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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Lucy's reply to Seph's fitness patronage offer:
-[X] Yes

Next point in Kherees murders investigation:
-[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)

With Inga, Ulren, and...
[X] Isaac
[X] Amalia
 
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[X] Lucy's reply to Seph's fitness patronage offer:
-[X] Yes.

[X] Next point in Kherees murders investigation:
-[X] Ayla's & Tymor's hideout (switch to investigating the reasons why two promising hunters left the ranks during the moment of in-group conflict)

[X] With Inga, Ulren, and...
-[X] Karl.
 
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Ok, guess I goofed by not adding addendum to the last choice block: you could pick only one teamie
 
Kind of want Lucy to involve her wings when practicing Thaumaturgy.

[X] Lucy's reply to Seph's fitness patronage offer:
-[X] Yes.
Next point in Kherees murders investigation:
-[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
[X] With Inga, Ulren, and...
-[X] Karl.
 
Kind of want Lucy to involve her wings when practicing Thaumaturgy.

Wings, like any dedicated limb, are spellcast projection nodes (albeit somewhat less articulative than hands and hence incapable of the most intricate weave). Technically, she could've used them for any kind of magic projection, but from what she has, thaumaturgy is indeed the most efficient.
 
[X] Lucy's reply to Seph's fitness patronage offer:
-[X] Yes.
Next point in Kherees murders investigation:
-[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
[X] With Inga, Ulren, and...
-[X] Karl.
 
More that the choice seems to be playing to a fetish I have and that many others here appear to share
A fetish for seeing number go up. :V
Well, 12 STR is just "physically fit" or "above average" if applied to humans. Lucy still wouldn't be able to wield zweihanders or two-handed flails, but neither would she be easily blown away by the storm wind while in the air or find her new armor kit that weighty. That's about as far as it goes with a regular person who doesn't let themselves loose physically. From the aesthetic point of view, at that score, she's likely to have a defined set of abs and just enough meatiness to fall just a little short of the fitness model category (In which Seph sits).

Although, there might be some issues with her wings growing larger...
 
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Akshually ... :V Historical twohanded swords are not that heavy. Around 2 kilos, 3 tops. If you want a weapon that demands prodigious strenght Warbows are where it is.
The weight - yes, but its length and dimensions set way higher physical requirements compared to something like a 1-1.5 kg / 70-90 cm-long arming sword. Our girl ain't even remotely large/powerful enough to swing those with any degree of proficiency :V

And yes, bows are very strength-dependant. That's a part of the reason why STR attribute scales up Ranged combat skill in 'ere
 
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[X] Lucy's reply to Seph's fitness patronage offer:
-[X] Yes.
Next point in Kherees murders investigation:
-[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
[X] With Inga, Ulren, and...
-[X] Karl.
The weight - yes, but its length and dimensions set way higher physical requirements compared to something like a 1-1.5 kg / 70-90 cm-long arming sword. Our girl ain't even remotely large/powerful enough to swing those with any degree of proficiency :V

And yes, bows are very strength-dependant. That's a part of the reason why STR attribute scales up Ranged combat skill in 'ere
Yeah the fatigue adds up fast when in combat, especially when you add in wrestling your own blade momentum
 
[X] Lucy's reply to Seph's fitness patronage offer:
-[X] Yes.
Next point in Kherees murders investigation:
-[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
[X] With Inga, Ulren, and...
-[X] Karl.
 
Just a little heads-up, folks: that move of mine across the Atlantic that didn't go through the last year is bound to happen this month, and I have just finished arranging housing. This means I can now sigh with relief and return to writing fiction instead of ad responses and communication with officials.

Expect content this weekend.
 
Enchanting
Excerpt from "Harnessing the elements. Introduction to the lower Arcana" by Prof. Graham Crawford, sen. of the arcane crafts department, Lyf academy

Enchanting is often viewed as an act of mystery — a wonderwork if you'd like. However, among all the disciplines of the lower arcana, scientific advancement, especially that of recent decades, spurred by the rise of alchemistry, robbed this term of its mystical flair. After all, the workings of the arcane aspects are nothing more or less than the extension of the powers of nature, which are quantifiable, explainable, and quite often predictable.

We won't spend much time delving into the semantic battlegrounds that are widespread in mixed practitioners' conclaves regarding terminology: I'll give you the short, systemic definition from the perspective of the minor arcana practitioner, followed by the perhaps shortest overview of the topic you'd meet in this book as we'd review almost the same principles in the next chapter.

So, enchanting is the process of imbuing a target material object, be it organic or inorganic, with the arcane aspects of power from singular or multiple sources to discharge that energy further efficiently. The emphasis in this term lies on the word "process" — it may be an instant action, akin to grafting out a rune, or sustained, like continuously siphoning the caster's conflagration aspect through a tool. However, Enchanting is always a process of three steps following in this order: power transfer, power storage & conversion, and ultimately - discharge control.

For an example of enchanting, we may take a hypothetical situation when a major arcana practitioner with the bind to the body aspect tries to imbue their 92-percentile silver surgery tools to rid their patient of impure body abscesses. Since silver has a robust negative resonance with the arcane body aspect, the arcane power the healer would put into the tool would, with proper focus and dosage, amplify the repelling and severing effect against all things organic, enhancing the efficiency of the tool's working side. Moreover, an experienced practitioner could switch the tool between arresting, repelling, and disintegrating properties against the ailing living matter on the fly by swapping their method of power projection. Sustaining source host, inversing effect medium, controllable manual discharge - all three elements of the sustained enchanting are in place.

Let us look at the second example: the famous Rosanrican fire wands—not to be confused with the runic torches. These are perhaps the most widely known enchantment objects in the world. In case you haven't heard of them, these wands are made of a volcanic glass frame and a single gemstone core (varying from opal to either ruby or diamond). Due to the mentioned gemstones' potent direct resonance with the conflagration aspect, by focusing on the core, a pyromancer can deposit its thermal charge power into the item and use it either as an easy-to-carry bank of additional arcane power or as a proxy projection device at their convenience. A perfect portable torch, the equivalent of the flaming arrow bow, and abode's hearth, all coming in pocket size.

However, be it stored or sustained enchantment, one from an inanimate object or caster-sourced, it is necessary to remember that the efficiency of the enchanted object has its limits, most of which are dictated by the material and composition of the said item. Similarly, no enchantment—even that siphoned by grandmasters of aspects and deposited into the most expensive mediums—doesn't last forever. Even runes, whose belonging to the discipline of enchanting is an often-debated topic, especially between the Lyf or Rosanrican scholars and the scrivener runemasters, have their expiry dates.

In the next chapter, we will review more of the enchantment principles and limitations and explain why it's incorrect to confuse enchanting with arcane crafting.
 
Great Comission as always!!

I really like feeding artists and have a whole bunch of ideas, but right now, I don't have the budget due to the expenses caused by the move and the upcoming initial period in the new place. However, if everything goes well, I might be able to sponsor a piece each month in the second half of this year. Daym, that would be nifty. How obvious is it that I'm a nervous wreck right now?

Anyway, I'll try to drop the second codex chunk today-ish and see if I'll manage to squeeze out a full-sized mainline before the flight this weekend
 
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Arcane crafting
Excerpt from "Harnessing the elements. Introduction to the lower Arcana" by Prof. Graham Crawford, sen. of the arcane crafts department, Lyf academy

As we reviewed in the previous chapter, enchanting is often confused with arcane crafting, especially by higher arcana practitioners and even more so by non-arcanists. However, these terms are not equal, as enchanting is just one of the parts of the arcane crafting sequence. You likely remember that the enchanting process consists of three stages: arcane power sourcing, storage and transformation, and the discharge method. Similarly, the sequence of arcane crafting consists of medium manufacturing, the enchantment of the mentioned material medium, and its exploitation and maintenance. As you can see, enchantment is but a step in arcane crafting - close but not the same because of a different fractal.

To solidify this knowledge and prevent you - my dear reader - from falling into this semantics trap that so many before you got into, I'll give you a simple example, once again lending the lower arcane craftsmanship traditions of our Rosanrican colleagues.

A volcanic glass blaze wand that is being powered by an actual pyromancer wielder out of their physical vim is an example of enchantment. Meanwhile, the composition of a runic fire torch using the Ars Fir or any other conflagration-resonating sort of wood, along with the correct composition of alchemical wax bearing the carving of the spark rune, that would be later broken upon the object's one-time-off usage, is an act of arcane crafting, where the middle "enchantment" stage is the moment the rune's requirements are met.

As you can surmise, the process of arcane crafting is much more encompassing than that of its single stage, as it also includes the medium manufacturing phase, and the final logistical stage. These two other stages, especially the former, require a wide knowledge of the materials' properties, limitations, interactions, and the many overlap the arcane manufacturing has with the fine craft of alchemy.

With the terminology and basic overview out of the way, it would be prudent to bring some extra examples of arcane crafting to give you a taste of its variability and immense scalability potential.

If you were an attentive reader, you might've memorized a few references and mentions of the grand crucible forge of Hermsdir. Located in the heart of Eldhaetaed mountains, this massive installation, rumored to be created by a lost predecessor civilization, is now exploited by our Bhiroth colleagues. This enormous site is manned by three brigades of workers: up to forty major arcana practitioners of all the elemental belt aspects enchant the elements of the installation to create unique thermal and pressure conditions in the crucible's chambers; half a hundred expert craftsmen then operate with the materials while the mages sustain those workable circumstances, and then up to a hundred of laborers foot the material logistics and the factorial maintenance.

This gargantuan collective systemic effort produces unique, otherwise unnatural materials such as the eldhaetaed ebonsteel and solarite gold, which are then used in the most intricate alchemical efforts or in the manufacturing of the mightiest armaments and artifacts. None of this would've been possible without the crucible's collectively enchanted chambers and operators' immense knowledge of the substances' arcane properties, backed by the experimentation mindset and plenty of research.

The second example that splendidly demonstrates the "manufacturing - enchantment - (re)utilization" logical chain is the now-forbidden yet not-forgotten art of Rosanrican golemcrafting. The "manufacturing of the medium" part of this arcane crafting sequence is represented by the forging of the fitting shells and cultivating of viable soul stones, which would then be used to fuse a sacrificial soul with its new "body" shell during the "enchantment" stage rituals. Naturally, back in the Rosanrican silver age, such artificial shell servants had been used for both matters of labor and war, bound to their owners from esteemed families, who then had to maintain them both in terms of the hull's upkeep and the stability of the entrapped soul. In this example, the golems themselves are the objects of the arcane crafting sequence, and from the historical perspective, it is thanks to this lower arcana process that Ars Islands managed to safeguard their independence from the late Pherinian empire.
 
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Alrighty, that's another + to our girl's arcane lore and craft lore skills' piggybanks. You really made her follow the steps of her teacher, didn't ya?

Next stop: gonna try to pump out the next mainline story drop before Sunday. I also have a draft of the next PoV side story, but it seems like it will have to wait to be finished in the new place as I tie up stuff in 'ere.

So, yeah, stay safe out there, peeps, and I'll try to drop a pre-departure update like the third or the fifth one at the very beginning of this narrative journey :3
 
Still alive and on the other shore of the Atlantic. PS: it's crazy in here all the same.
Yeah, the move was rough-ish. Worse than it should've been by all intents and purposes, but still better than it might've turned out. At least I've got time to pick out the long-dragging projects that have been stinging me in the fannies for months, finally normalized sleep schedule, and involuntarily dropped some long-lasting time-wasters. So yeah, I'm back, and as of now, I'm writing the last scene of the update that's been stuck in the work since I was back in Europe. Sorry for making you wait (again), guys.

Scheduled vote count started by Teloch on Jan 1, 2024 at 3:30 PM, finished with 26 posts and 7 votes.

  • [X] With Inga, Ulren, and...
    -[X] Karl.
    [X] Lucy's reply to Seph's fitness patronage offer:
    -[X] Yes
    -[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
    -[X] Yes
    -[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
    [X] Isaac
    [X] Amalia
    [X] Lucy's reply to Seph's fitness patronage offer:
    -[X] Yes
    [X] Next point in Kherees murders investigation:
    -[X] Ayla's & Tymor's hideout (switch to investigating the reasons why two promising hunters left the ranks during the moment of in-group conflict)
 
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Yeah, the move was rough-ish. Worse than it should've been by all intents and purposes, but still better than it might've turned out. At least I've got time to pick out the long-dragging projects that have been stinging me in the fannies for months, finally normalized sleep schedule, and involuntarily dropped some long-lasting time-wasters. So yeah, I'm back, and as of now, I'm writing the last scene of the update that's been stuck in the work since I was back in Europe. Sorry for making you wait (again), guys.

Scheduled vote count started by Teloch on Jan 1, 2024 at 3:30 PM, finished with 26 posts and 7 votes.

  • [X] With Inga, Ulren, and...
    -[X] Karl.
    [X] Lucy's reply to Seph's fitness patronage offer:
    -[X] Yes
    -[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
    -[X] Yes
    -[X] The kheree outpost mentioned in the Eljidey-Naran lead (continue investigating Eljidey's suspicion of Bodie's murder by trying to question the last kheree hunter he spoke with)
    [X] Isaac
    [X] Amalia
    [X] Lucy's reply to Seph's fitness patronage offer:
    -[X] Yes
    [X] Next point in Kherees murders investigation:
    -[X] Ayla's & Tymor's hideout (switch to investigating the reasons why two promising hunters left the ranks during the moment of in-group conflict)


Glad your movie is finished, man! Hope your new home treats you well!

Also obligatory Awoog over the Seph art!! Normally I would be beating my drum for the Ulren x Seph agenda. Instead I will just say the use of gold is honestly suprising and welcome change because I always associated Seph with grey-blues and darker colors! Lovely Art!!

Now Ulren Be a Proper Roth Artificier and also compliment the use of god on a fine piece of work.

Also any hints on what kind of companons or storylines that could have been found if we took the capital/urban route instead of the wilds for the shaman lady? I am trying to imagine what led to a gala scene for our Little Spark and her gaggle of weirdos.
 
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