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
 
Last edited:
[X] Take it

Main reason I'm leaning this way is just because the spirit seems to have already moved on. There's not a soul, living or dead, for us to steal from if they've passed on.
 
Going to call votes in a day, but with that, I can as well start drafting the next update now.
 
3.3 Baitszun bridge, Hearthwind 6 of the year 1469
Contrary to the expectations of some from your company, the yesterday storm not only shook the earth with the ludicrous amounts of untamed arcane energies but also heralded the coming of spring with its roar. As a result, the riverside woods were covered with fog - not the type conjured by undead menaces as means of hunting on the living but the natural one. The air was even warmer than yesterday but not as hot as to make you want to undress to a single layer of clothes. Maybe it was due to the change of season or because of the yesterday phenomena, but as your group lined up to see a huge bridge across Tzuh-Aran, you could also see and hear the signs of the fauna opening the brand new season of the ruthless struggle between hunters and their prey.

The sounds of wildlife emerging from hibernation became dull and then non-existent when you all approached the mighty structure crossing the equally mighty river. The sound of the stream was unforgettable: fed by the melting of all the snow that was so frequent this winter, Tzuh-Aran gave you the allusions of a mighty beast, thundering its territories with the roar of awakening. Amalia, in particular, was wordlessly excited by the visuals and acoustics.

"Come here, Lucy, and take a look! I could have only imagined the mountain rivers having such strength of flow!" she cried out excitedly from the edge of the bridge, giving no thought about the risk of falling from it into the roaring waters below.

As for your impressions, you were anything but excited. Barely approaching the side from where Amalia was calling you, one single look below was enough for you to not want any further inspection. You were nervously fiddling with the amulet that you pocketed a day ago, trying to evade the memories of falling under the ice and nearly freezing to death once.

"How quick, do you think, we would've reached the ocean should we go on a boat downstream?" Amalia went on with her excitement while the rest of the group went forth.

"Come, now. Before we both have to go downstream just to catch up with the others" was your answer, after which you began to tug the lass away from the edge.

"Aww, don't tell me you are afraid of water!" she retorted playfully, not being exactly too far off from the truth.

"Not much water itself as drowning or freezing in it. I have nothing against water if it's a hot tube, which we can only dream of now".

"Don't make Karl a favor of being the second downer in our group," she spoke out teasingly, "we may find a warm lake somewhere on the plains! Imagine the stars, the breeze, and the sounds of nature - all while basking. Won't have such an experience in any manor or palace!".

You just shook your head at her words, finally making her follow the rest of your pack instead of prying down. You quietly wondered if there's anything that can hamper her enthusiasm about this trip because witnessing urban troubles and encountering undead menaces didn't quite cut it.

The structure you were traversing now was wide, sturdy, although having some time-conditioned deformities. Despite the construction being grand in scale and design (which was unlike anything you saw in Lyf), it also gave you an impression of being frequently patched as well multi-layered. In some places, you could see an odd onyx purple material carrying the more recent and conventional cobbles and stone plates.

"Ren, do you know anything about the history of this landmark? It looks weird - as if layered - and it is odd to see the construction of such a scale in so sparsely-populated place. Who even maintains is?" you decided to instigate a group chatter.

"Called Baitszun by locals, this bridge is older than any of the landers' or alvizian settlements on Pheotor. Do you see that dark material? It is the actual thing - the original construction left by precursors - the kin that lived here long before any of the modern folk. The stone lining was made by Pherinians and then by Freelanders from Baathor. Even the best craftsmen still do not know the properties and the recycling methods for this material. The plains are littered with derelicts likely made by the same hands as this bridge".

"Have you ever been inside one or do you know what are they purpose?".

"Not in the literal sense - no. But Karadan is built in the ancient mines and fortifications left by precursors, so I've been inside such indirectly. Many capitals and great cities were built from and around the remains of those unknown civilizations; even the famous Obsidian Tower, despite the humbug with which Westlanders are explaining its existence".

"Landers with their obsessive idea to have everything bigger, higher, and more authentic without learning how to be good liars in the first place certainly didn't help their agenda," Sephorah clung in, "Regardless whether their deity made their precious holy tower pop up like a sugar cane or not, they have nothing on Bael - an entire megapolis my people found eons ago. We brought life and gloss and glamour to that place, making it the jewel among other cities. Wish you could see the hanging gardens it has because it would take me too long to describe it to you with words and you still won't have the right impression".

"Is there a lot of hints about those cultures or how they disappeared?" You continued the chatter, noticing that Ren and Seph are able to communicate like normal people if they have a neutral topic, "I was just thinking if there's a chance I may look like them".

"No idea how they looked like, but judging by the dimensions of the door arches and shafts that their tunnels feature, I'd say they were bigger than any of the living kins. Sorry to burst your theory, but you are likely anything but one of them lost in time". You did not expect him to confirm your hastily-invented theory in the first place, so you weren't really saddened by the answer. "What wiped them out is one of the biggest questions all those academia types are arguing about. If you want my guess, I think they've got one or few particularly bad Gaian seasons and crumbled under the weight of problems. That was what claimed the Old Rhathon".

"Judging by those few frescos that remained, you are too cute, Sparkling, and lacking a whole bunch of facial tentacles" Sephorah continued the conversation, "And I bet they grew way too scumbaggy towards each other until their communities became unsustainable and died out. Legends say that the Bael at the time of its recovery didn't carry any damage that would indicate warfare or cataclysms, so whatever finished or drove them off was the inside work".

"Were there other remains except for structures?" you continued to develop the small in-group communication success while Seph and Ren didn't seem to recall that they are usually at odds.

"Little remained, but it is known that some fragments of tools as tall as you are, odd contraptions no one figured out how to use, and mighty furnaces preserved. Whoever those creatures were, their aptitude with craft surpasses anything we can put forward, and even then it didn't help them survive".

"Surprise-surprise! The northern precursors sound as boring as all the northerners. The ones that lived in Bael left observatories, sun obelisks, and even some pieces of art; strange and even creepy - sure, but art nevertheless, especially after the second bottle of mul'naur dew".

"Wow, guys. You have so much interesting to tell when you're not busy bickering among yourselves," Amalia voiced her amazement.

As she said that, Ulren snorted and turned his face away. Sephorah smirked and did the same. You gave Amalia a tired look, to which her face curved apologetically.

When your party approached the opposite end of the bridge, your descent to the northern shore of Blugd-Tur was obstructed by a group of armed people. Their tented camp was established by the exit from the bridge, creating a checkpoint of sorts. They weren't hiding - rather busy trying to kill the time they had. They wore tabards of different styles over the armor pieces composed of hardened leathers. One of them wore a scale mail. They were all armed with bows, round shields, short spears, and war hammers, but they didn't immediately clutch to their arms as your group approached. If anything, they seemed to be wary but also bored.

The one in a scale mail took his shield and stood in the middle of the road with two more of his party by his sides. He raised his right hand and yelled out to your party: "Traders, travelers, or raiders?"

Ren, who was resting his hand on the pommel of his mace until this, yelled out in the same manner: "Travelers from Lyf," shortly adding, "Why would it be of interest to Tchonun clan?"

"Not Tchonun clan but the great clans' assembly. Our task here is to catalog entrants and collect the fees. If you came from Lyf, then it would be twenty-five talers from a nose," the scalemail-clad man answered in half-official and half-tired voice.

"I've crossed Baitszun some years ago and this is the first time someone tries to tax entry to Baathoran territories. Why won't the clans sell trading and service permits at Baathor?" Ulren wondered.

The silence ensued and the men watched amongst each other, speaking wordlessly. Then, finally, the spokesman of the Turanians dropped the formal tone: "Listen, Naiz, they've put us here a week ago, listening all the scarce wanderers questioning whether or not we are the highwaymen straight in our faces. What we've got so far won't save our assess when Zuudarg would arrive to change us with freshlings and collect what we've gathered. Our scout has also disappeared in the recent storm, which certainly won't make things easier for us with chief's arrival. We are tired, bored, and hungry while Gehan clan rakes fortunes on the Eastern marshes outpost. For humility's sake, just let us do our work and let you through shortly".

"Easy there. We have nothing to do with your misfortunes..." Ulren said, "Why taxing, though?"

"How would we know? All I can see is the major up-an-downer brewing in between your folk and Southrons, with us being on their way and the Ertanghalian horse knobbers lying in wait to strike us from behind. If nothing else, these coins would likely end up buying pikes and raising towers, but what do we know?" The man's voice sounded frustrated if not distressed for a brief moment.

[] Plan A
-[] Pay 175 Talers (from party's stash of 1685)
-[] Bargain for a total payment of
--[] 140 (easy haggling check (17))
--[] 105 (normal haggling check (20))
---[] Pick a haggling character
-[] Bargain to find their scout for the entrance permit (very easy persuasion check (14))
--[] Pick negotiation character
-[] Sephorah hid behind everyone and has something on her mind (Sephorah's performance roll against very hard check (24) + 1/2 performance check of the assisting character)
--[] Lucifina assists
--[] Amalia assists

[] Plan B (If plan A fails)
-[] Pay 175 Talers (from party's stash of 1685)
-[] Sephorah hid behind everyone and has something on her mind (Sephorah's performance roll against very hard check (28) + 1/2 performance check of the assisting character)
--[] Lucifina assists
--[] Amalia assists
-[] Write-in
 
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Hrrrm.
Soo sounds like something something politics...And these guys are getting the short end of the stick.
[X] Plan B
-[X] Pay 175 Talers (from party's stash of 1685)

I have no idea what plan A I want, but whatever our follow-up is should be honestly paying that stupid toll.
 
[X] Plan A
-[X] Bargain for a total payment of
--[X] 105 (normal haggling check (20))
---[X] Lucifina
[X] Plan B (If plan A fails)
-[X] Pay 175 Talers (from party's stash of 1685)

Well, paying is fine, but we should try for a discount.
Lets try Lucifina cute them into a discount.
 
[X] Plan A
-[X] Bargain for a total payment of
--[X] 105 (normal haggling check (20))
---[X] Lucifina
[X] Plan B (If plan A fails)
-[X] Pay 175 Talers (from party's stash of 1685)
 
[X] Plan A
-[X] Bargain for a total payment of
--[X] 105 (normal haggling check (20))
---[X] Lucifina
[X] Plan B (If plan A fails)
-[X] Pay 175 Talers (from party's stash of 1685)
 
Going to call votes tomorrow.
*returns to pondering what do readers think about the characters*
 
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Alright then, the wandering circus goes the legal way.

Yep, our girl nailed the tax cut.
Teloch threw 1 20-faced dice. Reason: Lucy, haggling Total: 18
18 18
 
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3.4.1 West-southwest from Baathor, Hearthwind 10 of the year 1469
You overheard the conversation between Ren and the spokesman of the checkpoint, figuring out that the best course of action would be to comply with demands claimed legal. But due to the impossibility of verifying what was the real tax grade per a person (as well as other details and nuances of this allegedly new tax law), you decided on trying reasoning with the Turanians. But before you could come closer to them, Sephorah's hushed words brushed your ears.

"Psst, Sparkling," the dusky woman called you from behind the rest of the group, clutching to a ball of rags and... preparing to stuff it under her shirt? "Help me out, would you? I'm going to give these yokels a performance they won't forget, all I need you to do is to play along as if I'm..."

"Please don't, Seph" you answered before waiting for further explanations, "We don't want to get in trouble with authorities before we even arrive at Baathor".

Sephorah just tilted her head in surprise for hearing you reject her plan right off the bat.

"I think these men are in precarious enough condition for me to try to negotiate better terms. Just trust me on this one, deal?"

"When we get to the city, I'm going to stroll you around until we shake off the brute's spell of tediousness that he put on you," Shephorah replied mildly disappointed by your sudden lawfulness, "go get them, girl".

You had no need in being told twice, pacing forward where Ulren was conversing with the Turanians. As you appeared from the side of your voluminous companion, the center of men's attention shifted to you, providing enough basis to inject yourself into the conversation.

"I'm sorry to hear that, sir, but we have also suffered from the unfolding political tensions that you mentioned. Speaking frankly, we would not even be here if it wasn't because of the unrests at Lyf's southern border. As we departed to seek for safety in western realms, we did not foresee that traversing through the northern Turanian shore and crossing Baathor would require an additional toll on us. Should we know that earlier, perhaps we would have picked the southern route and thus do not happen to bother you like this". After you spoke, the flickers of thoughts appeared in the eyes of the outpost's captain.

"So, can you, perhaps, tax us fifteen talers per a person, so we could exchange whatever scraps of fortunes we have on us for supplies at Baathor instead of backtracking and making it harder for us - who already suffered from Olfadir - as well as Turanians who are at the risk of repeating our fate?" having said that, you supplied your attempt with the semi-sad and semi-pleading face, featuring a pair of big blue eyes staring at the interlocutor.

Was it the logical subtext of "either-or" that you have hidden in your short message or was it striking the captain's pity, but the man made a solitary shiver when breaking from your stare, waved his hand: "Phex take you!" he said, "That's a hundred and five talers from your bunch".

The man withdrew to give you an intricately-carved wooden label that signifies your permit. Rest of the Turanians instantaneously lost any interest in your party and returned to their time-killing routines. Amalia leaned to count the coins. Ulren gave you a head pat when he thought no one was watching.
_________________________
It is Hearthwind 10 of the year 1469 and we are now camping somewhere west from Baathor - our first major stop. Ren says that we are about three days of marching away from it, so it won't be too long before we could, for once, sleep under a roof. Since we crossed the Baitsuz bridge, there we no major circumstances on our way. We were prowled on by a trio of starving wolves, which is, judging by Karl's words, pretty strange in light of how predators never attack what they can't realistically tackle. I could not help but notice that after the last Gaian storm, the animals started to act odd (not like I've seen many animals before, but birds flying aimlessly as if chased by something invisible and then hysterically beating on the ground when they run out of strengths. I don't know if this is normal, but the wildlife appears to be all rattled.

On the notion of strange occurrences, there is something weird began to happen: one morning we found a dead burrik - an odd mix between a big rat and a compact hare - near our camp. These creatures are said to be omnivorous scavengers who often sneak into travelers' camps and feed on their food stocks, which would explain what it tried to do but won't explain how it, from Isaac's scribbles, ended up with the heart burst. Everyone explained it with the animals' odd behavior (If so, I don't understand why does our horse acts normally).

The next morning after that, most of us woke up to Sephorah's rant at Jory: she called him a "horny maggot" and was giving him some slapping and beating for rummaging through her belonging at night - the ones that no man should ever touch! Even though Jory seemed to be sincere in his yelps of denial of doing anything like that and I have seen him fast asleep that night, I still joined the "disciplining beating" just to make sure he won't be tempted to do anything as dirty in the future.

Also, when I was practicing breathing techniques, trance control, and spiritual sense one evening, I've felt an unknown presence - some form of un-life. When I attempted to look at it, all I saw was a moment-lasting flicker of two round eyes very close to the ground. After that, I tried to sense it again but to no avail. Whatever it is, it appears to be harmless (if very curious), and I have the suspicion that it might be caused by me taking that silver amulet. Can it be bonded to it? Did we disturb it from its slumber by taking the item? I guess so... or, at least, that's the best explanation I can provide. Everyone else except Jory seems to be rather skeptical about my theory, but he doesn't see me in good light or even considers anything but some mystical monster which should not be disturbed, not even mentioning approaching for a chat.

But as for good things: I've made some progress with the arcane spirit aspect. It is hard to progress with the life belt aspect without guidance, but I think I'm doing reasonably fine for now. After that event with the vengeful ghost, I've learned how to use my power of will to intervene with other spirits. I think I can try to smite them (overload them with the power of my own essence). I don't know how would it work on living beings (and I don't want to try it out this way, to be honest). I fear that at some point I will have to practice on other beigns, though, as progressing further becomes more and more complicating. But for the bright side - I am catching myself on musing about the metaphysical nature of soul sparks more often. Lots of questions pop up in my mind. Why do souls retain the form close to a persisting fire? How exactly the soul energy of a person traverse to other plains or do we exist on many levels of existence at the same time? Why are memories so significant to spirits and what is the natural meaning of souls being shaped by outside circumstances? Why? There are so many questions... Perhaps I will figure out at least some answers some day.


You looked around the camp, waiting for the inks of the new entry in your journal to dry a little. You were sitting near the campfire, for the duration of your cataloging exertions. Amalia was making an evening bowl of soup, humming a tune under her nose. Isaac was nearby - reading one of the books from the satchel that Rosaline charitably provided you with for this journey. Jory was in one of the tents, possibly not feeling comfortable in the center of attention due to what happened between him and Sephorah or due to not feeling welcomed by the half of the party in general. Karl was sitting near the campfire, silently staring at the flames with the absent gaze. Ulren was fiddling with inventory and supplies; from his bisk motions and facial expression, you can say that he's in a quite good mood, which doesn't happen very often. His daevish "nemesis" was casually walking in circles around the camp, occasionally stopping to take a look at the star-littered skies.

You sighed lightly and closed your journal, deciding how to spend the rest of the evening.

[] Continuation of @lazyminx "Plan Girl Night In" via spending some time with Sephorah (No interactive dialogue sequence, very compact highlight of the action in the next update)

[] Decide to have some time with (Interactive dialogue sequence with five inputs limit)
-[] Ulren
-[] Amalia
-[] Sephorah
-[] Karl
-[] Isaac
-[] Jory
--[] Start with the personal topic
--[] Start with the general topic
--[] Start with the topic related to the group
--[] Start with write-in topic
---[] Write-in conversation pitch​
 
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[X] Continuation of @lazyminx "Plan Girl Night In" via spending some time with Sephorah (No interactive dialogue sequence, very compact highlight of the action in the next update)

Lmao.
 
[X] Continuation of @lazyminx "Plan Girl Night In" via spending some time with Sephorah (No interactive dialogue sequence, very compact highlight of the action in the next update)

May as well
 
Just a lil' heads up: these interactive dialogs are possibly the best way to learn about your groupies and the world from their experiences.
 
[X] Decide to have some time with (Interactive dialogue sequence with five inputs limit)
-[X] Sephorah
--[X] Start with write-in topic
---[X] What was she going to try?
 
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Hrrm. Part of me wants to look closer to Jory because 'very curious spirit'+ someone/something rummaging in undergarments= Jory might actually be innocent...Is it possible to split the 5 inputs between two different people?
 
[X] Decide to have some time with (Interactive dialogue sequence with five inputs limit)
-[X] Sephorah
--[X] Start with write-in topic
---[X] What was she going to try?
here we go!
 
[X] Decide to have some time with (Interactive dialogue sequence with five inputs limit)
-[X] Sephorah
--[X] Start with write-in topic
---[X] What was she going to try?
 
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