-meter.

[X] [Offer] Don't agree, just hurry out of the fort as soon as you are able. Will put out Sigri, otherwise unlikely to have much effect either way
 
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[X] [Prison] Let them all out. The internal squabbling of a family of Nords is not Do'azda's concern, really.

[X] [Offer] Agree to Sigri's… offer, and have some fun. May annoy Stalleo if he finds out, will somewhat delay leaving. Could, or could not, have other consequences one way or another after Do'azda is long gone. (Unlocked by Tangled Tails)
 
Vote closed
Scheduled vote count started by veteranMortal on Jul 24, 2024 at 2:28 PM, finished with 24 posts and 20 votes.
 
Your Blessing We Pray
Your Blessing We Pray

Bathes-In-Steel is looking through the portcullis of the castle when Do'azda leaves the keep, smoothing out the leather strips that shape her skirt. She can hear Sigri almost skipping through the gallery behind her as the oaken doors swing closed, and just before they do, catches a faint "Dibella have mercy, Sigri" from Kyota, the younger sister.

Do'azda has largely ignored the bickering of the family this morning, as she spent some time with Sigri - she did not hear the sound of steel being drawn, at least, which must at least be promising, but there were raised voices for a while.

It is around noon, and she feels a slight flash of shame for how long they have left Stalleo waiting, but it is only slight. The rain has slacked off, pattering gently against her armour.

Bathes-In-Steel spares Do'azda a glance as she approaches.

"The nord is preparing to approach the fort again," Bathes-In-Steel warns, "We ought to move on. I think he will not be happy to know we could have let him in some hours ago! Especially given the reason for the delay."

She doesn't look angry, so Do'azda moves to stand next to her. Ingne is also in the courtyard, gathering arrows from the bodies of the bandits strewn about the place - she looked up briefly when Do'azda left the fort, and began to search the bodies faster.

"This one suspects he will be happy enough with his fort to not begrudge us the time wasted immediately," Do'azda says, "And we will be well on our way by the time he is done managing the situation with his sons."

"I hope he isn't too harsh on them," Bathes-In-Steel says, "Addald was negligent, for sure, and Korstbjorn was stupid to trust a bandit, but neither was truly at fault for any of this. The brother who joined the bandits, he may be in trouble when his father finds him but…"

She trails off, and Do'azda finishes the sentence, "It is likely he is too dead to care."

If Brend was among the bandits in the fort - if he had not fled or hidden - then they had cut him down, and his body was lying somewhere with the other bandits in the fortress. It was possible - likely, even - that Ingne is even now taking any arrows and gold he had on him and stashing them away.

"Ingne," Do'azda calls, "Are you ready to go?"






They have tarried long enough, is what Do'azda says to herself as they find themselves hurrying on towards Riften. It seems that she is probably going to keep on doing this, keep on having these diversions and distractions. Pondering this as she walks, Do'azda can't help but consider if this is the nature of being Dragonborn, or if it is moreso the work of Azurah, directing Do'azda where she can change things, if not necessarily for the better.

The road from Treva's Watch continues downriver for some time, towards a lake that she can see occasionally through gaps in the trees when the road rises away from the river, out of the mist which has sunk into the valleys of the Rift and stubbornly refuses to shift even under the midday sun.

They've been walking for two hours when the river meets the lake, and the road diverges suddenly and without warning; a path heads along the lake's southern shore, whilst to the north, the other passes by a mill built right at the mouth of the river, then crosses the river over a large bridge of rough-hewn logs and curls along the lake's northern shore, towards Riften. The city sits half in the lake and half on the shore, with a dozen or more ships docked in its various jetties and quays.

"Is this the main road from Ivarstead to Riften?" Do'azda asks as they pass the mill.

The mill is not abandoned, that is obvious enough by the state of it, the fresh-sawn logs waiting by the lakeshore, the wheel turning with the river, the newness of the thatch, but none come out to greet them as they pass.

"I don't think the people of Ivarstead care to visit Riften," Bathes-In-Steel replies, "Which is a pity. Ivarstead is rather drab. Some more variety might do it some good. And their trade surely suffers from the lack."

"Riften is the home of the thieves guild," Ingne says dubiously, "I cannot blame them for trading elsewhere. Besides, the road through the mountains goes to Falkreath and Cyrodiil, which is hardly worse than Riften."

"The road passes through Helgan," Bathes-In-Steel recalls, "A useful smuggling route until it was destroyed by the dragon. Ivarstead shall need to begin trading with Riften soon enough."

The cobbles of the road do not resume following the timber bridge - the path from here is only packed earth, slowly drying from the morning's rains. Footprints dot the path from other travellers, but they are terribly sparse.

The path winds its way back and forth as they walk along the lakeside, around ancient oaks and the occasional rocky outcrop. After a half mile of walking, abruptly the woodland stops and Do'azda steps into a clearing, dotted with saplings and tree stumps with fresh shoots going brown as autumn encroaches.

A ruined castle sits in the heart of the clearing, almost twice the size of Stalleo's fortress - the walls are crumbling in various places, and Do'azda can see where they have been pulled down for the stone, where the oak doors are splintered and rotten.

"Faldar's Tooth," Ingne says, "In Ivarstead they said it was the fortress which guards Riften on the approach across the lake. It shouldn't be abandoned like this, surely?"

"It doesn't serve a purpose," Bathes-In-Steel says dismissively, "The Blackbriars can pay whatever protection is required to have pirates and bandits leave well enough alone."

"This one still thinks it unwise," Do'azda says, "To leave a fortress of this size and power abandoned, this close to Riften in truth."

Bathes-In-Steel nods, "I don't think the Blackbriars are good for their city."

A wolf howls suddenly, closer than Do'azda would've expected, and they all jump. Bathes-In-Steel has her sword half free of its scabbard before she relaxes.

"We should hurry to reach the city before dark," Ingne says with a shiver.

Between Faldar's Tooth and Riften, there is only a single farmhouse, small and ramshackle, with a dunmer couple working the crops in the fields as they pass, and then the path joins the main road approaching Riften, a paved road from the North, signposted for Windhelm and Whiterun both.

There is a single lonely shack among the mist that has returned with a vengeance to roll off the lake and collect around Riften as the day draws to a close, and Do'azda squints at it for a long moment as they approach.

"A khajiiti wayhouse," she says after a long moment, "This one spent nights in these in Cyrodiil on her way to Skyrim."

"How do you know?" Ingne asks curiously, inspecting it for a moment. "It looks like any other shack?"

"This one knows there is no Khajiiti community outside of Riften," Do'azda says, "But the caravans still come through Riften extremely regularly. Someone will have bought them somewhere to serve as their base at the city, and there is no other building here that fits the description."

"That is very astute," Bathes-In-Steel says, "You could piece this all together from a cursory investigation?"

"This one must confess," Do'azda says after a moment, "She also saw that someone has painted the grinning cat of the Renrijra Krin on the door, and she doubts any who are not Khajiit would know what that is."

"Ah," Bathes-In-Steel says, "Are the smiling scum here? In Skyrim?"

"This one suspects not," Do'azda says, "It is more likely to be a half-grown cat from one of the caravans, worked up into a bubbling anger over the treatment from the Nords than anything else. Foolish children who don't know what they do."

After the Khajiiti wayhouse, the road banks left, to the east and away from the lake shore as they approach the stables and the gatehouse. The horsemaster stands in the stable door as they pass, horsebrush forgotten in one great meaty fist - he's possibly the largest Nord Do'azda has seen in all of Skyrim, a veritable mountain of muscle slabbed with fat, and he watches them pass, impassive.

There's two guards at the gate, a man and a woman, deep in conversation as Do'azda and her companions approach.

"Look," The woman is saying, defensively, "I'm not saying it ain't a murder, nor that the lack of investigation is right, I'm just saying I reckon the sprogs in that Orphanage are better off, now the old witch is dead and gone."

"Oh oh?" The man replies, "Are you going to be stepping up to help the Michel girl with all those little brats then? If not, I don't see where you can get off saying they're better off, down one guardian?"

"And what if I am?" The woman says hotly, "There's worse things I could be doing with my days off than helping Constance out, Hewnon! I've heard some guard spends his time down in the ratway, grubbing about in the dark - but I'm sure you don't know anything about that!"

"Excuse me," Ingne says, "We wondered if we could head in?"

The guards stop their conversation at once, and the male guard steps forwards, towering over Ingne, gies them all a once over.

"Adventurers?" He grunts, "Head on in, but stay outta trouble, y'here?"

The gate opens onto a street with dirty cobbles, hemmed in on both sides by houses of two or three storeys, the higher floors overstepping from the floors below, which Do'azda cannot help but find a little claustrophobic.

"So! We've arrived in Riften," Ingne says, "Now what?"

Do'azda considers for a moment. From what Bathes-In-Steel has said before, it might be best to seek out the Blackbriars, upon arriving in the city, to avoid ruffling their feathers unnecessarily, even if it is not something she wishes to do. Otherwise, there is the market that she saw in her dream from Noctra, some weeks ago - this is undoubtedly important, but it is not the only thing. The guards spoke of a murder in an orphanage, and surely it would be good to look into this; she did not hear their conversation by chance alone, she is sure. A divine hand rested upon the scales in that instant.

In a more prosaic sense, however, she also fancies it might be pleasing to do no more than wander over to the canals - a boy and a woman are arguing on the bridge, but it might still be nice.

What does Do'azda do in Riften?
[] Introduce herself to the Blackbriars, as someone newly arrived.
[] Go to the market to find the greasy man from Noctra's vision.
[] Go to the orphanage to investigate the murder there.
[] Go to the canals, for the pleasure of it.

VM AN: Alas, poor Grelod, we knew her not at all. It's probably fine, though!

TL AN: As for the fortress: a pleasant time was had by all. Except everyone left waiting, but ah well!
 
[X] Go to the market to find the greasy man from Noctra's vision.
[X] Go to the orphanage to investigate the murder there.

One of these two I think. It's been years since I played Skyrim, I forget where this is or what's happening here.
 
Sounds like Grelod got assassinated after all. Or the boy took matters into his own hands here.

[x] Introduce herself to the Blackbriars, as someone newly arrived.

We can bang Constance and help the orphans another day.
 
[X] Go to the orphanage to investigate the murder there.

The Thieves' Guild takes issues with killing so clearly we should clear out the murder cult quest line first!
 
I wonder who's joined the Brotherhood in our place?

[x] Go to the canals, for the pleasure of it.
Because why not.
 
[X] Go to the market to find the greasy man from Noctra's vision.
[X] Go to the orphanage to investigate the murder there.
 
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