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
Heimurn Chronicles or Lucifina's Plenty Misadventures
Created
Status
Ongoing
Watchers
224
Recent readers
0

You woke up to this world without any clue of what you are or where you are from. Actually, you had nothing back then but an odd headache, a pair of ivory wings, and immense natural talent in magic branches, which other denizens of this world consider notoriously rare and mysterious.

You were fortunate enough to be picked from the wilds and shown the ropes of this realm by good people but unfortunate enough to keep the latter from harm, with a mysterious group tailing you through the monsters-ridden, anomalies-filled lands on the brink of a new great war.

You are Lucifina, and this is your life: diving deeper into this inhospitable yet, in a way, a wonderous universe in an attempt to find yourself while simultaneously struggling not to lose the motley crew you have for a family.

Or is there no other place for you under the sun's gaze except the one you carve yourself after all?
Last edited:
The entry post with short Q&A

Teloch

ಠ_ಠ
Location
The middle of nowhere



Welcome ladies, gentlemen, and individuals of mysterious and indistinguishable gender. Welcome to my new quest which, as the title suggests, will be about surviving in a rather harsh fantasy world that is inspired by the Witcher, Warhammer, and somewhat by the TES universe. Contrary to the Tolkien's Middle-earth, this realm is not white&black, but rather gray&black. Wars and disasters happen regularly, inhabitants are mostly morally ambiguous and truly care only for their own survival, the races are quite bizarre but never "good or evil by default", natural and arcane cataclysms are common (especially at certain seasons, but we will return to it later), and a number of dangerous beasts and entities that want to eat/influence/possess you for shady reasons is truly astonishing.

This world wants you dead…
… or this is what the majority of its dwellers tend to think.

In addition, this realm has its seasons. Just like a river, it periodically floods with natural powers, increasing the numbers and variety of creatures and inflating the count of phenomena and cataclysms (to inhabitant's even greater ire and casualties count), balancing out the reach and strength of its natural and arcane influence later, and then dries them out before the next cycle, causing most of the sentient races to use the "dry season" to seek for the ways to change the status quo in their favor before the next inevitable "flood".
At the dawn of a new magical "flood" season, you – the player – assume control over one of the inhabitants of this world.
You will have the freedom to decide their gender, race, background, and qualities. You will have numerous choices of how to act according to the situation and the capacities you have. You will experience the consequences of your choices and set your own goals. But regardless of that, your primary goal is to: survive, adapt, and thrive.

Would you end up as a paramount individual that has influenced the ways of the world and earned their rightful place at the golden pages of your nation's history? Would your short but violent life expire ingloriously, suiting the lowest of scum? Or would you explore the realm and leave your mark on it, creating a legacy that would either sing about by the bards all over the known realm or, for a change, that would excitedly listen to the tales of your adventurous years and dream of following your steps?

You will, hopefully, decide.

And now, to the trivia and details:

The actions will have consequences. Depending on the scenario picked in the beginning, early actions will be pathway-settling.
There will be narrative options, write-ins, and rolls. There are four kinds of rolls: attribute checks, skill checks, luck rolls, and tie-breaking rolls.
Attributes – the basic metrics of the character. In most cases, you could tell what the character is by looking at their sheet. Besides having the base values, core attributes can be modified via conditions (you can't be very physically proficient when you haven't eaten for a week).

Nonsense
5​
Elementary
7​
Trivial
9​
Very easy
11​
Easy
13​
Normal
16​
Hard
20​
Very hard
24​
Epic
28​
Legendary
32​
Godly
36​

Attribute rolls are d20, and will be summed with the dice bonuses against the difficulties checks*.
Skills – the composite capabilities of the character. Total skill value is the sum of the attribute bonuses (it is easier to fight in melee when you are strong, fast, and properly coordinated; it is easier to be persuasive when you are charismatic, clever, and wise), learned skills, and modifiers (such as proper tools or guidance).
The skill throws are d20 throws summed with the dice bonus based on the total skill value against the difficulties checks*.


Nonsense6
Elementary10
Trivial12
V.Easy14
Easy17
Normal20
Hard24
V.Hard28
Epic32
Legendary36
Godly40
Luck – the separate throw that may greatly affect the outcome independently from the pass/fail of the main action.

Luck 2
Misfortune 2
Luck throws are the d40 throws with no dice bonuses but with the variable diapasons. In the example above, a luck throw would mean that a character has a ~5% chance to both fail miserably and succeed largely if the dice hit 1-2 or 39-40 respectively.
Failed attribute/skill checks with successful luck checks would mean that a character dodged a bullet
Successful attribute/skill with failed luck checks would mean that the outcome won't be that good
Both successes – glorious outcome / overkill / jackpot and etc.
Both fails – that is going to hurt…
Tie-breaking rolls – not much to say here. If there will be an equal amount of votes for different options, RNG spirits will interfere.
Magic in this world works a little bit different from what you might expect: one must have a natural affinity to a certain aspect, to discover it within themselves, and to practice it. Aspects are the core elements of this realm, so the caster uses the power of the realm to manipulate it. Affinity levels grant both passive bonuses as well as feats that can be used as options in some situations (healing stuff, sensing heartbeats and/or emotions, inducing bravery or fear, igniting stuff, solidifying stuff, conjuring stuff, etc)

 

???

The system core / divinity

Thaumaturgy

Spirit

The circle of life aspects / life-based magic

Mind

Emotion

Body

Invocation

The animism belt / shamanism

Dynamics and dispersion

The circle of matter / elemental magic

Conflagration and radiation

Morphosis and absorption

Statics and compression

Illusionism

The entropic layers / chaotic magic / witchery

Alteration and disintegration

Conjuration

???

The Void / primordial chaos
Different races can master only certain aspects and to certain degrees for the sake of balance.
The tiers and levels of learned skills and affinities are shown below
 
[/SIZE]
Learned skill levels
[/SIZE]
Aspect affinity levels
[/SIZE]
Rank

Utter novice

Newly-awaken
[/SIZE]
1

Novice

Neophyte
[/SIZE]
2

Promising novice

Practicing Neophyte
[/SIZE]
3

Learning apprentice

Amateur scholar
[/SIZE]
4

Apprentice

Scholar
[/SIZE]
5

Able apprentice

Talented Scholar
[/SIZE]
6

Early specialist

Building adept
[/SIZE]
7

Specialist

Adept
[/SIZE]
8

Competent specialist

Recknown adept
[/SIZE]
9

Nigh expert

Potential prodigy
[/SIZE]
10

Expert

Prodigy
[/SIZE]
11

Accomplished expert

Grand prodigy
[/SIZE]
12

Middle master

Guru
[/SIZE]
13

Master

Genius
[/SIZE]
14

Grand master

Ascended
[/SIZE]
15
Since this is the original setting, beyond the standard narration and exposition, I will employ the codex system: I will highlight the topics of interest that the character under your control would like to ask about or give it a thought. Would you like to know more about a certain race and its socio-political system? You will be able to ask NPCs about it or give a thought on the matter during free time if your character is supposed to know this bit of lore already. Consider filling the codex as a minigame.
Why yes. If the quest succeeds and the first run comes to a logical end, there will be an option either to start from a scratch or to continue the legacy.
Feedbacks, suggestions, questions, banters, discussions, and contributions are welcomed.
Your interest is my motivation after all.
[/spoiler]
 
Last edited:
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:
Codex
codex
Societies and cultures

The Lyf Kingdom (Lyflanders) overview
Nyth-Rhathon (Bhiroths) overview
Corethian Empire (Choroths) overview
Eloran Empire (Alvizians) overview
Olfadir theocracy (Westlanders) overview
Olfadir theocracy religion (The Highfather's cult)
Eastern Kingdoms (Eastlanders) overview
Turanian clans (Freelanders) overview
Pherin Empire overview
Kathor (Daevish) social system
Kathor (Daevish) culture
Kathor (Daevish) religions
Draconic culture
Draconic language
Chronometry of the prominent civilizations.
History and events

The War of the First Star overview
The War of the First Star overview, northern front
The War of the First Star overview, central front
The War of the First Star overview, southern front
Siege of Krodoss
The reservists' counter-offense
Forcing of Ruby river
Fall of the Lothar kingdom
Olfadir-Rhathonian wars
The recent history of Pheotor
The fall of Beilford
Geography

Pheotor overview
Eucad overview
The Northern Pheotor
Eldheitaed Mountains
Erbon Mountains
Sud Dalur Valley
Ebongale Peninsula and Archipelago
Blugd-Tur plains
Cullanor valley
White sea
Ars Ocean
Races

Roths overview
Landers overview
Westlanders
Bhiroth
Gvuroth
Choroth
Hodaroth
Lyflanders
Eastlanders
Yrslanders
Daevas overview
Daevas biology
Precursor races
Tiamachs
Nature

Beasts overview
Behemoths
Blightspawns overview
Spectral beings overview
Undead overview
Dragons overview
Dragons overview II
Wargs
Dreadmares
Dread rats
Elasmores
Chimeras
Manticores
Gorgons
Wyverns
Lindwurms
Behemoths
Trolls
Giants
Cyclops
Arcane and natural science

The core metaphysics
The sphere of aspects
The great arcane overview
Thaumaturgy
Thaumaturgy II
Seers
Saints
Spirit aspect
Spirit aspect II
Spirit traces
Necromancy
Body aspect
Conflagration and radiation aspect
Statics aspect
Morphosis aspect
The lower arcane overview
Alchemy
Alchemy II
Arcane crafting
Enchanting
Runecrafting
Distribution of the arcane aspects affiliations between different races
Twin and multiple arcane aspects affiliations
Arcane resistance (haber vita)
Gaian rejuvenation theory
Gaian flood seasons
Gaian metamorphosis
Limbus
Miscellaneous

Balls on Skald mountain near Edenbridge
Ghost chases over Blug-Tur


CURRENT CODEX QUEUE TALLY:

Alchemy II
Necromancy
Seers
Undead overview
Blightspawns overview
Spirit traces
Spirit aspect II
Ghost chases over Blug-Tur
Conflagration and radiation aspect
Olfadir-Rhathonian wars
The War of the First Star overview, southern front
The War of the First Star overview, central front
The War of the First Star overview, northern front
Western Hinterlands
Olfadir theocracy (Westlanders) overview
Gaian rejuvenation theory
Arcane resistance (haber vita)
 
Last edited:
1.0 The frosty awakening
Sultriness, darkness, and tension abound. You are experiencing these sensations in whatever dreamy, alternative, or transcendent state you find yourself in at the moment. These feelings intertwine and combine in an odd composition as if you were a tiny particle of sand in a warm, endless, and living ocean. Your tactile senses tell you that space - or whatever surrounds you - is in motion, playfully misplacing whatever serves as your body. Your visual perceptions occasionally find faint but distinguishable patterns in the surrounding darkness, merging with your imagination and sketching the short-lasting scenes that your mind can't comprehend before blackening out again.

You can also feel something more ethereal: emotions. Perhaps, they belong to you, or, probably, they belong to the space surrounding you, or whatever lurks in it. Speaking of - you feel that you are not alone in this darkness. It feels like there is a vast multitude of insignificant particles like yourself gathered around something incomparably greater. If you have ever felt something similar, it would probably be the vibes one feels when being cradled by their progenitor and surrounded by many siblings. You let this otherworldly but tender warmth crawl into you, filling your existence from the inside. You start to feel oddly mesmerized, but this numbing feeling is interrupted by something alien to your current state, by something that feels like a series of light clawed touches made through a thick veil.

You shiver when the disruption reoccurs. You can sense two tiny fanged paws crawling down your back as you attempt to wriggle. Alas, despite your best efforts to get rid of whatever distracted you from this oddly motherly and siblings' warmth, the consequence is opposite to what you would like it to be: this strange omnipresence distanced from you in an unknown direction, leaving you in the darkness. You ended up all alone and with the mind that began to process information disturbingly fast. You make the final attempt to catch the last trace of the cradling sensation you were experiencing, but what you manage to grapple is but a faint vestige of what you enjoyed. It also fades as your mind ruthlessly pushes you out from this comfy state of trance, daydreaming, or hallucinating.

You take a breath, inhaling surprisingly cold air into your lungs, and open your eyes, witnessing the fact that you are lying face down on a snowy carpet. With the body still feeling the otherworldly heat in your guts and limbs, and your mind still recovering from the oddest of dreams, you turn on your back, glancing into the clouded night skies as you slowly attain your sentience and catch the falling puffy snowflakes with your face. More slowly than you would hope, your inner voice is at your disposal once again.

Where are you?
What happened?
Who woke you up?
… Who are you?

As you roll your eyes around, you find a partial answer to your first question: you are lying on your back in the woods, half-buried in snow, at a moderately cloudy night.

Still feeling the heat and heaviness in your brain and your limbs, you skip attempting to answer the second question and clumsily try to get up, only to fall on your four miserably. Then, with more success, you try to sit on your knees, elevating your field of sights ever so slightly. Breathing heavily and slowly accelerating your mental processing, you remember that something has offhandedly woke you up from your cozy slumber. You scan the surrounding angrily, not finding anything for your gaze to stumble at until your eyes catch a glimmer of movement at one of the tree branches.

A relatively small, feathered thing with funny pointy ears, and a beak is staring at you with its large yellow googly eyes! Not finding anyone else around, you are sure that this is the mannerless thing that casually disturbed you from your own tranquil devices. While you were glaring at this thing angrily, probably trying to burn a hole in its sack-ish body with your gaze, it only hooted at you in return.

In response to this hoot, you wanted to answer sarcastically, Alas, your throat and tongue were too numb for such exploits, so, instead of vocalizing your displeasure, your inner voice generated a mordant question to this avian.

"What are you peeking at? Never seen a …"
(Pick a gender and a race)

[] Male

[] Female

_______________________________

Roth – the race of humongous humanoids that escaped their collapsing empire from the Far East about one thousand eight hundred cycles ago. They considered being the most physically mighty, as well as one of the most resourceful of all the sentient humanoid species. In addition to their high capabilities, the different branches of this race possess different traits. These qualities, however, come at the price of being less numerous than all other species due to the relatively low natural fertility of their representatives, which causes adaptability issues. Additionally, they possess certain peculiarities in the sphere of culture, communication, and socialization, which results in rather bizarre society structures of these sub-races as well as significant difficulties successfully communicating with representatives of other races (read: conflicts, lots of them).

[] Bhiroth

Bhiroths are the most stereotypical of all the Roth: strong, disciplined, soldierly, and conservative. They believed to be the descendants of the warrior strata of the Roth super ethnos. The records and legends state that it is they who led the vanguard of the Rhoth exodus to the West, paving the way through most of the tribes and races on their path with steel and fire. Now, their militarized meritocracy resides in the mountainous North-Western reaches of the Pheotor continent. An average bhiroth is exceptionally strong, durable, and quite bright when compared to other races, albeit usually lacking charisma and emotional intelligence. Also, just like all Roth, they need more sustenance than average humans do. They possess a unique trait – a relatively strong regeneration ability. An ordinary young or adult Bhiroth can regenerate a lost limb within a year and a half, given that he or she is sheltered and adequately sustained. As one of the older races, most of the Bhiroths have born affiliation with the aspects of the elemental cycle, with the vast domination of the conflagration and static parts. On infrequent occasions, a Bhiroth affiliated to the mental aspect is born. (high start attributes, high but focused start skills, maximum of 20 levels distributed among two aspect domains. Possible scenarios: adventure, a slice of life, management, exploration)

[] Gvuroth


The southern cousins of Bhiroth. When the Roth exodus reached Pheotor and eventually broke into different branches, one of the groups ventured South – to the Ebongale peninsula and archipelago, where their City-States now stand. Historians and lorists suggest that the group that ventured South was primarily composed of artisans, ketches, merchants, and other industrious individuals. The modern view on this sub-race tends to reinforce and confirm this theory, for Gvuroths are physically imposing (albeit not as rugged as their Northern brethren), agile, and energetic. They have a unique quality: the absurdly high stamina. Not a single race is as fast in recovery as they are. Many consider this gift as the root of Gvuroth racial downsides: the decreased ability to concentrate, low emotional rigidity, and the relative lack of wisdom or the propensity to learn. They also need more sustenance than humans to take advantage of their racial benefits. Commonly, they are the fiery people who value deeds over words, action over contemplation, risks over preparation, and freedom over hierarchy. Same as other Roths, Gvuroths are predominantly affiliated with the elemental aspects, especially conflagration and dynamics. Rare Gvuroths have proficiency with the body aspect. (high start attributes, high but focused start skills, maximum of 20 levels distributed among two aspect domains. Possible scenarios: adventure, a slice of life, management, exploration)

[] Choroth


Not all of the Roth ventured to the very brinks of the continent during the exodus. The future Choroths were begotten by the significant share of civilian Roth refugees that decided to settle in the northern part of central Pheotor. They were the most numerous of all the Roth subraces for the time being, at least until they began to compete for the dominance over North with their Bhiroth siblings, which became the main reason for their downfall and probably the bloodiest conflict in this world's recorded history. But before their recent demise, they were the most common and balanced of all Roths: just less numerous, more expensive and abler all-rounders compared humans, with the knack to social interactions and maintaining hierarchy (especially their monarchy). Some scholars believe the nature of Choroth and the physical deviations from the Bhiroth and Gvuroth to be, to some degree, the result of phylogenetic relationships with another humanoid race that resides in the central wooded part of the Pheotor continent – the continental Alviz. Choroths are blessed with the gift of faster metabolism – they are somewhat resistant to infections and poisons and recover from various negative afflictions faster than other races. Same as all Roth, Choroths are mostly born affiliated to the elemental aspects, mostly morphosis and statics. However, there are known cases of Chorothean masters the emotion arcane aspect. Just like their racial cousins, Choroths have a very high ceiling of aspect affinity, but they can't affiliate to more than two of them. (rather high start attributes, rather high but focused start skills, maximum of 20 levels distributed among two aspect domains. Possible scenarios: journey, survival, horror)

Alviz – another humanoid race that spread all across the Pheotor continent and its whereabouts. Even if not considered to be as ancient as Rhoth, they are still considered an elder race to the humankind. They are average in many senses: more numerous than Roth but far fewer compared to humans, unmistakenly weaker in terms of raw physique than Roth but commonly more athletic and shapely than humans. What defines them is their affinity with the arcane aspects. Naturally, they can affiliate with one or a few aspects from both elemental and life circles, and also be talented in invocation, and even master one aspect completely If they decide to dedicate to just one. Like humans, the environment heavily influences the sub-races of Alviz in both appearances and habits.

[] Heartland Alviz

Or the civil Alviz – the most common and versatile subspecies of their race that live in feudal societies predominately situated in the central part of the Pheotor continent. Their kingdoms are not unified under one banner, but the conflicts between them are somewhat infrequent, localized, and short-lived. They are mostly civilized and educated, possessing high intellectual and social capabilities. But despite that, they can employ their brawn if need be. Among all of the Alviz subraces, they are, perhaps, the most alike (and so better received) to humans. (above average start attributes, rather high start skills, maximum of 15 levels distributed among three aspect domains. Possible scenarios: journey, adventure, a slice of life, management, horror)

[] Northern Alviz


Or nomadic Alviz – the more "feral" branch of the race that resides at the North-Eastern reach of the Pheotor continent. They do not build monarchies and empires, preferring to live in independent tribes preserving their customs and traditions instead of spreading them. They are less charismatic and magically gifted than their heartland cousins but possess a slightly better physique and senses. They are a pacifistic species, and, somewhat predictably, many of the north alvizian tribes exist in the frame of tribal matriarchies. (rather high start attributes, above-average start skills, maximum of 12 levels distributed among three aspect domains. Possible scenarios: journey, adventure, horror, survival)

[] Island Alviz


Island Alvizians are the secluded subspecies of Alviz that occupy the Ison group of islands, which lie to the West from the Pheotor shore. They are the least physically imposing branch of the Alviz race, but possibly the wisest and the most intellectually capable. An average Ison Alviz is a slim and delicate creature with mighty intelligence and ample personality. Seeing one on the mainland is either rare luck or equally outstanding misfortune since they prefer not to leave their habitat unless forced by the law, necessity, or other circumstances. (rather high start attributes, above-average start skills, maximum of 18 levels distributed among three aspect domains. Possible scenarios: journey, adventure, a slice of life, survival)

[] Daeva


Or the Southern Alviz – a very exotic species that only supposedly belongs to the Alviz race. They are generally athletic, bearing some constitutional similarities with the Roth races, dark or blue-skinned, horned, and unbelievably creative. They live either in their aristocracy-governed homeland, situated on the Northern shore of the Eucad continent, or dwell in compact enclaves found in some of the Pheotorian nations. They are the most civil, creative, cultured, and socially apt of all the humanoid races, and secretly acclaimed to be very aesthetically attractive by both humans and Roths. Their creativity, however, is believed to be an obsessive trait – both the blessing and the curse that causes suffering to the daevas whose talents remain unused or unappreciated by their kin. Same as Roth races, they require more sustenance than humans and other alvizians. There is also one unique trait to their physiology: the expected life span of a daeva is directly tied to their long-term material and emotional well-being. The most prosperous specimens are rumored to be nigh ageless, while the poorest and most depressed rarely live up to their sixth decade. (rather high start attributes, rather high start skills, maximum of 15 levels distributed among three aspect domains. Possible scenarios: journey, adventure, a slice of life, exploration, survival)

Humans – the most widely spread, numerous, and unpredictable of all the races. They come in many variations, mostly based on their area of habitat and local cultures, thus why the elder races sometimes call humans -landers, to notify their tie to their habitat. Human's personalities vary sharply even between siblings, not mentioning the whole population. They are the most short-lived among all of the humanoid races, and also the most fertile. The speed of their generational exchange is their actual evolutional strength that bolsters the numbers and inner diversity even further. Humans are physically average when compared to the elder humanoid races, but there lies their adaptational strength: they can change to fit the circumstances faster than any of the elder species ever would. As for the arcane aspects, they can affiliate and study all the known ones, including thaumaturgy and chaotic magic. Alas, not a single human is capable of fully mastering any of them.

[] Westlander

Mostly the people that live under the rule of Olfadir theocracy, that spans across vast spaces of Western Pheotor. What unites most of the Westlanders is their solidarity and piousness. They may not be the most proactive or enterprising people, but they are almost always consistent, conservative, and reliable. They value laws, order, and, of course, their church. Kinship also takes a big place in the Westlanders' structure of values. (average start attributes, high start skills, maximum of 10 levels distributed among four aspect domains. Possible scenarios: adventure, a slice of life, management, exploration)

[] Eastlander


The people who live in the nine autonomous states that lie to the East from Olfadir theocracy's lands. Even though these countries are somewhat different, what unites their residents is their shared strife for self-sufficiency, enterprising spirit, and independent thinking. Most of the human adventurers are Ostlanders. (average start attributes, high start skills, maximum of 10 levels distributed among four aspect domains. Possible scenarios: adventure, a slice of life, management, exploration)

[] Lyflander


The people who reside in a small constitutional monarchy state that lies in between the lands of Bhiroth meritocracy and the Free Eastern States. People of this kingdom are known by their erudition, intelligence, and diplomacy that de-facto made them the only true foreign ally of the Bhiroth, resulting in the stability and protection that other human nations can only be envious of. Lyflanders, even if reasonably conservative, are leaning to the more open-minded part of the scales. They value civility, contracts, and wit. (average start attributes, high start skills, maximum of 12 levels distributed among four aspect domains. Possible scenarios: adventure, a slice of life, management, exploration)

[] Freelander


The people who dwell in the vast wild plain that separates the mountainous lands of Bhiroth from Olfadir theocracy domain. Since their lands ended up being the battleground for their neighbors for numerous occasions without even mentioning the dangerous local fauna, Freelanders formed as stoic, individualistic, and hardy people, who prefer to live in small communes and make for perfect scouts and hunters. (average start attributes, high start skills, maximum of 10 levels distributed among four aspect domains. Possible scenarios: adventure, a slice of life, management, exploration)

The new species – nature does not tolerate emptiness. Thirty years ago, a huge conflict between the western and eastern nations broke out, resulting in millions of casualties and vast deserted areas of the land. When something dies, something else must take its place, and so the entirely new races are produced by the spirit of the world. (WARNING: this might be considered the hardcore options that presume a challenge for you as a player and me as a quest master)

[] ??? (Celestial)


The previously unseen race of winged humanoids that possess high mental qualities, paranormal luck, and very aesthetic appearances. They are naturally affiliated with the aspects of the life circle and are capable of thaumaturgy. Their potential expertise in the aspects surpasses those of the known races. (above average start attributes, no starting skills, maximum of 25 levels distributed among three aspect domains, starting aspects levels. Possible scenarios: adventure, survival, exploration)

[] ??? (Voidling)


The previously unseen race of dusky horned humanoids that possess good physical attributes along with unparalleled cunning. They are naturally predisposed to the void magic domains and to the body and emotions aspects. Their potential expertise in the aspects surpasses those of the known races. (above average start attributes, no starting skills, maximum of 25 levels distributed among three aspect domains, starting aspects levels. Possible scenarios: adventure, survival, exploration)

((Go on, lads and lasses. You have two days to vote))
 
Last edited:
1.1 Discovering oneself
"What are you peeking at? Never seen a..."

As you attempted to form a stinging question originally addressed to the pudgy avian via your inner voice, your flow of thought has stumbled over a sudden logical misconception. You realized two things: you yourself are oblivious to your own nature, and never before have you experienced this existence.

These realizations made your eyes widen, and then, your heart began to beat like a row of war drums, with the blood banging on your temples like an entire festival of blacksmiths in the heat of competition. The winter's crispy night air has burnt your lungs like bellows that heat a forge, the light of the stars pierced your sight like thousand of needles. All these perceptions - the sensations that seem to belong to a newly-born being - intimidated you to the level of primordial, instinctive panic. You fell on your back, wriggling wildly, shrieking loudly, and helplessly crawling in the snow, like a larva that was struck by the ruthless gaze of the Sun.

Your feathery 'friend', however, observed this oddly theatrical scene with the composure worthy of a judge. All it did, was slowly bobbling its head and hooting rather questioningly. Perhaps, this was the best way for it to convey the "are you stupid?" question. Alas, you were way too busy, reflexing your inner tensions and shock into the winter night ambiance to socialize with pudgy eared birds, and so its "question" remained utterly ignored.

Regardless of your undoubtedly expressive act of greeting this realm, you began to adapt to the senses surrounding you. Perhaps, you just wasted too many strengths, or maybe you have plainly grew bored acting like a terrified toddler, but eventually, your vitals and perceptions normalized. You were still there - somewhere in the woods, in the realm that you knew nothing about, and so the best option at the time was to play the cards you've been given and to assess the situation.

Once the thought suggesting that additional inspection might be in order flashed through your mind, you stood up and turned all of your focus to the only object in your possession: your body. You slowly inspected your arms, noticing just how delicate they are. Shifted the weight in your hips, registering that you have a relatively high center of mass, situated below two springy - and so funny - сonvexities strapped to what seemed to be your frontal side. You have also surrendered to the itchiness originating from the middle section of your rear, sliding your finger against that part of your body, and discovering that there is something tightly pressed to your back. This something felt soft and smooth to therouch as if made of small yet resilient particles. You finally looked at your "interlocutor" and deduced that the thing you've touched might be something akin to the body surface of this critter. Is it why it found you interesting that not annoying you would be a day wasted? Eh... you are too busy discovering yourself!

Once you have finished palming your bits, you decided to concentrate on the feelings your body was recasting back to you and the more necessary details such as what was situated near your optics. Even though the sensations were new to you conceptually and empirically, you managed to come to some conclusions about who you are now.
_________________________

Select the core archetype

[] Strong archetype


CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 18   18 8
Constitution 15   15 5
Mobility 12   12 2
Perception 10   10 -
Coordination 13   13 3
Micromotorics 10   10 -
Intellect 14   14 4
Wisdom 10 -9 1 -9
Charisma 13   13 3
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat 6     6
Ranged combat 3     3
Arcane skill 4     4
Defence 6     6
Objects usage 3     3
Mounted combat 5     5
Willpower 4     4
Balance 5     5
Sneaking 2     2
Reconnaissance -2     -2
Persuation -     -
Intimidation 6     6
Haggle -     -
Performance -     -
Seduction 4     4
Geography lore -3     -3
Nature lore -3     -3
Arcane lore -3     -3
Social and cultural lore -2     -2
Craft lore -3     -3
Lingual lore -2     -2
Daily craft -2     -2
Pharma and treatment -     -
Weaponsmithing 4     4
Armorsmithing 3     3
Tailorng 2     2
Art -1     -1
Artificery -1     -1
Burglary 2     2
Huntsmanship -1     -1
Alchemy -1     -1
Sorcery -1     -1

[] Agile archetype

CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 12   12 2
Constitution 12   12 2
Mobility 12   12 2
Perception 16   16 6
Coordination 14   14 4
Micromotorics 12   12 2
Intellect 14   14 4
Wisdom 10 -9 1 -9
Charisma 13   13 3
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat 3     3
Ranged combat 5     5
Arcane skill 4     4
Defence 3     3
Objects usage 3     3
Mounted combat 5     5
Willpower 5     5
Balance 4     4
Sneaking 5     5
Reconnaissance 1     1
Persuation -     -
Intimidation 3     3
Haggle 2     2
Performance -     -
Seduction 4     4
Geography lore -1     -1
Nature lore -1     -1
Arcane lore -1     -1
Social and cultural lore -2     -2
Craft lore -2     -2
Lingual lore -2     -2
Daily craft -1     -1
Pharma and treatment 1     1
Weaponsmithing 3     3
Armorsmithing 3     3
Tailorng 3     3
Art -     -
Artificery -     -
Burglary 4     4
Huntsmanship 2     2
Alchemy -     -
Sorcery -     -

[] Intelligent archetype

CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 8   8 -2
Constitution 12   12 2
Mobility 10   10 -
Perception 12   12 2
Coordination 10   10 -
Micromotorics 13   13 3
Intellect 20   20 10
Wisdom 14 -9 5 -5
Charisma 16   16 6
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat -1     -1
Ranged combat 1     1
Arcane skill 7     7
Defence 1     1
Objects usage 1     1
Mounted combat -     -
Willpower 7     7
Balance -     -
Sneaking 1     1
Reconnaissance 2     2
Persuation 4     4
Intimidation 3     3
Haggle 3     3
Performance 3     3
Seduction 4     4
Geography lore 2     2
Nature lore 2     2
Arcane lore 2     2
Social and cultural lore 3     3
Craft lore 2     2
Lingual lore 3     3
Daily craft 3     3
Pharma and treatment 5     5
Weaponsmithing 5     5
Armorsmithing 6     6
Tailorng 7     7
Art 3     3
Artificery 4     4
Burglary 6     6
Huntsmanship -     -
Alchemy 4     4
Sorcery 4     4

[] Charismatic archetype

CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 8   8 -2
Constitution 14   14 4
Mobility 10   10 -
Perception 10   10 -
Coordination 13   13 3
Micromotorics 13   13 3
Intellect 15   15 5
Wisdom 12 -9 3 -7
Charisma 20   20 10
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat -     -
Ranged combat 1     1
Arcane skill 5     5
Defence 2     2
Objects usage 2     2
Mounted combat 1     1
Willpower 4     4
Balance 1     1
Sneaking 2     2
Reconnaissance -1     -1
Persuation 4     4
Intimidation 5     5
Haggle 4     4
Performance 5     5
Seduction 7     7
Geography lore -1     -1
Nature lore -1     -1
Arcane lore -1     -1
Social and cultural lore 1     1
Craft lore -1     -1
Lingual lore 1     1
Daily craft 1     1
Pharma and treatment 2     2
Weaponsmithing 3     3
Armorsmithing 5     5
Tailorng 6     6
Art 3     3
Artificery 2     2
Burglary 4     4
Huntsmanship -     -
Alchemy 2     2
Sorcery 2     2

_________________________

Read the descriptions of the aspects and distribute three bonus points

Thaumaturgy is considered the "core" or the "divine" sort of magic. So far, only rare humans were able to somewhat practice it, which granted them the status of "saints" and "wonder workers". Thaumaturgy organizes all other aspects, serves as the core device of the magical system, and also operates through the light.

Level 1:
- The affiliated can sense activity of the entropic aspects within ~200 meters radius, and unusual concentration/malfunction of other aspects in ~50 meters radius.
Level 2: Level 1 bonuses plus:
- The affiliated gains the permanent +1 bonus to wisdom
- The affiliated regains mental strengths little bit faster during the daytime.
Level 3: Level 2 bonuses plus:
- The affiliated can once per a day temporarily nullify magic in ~30 meters radius
- The affiliated can try to scan surrounding area for traces of planar breaching with low odds to succeed
The mind magic - the magic that manipulates, manages, and disrupts the mental processes and capacities of living (and not only) beings. Obviously, the target must be capable of higher thinking and rational processing to be afflicted by this domain

Level 1:
- The affiliated can sense higher mental activity and its potency in ~25 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to intellect
- The affiliated can try to read the thoughts including inner voice of a singular target
Level 3: Level 2 plus:
- The affiliated can try to convey an echo of their inner voice to their target
- The affiliated can try to clear the thoughts process of their target with some odds to succeed
The body aspect is about all things organic. It senses, manipulates, restores, and disrupts the vital processes of targets, be it the caster or another subject. Body aspect teaches the affiliated to understand the weave of life and its mechanics (read: biology and physiology)

Level 1:
- The affiliated can sense heartbeats of living entities in ~50 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to constitution
- The affiliated can scan the detailed physical state of a target in minor details
Level 3: Level 2 plus:
- The affiliated can attempt to boost the physical performance of oneself or a target slightly in exchange of mental stamina
The emotion aspect governs the domain of basic instincts and unconscious reactions to exterior stimuli. The target must not necessarily possess the ability of higher thinking to be afflicted, it just needs to have core instincts.

Level 1:
- The affiliated can sense sparks of strong emotions in ~50 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to charisma
- The affiliated can try to scan the emotional state of their singular target
Level 3: Level 2 plus:
- The affiliated can try to temporarily dampen the emotions of their singular target
- The affiliated can try to temporarily fan the emotions of their singular target
The spirit aspect governs the domain of existing beings, also called the "soul sparks". It can sense, affect, and manipulate anything that has a soul or that was unnaturally devoided of it.

Level 1:
- The affiliated can sense souls of the living and minor spiritual beings in ~25 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to perception
- The affiliated can scan their target's soul characteristics
Level 3: Level 2 plus:
- The affiliated can try to temporarily bind or scare off a singular lesser spiritual being
- The affiliated can try to communicate with discovered spiritual beings with some odds to succeed

One point - one level

[] The first bonus point goes to the Thaumaturgy aspect
[] The first bonus point goes to the Mind aspect
[] The first bonus point goes to the Body aspect
[] The first bonus point goes to the Emotion aspect
[] The first bonus point goes to the Spirit aspect
[] The first bonus point is traded for +1 Luck

[] The second bonus point goes to the Thaumaturgy aspect
[] The second bonus point goes to the Mind aspect
[] The second bonus point goes to the Body aspect
[] The second bonus point goes to the Emotion aspect
[] The second bonus point goes to the Spirit aspect
[] The second bonus point is traded for +1 Luck

[] The third bonus point goes to the Thaumaturgy aspect
[] The third bonus point goes to the Mind aspect
[] The third bonus point goes to the Body aspect
[] The third bonus point goes to the Emotion aspect
[] The third bonus point goes to the Spirit aspect
[] The third bonus point is traded for +1 Luck


There will be opportunities to learn the aspects from the scratch (unless you DO take three various aspects at this very stage), so there is no need to spread all points to cover as many disciplines as possible.

_________________________

Choose the appearance

[] Appearance #1


[] Appearance #2

[] Appearance #3

[] Appearance #4

[] Appearance #5


You have 36 hours to vote
 
Last edited:
1.2 First contact!
As much as the pale light, reflected from the two differently-sized moons that occasionally peeked out from behind the cloud-ridden shroud, allowed, you studied your corporeal vessel's finer details. From the curls of long blond hair that stuck to your back and shoulders to the reddish toes of your feet that were sinking in the snow, you can feel a certain sense of balance and harmony about yourself. The flow of your bodily shapes pattern and the manner your limbs move smoothly filled you with quiet joy. Maybe, you are not brimming with raw power or feel light on the heel, but you are a proud possessor of a healthy, elegant, and ethereally beautiful frame. Perhaps, if only this realm isn't populated with uncultured owls exclusively, someone else might admire your charms. If only those two things on your back weren't so sore.

But it is not only the facet of your physical nature that got into your studying scope: while you were unevenly making your first steps on the forest glade that happened to be your cradle, your gaze latched the narrow stripe of the red-stained clouds near the distant horizon. You can not see the light-bearing entity that enveloped them in its radiance from under the spiky row of treetops, but you feel that: it is there, it is cosmically essential, and you are somehow related to it. For the reasons unknown, this odd vibe has suddenly catalyzed your memory, surfacing the very first thing you seemingly lost to the waves of oblivion upon awakening: the dream about the omnipresence under the tides of heat and darkness. Still retaining the rapidly fading remnants of that dreamy warmth inside, you can most certainly acknowledge that it - the Core Underneath - is not the fruit of your imagination. It does have its part in this realm's cosmological structure, and you want to see it again.

Clutching the details of that dream so you will not forget it again, you inevitably recall the following detail seen in it: the bevy of tiny pulsating sparks, such as you, that surrounded the core presence. Even though similar in nature, they felt different in detail: some brighter while others were dimmer, some were shimmering in rapid blinks with others glowing steady, some larger while others smaller. What united them all was their grand multitude and baseline semblance. Now, standing on this frosty glade, you can only feel a few of them around: the first one - spirited and fresh - concealed within your body, with what appeared as the two unproportionate ones stuffed into the lardy sack of feathers that was now casually scratching its beak on a tree branch. Two of them? That can't be right, can it?

You trained your gaze on the avian that was now ignoring you, attempting to focus this supernatural sense of yours that allows you to discern the sparks of beings and to figure out whether or not your newly-discovered perception fools you. As if feeling your gaze on its feathers and understanding your intent, the creature suddenly stopped its hygiene exercises, straightened its plump body, and done something you would probably remember for a very long time: it turned its head around, exposing the feathered nape to your sight. I would have been nothing if only, pretty suddenly, the feathers on its head shifted, revealing the second - the "backward" face: the equally googly-eyed, beaked avian mug that stared at you with its jumbo-sized nephrite-colored eyes. It bobbled its head and hooted at you with a higher pitch than its "first" face, leaving you mute and confused.

However, the set of circumstances liberated you from the need to answer: a loud, feral, and sufficiently distanced roar of a humongous beast thundered over the forest, scaring off this fat bifurcated owl from its place of rapture. This roar provoked the fat bird's uncharacteristically vigorous take-off from the branches, which subsequently led a localized avalanche of the tree-gathered snow on top of your сute but still unaware head.

This little annoyance was a direct message from the world, stating that "the time for contemplations is over, girl," the message that you perceived perfectly clear. And how would you miss it otherwise? You were standing in the middle of woody nowhere, awoken in the evening by the weird, double-faced, and fat avian that seemed to have no sense of politeness, to the frosty realm with nothing in your possession but some delirious revelations, swiftly fading otherworldly heat in your meats, aching wings, and the annoying feeling in your head as if a dense ball of tar stuck inside the innards of your skull. Completely alone, naked, freezing, in the realm that seems to be the home to beasts whose mass and lungs volume allows them to scare the hell out every living being beyond the optical range radius, and oblivious of where to run and what to do. A charming premise, is it not?

But it seems that the "charming" streak of luck was not over yet: when you were trying to find a route in the opposite directing from the place the roar supposedly originated, you caught the new presence that breached the radius of your spirits perceptions. Something with the "spark" approached you relatively close and uncomfortably fast. Unlikely, but possibly, it could be the one which signified its presence and rights for the area via roar, or maybe it is something that, same as you, is trying to make its way somewhere safer and warmer. Obeying the survival instinct, you attempted to hide behind the bushes, almost burying into a snowdrift, despite the overwhelming cold encroaching you. You laid low and made a wish for this being to pass you by, nervously checking the approximate distance between you and the person via your exotic type of sense.

Alas, drawn by the shrieks vocalized by you upon awakening and guided by the trails in the snow that you left, the creature knew what it was doing. Soon it was standing mere seven meters away from you, cautiously inspecting the weird sight (read: you, shivering in the snow) and even more carefully trying to approach. At first, you dared not to move or even breathe, for, in the pale moonlight, you saw that this hulking thing, even if vaguely resembling your general body characteristics, was nearly time and a half as tall and at least thrice as heavy as you. It possessed a solid carapace that reflected the scarce lights and holding to a solid flat object in one hand and an elongated one in the other. It also appeared to be faceless, as you failed to recognize any features on the smooth and shiny surface of the place where they should be.

Contrary to your back occupied with two oversized feathery appendages, its rear was covered by a long, wide, and flowy fabric matter. Despite its intimidating appearances, the creature wasn't charging at you as you initially feared. Perhaps, it was as shocked by the encounter as you were, or maybe it was preparing to lunge at you. However, what was more likely, you simply do not know its intentions, as your life experience (or the lack of it) would suggest.

Realizing that you can't lie in the bushes until you'd become as pale as the snow around you, you decided to:

[] Fight
Even as inexperienced as you are, you are absolutely sure that it will not end well for you

[] Run
Run? Run! (Hard (18) Mobility attribute check + luck check)

[] Terrify it
Maybe it's not charging at you because it knows not of what to expect from you. If so, why not to go wild and attempt to turn the tide? (Hard (24) Intimidation skill check + luck check)

[] Charm into friendliness
And what if it's not hostile? What if it would help you should you only prove to be good-willed? Well, conveying that might be hard, since you have no idea how to communicate with it. But hey! You're cute! You'd figure something out... maybe (Hard (18) Charisma attribute check + luck check)

[] Pull out the "wounded gazelle gambit"
Now thinking of it, you are in trouble, and this thing might not be the part of it. What if it is not ill-minded? Could you demonstrate your distress a little bit more blatantly, so this creature may think about helping you out or at least leaving you alone out of sheer sympathy? If it's not hungry, that might actually work... it's not hungry, right? (Easy (15) Charisma attribute check + trivial (11) Performance skill check + very easy (14) seduction skill check + luck check)

[] Write-in
(note that I will pick the dice check according to the task you would mention)

((~25 hours, people))
((The yellow words are the topics of interest about which the character might muse or ask about should she get such opportunity))
 
Last edited:
1.3 Of contacts friendly and not so much
Realizing all too well that hiding in your flimsy shelter of leafless vegetation in such a cold would not likely end well, you finally decided to put trust into your instincts and to approach the humongous creature that froze in wary anticipation.

You slowly stood up, made a deep breath, leveled your head in the way that allowed you to stare at what was supposed to be the creature's face. You slowly spread your arms downwards and away from your hips, with the inner side of the palms exposed to the being, and began to close the distance smoothly, putting a faint surprised smile on your face. The creature remained mostly motionless, only shifting its weight from one leg to another ever so slightly while you were approaching it. Still, this visual sign failed to compromise your composure. When some mere four meters were separating you, the thing broke the tense silence, vocalizing a series of sounds from under the appendage that seemed to be its featureless head.

Surely, you did not know how to respond in its language, so you have decided to compensate the lack of knowledge with gesturing, shrugging ever so slightly, and for a bare moment diverting your gaze to the bottom left. The creature reacted with two more series of sounds that were shorter compared to the first one and sounded somewhat confused if only you could scan and interpret the intonation correctly. You reciprocated via girthing your frontal features with your hands, bringing your chin level closer to your upper chest, and delivering the "I can not understand you, but I hope you won't hurt me" message via the entirety of your appearances. Silence ensued. The world did take its toll on your stance, however, as the chill building in your quickly numbing limbs started to grow way too inconvenient, and you have sensed an uncomfortable itch in your nose.

When the creature seemed to be about to respond, the unforeseen took place: you sneezed. Sharply, loudly, bowing forwards, and reflectionally spreading a pair of white-feathered appendages protruding from your back. The ensued sensation was of the exquisite sort of pain that felt like a mix of soreness and overextension. The beast reacted instinctively, taking a step backward and, for a brief moment, elevating the flat object on its left hand. You froze in the stressed expectation, hoping that you haven't just provoked it for anything violent. After what appeared to be the three longest seconds in your short life, the thing eased its posture, made a singular chuckling sound, shook one's head, and reached with its hand for the plate that, as it turned out to be, concealed its jowly, unshaved, yet somewhat amazed and noticeably smiling face from you. You unconsciously let out a sigh of relief, mimicking the chuckling sound the creature emitted a moment ago but with your flowing and sonant voice. The contact was, thankfully, established. The entity turned out to be more resemblant to you compared to your initial expectations and, luckily, a well-mannered one, even if a bit intimidating.

Albeit you felt like standing there a bit longer, yielding to the curiosity of studying your new bulky friend, the surprisingly social creature surely had other plans or pressing issues on its mind. It broke the eye contact to turn around and detach the piece of long fabric from its back for some reason. This obscure reason cleared out when your new friend enveloped you in it, cocooning from the chilly surface of the world and persistently falling snow, turned around, slightly lowering its shelled corpus, and gestured to you to get on its back. Were it your charms or just some banal luck, but this very night you met not just a polite but also an empathetic (at least towards you) creature, realizing your fortune, you accepted the invitation for a ride on this husk's back. You were thankful for not having to shuffle the sharply-cold substance with your feet, as well as somehow sure that the creature won't take advantage of you.

The ride on its back wasn't long, though. All you managed to do while clinging to the neck of the creature was to perceive a series of natural noises disrupting the winter forest ambiance and, on one's mind, to give your new buddy the nickname which copied the sounds its carapace produced while on the walk - clank. The soon arrival to what seemed to be Clank's humble resting place confirmed your theory of exposing your position to the creature via the warble of your post-awakening shrieks.

The camp itself looked minimalistic, albeit well-hidden from the outside. Situated around the black trunk of a branched tree, deepened to the degree that allowed you to see the black earth beneath the removed snow carpet, and properly walled off by the crispy white substance at some distance from the center of the clearing. At the center, chalked pieces of wood and stone radiating warmth were neatly piled. A snow-covered triangular cover of thick fabric as isolation and wooden branches as supporting pillars to one of its edges was also there, neighboring with the cylindrical bag stuffed with the various objects you can not discern through its surface. Clank had put the cocoon containing you under the "roof" of the shelter before lending you a medium-sized yet heated stone taken from the center of the camp (so you could use it to warm up, apparently). Then, he handed you a small meaty chunk on a bone, accompanied by a loaf of some corny cuisine. The meal was accompanied by a sudden pat on your bright-haired top, after which he hid its face behind the "head plate" again, and left the borders of the camp. He told you something before going away, leaving you to your very first earthly meal and the somewhat mixed feelings.

Back then, under a makeshift shelter, you were digesting not only the food (that tasted good mostly because you were hungry and not because it was specifically made to be delicious) but also the impressions you've gathered so far. The most prominent of them all was the fear of the unknown. This realm already seemed too vast and scary to you - the small and inessential particle that was left to the mercy of fortune. You felt irritated because of your helplessness and at the same time challenged by the need to discover as much as you can in the shortest amount of time. The score of questions swirling in your mind was comparable to a chaotic swarm of nectar-crazed bees at the time. At least, you've been lucky enough to get help early on. The realization of how more challenging the circumstances would have been should the fate unfold slightly differently, calmed you down to a degree, feeling with relief from being on the isle of relative safety. Now, when your thoughts were occupied with the opinions on the person that has picked you up and their motives, the uncomfortable realization crawled into your head: Clank was missing for a bit too long for you to feel calm. It was starting to feel increasingly concerning. Were you abandoned? Did he meet the thing that thundered the area with its roar? Or maybe... You frantically played the possible scenarios in your mind, growing gradually more agitated to leave the camp and to get the hold on the things yourself.

When you were about to venture into the unknown, you sensed a living spark swiftly approaching the camp from the North, substantially calming down your nerves as a result. Then, when the second spark appeared coming from the same direction, you began to wonder whether did Clank brought some friends or not. You unwinded from your improvised "cocoon" to take a look at the visitors, trying on the fabric as if it was a toga or a robe, but what you saw at the encampment's exit was not the kind soul that took you out from the woods. An unknown hulking being in a different carapace instantaneously struck you out unconscious with the unbelievably mighty smack across your face.

When the senses recovered, you were drifting in the lulling darkness. Not the type that preceded your awakening to this world: you felt the warmth from one side, could hear the voices from beyond the dark, and your body felt tied to something big in an uncomfortable pose, making your wings ache even more. Desperate for some clarity, you began to wriggle, trying to lease the tie that fixated you on something massive and moving. These rebellious attempts of yours resulted in but a punch hitting your abdomen and the rag falling from your face, making the whole scene visible to you. It was still dark and snowing, you have been tied to one of the two humongous, armored, quadrupedal mounts who moved in a convoy, escorted by three more creatures with the same complexion as Clank but with differing shells, leading the hand-tied Clank himself. The beast that ambushed you overwatched him from the close distance, holding the conversation neither of them, judging by the intonation, seemed to enjoy. The second creature from this group walked in the vanguard of the column. What drawn your attention to it was its even more massive gauntlets, the left one of which was ablaze. Your inner senses sharpened once you have seen the tendrils of flames coming out of its palm, sending signals to your brain, specifying that you can distantly sense the affiliation of this creature to one of the natural aspects - to the fiery school of conflagration and radiation. Apparently, you have even more tricks up your metaphorical sleeve than you are aware of. The last creature that seemed to belong to the group of ambushers (and also seemed to be the shortest of them all) walked slightly behind you, studying you either with disgust or with contempt seeping through its covered by the metal visor eyes.

Once you finished inspecting the entities in your visual range, the fourth ambusher appeared with the burly, houndish creature by its side. It has swapped the post with the blazing-hand vanguardist and entrusted the odd beast to it, letting them scout the area ahead in the newly-assembled duo. The convoy carried on, as you were hanging down melancholically, the 'shorty' stopped staring at you and instead occasionally took part in the exchange between the ambushers' leader and Clank that seemed more like an interrogation. The column carried you on forth through the night and snowfall, but your intuition wasn't cheering you up. Judging by the hand movements of your pal, he wasn't eager to see the destination point either, carefully attempting to covertly lease the ties when the captors diverted their attention from him.

What happened shortly, would probably stay in your memory until whatever progenitor made you will call you back home: soon enough, your inner senses indicated the something living lying in hiding ahead, something bigger than these two convoy mounts. Your suspicions were confirmed once the night ambiance was shattered by the sound of vicious barking, a monstrous roar akin to the one you heard earlier this night, yells of a creature that went to scout the area. The ensued cacophony then got mixed with the disgusting sounds of tearing flesh, and clangs of the carapaces of the two other captors who bolted forward to aid their comrade who has been ambushed by the gargantuan predator. Only the 'shortie' was left guarding the mounts, you, and Clank.

As the symphony of savage sounds, yells, and roars grew louder, accompanied by the periodic flashes of light emerging from the woods ahead, Shortie grew visually panicked. In stark contrast, Clank seemed to be unnaturally calm, monotonously speaking to the distressed, lonely captor, turning the table on him. He was now playing on Shortie's distress, hammering something into his head with low, collected, and slightly sarcastic voice. Soon, Shortie's shaky equanimity broke under the traitorous spells of Clank, and he grabbed three small spheres from the belt of the latter, hurrying to the epicenter of the raging carnage, leaving the post he was entrusted with and not even looking back.

Clank used this window of opportunity to finally drop the binds that he was carefully sprawling all this time, to grab his confiscated bag as well as you, causing additional discomfort to the already twitchy humongous mount in the process, and to bolting into the dark woods with you and the bag on each of his shoulders. Through the hastily thickening veil of falling snow separating you from the place of escape, you managed to see only a couple of light flashes lighting the night for bare seconds, and a few distancing muffled cries.

If your first night in this world wasn't crazy enough already, the pace and complexity of the route Clank picked completed the impression. He carried you and the loadout for as long as he could, using the peculiarities of the terrain to confuse the traces. Then, when he ran out of strength to carry all the burden, he put you on the ground so you could follow him. After a few hours of rushing through the rugged terrain, tired and cold, you reached a small clearing in the forest with a lonely rocky sub-cavern providing a perfect place for a shelter. Your companion, sufficiently exhausted after the run, took some time for a breather and to inspect whether or not the former captors chased you. After calming down both physically and mentally, he began to establish your new temporary camp.

You, in the meanwhile, felt tired physically, and _______ (write-in) emotionally. Your face hurt from the strike that it has endured, your legs felt as if they were about to shatter, and the chill was creeping at you again. It was still dark, and the snowfall subsidized a bit, your companion was establishing the new shelter, and so you certainly have had some time to spend.

_______________________________________________________________________

When in towns, camps, or other places of rest, you can vote on how to spend the time within the given limit of metaphorical time points. Vote for the priority actions within the set limit. Those of you who have played "The Darkest Dungeon" should understand what I mean. But unlike the Darkest Dungeon, the actions have more consequences past the mechanical benefits mentioned in the description.

6 Time points for this stop.

[] Inspect your companion in details
-1 point

[] Ask for the aid to the bruises you've got
-1 point, Normal Charisma attribute check (15)

[] Watch his actions and try to help where you can be useful
-3 Points, Easy Intelligence attribute check (12), Easy Wisdom attribute check (12), The action itself and each successful roll decreases the - Wisdom ignorance debuff by 1/3 point

[] Try communicating with your companion on a subject _______ (write-in)
-2 Points, repeatable, easy Intelligence attribute check (12), easy Wisdom attribute check (12), The action itself, and each successful roll decreases the - Wisdom ignorance debuff by 1/3 point if the topic of the question is correctly picked.

[] Try to study your Thaumaturgy affinity
-4 points, normal Intelligence attribute check (15), easy Arcane skill check (17), The action itself and each successful roll gives the 1/3 of the next level

[] Try to study your Spirit affinity
-4 points, normal Intelligence attribute check (15), easy Arcane skill check (17), The action itself and each successful roll gives the 1/3 of the next level

[] Write-in
mind that I will assign the time cost for this option depending on how time/efforts-consuming and complicated it is.

((this is the easy one, 24 hours))
((And yeah - I'm a slow writer :( ))
 
Last edited:
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))
 
Last edited:
First contact. Ulren's perspective.
You are resting your tired limbs in a masked camp in the wilds. The now-extinguished campfire was covered by the improvised canopy above the hole to avoid shining out your spot and placed below a tree, so its branches diffused the smoke. You must move covertly, through rugged terrain, and at long distances to avoid detection and to chase your mark while the 'trail' is hot.

You comb the perimeter with your gaze and then look at the far horizon that was still mirroring the hidden sun. Even though you were trained to resist panic, rage, and other emotions unbefitting or jeopardizing a soldier, but you weren't one for a long, long time. Sober, calculative mind paints the gloomiest of opportunity landscapes when mixed with the realization of own abnormally misfortunate state and situation. And the misfortune indeed pursued you like a pack of Eastlander's royalty hounds for a couple of years. How else would you end up alone, without the mount that was killed in a brigand ambush, having to move through a forest in which, judging by the closest ketches ramblings and a couple of gory scenes you saw in the last few days, an alpha manticore decided to make its cozy winter retreat?

But it was only half of the complications: you have to reach the city of Beilford - the former 'jewel' of the currently agonizing kingdom of Lasir before your mark decided to run further North, and before the huge expeditional (read: punitive) corps of Olfadir theocracy's knights and inquisitors that you narrowly avoided along the way, storm, slaughter, and pillage the city from the South, justifying it as an act of "divine retribution for political and religious heresy", and possibly killing the mark which you must capture and bring to your employer alive in the process. Indeed, the North was a progressively messed place ever since the "War of the First Star" - the bloodiest conflict recorded in the chronicles. The Realm spirit's 'Overflow' season didn't make it any easier, spawning more and more monstrosities, abominations, and events. Your body still carries the mementos of those in the form of scars.

As your thoughts shift to the topic of bodily injuries, you train your gaze on your left hand - it was relatively freshly regenerated, and so less massive and weaker that it's right sibling. Reminiscing about the circumstances that caused it bring you back in the day when the streak of failures decided to strike the first impression on you in the rudest of fashion.

Until that fateful day, you were on a roll - the hired guard captain of one of the Gvuroth city-states doges. Your former employer was no doubt a corrupt, depraved, and a cowardly type with a lot of enemies and even more ill-wishers - the living mockery of all the Roth, but with that, he was very generous to those to whom he entrusted his safety. A couple of days before the night when the villa was stormed by about five dozens of hostile clan combatants and hired blades, you had been pondering about retiring from your mercenary way of life, buying a small house in the city, where you would've opened a smithy with mechanical workshop, and even courting one handsome mistress of a famous tavern. Alas, all these plans were trampled down with the main gates of the property. A quarter of guards was killed, a quarter fled, a half was either maimed or heavily injured, the doge managed to flee. You were along those arguably fortunate who survived at the price of injuries. A lost left hand, in your case. Should you be older or from the different race, you would've become a miserable beggar, capable of little beyond disturbing respectable citizens near church districts with your ugliness. The regeneration period took the better half of your savings: you had to maintain a decent level of life stripped of the ability to replenish your funds via combatant craft. But at least you weren't going to become a gimp.

Your reputation was stained, your savings were depleted, and you were weakened. All these factors made you move North - away from the ruthless and expensive lands of Gvuroth, to the simply ruthless lands of Eastland kingdoms. You had to make your name shine again, as well as raise a remotely decent sum. One of the employers you've worked a couple of times before - the 'gray cardinal' of the Phaivean Kingdom - offered you a contract for capturing one of the wandering vigilantes with the lengthy kill streak of influential people and bringing her alive. It was the case when you wanted to refuse, but were hard-pressed against the wall by the oppressing circumstances. With sore heart and doubtful mind, you accepted, hoping not to slip to the wicked path of a hired hitman.

After a couple of months, you ended up here - alone in the forest with the humongous predator possibly lurking nearby, short on time, and dangerously close to your former homeland and its border patrols.

Your sights instinctively dart towards the distant northern horizon, where the spine of Mountains clutches into the welkin. How long it was since you turned from the promising if not entirely conventional officer into a deserter? Nine years? Or is it already a decade?

Your thoughts turn even darker once you think about the person you missed but wanted not to admit it even to yourself. Sophia, Your clever little sister whom you adored back in the day, she should've finished her hierarchy exams and orientation. She always was a curious and a clever one. When a kid, she said that she wants to become a mentor or a mechanist. Does she still remember how you encouraged her? Does she still remember you? And if so, did she remember you as a caring and helpful sibling, or as a disgrace of the Bhiroth society and violator of the core principles of the Chain?

You feel something starting to form in your eyes and decide to take a mighty sip of the beverage you took with you. Rather because you needed to divert the stream of thoughts before you lost the last remnants of dignity than because you felt cold or thirsty. You needed some rest before the next day. These marches were quite tiresome in the winter time... and you needed at least a glimmer of hope, a sign from above that you will break through this.

Then, when you calmed down and prepared to fade into the dream, a series of sharp female cries erupt you from the melancholy. They sounded like cries of a dire bear victim. But why would anyone be so deep in the forest? It can easily be a wight or a banshee, or even a hoar frost fiend luring you, or, maybe, it IS a distressed woman lost in the woods. After a couple of seconds of considerations, you decided to inspect the source of the sounds yourself.

Carefully and fully armed, you approached the place from where in your opinion the sounds rang. There was a grove and a trail in the snow leading further into the thicket. Ready to counter whatever jumps out of it, you proceed, discovering an odd sight in the snowy night: something looking like a young lander female, naked but with wings (Wings, dammit!) failing to play dead in the bushes because of the shiver. You raise your shield and ready your mace when the creature stands up and start to approach you through the veil of falling snow. She looks young, pretty, totally naked, and surely winged. When she smiles at you with a warm but a bit scared smile, you understand that she isn't a blood-crazed undead or a loci spirit, she is no doubt alive and sentient. You struggle with the urge to lower your guard when she approaches you close enough to see the glimmer of the moons in her eyes. You ask her who is she and what is she doing here, but she doesn't seem to understand you. You ask her what happened to her, but she shyly diverts her eyes downwards, conveying the whole picture of helplessness and unawareness to you. When you are about to mumble an old Bhirothian prayer to the Chain of the Kin, she sharply sneezes, making you reflectively raise your guards again and growing more scared of your reaction than you of her suddenness. Strangely, you feel the irrational and seemingly old-forgotten urge to pat her helpless blonde crown and to help her out from the cold.

Indeed, the oddest of encounters happen during the Gaiana's Flood.

@Raptor580 @ConfusedPotato @giodan @Changeofheart @Uhtread @Pinniped @Zhaitan
As promised, the little bonus for your patience. Please, break the last vote tie while I'm moving over the Atlantic. If everything goes well, I will write the next update from the USA :D
 
Last edited:
1.5 Of stained hearts and the impossible entities
Back there, you have had a brief moment to consider your further actions. Running away and leaving your companion didn't even occur to you, so you decided to assume the defensive stance and fend off the predators for as long as they grow discouraged from thinking of you as easy prey.

After a split second of stalemate, which looked like a second of peace before the storm, three bulkiest canines pounced at Kyres, managing to strike his mace from his grip and hang on his upper piece of armor, attempting to take him to the ground and dispatch in an all-out attempt. The predators surely knew what they were doing, clearly possessing sufficient experience of tackling massive targets. However, your guide also proved to be a seasoned fighter as he managed to preserve the balance and was fighting back using his gauntleted fists and the shield. With the moderate degree of success, strikes, bashes, and grabs with the consecutive attempts to use the wrestled beasts as improvised throwing projectiles ensued. However, you did not observe it for too long because once the pack deduced the failure of the blitz attempt, the beasts drew their attention to you.

You piked the shank you've been given towards a couple of bests that sought to hop at you at the first opportunity. You instinctively unfolded your young wings (possibly to make your overall size bigger and so more imposing), which seemed to work for a few moments but lost the repelling effect shortly. While your companion was engaged in a particularly brutal brawl with at least four beasts, one of the predators kept some distance while two others tried to flank you with less-than-subtle ill intent. You swung the dagger in front of them when they tried to lunge at you and attempted to shield yourself with the wings unfolded low above the ground. Shortly, one of the beasts decided to go for your pearl-white appendages, plucking some of the feathers, tackling you down on the snow, and opening an opportunity for both of its pack mates to finish you off on the ground.

In your perceptions, the flow of time slowed down nearly to the point of stopping. One houndish maw was attempting to ravage your right wing, the second one was rabidly trying to tear at the pile of rags that were your improvised footwear, and the last one mounted at you, bare moments away from digging into your neck with its fangs. A short and violent surge of the emotions you have never sensed before kicked in, forcing you to perform a strike on a primordially-furious reflex. A smell of iron followed, accompanied by the splash of red taking source from the beast's fresh neck wound. While the shocked charger recoiled due to pain, the surge of the savage instinct made you strike the animal repeatedly with all of your strengths for five times in total, drenching your tender hands in blood and forcing the attacker to get off of you. Your heart was beating like a drum, yet you could not hear it behind your half-shocked and half-frenzied state. The hound that attempted to rip your wing also took a couple of steps away after failing to find any flesh under feathers. The third carnivore went for an attempt to finish what its comrade was unable to accomplish.

Even though you reflectively prepared to counter the second living threat, the warg was slapped mid-air by Ulren's shield when it jumped at you. Kyres managed to pick up his weapon and re-adjust his stance while the attackers regrouped at a distance, recovering from hits and reevaluating the balance of the risk and reward. You also used this pause to stand up from the ground and to prepare for the possible next assault. Even the very first charger that was assumed dead after the collision with Kyres' mace lifted itself up with effort and began to limp towards their packmates, painting the snow carpet with the blood dripping from its head. The tense standoff ensued: for about twenty seconds, the beasts traced your moves, growled, and barked, remaining mostly stationary. Ulren took the point slightly ahead of you, ready to counter the second rush. You also prepared to assist him.

However, the wargs decided against taking the risk that the successive charge imposed on them. Without the advantage of the surprise element, no longer in the full physical integrity and with plenty of strengths wasted, the predators did not seem too eager. Unwillingly, the pack began to slowly backstep into the dead winter vegetation, continuing to vocalize threatening sounds, as if they were guarding the territory and implying more violence should you and Ulren not retreat as well. Judging by your guide's reaction, he perceived the situation precisely in such a way, considering that some hides and warg steaks were not worth his and your health or even lives. Carefully, you left the place where the conflict escalated, periodically checking whether or not you were followed. Thankfully, the pack wasn't chasing you, so the rest of the destination to the next camp spot, fortunately, turned out eventless.
_________________________​

After the camp was established in the same way as yesterday, with some minor differences caused by the terrain specifics, you took your time to regain strengths. You didn't feel right: the heartbeat refused to normalize, the thoughts were hasty and scattered, and you had absolutely no appetite. You felt semi-foul, but not because of any bodily injuries (which you were lucky to avoid if not to count the loss of some feathers) or the amounts of adrenaline in your blood (which was but natural after having a brush of the risk to one's life), but because today you have felt something you did not know before - your pristine heart was stained by the wraith just like a spark of fire stains a parchment. You did not know how to digest it, you did not know whether or not you will be the same again, and the thought that this wold might squeeze out more feelings akin to this only added more frustration and even dread.

Your guide, who was visually studying you, called you by the name you supplied him earlier and possibly attempted to reckon of how you were holding up. You were honestly surprised by how quickly he recovered from the event: he was acting as if nothing of significant magnitude happened at all. Is he just accustomed to the violence of this realm to the degree that he feels neither qualms nor doubts? This assumption didn't make you feel any comfort. This whole day made you feel (write-in). The good thing was that it was about to end, and so, soon enough, you sunk into the deep, dreamless sleep.

_________________________​

The next day met you wit the glorious sunshine: the skies were azure blue and cloudless. You caught yourself on the thought that whenever you see it, it fills you with the irrational sort of joy. Besides, the sleep wiped out almost all of the hard feelings you had from yesterday, leaving only the memories and a tiny trace of emotional discomfort whenever you recalled the events. Once again, you felt full of life, minus the still aching wings and the bruise on your face. You wondered, why did Ulren's kindred had hit you of all the sudden, and why did he have to act so violent? Why was Ulren helping you? Eager to communicate with your guide, you attempted to exchange some gestures. Ulren, however, even though becoming visibly relieved by the recovery of your spirit, was too busy preparing food and managing the camp, leaving your urge to speak rudely unanswered. You took your vendetta by greedily devouring the grub he found and, perhaps, even eating some of his share. The man gave you a sarcastic smile, whether due to your behavior or as a way to address the worsening deficiency of supplies.

Regardless, there was still a road ahead. During the day, you were contemplating on the nature of the light and the celestial object that radiated it. You felt an unexplainable but ingrained bond to it. This feeling made you theorize that the light might be the element that put all other aspects in check, organizes them, and serves for even more purposes that you do not know yet. It also possesses some traits, like being able to reflect and bend a little. You wondered whether or not you can manipulate the light aspect at all, making use out of the properties it possesses in plenty. You felt the power in it, and you found it hard to ignore it. Perhaps, you needed to give it more thought or even to exercise when you have more time and a stable environment.

Despite seeing various forest creatures that day, none of them seemed to perceive you as prey, so the day march proved to be an improvement upon yesterday. This allowed you to enjoy the surrounding nature and to distract your companion from his recurring brooding via a couple of silly scenes, including a little snowball fight. At first, he seemed surprised by your behavior, but not without enjoying later on the distraction you provided him with; you could see it in his eyes.

Later that day, closer to sunset, you came across a clearing in the forest filled with several human-like figures motionlessly lying and sitting on the snowy surface in rather disturbing poses. There was also a lesser mount creature (compared to those you have seen so far) lying amidst the human figures with the bags still attached to its harness. The oddest part of this sight came to you in a few heartbeats: you could not sense a single living spark in any of them! And even more - your senses were telling you of two odd spots of darkness hidden in the snow among the figures. These bizarre formations seemed to be completely opposite to the sparks you and Ulren possessed - they were not emitting the fire of life but seemed to feed on it, just like the perfect darkness that consumes light. This realization alarmed you, contrary to your companion, who calmly gestured you to stay where you were, assumed a cautiously defensive stance, and prepared to approach the figures, most likely to inspect them and (or?) their loot.

[] Stay where you are and let Ulren do his part.
He knows what he's doing. It may be risky, but he's been around for a while. Besides, there may be some supplies left.

[] Disobey and come with him
You don't really like those two weird spots. You are unsure whether or not he can sense them, but, perhaps, you would be able to help should the things go wrong... somehow.

[] Alert him and don't let him go there
Does he know that there are two forms of anti-life hidden in the snow? What if they are the reason behind the demise of these creatures? Whatever Ulren has on his mind, you want neither him nor you to take any risks.

[] Alert him before he goes there
Does he know that there are two forms of anti-life hidden in the snow? You need to make sure he realizes the risks before he does whatever he has planned.

[] Write-in
You are a clever girl, aren't you?
 
Last edited:
Back
Top