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:
2.8 The latter half of the second week or "it's that time of year"
With the doors closed right behind you and your feathers rubbing against it while your eyes glimmer and swipe the room, you attempted to give a thought to what have you just heard from Holt: plenty of socializing opportunities inbound! Good, good. You breathed in and out in an attempt to calm down, however, the enthusiasm sparked from the idea that you might bask in others company and make some meaningful gestures seemed only growing out of your attempts to repress it. Sitting down on the bed, you subconsciously clutched to your protruded right wing, pretending to pluck an edge feather out of it. Perhaps, training your wings and the general physique is a sound idea, but what about parties?! the inner voice retorted in an instant. Perhaps, improving your arcane abilities and overall mental capacities is something that may better your odds in this world, but what about interactions?! the inner voice dwarfed the lingering whispers of reason.

You sat like that - absent-mindedly - for a few moments, and then, after a barely audible "squee" sound and an infectious grin spreading on your face, you gave in to the temptation of preparing to indulge others. Surprisingly fast even for you, your mind came up with a simple algorithm of actions: to ask Ulren's help with presents to Rosaline and Claudius, and then to ask Rosaline for assistance getting something for Amalia, Ulren, and Sephorah. You can almost feel with your guts that she knows what happened after that evening and where your dusky damsel friend is now. Untimely energized, you barely managed to doze off because of the anticipation of bringing this plan to live with the break of sunlight.

_________________________​

Maybe you were getting used to your current living conditions, but the next day failed to impress you with any extraordinary events. The meal was hefty if not confectionery enough for your tastes (if at all), Rosaline tasked you with lessons and lectures and then ran an experiment on you. An odd one, to be honest, but not as unpleasant as the previous experience of blood thievery: she stared into your eyes through big magnifying lenses and periodically brought sources of light before your sights, possibly to see how does your sapphire-ish pair reacts to exterior irritators. Despite the obscure nature of this experiment (or the goals your hostess attempted to achieve), you haven't asked her about the nature of it, rushing to the place where you sensed Ulren's presence as soon as you closed the doors to the lab, leaving Rosaline wondering about your uncharacteristic behavior.

You found your heavyweight friend down in the gymnasium, showing a squad of young-looking guards some moves with a big, almost door-sized shield and a short spear. Maybe, they did not enjoy being the practice dummies to someone of much higher weight category, or perhaps they weren't fond of the idea of being barked at whenever they fail to replicate the moves or (heavens forbid!) embarrassingly loose balance when practicing against each other. Regardless of the combination of these reasons, they felt anxious in Ulren's presence, speaking mildly. You, however, brought them a moment of respite when the shuffle of your ivory distracted Ulren from observing their clunky attempts and calling them with the strange 'lubbers' word.

Your presence in this hall coupled with very unmasked enthusiasm contributed to his sincere if short-lasting surprise. Yet, his refusal to immediately collaborate with you due to him being busy at the moment and the statement that you should probably not incorporate the customs of different species turned the sentiment back to you. Maybe it even angered you, but you had to refer to artistic pouting, wings lowering, and arms crossing before he inquired how exactly you expect him to help and who is the target of your affections. In fact, hearing that you want to thank Rosaline for what she's been doing for you and having your pitched idea of a mechanical quill of sorts shifted his position on a matter. If not as enthusiastic as you, he agreed to collaborate, albeit on two conditions: you will be helping him little time in the process, and you will have to find some time for him to teach you the basics of self-defense. Who knows: maybe you would stick to the second part of this bargain, but independently of that, you could only nod in confirmation.

In the evening of the same day, you came down to the smithy hut where Kyres was once fixing Claudiuses surgery tools, intended to stick to the deal. Ulren was already expecting you and briefly instructed you to watch what he's doing, hand him what he's pointing at, and doing what he's saying. And so you did observe the sub-giant man form disproportionally small iron parts out of scraps and handle him different sorts of tongs and rasps. Following your plan and obeying your sociable instincts, you used this opportunity to instigate a conversation (which sounded more like an interrogation from your side), and Ulren did oblige you with answers (that, potentially, raised even more questions). Still, you never liked silence much and learning more about the man who dragged you out of the wilds was only appropriate.

"You say earlier that solstice is not mine not your holiday, what you mean with that" you asked while cleaning a half of the craft's iron corpus cylinder with a rug.

"Quite obviously we are not Landers to celebrate their holidays. Can't say for you, but in the culture where I was raised, the holidays, the traditions, and even the calendar is different, with an old year ending and a new starting in early spring," Ulren answered while shaping the second half of the cylinder, "I don't know about your culture, if there's any, but you don't have to incorporate the customs you don't want to"

"But if I want learn those cus-toms?"

"Figured that. We wouldn't be here right now otherwise" he answered without looking at you.

Strangely, it was harder for you to lead the conversation of all the sudden. As if the appropriate conversation topics were hidden from your immediate reach, forcing you to pick the approach anew.

"You be good at making things. How you learn that?" you used the topic that was lying on the surface.

"I was taught the basics of smithing and crafting during my initiation studies. Initially, I had been taught the essentials to enter the Hrofdur caste upon graduation, but shortly after my study years began, the war kicked in and my orientation was changed to fit the needs of the Kin. As the conflict progressed from horrible to dire, I was first oriented as a future Raufdur, and then ended up as Hermadur - the ready-to-deploy unit for the needs of the front". After saying this, he stretched his hand to one of the tools.

You perceived the signal and handed him the pair of pincers, supplying it with your own inquiries: "H... Hro-fur? Ra... Raud... Rauf-dur? Herm... umm... castes? What is castes?"

Ulren sighed slightly and briefly looked at you before returning to actual crafting. "That's quite a large topic you're touching. But in short, that's how the Bhiroth society is organized. Landers are divided into classes - the distinct groups of people whose position in society is determined by who they are, who are their parents, and what are their possessions. Unlike classes, castes are defined by what individuals do or can do for their society. According to the teaching of the Chain of Kin, Hrofdur caste is the everyday workers: manufacturers, miners, farmers and other prospectors who produce goods. They are casually called 'greens', as their distinct regalias are of the moss-green color. Raufdur is the caste of..." he stumbled to search for the right word, which took him a couple of moments, "it is the caste of military logisticians. Or, at least, that's the most fitting word in this language. Their duty is to erect defensive infrastructure, manage siege weaponry, supply armies and work as a manpower reserve. They are called the 'greened blacks', as their regalias are black with green stripes." He swiped some sweat from his forehead before continuing. "Hermadur is the caste of warriors - those who push the frontline and do most of the fighting, guarding, spying, and patrolling. They are casually referred to as 'blacks' because you can figure out what's their caste color is. There are six castes in total and the way they work together is a really long story for another time".

Your mouth slightly opened, as it indeed sounded like a vast topic to learn. "You been taught? Like lady Rosalin teach me?" you asked while watching him fiddling with the smaller parts that ought to become the mechanical element of the final craft.

"Not exactly. The initiation is a lengthy period in the lives of young bhiroths. It takes eight to ten years to master all the skills needed to be initiated to a certain caste. During this time, students are taught by the practicing specialists and retired mentors alike. After a few first years, they start to carry out assignments of their future caste mates. So the theory meets the practice early on. This process is centralized and a lot of initiates learn together at the same period of time, unlike you having a single tutor and learning alone."

"So you learn as Hrf.. Hor... Hro... a crafts-man first and then the war happen and you learn to be warrior?"

"Yes, that's roughly how it was"

"Umm... Ulren? Is that what happen in the city before, is that war?"

"No. That was a pillaging and terror raid executed by Westlanders. Real wars are worse. Sometimes by very far. But you shouldn't worry about it for now - you are safe in here"

That sounded reassuring... somewhat. Seeing how much he knows about his people and the world outside made you remember your very first 'conversation' - the one that followed in the morning after his kinsmen attempted to kidnap you.

"UIren? Remember the time you try show me who those people who hit me and tie you were? You showed that you are them but not with them. Can I know why?"

Surprisingly for you, this question easily pierced through his defenses and instantly changed his mood to more melancholic. It's not like he didn't try to hide it, though, and you had serious doubt that he reacted so solely because you recalled it.

"All societies have their rules and expectations by which their members live and die. Sometimes their members have their own thoughts and ideas that don't necessarily coincide with what their groups expect from them. And sometimes that leads to the said members being expelled". His operating speed with tools slowed down while saying this.

"Do you miss where you come from?" The question slipped your lips almost instantly, with little to no time to give it a second thought.

He, hower, did not answer. His work stopped, his face filled with faint traces of rue, and his gaze trained at something distanced - something that wasn't in this smithy hut. He broke the silence after the ten-seconds-long pause with a deep sigh. "I don't really feel like talking about it now, Lucy. Maybe another time".

As he continued his motions, you bit your lower lip. Seems like you've scratched the sensitive topic. The topic which would require more subtle approach if raised in the future at all. The conversation stopped at that point, and you spent fair ten minutes thinking about how to reignite it again. Good job, Lucy.

"You seem like friend with Claudius. Do you know what he likes?"

"Want to make a surprise gift for old Claudius as well?" he specified in a voice with faint playful vibes

"Uhm... yesh!" you answered, misspelling intentionally and artistically tilting one's head. This antic of yours cheered up your friend and squeezed out a brief, singular, snorty giggle.

"He's in practice for so long and has seen so many patients that I think he's wondering about their fates very often. If you'd ask me what would be appropriate for him, then maybe some hand-made knickknack. Something that has your personal touch and would remind him of you"

"Liiiike?" you made an attempt to squeeze a more specified answer.

"I dunno," he shrugged and answered in a silly manner, perfectly matching your question, "I only know how to make armaments and lesser gear. Though Amalia - that little friend of yours - might come up with something cute. I don't know her from before, but she looks like someone handy"

This wasn't the answer you hoped for, but it was a viable lead that would alter your plan a bit.

"Little? She not little. Or not Copper kind of little"

"I'd say she's barely on her twenty-third cycle or so and is pretty little from my perspective," he spoke while fitting the glass ampule into the iron case and trying the tightness of the quill's metallic edge.

"Oh. And you be how old?"

"Sixty-nine in the cycle to come"

Whoa! These Roth races do age differently from Landers. And you could even say that Ren looks somewhat youthful.

"And how old lady Rosaline is? She knows so much and you friends with her, which mean you know each other before, just like Claudius"

"Sharing that would be not entirely fair to her," he answered after another grunt that your words squeezed out of him, "I'll just say that she's not even half as old as I am," he continued while showing you the unfinished result of your work - the elongated composite object with an artificial doubled quill by one of its ends.

The rest of the evening was spent over etching stylish leaf-like engravings on the sides of this iron quill with a chemical compound and you sharing with impressions and findings made during your adventures in the mansion. When the work was done, you received Rosaline's-to-be gift, a friendly pat, some insight on how does basic crafting process looks like (which might even allow you to fix a broken door handle!), and a lot of things to think about before bedtime.​
_________________________​

The next day was a tad bit different from the previous one as it marked the start of celebrations. You found it out through observing an amateur theatrical performance of the younger servants: their little choir was signing while three of them dressed in improvised costumes of a white canine, a black goat, and a green reptile were performing a miniature play that revolved around the abduction and recovery of an ornate wreath, which, from what you learned earlier, symbolizes time and it's cyclic nature. The performance took place very early in the morning, and many denizens gathered to observe it, you included. It didn't last long, however, and everyone including the actors went back to their duties shortly after its completion, which suggested the ceremonial nature of this play.

As entertaining as it was, you had to proceed to your lessons and then to the second part of your holiday networking plan. Following the lead on which Ren hinted yesterday, you sought Amalia after the noon. You find her sorting out and laundering rags with a couple of other maidservants who, unlike her, were a little bit disgruntled by you interrupting their routines with your presence. Amalia looked a little bit tired, if not slightly sad, but she still listened to your plan and, after a moment of thinking that resulted with a faint smile, told you to visit her at her room in the evening. Seems like Ren was right when thinking that she might be of help.

Not long after the Sun disappeared behind the horizon and the clouds lost their crimson, you came to visit Amalia in her small room which, however, was impeccably organized. Everything from the symmetrically folded sets of dresses to the books arranged on a wall shelf by their size hinted at the dweller's profession. Surrounded by a couple of lamps, a few bolts of threads, and a pile of cloth patches, she was already expecting for you. One single glimpse was enough to understand what she had in mind in general, but you could have never guessed what she had in mind specifically.

"Why you think he going like that?" You questioned Brant while watching her stitching together the cloth scraps stuffed with cotton, which soon began to resemble a miniature figurine of a horse.

"It's not what we're going to give him. This is just an example of what I have in mind. This one, in particular, will go to the refugees' donations"

"It looks nice, and Ulren told me that he might like something small and hand-made, but you were here before and look like someone who know people. I just curious why"

She threw a cunning look at you before continuing her motions with a needle. "Claudius has been with Dalgaards for a very long time - ever since he met and journeyed with lady Rosaline's great-great father. He's the oldest person in this manor and more of a guardian to the residing family than a servant. He was here when I was hired four years ago, taking care of guests and dwellers alike, and I'm sure he will still do so when I won't be around anymore". She stopped for a brief moment to look at you again, "please, don't suppose that I think poorly of our mistress, but I have a feeling that he is the pillar of this family, and almost sure that our noble lady would herself agree with that statement as he always been kind of an odd uncle to her"

"So why do you think that he would like one of these... uhm..."

"Toys?" she supplemented your question.

"Err... yes?"

"You really are the clueless one, aren't you?" she grinned, "Children love these. And, as I said, Claudius see us all as children. But the main reason is that he never had a family of his own. It feels like his line of duty is the only way he can express his fatherly feelings, and too often people take his care for granted. I just thought that it would be nice if we acknowledge the way he sees and treats us with something symbolic, something that would say that we understand and appreciate him".

This made sense as soon as you ran through what she said. She knows people surprisingly well, which you, perhaps, found admirable.

"Isn't Isaac his family?"

Amalia's constantly present faint smile disappeared as soon as you said that. "No, you silly. They are not related by blood. Claudius treats him as such, but there is a very bittersweet story of how Isaac ended up here".

The conversation was about to go dark, so you decided to derail it before too late, "Say, Amalia, you speak so grateful. What he cure you from?"

"O-oh. That's a long list, really. We don't have specializations in here, so as maidservants we do various tasks to keep the manor running. I often prickled myself with needles when I was less experienced in tailoring and burnt myself with irons. Maybe, if he hasn't taken those to treat the refugee patients, there is still a bottle of anti-inflammatory serum and a jar of soothing salve labeled with my name in his locker..."

She went on and on describing what sort of domestic traumas are often in her occupation, providing more and more proof to her willingness to make a present in a league with you. Soon enough, she completed the demonstration performance of how to make those stuffed toys. Now, it was your turn to take the threads and the scissors, and for the first time in life to make something new with your own hands. She guided and pointed you in the process, but what you've made was a vaguely humanoid figure composed of potato-like bits stitched together. Not even close to the level of detalization she featured in her work, but it was your first attempt nevertheless, and it wasn't bad. After you were done composing this sacky humanoid, she took care to furnish it with details such as button eyes, embroidered grin akin to the one he features so often, and some miniature clothing with an apron, to preserve the doll's dignity. This opened an opportunity for you to lead the conversation again.

"Mind if I ask you why you so different from other maids?"

"Oh?" she reacted without looking at you, "different in what way?"

"The guards sometime avoid me, the maids look like fear me, people often react strange when see me, but not you"

"And here I was thinking you would ask why I look different from the others" she playfully puffed, "I'm just not fearful of the things I haven't seen before, unlike many of the locals. Maybe it's because don't hail from this kingdom, or maybe it's just a part of me"

"You say you not from here?"

"No. I was born In a small dukedom to the South called Rotenia. Ever since the War of the First Star, the life in the lands between Olfadir Theocracy and Alvizian empire was more of a meager existence. Ruins, hunger, diseases, criminals, but most importantly - poverty. When I was little, my mother barely amassed a sum sufficient enough to flee to the Lyf kingdom and to try to turn a new leaf here. That's how Kirhol became my new home. Many say that Lyf is the best kingdom to have a settled life, which makes it the main destination for immigrants even three decades after the conflict ended. Even though usually hospitable and open-minded, Lyflanders are growing more and more suspicious about the outsiders as the cultural and racial tensions keep to rise. Don't hold that against them, they are mostly fair people."

"But why you say you look different? You are not as different as Ulren or Sephorah or Claudius"

She chuckled at you, "It is very easy to tell a native Lyf denizen from a foreigner: all natives have blond hair and bright eyes with only rare exceptions"

You looked at her again: long chestnut hair and hazelnut eyes - not exactly Lyflander-ish traits, according to her own words.

"Must be hard being different"

She gave you a sympathetic glance, "I wouldn't say that. Everyone got used to me already, so I feel no discomfort or alienation. I think that would be your case too after some time. Say, the way you learn these lands, do you not remember anything about the land you came from? Is there that little in common?"

You lowered your shoulders apologetically and misplaced your gaze, "Sorry. Just strange dream, then fear, then Ulren found me. I remember nothing before that".

After she gave you a shoulder rub and a sympathetic "Aww", you looked at the multiple books and conjured a light sphere to inspect them closer. A few of them - those which featured titles on the back side of their roots - caught your attention. "Legends of the great Taoran grasslands", "Bestiary of the Northern Reach", "Pherinian fairytales 3rd edition", and "Carmine sails". This might be a clue on what you should ask Rosaline to get her and thus you memorized the titles.

"You like read a lot?"

"Yes", she replied and tilted her head to the side, "They say that there is a grain of truth in each fable or legend. I just can't help myself not to dig for it. Besides, I don't meet many travelers, so books are the most accessible way to explore the distant shores, even if in daydreams".

You gave her an understanding nod and let the flow of the evening return to its previous state, observing your fellow making the last brushes on the doll, which now indeed looked somewhat like the healer, from bulky (if slightly round) body proportions to cutely fitting apron and that disarmingly warm grin. This was a good evening, and you returned to your abode not only with a handful of concentrated adorableness but also in good mood, with new scraps of knowledge, and with the freshly-acquired skill of working with cloth materials. You called that a productive day. After today, you now had only one person to convert into your holiday accomplice left - the powerful person with whom you don't have that much rapport yet.
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"... page fourteen of Mercurio's handbook guide to the Northern Provinces. Today you will continue to learn about how societies function and what are social roles in general. Read and ask your questions in the process. I will have some questions too, just to make sure you have your hand on the pulse of the topic's essentials". Rosaline was a bit stolid with introducing you to another task. You could tell that it became a routine for her as well by now.

"May I... ask something?" you began subtly.

"You haven't even begun reading," she commented, "or is it something irrelevant to the lesson?"

"It is not, or maybe is. Ugh... I wonder if you can help me do something" you added vaguely, leading her to wonder of how your issue correlates with what she was thinking. That resulted in her raising her chin slightly and giving you the unspoken 'go on' expression.

"Solstice soon, and I try make presents for others. Done some, but need your help make more". As you said that, your tutor raised her brows and took one of the scrolls she always carries with herself. You braced yourself for a barrage of questions that she always shovers you with whenever she finds something of interest about your behavior. You always found that as odd as the question she asks. At least it brings no harm and is one of a few things that can wipe that repulsive expression of indifference and composure from her face.

"What do you know about the solstice celebration?"

"It... it is something your people do to celebrate passing of long time cycles and arrival of new?" As you said that, you could almost imagine her inner voice going "Oooh!". Her mimics were also supportive of this theory.

"How did you learn about it and what exactly do you mean by 'your people'?"

"I walk around manor and meet lady Erika. And then I ask what those wreath circle things are and she tell me about solstice. As what mean by 'your people'... you know, locals. Not Roth people or other".

"Can you tell me what is the link between traditions and group identity? Or tell me what do you see as the main reason for following them; what is the ethos of celebrations? I'm not asking about the solstice in particular".

"I... umm... connect to people?" you squeezed this abrupt answer of yours not out of the knowledge but out of the gut feeling you have. Rosaline tilted her head to the side and mumbled something sounding like 'intriguing'.

"In your opinion, should the representatives of other groups, races, or ethnicities follow the traditions of other groups, which may be different or even contradictive?"

As Rosie's enthusiasm was on the rise, you were cornered to answering based on your personal views, not judgment or experience. "If they want to connect to someone from other groups, then maybe?"


With a quill twitching frenziedly as she wrote down the notes, Rosaline threw yet another question at you. Much more personal this time: "Then whom do you want to 'connect' and why?"

You felt like not answering this one at first - you did not want to spoil the surprise for her that was already prepared and neither you felt like encouraging her intrusion to your thoughts of other people. But despite feeling iffy about answering, what seems as the right words found themselves with little to no effort.

"I rely on people before, put trust in them, and they bring me where I am now and keep me good. Here I happy, and solstice or not, I want them be happy too".

Saying that certainly stirred up Rosaline's curiosity to the creepy degree, but she decided against storming the remnants of your privacy, nodding slightly and knowingly to your explanation.

"If you know about the gifting part of the holiday to come, then you must have some ideas of what to do. I don't mind helping you out for as long as you can provide me with your ideas about the recipient and the desirable gift"

This was the answer you hoped for, but the "if" part of it sounded either like she was running you through a test of sorts or playing with you in a way. Maybe both. Regardless, this was your chance.

"You know Ulren for long and I thought you would know better what he like"

"What I do know is that he hails from another culture - the culture that values utility over shape and doesn't openly treasure sentiments. They often see the motivations, stimuli, and values of other races and nations as strange or even outrageous. It is because their own society is highly systematized and efficient at the cost of being less indulgent and forgiving to their members. Can you think about some gifts he may find useful in this framework? At times, it can be really hard to find something a Bhiroth would find compelling".

"Umm... He said he was taught as craftsman once. I saw him be good with making things from materials. Maybe we can give something to make him better at doing things?"

Rosaline scratched her head in the wake of confirming: "Yes. He mentioned to me earlier that he was thinking about opening his own artificiery business once. It is nice to see him not locking up within the role functions of the combatant strata. I think the Kirhol mechanist's guild might have some sets of artificery tools that would promote our friend to get back to exploiting his more 'civil' talents. I'll look to it".

She said she'll look to it! You felt a bit guilty for mounting her with your requests, but she agreed to such terms of a bargain. As she was thinking to return back to the lesson, you pressed on with the following parts of your plan.

"Thank you! Can you help get something for Amalia too?"

"Sure... why not?" despite her affirmative answer, the change of her physiognomy suggested that she was considering if being so permissive would be appropriate, "what would you like to gift her?"

This was an easy answer: "She like reading books. She say she relives what she read about and that make her know the world better"

"I can only wish you loved to read as much as she does," she chuckled, "but what kind of books would be to her liking? Can you give some examples?"

Pretending you have never heard how she evaluated your thirst for knowledge, you concentrated to recall the titles which you found on Amalia's wall shelf.

"Great Taorun legends..."

Rosaline slightly winced and nodded.

"... Phe... Pherina... Pherinian fables"

She barely grinned to your far-from-perfect pronunciation.

"... and carmine sails"

After a brief moment of what appeared as a surprise, your patron covered her breaking in an awkward smile lips and diverted her eyes to the side. Whatever that book contains, a thought about it put some blush on her cheeks - a rare sight to behold when it comes to her.

"Are... are you fine, lady Rosaline?"

She waved off, enforcing back her normal stoic expression with very arguable success. "Yes, Lucifina, I'm fine. I think I've got a hold on what to seek. With the workload our dear Amalia has, she might have missed on some of the literary novelties she might enjoy. The local book club ought to have something that would strike her fancy. I will see to this as well".

"Thank you lady Rosaline!" beamed at her with all your excitement and positivity, even subconsciously unfolding your wings, "Can we find something for Sephorah too?"

This last line made her look at you with the creepily neutral stare: very impassionate, studying gaze, accompanied with no words. That made you feel awkward, and for a time being, you felt as if being under pressure. The thought of going a bit too far with burdening her with your problems spread and buzzed through your head like a swarm of bees. No! A swarm of crazed bees on fire! This painful silence lasted for a good dozen of seconds that felt like fair five minutes.

"You've got attached to her, haven't you?" She finally broke it with a quiet carrying sympathetic vibes.

Seeing this as a fitting moment, you were quick to express your concerns and misunderstanding of the circumstances that surround your prodigious friend: "She is good. She help me and Ulren and others to get our from another city, and then she went with us here, and help us get us past the gates, I think. She is good, but Ulren and she always quarrel, and she felt rough on the way here, and I don't know where she is and if she is better now," you looked at her, "Do you know where she is?"

"Yes, I believe that she may not be a bad person and her current location is known to me. What you should know is that she is in better conditions at the moment we speak - sheltered and not starving. As for why Ulren and her clash with each other... let's say that beyond personal reputations, races also do have their image, which very often determines the treatment of an individual by others. Let's just say that... some races and identities like Bhiroth and Westlanders don't bode well with Daevas for the reasons historical and cultural. Additionally, our dusky friend has a very controversial personal reputation, which may cause complications in social situations should it only become known. I'd be glad to help you understand how do the races treat each other, but you will also help me to do so by gathering scraps of knowledge that I would help you to put together. Beyond that, I assure you that she is fine right now"

That sounded reassuring, but that wasn't all you wanted to hear. "Can... can we give her something as well? She doesn't have much, and she barely endure the way here"

"Yes, I think we should come up with something. Or, what is better, to let her decide what she needs. Daevas have a very interesting physiological dependency between their living conditions and the physical state. Letting her improve those circumstances in the way she sees fit would be a good investment"

As she spoke out the 'investment' word, she felt in contemplative silence, making you wonder what did she mean.

"You know what, Lucifina? It seems, considering the efficiency of you learning thing empirically, we would have a bit unconventional lesson today. We'll go to town to procure all those presents you wish to make so I can save time by showing and explaining the basic concepts of organized society".

Your sapphire eyes widened with amazement.

"On three conditions, however. First: you will not speak to others unless I allow you to. Second: if you would want to do something, you would ask for my permission first, and don't you even think about exposing your wings or trying out arcane tricks outdoors. And the last and foremost: you will always - at any moment of time - stay close to me and the guards that will accompany us. Are we clear?"

Even though constricting, you really were eager to get outside. You dreamed about having a stroll around the previous town with Ulren before it was sacked and ravaged, but now you'd be able to have one with Rosaline around the town that seemed like a pinnacle of civilization. You gave her a confirmational nod and barely resisted an urge to add a happy squeeze to it.​

_________________________

Excitement. Even though you were wrapped in overcoats so properly that you felt more like a coil of wool on legs, you were not able to repress the agitation of finally leaving the walls behind which you spent half of a month and at last having to see the outside world. Not it's dangerous and wild part, which you witnessed in your first weeks, but the urban splendor of Kirhol with all of its gothic spires, clocktowers, monuments, lit shop windows, and bustling life. Almost entranced you watched the city dynamics and its residents while listening to Rosaline's elaboration on the principles of commerce, the separation of labor, families as basic social units, and the public agreement. Accompanied by both of the escorting guards (the less twitchy kind compared to their other comrades from the manor) you mingled in between tall shelves of a well-decorated bookshop with a gargantuan globe model in its center while Rosaline was having a chat (read: a haggle bout over a couple of books) with the owner. You gaped at a huge mechanism inside an artificiery atelier that was situated in the basement of an old clocktower while your Tutor was trying to figure out the difference between the contents of the toolboxes the merchant attempted to impose on her. You tasted the smell of fresh leather, paints, and oil in the big manufactory, in which Rosaline was negotiating a gifting coupon that would allow Sephorah to order whatever goods she wants within the pre-paid balance. And if that was not enough, the way with which you stared at the shop window of a cozy confectionary persuaded your noble patron to buy you a glazed donut.

However, it would be too naive to assume that you only witnessed all of the good things. Reality is never one or two-toned. As majestic as it is, Kirhol was not a city with neither poor nor homeless occupying its streets. Especially, now - after what happened to its old-standing neighbor trading partner that Beilford once was. You saw few well-dressed kids tossing pebbles at people dressed in rags and in the same time saw a couple of youngish adults handing bunches of refugees baskets with food for free. You saw a riot rising by the gates of a huge temple and an old lady getting into her house a kid scared by those unrests. Contrasts. Contrasts everywhere. A creepy event happened to you too: among all the crowds of people, you noticed a man wrapped in rags too clean for their tattered state. Maybe you would have ignored this observation lest you haven't spotted the same (presumably Lander) man watching you and all your escort from afar at least twice more: near the manufactory and near the confectionary shop. It seemed way too weird to be left ignored, and you informed Rosaline about this recurring encounter. She did not like it either and sent one of the guards to check the radius. He returned with nothing to report, but regardless of that (or maybe because of that), your evening stroll came to an end.

On the way back, however, you found yourself in another event. Albeit, it would be correct to say that the event found you: at first, you didn't recognize the red curls, but their owner did recognize you - the strange winged creature that accompanied her on the way out from Beilford and who watched her family die one by one. She was asking the passer-byes for donations up until the moment she recognized you. Her uneven hail made Rosaline intervene and, along with you, engage the girl before she stirred up the entire street you were on. This resulted in a dialog from which you figured out that her name is Afra, she and Oswind - the young lad that survived with her - met a big group of refugees heading to Kirhol after wandering the wilds for a day. Because of having no living relatives in this city and not willing squat, they barely negotiated a tiny spot in the сellar of a tavern in exchange for labor. To be allowed to say, Oswind, as a child of a bakers family, must help around the kitchen, while she must clean up the hall and corridors in between the shifts, combining it with pleading outside when the tavern is full. Sometimes, the owner even lets them eat the scraps after the customers.

A strange encounter indeed. Maybe you felt perplexed. Maybe Rosaline felt perplexed too. This experience brought you back to that dark episode of your life when it was hanging on a strain. Was there a chance for more of the runaways to make it out alive? Would've she and her friend-in-misfortune be in the better situation if at least someone else from that group survived? Maybe. But what's done is done, and the only thing you could think of doing was...

[] Write-in
 
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.....

We are a guest, we cant really help her and him. And look like they sorta are okay.

I guess stay in contact but we broke yo, no pocket money at all
 
First, this was a great update. I really loved all the different conversations and learning about our housemates. Ulren remains best big brother. Rosa is slowly growing on me even though she comes across as a mad scientist staring at a fish in a bowl.
 
Character sheets updated. If you haven't noticed, our girl learned some skills.

Also, I would really like to think that you are shying away from voting because I forgot to mention in the heading post that it's voting time :D . Seriously, I left the write-in option specifically to see how you react. This vote means much more than you might be thinking of it.
 
Setting up the codex filling minigame
I feel like starting making minor lore codex additions (one entry would be below 500 words or so. Might become a good warm-up before actually writing updates). So I need you to pick the topics within our girl's reach. How does it work? You state the topics of codex knowledge you would like to see covered and list them. This would be a sub-vote in between some of the updates. You can start tossing your lists of the desired codex uncovers right now. Just keep them within ten at a time per a reader and try to be specific.
 
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Codex pool and voting I
I reconsidered tightly tying in the lore exploration with the character progression, as it would either leave you oblivious to the surrounding world or underpowered to some degree. Thus why uncovering lore would be a parallel endeavor. It will be dependent on protagonist's access to information and capacity to analyze information, so it won't be an utter meta-knowledge festival.

Here goes the first round of picking the topics to unveil. Since our girl has an easy access to information (for now), the amount of topics is limited only by her awareness of their existence. As you open up one topic, it will offer a few new branches and other topics (basically, the 'knowledge trees'. During the course of your adventures, you will be able to increase the number of topics to learn about. You can include the lore topics that you know about (through the protagonist's experiences) which I haven't mentioned. Pick from 3 to 10 topics you wish to be unveiled in this codex round. I will determine which one exactly based on the popularity and the circumstances. Be warned that the lore snippets will be written in the unreliable narrator form! (you saw that in TES series)
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The Lyf Kingdom overview
Bhiroth meritocracy overview
Olfadir theocracy overview
Eastern Kingdoms overview
Pherinian Empire overview

The recent history of Pheotor
The fall of Beilford

The Northern Pheotor
Eldheitaed Mountains
Ebongale Peninsula and Archipelago
White sea
Ars Ocean

Roth overview
Landers overview
Bhiroth
Gvuroth
Lyflanders
Eastlanders

Blightspawns overview
Undead overview
Wargs

The great arcana overview
The sphere of aspects
Thaumaturgy
Spirit aspect
Body aspect
Conflagration and radiation aspect
The lower arcana overview
Alchemy
Gaian flood seasons

You don't need to separate the topics by blocks or whatever, just list the ones you want or specify something on your own. These rounds will take place in between the story updates.
 
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[X] Ask Rosaline how people usually get out of being stuck like they have been.
[X] The great arcana overview
[X] Spirit aspect
[X] Daevas
 
The great arcana overview
Excerpt from "The introduction to arcane aspects" by Leofric Vaughan of the Lyf Academy, arcane arts department.

The question "what are the major and the minor arcanas and what makes the difference between them" is one of the most frequent questions asked by beginning practitioners and enthusiast. Many of you might have heard these terms from magi colleagues, read about it from in other books, or just heard them somewhere during your experience. This division lies at the very foundation of how the arcane aspects work and the methods in which mages interact with these sources of power.

The greater arcana is the school of study that aims to understand and explain the way in which the aspects and a mage interact with each other. Figuratively speaking, the aspects are the source of power, and a mage is a lense that draws from these powers, shapes them with both body and will, and projects them back into the world to achieve his or her purposes. In more strict terminology: the subject of the great arcana (as well as the lesser one) is the metaphysics of the arcane aspects - the magic philosophy; the scope of the great arcana differs from that of the lesser one to a certain degree - to understand the link between the aspects and the affiliated link a mage discovered or might discover through their lifetime, to comprehend the implications of these natural links, and to grasp the methods and forms of shaping these powers through a mage. The objective of the great arcana is the maximum possible conflux of a mage with his or her aspect or aspects, without him or her dissolving in them. Needless to say that the study of the major arcane will be most beneficial to those who have discovered their ties to one or more aspects. In short, the logistics of the great arcane look like this: the core metaphysics to the arcane sphere theory to the art of shaping and bending the aspects power on the individual level.

Additionally, the greater arcana studies the distribution of the arcane aspects affiliations between different races and sub-species of humans. It was statistically proven that different species have varying dispositions to certain segments of the arcane sphere, which may contain some of the answers regarding their physiology, origins, and the capacities in magic.

The minor arcana, as it was mentioned before, draws from the same source - the core metaphysics of magic. But contrary to the great arcane, its scope is aimed at studying and understanding the principles by which the aspects fill this world, affect everything that can be found within, and the methods of operating with the materials that contain the arcane power. The objective of the minor arcane is to reach the maximum potential of manipulating magic through the intermediary elements, regardless of whether or not the linkage between the user and the aspects was found by the prior. Such spheres oh knowledge as alchemy, enchanting, arcane crafts, and possibly even runecraft - they all originate from the lesser arcane foundation.

I will also take the liberty to specify early on: the word 'lesser' does not mean 'inferior' in this case, and can not, should not, and must not be ever used as the grounds for any form of discrimination towards the adepts of the minor arcane. This is just the etymology that was traditionally established in the magi theory of some Pheotorian human cultures and doesn't even exist in other civilizations.


You can now use the codex tab below the character sheets to quickly access the undiscovered topics of interest and to quickly jump to those uncovered
 
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Spirit aspect
Excerpt from "The introduction to arcane aspects" by Leofric Vaughan of the Lyf Academy, arcane arts department.

...There are many peculiarities about the habits of mages as a group and profession, and one among many of them is that they almost never discuss the spirit (other times called as the soul) aspect and its adepts. In case if you haven't yet witnessed this phenomenon due to inexperience or introversion, the "Why" answer might be unexpected or even shocking for you: because of fear. If you happened to have such conversation, the chances are that your interlocutor is one of them and he or she grants you with the utmost trust.

The spirit mages existed at the very dawn of the Alvizian origins and, maybe, even long before them. In the primitive societies, those who could listen to the spirits were often recognized in their tribes as shamans, sages, and judiciaries due to their ability to see the unseen, to hear the unspoken, and to speak to those lost. Since then, the adepts were known under many titles: spirit healers, mediums, spirifiers, and much more. What unites all of these mages is that their "gift" is one of the rarest of all of the aspects, being seconded only by the cryptic Thaumaturgy, and has one of the heaviest implications on a mage, thus often considered to be a curse rather than a boon by those who were touched by it. And if that wasn't enough, some of the possible ways to utilize the spirit-manipulating magic are the very root of one of the most heated debates known to the magi circles.

What makes the spirit mages special is the fact that their perceptions are augmented to sense all sorts of entities: animals, sentient beings, dead and un-life, spirit traces engraved into objects, ambient spirits of varying complexity, and, according to Alvizian records, even such unbelievable entities like spirits of territories and even nations. Normally, spirit mages begin to sense simpler entities early on, growing capable of perceiving more complex beings with the growth of their affinity to the aspect. It is mainly thanks to them we know about the existence of the Limbus Rift and about ethereal phenomena that occur due to the collision between the material plain and the Limbus. The spectral balls on Skald mountain near Edenbridge and the ghastly chases in the night skies of Blug-Tur plains are only a couple of examples that made into the folklore not without the help of spirit mages. However, the ability to see the souls in the in-between the realms comes at the price of being seen by the said souls as well, and not always their intentions are harmless.

The second part of the answer behind why spirit mages treated as they are lies in the sphere of what can they do. And their capacities are notorious indeed. First of all, they can evaluate the states and the overall shapes of souls, easily figuring out what the person (or entity) might be at its very core. They can banish, attract, bind, and liberate spirits depending on the willpower of a caster and the integrity of the ties spirits have to their vessels or the realm in general. Some accounts even say about spirit mages capable of reforging souls and stealing them out from the living vessels. However, the modern era has no proofs for such claims.

What makes the spirit aspect wielders even more unique is their ability to operate on the spirit-to-object level, temporarily trapping ethereal entities in inanimate objects (making them vessels), extract information from the soul traces left on some personal belongings, or even groom lesser beings out of the said traces if certain conditions are met. It is very important to note that some spirit mages tend to see the bodies of the deceased as materials, thus justifying necromancy - the darker side of the spirit aspect. Regardless of whether you are a spirit mage or not, I call you - my dear reader - to never dabble in this so-called 'art or reanimation', for the consequences are always dire for a practitioner and his or her surrounding alike.
 
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[X] Ask Rosaline how people usually get out of being stuck like they have been.

Gonna start writing the next story update while you ponder on the codex openings. It won't be large - not even 2k words, so the chances are you might see it before the weekend.
 
Interesting, what does cramming a spirit into an object do anyway other than imprisonment?
You can ask for an answer to that either by instigating a chatty evening with some characters or by adding more lines to the next codex votes batch. I'd just say there is an interesting theory.
 
2.9 The eve of the third week or "why cant I, for once, have a nice dream?"
As Afra finished the tale about her and Oswind's recent misadventures, all three of you fall silent: she because of the unease and unwillingness to plea for any help, Rosaline lost deep in her thoughts (as it frequently happens), and you because of thinking what to do about this situation now. The scene would've been perfectly silent bar the city ambient coming from around and one of Rosaline's guards shifting weight from one foot to another because of the cold and the way his sabatons weren't designed to protect from it properly.

"Lady Rosalin? Is there some way they can... um... un-stuck from this?" you squeezed out of yourself, perfectly knowing that you are not in the position to directly influence the situation in which these kids ended up.

Rosaline gave you a quick glimpse, possibly acknowledging what was concerning you most of all in this situation, and proceeded with an answer. Not for you, though.

"I'm afraid there isn't much I or anyone else can do for you. If to assess this situation in a proper way, you and your friend should be in an orphanage instead of some tavern cellar, doing odd jobs and asking for charity. However, due to the refugees' influx, the orphanages are currently barred from accommodating eligible arrivals due to safety reasons. Even if I could negotiate a place for the two of you, I doubt that you would like the prospect of following the charters and the foreseeable separation from your only remaining friend due to the age difference and institution's graduation policy, am I right?"

Afra just nodded in agreement, with her cheeks slowly becoming closer in color with her uncharacteristically red hair.

"Predictable..." Rosaline answered, "Then the only thing I can advise you to do is to use the opportunity to receive humanitarian aid. Tomorrow, near the Saint Aethlig's plaza, which is one block away from here, there will be a few men dispensing clothes and basic goods under the belltower before the noon. They will proceed with the other half of the crates to the refugee camps beyond the walls, so your best bid is to come early and with the friend of yours. Did you caught the details?"

Afra winced slightly but still nodded approvingly. Judging by her expression, she still wasn't comfortable about having to plea for charity.

"Good. Another advice would be to offer the same 'work for a roof' to the owners of other taverns. I'd personally recommend you trying luck in one that is four blocks up this street, the one called 'denizen's' or more often 'heimar's' rest. If the owner would ask who sent you, tell him that it was Dalgaard. Know that I do not warrant a positive outcome, but the owner's family is friendly to mine, which makes me certain that you have a healthy chance of getting better conditions there. And if you'd succeed in stabilizing your situation, your best bid would be to seek and prepare for some formal education. Does that plan sound good to you?"

The girl didn't answer directly: her confused expression changed to the slowly growing smile, and the only phrase she squeezed out of herself was an awkward "thank you".

"Splendid," Rosaline answered with a slowly-crouching, faint smile, "maybe you would even meet someone familiar there if everything goes well. Now, off you go: it is getting dark already and there are some strange types roaming the streets. Besides, don't you have anything to tell your Oswind-friend ?"

As the girl rushed through the snow-covered streets with badly restrained glee and very unexpected speed for someone of her sizes, your mentor reversed to the concerned facial expression which she deployed after hearing from you that there was someone following the entire entourage. One of the guards made another hook ahead, returning with no sightings of people fitting the description you provided earlier, but that did not calm Rosaline significantly.

On the way back, you replayed her words in one's mind: 'maybe you would even meet someone familiar there'. Thinking logically, she has no way of knowing who they might be familiar with except you, Ulren, and Sephorah, with the two prior residing in her manor. Does it mean that your dusky friend now dwells in the establishment she mentioned? You attempted to recall and memorize the specifications of the place on your way back. Just in case.

The rest of the day went quietly, especially compared to your today's promenade. Your hostess asked you a strange question: did you remember anything preceding your encounter with Ulren during or after this tour. You failed to capture what she might have thought after receiving your negative answer: it felt like it was exactly what she was expecting but still was somewhat disappointed... maybe. You really find her hard to read.

Unlike her - your refined but a little bit weird mentor - the normal print yielded to you with less resistance: you returned to the nexus of knowledge that is the manor library and attempted to draw some of it out of a couple early chapters from a book for novice mages and arcane enthusiasts. Even though you spent a lot of time and effort, you did manage to grasp some concepts and even possible hints to the mystery behind your connection to the magic aspects, providing with even more leads and new questions as a bonus.

_________________________
Dark starless skies and the pitch-black silhouette of what appears to be the belt of mountains and distanced forest. Black and purple hues fill the skies, growing slightly brighter by the part of the horizon where the Sun settled. Everything below this thin line that separates land from skies is black and indistinguishable. At a glimpse, it looks like everything that lies below belongs to the void or even is the void itself. You float high in the air, not seeing own body or feeling your wings rubbing against winds. The glimpse on the horizon reminds you of the place where you awaken to this world - vast forests with distanced mountains to the north. As you hang high above, everything is silent and static. The only thing that disturbs this eery tranquility is a single twinkling star floating down from the skies to the depths of the void below. It descends slowly, at even speed, and unaffected by winds - just like one of your smaller feathers dropping down in a sheltered room. For some time, you watch its descend in the same tranquil manner reflects your surroundings.

But then, you begin to see strange motions with the corners of your eyes. As the lonely sparkle floats lower, the horizon reacts in twitching, like a living flesh that was pinched or stung with a needle. These convulsions grow more persistent and violent as the star descends, and in about twenty seconds the rim of dark land reminds an agonizing beast, agitatedly and violently moving its body to fend off an unknown attacker or to run away. You begin the hear murmurs straight and deep below you. Soon, they are reinforced by fearful sobs, anguished whispers, and nervous wails. You can't discern any of them in this growing cacophony and visual madness. By the time the star seemingly reaches the surface of the void, the entire scenery of visual and audial bacchanalia stops for a brief, hesitant moment.

And then, when the sparkle disappears in the dark surface of the land, the hell breaks loose. The tall shapes of pikes, swords, axes, and other weapons you don't know the names of grows out of the horizon segments where like a wicked forest; same happens to the rib of mountains - the entire mountain ridge turns into a single wave speckled with numerous protruding blades and begins to move clockwise around your position as if the horizon was its rail. The void below turns into a whirlpool; you can't see it but only feel the pulling force that sucks you deeper into the hole from which all the mad sounds come. Furious cries, agonizing yells, and defiant screams turn into a single sound of an ungodly, bestial roar that thunders your innards. The weapons-specked wave clashes with the equally blade-littered tide at horrifying and accelerating speed, turning the scene into a violent storm with you in its very eye. The wave rises up as you go down and down, closer and closer to its savage trajectory. And if that wasn't enough, the smells show up. The dreadful smells of smoke, blood, purulence, and decay overwhelm you.

You try to fly or swim or do whatever possible to get higher, but the savage tide gets closer to you. You try to hold your breath, but the smells pierce your consciousness without being inhaled. You try to cry out loud in desperation, but you can neither hear nor feel your voice in your guts. The madness rises and quickly consumes you, making you a distressed part of it. And then, after about ten seconds of desperate struggle, the black wave made of dark armaments crashes against you, striking out of this nightmare.
_________________________
You woke up. Overwhelmed by all the sensations of the nightmare, your heart pounded so fast that you thought you'd vomit it. You covered your chest with the palm, holding to your crimson herald and trying to regain one's breath. These dreams... why can't you dream of something nice at least for once? Was it because the events of yesterday disturbed the memories you hoped to suppress? Maybe. Maybe you should talk to someone about these disturbing dreams. Maybe they would help it somehow...

The echoes of this nightmare disappeared fast, same as the phantom smells that apparently stuck in your poor nose. With the knees embraced, you sat on the bed, waiting for your heart to stop pumping blood in the wild tempo, and it soon did. Then, you laid back for a few moments. Despite the outdoors still being covered with the dark of night, you didn't feel like sleeping anymore. Partially because of the unwillingness to have another bad dream, and partially because you, somehow, felt refreshed. That's right: despite the rough awakening, you somehow felt well-rested. With nothing better to do, you stood up and wandered your room for a few minutes, checking to the presents that you prepared for others hidden under your bed, and attentively listening to the tick-tocks of a grandfather's clock. It was about an hour before the dawn. Still recalling all the events that happened to you and that involved windows, you carefully approached it, peeking outside. The city was dormant, with only a handful of lights shining through the dark tide of the sleeping town. The windowsill on the outer side was covered with a thin layer of snow, stained only with a couple of bird trails. Your sense of souls also indicated that the manor residents were still sleeping in their cozy beds. It felt like you are the only one awake, and this feeling brought you back the sense of peace.

After returning to the bed and clutching the pillow in your arms, you blanked your gaze, thinking about the events of the previous week. It was good, and you learned a whole lot of new things. You also began to feel more confident and comfortable while communicating with others. It looked like you were slowly adapting to this strange realm. Good. Even better - the upcoming week promised to be rich on new impressions and knowledge. You really can't wait to see others reaction to the gifts you prepared for them.

Satisfied and slightly excited you assembled the plan of action for the few days that about to come.

_______________________________

You have two minor actions for this round and the opportunity to fill up the roster of desirable codex unveils (It has only 'Daevas' topic pending atm)


[] Set up/partake a routine.
-[] Light workouts at the gymnasium (STR)
-[] Morning athletics (END)
-[] Jog the inner yard (MOB)
-[] Try meditating (PER)
-[] Try dancing (COOR)
-[] Offer a little-time help at the facility {specify} (MICR)
-[] Solve more tasks and puzzles (INT)
-[] Reach for insights (WIS)
-[] Primp up and talk to a mirror (CHA)

You haven't been very persistent with self-improvement lately, haven't you?
(each round raises an attribute by 1/4 if the base attribute is X < 14, by 1/5 if the base attribute is 14 =< X =< 17, and by 1/6 if the base attribute is X => 18. Note that the attributes influence the attribute skill bonus and quite often are the subjects of checks. You can't pick more than two rounds of the same routine in a half a week)

[] Train your wings
You learned how to plane down smoothly, but the so desired flight is beyond you... for now.
(repeatable, but try not to overdo it. Also, keep in mind the cost of alternatives, i.e. what you could've done instead)

[] Inspect the place and its inhabitants
-[] The second floor
-[] The first floor

Strange, but after two weeks, you still don't know the house you live in...
(one-time-off for each part. Widens the future options and the number of people you know. Can choose multiple in one voting)

[] Socialize with
-[] Rosaline
-[] Ulren
-[] Amalia
-[] Claudius
-[] Isaac
-[] Erika
-[] Karl
-[] The kitchen personnel

There is a part of you that craves for socialization. You simply can't help it... can you?
(mention the general attitude, the topics of interest, the discussion, or/and special actions like attempts to study a soul spark in the vote. Construct a special approach and try not to be annoying)

[] Do something / spend your leisure time at the facility (specify the action in the vote)
-[] Bathroom
-[] Kitchen
-[] Salon
-[] Library
-[] Gymnasium
-[] Laboratory
-[] Lecture hall
-[] Greenery
-[] Smithy
-[] Attic
--[] Eavesdrop at the person that attends the improvised 'shrine' out there
(Very easy sneaking check (12))
-[] Studio
-[] Your room
-[] The locked observatory
--[] Ask Amalia to get you there
(hard persuasion skill check (24))
--[] Ask Rosaline about that place and for permission to visit it (very hard persuasion skill check (28))
You're coming to the understanding of how to utilize these places.
(Obviously, specify. Can yield very various results depending on your explanation and my evaluation)

[] Write-in
Maybe you have better ideas?

_________

Add 3-10 codex topics you wish to learn about from here
 
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The character sheets and the ship-o-meters updated.
Just waitin' for your votes.
 
[x] Set up/partake a routine.
-[x] Primp up and talk to a mirror (CHA)

[x] Socialize with
-[x] The kitchen personnel
 
[X] Inspect the place and its inhabitants
-[X] The second floor
[X] Do something / spend your leisure time at the facility (specify the action in the vote)
-[X] Attic
--[X] Eavesdrop at the person that attends the improvised 'shrine' out there (Very easy sneaking check (12))


[X] Distribution of the arcane aspects affiliations between different races
[X] Twin and multiple arcane aspects affiliations
[X] The lower arcane overview

Should reveal the locations. And I'm nosy
 
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[X] Set up/partake a routine.
-[X] Light workouts at the gymnasium (STR)
[X] Socialize with
-[X] Ulren


We did agree to have some basic self defence lesson. And we can't rely on BestBigBro for every spooky looking guy that comes our way. We need to be able to at least defend ourselves a little.

[X]Twin and multiple arcane aspects affiliations
[X]Enchanting
 
[X] Inspect the place and its inhabitants
-[X] The second floor
[X] Do something / spend your leisure time at the facility (specify the action in the vote)
-[X] Attic
--[X] Eavesdrop at the person that attends the improvised 'shrine' out there (Very easy sneaking check (12))


[X] Distribution of the arcane aspects affiliations between different races
[X] Twin and multiple arcane aspects affiliations
[X] The lower arcane overview
 
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