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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Beginning writing the next one. It won't be that big, though.gonna change the style a little bit, because the day-to-day format grew a bit stale, don't you think?. Also, a little spoiler: Lucy finally gonna do some substantial progress.
In the meanwhile, have another musical goodie I dug up recently. Also, I'm sometimes gonna participate in this chain of threads. You might get some meta-knowledge about this setting from the posts I make there
 
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2.13 The second part of the fourth week or "the sown efforts' first crops"
There are weeks when the circumstances press one into the state of melancholy or faineance. The latter part of the week that signified the full month's passing of your stay at Dalgaard's mansion, however, was far from those conditions in all ways imaginable. Possibly driven by the fresh memories of hardships and struggles that befell onto you in the first weeks after your awakening, or, perhaps, lured by the prospect of pushing one's limit in what seemed as a venue of self-discovery, you set on hard work. You saw the reason behind persisting in your earlier ventures of improving one's physique, understanding of this world, and, of course, the rare arcane talent of yours that proved to fascinate so many.

You still dreaded the physical training - even more so after going through your first session and the crushing feeling of soreness that followed it like a metaphorical punishment. But, to your mind's ease, this time you only had Lodric in the gymnasium with Ulren being off for duties. For one hand, the absence of the man you grew to trust so much discouraged you, but for the other one, you had the opportunity to go through the exercises on your own - sufficiently sparing - pace and conditions. While you lift the second lightest weight, the man watched you not without an amazement. In his eyes, you were still an oddly-shaped living oddity - something that is new and is bound to observations from a safe physical and psychological distance. This thought embarrassed you as well as a couple of attempts to strike a chatter ending up parried by his small jokes. Still, under the curious eye and conveniently casual approach of your not-so-expected supervisor, you ran out of strengths, bracing for the next morning. Contrary to the expectable sensation of your body protesting the abuse to which you put it, the novel feeling of growing a little bit stronger resurfaced on a day after, filling you with the relief of leaving the cohorts of utter wimps to the ranks of casual weaklings.

The wings - the more prominent side of your physique - were problematic but in a different way: your attempts at learning how to fly resulted only in the skill of how to fall. The absence of the expected result and the fact that the guards were now informed about your eccentric way of training via hopping down from the central inner yard balcony only stirred your passion. The guards knew that you would likely try to do it again and thus they were prepared. However, you knew that they knew it, and that led you to proceed with quick attempts at flying by hopping off the window in the left wing's end stairway. You managed four up and downs before they saw what you were doing and starting to chase you again. Ironically enough, you learned more about aerodynamics from the hilarious chase on the ground, instinctively trying and then consciously exploiting the propulsion obtained from sharply stroking one's wings for a single time. The guards, whom you began to dodge in the new, ingenious way, had much harder time chasing you through the corridors. After about seven minutes of running around, collecting the wondrous looks of servants, and littering with feathers left and right, you, just like the absolutely-not-devious girl you are, hurried to shake off the pursuit by speeding up to Ulren's location and then hastily, if a bit giggly, hiding behind the man from whom the junior guardsmen tried to conceal your mischief and their failure at discouraging it.

The short scene of figuring out what was going on and who's the one dumb in here followed, with the guardsmen receiving a couple of motivational nudges. To your surprise, however, Ren did not scold you for your desire to touch the skies: emphasizing that is was no use to keep someone made to fly on the ground, he took your promise of practicing only in his and later on Rosaline's presence, just so they would be less concerned about your safety. You had no grounds to reject that offer, and in a day you were already trying to lift off from the same central balcony with Ulren standing below just for the case of unforeseen failures from your side. Eager to employ the propulsion trick you've learned for the sake of taking off vertically and encouraged by Ren's wordless encouragement, your fifth attempt pushed the bar of your achievement: after performing a springy jump, a strong series of wing strokes, and after evening the speed of flaps, you managed to hang in the air still and then even to lift up at the height of the half of your torso. You have never been so close to actually ascending, and you used the rest of your strengths to lift even higher.

Despite your zealous efforts, you did not go any higher, beginning to fall down due to the avalanching fatigue. Fortunately, your 'designated carrier' caught you and held above himself on stretched hands in a way one would pick a scared and tired cat from a tree. You were certainly out of breath, but instead of fear you felt displeased by yet another attempt that didn't succeed. But as downed in spirit as you might have been, your friendly giant cheered you up by stating that you almost did it, by suggesting you looking for the way animals fly in Rosaline's plentiful library, and by refusing to set you back on your feet, slyly tickling out a series of giggles from the limp-winged and exhausted you.

It wasn't Ulren's only involvement in your affairs for this week as you, following your word and idea of combining the martial and arcane training, asked him to join you and Karl for the next round of practice, which he accepted, even if not all that eagerly. You found out the reason behind his anxiety during the practice round - despite the battle mages and fighters with varying degrees of arcane proficiency were and are an integral part of Bhiroth military, neither Ulren had much insight on their training nor he encountered a single entity who weaponized thaumaturgy. Still, eager to help you out, he offered his advice on how can you effectively integrate the tricks you know or reach for into the more traditional physical combat.

And so he did, engaging into an awkwardly-looking and sounding kind of polite rivalry with Karl for guiding your progress. The latter advocated that you should pursue the arcane feats, leaving the physical engagement only as an alternative plan for disengagement or a last resort while the former relented that magic, despite the variety of uses and high utility, isn't as reliable and highly required for your physical survival compared to the martial mastery and the right mindset to utilize it. Despite the exchange between the men turning into a series of jabs and argument barrages, you managed to pull out a very productive performance - possibly the best you could do. On this information-rich soil, you've learned a new form of the anti-magic burst - the portative controlled dome of null-arcane, which you were able to conjure for a few times for the price of heavy stamina loss. Applying this new trick to the luminal wards from physical threats, you managed to conjure a glowing force field barrier. For the more offensive side of things, Ulren taught you how to utilize the flashbang sphere for the means of distracting your opponent and giving oneself a window of opportunity for an armed lunge. As a bonus, he showed you how to lunge correctly with your sword, which, despite being performed lousily by you, bestowed you with the general idea of what an armed charge is as well as in which situations it is appropriate. Your pseudo-brother wanted to see whether or not you can conjure the glow in more lethal shapes like blades or lances, but your inadequacy in the arcane shaping skill and Karl's remark on it made him realize that the venue of combining physical and arcane strikes in a single offense will have to wait. At the very least, you managed to conjure a single shimmering blade-like shape which, however, found no further use.

Significantly exhausted, you had to tell the men that you were no longer able to continue, at which both of them had to close this session. To your amusement, their mentoring rivalry shifted from what should you do to what can you potentially do given the sufficient mastery, with Karl wondering whether or not you'd be able to perform spells with your wings (which are your additional set of limbs, nevertheless, thus they might be a projection-viable biological point), and Ulren wondering if you would be able to conjure a shimmering javelin and use it in mid-air. Considering that they spent about twenty minutes theorizing about the feats you might learn to perform before you left them be, they were both very enthusiastic about your potential.

But as motivating it was to hear about all the thing you might learn to do, finding out after this arcane training session that you were now feeling the new kind of sensation - the vibe of light pressure and slight arcane numbness whenever the Sun wasn't hanging in the skies - felt disturbing. This new sensation had a mirror side as well: whenever you were under the sun, you felt magically empowered to a minor degree, almost itching to call upon your arcane talents for no apparent purpose. Rosaline's words resurfaced quickly - mastering an aspect means that one merges with it. You found no other explanation except your own nature beginning to reflect the powers you were commanding via thaumaturgy.

But growing martially and magically wasn't the only way you fancied yourself this week: still true to the idea of learning more about the surrounding world, you struck a conversation with Amalia after her work shift. Without being able to ask Rosaline to lecture you on various subjects, your best bet for a knowledgeable interlocutor was striking a conversation with Amalia by her shift's end and trying not to devolve the exchange to casual gossiping. She shared a whole lot about the living conditions in the city, the differences between the urban and the rural lifestyles and challenges that these environments present, and the way the social classes work. You knew that she was knowledgeable due to having relatively rich life experience for someone of her age, but when your conversation inevitably shifted towards exchanging with gossips, she inadvertently mentioned that this manor shelters a lot of sadness behind the facade of a prospering homestead, which was especially evident in Claudius' case. Figuring out that she was also aware of Claudius's inner condition without even having the ability to assess one's soul spark, you made an attempt to learn more from her, to which she masterfully retracted, paying you with a single studying gaze after she re-equipped her persona of a naive maidservant. Maybe this little event creeped you out a little, or maybe it ignited a spark of interest: she's not just knowledgeable but insightful for someone whose job is cleaning places and managing clothes. And the way the conversation unfolded... was it her way of playing with you? Regardless of your suspicions, your time with her was cheery and pleasant, especially when you shared a bowl of grilled sweet onion rings and made her simultaneously blush and laugh at your impressions about that book you tried to read not so long ago. With a quirk or not, but she was a good listener and an equally good company.

Speaking of books and fun times, you could not ignore the urge of having a recuperating pastime in between the more serious ventures. Having the plethora of opportunities that the Dalgaard's manor presented and the memory of your previous literary choice still fresh, you used the free time to

[] read the book called "The life and times of Queen Anora"

You've spent a series of evenings over the biographical piece highlighting the lifetime of the famous Widow Queen of the Lothar kingdom - one of the bigger Eastlanders states that border with the Alvizian territories. You found that the book was structured to artfully depict some episodes of the central figure's life, involving her touching childhood friendship with an alvizian servant girl, her times of etiquette and policy studies, during which the future monarch demonstrated not only diligence in learning but also the advocacy of the daring reforms that she would employ once enthroned, her struggle against the arranged marriage options and the tragic loss of her hardly-won legitimized love in an assassination backed by the reactionist nobility, which still failed to retract her progressive policies and inspiring outlook. Her reign, as well as the promise of a one-of-a-kind egalitarian state where the racial and social barriers were greatly diminished, came to an end with the escalation of the War of the First Star - the continent-wide tragedy out of her control. The concluding chapter was composed of the author's philosophical musings on such virtues as acceptance, nobility-at-heart, duty and responsibility, as well as contemplation whether or not the world would ever see another Widow Queen, who would go for another attempt at making the hatred-filled and conflict-riddled Pheotor a better place for all of the races that inhabit it.

[] hang out with the maidservants, guards, and other commoners at the salon hall

You noticed that the salon hall was always busy with the evening time; maidservants, kitchen hands, guardsmen - all of them usually gathered after their daily shifts to discuss the news, contemplate on the policies, share with insecurities, and voice their hopes and plans. You've made your debut during the solstice celebration and ever since that you felt a certain urge to know what's happening in others lives, to be closer to people at the very centerpiece of the social life. You surely can't offer much in terms of sharing fresh news or exercise control to aid others in one way or another, but you surely can offer them your empathy and cheeriness. Who knows, in the times when the citizens are fearful about the border security, refugee crisis, economic difficulties, and the chain of mysterious disappearances, some empathy might go a long way. And if not, at least you would enjoy some amateur music and company.

[] play with Copper

The winged lizard wasn't taken to the capital city by his mistress. The winged lizard certainly felt bored and frustrated because of that, which manifested in the younger maidservants having to discontentedly clean out its litter from all the surprising places. The winged lizard found you - the only other winged creature in this house - as an amusing hide-and-seek game partner. People are polarized in their judgments on animals: some think of them as dumb living things waiting to be utilized for resources while others consider them as amusing if a bit dumb companions for children. After building rapport and spending some time with this devious pinkish reptile, you grew to understand that animals aren't any dumber than those who look down at them and certainly more sincere about showing their characters.

[] chill out in the greenery

For some strange reason, you haven't spent much time here. Initially, the idea of spending an hour or two in silent contemplations, surrounded by various plants the likes you haven't seen before (not like you have seen many non-dormant plants) seemed strange, but once you indulged yourself by having some peace, the thought of self-inflicted solitude ceased to look so odd among all the alternatives. You have had more than enough time to think on various subjects: from Rosaline's slowly growing sympathy toward you to Ulren's strange aptitude of caring for someone as inexperienced as yourself and Amalia's curious acumen hidden under the layers of dreaminess. These, among other questions, were the perfect grounds for quite entertaining theory-crafting. Was Rosaline initially attempting to distance oneself from you? Is there a background reason why Ulren cares about you? And what about Amalia's quirky discernment? Despite the popular opinion that solitude is bad, your meditations amidst the green proved to be as refreshing as a few sweet fruits that you plucked there without anyone noticing.

[] Write-in

(Perhaps, you came up with a better idea about how to shorten some time and with whom to hang out)

And thus, alternating the efforts with some by-time, you made it to the new week with but a few unexpected events. You might have considered having an odd dream about sitting at the summit of a stone tower and staring at a giant solar corona that hung above the withered woodlands first and then finding oneself exploring vast rainy grasslands filled with vigorous flora and fauna as a strange event, but you began to grow accustomed to these dreams. Strangely enough, they often come to you after extensive arcane exercises.

The truly strange occurrence took place on the prayer day's evening when you have just returned to your chamber from the evening routines. For no apparent reason, you began to feel slightly light-headed, instinctively turning your gaze towards the window. You saw nothing extraordinary beyond it - just cold moonlight seeping down. It was your arcane senses that were behaving irregularly: for like a minute, you felt something odd at a considerable distance from the safe walls of your shelter. It felt new, alien, and somehow cold. The new sensation of what you could only characterize as a foul gust of arcane wind gave you goosebumps. And then, after about a minute of staring into nothingness and savoring the novel feeling, the cause of this disturbance disappeared, giving place to the feeling of cold. Even the moonlight gained a faint cyan hue that gave you chills. Slightly shivering, you just wrapped deeper under the blanket, justifying the occurred sensation as a symptom of being a bit too tired.

________________________​

You had neither time nor reason to assess the strange nocturnal sensation the next morning because like half of the manor came down to the main hall to welcome the mistress back, and you were no exclusion. Drawn by the noise of the crowd, you descended to see your mentor's return, accompanied by a senior woman clad in a dignified dress and carrying vague facial similarities with Rosaline. Your host's face was relieved but not entirely frownless - it seemed like her tour to the capital did not yield the results she was expecting, but at least she had the consolation of a good company. With all the respect you have for your host, but It was much more amusing to observe the older woman: Claudius and Ulren lined up first to greet her and to show her the care they were due to both respect and etiquette. The woman herself rejoiced the warm welcome she was given by the men she surely knew from before, and especially enthusiastically pulled Ulren by his left cheek, as if he was an oversized pet she missed so much.

"Please, matrona Morinth, I'm also glad to see you in good health, but you're embarrassing me," your designated carrier commented while obediently giving in to the whims of the woman.

"I haven't seen you in six years, young man! For all the time you were away, doing your preposterous mercenary doings away from the circle of your friends and family, you due me this pleasure at the very least!" the woman pulled even more vigorously against the man's protest, having it her way.

"Yes, matrona Morinth, I've been to places and done things, but all this time I missed both you and Rosaline, just please stop embarrassing me and calling a young man - we're peers, after all"

The energetic woman was obviously satisfied by the confession she squeezed out of your 'big bro'. She sighed in content and retorted: "Nonsense, Ren! You and little Rosie will be youngsters to me until I give my spit to the skies!" Rosaline covered her face at that mention, Claudius smirked, and Ulren remained obedient.

"I see you've picked some new traits from your prodigious ways, haven't you? Trying to be a darling to an old woman, are you?" she playfully shook one's shoulders, "After I have my luggage carried up, you'll tell me everything about what you've been to all these years, so I could see how you grew up and which new quirks you've picked"

"Mind I ask you why are you so curious about my... erm... quircks?" Ren inquired while vaulting Morinth's baggage (which were quite plentiful) on his shoulder.

"But to know what kind of a woman should I start seeking to marry you with, you silly stud! How else can a man be kept from running down all the way to the bloody Ebongale peninsula, causing debauchery and doing stupid all along the way if not by a fair lady holding him by the hoses?"

The hall exploded in laughter. Rosaline covered her face with the other palm and began to giggle from the 'cover', Claudius gave a shoulder pat to the tomato-red Ulren, and Amalia whispered into your ear that it is within the Roth culture to respect the elder women for their role of being heads of their families. This act of hers drawn Morinth's attention to you, and the senior's eyes widened in excitement as she noticed the person Rosaline told her so much about in her letters.

"My goodness, Rosie! She looks just like Lily! But with wings! Oh my..."

"Grandmother, why wouldn't we accommodate you first? I'll have the master bedroom prepared for you, and then you'll have all the time you want," Rosaline replied, trying to steer the situation away from turning too embarrassing to bear.

Oh my indeed a thought shot through your mind. With this woman having so much life within her, it surely would be a special week ahead of you.

___________________________________________

The drill is the same: you have three major actions and one minor action at your disposal that can be converted into two major and three minor, and even one major and five minors. Alternatively, you can vote for a preset or modify one of them with the elements you want first and foremost.

[] (Your custom_name plan)
[] Learn/raise your skills!
-[] Melee combat
-[] Defense
-[] Ranged combat
-[] Arcane skill
-[] Haggling
-[] Persuasion
-[] Armorsmithing
-[] Weaponsmithing
-[] Artificiery
-[] Pharma and treatment
-[] Daily craft
-[] Tailoring
-[] Alchemy


(+1 to a respective skill. Find more people or establish deeper bonds to open more paths of studying)

[] Intensive training of attributes
-[] STR
-[] END
-[] MOB
-[] PER
-[] COOR
-[] MICR
-[] INT
-[] WIS
-[] CHA

(each round raises an attribute by 1/2 if the base attribute is X < 14, by 1/3 if the base attribute is 14 =< X =< 17, and by 1/4 if the base attribute is X => 18. Note that the attributes influence the attribute skill bonus and quite often are the subjects of checks)

[] Practice or study your aspects!
-[] Practice thaumaturgy
--[] Bonus 1/2 to melee combat
--[] Bonus 1/2 to defense
-[] Study soul aspect


For thaumaturgy: current level 6 (+2/6), hard wisdom attribute (17), hard intelligence attribute (17), normal arcane skill (20) each yields 1/6 of the next level + 1/6 default for investment. You can pick one of the bonus skills, but the maximum progress per a training session can't exceed 3/x of the next level. For soul aspect: current level 2, normal wisdom attribute (15), normal intelligence attribute (15), easy arcane skill (17) each yields 1/2 of the next level + 1/2 default for investment.

[] Write-in
In case you want to do something very specific
[] Routine attribute training
-[] STR
-[] END
-[] MOB
-[] PER
-[] COOR
-[] MICR
-[] INT
-[] WIS
-[] CHA

(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
(+1 to wings proficiency, 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 first floor

(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
-[] Morinth
-[] Ulren
-[] Amalia
-[] Claudius
-[] Isaac
-[] Erika
-[] Jory
-[] Karl
-[] Lodric
-[] Mathias
-[] Andrew

(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)

[] Tell someone about the strange dreams you are seeing from time to time
-[] Karl
-[] Rosaline
-[] Claudius
-[] Amalia
-[] Ulren
-[] Morinth

[] 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
-[] Studio
-[] Your room
-[] The locked observatory
--[] Ask Amalia to get you there
(normal persuasion skill check (20))
--[] Ask Rosaline for a permission to investigate (hard persuasion skill check (24))

Obviously, specify if necessary.

[] Write-in
In case you want to do something very specific

[] Preset plan: persistence
-[] read the book called "The life and times of Queen Anora"
-[] Learn/raise your skills!
--[] Melee combat
-[] Learn/raise your skills!
--[] Arcane skill
-[] Practice or study your aspects!
--[] Practice thaumaturgy
---[] Bonus 1/2 to melee combat
-[] Train your wings

[] Preset plan: balance
-[] chill out in the greenery
-[] Learn/raise your skills!
--[] Arcane skill
-[] Practice or study your aspects!
--[] Practice thaumaturgy
---[] Bonus 1/2 to melee combat
-[] Tell someone about the strange dreams you are seeing from time to time
--[] Amalia
[] Socialize with
-[] Rosaline
--[] Ask her about her trip, share on your progress with studies and training, ask her to observe your wings training
-[] Train your wings

[] Preset plan: take it easy
-[] hang out with the maidservants, guards, and other commoners at the salon hall
-[] Practice or study your aspects!
--[] Practice thaumaturgy
---[] Bonus 1/2 to melee combat
-[] Learn/raise your skills!
--[] Pharma and treatment
-[] Socialize with
--[] Rosaline
---[] Ask her about her trip, wonder how she's doing, tell her about your progress
-[] Socialize with
--[] Lodric
---[] Inquire how he met Ulren, ask how he came to become a combatant
-[] Socialize with
--[] Morinth
---[] Be a darling and let the old woman gush around you, ask her about her experiences and that Lily she mentioned, ask her from when she... umm... knows Ulren so closely
 
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[X] Plan Creation
-[X] Learn/raise your skills!
--[X] Artificiery
-[X] Learn/raise your skills!
--[X] Tailoring
-[X] Practice or study your aspects!
--[X] Study Soul Aspect
-[X] Train your wings
-[X] hang out with the maidservants, guards, and other commoners at the salon hall
 
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Ship-o-meters and character sheets updated. Lucy got some new tricks.
C'mon, don't be shy to vote. you don't have that much time left to peacefully develop
 
[X] Preset plan: persistence
-[X] read the book called "The life and times of Queen Anora"
-[X] Learn/raise your skills!
--[X] Melee combat
-[X] Learn/raise your skills!
--[X] Arcane skill
-[X] Practice or study your aspects!
--[X] Practice thaumaturgy
---[X] Bonus 1/2 to melee combat
-[X] Train your wings
 
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[X] Preset plan: persistence
-[X] read the book called "The life and times of Queen Anora"
-[X] Learn/raise your skills!
--[X] Melee combat
-[X] Learn/raise your skills!
--[X] Arcane skill
-[X] Practice or study your aspects!
--[X] Practice thaumaturgy
---[X] Bonus 1/2 to melee combat
-[X] Train your wings

 
[X] Plan Creation

Let's also learn to make things, not just break 'em.
 
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Not going to rush this one, so everyone can vote. Might be a good idea if you do catch the clues I left in the latest updates.
 
[X] Preset plan: take it easy
Mostly because I want to hear the old ladies' tale-she can probably explain alot of the important backstory bits we've been missing out on around here.
 
The lower arcane overview
Excerpt from "Harnessing the elements. Introduction to the lower arcana" by prof. Graham Crawford, sen. of the arcane crafts department, Lyf academy.

Elder races often call us - the landers - younger not only because of the theoretical differences in our genesis eras but also due to the striking difference in the maximum hypothetical arcane threshold. Compared to alvizians, who can master an aspect, and roths, who can not only master one of the elemental aspects but also augment it with the proficiency in the secondary one, we - humans - can barely hope to become upper intermediates in bending and shaping the magic scarcely given us by nature upon birth. To some, this may appear as a sound proof of elder races superiority over mankind, but what if we adopt the different approach and see the power in our limitations?

That's right, my dear readers, we - the short-lived, physically and magically outmatched denizens of the central and north-western Pheotor have always strived to use whatever was in our disposal for the sake of survival, becoming the adepts and the leading force in the crafts. Being unable to exercise significant magical power via conducting it from the raw nature, we've learned to harvest, contain, and apply it through the mediums such as concoctions, contraptions, and even symbol enchantments. What I'm talking about is the fact that humankind was, perhaps, the most successful in advancing such trades as alchemy, arcane manufacturing, and, in the case of Yrslanders, runic syntaxis, all due to our natural limitations. The core idea of projecting the desirable arcane effect into the realm via mediating object or substance is called the lower arcana. But before we move on to explaining the core principles of the lower arcana as a whole, we must take a closer look at the disciplines that compose it.

Alchemy is, perhaps, the most ancient form of the lower arcana, taking its roots in the ancient times when our distanced ancestors first discovered the arcane properties of all the materials that surround us, from irons, different sorts of plant life, animals body parts, and even various kinds of water. This knowledge was kept and multiplied via numerous experiments, countless tries, and slightly less countless failures. And so, after centuries of targeted use of the powers contained in all the possible resources, we now have numerous concoctions that can fasten the recovery from wounds, change our perceptions, work as working fluids in the various crafting trades, and even serve as weapons.

But the progress didn't end there, and the expertise in the properties of materials was picked up by all sorts of tradesmen - from blacksmiths who learned how to make weapons capable of harming ethereal entities to jewelers who discovered the ways of adding beneficial properties to their crafts via picking the right combination of materials and working them in certain ways, or even craftsmen who learned to infuse certain types of minerals with the morphosis aspect to make those minerals radiate cold for an extended amount of time and prevent food supplies from spoilage. Moreover, knowledge of material properties enabled us to synthesize new materials that were never seen in the realm of nature before and which even further expand the possibilities of manufacturing; truesliver (otherwise called 'alchemical silver') is the prime example of that.

Alchemy and arcane manufacturing have always been intertwined and complementary. Some of the more radical scholars are trying to unify these branches under the dome of Alchemistry - the synthesis of the old disciplines under the new title. Some even tend to believe that, fuelled with mechanization, Alchemistry would revolutionize the way we live our lives via introducing such marvels as flying carts able to carry passengers and goods by air, purifying power pillars that would ward settlements from diseases, and sustainable soil pots that require the minimum of farmers attention.

Unlike the previous examples, runic syntax - or casually 'runism' - is the discipline of unknown origins and even more mysterious principles. In its gist, it is a syntaxis that draws power not from the separate aspects of the realm, but from the realm as a unified system. Runes grant objects with complex powers, like armor pieces that prevent wearers from dying even at the cost of enduring all the pain that the lethal wounds would afflict. We do not yet know neither the source of the power that is drawn upon with runic syntaxis, nor the intricate details of this syntax, but only the fact that some symbols, if applied in a correct sequence and in a correct way, have a supernatural power that almost always seems to come with the trade-offs. But still, this discipline serves as an arcane medium, and thus, it is technically correct to assume it as a part of the lower arcana.
 
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You have ~18 more hours to cast your vote from the moment you read this message. If you have the better ideas on Lucy's progress than what the currently winning plan offers, this is the right time to attempt to offer an alternative. If you'd like her to go Ms. Handy, increase the lead of the winning plan.
 
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The codex reveals tally at the moment:

Beasts overview 2
Dragons overview 2
Elasmores 2
Blugd-Tur plains 1
White sea 1
Ars Ocean 1

You are free to vote for 1-10 of the unrevealed topics from the codex pool if you wish to impact the sequence of the lore extras
 
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Okay. Lucy's going to become less horrible at fighting, go for the first take off (again), get a little perk in understanding the psyche of people with status and power, grab a few new magical tricks and learn how to use them properly.

Again, spin me three d20 for INT, WIS, and arcane skill to determine how many new tricks she's gonna learn.
 
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Alright, rolling for INT...

Eehh... good enough, I hope. At least it hit the double digits.
Martenzo threw 1 20-faced dice. Reason: INT Total: 12
12 12
 
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Codex votes
[X]The War of the First Star overview
[X]Dragons overview
[X]Pheotor overview
[X]Eucad overview
 
Oh god, oh god, oh god.

Edit: I assume this is good.
Mother Nyx threw 1 20-faced dice. Reason: WIS Total: 13
13 13
 
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