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
 
Last edited:
[x] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[x] Ulren
[x] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[x] Sephorah
[x] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[x] Karl
-[x] Lucy


Ulrens got the main scene down, so stack the bodies
 
[x] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[x] Ulren
[x] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[x] Sephorah
[x] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[x] Karl
-[x] Lucy
 
[X] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[X] Ulren
[X] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[X] Sephorah
[X] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[X] Karl
-[X] Lucy
 
[X] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[X] Ulren
[X] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[X] Sephorah
[X] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[X] Karl
-[X] Lucy
 
Behemoths
Fragment of conversation with Inga the Kheree huntress on Bloom 17 of the year 1469

Do you want to know what behemoths are? Really? Not that I'm ridiculing you, but getting this deep into Blugd-Tur without being wary of those is... never mind. So, have you encountered baavgurs? ... They are less common on the eastern side of Blugd-Tur, so seeing them around Baathor isn't ordinary, yet neither is it unheard of. Guess, when the dust settles and the recent beast's plague passes, we will have to rediscover and relearn quite some habitats' locations in the valley.

Anyway - back to behemoths: try imagining something resembling a baavgur, but time and a half to two times larger, with three huge claws on each frontal paw, sharp tusks, the ability to move biped, and of absolutely vicious temper. I kid you not: baavgurs, who are generally considered one of the most ferocious beasts in Blugd-Tur, are but moody house cats when we compare them to behemoths. These bastards, unlike most of the big game in the valley, are not rational: even if they are not hungry or protecting their territory, with high odds, they would try to kill anything they see that is smaller than them, which is a lot of things, really. Yes - they are incredibly dumb and don't know what fear is. Idiotic to the point when, during the mating season, males would fight among themselves, frequently with lethal outcomes, mate with a female, and then fight the female - also at times with fatal results - because they forgot what they were doing or whatever else reasons. Perhaps, their stupidity and the lack of self- or kin preservation are the reasons that keep them from overrunning the plains.

But aside from their notorious idiocy, these beasts are true survivalists: they are omnivorous, even if meat is more to their liking. Their stomachs and livers allow them to sustain on the almost wholly rotten carrion without risking poisoning. Floral or animal toxins have negligible effects on them. Neither nigh-arid nor freezing weather seems to do a number on them. And, if this wasn't enough, they have nearly no natural foes aside from themselves, draconids, and a handful of apex predators like chimeras or manticores as they are fairly fast, ferocious, and unwearying. Even the most capable veteran hunters would be disadvantaged should they decide to take on such a beast alone, so we hunt them in groups of seven to twelve pairs of hands. The best course of action for those traveling in fewer numbers or incapable of fighting back would be to hide and wait for the beast to pass. Luckily, the behemoths' senses are somewhat duller than that of landers or roths. Also, coming with the height of about two to three adult landers with the ash-gray to crimson-brown fur colors make locating them before they sense you reasonably simple. But even then, they are a tremendous nuisance to the locals and hence to us whenever a beast gets reported. It's worth noticing, however: their pelts and leather are of an inquisitive quality when used for outfits or armor.

You see, behemoths usually - and I emphasize usually - fall into slumber in midwinter. They become more active late winter or early spring as they need to replenish fat from half a season of hibernation. While unpredictable and dangerous enough when roaming around in search of food, it is in the middle to late springtime when they become genuinely aggressive as it is their mating season. After heeding this nature's call, the survived beasts would proceed back to their territories, fighting the infringers and preparing for the next cycle for males and making a cozy lair for the upcoming litter when females are concerned. Peculiar fact: behemoth males are one of the worst fathers, even among the highly territorial animals. Should they stumble upon behemoth cubs, the odds are, they would eat them, even if they are their own offsprings. Like, male behemoths have only two tasks in their lives: to mate and to survive until the next mating season.

Female behemoths, however, are incredibly protective mothers and would take down anything that approaches their nest with cubs, be it smaller predators, people, or other behemoths. They beget from one to three cubs typically. With every brood, a female behemoth makes a lair in the new location, so one should always be wary even when traversing the known routes, especially during fall when the beasts actively hunt to prepare themselves and, in the case of brood mothers, their cubs for winter. Another peculiar detail: unlike baavgur cubs, who can look cute in their infancy, behemoth cubs are outright repulsive from childhood, reminding degenerative pseudo giants rather than your average mammals. Aside from the hideous looks, their behavior isn't any better, especially concerning their siblings, which is why usually only one cub from the litter would survive until early adulthood.

And, that's about all if you wanted the brief. If only your group didn't have quite a formidable fighter and especially a fire-spitter, to whose magic behemoths can be highly suspective, I would've been worried sick for you as we are about to enter one of the two dangerous seasons as far as these monsters are concerned. But even though your band might be capable of taking down one or two behemoths, I'll stress to you to follow the hunter's first rule and never lose vigilance. Otherwise, it would be a shame if fair folks like yours would end up a dinner for something this brutal yet stupid.
 
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Okay, heads up, folks! Here's a couple of minor news and sneak-peeks.

1) You still have some time to cast your votes for either of the plans or potentially your own one. Next in my pipeline would be either the following scene in the mainline story or the update in the spinoff, depending on what would be easier to write.

2) The spinoff miniature story got its heroine! I hope you'd treat her as well as you treat Lucy :3 Also, I'm itching to commission her bespoke art. The artist is also eager.

3) Speaking of art and artists, one character from the cast is being illustrated right now. If you remember who carried out the previous art, you might even find the in-progress stream videos. Or, perhaps, you'd rather guess who the lucky character is?

4) I'm also considering changing the thread's thumbnail. Does anyone of you have ideas what might look good?
 
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[x] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[x] Ulren
[x] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[x] Sephorah
[x] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[x] Karl
-[x] Lucy
 

1). I eagerly await either! Take your time man!!

2). Hell Yes! I'm looking for ward to Tomb Raider the shit out of that vault minus booty shorts. Also YES more Pretty Person art!!!

3). OHHHHHH

4). For the thumbnail, hmmmmmmmm I originally followed the story for the premise of "Amneisic Valkyrie" so maybe either Lucy's updated art or somehow Lucy + Ulren/The Main cast in my opinion would make a good thumbnail. I find original character art one of the my biggest weaknesses in getting my investment in a quest.
 
[X] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[X] Ulren
[X] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[X] Sephorah
[X] Inspect bodies. (normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[X] Karl
-[X] Lucy
my brain's all turned off at the moment tbh
 
2). Hell Yes! I'm looking for ward to Tomb Raider the shit out of that vault minus booty shorts. Also YES more Pretty Person art!!!

Well, of all the characters and options, ya'll picked the most exposition-heavy in terms of worldbuilding. Already designed her mini story "outros" and the greater ark. Now just drafting the "daily bread" content aka the dungeon crawl itself.

Thinking of it, she could be a great interlocutor and aidee under a certain set of circumstances 🤔

4). For the thumbnail, hmmmmmmmm I originally followed the story for the premise of "Amneisic Valkyrie" so maybe either Lucy's updated art or somehow Lucy + Ulren/The Main cast in my opinion would make a good thumbnail. I find original character art one of the my biggest weaknesses in getting my investment in a quest.

The idea as of now is a 400*400 pic of Lucy reaching up with a hand while flying. The artist also thinks it's fitting, but I'm curious about your opinions on the matter. After all, it would be rude if I pass on an opportunity for such a loyal readership to engage a bit more.
 
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Vote closed
Scheduled vote count started by Teloch on May 11, 2022 at 6:48 PM, finished with 15 posts and 7 votes.

  • [X] Study the location around the skirmish scene. (Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
    -[X] Sephorah
    [X] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
    -[X] Ulren
    [X] Inspect bodies. [/B](normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
    -[X] Karl
    -[X] Lucy
    [X] Investigate the skirmish scene. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
    -[X] Lucy
    -[X] Ulren
    [X] Inspect bodies. [/B](normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
    -[X] Karl


Mkay, 'tis rollin' time...
Ata girl, Lu.

Now, time to calculate...

Ulren:
Perception attr.: 12+7=19 (normal)
Intellect attr.: 9+9=18 (normal)
Wisdom attr.: 1+13=14 (easy)
Melee skill: 20+17=37 (legendary)
Defense skill: 11+20=31 (very hard)
Balance skill: 14+6=20 (normal)
Coordination attr.: 17+10=27 (very hard)
Luck: 40>=39 (positive influence triggered)

Sephorah:
Reconnaissance skill: 16+8=24 (hard)
Sneaking skill: 14+15=29 (very hard)
Mobility attr.: 10+11=21 (hard)
Burglary skill: 7+10=17 (easy)
Perception attr.: 9+9=18 (normal)
Luck: 38>32>2 (no influence)

Karl:
Willpower skill: 16+11=27>20 (passed)
Perception attr.: 1+8=9 (elementary)
Intellect attr.: 8+15=23 (hard)
Pharma&treatment skill: 17+9=26 (hard)
Melee skill: 1+1=2 (total failure)
Luck: 38>34>2 (no influence)

Lucifina:
Willpower skill: 17+6=23>20 (passed)
Perception attr.: 12+6=18 (normal)
Intellect attr.: 18+12=30 (epic)
Pharma&treatment skill: 14+9=23 (normal)
Melee skill: 5+4=9 (nonsense)
Luck: 40>=37 (positive influence triggered)

Verdict: Ulren and Lucy would dig for clues pretty well. Karl would be of some help but not precisely radiating hyper competence (dude, what the heck are you staring at?). Sephie would dig out some peculiar clues, but not all of them. Overall: B to B+ tier team effort, which is pretty well. Some good clues would be found, but not their entirety. BTW, good character allocation! :D

@veekie in the very first threadmark post, I mentioned Lucy's species to have nearly paranormal luck, but bloody hell never did I imagine just how true it would be.

Fluff: AVG totals be like Ulren 23.71, Seph 21.80, Karl 17.40, Lucy 20.60
Teloch threw 7 20-faced dice. Reason: Ren(per-int-wis-mel-def-bal-co Total: 84
12 12 9 9 1 1 20 20 11 11 14 14 17 17
Teloch threw 1 40-faced dice. Reason: Ren luck Total: 40
40 40
Teloch threw 5 20-faced dice. Reason: Seph (rec-sne-mob-bur-per) Total: 56
16 16 14 14 10 10 7 7 9 9
Teloch threw 1 40-faced dice. Reason: Seph luck Total: 32
32 32
Teloch threw 5 20-faced dice. Reason: Karl (wil-per-int-p&t-mel) Total: 43
16 16 1 1 8 8 17 17 1 1
Teloch threw 1 40-faced dice. Reason: Karl luck Total: 34
34 34
Teloch threw 5 20-faced dice. Reason: Lucy (wil-per-int-p&t-mel) Total: 66
17 17 12 12 18 18 14 14 5 5
Teloch threw 1 40-faced dice. Reason: Lucy luck Total: 40
40 40
 
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I can definitely see the Bennedict Cumberbatch in his face. hahahahaha

"How I isekai'd into a non-mmo fantasy world to be a golden boy, blew it all, and got recruited into the wandering circus of violent hobos with a former maid that humiliates me"

I'm about to yield to the temptation to start commissioning anime versions of the cast... :rofl: And I am not kidding

Quick: we need an opening theme for this too!

Ps: goddamn placeholder threadmark spoilage
 
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Well, it did not take long this time, eh?


Is it just me or the cast is starting to look like an assortment of characters from romance novels? :rofl:
...
<__<
>__>
*looks at the notes' "recruitable" section*
*chuckles nervously*
 
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4.7.2 Bloom 17 of the year 1469. Dead men's tales
The outpost's innards met you with the same idyl that reigned outside: a newish makeshift doubled horse pens that stood empty, a solemn logs-made watchtower looming over the scene, and an older barrack hut with signs of recent repairs to its thatch roof. There were no apparent signs of any recent structural damage to buildings. The yard still hosted what one would describe as a minor habitual mess (a relatively new campfire spot, the degraded orderliness of a firewood stack, a few clothes & rags drying outside). One might've had a hard time assuming something horrible as mass murder happened in these walls if not for a single grim landmark: a body of a person lying face-down in the fresh grass between the barrack entrance and the fence gates. At some distance from it, an oversized black hound whined when staring at the body, accompanied by his similarly unnerved master. Two unfamiliar figures with pensive looks on their faces were combing the inner yard for more clues behind Krom and Elgar; the latter barely threw a short stare at you as an acknowledgment of your arrival.

"And here we are," Inga interrupted your brief surveillance, noticing your stare at the dead body, "Shall we proceed like the last time?"

"Like the last time?" Ren injected.

"Back in the haunted stead, we separated into groups to cover the ground more efficiently," You hurried to take the initiative. "Speaking of it, what is the scene's layout?" you switched to Inga.

The gvuroth lady inhaled some air as if steeling herself before answering, "Most of the skirmish happened in the barracks: Bilguun, Gazrog and Gosse lie there; you saw Tombaatar already, and there's also Ankhbar by the rear barrack entrance."

The names listed by Inga rang hollow to you as you never knew the victims, but the way she spoke of them suggested she was yet to accept the losses mentally. By no means were you an expert in anatomy like Isaac, but perhaps something would come out if you inspected the victims in the ways you can, along with some assistance to substitute for your shortcomings?

"Karl, would you mind if we proceed to inspect the victims?" you suggested, "We should've probably brought Isaac with us, but you might be the second most qualified person to do so in his absence."

"You overestimate my expertise in pathologic anatomy, but I'll try my best. If our guide allows it, of course." With that, Karl tilted slightly tilted his head towards Inga.

"For as long as it won't prevent us from giving the deceased fitting obsequies." Inga's rather cold reply was likely shaped by unfamiliarity with the term Karl shot out carelessly.

"We will comport the investigation with the most respect. I'll make sure of that," you injected, visibly giving Inga at least some ease of mind. "But what about the others?" you turned to address the rest of your group, "Something you feel closer to your fields of expertise?"

"I'll go into the hut and see the skirmish spot," Ulren replied, "Indoors slaughters always leave a lot of clues and narrow down the scenarios, meaning it might be easier to find something out about the culprit."

"Then I'll go and take a look around the outpost for infiltration points," Seph followed Ren's suit, "The way murderers got behind the defenses would likely shed light on their motives, traits, and behavior."

"Good, good..." Inga nodded to no one in particular, "Then I'll make those who didn't go searching for Bayar's whereabouts know of the plan, so we could coordinate proper." However, shortly after turning around and joining other hunters, she looked back at you, saying, "And, once again, thank you for doing this for us."

You wished there was a more jovial reason to exchange pleasantries. In response to the sincere gratitude of a dolorous and likely scared person, you only managed to give away a sad, acknowledging smile.
_________________________

In contrast to the inner yard, the barrack's interior was an absolute mess: table and tabourets turned over, caskets broken, a shelf with weapons slumped, blood and various items scattered all over the floor, and three dead bodies filling the air with putrid hints of decay. Midst all this mess, Ulren was inspecting the positioning of all the objects, dents, and cracks with the cautiousness and filigree one would not expect from a creature of his size.

"If you wish, I can do the... interfacing part," Karl offered while seeing your face becoming squeamish from realizing you'd have to at least turn the corpses to get a complete picture.

"No, that would not be necessary," you replied while steeling yourself. The experience wasn't looking pleasant by any margin, but if you deal with the spirits of the dead, what excuse do you have to be fastidious of their empty shells?

Cautiously, you turned around the body before you from its side to its back - the other two victims in the barrack were more or less assessable in their posthumous poses. The person you rolled around was a youngish male lander with an unkempt beard, hazel eyes, and the expression of abject terror frozen on their one warmly-toned face. This person in question was of above average size for a lander: not in height but rather in stockiness characteristic to indigenous freelanders. Their hand was stretched towards a handaxe lying at some distance - an indicator they might have belatedly tried to brace for a confrontation. As for their injuries - there was one single deep cut on their chest. For whatever wicked reason, your mind undug the recollection of the lethal wound you inflicted to a briarite combatant a while ago. With some effort, you shook off the delusion: neither it was the time to dig in regretful memories nor the trauma in front of you was anything like the bloody mess you did back then - it was singular and almost "clean."

"Karl, do you see anything of note?" You passed the initiative to your teammate, but the response did not follow.

"Karl, are you paying any..." you turned around only to see Norskov gazing at Ulren's machinations with a blank stare. This urged you to lightly pull the mage's collar before concluding your thought: "...any attention?" you said while tilting your head.

"Oh, sure," The mage responded in a way so dry you almost thought he was deliberately demonstrating his utter disinterest, "I was just theory-crafting. Do pardon my eccentrics, if you may." You pointed at the unfortunate soul's body with your eyes, saying nothing.

"Let's see..." Karl got closer to the cadaver, taking a few long moments to inspect it. "Freeland male of about twenty-eight to thirty-one years old, physically developed. The signs of decay, such as skin pattern and coloration, suggest that death came within the last fourteen hours - right before midnight. The likely cause of death is rupture of the internal organs with severe internal and external loss of blood. Whoever stuck this hapless pal down knew well enough how to aim for the heart."

Involuntarily, you squinted from imagining sustaining an injury of such graveness, and, somewhere in the back of your mind, the notion of soon getting your own armor set became even sweeter. But something felt odd with the body in front of you regardless: you sensed minor sediments of a voidling with your supernatural perceptions. When you took a closer look, you revealed tiny dark noduled on the injured flesh.

"Karl, there's something unordinary with his wound: do you see those tiny black clusters? They give off minor entropic vibes."

"Oh? Good eyes you have there," Karl commented and leaned over the dead man with an easily-readable intent.

"Karl! What are you doing?! Didn't you hear what I just said?"

Regardless of your protest, the man was dead set on sampling the substance with his bare hands. And as he did so, it was not the feeling of disgust that rattled you and nearly provoked you to null-blast the arcane aspects in the building, but his blatant disregard of your efforts curing him of the void contamination. While the troublemaker squished and rolled the coal-black clusters of an unknown substance on his fingers, you took a moment to assess its paranormal capacities. To your relief, this residue substance was far too impotent to carry demonic contamination.

You would not call yourself a short-tempered person, but the spontaneous recollection of that poor child's soul you had to vivisect suddenly filled you with anger. So, you slowly, carefully, but insistently tugged Karl by the sleeve of his overcoat and spoke in a quiet if icy tone: "When I mentioned your affliction being cured not without sacrifices, I did not mean only my time and efforts. In light of this, wouldn't you find it most unbecoming should you go through the same predicament twice?"

Caught by surprise by your sudden change of demeanor, Karl's face maintained a confused look for a couple of seconds, after which he slowly grinned in a manner suggesting that only now - in all the day - his genuine interest was picked. "But of course, I'll exercise cautiousness to avoid such a disgrace," he said while his grin turned into a smug smirk, "but you see - this is regular ash. No more and no less." You glimpsed at the index finger of the troublemaker, and indeed: inside the black coating of chunks, there was a friable texture of your ordinary gray ash. Then, even though your worst suspicions did not prove true, you raised your eyes to glare at the mage. You could tell he knew you were mad at him, but instigating a quarrel was the least appropriate thing given the situation at hand, so you released his sleeve with a restive motion.

"It makes little sense: how exactly it would get into the wound?"

"Your guess is as good as mine~," Karl replied nonchalantly, "Although, doubt it to be the case of homicide with a fireplace poker as a tool: locals might not even know about such appliances."

"The tool's most certainly a scimitar of another curved blade design," Ren's sudden input stole your and Karl's attention (and most likely prevented a minor squabble).

"Uhm... Ren? What are you doing?" You inquired, mildly puzzled by the scene of a seizable armor-clad bhiroth playing pretends with invisible weapons and attempting what appeared to be stances and motions replication with his own frame.

"Reconstructing the event from victims' perspective," Ren outlined dryly.

"Did... did you get any leads aside from the assailant's assumed weapon?"

"Aye. The positioning of victims and markings on the interior suggests this was less of a fight and more of a surprise slaughter. Also, there are some odd clues on the murderer's constitution."
Peculiarly, Ren said this over continuing his experiments, "I'd tell more after confirming something, so don't mind me."

"Well, I'll be damned: roths are capable of applied acting in contrast to the beliefs of associates of mine. Should we call for our madam Desert Rose to shatter her worldview once again?"

"I say we should make ourselves useful lest we want to become a laughing stock for thers."

"Aw. Why do you have to shoot down my wits like this? The Lucifina I knew wasn't so opposed to the concept of fun."

Back at Narvic, you got a whiff of Karl's incredible topographic cretinism, but now you also witnessed his outstanding tone deafness. Instead of falling into the man's trap to prolong the banter or imagining how much of a paint he used to be in his youth, you shook your head disapprovingly and proceeded with the investigation.
________________________

The two other bodies in the barracks were men: a young freelander and an alvizian. The body of the more youthful freelander chap partially dangled from one of the two two-storied beds: it seemed like he was asleep when the commotion took place, with the killing puncture strike cutting short his attempt to lift from the bed and react appropriately. The alvizian lad, in his last moments, seemed to be engaging with the awake lander in some sort of a table game; he was forcefully pressed against the wall and then pierced into vital organs.

Not to lose any essential details others would not be able to reach, you enacted your supernatural senses. But alas, the objects you decided to scan for peculiar engraved memories did not contain anything relevant: the assault was so fast that the victims' shock and fear did not have the time to imprint upon the last items they interacted with. Yet, while spiritology did not yield any clues, the thaumaturgic assessment of the barracks revealed a voidling trace of increased concentration than it was outside the outpost.

Following the trail, you and Karl returned to the yard where you saw the first body. The departed was also a freelander approaching their middle age, with a short but dense beard, brown eyes, and the expression of terror frozen upon death. Unlike the rest of the garrison, this person's killing blow came in from behind, piercing through the back and exiting through the abdomen. If your capability of reading poses, combining clues, and modeling events were worth its salt, you could tell that this one was trying to flee the barrack in futility while their comrades were slaughtered in quick succession. Moreover, the voidling's trace intensity felt the highest around this particular body as if a demon's conceptual obsession flared up in their presence.

Even though the amassed clues began to form a pattern, you and Karl proceeded to review the last reported victim. The body belonged to yet another freelander male of, according to Karl, middle to late twenties. Typically black-haired for a freelander and with gray eyes, there were several noticeable differences between him and the rest of the victims: he was clad in leather armor and carried a short spear, his pose indicated a lack of any struggle, and unlike the rest, his death came not from slashing or thrusting injuries but from upper spine disruption. You and Karl quickly concluded that this man was carrying a watch shift while his comrades recuperated before the attacker snuck in and quietly broke his neck.

As sound as this theory appeared, it raised some questions: where exactly was the missing hunter at the time of the assault, whether or not they witnessed it, and how exactly they disappeared. But for now, without any way to fill in the gaps in the sequence of events, it was time to resort to your more magical abilities. Scanning the victim's belonging did not bring any valuable intel, but you've noticed something else during the attempts.

"Inga, you there?" You yelled into the yard while counting the number of soul spark readings in the proximity.

"Yes," Inga's voice came back from behind the barracks, "did something happen?"

"No, just want to know how many other hunters are with you in the yard!"

"Myself, and then three more. The rest are away seeking the missing. Why, though?"

"Trying not to mix traces," you replied (and technically truthfully more so), "Thank you!"

If only you did not have something more urgent at hand, you might have imagined how Inga shrugged at you. Yet, her answer caused you to diligently revise the readings you were getting from others' souls: Karl nearby, Ren moving from the barrack, Inga with a scatter of three unfamiliars at the opposite side of the yard, Sephie moving closer along the fence... and one more in the watchtower. Instinctively, you trained your eyes at the building, deciphering the unfamiliar spark from a distance, and your sneaky suspicion got its confirmation - the "alien" soul had no vitality shell. Moreover, the pattern of its fluctuations coincided with the tracery of memory imprints on the short spear you've just assayed.

"Karl, it seems we might have an extra witness," you retrained your sapphire eyes at the mage, pretending not to observe your antics with interest.

"Is that so?" he feigned surprise, "How come no one recovered them yet?"

You pointed down at the body for a moment. "He hasn't moved on, it seems. Maybe, he doesn't even fully realize what transpired."

"Is it time to share the findings?" Sephie's voice ringing from the yard drew your attention away from the latest lead. "If everyone's ready," Ren's voice sounded meditative, "speaking of..."

You did not wait to hear what he inquired of, turning back to Karl: "We will have to postpone attempts to question the victim until getting more context from others and sharing our clues," you addressed Karl, "With more pieces uncovered by others, we'd have a better idea of what to question the spirit about, don't you agree?"

"Haven't even considered debating it, Lucifina." For some reason, you found his compliance insincere. Although, it might've been you still adjusting to the recent changes in his style of conduct.
________________________

"There's a rough trail of footprints by the outer northern side of the fence. At first, I thought it might belong to your folks, but if stalking under the palisade with an evident aim to find a comfy scaling point isn't weird enough, doing so barefoot is even stranger. As an extra, our stalker spent some time circling and pining for a fitting moment to dive in, leaving a lot of prints. And about them diving: they must be quite an acrobat to not leave any markings on the palisade or deeper jump point footprints by the outer side." Busy revealing her observations, Sephie fiddled with the pommel of a sheathed knife. "When I followed the second set of prints, the patchy trail led to North-West from the outpost until it cut off. Seems like the culprit headed towards Tevon or its surroundings." With that, she leaned at the wall of the barrack, tilted her head, and threw a smug look at Ulren, saying: "And how's your haul? Any luck, perhaps?"

Ren, being himself, hasn't even noticed the subtle "challenge" gesture (or just outright ignored it), answering: "In fact - yes. Plenty of findings." He raised his hand and pointed towards the back entrance to the barrack. "The attacker was likely alone and, just as the daeva just said, knew what they were doing. They haven't raised any alarm with the approach and rushed through the rear entrance at full arms. Three awake people inside were caught by surprise and had barely any time to react. The first one - the bearded freelander lad sitting at the table and playing caravans with the alvizian was sliced first. Then, the oldest lander decided to run while the alvizian reached for his weapon. Considering the position of the table where hunters had the game, the attacker rammed the alvizian, staggering him against the wall and piercing up his guts."

Growing increasingly articulative with his hands, Ren pantomimed the direction of strikes made, after which he turned towards the barrack again and pointed at its midsection and main entrance, "by the time alvizian was taken out, the oldest of the group was at the main door, and the youngest lad in the garrison must have woken up to commotion." Saying that, Ulren frowned as if imagining something particularly unsettling: "The attacker noticed the previously-sleeping chap's reaction and decided to take no chances, making a three-quarter stance recovery turn followed by an aimed pierce over the shoulder," he shook his head at that, "perhaps, the kid might've survived should he remain idle. But anyway, after taking out the youngest guardsman, judging by the blood drops on the floor, the attacker employed the low guard stance and charged after the fled survivor. The chase was short: the fleeing man likely stumbled on their run towards the main gates and was ran through by the attacker's weapon."

After reconstructing the events, Ren turned toward the rest of the assembly and crossed his massive hands on the chest. "The whole encounter did not last even for a minute: there were only two charges by the murderer before no one was left alive. And here's the most interesting part: the nature of cuts and markings left suggests that the used weapon was some variation of a curved blade."

You noticed pairs of eyes staring at Ulren questioningly. You are not an expert in weaponry (and even not an amateur enthusiast), but did Ren say something so out of the ordinary?

"Aye, that's right: over two elbows in length, curved backward from the working side, and even mildly jagged in at least one section. The pushing force of the wielder was abnormal: easily twice more potent than an average lander's punch while their frame proportions and swinging arcs were lower than that of roths. But the weirdest part - the stance recovery from the first charge I mentioned would've been impossible with the conventional saber or scimitar. To pull that off, they either had some exotic two-bladed sword with the handle near the length center, which they simply turned, or an equally outlandish grip with palms positioned above the guard."

With nothing else to add, Ulren shrugged vaguely. "Hah? If even half of what you said proves correct, then that's pretty impressive expertise," Sephie complimented unironically for once.

"If that gets proved correct," Ren low-key objected, "The image of the attacker and their used weapon aren't something you'd likely encounter in this part of the world."

"It is because they aren't from this world, technically speaking," You picked up the metaphorical torch of the conversation, drawing everyone's confused stares at you.

"The attack occurred around midnight - the "hunting time" of demons, devils, and other voidlings or ethereals. Aside from the unusually high concentration of chaotic aethers in this area, a distinguishable trail of corruption passes through this outpost, falling one-in-one with the discussed route of the killer. Moreso, the void residue gets denser inside the barrack and reaches its peak near the last victim's body, suggesting that the entity's prime driver was its elimination. This may explain how other victims were killed and one missing person: the bounding concept of this particular voidling brought them here to cut short one life in particular, while others just happened to be in its way."

The more you spoke, the more confused Inga grew. "This might be an explanation for the uncanny acrobatic feats and alien choice of weaponry of this creature. If nothing else, it coincides with our observations and experiences from the assault at one of your night patrols in Tevon: the beast was unnaturally fast and delivered grievous cutting injuries to its victims before the latter could even defend themselves."

You took a tiny pause to let others digest your hardly-believable findings, after which you continued: "Peculiarly, we've also found another detail that should not have been there under more "normal" circumstances: small clusters of ash in victims' wounds. The entity's murder tool was covered in soot and ash as the character of impairments did not suggest they were made with searing-hot weapons that would've chalked victims' flesh. And, as you might imagine, there are absolutely zero reasons for a murderer to deliberately infest victims' wounds with burning sediments."

"So that's what those spots on the floor were..." Ulren murmured, to which you weakly nodded in confirmation.

"So..." Inga visibly struggled to pick the right words, "What you are saying is this slaughter was committed by an uncatchable, chalked abomination the like of which we encountered below that hexed mansion, which is bent on purposefully culling down our higher ranks using a savage blade?"

You could only shrug at her with your shoulders, saying: "I would not have believed this myself; shouldn't my friends and I have encountered multiple voidlings in the past, that is."

For a few moments, Inga's face changed a couple of times, with one of the shifts suggesting something clicked in her mind. Something battered through her mind's walls of disbelief and maybe even more. "I see..." she finally muttered with a weak sigh, "If not for that raid of ours and testimonies of Elgar, Loїс, and Altan, I would've never believed this. But whatever picks us out gives not a flying shag about such trivialities." Pensively, she looked away from you to a side. "There is still some time before we prepare the victims for their last rites and return to the longhouse, so if there's something more you can or want to examine, now is the time."

Even though she wasn't looking at you, a tiny nod indicated your willingness to cooperate further.

_______________________________

Phase 2 out of 3
Assign characters to the tasks. One character can only investigate one zone during one phase. Each character will make rolls mentioned in the tasks. The higher the scores, the more & better clues would be discovered. If more than one character is assigned to a single site, the highest score will be considered, with a chance of getting additional bonuses.
Each character has unique expertise and talents, which may yield extra clues.
More options might open in later phases, depending on the progress made.


[] Investigate the skirmish scene again. (Perception attribute roll, Intelligence attribute roll, Wisdom attribute roll, melee skill roll, defense skill roll, balance skill roll, coordination attribute roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Study the location around the skirmish scene once more.
(Reconnaissance skill roll, sneaking skill roll, mobility attribute roll, burglary skill roll, perception attribute roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Inspect bodies for the second time.
(normal willpower skill roll (20), perception attribute roll, Intelligence attribute roll, pharma and treatment skill roll, melee skill roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Help seeking for the missing person.
(Reconnaissance skill roll, geography lore skill roll, huntsmanship skill roll, nature skill roll, perception attribute roll, luck roll)
-[] Lucy
-[] Ulren
-[] Sephorah
-[] Karl

[] Try communicating with the remnant spirit in the watchtower
(Exclusive to Lucifina)
-[] Lucy

[] Talk to someone regarding the series of murders.
(Hard CHA check (20) OR Hard persuasion check (24), Luck roll)
-[] talk to Inga
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
-[] talk to Loїс
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
-[] talk to Elgar
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl

[] Talk to someone regarding the victims' identities.
(Easy CHA check (13) OR Easy persuasion check (17), Luck roll)
-[] talk to Inga
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
-[] talk to Loїс
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
-[] talk to Elgar
--[] Lucy
---[] Disclose the leads on the murderer
---[] Do not disclose the leads on the murderer
--[] Ulren
--[] Sephorah
--[] Karl
 
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