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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Speaking about choices, should you've picked the mind aspect at level 2, you would've been able to telepathically overhear the conversation between the captors and Clank, or to get some insight on what was happening on the emotional front should it be emotion lvl2.
 
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The updates could use a couple more paragraphs to separate the text.
[x] confused
[x] Try communicating with your companion on a subject _______ (The previous captors)
[x] Try to study your Spirit affinity
 
16 hours left.

So far, the damsel is about to behave like a reasonable team gung-ho :D
 
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Inserted tally

Rollin time
> Numb
> Inspecting
> Observing and helping: 10+5 vs 12 (success), 6-6 vs 12 (fail), 23 luck (no effect)
> Communicating about the captors: 7+5 vs 12 (success), 20-6 vs 12 (success), 10 luck (no effect)

Total: the Wisdom debuff gonna get decreased by 1, while the remaining +2/3 gonna be stored until the next camping opportunity

Scheming the update now
Adhoc vote count started by Teloch on Aug 25, 2017 at 9:15 AM, finished with 10 posts and 5 votes.
Teloch threw 2 20-faced dice. Reason: Intellect Total: 17
10 10 7 7
Teloch threw 2 20-faced dice. Reason: Wisdom Total: 26
6 6 20 20
Teloch threw 2 40-faced dice. Reason: Luck Total: 33
23 23 10 10
 
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1.4 Of men and wolves
Your body felt like a ruin, your thoughts were heavy with concerns, and your ability to estimate the situation from the emotional standpoint seemed to be burnt out at the time. Maybe, the lack of agency over the events you been through in some measly ten or so hours was just way too abnormal, or perhaps you have a bit too many emotional shifts in a single day. Anyway, your emotions fell into hibernation, handing all the initiative to your survival-obsessed mind. To avoid felling into the brooding mood, you decided to focus on the only factor of stability you came along so far: your bulky companion.

For some time, you passively observed his actions, mostly aimed at various manipulations with the site you have uncovered. It appeared to you that he's going to re-establish the camp in this place since it offers better shielding from the weather and side observers than the previous one, situated in the relative openness. You continued to watch the process in silence up until the entity has begun to do manipulations like starting to dig a little trench inside the cavern, clearing it from snow, and making a shallow but elongated hollow. Maybe you just wanted to speed up the time for rest, or, perhaps, you wanted to be useful, but regardless of your motives, you approached the hollow the person that picked you up (twice) earlier was digging and began to mimic his actions. After a short but awkward pause that ensued, Clank gave you the flat, compact tool with a handle that he used to dig the hollow, and ventured out of the shelter for whatever reasons. You were left to the hopes that you would not see any more unexpected visitors. Thankfully, he did not venture far: in a matter of ten minutes, he was back with two heaps of dead tree branches and bits of shrubs. During the following thirty minutes or so, with your help, the breached side and the exit from the cavern were immured with the snow and stone slabs recovered from surroundings. The entrance was covered by the thick piece of fabric that formerly served as the surface of a triangular tent from the previous camp, a couple of vent holes were made to allow air circulation, and the bonfire was summoned at the center of the hollow which you dug up.

There, late at night, you and your companion sat, lit by the hidden fire's tendrils. The odd sort of silence ensued: the type that typically accompanies not words but studying stares. Using the opportunity to examine your new friend in finer details thanks to the proper illumination, you slowly but steadily scanned him. It is worth to mention that he did the same, although his eyes were hardwired to your wings - those two big, white, and aching inconveniences to which you struggled to find any justification at the time. It appeared like they were the only thing he found particularly intriguing about you, making it seem like naked blondish damsels in the woods were from the realm of normality to him. Unlike his reaction to you, the massive being that was sitting against you wasn't something from your desperately short life experience, and so you took the extra care to study the person.

Due to the absence of knowledge of any measurement system, your only way of comparison was against your proportions. According to this crude method of evaluation, Clank seemed to be time and a half higher than you. As for his weight, you could only guess that he was up to four times heavier than you should his density be the same, including the carapace bits. When you noticed that each of his arms was almost as thick as your waist, you came up to a single adjective when describing this creature on one's mind: huge. The proportions of the creature's body pointed that it was well adapted to the rough realm outside, having a prominently broad torso, wide shoulders, thick arms, and massive legs. The vibe of solidity that his frame was projecting outwards was reinforced further by the short yet thick neck, on which his jowly head rested. You found his face rather bland, except a few details: a couple of facial scars with the one on the left cheek being quite conspicuous, and the shortly-shaved hair that was almost as short as the stubble on his broad chin. Overall, his face looked rather brick-ish, complimented with the colorless, gray eyes. The looks of this person certainly weren't made to captivate. His compositive carapace looked fittingly massive, thick, and with asymmetrical pauldrons. There were also dents and scratches on it, pointing to the extensive usage. Compared to the shells the previous captors were clad in, Clank's armor was stripped of the more peculiar details and other distinctive signs, gray instead of black, and in worse shape overall. The bulky man was also equipped with a four-edged shield, a sophisticated mace, a few pouches on the heavy belt, and a complex yet compact contraption with bow limbs folded beneath his right gauntlet. All in all, the visual cues suggested that your guide was prepared for the dangers that were lying beyond the borders of this flimsy shelter.

After a while, you felt the weight in your eyelids. The need to have some rest was overpowering you, which wasn't a surprise considering what you been through that night. Your companion also grew seemingly drowsy, so, soon enough, a part of the ashes from the bonfire was evenly scattered at the camp's hollow and covered with some ground and dust to normalize the heat of the surface. You have had to sleep on the bare ground, enveloped in a thin cloak. It was relatively warm and windless at the very least. Your companion grabbed one of the stones that were used for the campfire, sat against one of the walls closer to the exit, balancing between passing out, looking outside, and observing the campfire.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

You slept deeply and dreamlessly, experiencing no visions or interruptions of your rest up until morning. Maybe it was a delayed dream, but the first sound you heard after or during recovering from the dreamy haze was quite familiar to you even if unexpected - the hoot that you heard from the two-faced bird yesterday. Angry on this pesky feathery stalker, you sluggishly stood up to peek outside the shelter. The bird from before wasn't there: only Clank pilfering the nearby bushes of their tiny but plentiful reddish berries.

You rested properly and regained back your senses, which weren't all that pleasant: you still felt the chill caused by the improper clothing, your face hurt even more than yesterday - the facial bruise was now real, you were hungry for both food and answers. Where are you? Who is your companion, and what are their motives? What is your destination? Who were those beings that captured you yesterday? The questions piled faster than the yesterday night snow. Your irritated musings were interrupted by the camp bowl full of berry puree, with some pungently smelling gravy stuffed into your hands.

Contrary to your expectations, the grub proved tasty! Bittersweet and seemingly filling you with warmth from within. You enjoyed it up to the degree when you ate more than a half, leaving about a quarter of the contents to your much more spacious companion, who didn't seem to mind much your troublesome table habits. And how could someone be angry at such sweet (if a bit bruised) creature like yourself except those brutes from yesterday night?

After staring for some time at the pale winter sun that, for some reason, still charged you with energy and enthusiasm despite the melancholic scene, you decided to go for a round of pestering your guide. Using extensive gesturing that bordered in complexity with an act of pantomime theatrics, you attempted to inquire about your companion. In return, he reflectively scratched the side of his helmet, looked at the horizon, crouched down, and began to draw something on the pristine snowy carpet with a branch of a bush.

The first thing he sketched was a singular doodle, pointed at himself and spoke three words, the two latter of which sounded like 'Ulren Kyres.' Then, he added seven more similar doodles to the right from the one that was supposed to represent himself. "Bhiroth," he spoke again while encircling all the doodles, grouping them under one name. Then, he drew a line between the single one to the left and the rest to the right, illustrating some sort of separation between himself and what was supposed to be his Bhiroth kin. Then, he took out the intricate piece of wrapped in leather cover paper, revealed it, exposing intricate drawings on its beige surface, and encircled a particular zone with his armored finger. You have never read maps before, but you managed to understand that he was showing the habitat of his kin. "Bhiroth," he said again and pointed at the center of the highlighted zone, "Ulren Kyres of Bhiroth," he spoke with his a somewhat hoarse voice and poked slightly below the assumed habitat of his kin. With some logic and intuition, you understood that he was trying to say that the people that nabbed you yesterday were his kinsmen, your companion's name is Ulren Kyres, and he is separated from his kin in one sense or another. The answer that you received only raised more questions, though. You deduced that there might be a lot of other races, considering that you possess significant biological differences with your rescuer, and the supposed habitat of his people occupied only a part of the map that he showed you. These realizations somehow reacted with the tar-like feeling in your head, making your metaphoric brain gears grind slightly faster.

But it was not the end of your conversation. After presenting himself, Ulren put his expecting gaze at you and spoke something you could not understand but was almost sure it to be a question. You think he was asking for your name...

[] After a couple of shaky attempts, you spelled "(Write-in)"
You are absolutely sure that you have never had a name before, but what's stopping you from picking one by yourself?

[] You just shook your head in renouncement
You don't have a name and can't come up with anything that would symbolize you or your hypothetic kin, which you have never met.

Anyway, the time for conversations was running to its end. So, your friend made improvised 'hat 'and 'footwear' for you by wrapping the pieces of fabric from his meager possession around your limbs, packed the belongings and instruments back into the bag, and ventured forward into the unknown. His periodic backward glances traced you following him as well as your condition.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The day went by uneventfully, and for once, you were grateful for it. You followed Ulren in his steps, using the trench in the snow that he left for own advantage. You enjoyed your time, overwhelmed by the sights of the fabulous nature. Despite the previously harsh acquaintance with this realm, you were undoubtedly in high spirits because of the novelty of the discoveries and the sunny weather. The uplifted morale resulted in you attempting to communicate with Kyres for a few times with the predictable outcome due to the language barrier. At least, your occasional merry chirpings pulled your friend out of the pensive mood, which appeared to be his default state.

Alas, that walk could not last forever in the way it started. Closer to the sunset, when the cloudless skies painted blood red and gold near the horizon, a sudden chain of distanced howling sounds alerted Ulren. He used the opportunity to hand you a sharp, pointy object and unholster his own weapon before proceeding forward. The precautions were proven fitting for the situation as about a dozen lesser life sparks appeared within the range of your senses and rushed at you both distressingly fast.

In a couple of brief seconds, Ulren struck something with his mace, emitting a juicy splash of accelerated steel colliding against the flesh, and bashing away whatever got too close to him. Your sight scope trained at the convulsing bestial body. It resembled the hound the other Bhiroths were using yesterday, but lesser, unarmored, more rabid, and now with the caved skull. Seven more of its pack mates followed, encircling you and attempting for an organized lunge at the first suitable opportunity.

Ulren backpedaled close enough to set his shield to cover your flank. You felt every bit of tension of the situation while clutching to the sharp shard of iron Kyres gave you, listening to the accelerating heartbeat and the blood pulse. The timeframe for carrying out a decision of what to do was narrow and only fading fast.

[] Run!
These beasts are faster than both of you. Obviously, not an option.

[] Fight!
There is no turning back in this encounter. These beasts are dangerous to any traveler and, for the sake of everyone's safety, need some proper culling. Not mentioning that they might be walking resources for survival (Ulren's melee combat throw + your melee combat throw/3 against hard melee skill check (24), Ulren's defense throw against hard defense skill check (24), your luck throw)

[] Defend!
These things are no doubt hunters. Should they meet resistance that outweighs the profit, they may retreat. Your task is to not to get injured in the process. (Ulren's melee combat throw against hard melee skill check (24), Ulren's defense throw + your defense throw/3 against hard defense skill check (24), your luck throw)

[] Retreat!
If you move away steadily enough and beat the attackers in the meantime, they might decide against following you... Maybe (Ulren's melee combat throw against normal melee skill check (20), Ulren's defense throw against normal melee skill check (20), Your and Ulren's mean mobility attributes throw against easy mobility attribute check (13), your luck throw)

[] Climb the tree!
Escape the immediate reach of these beasts. Leave your companion to deal with them alone. Hope for the best... (Your balance throw against a very easy balance skill check (14), your luck throw)

[] Write in
You're a clever girl, aren't you?

((Sorry for the delay. I'm approaching the apogee of the visa process and thus having rather stressful times that don't actually encourage writing))
 
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Now that's fancy :D

Also, no deadline for this one. The voting is going slow after the delay, so it might be better not to hurry people.

Also#2: the characters sheets post has been updated

Also#3: gonna drop a small side story bonus before the next update.
 
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We have wings. Wouldn't it would be logical to assume that we may be capable of flight?

[X] After a couple of shaky attempts, you spelled "Serafina"
 
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We have wings. Wouldn't it would be logical to assume that we may be capable of flight?

Wings must grow strong and their owner must learn how to use them. Our girl has yet to discover this potential.

I hinted at their underdeveloped state in the text for a few times.
 
Alright people, I'm off to the embassy which is in the capital. Gonna be back in ~20 hours.
Please, break the tie between the names until then :3
 
Back
My head hurts
Got the approval
Gonna start writing soon (as soon as the line two expires)
 
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Sorry for keeping you wait. I'm currently digging the craigslist.org in search of the rooms for rent. Will write some extra tomorrow.

International internships can be troublesome sometimes
 
I can reinstate it if more come up, but I'd rather not let something trivial like a name become a hold up.
 
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