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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Blugd-Tur plains
Excerpt from the "Great Atlas of Pheotor" by Sir Rand Ainsworth

The plains of Blugd-Tur, also known as the Northern Rift is the vast river valley that lies in between the Eldhaetaed and Erbon mountain ridges. Its western borderline is considered to be the utmost eastern bank of the Tzuh-Aran river - the main aquatic body of the region. Tzuh-Aran, which translates from the old Yrsk as "bull's blood" is one of the three largest rivers on known Pheotor, and arguably the most treacherous of them, featuring plenty of rapids and often floodings. Tzuh-Aran makes its course through the entirety of Blugd-Tur, flowing into the Ars ocean at the western edge of the plains. Besides being the core feature of the territory and a huge factor of strategic geography, the river also serves as the factor of ecological diversity, separating the region on lesser, distinct biomes.

Whenever Blugd-Tur region is mentioned, the majority of responders would likely characterize it as an endless grassland. This characteristic, however, stays true only in the case of the northern shore, and more precisely - the central and eastern parts of it. On the contrary, the territories to the south from Tzuh-Aran feature higher concentration of compact forests, most of which span near smaller rivers flowing down from the Erbon ridge. Vegetation density and woodlands increase towards the ocean shore, with the north-western and south-western edges of Blugd-Tur representing vast forests and valleys almost untouched by civilization. The areas near the Tzuh-Aran's watercourse is a biome on itself, featuring plenty of marshes, gorges, hills, and verdant plant life which came to be and are sustained by the river's activity. The landscape of the southern part of Blugd-Tur is more rugged compared to the northern and central part of it, culminating in cliffs facing the riverfront.

As for the climate, it differs from one biome to another. Blugd-Tur spans across three climate pockets: the sharply-continental central and eastern parts of the northern shore, featuring sharp night-day temperature fluctuations and brutal winters which caused the nomadic clans to adopt the yearly migrational patterns from winter stops to pastures and back. The southern part of the plains features a slightly milder climate, with the higher yearly norm of precipitation. The western part of Blugd-Tur is increasingly humid and comparatively warmer due to the warm oceanic streams, featuring the high probability of downpours, fog banks, and other atmospheric phenomena.

It would hardly be a stretch to state that, due to the diversity and wildness of the zone, Blug-Tur houses the vast array of flora and fauna species, with plenty of megafaunas to be found. Contrary to the rest of the known Pheotor, civilization and sapient races are not the masters of the land, being merely a part of the extended food chains and struggling to survive and preserve their isles of security. There are known cases when sapient races established natural reserves like the famous Sud-Dalur valley, but Blugd-Tur is one of the two last untamed ramparts of wilderness in known Pheotor, with the second one being the great Cullanor valley which lies south from the heartland of Eloran.

Given the wildness of the place, the settlements in Blugd-Tur are compact and scarce, with Baathor and Ertanghal being the two major pockets of civilization. There are also other villages, but the share of the nomadic population outmatches the Turanians who live settled lives due to all the risk factors such as hostile fauna infestations, phenomena manifestations, or plain risk of getting assaulted by raiders, slavers, or hostile tribes. Due to the lack of centralization, the indigenous people, who are far descendants of the first colonists from Yrsengard, haven't generated any form of state or union, although there were periods when Blugd-Tur clans were relatively unified. Those moments usually took place during the dark ages, huge disasters, or at times of Olfadir-Rhathonian wars. But as a rule, there are only a few loose traditions and unwritten rules that unite the highly-individualistic and separated tribes of Blugd-Tur.
 
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Well, seems like @Lazy Minx plan won. Someone's gonna make a lil' detour and practice the craziest type of magic.

While I'm fiddling with mini-updates sequence, have some media goodies. They are from the channel I once featured in here.



 
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3.1.1 Near the eastern Tzuh-Aran riverbank, Hearthwind 4 of the year 1469
Hearthwind - the name of the month that vanguards the coming of spring. According to Amalia, this month was called this way due to the metaphor of the first lukewarm winds breathing life into the previously dormant nature. Even though you could not characterize yourself as a person with a strong bond to nature, the air of change did not pass you unnoticed: the length of the day increased, pleasing you with additional arcane and mental vigor, the frosts which nearly robbed you of your life in your first memorable weeks vanished, giving place to the early spring's humid chills, and the air itself changed, mesmerizing you with plethoras of new smells.

As intriguing and wondrous the change of seasons was for you, it did not affect your group's morale in any beneficial way, which disappointed you in light of how complicated everything seemed to be. After whatever transpired between Ren and Seph after that brawl in the inn, they were sulky towards each other, exchanging with about ten words maximum at the better of days. Witnessing this issue, Amalia made an attempt to soothe things up a bit, cooking small celebratory cakes for everyone on the first day of Hearthwind, according to the old Eastlanders tradition of celebrating spring's coming. This attempt to talk everyone up had only a limited effect, as Seph snarked to cook her something when summer comes, Ren humbly accepted the treat after inserting the dry comment that the rhoth calendar's new year is a week away, and Karl remained sunken in the melancholy that envelops him, wordlessly receiving Amalia's hospitality out of very surface politeness. You, Isaac, and Jory, however, were lightened up a bit, if not by your comrade's care, then at least by her attempt at straightening things up.

Issac was still showing signs of unease, as he could not envisage a month ago that he will have to leave the place he considered home with a group that was an odd mix of his friends (or at the very least acquaintances) and strangers. With his inability to talk, he didn't bring up his thoughts and issues, either thinking that there were enough problems without him or plain preferring to keep his concerns to himself. Contrary to Isaac, Jory began to grow little bit eased (or at least accustomed) to the new circumstances. His first lousy attempts to talk to the older part of the group were unsuccessful, however, with Ren continuing to demonstratively ignore him, and Seph spurring a scene by bringing up to everyone's attention the claim that "this Lyflander craven" stared at her curves whenever he didn't think she would notice, just like the spineless little brat he is. As awkward as it was, it didn't help Jory's or team's morale much, even though Sephorah has had her short-living amusement from shaming the poor lad.

But as divided as your group was, your journey towards the crossing point to the northern shore of Tzuh-Aran continued nonetheless. The chosen route was lying to the west, instead of the shorter, more popular among traders and travelers, and thus more attractive to brigands north-western path. You encountered quite a few other caravans hurrying to open the new trading season in your first day beyond Narvic and so Lyf territory, with such encounters ceasing as soon as you left the main road and invaded the wilds of eastern Blugd-Tur reach. Contrary to your very first journey that spanned across Vustmark woods, your current party managed to avoid hostile encounters due to you being capable of aerial reckon, spotting big predators like bristlemanes long before the rest of the party would cross their territories, and due to the sheer size of your group, posing too much of a risk for lesser predators like wargs.

The only chain of encounters that happened in a week after your departure from Narvic was a case when you spotted a wild boar, which resulted in Ulren enthusiastically peppering the animal from his crossbow and then butchering its still warm carcass into your day's dinner. You found the roasted spiced boar good - much tastier than the roasted war hound which you once ate in the haunted fort with Seph and Ren after your traumatic escape from Beilford. Your unusually plentiful repast, however, attracted the attention of wildlife that night: in the morning, Sephorah lazily pointed at the chopped corpse of a thin, bony, vaguely-humanoid pale creature of twenty kilograms at best. She quickly dispatched it during her night watch shift, refusing to wake everyone to such a minor nuisance. When she said that, Ren burst in anger, reprimanding her for acting carelessly due to not knowing how many more of wights might have been around and thus putting everyone at risk. The daeva was quick to return heat, which ensued in a yet another Seph - Ren scandal.

Frustrated, you asked Karl what are those wight things anyway, to which he briefly explained that those are the carrion-eating lesser predators which are the plague of corpse-layered battlefields and unorganized cemeteries. He also said that cadaverophages (as they are called scientifically) come in a surprisingly wide variety of shapes and forms, with some of the subspecies being capable of hunting for still fresh prey larger of their size. Despite mentioning that the origin of this branch of creatures is a hot debate topic among scholars, he didn't delve into details, preferring to shift his attention towards the fuming scandal between your groups two main combatants. Heated adjectives were flying left and right, Amalia gave you a concerned look, not even trying to hide her worry, Jory was busy poking the corpse with a stick, wondering whether or not these things produce any toxins, to which Isaac just vaguely shrugged, not very eager to find it out.
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On Hearthwind 4, your party's camp woke up to a particularly foul display of early spring weather: heavy, thick, all-enveloping fog. A day ago, you dared to ascend for as long as your wings and courage would allow, getting high enough to see the bridge towards which you were heading, the curve of Tzuh-Aran's riverbank, and the faint silhouette of Baathor's roofs at the horizon. But overnight, the weather changed so much that you could not see even four meters ahead of you. What was worse - the atmosphere around was wrong. You could feel the weird anxiety coming from your supernatural senses. It wasn't particularly new, but you had issues pinpointing the last time you experienced something like that. Despite not feeling any unfamiliar presences, the atmosphere felt threatening, unnatural, and borderline terrifying, sending goosebumps down your back. Others did not seem to share your anxiety, except Amalia, perhaps, who seemed like struggling to piece together something in her mind. Despite Ulren's hesitant bid that staying until the clearing of the fog would be the best course of action, you convinced him and the group to move out. Everyone present was aware of your peculiar perceptions, and some even saw them in action, so soon enough your caravan packed up and used a rope to keep the formation. The choice was made to move north - from where the sounds of the river came.

But things went from suspicious to plain wrong quite fast: after almost an hour of marching, you neither reached the river shore nor left the fog bank, which was impossible in light of how close the river supposed to be to your camp's stop. you felt even more dread when you attempted to soar up, not getting any higher regardless of how long and fast you tried to elevate. When you got back, your startled teammates reported that the rope you were holding to while flying up stopped running out at some point, which was physically impossible. Soon, your team's pack horse began to act antsy, also feeling the creeping dread and by that causing Isaac and Jory to clutch tightly to its bridles to prevent it from running wild in case of panic attack. Ulren took out his flail-o-mace and lowered his shield. Sephorah didn't unsheath the longsword yet but placed her left hand close to the grip. Karl cracked with his palms, testingly emitting a couple of sparks, checking how well he'd be able to cast in case of anything. Your group continued its cautious move forth expecting unknown.

Each one of these tense minutes felt like a dozen. The silence was oppressing, but you afraid that it won't last for long. And it didn't. At one moment, with the edges of your supernatural perceptions, you felt two entities rising from the ground. You tried to evaluate their sparks, but it soon became clear that they do not belong to the living. Before you could alert everyone, the ringing female voice emerged from the depths of the mist.

"I left my baby lying there, lying there, lying there..."

The column stopped and those who had the means to defend themselves clutched for them, while the non-combatants subconsciously gathered up.

"I left my baby lying there..."

You now sensed not two, but almost a dozen of spiritual residue manifestations. They were emerging from the ground in a half-circle some fourteen to sixteen meters ahead of you. The packing horse began to try to set itself free.

"To go and ask the strangers"

As the last verse reached your ears, you have sensed a being floating behind the ghosts - the relatively big hole in the realm - the anti-spark like the ones you encountered on your third day in this world. This one was bigger, however, has had the equally negative conduit with itself, and radiated entropic energies into the realm.

All you could do was to brace yourself and to point in the direction where you felt the anti-essence. Unexpectedly, Amalia spoke out in more distressed than terrified voice: "Give her our food!"

"What? Are you out of your mind?!" Sephorah fired back, clearly failing to comprehend this demand. Ulren and Karl visually prepared for a struggle, ignoring Amalia's words entirely.

"I'll explain later - just do it!"

Your senses spotted the ghostly presences closing in...



[] Fight! (team offense check 46, team defense check 52, individual willpower checks (14) vs -3 individual penalties on offense and defense, individual luck rolls)
-[] First line consists of (accounts full offense and willpower rolls, and half of defense rolls)​
--[] You
--[] Ulren
--[] Sephorah
--[] Karl
-[] Second line consists of (accounts full defense and willpower rolls, and half of offense rolls)
--[X] everyone else who isn't in the first line
-[] Your style (rolls before accounting your tactical position)
--[] fully magical
---[] onslaught (full arcane skill roll for offense, 1/2 arcane skill roll defense, willpower roll, luck roll)
---[] warding (1/2 of arcane skill roll for offense, full arcane skill for defense, wilpower roll, luck roll)
---[] supporting (1/2 or arcane skill roll for offense, 1/2 arcane skill roll for defense, willpower roll, luck roll, Karl gets an extra offense roll)
--[] combined (1/2 arcane skill roll + 1/2 melee skill roll, 1/2 arcane skill roll + 1/2 defense skill roll, willpower roll, luck roll, per -4 to total offense and defense requirements)
--[] physical (melee skill roll, defense skill roll, willpower roll, luck roll)

[] Try to dispell the ambient magic for long enough to escape (20 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)

[] Do what Amalia says (1d5 roll for 1-2. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the mixed style)

[] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
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[X] Try to dispell the ambient magic for long enough to escape (20 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
[X] Do what Amalia says (1d5 roll for 1-2. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the mixed style)
 
[X] Try to dispell the ambient magic for long enough to escape (20 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
[X] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
Feeling ambitious, @Lazy Minx ? I almost voted for that spirit magic option, too, but then I checked our sheet and realized we'd need a 15+ (unless I forgot something) on the d20 to not fail that arcane skill check.
 
Oh, if you put it like that...

[X] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
[X] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
[X] Do what Amalia says (1d5 roll for 1-2. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the mixed style)
 
[X] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
Alrighty then. Gonna call the vote in about a day. You know what to do.

PS: surprised that no one decided to put Lucy in the first line and go Deus Vult on that SCP
 
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[X] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
Hmm, am I misunderstanding something here? The party seems to grossly numerically outclass the encounter.

Offensively, prior to rolls, our frontline alone runs +16 (Ren Melee) +11 (Sep Melee) +15 (Karl Arcane) = 42. Add in the half contributions from everyone else + 7d20 the dice rolls 3d20 & 4d10 and that's almost 100% pass even if there's a bunch of flubbing the willpower save.
Defensive is slightly less guaranteed (17/2 + 10/2 + 2/2 + 5 + 2 + 3 + 5 + 1 = 30.5 before rolls), eyeball it at high 90s.

Thus, it seems very safe to go aggressive

[X] Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style)
 
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Hmm, am I misunderstanding something here? The party seems to grossly numerically outclass the encounter.

Amalia, Isaac, and Jory are unarmed and are not combatants, which means they do not get offensive rolls at all. Their main task is not to get killed in here. Plus, for the best outcome, both offense and defense checks should be reached, so placing people in lines is a balancing task to tick both boxes.

Also, I'm not the type of QM who seeks to wipe the party out in the very first encounter :V
 
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Alrighty then, playing the exorcist scenario has won (Try to reach the anti-essence with your spirit magic and pacify/smite it (24 arcane skill check, luck roll. If failed, combat starts with Lucy, Amalia, Jory, And Isaac in the second line and Lucy going for the physical style).

It's rolling and math time.

Edit 1:
Arcane: 9 base + 8 roll = 17 < 24. Attempt failed by far.
Luck: 2<9<37. No luck influence
Verdict: Lucy fails the preemptive attempt to neutralize the threat and does not apply any debuffs on it.

Edit 2:
Ulren:
Melee: 16 base + 17 roll = 33
Defense: (17 base + 11 roll) = 28/2 = 14
Willpower: 3 base + 12 roll = 15 > 14 Narrow check. No debuff
Luck: 2<28<39 No luck influence
Ulren's total: 33 offense, 14 defense (47 total combat contribution)

Sephorah:

Melee: 11 base + 9 roll = 20
Defense: (10 base + 7 roll) = 17/2 = 8 (tails down)
Willpower: 4 base + 2 roll = 6 < 14 Huge fail. Debuff applied (-3 to offense and defense (strong shaken affliction)).
Luck: 2<35<39 No luck influence
Sephorah's total: 17 offense, 5 defense (22 total combat contribution)

Karl:
Arcane (offense): 15 base + 9 roll = 24
Arcane (defense): ((15 base + 8 roll)/2)/2 = 23/4 = 5 (tails down)
Willpower: 11 base + 17 roll = 28 Twice-beaten check. Apparently, Karl won't be very polite about being unimpressed by the monster.
Luck: 2<16<39 No luck influence
Karl's total: 24 offense, 5 defense (29 total combat contribution)

Lucifina:
Melee: (4 base + 15 roll)/2 = 9 (tails down)
Defense: 5 base + 1 bonus from MOB boost from unconcealed wings + 1 roll = 7
Willpower: 5 base + 18 roll = 23 > 14 No debuffs.
Luck: 2<10<37 No luck influence
Lucifina's total: 9 offense, 7 defense (16 total combat contribution)

Amalia:
Offense: N/A (Non-combatant)
Defense: 3 base + 12 roll = 15
Willpower: 9 base + 13 roll = 21 > 14 No debuffs
Luck 2<40>39 Amalia gets lucky and gains +2 to defense value
Amalia's total: 17 defense (17 total combat contribution)

Isaac:
Offense: N/A (Non-combatant)
Defense: 5 base + 17 roll = 22
Willpower: 12 base + 10 roll = 22 > 14 No debuff
Luck: 2<12<39 No luck influence
Isaac's total: 22 defense (22 total combat contribution)

Jory:
Offense: N/A (Non-combatant)
Defense: 1 base + 15 roll = 16
Willpower: 6 base + 16 roll = 22 No debuff
luck 2<40>39 Jory gets lucky ang gains + 2 to defense value
Jory's total: 18 defense (18 total combat contribution)

TEAM TOTAL: 83 offense score, 88 defense score.
FUN FACTS: average combat rolls value (without luck): 11.61 (209 sum after 18 rolls)
MVP of the encounter - Ulren; Losers of the encounter - Lucifina and Sephorah
FINAL VERDICT: The menace will go down, the combat rolls are ridiculous, the luck rolls are OP, and I'm gonna loooove writing this sequence
Teloch threw 1 20-faced dice. Reason: Exorc. Lucy, arcane Total: 8
8 8
Teloch threw 1 40-faced dice. Reason: Exorc. Lucy, Luck Total: 9
9 9
Teloch threw 3 20-faced dice. Reason: Ulr. Melee, Def, Will Total: 40
17 17 11 11 12 12
Teloch threw 1 40-faced dice. Reason: Ulr. Luck Total: 28
28 28
Teloch threw 3 20-faced dice. Reason: Seph. Melee, Def, Will Total: 18
9 9 7 7 2 2
Teloch threw 1 40-faced dice. Reason: Seph. Luck Total: 35
35 35
Teloch threw 3 20-faced dice. Reason: Karl. Arc, Arc(def), Will Total: 34
9 9 8 8 17 17
Teloch threw 1 40-faced dice. Reason: Karl. Luck Total: 16
16 16
Teloch threw 3 20-faced dice. Reason: Lucy. Melee, Def, Will Total: 34
15 15 1 1 18 18
Teloch threw 1 40-faced dice. Reason: Lucy. Luck Total: 10
10 10
Teloch threw 2 20-faced dice. Reason: Amalia, Def, Will Total: 25
12 12 13 13
Teloch threw 1 40-faced dice. Reason: Amalia, Luck Total: 40
40 40
Teloch threw 2 20-faced dice. Reason: Isaac. Def, Will Total: 27
17 17 10 10
Teloch threw 1 40-faced dice. Reason: Isaac. Luck Total: 12
12 12
Teloch threw 2 20-faced dice. Reason: Jory. Def, Will Total: 31
15 15 16 16
Teloch threw 1 40-faced dice. Reason: Jory. Luck Total: 40
40 40
 
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While I'm scheming the next update, there's a poll for all ye (and especially latent shippers).
 
3.1.2 Near the eastern Tzuh-Aran riverbank, Hearthwind 4 of the year 1469
You bit your lip and decided on intervening in an attempt to avert the crisis altogether. The circumstances were unsupporting: out in the wilds, with unfamiliar and dangerous entity inbound, and trying to influence another spirit for the very first time. Despite all that, you felt like you had to try your best, and so you did, forcefully focusing on the menace ahead.

Soon, you found it to be similar to the frost fiends that you once encountered, although way more complex in both potency and complexity. Unlike the frosty abominations, this menace seemed to have an anchor - the object infused with the immensely strong trace of this spirit, and the manifestation is an outlet of this conduit. You recoiled from sensing the degree of sorrow, loss, betrayal, and hatred the entity was infused with. The essence felt unnatural - the manifestation of a tragedy amplified by whatever power and frozen in time, doomed to repeat itself again and again as if eternally hanging in the void.

You took a chance to influence the entity by tapping on its conduit-manifestation link, trying to manipulate with its unsatiable sense of injustice and convey that there it can't be satiated at your group's account, and for a short moment it seemed to work: the spark of the abomination dimmed for a brief second after your attempt. Alas, in the next one it flashed with even more wicked intensity, spiritually punching you back with viciousness before your link collapsed. You almost lost consciousness from this counter, not even mentioning having a chance to smite back. Shaking on your feet for a moment, you've heard the creature vocalizing what you could describe as the most furious and painfully high-pitched female wail. The message came clear - you were now its prime target.

And 'it' didn't make you wait: from the thick veil of fog, a grotesque shape strode at your group, looking like either like a highly-deformed gigantic human with the body made of dark trees and plenty branches, or a twisted cluster of trees with the unnerving human face carved on them. From the limb-branches of this grotesque, tattered rags were hanging like patches of dead skin. With the lowest pair of its six 'arms', the monster was pressing something looking like a small patterned blanket to what must have been its analogy of a torso. The unnerving screech was coming out of the unnaturally widely gaping mouth on the creature. On what seemed to be its face, the expression of rage and grief froze, with the dark liquid flowing down from its empty eyesockets like tears. Each one of the dozen of accompanying shades was unnaturally shaking and twitching in the mist. As they moved in their broken yet unexpectedly swift gait, they reverberated the maddening yell of their mistress, making it completely insufferable.

Despite the madness of the moment, your companions did not let the initiative slip, with the barrage of fire bolts welcoming the advancing entourage of shades. Under the covering fire, Ulren intercepted the treant-like monster's trajectory heading at you, diving under the massive blow of its branches, deflecting the lighter swing, and slamming on its 'leg' with the mace from a half-turn. The abomination recoiled from the strike, losing balance after and tilting forward for a moment, allowing Sephorah to engage. Unfortunately for her, the atmosphere of this deafening chaos got the better of her, ruining her aim, coordination, and speed. She managed to pierce the monstrosity twice before being swiped aside and having to deal with the scores of screeching spirits that were massing around her.

Karl was trying his best to distribute the fire equally between the abomination and its proxies, but her could evoke only so much without getting overwhelmed and having to focus on a single target. He managed, however, to damage the bulk of the screeching monster, seriously softening it to the physical punishment before the ever-growing pack of apparitions began to push him back. Witnessing the depletion of the first line's initial charge, Ulren decided on crippling the primary target before trying to bail out the mage and daeva out of the surrounding they ended up in. By slipping under the abomination's flurry of strikes, he closed up with its damaged 'leg' and managed to splinter it out via a mighty charge and a followup strike. The beast flopped forward, but, contrary to Ulren's expectation, it momentarily recovered its mobility, now moving like a spider on its smaller branch-limbs. The monster used this element of surprise to disengage and to the charge straight at you.

Still unable to call to your arcane powers, you had no other option but to take out Holly - the swords gifted to you, which Ulren has ridden (even if reluctantly) of its safeguards back in Narvic. You unfolded your wings to add speed on the ground, gaining extra propulsion to the dodge which you performed to avoid the beast's initial grappling charge. Then, you ducked under the lash with its lower limb, which became an analog of a tail once the abomination was violently forced to change the posture. Exploiting its recovery time, you closed in, delivering a few varyingly-strong and unevenly-precise pierces at its core, that appeared to start burning. When you pulled your spadona out, the tar-like liquid squirted from the cracks in the monster's shell, but the beast itself didn't even flinch, imperviable to the pain the living would feel. You barely managed to regain parrying distance with the creature, slashing upwards the counter of one of its limbs, nearly made you lose balance. The monster - emitting smoke, tar, and hideous roars - trained its front at you, preparing to gore you.

It didn't happen, however: a couple of rocks crashing against its right side and its disgusting physiognomy distracted the abomination. You looked to the left and saw figures of Amalia and Isaac throwing stones at the creature, hoping to do at least something to aid those who were fighting. The monstrosity, perhaps angry at this display of insolence or maybe due to the lack of tactical thinking, switched its aggressions on your team's non-combatants, starting to chase them. Unfortunately for it, the trio of youngsters proved too hard to catch up in the woods, as they were constantly hiding behind the trees, rocks, and other natural obstacles, tactically provoking the creature to chase whoever was further away from it. You could even hear the terrified squeals of Jory, who also participate in this wicked game of catch. You heard him squeaking like a terrified girl at the time he hopped under the trunk of an old fallen tree like a fox fleeing from bigger predators; the said predator, due to being two times and a half as big as Jory, jumped over the trunk, expecting its prey to emerge from the other side, which never happened due to Jory retreating the same way he took cover.

Obtaining a moment for a breather, you looked the other way to check Sephorah's, Karl's, and Ulren's situation. Before you could put your thoughts together, you realized that this loss of focus was a mistake on your part, because the abomination locked at you as suddenly as it diverted its attention to your group's youngsters. It was rushing in fast, leaving you with a very limited choice of maneuvers, and even more limited time window to attempt anything. You made a desperate attempt to shove yourself out of its way, stumbling, falling on the ground, and even then trying to roll and crouch away. The vicious atrocity, worn down but still vigorous, lift up its upper torso and spread its upper hand-branches, preparing to nail you down and trample to death. But, instead of conducting this execution, it had to establish a "close acquaintance" with Ulren's shield, which was powered by the mass and acceleration of the bhiroth's running charge.

The beast fell to the side and upside-down like a bug overturned. Ulren swiftly mounted on it and began to maul its core with unrestrained ferocity. As the creature tried to shove Ulren off, he only struck harder and faster, cracking its shell. In its feverish attempts to save itself, the monster managed to strike out Ulren's mace from his grip, which didn't really help much as the bhiroth tore off one of the creatures remaining limbs with the furious cry and was now using it as a weapon. The screech of the monster began to change gradually with the damage received, sounding more like a dying man's cry first, and then like a growl of an agonizing beast. But the change of sounds did not deter your friend - if anything, it only made him more frenzied, outroaring the menace and striking unto it twice as zealously. And then, the final strike has fallen, completing the transformation of the creature's core into a pile of chalked, tar-smeared splinters, finally returning silence to the sleepy woods.
__________________________
"There... there was a story I once read. The old Turanian tale of Merygold from the woods," Amalia was speaking to your party, that congregated around the last remnant of the monster - the damaged patterned blanket. The mists faded as fast as the 'body' of the monster stopped moving, taking the scores of apparitions with them.

"This tale says about the daughter of a rich merchant from Baathor, who fell in love with a traveling peddler, at whom her father looked with contempt," she continued, glancing with her gaze at the party. You and Ren were sitting nearby, while Sephorah and Jory were sitting against you with their arms around their knees and slightly shaking. Karl was standing at the distance, sipping from his jar and pretending to not overhearing. Isaac was further away from everyone, tending to the re-captured horse, which barely survived the shock of the event and nearly broke one of its legs while trying to flee.

"As it often happens in the stories like this, Merygold got pregnant with the peddler's child, waiting for him to return, which he never did. Her father, seeing her no longer fit to be an asset for his dynasty-building ambition and being furious at her disobedience, disowned her when she no longer could hide the truth. She was banished with shame from Baathor, with only the ulchaar at her disposal - the blanket handcrafted by Turanian mothers to their future children, which serve as a token of love and care. All of the tribes on her way refused to take her in, as it is believed by Turanians to call a great misfortune upon the receiving party. She had to give birth in the wilds. The story does not tell how exactly she and her baby died, but it tells about her vengeful spirit haunting the river woods south from Baathor, ambushing unsuspecting travelers, leaving alone those who would give her something like food or clothes, and exacting revenge on those would turn her down. Apparently, she did not live the long and happy life with her child..."

Ulren wasn't exactly impressed by the story, but you could see the lights of thoughts in his eyes. In contrast, the tale seemed to sadden Sephorah, which she didn't even try to hide, sadly staring down at the fragment of the mentioned ulchaar, that was now sprawled in the dirt like a discarded rag. Jory did not react to the story - his eyes were still wide in shock, as he painfully tried to calm down after the struggle that took place two hours ago.

As for you, you could still feel the distorted power in the piece of cloth below you. It was the conduit of Merygold - her anchor of rage and sorrow to the world that rejected her. Ironically, the parcel that Morinth Dalgaard gave you was also an ulchaar given to her by Yvie long time ago. The matriarch pleaded to return it to her and to ask for forgiveness. But the one that was lying tattered and burnt in the dirt - never would it deliver the sentimental message it was made to convey. Instead of the precious token, it became the host of wrathful energies of the void - the ones you found your thaumaturgistic nature to be conceptually opposed.

"A sad legend with the equally sad finale, don't you think?" Amalia addressed you, clearly wondering about your opinion on what to do with the last remnant of it.

[] Burn it
All things must end. The sad fate of betrayed and rejected Merygold from the woods is overdue for the mercy of closure. She and her victims deserve as much.

[] Leave it
It would take a lot of time for the manifestation to regenerate from the conduit. By then, you will be far away, not having to carry out your judgment.

[] Take it
Due to it being infused with void magic, you can accelerate the studies of your arcane aspects by learning from the opposites. If you and your team are ready to pay the price for such scientific boldness, that is.​
 
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[X] Burn it
Let's just end the pain here. And hope this decision doesn't piss someone in our group off even further.
 
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