Heimurn Chronicles (No, SV, you're a young valkyrie in the middle of a bizarre and dangerous journey)

Who is the bae? (Yes, we know that it's Lucy, but still - who's your favorite character)


  • Total voters
    101
Character(s) sheet(s)
your team of lunatics so far
Lucifina (aka you, aka Lu, aka Lucy, aka Sparkling, aka Gosling)



Race: the new nameless humanoid species
Gender: Female
Age: biological - around 21 in human years; actual(?) - almost half a year (?).
Background: protege of a natural science scholar, unknown origins
Status: Healthy

Perk(s):
"Follow the white cat" - you have a moody guiding spirit at your side who can boost your spirit aspect advancement should you get on its better side (+1 spirit arcane charge point after passing hard charisma attribute check (18)), expect its occasional interference.

"No one is an island" - you get 1 + n bonus to all social influence skills and CHA rolls when applied to teammates, where n is the number of steps of the target's affection tier beyond neutral (applies to both positive and negative affection dimensions). Additionally, get +3 to the mentioned bonuses if Amalia is around and can provide quick advice. Passive effect: unearth more insights on followers.

"It's in my blood" - you get a permanent +1 bonus to Intelligence and +1 to arcane skill. Actions that train arcane aspects have a 1/6 chance to double the yields unless the base earning equals or exceeds one full level. You are more prone to magic-related actions and thoughts. You might find it harder to resist the allure of magic in some situations.

Attributes Base value Modified value Total value Dice bonus
Strength 9 9 4
Constitution 16 16 11
Mobility 10 (+2 cond.) 10 (12 cond.) 5 (7 cond.)
Perception 11 11 6
Coordination 14 14 9
Micromotorics 13 13 8
Intellect 18(+1/3) 18 13
Wisdom 17 17 12
Charisma 20 20 15
Luck 4 4 4
Misfortune 2 2 2
Skill​
Attribute value​
Learned value​
Modified value​
Dice bonus​
Melee combat​
1​
4​
5​
Ranged combat​
2​
2​
Arcane skill​
7​
7​
(+1 cnd.day)​
14 (15 cnd.day)​
Defense​
3​
4​
1 (+2 cnd.w.)​
8 (10 cnd.w.)​
Objects usage​
2​
2​
Mounted combat​
3​
3​
Willpower​
7​
1​
8​
Balance​
2​
(+2 cnd.w.)​
2 (4 cnd.w.)​
Sneaking​
3​
3​
Reconnaissance​
5​
1​
6​
Persuasion​
10​
2​
12​
Intimidation​
6​
6​
Haggle​
7​
7​
Performance​
8​
8​
Seduction​
8​
8​
Geography lore​
7​
2​
9​
Nature lore​
7​
1​
8​
Arcane lore​
7​
5​
12​
Social and cultural lore​
9​
2​
11​
Craft lore​
7​
2​
9​
Lingual lore​
9​
9​
Daily craft​
6​
2​
8​
Pharma and treatment​
7​
3​
10​
Weaponsmithing​
4​
4​
Armorsmithing​
6​
6​
Tailoring​
7​
2​
9​
Art​
7​
7​
Artificery​
6​
1​
7​
Burglary​
5​
5​
Huntsmanship​
4​
4​
Alchemy​
7​
7​
Sorcery​
7​
7​

Flight and wing-related traits
Wings skill level​

13​
Flight mastery level​
advanced​
Normal speed​
above average, can forcefully accelerate to considerably fast​
Maximum range​
considerably far, anywhere up to twenty-eight kilometers.​
Maximum height​
considerably high (up to 250 meters)​
Maximum extra lifting weight​
low (10 kg)​
Balance​
above average, withstands weather and can try to regain without landing​
Launching surfaces​
solid grounds​
Air feats​
diving, gliding, hovering, thrusting, basic aerial spellcasting​
Land feats​
dodge extra propulsion, posing, enhanced balance, enhanced surface acceleration, shielding with wings​
#1) Thaumaturgy level 7 (6/7 to level 8):
  • You can sense the activity of the entropic aspects within ~1000 meters radius, and unusual concentration/malfunction of other aspects within ~200 meters radius.​
  • You have gained the permanent +1 bonus to constitution​
  • You have gained the permanent +1 bonus to wisdom​
  • You regain mental strengths a little bit faster during the daytime.​
  • Using thaumaturgy during the daytime requires less mental and physical effort.,​
  • You can allegedly see prophetic dreams​
  • You can temporarily nullify magic in ~30 meters radius or in a 45 meters-long 30' cone a few times a day, or emit an anti-magic field up to ~15 meters radius a few times a day.​
  • you can temporarily amplify the aspects power around you once a day​
  • you can temporarily amplify or suppress the aspects power of a target up to two times a day​
  • You can try to scan surrounding areas for traces of planar breaching with very high odds to succeed and sense the short residue of extraplanar entities.​
  • You can conjure light on the basic level (sparks, flashes, rays)​
  • You can shape light on the basic level (flash explosions, molding into orbs, luminal barriers, luminal domes, wedges of solidified light, sparks strike)​
  • You passively gain +1 to arcane skill when exposed to the sun but also get -1 to arcane skill at night AND in dark places.​
#2) Spirit level 7:
  • You are able of an advanced Nether-realm vision​
  • You can assess the memory traces of objects and entities via nether-realm vision and tactile contact​
  • You can sense soul sparks in ~75 meters radius​
  • You can sense the sparks of the living, undead, minor spiritual beings, bound spirits, phantasms, genius loci, and some other spirits​
  • You can sense concentrations of the Limbus energies, the thickness of the barrier, and traces of spirits from the material plane​
  • You have gained the permanent +1 bonus to perception​
  • You have gained the permanent +1 bonus to wisdom​
  • You can scan the target's soul characteristics and receive advanced-depth results​
  • You can try to smite a spirit​
  • You can try to disperse a spirit​
  • You can try to temporarily bind or scare off a singular lesser spiritual being​
  • You can communicate with discovered spiritual beings​
#3) ~Open affinity slot~
Your journal, a comfortable set of clothes, a plain dress, a custom-made set of lightened composite armor, an arming sword ("Holly"), a high-quality rondel ("Mercy"), a decorative blue ribbon, a silver necktie with a bounded spirit, superb leather harness.​
Capable of crudely repairing clothes, making basic tailoring items like belts and patches, and producing low-effort/cost items like stuffed toys. Capable of applying first aid to prevent bleeding. Knows how to make and disinfect bandageware.​

Ulren Kyres (aka Ren, aka Mountain boy)



Race: Bhiroth
Gender: Male
Age: 68
Background: mercenary, former soldier, outcast
Status: Healthy

Perk(s):
"Not on my watch, not again" - shields Lucy from considerable harm in combat situations at own expense.

"I promise you that" - when in the same group as Lucifina, will make the second set of saving rolls to avoid critical health conditions.

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).
Attributes Base value Modified value Total value Dice bonus
Strength 21 +1 22 17
Constitution 21 +1 22 17
Mobility 14 -1 13 8
Perception 12 12 7
Coordination 15 15 10
Micromotorics 13 13 8
Intellect 14 14 9
Wisdom 18 18 13
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 9 9 18
Ranged combat 5 5 10
Arcane skill 6 6
Defense 10 10 20
Objects usage 6 3 9
Mounted combat 8 8
Willpower 6 -3 3
Balance 7 7
Sneaking 4 -5 -1
Reconnaissance 5 4 9
Persuasion 4 4
Intimidation 9 9
Haggle 3 3
Performance 3 3
Seduction 5 5
Geography lore 6 5 11
Nature lore 6 3 9
Arcane lore 6 6
Social and cultural lore 5 5
Craft lore 6 6 12
Lingual lore 5 5
Daily craft 6 4 10
Pharma and treatment 5 2 7
Weaponsmithing 6 6 12
Armorsmithing 6 6 12
Tailoring 3 3
Art 4 4
Artificery 5 7 12
Burglary 4 4
Huntsmanship 5 2 7
Alchemy 6 6
Sorcery 6 6
Unknown, but he demonstrated feats of great balance, stability, and hardiness. Perhaps, he might have an undiscovered arcane aspect bound.​
A very worn half-plate armor set, worn set of clothes, a glaive, mechanical mace with spare heads, heater shield, hand crossbow, one quiver of bolts, enchanted amulet (+1 STR +1 CON - MOB)
Semi-proficient in the daily craft. Adept in smithing (martial-level weapons and armor). Proficient in artificiery (lesser contraptions). Expert in picking/maintaining war gear, and capable of minor mechanical upgrades of such. Knows the basics of hunting and skinning.


Sephorah of house Terphor (aka Seph, aka Sephie, aka Princess)



Race: Daeva
Gender: Female
Age: Adult
Background: Rosaline's agent, former slave, voluntary expatriate.
Status: Healthy

Perk(s):

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).​

Attributes Base value Modified value Total value Dice bonus
Strength 15 15 10
Constitution 15 15 10
Mobility 16 16 11
Perception 14 14 9
Coordination 18 18 13
Micromotorics 12 12 7
Intellect 14 14 9
Wisdom 12 12 7
Charisma 18 18 13
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 7 6 1 14
Ranged combat 4 4
Arcane skill 4 4
Defense 6 5 2 13
Objects usage 4 5 9
Mounted combat 7 7
Willpower 4 4
Balance 8 8 16
Sneaking 7 8 15
Reconnaissance 4 4 8
Persuasion 6 5 11
Intimidation 7 7
Haggle 6 2 8
Performance 6 7 13
Seduction 8 7 15
Geography lore 4 4
Nature lore 4 4
Arcane lore 4 4
Social and cultural lore 5 6 11
Craft lore 3 3
Lingual lore 5 5
Daily craft 3 2 5
Pharma and treatment 4 4
Weaponsmithing 4 4
Armorsmithing 4 4
Tailoring 5 5
Art 5 5
Artificery 3 3
Burglary 4 6 10
Huntsmanship 6 6
Alchemy 4 4
Sorcery 4 4
Unknown if any. No signs of her having seeds of arcane aspects bound so far.​
A set of clothes and undergarments, a superb set of compositive medium armor (manticore materials), a superb leather harness for bags and tools, a qualitative longsword "Ember", a parrying dagger, a quiver of tossing knives, a kit with burglar's tools.​
You suspect she's incapable of legal manual labor aside from the bare basics of daily routines.​

Karl Norskov (aka Mage, aka 'that' mage)




Race: Human (unknown heritage)
Gender: Male
Age: appears to be in the late thirties to early forties
Background: elementalist mage, major arcane enthusiast, disowned son of a noble family.
Status: Healthy

Perk(s):

"Old habits die hard" - when making an offensive arcane skill roll in combat and getting less or equal to four, reroll it (only the highest score counts). This perk also applies to combat rounds where Karl makes an arcane skill roll only for the defensive score.​

Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 11 11 6
Perception 13 13 8
Coordination 10 10 5
Micromotorics 16 16 11
Intellect 20 20 15
Wisdom 16 16 11
Charisma 14 14 9
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 1 1
Ranged combat 4 4
Arcane skill 8 9 17
Defense 1 2 3
Objects usage 5 5 10
Mounted combat 2 2
Willpower 7 6 -2 11
Balance 1 1
Sneaking 2 2
Reconnaissance 6 6
Persuation 7 7
Intimidation 2 2
Haggle 5 1 6
Performance 6 6
Seduction 3 3
Geography lore 7 7
Nature lore 7 7
Arcane lore 7 9 16
Social and cultural lore 8 5 13
Craft lore 8 8
Lingual lore 8 7 15
Daily craft 8 8
Pharma and treatment 9 9
Weaponsmithing 7 7
Armorsmithing 7 7
Tailorng 8 8
Art 6 6
Artificery 8 8
Burglary 7 7
Huntsmanship 3 3
Alchemy 9 9
Sorcery 8 3 11
#1) Conflagration and radiation level 7:
  • You have gained the permanent +1 bonus to strength.
  • You have gained the permanent +1 bonus to intellect.
  • Your casting in dry weather or nearby fire sources amplifies pyromancy.
  • You can regain mental strengths faster near the heat sources.
  • You can sense and read the heat sources in a vast area.
  • You can channel the arcane powers to temporarily amplify own physical strength.
  • Your spellcasting uses both mental and physical strengths or the varying proportions of such.
  • You can temporarily infuse objects (including tools and weapons) with pyromancy powers.
  • You can conjure heat on the intermediate level (sufficient to melt iron)
  • You can suppress and channel heat on the intermediate level (rays, waves, charges, orbs, tactile)
  • You passively gain +1 to arcane skill for every 3 points of STR above 10. This trait also applies -1 penalty to arcane skill for every 2 points of STR below 10. Does not apply in the case of arcane self-empowerment.​
A worn set of travel clothes, a backpack, a grimoire (or a diary), an old pocket chornometer with a chain, an intricate smoking pipe
None you know about​

Amalia Brant (aka Lia)




Race: Human (Eastlander)
Gender: Female
Age: Young adult
Background: Former maidservant
Status: Healthy

Perk(s):
"Shipper on deck" - +3 To all social skill rolls against the companions with positive affection levels (neutrality affection level excluded). If previously gossiped with about other characters that she knows, can provide a one-time boost of +3 to all types of social interaction skill rolls to the requester.
Attributes Base value Modified value Total value Dice bonus
Strength 12 12 7
Constitution 15 15 10
Mobility 11 11 6
Perception 16 16 11
Coordination 12 12 7
Micromotorics 18 18 13
Intellect 12 12 7
Wisdom 20 20 15
Charisma 11 11 6
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 7 3 10
Arcane skill 5 5
Defense 4 1 5
Objects usage 7 3 10
Mounted combat 4 4
Willpower 8 3 11
Balance 2 2
Sneaking 4 4
Reconnaissance 7 7
Persuasion 5 5
Intimidation 4 4
Haggle 5 4 9
Performance 6 6
Seduction 3 3
Geography lore 8 2 10
Nature lore 8 8
Arcane lore 8 8
Social and cultural lore 6 2 8
Craft lore 8 3 11
Lingual lore 6 6
Daily craft 8 10 18
Pharma and treatment 7 7
Weaponsmithing 6 6
Armorsmithing 6 6
Tailoring 5 9 14
Art 7 3 10
Artificery 8 8
Burglary 7 7
Huntsmanship 7 7
Alchemy 7 7
Sorcery 6 6
Uknown if any
Leather camisole of fair quality, compositive crossbow, a quiver of bolts, a bag of small tools, a rucksack, a set of road clothes, a plain cloak, a knife, a belt water bag.​
Master of daily craft and inventory management. Fairly good cook (specializes in fried snacks) and knows how to correctly ration different foods. Good tailor, capable of qualitative repair of clothes and production of professional effort/materials goods like suits and dresses. Her designs lean towards practicality rather than fanciness.​


Isaac



Race: Human (unknown heritage)
Gender: Male
Age: Young adult
Background: Healer apprentice
Status: Healthy

Perk(s):
"We are of one blood" - Any non-hostile actions towards animals or beast folk have +4 bonus to attributes or skill rolls. Can use WIS instead of CHA for interactions with animals and beast folk (aka empathetic approach).
Attributes Base value Modified value Total value Dice bonus
Strength 13 13 8
Constitution 15 15 10
Mobility 12 12 7
Perception 14 14 9
Coordination 10 10 5
Micromotorics 17 17 12
Intellect 15 15 10
Wisdom 14 14 9
Charisma 7 7 2
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 -5 -3
Ranged combat 5 -5 0
Arcane skill 6 6 12
Defense 4 1 5
Objects usage 6 -5 1
Mounted combat 3 -7 -4
Willpower 5 7 12
Balance 2 2
Sneaking 2 2
Reconnaissance 5 5
Persuasion 1 1
Intimidation 3 3
Haggle 1 1
Performance 2 2
Seduction 1 1
Geography lore 5 5
Nature lore 5 2 7
Arcane lore 5 5 10
Social and cultural lore 3 3
Craft lore 6 6
Lingual lore 3 3
Daily craft 6 3 9
Pharma and treatment 6 7 13
Weaponsmithing 6 6
Armorsmithing 7 7
Tailoring 5 5
Art 4 4
Artificery 7 7
Burglary 7 7
Huntsmanship 3 3
Alchemy 6 6
Sorcery 5 5
#1) Body level 5:
  • You can sense breathing and blood pulse of living entities in ~100 meters radius.​
  • You gain the permanent +1 bonus to constitution.​
  • You gain the permanent +1 bonus to charisma​
  • You can scan the detailed physiological state of a target in many details including sicknesses, inflammations, as well as the state of physical integrity.​
  • You can make an attempt for a minuscule boost of the physical performance of oneself or a target at the cost of own mental strengths.​
  • You can accelerate the metabolism (and so, often times, the recovery from ailments or traumas) of living creatures at the cost of own mental and physical strengths.​
  • You can try to numb the minor pain of a target living creature at the cost of both mental and physical strengths or share it with yourself with the low transference loss ratio​
A robe with a hood, a bag with bandages and medications, an old iron amulet, a belt with tincures​
Good at applying and synthesizing remedies. Capable of providing first and complex medical aid. Has some skills in inventory management.​

Jorgen Ostgard (aka Jory, aka Craven)


Race: Human (Lyflander?)
Gender: Male
Age: Young adult
Background: Alchemist assistant
Status: Healthy
Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 12 12 7
Perception 18 18 13
Coordination 12 12 7
Micromotorics 15 15 10
Intellect 16 16 11
Wisdom 13 13 8
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 6 1 7
Arcane skill 5 5
Defense 2 2
Objects usage 6 4 10
Mounted combat 3 3
Willpower 6 6
Balance 2 2
Sneaking 5 4 9
Reconnaissance 7 5 12
Persuation 2 2
Intimidation 1 1
Haggle 3 3
Performance 2 2
Seduction 1 1
Geography lore 6 6
Nature lore 6 4 10
Arcane lore 6 3 9
Social and cultural lore 4 4
Craft lore 5 6 11
Lingual lore 4 4
Daily craft 5 3 8
Pharma and treatment 6 6
Weaponsmithing 5 5
Armorsmithing 5 5
Tailoring 5 5
Art 3 3
Artificery 6 6
Burglary 7 7
Huntsmanship 6 6
Alchemy 6 6 12
Sorcery 6 6
Unknown if any
A robe with a hood, a traveling cane, a bag with small instruments, a belt with glasses, a rucksack
Good at synthesizing remedies or other compounds from both organic and inorganic ingredients. Fairly good at understanding how chemistry works and has an eye for experimentation. Capable of locating and recognizing substances. Has basic skills in inventory management and knows a thing or two about craftworks.​

General condition: High morale, everyone's healthy, two weeks worth of food supplies, sufficiently-budgeted, low on alchemic reagents.
Money: 1081 Talers
Food: 82 food units (9 full days of sustenance on Bloom 28)
Food consumption: 8.5 food units per day
Lucifina - 1
Ulren - 2
Sephorah - 1.5
Karl - 1
Amalia - 1
Isaac -1
Jory - 1
Mount(s) - n/a (pasturing season)
Medication: 5 medicine units
Alchemy stash: 4 reagent units, 5 blank alchemical basis compounds (crafting boosters & subsidizes)

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
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Ship-o-meters updated. Codex post re-worked. The voting is now open and will remain such for ~3 days.
 
[X] Set up/partake a routine.
-[X] Try dancing (COOR)
[X] Hit the library and read some books individually or with someone's help
-[X] History
--[X] Recent, Relevant History
---[X] With Rosalina to help explain things to you.
[X] Socialize with
-[X] Ulren
--[X] Sit down with Ulren have have him explain what happened, why he fought with and sent Sephorah away. Stress that you might not know all things but you know when you can trust someone or not, just like you trusted him.
 
Last edited:
Hmm, I figure the inability to fly is our biggest weakness right now, followed by the penalty to strength, and our wisdom de-buff.

[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
-[X] Light workouts at the gymnasium (STR)
 
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
-[X] Light workouts at the gymnasium (STR)
 
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
[X] Inspect the place and its inhabitants
-[X] The third floor

Lets explore a bit now.
 
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
-[X] Light workouts at the gymnasium (STR)

Fly you fool

If you can lol
 
MATH WARNING! On the Attribute - Skill relation
Waiting for more votes and, since you lived up to the moment of intensive training, done the elaboration of how the attributes influence attribute skill bonuses

Attribute skill bonus = (total major influence attribute / 2 + total average influence attribute / 3 + total minor influence attribute / 4) - 10

ATTRIBUTE INFLUENCE ON SKILLS
Skill Major influence Average influence Minor influence
Melee combat STR COOR MOB
Ranged combat PER MICR STR
Arcane skill INT MICR CON
Defence CON MOB STR
Objects usage MICR PER STR
Mounted combat COOR STR MICR
Willpower WIS INT PER
Balance COOR MOB STR
Sneaking COOR PER MOB
Reconnaissance PER WIS INT
Persuasion CHA WIS INT
Intimidation CON CHA STR
Haggle CHA PER WIS
Performance CHA MICR WIS
Seduction CHA COOR CON
Geography lore WIS INT PER
Nature lore WIS INT PER
Arcane lore WIS INT PER
Social and cultural lore WIS INT CHA
Craft lore WIS INT MICR
Lingual lore WIS INT CHA
Daily craft MICR WIS INT
Pharma and treatment INT MICR WIS
Weaponsmithing MICR INT STR
Armorsmithing MICR INT CON
Tailorng MICR INT CHA
Art MICR CHA WIS
Artificery MICR INT WIS
Burglary MICR INT PER
Huntsmanship PER WIS COOR
Alchemy INT WIS MICR
Sorcery INT WIS PER

The most curious or/and persistent of you may even analyze the skill sets of available companions to get some meta insights on their backgrounds

I'll see this added to the information posts.
 
Last edited:
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
[X] Inspect the place and its inhabitants
-[X] The third floor
 
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
[X] Inspect the place and its inhabitants
-[X] The third floor
 
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
[X] Inspect the place and its inhabitants
-[X] The third floor
 
[X] Train your wings
[X] Set up/partake a routine.
-[X] Reach for insights (WIS)
[X] Inspect the place and its inhabitants
-[X] The third floor
 
Inserted tally

Not sure why did the engine rule out Veekius separately, nvm, 'tis format.
If you would suddenly like some gym shenanigans and soreness in your meats afterward, you have a day to overrule the current leading scenario.
Adhoc vote count started by Teloch on May 3, 2018 at 4:43 AM, finished with 17 posts and 9 votes.

  • [X] Train your wings
    [X] Set up/partake a routine.
    -[X] Reach for insights (WIS)
    [X] Inspect the place and its inhabitants
    -[X] The third floor
    [X] Train your wings
    [X] Set up/partake a routine.
    -[X] Reach for insights (WIS)
    -[X] Light workouts at the gymnasium (STR)
    [X] Set up/partake a routine.
    -[X] Try dancing (COOR)
    [X] Hit the library and read some books individually or with someone's help
    -[X] History
    --[X] Recent, Relevant History
    ---[X] With Rosalina to help explain things to you.
    [X] Socialize with
    -[X] Ulren
    --[X] Sit down with Ulren have have him explain what happened, why he fought with and sent Sephorah away. Stress that you might not know all things but you know when you can trust someone or not, just like you trusted him.
    [X] Train your wings
    [X] Set up/partake a routine.
    -[X] Reach for insights (WIS)
    [X] Inspect the place and its inhabitants
    -[X] The third floor
 
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to poke a little harder with our itty bitty knify plz

Kinda ironic in light of all the unique combative styles available due to physiology and aspects.


Anyway, someone roll me two D20 for charisma. That ain't gonna affect anything much but will tell me the thickness of "sauce".
 
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16 and 18 with the +10 modifier.
Normal and Hard checks respectively.
Nothing very extraordinary in any of the directions then.
 
Alright. Time to start scheming the next update.
Veekius snatched the control again :D
 
Writing bit by bit (I think I'm at 40-50%)
Here, have some music in the meanwhile


Foreshadowing? Maybe
 
2.7 The early half of the second week or "crouching angel, hidden mage"
With the unpleasant memories of your first week disturbed, you gave yourself a quiet promise to get a hold on your situation and to work on those weaknesses that jeopardized you in the past and would likely do so again should you try sheltering from them. When the emotions caused by the yesterday event subsidized, you measured yourself for the areas where the improvements were most needed: inability to fly, physical frailty, and void-deep unawareness. At first, you thought to work on all of them at once, but the idea of having to undergo the physical stress of the exercises was not as pleasant and well-timed as scouting your immediate surroundings for more people and exploits. In any case, you felt determined to take advantage of what was given to you by nature and to show Ulren and others your flight. With that thought, you bid farewell to your third week of stay in this plentiful on contrasts and mysteries world.

The next day greeted you with the busy hustle of its dwellers, loading and unloading crates with cloth, bottles, and other supplies in the corridors of the first floor, with two sweet-powdered fried donuts (which wasn't very expectable), and a fierce barrage of language tasks, speech practice, writing dictations, and logic exercises that Rosaline threw at you (which was quite expectable, given Rosaline's inclination to squeeze you dry should you show more progress in your studies). Even if you had some time left for the leisure that requires mental effort, you wouldn't possibly manage that due to being stuffed with the knowledge up to the state of a borderline headache. That tar-like feeling in your head was still there, showing up each time you absorbed a bit too much knowledge a bit too fast, pressing the walls of your skull.

However, you planned to dedicate this evening developing your wings, and mental fatigue was hardly an obstacle to doing so! Inspired by the vision of oneself cutting through the skies and fueled by the assumption that it would probably extend your expected lifespan by alleviating the risks of being killed, you stormed back to the place where you exercised your wings for the last time. Perhaps, should you be less focused on gathering recollections of the feelings that accompanied your previous attempts at flying, you would've given some thoughts to the changes at the gymnasium: the weapons were grouped and stored orderly, the junk was nowhere to be found, and the only thing that remained from the previous state of the was a bottle peeking at you through the slit of a helmet placed at the top of one of the shelves by someone forgetful.

The gymnasium was empty, allowing you to try your best at conquering the skies... or at least the space below the floor ceiling. And you did so, again and again climbing up the tables, boxes, and barrels only to hop down and harness the lifting force with your wings. Even though you recalled that faint feeling of elevation, your furious flapping still resulted in you going down instead of up. Again and again you tried, and again and again, it went the same way: the climb, the jump, the descent. But you were stubborn and persisted until your back felt like burning and you could not sense the wing anymore. Defeated, you sat, scattering your senseless wings in the same fashion you did by the end of the previous training session. Ready to give in to sad thought and self-doubt, your angry pout froze half-way. The sudden realization stuck you: yes, you were still falling instead of flying, but these falls felt different, slower.

Distracted by this sudden insight, you gathered the recollections of today attempts and indeed - the falls felt different. Was that progress? The inspiration came from an unexpected direction, making you take about a dozen of minutes to recover for the last attempt for today to reassure that the progress was, in fact, made. Flexing the nigh-numb wings, you climbed atop of a high bench, hopping down and fighting the gravity. And... yes. Now, when you found the vibe of lifting force, your descend was smooth and soft.

The realization that you did learn something new rekindled your enthusiasm. This newly-acquired skill might come in handy if you'd have to jump of fall from considerable heights. Of all the things that might kill you in this world, gravity became slightly less threatening, and that did warm you a bit. But still, you have a very long path to brave before you'd be able to fly. You gave a quick thought about how can you accelerate this mastering, but the only thing that returned to you was the idea to find a place with higher altitude, as the height of the gymnasium would hardly suffice to explore your flight skills further. Exhausted but hopeful, you crawled back to your room, dreaming of the moment you'd be able to show other a legit flight.
________________________
Contrary to your previous day of intense efforts and determination, the new day turned out to be moody, as the skies were shrouded with a thick layer of clouds, the breakfast consisted of some tasteless porridge with the strangely tasting liquid they called 'milk', and Rosaline went quite hard on you, torturing with writing dictations, wearing down with pronunciation questions, and finishing off with an attempt at interviewing you. You think she was rather satisfied with your progress, but you couldn't care less: the bodily soreness after your yesterday exploits joined the mental fatigue in an unholy union of grim mood. When your tutor proceeded with her tasks and routines, you wanted only one thing: some companionship. However, Amalia was on what seemed to be her laundry shift, messing with lots and lots of clothes of varying states of cleanliness and integrity, and Ulren was drilling the fearful of him guards at the gymnasium. Too tired to do anything productive, you returned to your shelter, wrapping in a blanket and spending the rest of the dim day in the state of melancholic seclusion, assessing your situation again and again for any hints and clues.

The first thing that figuratively burst out was the comparison of the way you reacted to the most of the entities on your way to Kirhol and the way most of the manor dwellers were treating you: even after a week most of them were still alerted and cautious around you in the same way you were wary around frost fiends, wargs, ghouls, armored men and other entities previously unseen. This can mean only one thing: despite many races existing in this world, it is highly unlikely that anybody you met so far has ever seen your kind. If there is such a thing as 'your kind' at all, the strange thought crawled in, simultaneously scaring you and souring your mood further.

Rosaline told you that she is trying to find the answer to this question that tortured you, but what are her motives? What is she trying to gain from aiding you? What are her plans on your account and why is she teaching you? She does, after all, waste time and resources on you even though you don't seem to be able to repay the favors in any way. You can be sure as she is often hard to read and scarce on answers regarding herself or what drives her. The main thing that makes her more trustworthy is the fact she seems to be very familiar with Ulren.

Ulren... The very first living being you met except that eery owl, memories of which seem to haunt you to this day. In all the time you spend together, you figured out some details of his character like the high reliability, the tendency to suppress and conceal emotions, down-to-earth demeanor, and a certain degree of shyness. But more questions appeared as you learned more. Why was he separated from his kin? Why does he know so well how to take care of the lost and ignorant such as yourself? What was his trip about before he met you and why, despite being quite welcoming if laconic, he was so hostile to Sephorah? Is it some weird sort of race prejudice? If so, then why did he decide to help you - the being of different species - in the first place? That, perhaps, was the main question that tortured you: why and for which ends he helped you out in this world of fear and perils?

That was the question you asked him directly when he came up the check on you. The visit not entirely unpredictable, given how bonded you became, and thus even more pleasant. You turned down an offer to read some more parables when he sat down close and answered that you felt fine if a little bit confused. The ensued opportunity to inquire him directly of his motives behind helping you yielded you an ambiguous answer: "because I could not have done otherwise". Did that mean that his decision was dictated by the previous experience or background? Now thinking of it, you had that subtle feeling that he does know how to be a 'big bro' way too well. A curious detail... but for another time. He didn't seem like opening up all at once, and even if he did, you wouldn't probably understand a half of it.

That evening, you spent a few more minutes having a little talk about various topics like why is Rosaline so knowledgeable, what kind of people live in here, and what determines the menu at the kitchen. He left you to your devices shortly, but not without a pat. Why do people you know love to touch your hair so much? Not like you were strongly against it, though. >_<'
Feeling better by the time you took rest, the last thought that sparked through your sleepy mind was that of the necessity to explore for even greater number of leads and clues.​
_________________________
The next day you found yourself refreshed and in adventuring mood. What was even better - Rosaline decided to spare you that day, checking on your sentence composition, phrasing, and some addendums to the lex. Whether she took pity on you on own volition or by someone's advice remained unanswered, but it barely interested you as there was a better half of the day on your hands. And, following your previous plan, you decided to take some time to explore your immediate surroundings - the floor you were now living on.

The western wing was of little interest to you as you have already been to the second level of the library that happened to intersect with the third floor, as well as attended Rosaline's personal chambers. Instead, you took the freedom of exploring more of the East wing. Flickering with the ivory of your wings before the eyes of a couple of stationed guards wary of your antics, you attempted to open a few doors on the floor, finding them either locked or missing anyone in the rooms behind them. It seemed like the third floor was mostly composed of the personal quarters. That made sense, given the location of your designated 'den', although you haven't seen or paid much attention to who exactly your closes neighbors were, making the question relevant now. Finding no company (well, you don't think that those two irresponsive guards watching you with half-suspicious and half-wary eyes were in the mood for conversations), you reached the end of the Eastern wing. Before you, were two doors and one stairway leading to the attic level and, again, a set of tightly closed doors separating you from studying whatever was at the top level of the manor.

Perhaps you felt a little bit guilty for peeking behind the closed doors, but your thirst for adventuring left you little to no choice but to see behind the keyholes. The first target of your not-so-polite inspection happened to be the hall at the very edge of the Eastern wing. Through the lock crack you managed to see the round-ish hall with a few cases for manuscripts, a brass tube device resting on a fitting tripod by the wall, a part of a standing dark board with something akin to a scheme or a map drafted on it, and a stairway leading above - to the hypothetical dome of this hall or to the attic. The sunset light lit through some of the un-curtained windows, exposing traces of dust to your glance. Seems like this hall wasn't in active use for some reason. In addition to this logical assumption, either of your two more supernatural senses has caught something behind the closed doors of this presumable observatory, something sensible but not quite readable for you at the time. A source of an aspect power, perhaps? However, what you sensed for sure, was the slight chill emanating from under the bottom door gap, tickling your feet. Maybe, if not even seeking for a permission to see what's inside, you should mention that some of the windows were letting in the chill from outside due to being opened or shattered?

The next door behind which you shamelessly peeked through the keyhole was the one leading to the attic. The late sunrays coming down through the compact roof windows were falling down on dusty boxes, animal (you do hope those are for the animals) cages of varying sizes, old standing lockers, rolls of cloth, baskets with rags, standing objects covered with linen sheets, and many more items of varying level of peculiarity. If you were about to dig this place for all sorts of interesting findings, it might have taken you an entire day or two! But, again, the locks separated you from diving into all sorts of things kept there. Why do they have to lock up all the doors?

To your satisfaction, the last door in the edge of this wing easily yielded to your attempt of opening it, letting you inside a relatively spacious hall filled with drafting tables, writing desks, boards, easels, shelves with brushes and tools, and even a sculpting station. Wandering this hall and gazing upon the objects for quite some time, you had to conjure a light sphere to offset the unlit oil lanterns distributed and fixated by the walls of this hall. This place seemed like both a gallery and a printing house, and, judging by the level of tidiness inside, locals were more frequent to this hall in which the knowledge is shaped than to the observatory. Except for a couple of books in a very bad state resting on one of the worktables, you fond no other drafts or unfinished works. Brushing with your fingers against an easel, you wondered what would've come out from your attempts of learning how to draw, sculpt, or write. What would you depict if you could? Would it have any message or value to the others? Can you sketch those strange dreams of yours? Do you have what it takes to give shape up inspiration and knowledge?

Wandering about in a light daydream, you stumbled at a relatively big ladder leading to a hatch above near one of the corners. If your estimations were correct, it should lead you to the attic that you peeked at above. Jubilated by the prospect of satisfying your itching curiosity, you crawled up the ladder, carefully opening the hatch and throwing yourself up. The attic - so inaccessible just a half an hour ago - greeted you with dust, thickening darkness, and the odd, novel for your nose smell. Never your arcane luminosity was more appropriate as you navigated in a place filled with curiosities, artifacts, and filled to the brim containers. Your eyes widened when the glow of your tiny light sphere touched an intricate helmet resting on a stand. Your grin widened when you stumble at a masterfully made if somewhat worn by the time figurine of a steed made out of an exotically green stone. You shrieked and stepped back when you suddenly saw a face of a gray-haired smiley man staring at you.

Nevermind: that was just a painting, as you figured out a moment later, exhausting a nervous giggle and grappling to the left side of your chest where the heart is. The portrait of an older man clad in a dress jacket was looking at back at you with a content if a bit mischievous smile. Why was this particular art piece separated from the cloth-covered stack of other paintings and hung so close to the hatch? You found the answer to this question not by identificating the person depicted (which was beyond you anyway), but by noticing a chair, a lighter with an extinguished candle placed nearby, and the trails on the floor's 'dust carpet' leading to it. It seems like the hatch was opened because someone from the manor dwellers tends to visit this 'shrine' occasionally due to their hypothetical connection to the depicted person. Intriguing...

Thinking about the stories surrounding all these objects resulted in a sudden insight: if those Gaian Storms shake out the memory trails out of the older objects with rich history, then this place is probably turning into a memory garden after each of those events, which, in its turn, promises plentiful and, judging by the degree of exoticism, entertaining practice of your spirit aspect mastery. But that was enough discoveries for a time being as you weren't very inspired by the idea of being caught by someone who might have heard the noises you caused here. With some haste in your motions, you descended back to the studio and left it as well, venturing back to the block where living quarters were.

The first thing that nabbed your attention was the alluringly half-opened door to one of the chambers and the specifically tarty aroma that emanated through the ensued gap. Back then, you had a momentarily mental struggle between the senses of curiosity and modesty that resulted in the narrow victory of the former. Preemptively preparing the excuses for a potentially awkward situation of interrupting the rest of the person whose presence you sensed, you slowly peeked through the gap by shifting your head sideways. The said person happened to be Karl, sitting at the table with his back facing you. A smoking tube was lying nearby, spreading the thinnest foggy trail.

Your mind barely generated the greeting line when Karl lifted his head, registering your reflection lingering on the surface of the window before him, and snatched the initiative.

"Having a nice evening promenade, young lady?" he spoke while not lifting his eyes from wherever he was finishing his writings, "come in, I won't burden you with writing tests".

That was... reassuring? With a wry smile, you stepped in and sat down at the edge of the bed. His chamber was a little bit smaller than yours but more fursnshed. The walls were adorned with a couple of landscapes featuring a peaceful hamlet and a light tower near the stormy shore. Everything inside the room seemed to be infused with this odd smell, suggesting that whatever the owner was smoking, he was passionate about this habit. There was an uncorked bottle standing like a watchman atop a 'book pedestal' erected on the heavy drawer chest. The fact that there were no chalices in the vicinity suggested that Karl wasn't biassed against drinking in the loneliness. The whole atmosphere of his room was somewhat decadent, just like himself.

"I... decided to see what and who around" you spoke somewhat sheepishly, "If we live nearby, it is good to know each other, no?" you added some sweet tones.

"Indeed. Rosaline was worried that you might have still been shocked after your way here," he half-turned to you leaning on his elbow planted on a knee, "from what I heard, you've seen way too much that a person should"

"It is alright," you made an attempt to derail the conversation, fending off the downer thoughts that seem to propagate in this atmosphere, "we are all here and it is nice"

"Indeed. Rosaline has a habit of harboring things new and old alike. Very new and very old at times" he smirked. However, you not appreciated his apparent entendre. You wouldn't call yourself 'that' new and him 'that' old... unless he was referring to Claudius or the things you have just found in the attic.

"You... " you stumbled at the attempt to inquire him of his role, "Uh... Ulren is a sen-ti...nel, Amalia is a maid, Rosalin is a scholar, and you?..."

"Being marked with the aspects makes one for a mage, and that is what I do: study and practice the arcane side of nature and assist our bright mistress whenever her projects graze the field of magic knowledge. In short, I'm a mage. I exercise the most unfairly romanticized school by the uninvolved - the conflagration, which makes me an elementalist, but my theoretical searches draw me to other branches of the arcane spectrum"

Marked with the aspects? Does it mean, "Am I an elementalist too?"

He faintly smiled in the wake of the unexpected question, "No, the combination of your talents yields you different titles" he finished the answer after a pause, "At least not for now".

You tilted your head wondering, but he didn't give you enough time to compile a specifying question.

"Different races serve as conduits to different combinations of aspects. The study of this seemingly statistical distribution is a fascinating part of the arcane theory, but what matters for your answer is that the double aspect affiliation is rarer than the one to a single sphere, but overwhelmingly more common than the triple affinity. So, it is not excluded that you may discover the third arcane bound in the furue. But as of you now, the thaumaturgy affiliation might have earned you such titles as a diviner, a wondermaker, or even a saint, depending on in which culture you raise it. Same goes for your gift of sensing spirits - an animancer, a medium, or a ne..." he stumbled, seeking for another word, "spirit healer is the titles it would earn you. But things are even more interesting about you as some joints of aspects yield unique titles at times. The thaumaturgy and spirit gifts are exceedingly rare, with the thaumaturgy being presumably exclusive to 'landers' as the elder races call us, and so the only matching title I can recall is the term taken from the early mythology of the Pherin Empire - the seer"

You listened attentively and a bit amazed. This man does sound like someone with deep expertise in the field of magic. When embarking on your little expedition, you weren't seeking for a lecture, but the one you were listening anyway was quite thrilling.

"Am I a... seer?" you asked with enthusiasm, doubling with the following question: "how do I learn use aspects better?"

He smirked at you cunningly while reaching to his smoking pipe and then to a paper parcel with dried herbs. "Yes. Probably not many people would call you that, but it is legit to assume so. As for the mastery of your talents, the only reliable way to increase it is practice. It is possible to develop them through theoretical and meditative practices at early stages, but when you reach a certain degree of proficiency, the only way up is practice. The theoretical part can still be beneficial, but only as an accelerant, not the main driver" he shoved up some dried herbs into the pipe and scorched them with a tiny twinkle he conjured from a finger, "you are welcomed to practice in the basement for as long as you are serious about the safety measures and if those practices of yours don't interrupt Rosaline's interactions with you. Also, if you want, I can search for some print sources on arcane arts, if you are so inclined".

"Thank you!" you replied with a ring in your voice, then continuing less confidently "Wish I can help too".

Karl squinted with his healthy eye in a cunningly-satisfied way. "Don't you worry about that, Ivory Seer. What I may learn from watching you learning outweighs the expenses on my side". He inhaled the smoke through the pipe, incinerating the smoldering filling so that his burnt side of the face received additional illumination. "Just be cautious and always be aware of the line that separates you from the powers you yearn to control. Knowing whether you control the power or the power controls you may save you from grievous misfortunes".

The tone and the message of his last advice sounded a little bit disturbing, but you still attempted to smile. Your eyes trained on his burn as you ran out of the conversation fuel. Your inner voice demanded, persuaded, and pleaded you to ask about it, but you overcame the temptation of acting so rude, generating a more neutral question: "Are there other mages here?"

"Except you, Claudius, his apprentice Isaac, me, and perhaps Copper, if you count in arcane animals, there are none. At least none we know about"

So the name of that shy lad whom you seen for a couple of times but never talked to directly is Isaac. You tried to remember that for the instance if (or rather when) you'd have a chance to talk to him. Mentioning that Copper is a magi animal also peeked your interest. Regardless, you had nothing more to say or ask except for wishing Karl good night and thanking for the company. You hoped that your little chatter distracted him from the melancholic atmosphere that seemed to follow him.

Pacing back to your room and musing on all the new clues, you saw Erika hanging one of those coniferous wreaths you saw before. It appeared that her rooms have always been the next one to yours, which you failed to figure out because of never staying this late before. Good to know, though.

"Hello lady Erika!" you brimmed at her with an infectious smile and an adorable tilt of your head, preparing for even more company.

"Oh, hi there Lucifina" she replied while making finishing touches to the decoration, "Are you getting used around?"

"Yes, I look what is where and who is around," you answered, "nice to know we are ne... neigh... neighbors"

She didn't reply to your line directly, just grinning lopsidedly and proceeding with another inquiry: "so how do you like here? Is this place as good as the one you lived in before?"

"It is very interesting in here. People are good and so is food. Very lively and new," you replied, subtly dropping down the second part of the question and substituting it with the one of your own, "What are these things and why do people hang them?"

"Oh? It's a briar wreath or is also called a 'winter solstice circlet'. We - the Lyflanders - celebrate the passing of year cycles in the day of the winter solstice. These wreaths symbolize the continuity of time and the cyclic nature of it. Closer to the end of the solstice week, we held fairs, parties, and personal visits to celebrate the passing of another year, to wish well to those we deem close, and to thank them for what they have done for us in the previous year via symbolic gifts, and reflect on how we want to live in the year to come" she chuckled, "the gifting part is probably the most popular one, especially among kids".

Oh dear! The people of this realm are even more prone to tradition than you expected. Perhaps, you should consider participating as well, or even prepare a gift for someone unless you don't want to miss out. As you mused about the newly-discovered opportunity, Erika addressed you again.

"Don't be shy to engage in holiday activities. The week to come yields a lot of fun and jolly emotions, and such darling as you would probably enjoy it a lot".

You just grinned enthusiastically and a bit conspiratorial, "Sure. Nice meet you lady Erika. Have a good night!"

She just blinked expressively and nodded affirmatively.

Even though it was quite late already, you entered your abode energizes and enthusiastic. This was one very informative and productive beginning of the week from what you can say. The week to follow offers even more opportunities to engage with others, which stirred your enthusiasm even more. Alright. Alright... Perhaps, you should come up with a plan of how to act in the nearest few days to explore the prospects, gain more awareness, and further your personal development.

________________________________________

Compile your plan for the rest of the week. You can schedule ONE major action and THREE minor actions OR FIVE minor actions

MAJOR ACTIONS:

[] Learn/raise your skills!
-[] Ulren is very crafty and proficient with self-defense, meaning he can teach you:
--[] Melee combat
--[] Defense
--[] Ranged combat
--[] Armorsmithing
--[] Weaponsmithing
--[] Artificiery
-[] You are confident about Claudius' ability to teach you the vital skills of
--[] Pharma and treatment
-[] Amalia can help you with the more routine skills if you volunteer to help her with
--[] Daily craft
--[] Tailoring
-[] Rosaline might provide you with a special lesson on
--[] Geography lore
--[] Nature lore
--[] Arcane lore
--[] Social and cultural lore

As you meet and grow to know better more and more people, you open access to their skills through the possible tutelage
(+1 to a respective skill. Find more people or establish deeper bonds to open more paths of studying)

[] Targeted training.
-[] Lift, girl, lift! (STR)
-[] Lots of athletics! (END)
-[] Jog around the mansion (MOB)
-[] Seclude yourself and meditate! (PER)
-[] Occupy the gymnasium for movement practice (COOR)
-[] Work! Offer your help at {specify} for an entire day (MICR)
-[] Nag Rosaline to wear you down and bury under tasks and exercises! (INT)
-[] Seclude yourself and contemplate on the nature of things like a hermit! (WIS)
-[] Primp yourself up and go for social encounters {specify whether random or targeted} (CHA)

Serious progress requires serious dedication
(each round raises an attribute by 1/2 if the base attribute is X < 14, by 1/3 if the base attribute is 14 =< X =< 17, and by 1/4 if the base attribute is X => 18. Note that the attributes influence the attribute skill bonus and quite often are the subjects of checks)

[] Practice or study your aspects!
-[] Practice thaumaturgy (current level 5)
(Hard wisdom attribute (17), hard intelligence attribute (17), normal arcane skill (20) each yields 1/5 of the next level + 1/5 default for investment)
-[] Study soul aspect (current level 2) (Normal wisdom attribute (15), normal intelligence attribute (15), easy arcane skill (17) each yields 1/2 of the next level + 1/2 default for investment)
If you were expecting a counsel on how to master those, you've already got the intro and the promise of guidance. Just be careful.

MINOR ACTIONS

[] Set up/partake a routine.
-[] Light workouts at the gymnasium (STR)
-[] Morning athletics (END)
-[] Jog the inner yard (MOB)
-[] Try meditating (PER)
-[] Try dancing (COOR)
-[] Offer a little-time help at the facility {specify} (MICR)
-[] Solve more tasks and puzzles (INT)
-[] Reach for insights (WIS)
-[] Primp up and talk to a mirror (CHA)

They say that the habits define a person. Dare to verify that?
(each round raises an attribute by 1/4 if the base attribute is X < 14, by 1/5 if the base attribute is 14 =< X =< 17, and by 1/6 if the base attribute is X => 18. Note that the attributes influence the attribute skill bonus and quite often are the subjects of checks. You can't pick more than two rounds of the same routine in a half a week)

[] Train your wings
You learned how to plane down smoothly, but the so desired fligh is beyond you... for now.
(repeatable, but try not to overdo it. Also, keep in mind the cost of alternatives, i.e. what you could've done instead)

[] Inspect the place and its inhabitants
-[] The second floor
-[] The first floor

Perhaps, your latest trip was interesting enough to ensure its continuity. Perhaps, you just need this particular task out from your way.
(one-time-off for each part. Widens the future options and the number of people you know. Can choose multiple in one voting)

[] Socialize with
-[] Rosaline
-[] Ulren
-[] Amalia
-[] Claudius
-[] Isaac
-[] Erika
-[] Karl
-[] The kitchen personnel

You're meeting more people lately...
(mention the general attitude, the topics of interest, the discussion, or/and special actions like attempts to study a soul spark in the vote. Construct a special approach and try not to be annoying)

[] Hit the library and read some books individually or with someone's help
-[] Geography
-[] Societies and races
-[] History
-[] Flora and fauna
-[] Arcane
-[] Fiction and legends
-[] Manuals
-[] Something more unique?

You live near the ocean of knowledge. You have goosebumps each time you think about it.
(This will make you start exploring the various topics and even grant some skills in particular cases. For now, specify the exact topics in the categories or let it be random; mention if you need someone's help/company at reading. Keep in mind that various characters have various tastes. Use the 'points of interest' tab at the codex post for hints)

[] Do something / spend your leisure time at the facility (specify the action in the vote)
-[] Bathroom
-[] Kitchen
-[] Salon
-[] Library
-[] Gymnasium
-[] Laboratory
-[] Lecture hall
-[] Greenery
-[] Smithy
-[] Attic
-[] Studio
-[] Your room
-[] The locked observatory
--[] Ask Amalia to get you there
(hard persuasion skill check (24))
--[] Ask Rosaline about that place and for permission to visit it (very hard persuasion skill check (28))
You're coming to the understanding of how to utilize these places.
(Obviously, specify. Can yield very various results depending on your explanation and my evaluation)

[] Write-in
Perhaps you'd like to listen to your own intuition?

TIME EVENT MINOR ACTIONS!

[] Seek help with preparing a gift for:
-[] Ulren
--[] You think he loves fine foods. Perhaps asking for a help at the kitchen is worthwhile?
--[] Rosaline seem to know him very well. Maybe you should ask her for advice?
-[] Rosaline
--[] She often complains and curses on the quills she uses to write down things when she thinks you're not listening. Maybe you and Ulren can find a solution?
--[] She also seems not very comfortable with her garment and accessories. Maybe Amalia can offer some advice?
-[] Amalia. Rosaline can probably tell you something about her likes and dislikes
-[] Claudius. You sure that Ulren knows him good enough to offer assistance or guidance in preparing a gift
-[] Sephorah. There is something tricky in the way she left the mansion. Rosaline seems to be in control of the situation, and, perhaps, can deliver her something on your behalf?
-[] Write-in
--[] Write-in

It is a tradition that offers an opportunity to express your gratitude. You do feel thankful enough, don't you?
(Various branches have different consequences for you and intermediate persons with some possible bonuses. You can pick more than one option as far as you have enough minor actions)

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BONUS SIDE STORY VOTE!

[] Someone contemplating on the situation while attending domestic chores
[] Someone considering opportunities at a tavern
 
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