Heimurn Chronicles (No, SV, you're a young valkyrie in the middle of a bizarre and dangerous journey)

Who is the bae? (Yes, we know that it's Lucy, but still - who's your favorite character)


  • Total voters
    101
Character(s) sheet(s)
your team of lunatics so far
Lucifina (aka you, aka Lu, aka Lucy, aka Sparkling, aka Gosling)



Race: the new nameless humanoid species
Gender: Female
Age: biological - around 21 in human years; actual(?) - almost half a year (?).
Background: protege of a natural science scholar, unknown origins
Status: Healthy

Perk(s):
"Follow the white cat" - you have a moody guiding spirit at your side who can boost your spirit aspect advancement should you get on its better side (+1 spirit arcane charge point after passing hard charisma attribute check (18)), expect its occasional interference.

"No one is an island" - you get 1 + n bonus to all social influence skills and CHA rolls when applied to teammates, where n is the number of steps of the target's affection tier beyond neutral (applies to both positive and negative affection dimensions). Additionally, get +3 to the mentioned bonuses if Amalia is around and can provide quick advice. Passive effect: unearth more insights on followers.

"It's in my blood" - you get a permanent +1 bonus to Intelligence and +1 to arcane skill. Actions that train arcane aspects have a 1/6 chance to double the yields unless the base earning equals or exceeds one full level. You are more prone to magic-related actions and thoughts. You might find it harder to resist the allure of magic in some situations.

Attributes Base value Modified value Total value Dice bonus
Strength 9 9 4
Constitution 16 16 11
Mobility 10 (+2 cond.) 10 (12 cond.) 5 (7 cond.)
Perception 11 11 6
Coordination 14 14 9
Micromotorics 13 13 8
Intellect 18(+1/3) 18 13
Wisdom 17 17 12
Charisma 20 20 15
Luck 4 4 4
Misfortune 2 2 2
Skill​
Attribute value​
Learned value​
Modified value​
Dice bonus​
Melee combat​
1​
4​
5​
Ranged combat​
2​
2​
Arcane skill​
7​
7​
(+1 cnd.day)​
14 (15 cnd.day)​
Defense​
3​
4​
1 (+2 cnd.w.)​
8 (10 cnd.w.)​
Objects usage​
2​
2​
Mounted combat​
3​
3​
Willpower​
7​
1​
8​
Balance​
2​
(+2 cnd.w.)​
2 (4 cnd.w.)​
Sneaking​
3​
3​
Reconnaissance​
5​
1​
6​
Persuasion​
10​
2​
12​
Intimidation​
6​
6​
Haggle​
7​
7​
Performance​
8​
8​
Seduction​
8​
8​
Geography lore​
7​
2​
9​
Nature lore​
7​
1​
8​
Arcane lore​
7​
5​
12​
Social and cultural lore​
9​
2​
11​
Craft lore​
7​
2​
9​
Lingual lore​
9​
9​
Daily craft​
6​
2​
8​
Pharma and treatment​
7​
3​
10​
Weaponsmithing​
4​
4​
Armorsmithing​
6​
6​
Tailoring​
7​
2​
9​
Art​
7​
7​
Artificery​
6​
1​
7​
Burglary​
5​
5​
Huntsmanship​
4​
4​
Alchemy​
7​
7​
Sorcery​
7​
7​

Flight and wing-related traits
Wings skill level​

13​
Flight mastery level​
advanced​
Normal speed​
above average, can forcefully accelerate to considerably fast​
Maximum range​
considerably far, anywhere up to twenty-eight kilometers.​
Maximum height​
considerably high (up to 250 meters)​
Maximum extra lifting weight​
low (10 kg)​
Balance​
above average, withstands weather and can try to regain without landing​
Launching surfaces​
solid grounds​
Air feats​
diving, gliding, hovering, thrusting, basic aerial spellcasting​
Land feats​
dodge extra propulsion, posing, enhanced balance, enhanced surface acceleration, shielding with wings​
#1) Thaumaturgy level 7 (6/7 to level 8):
  • You can sense the activity of the entropic aspects within ~1000 meters radius, and unusual concentration/malfunction of other aspects within ~200 meters radius.​
  • You have gained the permanent +1 bonus to constitution​
  • You have gained the permanent +1 bonus to wisdom​
  • You regain mental strengths a little bit faster during the daytime.​
  • Using thaumaturgy during the daytime requires less mental and physical effort.,​
  • You can allegedly see prophetic dreams​
  • You can temporarily nullify magic in ~30 meters radius or in a 45 meters-long 30' cone a few times a day, or emit an anti-magic field up to ~15 meters radius a few times a day.​
  • you can temporarily amplify the aspects power around you once a day​
  • you can temporarily amplify or suppress the aspects power of a target up to two times a day​
  • You can try to scan surrounding areas for traces of planar breaching with very high odds to succeed and sense the short residue of extraplanar entities.​
  • You can conjure light on the basic level (sparks, flashes, rays)​
  • You can shape light on the basic level (flash explosions, molding into orbs, luminal barriers, luminal domes, wedges of solidified light, sparks strike)​
  • You passively gain +1 to arcane skill when exposed to the sun but also get -1 to arcane skill at night AND in dark places.​
#2) Spirit level 7:
  • You are able of an advanced Nether-realm vision​
  • You can assess the memory traces of objects and entities via nether-realm vision and tactile contact​
  • You can sense soul sparks in ~75 meters radius​
  • You can sense the sparks of the living, undead, minor spiritual beings, bound spirits, phantasms, genius loci, and some other spirits​
  • You can sense concentrations of the Limbus energies, the thickness of the barrier, and traces of spirits from the material plane​
  • You have gained the permanent +1 bonus to perception​
  • You have gained the permanent +1 bonus to wisdom​
  • You can scan the target's soul characteristics and receive advanced-depth results​
  • You can try to smite a spirit​
  • You can try to disperse a spirit​
  • You can try to temporarily bind or scare off a singular lesser spiritual being​
  • You can communicate with discovered spiritual beings​
#3) ~Open affinity slot~
Your journal, a comfortable set of clothes, a plain dress, a custom-made set of lightened composite armor, an arming sword ("Holly"), a high-quality rondel ("Mercy"), a decorative blue ribbon, a silver necktie with a bounded spirit, superb leather harness.​
Capable of crudely repairing clothes, making basic tailoring items like belts and patches, and producing low-effort/cost items like stuffed toys. Capable of applying first aid to prevent bleeding. Knows how to make and disinfect bandageware.​

Ulren Kyres (aka Ren, aka Mountain boy)



Race: Bhiroth
Gender: Male
Age: 68
Background: mercenary, former soldier, outcast
Status: Healthy

Perk(s):
"Not on my watch, not again" - shields Lucy from considerable harm in combat situations at own expense.

"I promise you that" - when in the same group as Lucifina, will make the second set of saving rolls to avoid critical health conditions.

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).
Attributes Base value Modified value Total value Dice bonus
Strength 21 +1 22 17
Constitution 21 +1 22 17
Mobility 14 -1 13 8
Perception 12 12 7
Coordination 15 15 10
Micromotorics 13 13 8
Intellect 14 14 9
Wisdom 18 18 13
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 9 9 18
Ranged combat 5 5 10
Arcane skill 6 6
Defense 10 10 20
Objects usage 6 3 9
Mounted combat 8 8
Willpower 6 -3 3
Balance 7 7
Sneaking 4 -5 -1
Reconnaissance 5 4 9
Persuasion 4 4
Intimidation 9 9
Haggle 3 3
Performance 3 3
Seduction 5 5
Geography lore 6 5 11
Nature lore 6 3 9
Arcane lore 6 6
Social and cultural lore 5 5
Craft lore 6 6 12
Lingual lore 5 5
Daily craft 6 4 10
Pharma and treatment 5 2 7
Weaponsmithing 6 6 12
Armorsmithing 6 6 12
Tailoring 3 3
Art 4 4
Artificery 5 7 12
Burglary 4 4
Huntsmanship 5 2 7
Alchemy 6 6
Sorcery 6 6
Unknown, but he demonstrated feats of great balance, stability, and hardiness. Perhaps, he might have an undiscovered arcane aspect bound.​
A very worn half-plate armor set, worn set of clothes, a glaive, mechanical mace with spare heads, heater shield, hand crossbow, one quiver of bolts, enchanted amulet (+1 STR +1 CON - MOB)
Semi-proficient in the daily craft. Adept in smithing (martial-level weapons and armor). Proficient in artificiery (lesser contraptions). Expert in picking/maintaining war gear, and capable of minor mechanical upgrades of such. Knows the basics of hunting and skinning.


Sephorah of house Terphor (aka Seph, aka Sephie, aka Princess)



Race: Daeva
Gender: Female
Age: Adult
Background: Rosaline's agent, former slave, voluntary expatriate.
Status: Healthy

Perk(s):

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).​

Attributes Base value Modified value Total value Dice bonus
Strength 15 15 10
Constitution 15 15 10
Mobility 16 16 11
Perception 14 14 9
Coordination 18 18 13
Micromotorics 12 12 7
Intellect 14 14 9
Wisdom 12 12 7
Charisma 18 18 13
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 7 6 1 14
Ranged combat 4 4
Arcane skill 4 4
Defense 6 5 2 13
Objects usage 4 5 9
Mounted combat 7 7
Willpower 4 4
Balance 8 8 16
Sneaking 7 8 15
Reconnaissance 4 4 8
Persuasion 6 5 11
Intimidation 7 7
Haggle 6 2 8
Performance 6 7 13
Seduction 8 7 15
Geography lore 4 4
Nature lore 4 4
Arcane lore 4 4
Social and cultural lore 5 6 11
Craft lore 3 3
Lingual lore 5 5
Daily craft 3 2 5
Pharma and treatment 4 4
Weaponsmithing 4 4
Armorsmithing 4 4
Tailoring 5 5
Art 5 5
Artificery 3 3
Burglary 4 6 10
Huntsmanship 6 6
Alchemy 4 4
Sorcery 4 4
Unknown if any. No signs of her having seeds of arcane aspects bound so far.​
A set of clothes and undergarments, a superb set of compositive medium armor (manticore materials), a superb leather harness for bags and tools, a qualitative longsword "Ember", a parrying dagger, a quiver of tossing knives, a kit with burglar's tools.​
You suspect she's incapable of legal manual labor aside from the bare basics of daily routines.​

Karl Norskov (aka Mage, aka 'that' mage)




Race: Human (unknown heritage)
Gender: Male
Age: appears to be in the late thirties to early forties
Background: elementalist mage, major arcane enthusiast, disowned son of a noble family.
Status: Healthy

Perk(s):

"Old habits die hard" - when making an offensive arcane skill roll in combat and getting less or equal to four, reroll it (only the highest score counts). This perk also applies to combat rounds where Karl makes an arcane skill roll only for the defensive score.​

Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 11 11 6
Perception 13 13 8
Coordination 10 10 5
Micromotorics 16 16 11
Intellect 20 20 15
Wisdom 16 16 11
Charisma 14 14 9
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 1 1
Ranged combat 4 4
Arcane skill 8 9 17
Defense 1 2 3
Objects usage 5 5 10
Mounted combat 2 2
Willpower 7 6 -2 11
Balance 1 1
Sneaking 2 2
Reconnaissance 6 6
Persuation 7 7
Intimidation 2 2
Haggle 5 1 6
Performance 6 6
Seduction 3 3
Geography lore 7 7
Nature lore 7 7
Arcane lore 7 9 16
Social and cultural lore 8 5 13
Craft lore 8 8
Lingual lore 8 7 15
Daily craft 8 8
Pharma and treatment 9 9
Weaponsmithing 7 7
Armorsmithing 7 7
Tailorng 8 8
Art 6 6
Artificery 8 8
Burglary 7 7
Huntsmanship 3 3
Alchemy 9 9
Sorcery 8 3 11
#1) Conflagration and radiation level 7:
  • You have gained the permanent +1 bonus to strength.
  • You have gained the permanent +1 bonus to intellect.
  • Your casting in dry weather or nearby fire sources amplifies pyromancy.
  • You can regain mental strengths faster near the heat sources.
  • You can sense and read the heat sources in a vast area.
  • You can channel the arcane powers to temporarily amplify own physical strength.
  • Your spellcasting uses both mental and physical strengths or the varying proportions of such.
  • You can temporarily infuse objects (including tools and weapons) with pyromancy powers.
  • You can conjure heat on the intermediate level (sufficient to melt iron)
  • You can suppress and channel heat on the intermediate level (rays, waves, charges, orbs, tactile)
  • You passively gain +1 to arcane skill for every 3 points of STR above 10. This trait also applies -1 penalty to arcane skill for every 2 points of STR below 10. Does not apply in the case of arcane self-empowerment.​
A worn set of travel clothes, a backpack, a grimoire (or a diary), an old pocket chornometer with a chain, an intricate smoking pipe
None you know about​

Amalia Brant (aka Lia)




Race: Human (Eastlander)
Gender: Female
Age: Young adult
Background: Former maidservant
Status: Healthy

Perk(s):
"Shipper on deck" - +3 To all social skill rolls against the companions with positive affection levels (neutrality affection level excluded). If previously gossiped with about other characters that she knows, can provide a one-time boost of +3 to all types of social interaction skill rolls to the requester.
Attributes Base value Modified value Total value Dice bonus
Strength 12 12 7
Constitution 15 15 10
Mobility 11 11 6
Perception 16 16 11
Coordination 12 12 7
Micromotorics 18 18 13
Intellect 12 12 7
Wisdom 20 20 15
Charisma 11 11 6
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 7 3 10
Arcane skill 5 5
Defense 4 1 5
Objects usage 7 3 10
Mounted combat 4 4
Willpower 8 3 11
Balance 2 2
Sneaking 4 4
Reconnaissance 7 7
Persuasion 5 5
Intimidation 4 4
Haggle 5 4 9
Performance 6 6
Seduction 3 3
Geography lore 8 2 10
Nature lore 8 8
Arcane lore 8 8
Social and cultural lore 6 2 8
Craft lore 8 3 11
Lingual lore 6 6
Daily craft 8 10 18
Pharma and treatment 7 7
Weaponsmithing 6 6
Armorsmithing 6 6
Tailoring 5 9 14
Art 7 3 10
Artificery 8 8
Burglary 7 7
Huntsmanship 7 7
Alchemy 7 7
Sorcery 6 6
Uknown if any
Leather camisole of fair quality, compositive crossbow, a quiver of bolts, a bag of small tools, a rucksack, a set of road clothes, a plain cloak, a knife, a belt water bag.​
Master of daily craft and inventory management. Fairly good cook (specializes in fried snacks) and knows how to correctly ration different foods. Good tailor, capable of qualitative repair of clothes and production of professional effort/materials goods like suits and dresses. Her designs lean towards practicality rather than fanciness.​


Isaac



Race: Human (unknown heritage)
Gender: Male
Age: Young adult
Background: Healer apprentice
Status: Healthy

Perk(s):
"We are of one blood" - Any non-hostile actions towards animals or beast folk have +4 bonus to attributes or skill rolls. Can use WIS instead of CHA for interactions with animals and beast folk (aka empathetic approach).
Attributes Base value Modified value Total value Dice bonus
Strength 13 13 8
Constitution 15 15 10
Mobility 12 12 7
Perception 14 14 9
Coordination 10 10 5
Micromotorics 17 17 12
Intellect 15 15 10
Wisdom 14 14 9
Charisma 7 7 2
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 -5 -3
Ranged combat 5 -5 0
Arcane skill 6 6 12
Defense 4 1 5
Objects usage 6 -5 1
Mounted combat 3 -7 -4
Willpower 5 7 12
Balance 2 2
Sneaking 2 2
Reconnaissance 5 5
Persuasion 1 1
Intimidation 3 3
Haggle 1 1
Performance 2 2
Seduction 1 1
Geography lore 5 5
Nature lore 5 2 7
Arcane lore 5 5 10
Social and cultural lore 3 3
Craft lore 6 6
Lingual lore 3 3
Daily craft 6 3 9
Pharma and treatment 6 7 13
Weaponsmithing 6 6
Armorsmithing 7 7
Tailoring 5 5
Art 4 4
Artificery 7 7
Burglary 7 7
Huntsmanship 3 3
Alchemy 6 6
Sorcery 5 5
#1) Body level 5:
  • You can sense breathing and blood pulse of living entities in ~100 meters radius.​
  • You gain the permanent +1 bonus to constitution.​
  • You gain the permanent +1 bonus to charisma​
  • You can scan the detailed physiological state of a target in many details including sicknesses, inflammations, as well as the state of physical integrity.​
  • You can make an attempt for a minuscule boost of the physical performance of oneself or a target at the cost of own mental strengths.​
  • You can accelerate the metabolism (and so, often times, the recovery from ailments or traumas) of living creatures at the cost of own mental and physical strengths.​
  • You can try to numb the minor pain of a target living creature at the cost of both mental and physical strengths or share it with yourself with the low transference loss ratio​
A robe with a hood, a bag with bandages and medications, an old iron amulet, a belt with tincures​
Good at applying and synthesizing remedies. Capable of providing first and complex medical aid. Has some skills in inventory management.​

Jorgen Ostgard (aka Jory, aka Craven)


Race: Human (Lyflander?)
Gender: Male
Age: Young adult
Background: Alchemist assistant
Status: Healthy
Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 12 12 7
Perception 18 18 13
Coordination 12 12 7
Micromotorics 15 15 10
Intellect 16 16 11
Wisdom 13 13 8
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 6 1 7
Arcane skill 5 5
Defense 2 2
Objects usage 6 4 10
Mounted combat 3 3
Willpower 6 6
Balance 2 2
Sneaking 5 4 9
Reconnaissance 7 5 12
Persuation 2 2
Intimidation 1 1
Haggle 3 3
Performance 2 2
Seduction 1 1
Geography lore 6 6
Nature lore 6 4 10
Arcane lore 6 3 9
Social and cultural lore 4 4
Craft lore 5 6 11
Lingual lore 4 4
Daily craft 5 3 8
Pharma and treatment 6 6
Weaponsmithing 5 5
Armorsmithing 5 5
Tailoring 5 5
Art 3 3
Artificery 6 6
Burglary 7 7
Huntsmanship 6 6
Alchemy 6 6 12
Sorcery 6 6
Unknown if any
A robe with a hood, a traveling cane, a bag with small instruments, a belt with glasses, a rucksack
Good at synthesizing remedies or other compounds from both organic and inorganic ingredients. Fairly good at understanding how chemistry works and has an eye for experimentation. Capable of locating and recognizing substances. Has basic skills in inventory management and knows a thing or two about craftworks.​

General condition: High morale, everyone's healthy, two weeks worth of food supplies, sufficiently-budgeted, low on alchemic reagents.
Money: 1081 Talers
Food: 82 food units (9 full days of sustenance on Bloom 28)
Food consumption: 8.5 food units per day
Lucifina - 1
Ulren - 2
Sephorah - 1.5
Karl - 1
Amalia - 1
Isaac -1
Jory - 1
Mount(s) - n/a (pasturing season)
Medication: 5 medicine units
Alchemy stash: 4 reagent units, 5 blank alchemical basis compounds (crafting boosters & subsidizes)

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
Last edited:
[X] Intercept the scouts before they reach the kids with:
-[X] Lucifina
-[X] Ulren
-[X] Dusky
This will end very badly
 
[X] Intercept the scouts before they reach the kids with:
-[X] Lucifina
-[X] Ulren
-[X] Dusky

All aboard the bandwagon.
 
Alright, punching the wagon

Calculatin' time:
Def: Lucy 8 roll + 2 mod = 10 < 14; Ulren 10 roll + 14 mod = 24 > 14; Dusky 7 roll + 12 mod = 19 > 14
Combat: Lucy 3 (5 roll - 2 melee mod) + Ulren 19 (8 roll +11 melee mod) 22 ((17 roll + 11 melee mod )/2 + (7 roll +9 range mod)/2) + Dusky 12 (3 roll + 9 melee mod) 16 ((1 roll + 9 melee mod)/2 + (14 roll + 8 obj.us mod)/2) = 41 > 28
Luck: Lucy 2 < 3 < 37 (Damn close to misfortune. Thankfully, no effect); Ulren 2 < 16 < 39 (no effect); Dusky 2 < 31 < 39 (no effect)

Verdict: you've made a mistake by throwing Lucy into the fight since Ulren and Dusky could've massacred the scouting party (and what they did). Although, not a lethal mistake. 11, 12, and 13 total defence results would've constituted for scratches to a light injury, but 10 is the upper reach of the 10, 9, 8 difficulty diapason, means our girl will sustain a light to moderate injury. Another thrilling detail - Lucy's 3 luck roll. Should it be at least one point lower, it would've degraded the failed roll down to the heavy/life-threatening injury. Dodged a bolt. Literally.
Just remember that at the moment she's the "face" of the team, delivering punches when there are two combatants is not her job. In short, you had the real 15% chance to die outright and 10% chance to die later.

Also, your failures also have the impact on the story. Can't wait to run down through your decisions at this chapter's closure.
Teloch threw 3 20-faced dice. Reason: Def Luc Ulr Dus Total: 30
8 8 10 10 12 12
Teloch threw 5 20-faced dice. Reason: Melee Luc Ul Dus Total: 34
5 5 8 8 17 17 3 3 1 1
Teloch threw 1 20-faced dice. Reason: Range Ulr Total: 7
7 7
Teloch threw 1 20-faced dice. Reason: Obj. usage Dus Total: 14
14 14
Teloch threw 3 40-faced dice. Reason: Luck Luc Ulr Dus Total: 50
3 3 16 16 31 31
 
Last edited:
Gonna start writing the next update in a couple of hours (holidays yay!) Also, another five updates are down, so there will be a new spoilerific POV side story as well.
 
1.14 Of harm and rashness
The lad and the redhead girl ran using the last strengths of their young frames, daring not to look at what happened to their most recent fellow in misfortune, and screaming like the terrified and crocked game they were to the soldiers and their hound. For a moment, when the dog was already closing in for the final leap, it seemed that their fate was sealed. But, the stride of the beast was utterly interrupted by a precise crossbow bolt, which dug into its spine and nailed the canine down. The two adolescent runaways shrieked for the last time before disappearing midsts the dark woods, either frightened or relieved by the turn of events.

This turn, however, was not that favourable towards the scouts, who turned their collective attention to the approaching party. Ulren lowered his shield while expecting incoming fire from the archers and began to unwind his flail's head in preparation for strikes. Dusky used your bulky friend, who was bulldozing through the snow, as living cover, assuming the stance for a lunge on the go. As for you... maybe you felt furious at the soldiers who have brought havoc to the city and ire to its dwellers, or, perhaps, you felt the dire need to 'repay' them for the life they took on your very eyes with the same coin. The sense of the "common touch" could also have been one of the reasons that caused you to ignore your foul physical condition and to join your accidental teammates in their assault against the now-evened foes.

Everything happened within thirty seconds or so, but for you, they stretched like minutes. Predictably, Ulren caught a bolt with his heather shield, but the second bolt swirled centimetres away from your core - striking through the lower end of your left wing and plucking a couple of feathers. That didn't stop you, though. Both of the scouts went on a reload and their half-plated footman companion stepped forward with his shield readied for collision and sword prepared for riposte. Unfortunately for the footman, that didn't help much, as Kyres executed an ascending strike from under his shield during the unexpectable turn, shaking the armoured adversary out of his poise, struck him with the upper edge of the heather shield in the helmet, and finished his initial series with two wide circular swings. This charge caused all three of the hostiles to separate from their formation, which resulted in Dusky picking one of the archers as her target and leaving the second one to you.

With the development of this clash, Ulren was the first one to emerge victorious: after his target made a couple of attempts to perform precise counters while keeping the distance, Kyres redirected the blade of footman's sword with the bottom rib of his shield to the ground, instigating the low clench, performed a pretty dirty head-on bunt on the footman's helmet, disorienting the target, and then finished him off by landing a mighty side-winded strike on his head. The impact was powerful enough to clump footman's head within its helmet and to send it flying off from the shoulders at about three meters distance. Brutal and efficient.

Dusky's style was different. As her target unsheathed his sword to fight in melee, she engaged in the exchange of lunges, pierces, and parries, adapting to the style of her foe and seeking for breaches. Thier blades met each other for about nine times before the horned woman dived under the faulty lunge of her opponent, rearing her target, cut his knee tendons, causing him to fall on his knees, and then piercing him through from the back, casually booting off the body from her blade after.

Your case, however, was the first time you faced not a dumb beast or an apparition, but aware, trained, and definitely experienced foe. Underequipped and untrained, you used the initiative advantage provided by your friend's initial charge, aiming for unarmored patches of your adversary. Alas, your dagger sunk in the camisole, slid across the chainmail coif, and left a couple of scratches and nasty stabs near your target's neck. More infuriated than suppressed, the archer struck you with the crossbow stirrup before taking his sword. Then, the initiative changed drastically, leaving you in the state of full defence. Unable to parry with the dagger that certainly wasn't suited for such tasks, you had to resort exclusively to your nimbleness and dodging. Your foe, clearly registering that you bit more than you can chew, increased the offence, performing two-staged combinations, trick recoveries, and fake lunges. Your proficiency in self-defence was put to its limit as you grew to realize your mistake.

Luckily for you, before the new series of strikes, the archer that you were fighting grappled to an object - a dagger - that suddenly stuck in his throat. In about two seconds, he was flanked by Ulren, who grappled your foe by his head, delivered a knee punch in his guts, and snapped his neck with the second loudest crackling you heard in your short life. A part of you was glad - you did it and at least two persons from the group that fled with you might see another day, but the other part was burning with shame. Like a living burden, you were rescued by the others. Again.

Disheartened by this whole event and not feeling like looking your friend in the eyes, you turned away to take a look around. There - near the woods - the body of the never-to-be mother was lying face down in the snow. With only one, faint, feeble, and doomed spark left in its womb. Four meters closer to the woods, there was a short bloodied trail on disrupted snow, leading to the hound exercising its last agonic convulsions. Around you, were three bodies of varying levels of mutilation. Behind you, was the city full of smoke, death, and broken fates. This scene and the whole day made you feel sick. Literally. With the heaviness rising in your stomach and numbness emerging around it. That doesn't feel right. Absent-mindedly, you brushed your abdomen without lowering the gaze, sensing the novel to you feeling of cutting pain raising through the numbness. You lifted your hand and witnessed it stained with hot, fresh blood. Your blood.

Confusion and fear washed over you after witnessing what was your very first real injury, spanning from the bottom centre of your abdomen to right top. The wound was not very deep but it partially cut muscles in the mentioned area, sending slowly-growing pain impulses when you tried to turn around or to walk. The adrenaline was fading from your blood, giving way to pain. Both of your companions saw the change on your face, and as soon as they figured out what happened (which took but a moment), Ulren barked at Dusky in commanding tone. With the cold and hastily methodology, he looted two of the bodies, literally shaking them out from the upper clothes, footwear, belts and bags. After that, he uncorked the looted leather spout bag, making sure by the smell that the contents stands for its suitability for providing the first aid in field conditions. In a moment, he let you sip some of the liquid in the bag (which tasted like a fiery water and felt like a direct impact of a brick against your face), tear off a relatively clean piece from 'your' dress, working it through with the rest of the 'burning' liquid and administering your wound. After he applied and fixated this improvised bandage, you also found yourself in a duster scavenged from one of the soldiers, dressed in the blood-stained camisole, and rebooted in the pair of footwear of the same origins and quite a nasty stench. A gross move by your friend, but likely a life-saving one.

After that, while verbally exchanging with Dusky, your guide approached the dead hound to dismantle it's still warm carcase on a few lesser hunks, filling the surroundings with even more disturbing sounds of thorning flesh and breaking bones. He motioned Dusky to harvest the cloth matter lying around and the bits of the hound, which she did, albeit with the discontentedly-surprised facial expression. Your friendly pseudo-giant paid no attention to the new companion's discontent and picked you up on his hands (again) and began to move towards the woods, followed by the horned lady carrying to two sacks. Together, and arguably in one piece, your group began its march further North, hastily leaving the ravaged city with all of its dangers behind.

Your state wasn't that good even before you engaged the fray, but now it was even worse: encroaching, paralyzing pain in your core mixed with symptoms of the concussion such as loss of focus and periodical waves of nausea. At least you were warmed and in the relative safety of your friend's shoulders - the friend, whose motives for helping you (if that's how you call "rescuing from certain death repeatedly") were oblivious but surely not unwelcome. Peeking over his shoulder, you aimed your gaze at the woman following both of you. She and Ulren were conversing, and, judging by the tonality used, they were either having an argument or just found their company unpleasant. Do they know each other? You can't say... same as you can't discern anything from their talk.

Having no better sources of information regarding the new follower, you had to address the recollection of today's morning and her behaviour in crisis situations. First of all, she seems to be a decent person, opting to help others when it was possible. Except for the case on the bridge, when she situationally seemed prone to leave Ulren behind. Although, when the push came to shove, they seemingly figured out a way to coordinate despite possible enmity and clear difference. Thinking of such, you were wondering about her background and her prominent traits, such as heightened mobility and graciousness. Is it something shared in her race or something she developed personally? Fanning the curiosity about the races inhabiting this realm, you predictably came to the question of your own belonging. Are there any other like you? If yes, then why haven't you seen a single one of them? And why people acted so confused when they saw your wings? The new questions were piling with each day, contributing to frustration caused by your ignorance and insatiable curiosity.

Once again, you peeked at the one whom you titled as "Dusky". Despite your emotions being predominately (WRITE IN) at that moment, you came with the first impression on her. With everything considered, she evoked (WRITE IN) in you. After you noticed that to yourself, something odd happened: her eyes caught your stare and something tickled in your brain. Your aspects senses were either telling you something or, perhaps, malfunctioning. Alas, you were too tired to figure it out. After made exhausted something akin a faint yawn, slightly shifting in your friend's hands and falling into the state of post-traumatic slumber, emerging and falling back into it periodically.

Later that day, when the darkness was already on its way, covering the land, Ulren put you back on your feet. As strong as he were, the events of the week and especially this morning exhausted him. Supported by the shoulder, you had to brave the way with your arms around the wound, restraining the now-present burning pain. Dusky followed you both with the brooding face and no words spoken. The resulted silence felt oppressing in a way. It was the kind of silence when people have had what to say but found it more appealing to remain silent. This vibe of distrust between Dusky and Kyres failed to elude you. The lack of emotional contact in the group was compensated by the foul, howling wind, and yet again emerging snowfall.

Fortunately, you arrived at what seemed the next route in your journey before the realm was swallowed by the darkness and foul weather completely. What appeared to your gaze was a half-ruined rocky structure, devoid of any decorative architecture elements adorning the buildings seen in the city. The complex consisted of the main facility with one satellite tower, surrounded by the sporadic fragments of what seemed to be the wall around half a century ago, and showing absolutely no signs of being inhabited like burning torches or cleared pathways. The shape of these building was even worse than your state of health, but it was still the only available option for the group to call a night in a relative peace and likely sheltered.


In a couple of hours, most of which your teammates spent searching for flammable materials to start a campfire, you occupied a hall in the gate tower of the main structure. The fort proved deserted, as expected, although, your senses were behaving oddly, not letting you to relax for no clear reason. With the signs of strong fatigue on his unhelmeted face, Ulren was roasting the bits of the hound that almost shred the surviving kids from the town in the morning pierced on the salvaged longsword. Dusky was sitting against him, her hands folded on her chest and back leaning against the wall. Her glance wandered from you to Ulren to nowhere in particular and backwards. The silence, disrupted only by the howl of the strong wind outside, was still pressing, and your wound was giving you no sense of rest. But for the good part, you survived what many failed to, was now sitting near the sheltered campfire, and in the company of people who won't likely harm you in any way.

The source of your disturbance was the persistent sense of a presence in the lower levels of the fortress. You could not pinpoint its direct location like it happened to the hidden ice wights you encountered on your way to the city, and you sensed no soul sparks. This presence was unreadable to you, and it seemed scattered, engrained into the rocks. Also, it appeared inactive, drowsing in a troubled slumber. Suspicious, you recalled that magic cancellation trick that you've learned, since it may turn extremely usefull in case if this presence is of the same nature as the ice fiends.

Well, in light of all the circumstances, you may do something with the time on your hands.
________________________________________

6 TIME POINTS

[] Screw it! Fall asleep.

For better or worse, skips the camping options immediately
You've been through a lot today. You just want to doze off.

[] Explore the lower levels of the fortress -4 p
-[] With Ulren
As tired as he is, he won't let you go anywhere without him, and you know it.
-[] With Dusky
-[] Without Dusky

The highest perception roll of all the participants against very easy perception check (11), luck roll of each participant, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be.
You don't feel it would be entirely safe, but your group is currently underequipped and has to sleep on the bare stones. Unless you recover more resources from this ruin, spending nights in the wilds might turn very unhealthy.

[] Asking Ulren for some training -3p
You're not in the right physical condition to train, and your friend looks like someone who could benefit from a good nap.

[] Train your wings -2p
Nope. It hurts.

[] Self-study the thaumaturgy aspect -4p
Normal intelligence attribute check (15), easy arcane skill check (17), your luck roll; +1 is warrantied, additional +1 is granted if both rolls are successful or one failed roll is compensated with the luck; non-repeatable.
Strangely, this melancholic atmosphere inspires contemplations.

[] Self-study the spirit aspect -4p
Normal intelligence attribute check (15), easy arcane skill check (17), your luck roll; +1 is warrantied, additional +1 is granted if both rolls are successful or one failed roll is compensated with the luck; non-repeatable.
Maybe, if you try harder, you could figure out what's hiding in the basement of this fort?

[] Communicate/interact on the matter of (write-in) with -2p
-[] with Ulren
-[] with Dusky
-[] with both

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; repeatable; if picked "both", you have to pass normal (15) charisma test (only once, in case if repeated)
Your curiousity and desire to socialize gonna eat you alive soon.

[] Inspect (write-in) -1p
Pick to gain more insight on whatever object (or subject) within your reach, no benefits past the detailed information, repeatable.
There is a lot of new things around, you feel the itch to study them.

[] Write-in
You have better idea what to do

___________________________________


Bonus material voting!

[] About someone very confused sitting by the fire in the abandoned fort
[] About someone very excited in the army camp
[] Jesus, QM! Just lead us out from the wilds already!
 
Last edited:
[X] Self-study the thaumaturgy aspect -4p
[X] Communicate/interact on the matter of (if your companions are okay) with -2p
-[X] with both

[X] About someone very confused by the fire in the abandoned fort

[X] Dejection
[X] Surprise

To explain, Luci would 100% want to make sure her people are okay. And, while neutral with Dusty, she did help, a lot. That, and I kind of like her style, so fostering good relations is a good thing.

And, yes, I do think she feels sad about not being able to actually help. I think, after she heals we should get right on that. I don't know how she would feel about Dusty, other than surprise and thankfulness. Anyone else want to offer another opinion?
 
Last edited:
[X] Self-study the thaumaturgy aspect -4p
[X] Communicate/interact on the matter of (write-in) with -2p
-[X] with both

[X] About someone very confused by the fire in the abandoned fort

You forgot all the write-ins (as in character's impressions after the events, and how exactly or on which topic she wants to communicate her teamies)
 
[X] Self-study the thaumaturgy aspect -4p
[X] Communicate/interact on the matter of (if your companions are okay) with -2p
-[X] with both

[X] About someone very confused by the fire in the abandoned fort

[X] Dejection

[X] Wariness
 
[x] Self-study the spirit aspect -4p
[x] Communicate/interact on the matter of...
-[x] with both
-[x] Just try to lighten the atmosphere. See what works.


Our role in the team is that of a spirit detector and a lovable idiot. Let's keep it that way.

[x] Jesus, QM! Just lead us out from the wilds already!
 
[x] Self-study the spirit aspect -4p
[x] Communicate/interact on the matter of...
-[x] with both
-[x] Just try to lighten the atmosphere. See what works.

[X] About someone very confused by the fire in the abandoned fort

[X] Dejection

[X] Wariness
 
Inserted tally
Adhoc vote count started by Teloch on Jan 2, 2018 at 6:54 PM, finished with 12 posts and 5 votes.
 
[x] Self-study the spirit aspect -4p
[x] Communicate/interact on the matter of...
-[x] with both
-[x] Just try to lighten the atmosphere. See what works.

[X] About someone very confused by the fire in the abandoned fort

[X] Dejection

[X] Wariness
 
So, it is ~22 hours before calling the vote and we have 3 votes for a savvy saint and 3 votes for a lovable souls shepherd.
Waiting for tie-breakers.

PS: at least got the clear result on the next side story.
 
Last edited:
[X] Self-study the thaumaturgy aspect -4p
[X] Communicate/interact on the matter of (if your companions are okay) with -2p
-[X] with both

[X] About someone very confused by the fire in the abandoned fort

[X] Dejection
[X] Wariness
 
[x] Self-study the spirit aspect -4p
[x] Communicate/interact on the matter of...
-[x] with both
-[x] Just try to lighten the atmosphere. See what works.

[X] About someone very confused by the fire in the abandoned fort

[X] Dejection

[X] Wariness
 
Back
Top