Even Death May Die
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A sequel to Whispers from the Deep, following Isabelle Morganthau and her Minnows on a new adventure to the tropical northern reaches of Himmilgard.
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Character Sheet
Character Sheet
Isabelle Morgenthau
A Fisher

Isa (left) and her boyfriend Arren (right)

Hard Keen Calm Daring Wild
+4 -1 +4 +1 -1
Moves
Creepy: When a comrade sees you perform a ritual, overhears your prayers, or sees signs of your alienness, they lose Trust in you. Once they learn one of your Moves, they are no longer affected, but they gain Creepy as well.
Deep Ones:When you call out to your patrons, they give +1 forward on your next roll.
Blessing: When you dab fresh blood on an item roll +Calm. On a 16+, take both. On an 11-15, choose 1. Effects last 1 Routine.
  • Take +1 Ongoing with this item this Routine. (+5 Handling for a plane)
  • The item cannot break or be lost this Routine. (Armour 3/8+ for a plane)
On a miss, make a bigger sacrifice or the machine is damaged.
Ideomotor Response: Your plane effectively has a programmable autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
Soul-Bound: When you paint a rune in blood on an aircraft, you are linked. While in flight, you can take incoming Structure damage as Stress, 1-1. You can take a hit that would strike a Component as Injury, or give incoming Injury to your Engine.
Written in Ink: When you get a tattoo to mark an major milestone, take 3 Stress , describe the tattoo and where it's inked, and link it to a Fisher move. Whenever you use that Move, lose 1 Stress (max 1 time per Routine per Move).
Bond: (Witch move learned from Wulf) When you hold an object of significance and make an emotional connection to it, take 1 Stress. The object becomes a magical Focus, and you learn it's Nature (Earth, Air, Water, Fire, Iron, or Blood).
Whispered Answers: You get visions.
Gifts from the Abyss: Your connection to the Deep Ones is physically changing you. Name the physically obvious mutation you have received and describe how it frightens or disgusts the unfaithful. It can be hidden, but not perfectly, and just seeing it will trigger Creepy. All XP advances now cost 1 less XP (minimum 1).
Strategist: When you lay out a plan of action, anyone following the plan (including you) can opt to use your stats on the roll if they are better, and roll Seize the Initiative with their best stat. This lasts until a comrade is wounded or events go drastically off script.

Mastery
The Bushwack
Ambush Predator: When you strike an enemy who is unaware of your presence, roll with Advantage.
Forced Evade: When you fire to scare an opponent off, spend 1 ammo and roll +Hard. On a hit, instead of dealing damage, choose one: Target dives 1, target climbs 1, target loses speed in a forced turn. On a 16+, roll attack dice on them anyway.
Momentum: When you dive onto a target, add +1 AP.
Scissors Snip: When you disengage, give an ally +3 towards dealing with your target.

Familiar Vices
- Drinking
- Prayer
- Dancing
- Cannabis

Intimacy Move
When you are intimate with another, choose one of you to get a hold. They can spend that hold to give the other a command: if followed, then forward to their next +Stat move, they will always score at least a partial hit, regardless of what the dice say.

If you use this move in the air, there are two holds, and they can be distributed however you agree.

The Company
People
  • Isabelle (Fisher): The PC. Was once an acolyte training at her village's temple, but fled abuse at the hands of the cult leader. Possibly the mortal avatar of the dark gods, and remarkably calm and patient, Isabelle is the world's most mature 19 year old. Which isn't saying much. 1 thaler per Routine.
  • Arren (NPC- Confidant/Observer): Your cute fish boyfriend, Arren is a sweet boy in way over his head, but he loves you more than anything. Artist, deeply empathetic, quietly devoted, everyone finds him hot. 1 thaler per Routine.
  • Wulf (Witch): Your girlfriend and a former bandit leader with a fractally tragic backstory. Basically incapable of impulse control, she puts on a confident mask to hide how much she's hurting. Her dad was a wolf. The world's only transgender pansexual half-fae witch. 1 thaler per Routine.
    • Hard +3, Keen +3, Calm -2, Daring +0, Wild +3 (Avenger)
  • Minna Hammerl (Soldier): Highly trained soldier from a military junta, who exiled her due to her autism. The squadron's second in command, the most beautiful woman in the world, and the only person on this crew of idiots whose life doesn't revolve around getting laid. Does not use contractions. 1 thaler per Routine.
    • Hard +4, Keen +1, Calm +2, Daring -2 (Professional)
  • Heinrich Engel (Student): Political science student working on his thesis-slash-manifesto. Mentor in a queer society back home, he's the one who actually knows things about stuff. Deeply camp. "i think if heinrich tried to not say stupid things he would suffer a toxic buildup and fucking die"
    • Hard -1, Keen -1, Calm +2, Daring +2
  • Anny Meldgaard (NPC - Mechanic): A young half-Fischer, half-Himmilvolk woman from Piav, trained by the mechanics there. Looking for adventure and her origins. Blushes pink?
  • Ronja Devapala (NPC - Non-Combat Pilot): Anny's friend from Piav, descendant of Skyborn but adopted by locals, unsure who she is. Enthusiast of sarcasm and the only person on the crew with her shit mostly together.
Temporary Members
  • Marcus (Farmer): A Macchi native. He goes where Lyse goes. Flies a specialized seaplane with a precision rifle.
  • Lyse (Scion): A bastard child of a Sopwith noble family. Flies a V-engine triplane conversion.
  • Ann-Lise Holms (Revenant): The ghost of famed Great War ace Stormcloud, the best female fischer ace of the war. Flies a 200hp KW-AN.

Aircraft
  • Isa & Arren's Plane: A Teicher Möwen seaplane. Steel frame, liquid-cooled engine. Deeply possessed. 1 thaler per Routine.
  • Fang Howl: Wulf's helicopter. An experimental pre-war model. Liquid-cooled radial. Three wolf moon. 1 thaler per Routine.
  • Pup: Wulf's Kreuzer Skorpion prototype retrieved from a sealed hanger. Gets a lot out of an underpowered engine.
  • Minna's Kobra: An inline-engine powered, wood framed fighter. All around an excellent machine. 1 thaler per Routine.
  • Heinrich's Reconstruction: A canard plane with a 30mm cannon in the nose. Awkward and unstable but hits like a train. 1 thaler per Routine.
  • The Pioneer: A huge 3 engine'd cargo plane with capacity for two airplanes and an additional eight people. 3 thaler per Routine.
Stress XP Mastery
7 3 2
Cash Expenses Value
22 14 11
Vice Track: ☐☐☐☐☐
9 Victories​
You're welcome
 
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OP - Welcome Back to Himmilgard

open_sketch

#1 Transgender Pansexual Witch Bandit Wolf Girl
BEST SELLING AUTHOR
Location
Ottawa
Pronouns
She/Her/Whatever
Humans took to the skies before we the invented the wheel. First with gliders, then balloons, first with sails, then with steam, to the first stuttering internal combustion engines that hoisted early aircraft aloft. On these wings, we bypassed a harsh landscape, isolated communities grew into interlinked regions, which became industrialized nations. People flocked to vast cities where smoke-belching factories produced steel and clockwork, marvels of mechanics each greater than the last. But when these innovations and industries were turned to war, the results were so great and terrible that the world was plunged into chaos.

It has been twenty years since the end of the end of the world. The cities now are desolated tombs, the landscape more wild and deadly than ever. Only small communities and isolated enclaves survived the gas bombs, wild storms, and lawlessness that pervaded for the decade-long apocalypse. Slowly, tentatively, they reach out to one another, once again trading and sharing what little they have.

But the world is more dangerous than ever. Bandits and pirates lurk in the skyways. Old armies and old soldiers try to restore the broken ideologies of the past with force. Terrible beasts and foul machines take wing. The world is overwhelmed and isolated, and none can afford to mount an effective defense for long.

So, they hire mercenaries, whose brightly painted and wild machines take to the air to battle the forces of evil. For a fee, of course. Heroes and scoundrels all, the Flying Circuses are, for better or worse, the last line of defense between civilization and darkness. Their lives are exciting, glorious, and inevitably short.

And for some unfathomable reason, it's the life that Isabelle Morganthau has chosen. Along with her boyfriend Arren, her girlfriend Wulf, and her friends, Isabelle founded a mercenary company called the Minnows. Together, the team battled bandits, giant birds, fae creatures, an army of barbarian soldiers, and a fellow mercenary company. They made allies, made money, had some pretty wild sex, and confronted some of their demons along the way.

If you haven't read the first story, you should do that. But if you press on anyway, you should at least know who you are.

Isabelle is a member of a people known as Fischers. She and her boyfriend Arren come from a town called Kaltbrunn, a little fishing community of the faithful that, until recently, was under the control of a lying, manipulative High Priest. That same priest gave her a terrible scar across the side of her mouth with a ritual knife. She has grey skin, blue blood, shark-like teeth, and dark bags under her eyes, robbed of sleep by the visions her patrons send her, because her people are hybrids of humans and creatures from the deep. She was born on the coast of the Dark Sea, a turbulent and storm-wracked sea containing a multitude of cosmic beings who the Fischers worship. To show their devotion and record their lives, the Fischers wear luminescent tattoos across their whole bodies.

She's 19 years old, and has been 19 for about three weeks. She's been shot, fallen out of a plane, made out with a cute girl with wolf ears, founded a company, and killed five people. She's had a busy few weeks.

Her early adventurers happened in the region of Voisin and the Fokker Mountains, the areas closest to the Dark Sea where she was born. Himmilgard, the continent on which she lives, is sub-equatorial, so it gets warmer the farther north you go. The Minnows recently got a cargo plane, and have been making distance from their home since then. Where have they gone?

Location
This will be the setting for, at the very least, the first half of the story.
[ ] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[ ] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.
[ ] The frozen Sablatnig Steppe, a region of ice and snow which, while sparely populated, contains the largest oil production resources left. As we're entering early summer, it may be somewhat tolerable.
[ ] The vast Lohner Forest to the northwest, the oldest and most deeply magical place on earth. The trees here can be hundreds of meters tall, and it is rumoured the King & Queen of the Fae hold court here. (Wulf's origin)
[ ] The Dorand Valley, which is much like the Voisin if it were uncorrupted by the Dark Sea. It is known for the megaprojects in the pre-war period that reclaimed much of the lowlands from the sea. (Minna's origin)
[ ] The rocky Albatros Plateau, a harsh land poisoned by the toxic waste of the corrupted Rhona river and current target of Goth expansion. It is defined by the vast number of refugees that settled there after the Great War. (Heinrich's origin)
As a mercenary company, the Minnows take jobs from whoever they can. Town governments, other companies, private interests, anyone who can afford to keep their planes flying. Who gave them their latest job?

Job
[ ] The burgermisterin of a small village, who needed dangerous creatures cleared from an old mine.
[ ] A zeppelin trade company, needing an escort through pirate-controlled space.
[ ] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
[ ] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.
TL: DR - You're a cute Cthulhu cultist, a bisexual biplane mercenary, and you're going to fly planes, get rich, and kiss cuties.

There will be violence, there will be smut, and there will be fairly simulationist aircraft combat rules.
 
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[X] The rocky Albatros Plateau, a harsh land poisoned by the toxic waste of the corrupted Rhona river and current target of Goth expansion. It is defined by the vast number of refugees that settled there after the Great War. (Heinrich's origin)

[X] The burgermisterin of a small village, who needed dangerous creatures cleared from an old mine.
 
[X] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.
[X] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.

Because anti-imperialism.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.

Protec the bean farmers, they are poor and do not deserve the big bandit-based sads
 
[X] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.

I really want to find more hints about that whole *fog* thing
 
[X] The rocky Albatros Plateau, a harsh land poisoned by the toxic waste of the corrupted Rhona river and current target of Goth expansion. It is defined by the vast number of refugees that settled there after the Great War. (Heinrich's origin)
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.

Clockmen!
 
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The frozen Sablatnig Steppe, a region of ice and snow which, while sparely populated, contains the largest oil production resources left. As we're entering early summer, it may be somewhat tolerable.

[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The rocky Albatros Plateau, a harsh land poisoned by the toxic waste of the corrupted Rhona river and current target of Goth expansion. It is defined by the vast number of refugees that settled there after the Great War. (Heinrich's origin)
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.


One day I will catch up with part 1, I promise.
 
[X] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.

I feel like this will give Heinrich lots of material for his thesis.

[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.

We're gonna have to shoot down a lot of other pilots for either being murderous scumbags or for just taking jobs from the other guy. Would love to have another group that's more friendly rivals and sometime cooworkers.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
Woo! Not sure what to vote for yet, but something i noticed when checking if any stats had changed:
Moves
Creepy: When a comrade sees you perform a ritual, overhears your prayers, or sees signs of your alienness, they lose Trust in you. Once they learn one of your Moves, they are no longer affected, but they gain Creepy as well.
Deep Ones: You can call on your patrons to Help you on a roll. On a 1, you Break after this mission.
Blessing: When you dab fresh blood on a piece of working equipment, roll +Calm. On a 16+, take both. On an 11-15, choose 1.
  • Take +1 Ongoing with this item this Routine. (+1 Handling for a plane)
  • The item cannot break or be lost this Routine. (+1 Armour on 1 Section of the Plane.)
On a miss, you need a bigger sacrifice. Don't disappoint.
Ideomotor Response: Your plane effectively has a programmable autopilot. It does not have to be switched on and off; it "knows" when you are behind the controls.
Soul-Bound: When you paint a rune in blood on an aircraft, you are linked. While in flight, you can take incoming Structure damage as Stress, 1-1. You can take a hit that would strike a Component as Injury, or give incoming Injury to your Engine.
Bond: (Witch move learned from Wulf) When you hold an object of significance and make an emotional connection to it, take 1 Stress. The object becomes a magical Focus, and you learn it's Nature (Earth, Air, Water, Fire, Iron, or Blood).
Contemplation: When you draw a ritual circle and stay within it, roll +Calm. On a 16+, you come out of it about an hour later refreshed; strike 3 Stress or 2 Injury. On an 11-15, it takes the whole night, and you're unreachable in that time.
Shouldn't we have whichever soldier move it was we picked up from Minna near the end of whispers?
 
[X] The frozen Sablatnig Steppe, a region of ice and snow which, while sparely populated, contains the largest oil production resources left. As we're entering early summer, it may be somewhat tolerable.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.

Graf Tick-tock rides again! (and again, and again, and again...)
 
[X] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The chilly, rainy Damiler Coast to the east, industrialized and still hanging on. The most urbanized region left, it is under constant danger from warlords as well as the old governments that persist.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.
 
[X] The far northern Macchi Peninsula, a warm and beautiful region. It is the center of production for the castor bean, one of the most vital materials of the modern world, and known for piracy.
[X] The Dorand Valley, which is much like the Voisin if it were uncorrupted by the Dark Sea. It is known for the megaprojects in the pre-war period that reclaimed much of the lowlands from the sea. (Minna's origin)

The north for culture shock: seeing Isabella and Arren dealing with tropical? sub-tropical? beaches should be a hoot.
Minna's home as it dove tails with the end of the previous chapter: going from liberating Isa's home to liberating Minna's. Might be too early in the narrative for this, might not be.

[X] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.
[X] A fellow company, needing escort as they bomb down the base of a sinister clockwork threat.

The poor village probably doesn't pay well, but it would probably suite the company's ethics/morals.
The clockworks because... fighting clockwork monsters is fun.
 
Let's go to Wulf's homeland and try to make friends with the people there. Maybe some won't be complete asses!

[X] The vast Lohner Forest to the northwest, the oldest and most deeply magical place on earth. The trees here can be hundreds of meters tall, and it is rumoured the King & Queen of the Fae hold court here. (Wulf's origin)
[X] The people of a poor village, who need protection from the militia of a larger community attempting to annex them.
 
Woo! Not sure what to vote for yet, but something i noticed when checking if any stats had changed:

Shouldn't we have whichever soldier move it was we picked up from Minna near the end of whispers?

Huh, actually, that called my attention to something else...

@open_sketchbook why is Contemplation struck through in the moves list?

EDIT: also, for reference, looks like the vote for Soldier move ended up tied 3-3 between Strategist and Last Mistake with a few other options trailing at 1 vote apiece.
 
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