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]You wouldn't mind teaching me a bit of herbalism would you?
...Honestly last one I've got in me I think.
 
Players universally do better on write ins when there are clear tasks and limits.
Players tend to do terribly when indulging curiosity.

[X] Can you tell me more of Ulren's family
[X] What was that about the spiritual injury you mentioned? How do they work??
 
That's the last input for now. With some effort, you've hit some good clues (not the best, though).
For the future, I'll let you to decide whether or not you would like a simplified or an interactive dialogue (should the story pacing allow), and decrease the maximum number of inputs so you won't have to suffer them out.

The next update is going to come in 2-3 days and it will incorporate the slightly edited entirety of the dialog.
 
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That's the last input for now. With some effort, you've hit some good clues (not the best, though).
For the future, I'll let you to decide whether or not you would like a simplified or an interactive dialogue (should the story pacing allow), and decrease the maximum number of inputs so you won't have to suffer them out.

The next update is going to come in 2-3 days and it will incorporate the slightly edited entirety of the dialog.

It'd probably help if we had a few prompts to start so people don't feel as intimidated
 
It'd probably help if we had a few prompts to start so people don't feel as intimidated
I agree that prompts would be a good idea. Or perhaps more organically, highlighting "significant" words in dialogue that are suggestions for forming a question around. Something like what you'd find in Morrowind, Tyranny and other WRPGs with a pure-text dialogue system.
 
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I'll agree with Veekie and Martenzo, though I would say, as someone mentioned earlier, it would work better if we knew what we were asking towards. Here, it's basically us wandering into a friendly not!ghost and basically doing small talk because we don't really know what big things that we should try to aim for learning about.
 
I'll also echo that type of sentiment. There's enough to pour over that it can be a bit overwhelming. Giving a guide rail helps. We can stick to it if we want, or abandon the guide rails to wonder off into the forest of write-ins which can grow as tangled as this metaphor is going to if I keep at it.
 
2.15.4 The midnight soiree or "how I had a cognitive chatter about cakes and metaphysics with a dead old womanizer"
(Click here if you do not want/need to read the dialog)


Well... you found yourself participating in a rather untypical conversation. Do the standard etiquette rules apply to interactions with ghosts? You gave it a momentarily thought and decided to stick to the book as there seemed to be no other viable alternatives on your mind.

"Sir Bartholomew? Can you tell more about yourself? Like, whom you were and what were you doing, and, maybe, why ended up here?"

"As I said, young lady, I was the first of the modern Dalgaard family. I lived about two hundred and fifty years ago. Back in those years, the Northern Pheotor was different - just recovering from a yet another Gaian Flood season, and bustling with new plants and creatures. Even the famous Lyf Academy was more of a college back in those days and was more of a communion for specific artisans like alchemists than the nexus of theoretical, practical, and esoteric knowledge. Back then, I was a young, hot-headed, and adventurous herbalist who seemed to attract troubles and was recently kicked from apprenticeship by his master back in Lothat kingdom. I moved North, fleeing my reputation as a lousy craftsman and seeking to start the life from a new slate. And that I did.

When I just arrived, there was an outburst of fever in these lands. Not the most severe kind, but people still suffered and sometimes died. The curative materials needed to ward it off were exclusive to the Blugd-Tur ravine region - the place known for its mighty fauna, lush flora, and plenty of mysteries. Only a few Lyflanders dared to venture there, and the Freelanders predictably raised the prices on the needed herbs to outrageous levels. When the locals saw how flimsy I was in the Lothar-Alvizian branch of alchemy, the only thing left for me to do was to risk my own neck in the small resource expeditions to Blugd-Tur. And that how I became a journeyman - a wandering 'kind of' herbalist. I had many travels, been exposed to numerous dangers such as ghastly ravers, basilisks, cockatrices, wyverns, dire wolves and bears, and so on. Life was hard and dangerous, but it was also exciting and financially rewarding. It wasn't many years after when I met Fiora - the young and talented Lyf alchemist with noble tempter and no less glorious bosoms. I fell for her almost immediately, and she reciprocated by the end of our raid - after we barely evaded a pack of wyverns and survived a night at an ancient Turanian barrow. Those years were the peak of my adventure times, and after that raid, we decided to settle down in Kirhol - my dear Fiora's hometown.

The married life began to change me, and I started to pay much more time and efforts to things like building a legacy, acting with duty, and parenting with commitment, embracing the life as a father of three very soon. Fiora and I built our house at this very plot of land back when it still was at the outskirts of the quickly-growing Kirhol. She moved up through the Academic ranks and I finally overcame the insecurities and flaws of my youth, becoming a seasoned herbalist by trade. We loved each other and we loved our trades, finding the purpose in providing aid to those who are unable to care for themselves. I grew so fond of our legacy that... one day, when my heart stopped beating, I simply could not leave it. And, after many years and generations of the lineage started by a wind-headed Lotharian lad and a sharp-witted Lyflander lass, here I am - speaking to the guest and friend of my far descendant"

"You mentioned something called Limbus. Is this what this place is?"

Clearly content about your question, the shadow of Bartholomew stroke its beard.

"You are both correct and wrong, young lady. I am not sure if you are familiar with the concept of dimensionality, but I will try to explain to you anyway.
Do you remember those cream cakes Gustof baked for the Solstice party? The ones so puffy and creamy that I almost wish I could get a few minutes of life just to taste them?

You looked at the enthusiastic shadow and squinted a little. This wasn't what you would call a good joke.

"Excuse me - I digressed there. So, try to apply the structure of those cake slices to the world. It may seem difficult at the first try, but imagine that each of the layers is a plane of existence and all of them together form a single structure, with some layers bordering the others and possessing different levels of sugar, cream, and nuts..."

You just tilted your head at your interlocutor. It seemed like even after a couple of centuries he can't boast with the high attention span.

"... ahem. According to this analogy, the material plane would be at the very middle of a slice, with what people call as Limbus or Purgatory right below it. Following this model, the dimensions would have a new meaning: the height would represent the dimension, the length of the slice would represent the time vector, and the width would be the relative geographical situation. So, referring to your question - no, this place is the unkempt observatory tower in the Dalgaard family mansion, which is so devoid of attention because of the rumors of being haunted. And yes, this is the Limbus dimension".

And before you ask - yes, there must be layers below and above limbus and the material plane. I can't say anything about the one above except that the sunlight and the sun itself holds a very significant role in their laws, but down here, some rules of physics are inverted or outright subverted. You have already seen Horos and Sinel reflecting the "light" of the Midnight Sun, right? That's only one of the examples.

What signifies Limbus is that it is the gateway to the concept of memories, abstractions, and possibilities, as well as the ideas of people or people as ideas. That haze outside is the cluster of memories, possibilities, and imaginations, produced by the living and fed upon by the wraiths or even daemons. Not only dead end up here but also the entities from folklore in which people believe either strongly or en masse. Take the Tall Jim for example - the abstract idea of a beneficial spirit brought to un-life as a phantasm by the Kirholean folks who believe that the objects of infrastructure are tended not by the hired people but by a spirit being. Another thing that you should know is that if we extrapolate the logic of not leaving the material plane but seeing more and more planes at the same time if we wish to delve deeper, then the deeper you go, the more strange things would distort the reality you grew to consider familiar. And no - I have never been any lower than Limbus. I've seen some daemons and phantasms ascending or feral or lived souls descending, but I can't tell you how they did that. Or how you ended up here, for this matter".

He seemed to have so much to tell and to do so with such eagerness, that, for a moment, you assumed that he might be quite lonely in here.

"Does anyone else wind up here? Or do you just watch all the time?"

"Now that you asked, there is also a fae that dwells in the greenery and watches over it and the gardens as well as over gardeners. It became a running belief among all the gardeners who worked in this estate that they are not the only ones who keep the plants sustained. She's a shy type - reclusive, even. I tried to teach her the New Pherinian language, but she showed no willingness to master the speech. I even gave her name Peg, but she never answered to it. She appeared when Ernest - my grand-grand-son - returned from his big journey to the alvizian domains which lie to the East from Lothar and other Eastern Kingdoms. One of the saplings that he brought seemed to contain an 'egg' of the fae, and thus she hatched to the newly-erected garden and helped to manage it ever since.

She's a little bit strange, just like most of the nature spirits, but not strictly menacing. Capricious and at times mischievous - sure, but she's not driven by the human definition of malice. Even though she acknowledges my presence and my role in maintaining the safety of this property in the Limbus environ, she rarely comes to contact me: the last year she communicated like three times total. So, that's how it goes - we generally get along but mostly tend to our own businesses".

It was reassuring to know that he wasn't entirely alone in here, but there was another question that you have never received an answer for, the question that bothered you for a long while and the question potentially answerable by a centuries-old soul.

"Have you seen anything like me before?"

"You mean whether or not have I seen such a pretty cluster of sweetness, naivety, and curiousness? I don't think I've seen many... By Borea's left buttock, I'm glad Fiora isn't around to hear me say that... *cough* But if you ask about whether or not can I provide more answers than Rosie did, then I'm afraid not. Say, don't you remember your parents? Not the slightest recollection?"

"No, I'm afraid. The earliest what I remember is the strange dream about something like a core and its speckles under the dark tide and then I awakened in the middle of the forest, alone, naked, and disturbed by a... umm... two-faced and two-souled owl. Then, Ulren found me, and in about two weeks since then we made it here"

Your reply clearly intrigued Bartholomew, which showed via his shade locking its palms, planting elbows on the armchair's handrails, and putting the chin on the ensued fingers lock. About ten seconds of silence preceded his answer.

"Very intriguing. Very intriguing indeed... But still, it's a shame that you don't remember your family. The proper familial bonds are probably one of the best things someone can experience in life. At least, you've met the big man Ulren - he seems to miss his own sister so much that, perhaps, saw you as a substitute. No wonder Lily and Rosie also found him very brotherly when Morinth sought him out and hired to watch over girls' expeditions and exploits. Poor lad..."

Another pause took place, during which you could recognize the body language of the shadow and its apparent pensiveness.

"I can, however, comment on your spirit from how I see it. If you don't mind me voicing my observations, of course".

You just shook your head, letting Bartholomew know that you have nothing against that.

"You seem to be young - very young, in fact. You seem to vibrate with energy and vigor like one would expect from a young child, but neither you pass as one visually, nor you are spotless. By that, I mean there is a very peculiar detail - a... tiny suture in the glow of your life-giving spark. I have never seen anything like that before. It doesn't look like the souls distorted by the Void, but like... a result of a very masterful manipulation? Or remains of a long-forgotten spiritual injury?"

The shade flexed its dark neck a little, "Truly fascinating. I envy Rosie for having the opportunity to study you closely, young lady".

Hearing that, you massaged one's brows, trying to mask the embarrassment. It seems like the entire family is like that. But your curiosity still wasn't quenched, and there was a mighty chance that Bartholomew may know about the other anomalies that drew your attention half an hour ago.

"I sensed something in the attic, do you have any idea what it might be?"

"You did? Are you sure your body hasn't died and you became a free spirit without even noticing?"

"I am absolutely sure that nothing like that happened. Why would you ask that?"

"Your senses for spirits and memories are meticulously tuned. Naturally talented, dare I say so. But back to your question - you've seen that my dear descendants took a habit of piling up the artifacts from their expeditions and travels in the attic. Numerous objects with their own stories and imprints of their owners engraved into them. With some concentration, one can read or even see scenes through the eyes of their former owners. Must admit, that I am very fortunate to be around such a marvelous gallery of memories about lands far away and events long gone. As you can probably deduce from my enthusiasm, being a bounded spirit can at times be quite boring, which makes objects of history very attractive to those who no longer have flesh and bones, but who can relive those engraved memories of not their own.

There is another interesting detail - not so long ago, maybe ten or fifteen years prior, I began to notice faint hints of another presence also lingering through the memories stored in the objects of the collection. A very infuriating thought for a guardian spirit indeed, but later, I came to hypothesize whether or not the bulb of memories that ensued at the attic became a cradle for a forming phantasm or a concept. Making an assumption that a spirit can be conceived by an artificial context-rich environment may be not what anyone would pay any interest, but hey! I may be dead, but I am still a scholar!"

At the mentioning of him still considering himself a scholar, you decided to go for a specific question: "You wouldn't mind teaching me a bit of herbalism would you?"

"In different circumstances, I would say "with pleasure", but, since we don't quite realize how exactly you ended up here and whether or not it would be possible for you to make such transition again, I see no way how can it be arranged logistically. And I'm not even talking about Peb's ire that we may bring upon ourselves should we invade her botanical domain"

And truly - maybe you should focus on thinking how to get back to the realm of the living. Or, at least, the more particular hints that you extracted from this dialog.

"What was that about the spiritual injury you mentioned? How do they work?"

"Truth to be told, I wish you would never know how do they work. But, given that you do seem to possess something vaguely reminding them, I guess it's only fair if I tell something that may refresh your memories if that's the case. The most common source of fractured ripped or otherwise damaged souls is continuous mental traumas or prolonged anguish. Such negative conditions rub and fracture souls, but never destroy them completely, which may be a curse on its own from the perspective of an afflicted.

The second cause is the entropy. The Void. The nothingness from which some think that everything came from and where, in these theories, everything would return eventually. Entropic energies react with the material and life forces violently. The Void magic such as alteration and disintegration is powered by the great dark that lies below the bottom plane of existence. Most likely, it is from it where daemons - the corrupted reflections of spirits and phantasms come. They are explicitly dangerous and can erode or even corrupt your soul. They don't seem to leave the deepest planes, but, on rare occasions or due to the special circumstances, they wind up here or even higher.

There might be other forces at work here, as the history knows prominent spirifers who allegedly could both break and reform souls of others. So, It may also be a viable theory, especially compared to the previous one. So, does this ring any bells?".

You could only shake your head hesitantly: you can't remember anything like that ever happening to you. But you didn't let this piece of information slow you down, and you decided to go for a little risk for the sake of learning a bit more about Ulren.

"Earlier you've told me that familial bonds are one of the best things one can expect from life; do you, by any chance, know if Ulren enjoyed such? Do you know more about his family?"

"I know only as much as he shared with my grand-grand-grand... you get it... He said that he had a father who died in the line of service early during the early stages of the War of the First Star somewhere on the Northern front. Back in those years, he himself was a youngster undergoing the training years, during which he had to support his widowed mother and take care for his much younger sister, who was too young at that time to become a part of any caste. Must admit that he's probably the most soft-hearted bhiroth that I have seen or heard of as the most of their kind tend to consider their caste much more of a family compared to their biological one. This oddity of his backfired when he, as a young officer, was mobilized during the Thornholm incident and when he acted out of his morals and reason instead of orders and conviction that was expected from him during the darkest hour of the crisis. He wasn't executed for insubordination because of the circumstances of the event and even politics but banished instead. And when a bhiroth gets banished, all records and memories of them are erased, as if they never existed. I am almost sure that he often thinks about his family which he would likely never see again.

Perhaps, if you want to know more, you should ask him about his past directly. Seeing how good you are with words and how close you two seem to be, I doubt he would deny your curiosity and concern".

You looked to the side out of the simple psychological reaction of being caught at talking your way through. The Eastern side of the horizon, as seen through the observatory windows, began to fill with pitch-black hues of impending darkness.

"Are there any places of interest in Kirhol that you would recommend for me to see?" You attempted to switch the topic

"Don't you think that this is a bit odd question for a property-bound spirit?"

"I thought that you may have some pieces of advice because of how knowledgeable you seem to be about what is happening around..."

The Bartholomew's voice sighed in your ears, clearly amused.

"Kirhol is known primarily by the Lyf Academia which is located in what now is the northern city suburbs, by the famous Paxton Theater - the oldest and the third largest theater and concert hall in the kingdom, by mountain parks, artisan's district, seasonal and festive fairs at St. Aethlig's, the famous artificers tower, a whole lot of taverns, shops, and many, many more. If you'd ask me to pick at least three, I'd say you may want to visit Paxton whenever they host an orchestra, the St. Duran's church to hear the famous Kirholean choir, and to stroll around the artisan's district, if not for the sake of buying anything then at least to eye all the crafts and curiosities. If you're lucky, you may stumble upon a street play performed by the novice actors and musicians or even have your cameo quick-painted for free".

The head of the shadow turned to face the East, from where the darkness was encroaching.

"I think it is time for you to get back to the world of the living - the Midnight Sun is rising, and soon most of the Limbus would be dormant. It was very refreshing to talk to you in person. I would like to use the favor that you kindly offered earlier. I mentioned Percy - Rosaline's father - and how he left everything and everyone for the desperate hope of finding a cure for Loren - his wife that fell not to the illness but to the curse of one of her 'lady friends', who was so envious of her that she even dabbled in conjuration to enact her offense. I... I do understand what drove Percy to embark to the far Lydenia all alone, but with this rash decision, he failed his friends and partners in the joint venture they wished to launch and put his daughters into the vulnerable position at the court and among the noble houses as a result. That fateful evening, he received a letter from Hershner - his oldest and closest friend. It is still here, in the mansion, hidden in between the pages of the book called "South-Eastern frontier or the gateway to primordial", buried behind the top row of books of the utmost North-Western shelf. Please, find it or let Rosaline uncover it. Maybe, just maybe the contents of that letter would allow her to reduce the damage her father caused with his rash decision and restore the sullied ties between the once-friendly families"

"I will, but... how do I get back?"

"From what I recall, you went to sleep after a day spent practicing those magic talents of yours. So, perhaps you unconsciously slipped down here during some of the sleep stages? If I were in your shoes, I'd try getting back to bed. If it won't work, then you should probably try using your magic, and if even that fails... well, let stay optimistic, shall we?

You gave a short nod.

"Now, off you go. If you somehow end up here again or figure out how to transport to Limbus, I'd be happy to make your company"

"I'll remember that, and thank you again," were your parting words as you went back to the abode from where your nocturnal adventure began. Even though you've uncovered far too much information for a single night, all you could do was to slip under the blanket in a tired fashion and for a few moments hoping that you would pass out before more of the Limbus strangeness kicking in.

_________________________
Your awakening to the normal realm was late and hard. Upon waking up, you felt as tired as during your early trying days before reaching Beilford, and just as cold. At first, you even thought that what imprinted into your mind as the recent nocturnal adventure might be just one of your strange dreams, but after you cast your gaze to the room, you registered that one particular feather which you scratched out upon midnight awakening and the curtains which you closed to obstruct the surrealistic wildness outside, meaning that it wasn't your imagination going haywire.

Considering your state of un-wellness, you could not help but to lie in your cozy bed a bit longer, thinking about all sorts of things: the fact that these walls do indeed have eyes and ears, the notion that there is more that one realm existing at the same time, and the idea that the mortal end is not the quite literal end. After this night, your perceptions of the reality have changed, causing all sorts of confusion when attempting to fit all the new information into the picture of the world that you were forming.

Who knows how long would it take you to leave your room if it wasn't for Amalia who came up to check up on you and inform that it was almost noon. With her help, you managed through the morning routines, arriving at the kitchen soon after. The manor was buzzing with the new hot topic: Torvald - the junior guardsman - claimed that during his night shift he heard barely audible footsteps on the third floor made by no one in particular and saw the old observatory tower's shuttered doors opening all by themselves. He was denounced by Ulren of being a coward who seems to partake alcohol during watch shifts, which is outrageous, and was mocked by the others. As for you, the memory about the promise you gave to Bartholomew surfaced. Finding a book with the letter hidden in it and delivering it to Rosaline seemed trivial, but you deduced that the way you perform this menial task might actually raise a lot of questions or, if you decide not to keep everything in secret, would affect the way others percept you and the overall credibility of your future claims and arguments.

Seeing your late awakening, visually low morale, and uncommonly absent appetite, both Morinth and Rosaline began to pry around you. Soon, they began to argue about whether you were feeling sick or demoralized. Morinth stated that you should be given proper care, medication, and comfort, while Rosaline relented that all you need is a stroll around the town, some new experiences, and a little change in the routines. Their confrontation was silly at first, but then it began to show the signs of two women arguing who can provide better care for you and in general.

Oblivious to the real reason behind your condition, they might have gone a bit too far. So you had to step up before things get too serious.

[] Ask Morinth to indulge you with care
-[] Let the grandma gush over you (initiate an interactive dialogue)
-[] Just enjoy your time and do something leisure (no interactive dialogue)
--[] Find the book and secretly put it where Rosaline can see it
--[] Delay your decision of how do you wish to carry out Bartholomew's request
--[] Tell Morinth about your midnight adventure and the clue from Bartholomew once you get an access to her ear in private

You will stay at the manor and will have to roll a d20 roll for a story progression event.

[] Go out to town with Rosaline to have some good time and pay a visit to the unspecified friend
-[] You are almost sure that Rosie wants to take you to see Sephorah. You have a lot to ask her about (interactive dialogue)
-[] You happen to suspect who's that friend is, and you just want to make sure she's fine (no interactive dialogue)
--[] When in town, find a moment to tell Rosaline in private about all that you came through this night and about the strange dreams you've been seeing
--[] Delay your decision of how do you wish to carry out Bartholomew's request
--[] Don't tell Rosaline about the midnight events but "out of curiosity" ask her to read and explain the designated book to you this evening.

This will trigger an outdoor episode

[] Refuse either option and explicitly tell everyone present about what was happening this night and about Bartholomew's request.
-[] Use the ensued free time on your volition (1 major action)

[] Learn/raise your skills!
-[] Melee combat
-[] Defense
-[] Ranged combat
-[] Arcane skill

-[] 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)

[] Take the flight session

(+1 to your wings proficiency. Note that your flight secondary traits are also dependent on your attributes such as strength, constitution, mobility, and coordination)

[] 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 (+5/6), above hard wisdom attribute (18), above hard intelligence attribute (18), hard arcane skill (24) each yields 1/x of the next level + 1/x 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 3 (+1/3), normal wisdom attribute (15), normal intelligence attribute (15), easy arcane skill (17) each yields 1/x of the next level + 1/x default for investment.

[] Write-in
In case you want to do something very specific
-[] Do nothing else
You will stay at the manor and will have to roll a d20 roll for a story progression event.

[] Write-in
 
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It'd probably help if we had a few prompts to start so people don't feel as intimidated

I agree that prompts would be a good idea. Or perhaps more organically, highlighting "significant" words in dialogue that are suggestions for forming a question around. Something like what you'd find in Morrowind, Tyranny and other WRPGs with a pure-text dialogue system.

I'll also echo that type of sentiment. There's enough to pour over that it can be a bit overwhelming. Giving a guide rail helps. We can stick to it if we want, or abandon the guide rails to wonder off into the forest of write-ins which can grow as tangled as this metaphor is going to if I keep at it.

I hear ya guys. Gonna streamline these dialogues next time. Expect Morrowind-esque highlighted keywords and an initial pitch. Maybe even some pre-designed branching.
 
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[X] Go out to town with Rosaline to have some good time and pay a visit to the unspecified friend
-[X] You are almost sure that Rosie wants to take you to see Sephorah. You have a lot to ask her about (interactive dialogue)
--[X] When in town, find a moment to tell Rosaline in private about all that you came through this night and about the strange dreams you've been seeing
 
[X] Go out to town with Rosaline to have some good time and pay a visit to the unspecified friend
-[X] You are almost sure that Rosie wants to take you to see Sephorah. You have a lot to ask her about (interactive dialogue)
--[X] When in town, find a moment to tell Rosaline in private about all that you came through this night and about the strange dreams you've been seeing
 
[X] Go out to town with Rosaline to have some good time and pay a visit to the unspecified friend
-[X] You are almost sure that Rosie wants to take you to see Sephorah. You have a lot to ask her about (interactive dialogue)
--[X] When in town, find a moment to tell Rosaline in private about all that you came through this night and about the strange dreams you've been seeing
 
Aint no one willing to play a ninja FEDEX or use a potentially available free time for betterment purposes? :p
 
[X] Refuse either option and explicitly tell everyone present about what was happening this night and about Bartholomew's request.
-[X] Use the ensued free time on your volition (1 major action)
--[X] Intensive training of attributes
---[X] MOB
 
Gonna call the vote in a day. So, yea, voting now might be very timely
 
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Alright, stroll that is, and burdening Rosie with all the crazy stuff in hopes she would distill it into SCIENCE!
 
A bit of fluff: I've just completed this and this courses, and now can forecast time series big data via means of statistical modeling
*happy nerd sounds*
 
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