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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Hrrm. So we did fairly well as far as the main plot goes but we did get the church's attention for good or for ill.
As for who to take...Amelia OR Issac, but not both, I think.
Also, I think at least a single supply point should go to resources, though I'm unsure if we want to commit to having a horse or something...
Also a part of me wonders if the church's opinion of Lucy as a Saint might not be an advantage we could infact leverage...Probably not easily or without cost but it's the seed of an emergency plan if we need one.
 
And that was the ominous feeling.

[X] Choice of destination
-[X] Yvie, somewhere in the north-western Blugd-Tur plains.
[X] Does Amalia join the party?
-[X] Yes
[X] Does Isaac join the party?
-[X] Yes
[X] Supply point one goes to
-[X] Hire
--[X] Karl Norskov
[X] Supply point two goes to
-[X] Hire
--[X] Jory
[X] Supply point three goes to
-[X] Extra resources

Might switch the hires around. Not very sure if I want Karl or Lodric, but we really should have the Extra resources out on the road at least once.
 
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Wow. Not expected anyone to pick Jory.

Also, do not be afraid to vote. It won't bite you (at least this time)
 
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[X] Does Amalia join the party?
-[X] Yes
[X] Does Isaac join the party?
-[X] Yes
[X] Supply point one goes to
-[X] Hire
--[X] Karl Norskov
[X] Supply point two goes to
-[X] Hire
--[X] Jory
[X] Supply point three goes to
-[X] Extra resources
 
[X] Choice of destination
-[X] Milton Hodges, somewhere in Rabenia Dukedome - the former part of the Lyf kingdom to the east.
[X] Does Amalia join the party?
-[X] Yes
[X] Does Isaac join the party?
-[X] Yes
[X] Supply point one goes to
-[X] Hire
--[X] Karl Norskov
[X] Supply point two goes to
-[X] Hire
--[X] Jory
[X] Supply point three goes to
-[X] Extra resources
 
Second chapter choices analysis
Continuing the tradition, here goes the second rundown analysis of what you did and how it affected the story.
This time, each update gonna get a bit of my snarky (or not) commentary. Perhaps, it would give you some thoughts while you are taking your sweet time reading this and, hopefully, deciding the on where and with whom to send Lucy on the new adventure.

Day first or "are we there yet?"
One fluff vote to ensure what kind of dietary preferences our girl has (I guessed right about what would you chose), trying to make a good impression on all the new people (good move), and asking the maidservant to show you around (also a good move). Overall: no arguably dumb decisions made. Although, it was hard to do stupid this early in the chapter.

A casual tour or "where do they hide all the bagels?" The sweetest vote possible won there. Big bro got some love, and you made a step in ensuring that he will support you through hell and high water. Also, it was fun to write that scene in the next update, especially when playing with the contrasts and the scenery. Had to dig some parables to make it even more thematic. Judging by @Lazy Minx reaction, I reached the desired effect.

A bedtime story or "what lies at the bottom of a tale?"
This voting bout was a rather fun one. I'm still wondering whether did you vote for the bath scene because of the fanservice demand or because you really thought it would be a good idea. In any case, some bonding time with Amalia plus a spoiler bomb regarding some of Lucy's not-so-common physiology. Oh, and wing-jitsu. I was kinda surprised how seriously you would train this particular skill later on, choosing it over socialization or attribute raising.

Day third or "applied anatomy for dummies"
Not an influential vote in here, really. There was not much serious stuff you could've done there, and you decided to go socialize with Big Bro, who was also socializing with Claudius. Interestingly enough, you might have had a harder time getting old healer's trust if not that scene. Should your rapport with Claudius be at least three points lower, Isaac wouldn't be available for free hire. Writing a scene after this voting was moderately challenging back then because it was the first big sequence of dialogs (I always struggle with these).

A jolly banter or "here's a health to the company"
Well, I'll be honest: I decided to spice things up a little in the second part of this update. You had two major options back then: to risk and explore or to stay put and inquire. You've chosen the latter, missing on a slight boost to the spirit magic and some trivia about Dalgaard family.

Day fifth or "the bliss of ignorance"
Now, this is where the first PHAT decision in this chapter was made. In short, there were four pathways from this point:
1) You run away with Sephorah, derailing the entire route of the story.
2) You keep Sephorah hidden, which would've resulted in your ability to covertly communicate with her for the duration of the chapter, but also in lower defenses of the manor, which would've made the chapter ending a bit (or not just a bit) more tragic.
3) You exposed Sephorah to Rosaline and elaborated on who she is. This was the route you took, and it resulted in the lack of communication with the Dusky woman but also with higher manor defenses, which served you well.
4) Should you fail miserably at hiding or elaborating Sephorah's presence, she would've been thrown in jail, leaving the story until the final credits rundown. The manor security would've been bolstered at the cost of you never seeing this damsel again.

A sudden visit or "but I wanna keep her!"
This is the point from which the serious character-building began. The exploration of the third floor was also well-timed since it unlocked one of Claudius's routes and some other opportunities. To squeeze the maximum out of that vote (and to make my QM life harder) you could've scouted the first floor as well (the absence of this decision bit you in the butts later on and barred away from Gustoff's and Andrew's routes, which is why in the ongoing vote you have not the slightest idea which recruits they might have directed you to. By not exploring the first floor in time, you isolated yourself from some considerable chunks of lore regarding seafaring, coastal lands, and history as well as some material bonuses.

The early half of the second week or "crouching angel, hidden mage"
Now, aren't you sweet pumpkins :3 ? Very in-character, very sweet. Helped a lot in gaining Rosaline's and Claudius's trust, as well as secured Amalia as a free-of-cost hire. Yes, that slowed down your training, but, at the very least, you've learned some handy skills in the process.

After the sudden visit. Rosaline's perspective
Not much to say here. A vote deciding on hiring a comic relief male fighter or a stiff-lipped knightesse with a pole up her arse. Comedy won, although I still can't comprehend why you decided to overlook poor Lodric during the chapter. I almost feel sorry for the spotlight malnutrition he got.

The latter half of the second week or "it's that time of year"
The voting facilitation where I dun goofed. Seriously, I should've included some options as the way you decided what to do with the kiddies had a potential impact on the final sequence in the chapter. How? They could've been recruited to spy and sabotage for a promise to let them see their relatives. And they would've been granted with that wish, although not in a way they imagined (If you do remember what happened with some of their parents, you can figure out on what am I hinting). Well, you dodged such situation more because of my inadequacy than because of own actions.

The eve of the third week or "why can't I, for once, have a nice dream?"
Well, as for the update, I still don't understand why do you tend to overlook Lucy's dreams, I dig down buttloads of very subtle clues in em. As for the voting, you did quite well. Checking on who attends attic turned out to be 40% in succeeding with Claudius's route, and checking the second floor opened even more opportunities for you, especially with developing Lucy as a mage and picking her own magic operating style.

The first part of the third week or "party hard!"
Must confess, I was somewhat surprised by the choice of gifts you decided to take; my main bet was the posh dress and the second was the sturdy travel clothes. Oh well, QM's must be ready for anything. This is also when you seemingly began to realize the ease with which Lucy can advance as a mage. As it happened a bit later, you would go not for a pure mage aka surprise me again.

Oh! you have also missed on a particularly fun event wherein Lucy finds Amalia and three other maidservants being members of an "underground literature club", reading various stories while hiding from the head maid. Yep, it would've been a subtle easter egg reference to the Doki Doki literature Club, with some snacks, bhirothian ghost stories (some of which you could even try to confirm later in the story), and a huuuuge boost in relationships with Amalia. Alas, poor Yorick.

The second part of the third week or "learning the ropes"
The continuation of character building in which you went for a martial/magic balance route. You did miss on an opportunity to have a couple of fun scenes with Rosaline in town as well as even more bonding with her (which you compensated nevertheless further in the story) and a one helpful item of your choice.

The first part of the fourth week or "work it 'till it hurts"
This is when I made my tendency to subtly take notes from your votes to determine the development of Lucy's psyche not so subtle. Well, you made the girl fearful of all sorts of lewd, which absolutely certainly will surface in the future for a number of times. Also, this is when I understood the approach you would use to deal with issues (aka cast first, stab to be sure later).

The second part of the fourth week or "the sown efforts' first crops"
This was a close tie between going well with the lows or with the tops. In the end, the noblesse plan won, shifting Lucy's disposition towards better understanding those with power and influence, and a little bit clumsier with the commoners of all type (not even mentioning wretches). Expect the members of said groups to make comments on Lucy's social disposition. As for the development, you persisted with the "Valkyrie" stereotype, making Lucy a bit less helpless in the conflict situations.

The first half of the fifth week or the "sweet taste of success"
Oh my! Here I was expecting you to teach Lucy to be either ultra-open or uber-sheltered about the way she expresses her feelings, but you decided to go with the middle path, which won't lead Lucy to neither "Ice queen" nor "tomboy" type of person. The way you responded to the gambling event also suggests that you are grooming her as a balanced "Hero" archetype with a tint of adorkable naivete. Also, at this point, I abandoned the thoughts of you remember that the girl has the affinity in the spirit magic. Ironically, if you DID abandon it, Lucy would've been able to perform some serious combat-oriented thaumaturgy tricks by now with at least some success, but it would also lock her out from the other route-deciding story point which I would elaborate next.

The second part of the fifth week or "exit light, enter night"
The midnight spree or "how deep is the Rabbit hole?"
The midnight soiree or "elders watch over you. Always"
The midnight soiree or "how I had a cognitive chatter about cakes and metaphysics with a dead old womanizer"
Well, this is an example of another story-changing event. Here, you could either get yourself a phantasmagorical mascot-companion, waste the opportunities the event presented, gain some trivia from exploring the Limbus version of the manor, or make some really good decisions and get some really good hints by talking to Bartholomew. @veekie literally pushed up the best decision; the decision which greatly impacted Rosaline's and Claudius's personal endings. Also, by doing what you did there, you resolved Claudius's route, who made his part in the last update. Anyway, well done. Well done indeed.

The dawn of the sixth week or "my very first delivery from the other side"
The dawn of the sixth week or "hints prodding and clues shaking"
A subtle way of delivering the message from Limbus, some fluff, and almost the best resolution of the urban ambush. Exposing thaumaturgy did bite you and everyone at Dalgaard manor in the read, and this is not the end of it but, frankly speaking, you did well there. Those investments into the ability to defend oneself certainly paid off. During this sequence, you were the sloppiest with handling Sephorah. She would probably remember that exchange between you as an awkward one. The resolution of the ambush event put the last update's sequence on the countdown. Oh, another thing: Claudius would not have survived should you let any harm come to Rosaline. So, double-well done.

The dawn of the sixth week or "fumes and fury"
The first part of the sixth week or "pokes&pinches"
The second part of the sixth week or "all shall be well?"
The first part of the seventh week or "more home than a house"
I honestly intended to run a full-blown detective sequence, but after witnessing how poorly detective gameplay goes on SV, I just buried down three leads which you could've uncovered to neutralize the damage done in the last update. You did find one of them, which made the last update not-entirely-perfect. Although, I am not telling you who's the spy yet just so you have a thought or two about the risk of taking them into your party. Also, by voting to socialize with Morinth, you unlocked one of the destinations (which I was certain you would do). Also, scouting the first floor THAT late into the chapter was an absolutely funny thing to watch. Maybe you haven't noticed, but I even snarked about that decision in the update itself.

The second part of the seventh week or "Anything that can go wrong..."
Anything that can go wrong didn't go wrong this time around. The last update was a short summary of the consequences of your earlier decisions, which you can check from the invisible text scattered here and there. If measured by the western grades scale, this is either an A- or B+ chapter ending, which is quite and quite good. You did make a lot of good decisions, even though not venturing for the bolder ones and missing some of the opportunities. But in general, well played. Even a bit better than the previous chapter, due to your tendency to better stay safe than sorry.

Now, you are up to build upon your decisions and continue the (group)story. Be mindful where you wish to go and whom you want to bring along (I'd say especially be mindful who are you taking with you). Also, the next chapter will start after the second chapter's outro update (2.21). I will tell you more about what to expect next after you assemble your party. Also, do keep in mind that the first update of the third chapter will take place after a minor time skip, during which I will give you some points to raise skills/attributes/arcane/relationships to better suit your vision of Lucy and her party.

I do not want to rush the voting process, realizing that I spoiled you with all the presets it is that time of the year when activity isn't that high, but I would also stress out that the ongoing vote is of crucial importance, so try to leave your mark on the story, ok? :3
 
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Should be 'sight'

[X] Choice of destination
-[X] Milton Hodges, somewhere in Rabenia Dukedome - the former part of the Lyf kingdom to the east.
[X] Does Amalia join the party?
-[X] Yes
[X] Does Isaac join the party?
-[X] Yes
[X] Supply point one goes to
-[X] Hire
--[X] Karl Norskov
[X] Supply point two goes to
-[X] Extra resources
[X] Supply point three goes to
-[X] Extra resources

Hmm... actually, on second thought, not going to vote for Jory. Our relationship with him isn't the best, and we don't know that much about him, ourselves. Given our QM said there's a possibility we'll take the spy into our party, I'd prefer to avoid including people who we haven't put the effort into befriending.
 
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So, we have three different plans now. Does anyone want to break the tie or make it foursome?
 
Tiebreaking (against my judgment on Jory) it is, I suppose. Because Yvie really doesn't appeal to me as the next scenery.

[X] @Varano
 
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A bedtime story or "what lies at the bottom of a tale?"
This voting bout was a rather fun one. I'm still wondering whether did you vote for the bath scene because of the fanservice demand or because you really thought it would be a good idea. In any case, some bonding time with Amalia plus a spoiler bomb regarding some of Lucy's not-so-common physiology. Oh, and wing-jitsu. I was kinda surprised how seriously you would train this particular skill later on, choosing it over socialization or attribute raising.
Partly the service, and partly anatomy comparisons.
The eve of the third week or "why can't I, for once, have a nice dream?"
Well, as for the update, I still don't understand why do you tend to overlook Lucy's dreams, I dig down buttloads of very subtle clues in em. As for the voting, you did quite well. Checking on who attends attic turned out to be 40% in succeeding with Claudius's route, and checking the second floor opened even more opportunities for you, especially with developing Lucy as a mage and picking her own magic operating style.
Too Subtle
The first part of the fourth week or "work it 'till it hurts"
This is when I made my tendency to subtly take notes from your votes to determine the development of Lucy's psyche not so subtle. Well, you made the girl fearful of all sorts of lewd, which absolutely certainly will surface in the future for a number of times. Also, this is when I understood the approach you would use to deal with issues (aka cast first, stab to be sure later).
It'd be hilarious.
The first half of the fifth week or the "sweet taste of success"
Oh my! Here I was expecting you to teach Lucy to be either ultra-open or uber-sheltered about the way she expresses her feelings, but you decided to go with the middle path, which won't lead Lucy to neither "Ice queen" nor "tomboy" type of person. The way you responded to the gambling event also suggests that you are grooming her as a balanced "Hero" archetype with a tint of adorkable naivete. Also, at this point, I abandoned the thoughts of you remember that the girl has the affinity in the spirit magic. Ironically, if you DID abandon it, Lucy would've been able to perform some serious combat-oriented thaumaturgy tricks by now with at least some success, but it would also lock her out from the other route-deciding story point which I would elaborate next.
Less of trying to abandon magic type and more of a few people yanking at the controls I think. It got a little messy as a result
The second part of the fifth week or "exit light, enter night"
The midnight spree or "how deep is the Rabbit hole?"
The midnight soiree or "elders watch over you. Always"
The midnight soiree or "how I had a cognitive chatter about cakes and metaphysics with a dead old womanizer"
Well, this is an example of another story-changing event. Here, you could either get yourself a phantasmagorical mascot-companion, waste the opportunities the event presented, gain some trivia from exploring the Limbus version of the manor, or make some really good decisions and get some really good hints by talking to Bartholomew. @veekie literally pushed up the best decision; the decision which greatly impacted Rosaline's and Claudius's personal endings. Also, by doing what you did there, you resolved Claudius's route, who made his part in the last update. Anyway, well done. Well done indeed.
*Waves flag*
 
[X] Choice of destination
-[X] Yvie, somewhere in the north-western Blugd-Tur plains.
[X] Does Amalia join the party?
-[X] Yes
[X] Does Isaac join the party?
-[X] Yes
[X] Supply point one goes to
-[X] Hire
--[X] Karl Norskov
[X] Supply point two goes to
-[X] Hire
--[X] Jory
[X] Supply point three goes to
-[X] Extra resources
 
[X] Choice of destination
-[X] Yvie, somewhere in the north-western Blugd-Tur plains.
[X] Does Amalia join the party?
-[X] Yes
[X] Does Isaac join the party?
-[X] Yes
[X] Supply point one goes to
-[X] Hire
--[X] Karl Norskov
[X] Supply point two goes to
-[X] Hire
--[X] Jory
[X] Supply point three goes to
-[X] Extra resources
 
Alrighty then. The warband circus goes to the west. I myself was cheering for this destination :p
Also, it's about time to indulge such a fun thing as character sheets creation. <3 math

PS: daym, that party composition. I'm kinda curious about why you decided to go with such a group.
 
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2.21 The midnight march or "ends and beginnings"
Times are changing in the most unpredictable ways. A couple of days ago, you could not imagine not having the luxury of chomping a treat you've saved for the evening read before the bedtime in your cozy chamber, but there you were - marching away from the place you grew to think as your home at the dead of the night. The course of events that occurred after the council at Rosaline's chambers took on a chaotic turn; neither Karl, Isaac, nor especially Jory were particularly happy about Rosaline's order to pack up and prepare to move out with you, Ulren, Sephorah, and Amalia. But credit be where credit is due, Rosaline helped you all to prep up as quick as possible, gave all the further communication instructions, and invested a hefty sum to into your expedition. After listening and recording Morinth's direction and clues towards where you can (possibly) find Yvie, she handed you the quickly-assembled bundle to deliver to her. And then, the time for goodbyes came, during which you experienced the new sort of emotion when Rosaline gave you the awkward but yet sincere hug. It felt hard to leave her - even more so after coming all the way up from exhibiting the researcher and the subject dynamics to actual friendship. The fact that it was still an open question after whom exactly the hitmen came only made the separation more stressful, filling your mind with the lingering thoughts of whether or not you would see your mentor alive and well in the future.

This exact feeling and the thought of you bringing doom wherever you come was torturing you an hour after your quickly-assembled group managed to slip by a few urban skirmishes that were blazing up Kirhol, get to the old stablemaster who, during their lifetime, equipped three generations of Dalgaards for their expeditions, and passed through the quickly-assembling cordon of the city guards and militia by presenting the official letter Rosaline supplied you with. Her plan of you leaving the panic-struck city worked out perfectly, but it brought little to no relief. Walking the western road, aiming to reach the satellite town called Lund, each one of your group of seven was to turning back to throw their glances at the sporadic fires and smokes towering from withing the Kirhol's walls. No one bothered to comment on this, but it did not prevent you from reaching the non-verbal rapport with Ulren when he turned back for a moment. You could almost sense his guilt and self-loathing for having to leave Rosaline alone and vulnerable, just like he did when Lilian died. The fact that it was she who asked him to get you away to relative safety wasn't quelling any anger in his eyes. Maybe due to the embarrassment or maybe just for the sake of interrupting the pressing silence, he turned to the rest of the group, voicing his opinion on the situation.

"And so, we are bound to reach the North-Western Blugd-Tur region, where the Eldhaetad highlands meet the Ars Ocean shore. I don't know whether or not any of you have ever been to Blugd-Tur, but it won't hurt to stress out that the land we are yet to traverse is incomparably different from the Lyf kingdom in a dangerous way. Once we cross the Lyf's western border, we will be out in the wildlands, making night camps, moving from one steading to another, and marching nine to twelve hours each day. The chances are, we will encounter wargs, blighters, fiends, criminal scum, and the things yet-unseen, which Rosie would love to butcher and study up to the last gut should she only be with us. I am warning you now - before we went far away from Kirhol - the road will be dangerous. It is either all six of us would stick to each other like a pack, or we would go down one by one".

"Um... Sir Kyres? Isn't it..." Amalia began to mutter unconfidently, "Is it not seven of us?"

You could not see Ren frowning in the dark, but you can definitely discern him venting his accumulated anger and frustration. "You heard it right, girl - six! That walking piece of elasmore's twat you call Jory has only one use - to be led out into a forest and be left there as chimeras' fodder".

You could hear Amalia gasping and - until now totally silent - Jory quietly whining while Ulren was firing up.

"I say it only once: the only reason why I haven't objected against taking this sack of dung with us is that of his cowardice and self-concern almost resulted in overlooked defenses sabotage if not for Lucy's intervention. If only she didn't relay to me that this craven was covering the missing acids because of the fear of having his arse whipped, there would've been more casualties from the assault - all the lives he could not hope to equal in hundreds of his miserable lifetimes. Who knows how many more of the clues that we might have missed this coward simply haven't brought up? Who knows if those deaths were preventable?! If anything, we are making Rosie and Lodric a favor by taking out the weakest link out of the chain".

You have never seen Ulren this openly-angry before, which made you feel that there might be deeper reasons behind him lashing out this way. In the meantime, you could hear Jory starting to quietly sniff before Amalia voiced her protest: "He is just a person like any of us! And none of us is sheltered from making mistakes!"

Oddly enough, Ulren was calming down as fast as he fired up, replying with the gradually calming voice, "failing in judgment while trying your best for everyone's sake is a mistake; to let others suffer from risks just so you could keep yourself safe is sabotage. I have nothing else to say other than I will not move a finger if, or rather when, this craven will get into trouble". Ren's last words didn't sound like he was feeling better from lashing at the lad or venting anger. If nothing else, he sounded tired, frustrated, and better left alone. You think, Amalia also managed to read your big bro's mood.

"Miss Sephorah?" Amalia tried to get a confirmation of her ideas from the second person she seemed to deem senior in this group.

"As weird as it may sound," Your dusky friend who was leading the way for the column began to speak out to those following, "the brute has a valid point there". No one except Jory made a sound - the lad began to sob, with only the cover of darkness shrouding his misery from other's eyes. His silhouette stopped for a few moments, making Amalia sigh heavily before straying back from the group to make him going again.

Browsing between shifting your attention to Isaac or Karl, you decided to line up with the older mage in hopes to make him say anything - he was as silent as healer's apprentice for the entire night even though he didn't have the excuse in the form of pathological muteness.

"Sir Karl? May I, by any chance, know your opinion on the matter?"

"I think that Kirhol's municipality intentionally let the situation deteriorate so much just to have a legit reason to vault the problem on Nyth-Rathonian shoulders. To invite the ally to clean up the mess and, in that way, to hide behind their backs from the risk of Olfadirian incursion. To secure oneself tactically at the cost of the new big war emerging on the strategic horizon, so to speak. Madam Rosaline and I argued about it a lot earlier, but she didn't seem to believe such a theory until our new Daeva friend announced the news".

"I... was referring to our current situation as a group. But thank you for your estimation of the event, anyway".

"The group?" Karl stumbled and sighed ironically, "Given our route, we would have a plethora of opportunities to go out in style. Alas, the team's heroic last stand won't likely be among them".

You were grateful that he could not see the grimace his answer chiseled on your face because you were feeling bad for asking. As the column and the pack horse on which you vaulted the camping equipment proceeded forward, the lights of Kirhol's towers reached the dark horizon. You took the last chance to look back and mentally say goodbye to what you were considering as your home city. After doing so, you felt awash with the old memories of considering home wherever you lay your head. The old, seemingly forgotten dread of venturing into the vast, dark, and dangerous unknown struck your chords with the renewed power. However, you were not alone this time around - those who made Dalgaard's manor more than just a building were nearby, making for a collective living sanctuary away from home.

For a glimpse of a second, the sound of a bird taking off from one of the nearby trees branches startled you from the state of sentimental daze. You can swear that you heard a hoot, but it did not matter: you had to catch up with your pack. And you did just that, pondering on how soon you would reach Lund - your first transit point on the long, long way west.

_________________________

Yep, this is the end of chapter two. As mentioned earlier, the minor time skip is inbound, during which Lucy will not remain idle. You have eight points for the actions you can make along the way (I took two off to fill the incomplete WIS and INT levelups). Various actions cost various amounts of points. Now is the best time for you to either double down on the build you were pursuing during chapter two or to compensate the shortfalls while you have an easy opportunity to do so. To ensure your best-informed decision, the presets will be included and the character sheets were updated, so you can see where Lucy is in terms of competitive/supplementary balance. Please note that many of the available options (such as skills available to be learned) are determined by the characters' ensemble you recruited. Plan format.

[] Your_custom_name_plan
[] Raise an attribute by 1 (-2 points, repeatable)
-[] STR
-[] CON
-[] MOB
-[] PER
-[] COOR
-[] MICR
-[] INT
-[] WIS
-[] CHA

[] Raise a skill by 1 (-1 points, repeatable)
-[] Melee combat
-[] Ranged combat
-[] Arcane skill
-[] Defense
-[] Objects usage
-[] Willpower
-[] Balance
-[] Sneaking
-[] Persuasion
-[] Performance
-[] Seduction
-[] Arcane lore
-[] Lingual lore
-[] Daily craft
-[] Weaponsmithing
-[] Armorsmithing
-[] Tailoring

[] Raise flight mastery by 1 (-2 points, repeatable)

[] Raise arcane aspect mastery by 1 (repeatable)
-[] Thaumaturgy (-6 points)
-[] Spirit (-4 points)

[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
-[] Ulren
-[] Sephorah
-[] Karl
-[] Amalia
-[] Isaac (Easy CHA check (13))
-[] Jory (Hard CHA check (18))

[] Try to act as an intermediary between someone (-2 points, cumulative, you can write in clues for me to flesh out in the next update)
-[] (specify person A) and (specify person B)

[] Preset plan: not a wimp!
-[] Raise an attribute by 1 (-2 points, repeatable)
--[] STR
-[] Raise an attribute by 1 (-2 points, repeatable)
--[] STR
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Melee combat
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Defense
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Arcane skill
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Arcane skill

[] Preset plan: there ain't no paladins!
-[] Raise an attribute by 1 (-2 points, repeatable)
--[] STR
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Persuasion
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Persuasion
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Persuasion
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Defense
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Arcane skill
-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Sephorah
---[] Don't be intrusive: appreciate her for teaching you the art of persuasion and witticism, ask her out about her opinions on your journey in general and destination in particular. Don't be intrusive yet

[] Preset plan: feel the powah of muh magic!
-[] Raise arcane aspect mastery by 1 (repeatable)
--[] Thaumaturgy (-6 points)
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Arcane skill
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Arcane skill

[] Preset plan: A team mom needed!
-[] Raise an attribute by 1 (-2 points, repeatable)
--[] STR
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Persuasion
-[] Raise a skill by 1 (-1 points, repeatable)
--[] Persuasion
-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Sephorah
---[] Thank her for the training and try to figure out if she's willing to shed some light on her background
-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Ulren
---[] Try to talk with him about venturing on this journey as asked by Rosaline, focus on the notion that it was the best solution and that you'll surely report back to her.
-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Amalia
---[] See how she adjusts to the traveling lifestyle, reminisce about your days at the mansions, recall the good moments.
-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Isaac (Easy CHA check (13))
---[] Try to get to know each other and to figure out a way to communicate on both sides, inquire how he's holding up.
 
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As always, ship-o-meters and character sheets updated, the votes are up... and I need a nap.
 
Okay, lets see...eight points. Jory being wracked with guilt and generally everyone is kind of antsy.

[X] Plan The Angel Of Wisdom and Insight
-[X] Raise flight mastery by 1 (-2 points, repeatable)
-[X] Raise an attribute by 1 (-2 points, repeatable)
--[X] INT
-[X] Raise an attribute by 1 (-2 points, repeatable)
--[X] WIS

-[X] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[X] Ulren
---[X] Try to talk with him about venturing on this journey as asked by Rosaline, focus on the notion that it was the best solution and that you'll surely report back to her.

-[X] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[X] Jory (Hard CHA check (18))
---[X] Try to reassure him that it can get better going forward. He just needs to let tempers cool off a bit, and you feel bad about bringing the riot down with your own impulsive public use of magic as well. Who could have thought something minor going missing was so important?


Reasoning:
-[] Raise flight mastery by 1 (-2 points, repeatable)

We got open space and this is probably THE biggest advantage we have over others. Should keep working on it.

-[] Raise an attribute by 1 (-2 points, repeatable)
--[] INT
-[] Raise an attribute by 1 (-2 points, repeatable)
--[] WIS

These are the attributes making magic so expensive to train. So we raise them first, which should drive down the magic costs, then go back to magic.
Also a little Wis never hurt.

-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Ulren
---[] Try to talk with him about venturing on this journey as asked by Rosaline, focus on the notion that it was the best solution and that you'll surely report back to her.

-[] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[] Jory (Hard CHA check (18))
---[] Try to reassure him that it can get better going forward. He just needs to let tempers cool off a bit, and you feel bad about bringing the riot down with your own impulsive public use of magic as well. Who could have thought something minor going missing was so important?

And these two for therapy time.
The chances are, we will encounter wargs, blighters, fiends, criminal scum, and the things yet-unseen, which Rosie would love to butcher and study up to the lust gut should she only be with us.
Oh my how lewd.
 
So... we have open space, and we have time.. and having a pair of eyes in the sky occasionally during travel might prove useful.

[X] Plan Friend in the sky
-[X] Raise an attribute by 1 (-2 points, repeatable)
--[X] MOB
-[X] Raise flight mastery by 1 (-2 points, repeatable)
-[X] Raise flight mastery by 1 (-2 points, repeatable)
-[X] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[X] Sephorah
---[X] Don't be intrusive: appreciate her for teaching you the art of persuasion and witticism, ask her out about her opinions on your journey in general and destination in particular. Don't be intrusive yet
-[X] Try to bond with someone (-1 points, cumulative, you can write in clues for me to flesh out in the next update)
--[X] Amalia
---[X] See how she adjusts to the traveling lifestyle, reminisce about your days at the mansions, recall the good moments.
 
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