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

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


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



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

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

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

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

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

Flight and wing-related traits
Wings skill level​

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

Ulren Kyres (aka Ren, aka Mountain boy)



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

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

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

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


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



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

Perk(s):

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

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

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




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

Perk(s):

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

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

Amalia Brant (aka Lia)




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

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


Isaac



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

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

Jorgen Ostgard (aka Jory, aka Craven)


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

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

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

Wheee, Magical Girl Angel Lucy-tan!
 
[X] Preset plan: savage magical girl!
[X] Learn/raise your skills!
-[X] Melee combat
[X] Intensive training of attributes
-[X] STR
[X] Practice or study your aspects!
-[X] Practice thaumaturgy
[X] Train your wings
 
Damn, I would love to analyze your decisions by the end of the chapter.
 
I do, but it would be hilarious to share with you on the consequences of your actions and all the alternative paths :p
 
[X] Preset plan: squared magical girl!

Finish off the Wisdom bonus, train the magic to usefulness, and then we can work on Strength; gotta learn to use that sword.
 
I do, but it would be hilarious to share with you on the consequences of your actions and all the alternative paths :p
...Somehow, I feel like this is going to boil down to 'SV, this is why you do not hard mode in original settings-you're too used to knowing the lay of the land before you even get going unless the QM throws something at you.'
...Admittedly this is perhaps a rant for elsewhere but for now suffice it to say I'm not the biggest fan of SV questing culture in general.
 
...Somehow, I feel like this is going to boil down to 'SV, this is why you do not hard mode in original settings-you're too used to knowing the lay of the land before you even get going unless the QM throws something at you.'
...Admittedly this is perhaps a rant for elsewhere but for now suffice it to say I'm not the biggest fan of SV questing culture in general.

Nope. I don't want to give you too much of the feeling of safety, but you're not doing badly... so far. It is just that I was expecting you to pay more attention to time-limited opportunities :D if it wasn't obvious enough, I even teased you in the latest update because of that

That being said, I design presets based on archetypes, but that doesn't mean they are more efficient at reaching goals than write-in plans based either on modified presets or 100% customized ones.

Also, I do take into account that you are only learning the setting, so don't worry about me ruthlessly throwing a Tarasque at you or anything just for the sake of the hardcore mode rites. I'm more focused on laying down the traps that are aimed at seducing you into acting stupid
 
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Rosaline's journal entry since 25/12/1468
Dawnstar 25 of the third era's year 1468

As we draw near to the passing of the old year, I continue my pursuit of studying Lucifina. After a month of gathering controversial pieces of evidence and clues concerning her nature and hypothetical origins, yesterday, after having an extended conversation with her, a new hypothesis came down unto me: Lucifina in her current state might be an (end) product of either artificial or natural transformation. I was so inclined to find the link between the fact of her existence and my theory of the Gaian rejuvenation and species replenishment, that the idea of her being through an unidentified 'recycling' process inducted by hypothetical entities or phenomena of high spirit and body aspect potency utterly eluded me.

I do assume that the 'inflictor' of this transformation might be: natural phenomena (which are frequent and plentiful during the ongoing macro season of Gaian Flood), a third party (the Alvizian legend of the Emerald Lady mentioned an entity whose magic potency in the spirit aspect is sufficient enough to recompose sentient entities. Plus, the evidence of Yrsengardian shapeshifters), or Lucifina herself (it is a bit of a stretch to think so, but I can imagine her attempting to 'reassemble' herself anew in order to break the link to the spirit aspect and to get rid of the burden that it is believed to inflict upon the affected. This does not explain her physiological peculiarities, but she does possess a rather strong aptitude towards thaumaturgy - the aspect whose boundaries we yet not know).

I do not discard the assumption of her being an entirely new species which manifested due to the factors yet unknown, but the poll of the viable theories now has some substance and logical boundaries. It looks this way:

Reassembling hypothesis
Reinforcing factors: carry-over of arcane aspects proficiency, lightning-fast social adaptation and learning process, the high mental age for someone who supposedly lived for but a month and a half, established and correct reactions to new stimuli, her appearance during the magically-active macro season.
Fracturing factors: absence of evidence of being born as a result of sexual reproduction, her recovery in the region where no accounts of such drastic transformations were known priorly, lack of any scars or other bodily marks that would prove her existence before the hypothetical 'reforging' moment.

Genesis hypothesis
Reinforcing factors: her appearance during the magically-active macro season, the integrity of her biological processes, quick adaptation to our environment (viability within our biom), very close biological resemblance to humans bar the additional pair of limbs and the minor difference in structure and pigmentation of eye irises, unconscious egalitarian social approach towards individual of varying races (aka no former group identity and/or allegiance)
Fracturing factors: absence of proofs of being born in the result of sexual reproduction, no evidence of her sires or other representatives of her species (can she be the first one?), recovery in a region where no previous accounts of winged people existed, no solid marks of her undergoing the maturing process from the earliest infancy to the young adulthood.

After running the series of measurements and observations, I can only state that, from the biological standpoint, Lucifina is nothing else but what the boldest scholars would call a post-human. Her metabolism, somatic pattern, cognitive capacities, and psychology are similar to those of humans. Following the standard studying suite of living species, It would've been only reasonable to study her reproductive functions, but, in light of the circumstances, it would neither be ethical nor seizable in the nearest future. It is worthwhile mentioning that her experience in social interactions is still lacking and she is in the process of composing a personae. Her behavioral patterns changed somewhat during this month, with her social age evolving from a curious middle to late teen to a very warm and thoughtful maiden of 19-20 years of age. Another observation worth mentioning is that she and Ulren seem to exhibit close ties, with her deeming him as either a fatherly figure or an older sibling. Can't say that it is something unique, though - as embarrassing as it is, but Lilian and I also viewed him as one when we were younger. Additionally, Lucifina also tends to spend time with Amalia Brant. I can't describe their relationship other than a stereotypical friendship in early phases. It also appears that she is tried or trying to establish a social link to Claudius, but I can't quite put my finger on how does she see him or in what role. That stands true for me as well: despite our interactions growing more meaningful and trustful of late, the relation niche to which she puts me remains a mystery in my eyes.

On a side note: I must postpone my research in favor of attending the parliament. The situation in Kirhol seems to turn to the worse, with Highfather's believers engaging in minor conflicts with the non-believer residents or the followers of other religions, and with the refugee crisis bringing the expectable pressure on the society. The latest event - the controversial death on the St. Aethlig's plaza - only stirred the mistrust between the fearful of Olfadir invasion locals and the followers of the Highfather's church. Reports also indicate that the morale in the refugee camps beyond the walls is in its all-time low, caused by various factors. What is even worse, a few disappearances of residents and refugees alike have been reported.

The situation is deteriorating, and today, after gathering intel from my sources, I will depart to Draslin to participate in the readings of the Kirhol's situation rundown and to vote for a possible solution. The layout on this matter is complex: other lords seem to be willing to close their eyes on the crisis and wait for the situation to fix itself, wherein a part of Kirholian nobility would likely cooperate to request the bill for a national sponsorship of the relief policy. Despite my shaky standing among the nobility, I have no other choice but to stand for my home city with others, even if that would result in the increase of the dubiousness of my reputation among the elder houses.

PS: even if everything goes wrong, I can use this chance of visiting the capital to have some time with grandma. As dramatic as it may sound, I may be in need of her advice on both my research and my social situation.
 
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Alright, folks, if you suddenly feel like overthrowing @Lazy Minx choice, you have ~14 hours of time or so. I'll squeeze one more codex entry and then call the vote
 
*Shakes fist* I am the one true Empress, my reign shall never be overthrown!
 
Mkay, rollin' time for Preset plan: savage magical girl! this is

Give me three d20 rolls for WIS, INT, and Arcane while I think out the codex extra.
 
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hmmm... (0.05*0.05*0.95*0.05)*100 = 0.011 %

0.011% chance of getting three '1s' out of four d20 rolls. Suits for an achievement.

C'mon, people, let's punch the odds into the probabilistic underworld :D
 
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Yep. The girl's gonna end up at 80% to lvl 6 thaumaturgy. Might have been lvl 6 if not the arcane whammy (the easiest roll of the series)
 
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Twin and multiple arcane aspects affiliations
Excerpt from "Advanced theses of arcane art for practitioners" by prof. Meredith Swansbrough of Lyf Academia.

It is likely that all of you know about the mechanisms of arcane aspects linking to living beings. All of you know that mages or any other beings touched by the gift of magic can, at times, draw and shape the powers of more than just one aspect. There is no doubt that some of you might already possess and be aware of the links to more than a single - or in other words "primary" - aspect. But how many of you know what does it incur? Before we proceed to the explanation of why manipulating arcane aspects is more of an art form than a strict science, let me give you the taste of the answer.

Arcane aspects interact with each other, both within and beyond a mage's control. If a mage possesses the links to complimenting aspects, knows a lot about the ways they interact, and most importantly, has the adequate ability in manipulating them, she or he can manifest a compositive incantation, combining both aspects. These bi-aspect incantations can be of two types: the augmentation and the blend. Augmented incantation is an arcane feat whereas one of the aspects causes the main or the additional effect, and the other one serves as the mean of delivery or containment. The blended incantations work via melding of two aspects into a tertiary quasi-element. Let's review two examples to understand the principle behind this advanced form of spellcasting.

A bhiroth veteran soldier, who mastered conflagration and static aspects, is on the field of battle, ought to break the defensive formation of his adversary. To do so more effectively, he conjures a gravity well via statics aspects and augments it with suppressed conflagration field inside the gravity field. This spell works whenever someone or something disrupts the gravity field, causing an explosion to break out on them through the crack they made in the caster's surrounding field. Thus, this soldier would not only suppress his adversary with manual strikes but also retaliate the incoming blows with fire. This is the example of an augmented spell, with the static aspect and the conflagration aspect filling the logistics and the core effect functions respectively.

An alvizian noblewoman who secretly dabbles in the morphosis and the body aspects returns from a soiree. On her way back to her premises, she was tracked and later ambushed by a thug. To protect herself and to squeeze maximum information from this event, she would attempt to induce a pain paralysis on the attacker via manipulating the blood in his body. If her arcane might is higher than the thug's resistance (known as 'haber vita'), she would have him at her mercy without even referring to any means of physical contact. What we have here is an example of a merged incantation, with blood being a vital liquid substance, hence simultaneously lying in the domains of morphosis and body aspects.

These forms of casting, however, require high proficiency in both of the enacted aspects as wells as the knowledge and capacity to make them work in tandem. Due to the higher arcane threshold, only the older races can reach the very heights of complex spellcasting, while humans solve this imbalance via the means of lower arcane, where the rules are different compared to the higher arcane. This is also known as the problem of the arcane threshold management, whereas individuals with lower arcane capacities must make a decision whether they should specialize in a single aspect or pursue two of them at the cost of lowering their peak proficiency in each of them.

But regardless of the limitations, the very ability to fuse and modify the spells by knowing how do the aspects bode together, is a factor that opens an entire creative and experimental field. There is a famous quote made by Archmage Webster: "A mage is but an instrument in the orchestra of nature"; but, in regards of whalt do we know about advanced spellcasting, a mage can sometimes become a small ensemble in the said orchestra.
 
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