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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9 roll + 1 daylight + 9 arcane + 14 roll + 4 melee
I think. Though that first 9 looks like it's actually a 6 (don't tell him)
 
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Hmm... wings and nuking stuff, why does that sound familiar? Oh right, it bears a resemblance to Utsuho from Touhou.

Though I doubt the Heimurn Chronicles universe can really take Touhou power levels. A shame this kind of performance is probably not in the cards.
 
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@Teloch have you planned next sidestory? If no, I think looking at Lucy with the eyes of someone who sees her a manipulative monster (Jori) might be cool.
 
*quickly fixed a facepalm-worthy running mistake in threadmarks*
You saw nothing :V
 
3.5.2 At the gates of Baathor, Heathwind 13 of the year 1469
To the great dismay of everyone who was at the gates, the city shut its entrance, leaving a platoon of guards to deal with the rampaging menace and cutting off the way to safety to all those slow enough to see the safety of the majority being ensured on their expense. And while the marked combatants' group moved in to engage a couple of hulking beasts behind your group, the approaching mix of howls, roars, and scared yelps from the south-west indicated that you ended up between the anvil that is greater beasts and hammer that is lesser yet not less furious predators. What made them hunt in the domain of people - you did not know, but what was clear is that your group needed to act quickly to break from this lockdown and, hopefully, open the path from danger to many others.

The combative of your group saw the situation in the same light you did; Ulren waved his hand to the rest of the team, signaling that it is time to lend a hand to the local militia at the gates, and lowering the curtain of his helmet. Sephorah followed with the clearly readable annoyance on her face. Karl's level of enthusiasm, as always, remained a mystery for you. Regardless, while Ren closed the grate of his helmet, Seph checked one of the pouched and counted the knives in it, and Karl crackled his palms in preparation to cast excessively, you tightened the belt around both the dress and the cloak, just to be extra sure that your wings won't peek out during actual fighting. Even though you felt like unfolding wings for the fight might have been beneficial for staying away from harm's way, still suspicious about the results of revealing your nature in the past, you decided not to draw unnecessary attention. With accelerating heartbeat, you rushed after the combat-capable part of your group, getting interrupted by Ren gently shoving you back and shaking his head on the move. You knew that he wanted you to stay away from it, but you paused but for a moment before moving after them anyway.

By the time your group's formation was moving in to engage, the crimson manticore was already causing major havoc at the gates, pouncing at groups of guards and civilians, shooting back with poisoned needles from its tail at the archers on the wall, and trying to get anything that moves with its claws or fangs in general. The analogy in behavior and even physical deformation with the deer that attacked your group earlier was clear, but this was a dangerous monster in the best of times, not just some arcane-crazed herbivore. The only saving grace of this mysterious infliction was that the dimorphism of flesh rendered the manticore unable to use its black leathery wings to fly - allowing only assisted jumps.

As the monster grew carried away with trying to kill as many living beings as it could only see, your party slammed at it with a mild element of surprise. Ren took the head of the charge, drawing the aggression of the rabid beast to himself while Seph attempted to flank the creature, avoiding its frantic swipes and ram attempts, which it performed on unbelievably high speed in regards to its physical sizes. You decided to mirror Daeva's positioning, pincering the creature from the other side. Karl took the rear and began to shower the beast with suppressing fiery projectiles. The monster was clearly enraged by the impunity your team demonstrated, vocalizing the abrupt roar that gave you chills while also making your heart beat in as rabid as this creature was moving, but you could not afford to falter, bracing for the up-and-downer that was very quick to follow.

As Ren locked on the manticore, the beast performed a flurry of swipes on him, causing the man to sidestep one strike, take three on the armor, and two on the shield. Trying its luck in continuing the flurry, the manticore attempted to use its advantage in sizes to mount and pin Ulren down to the ground, which resulted in Roth's close escape of the creatures descending claws and a mighty counter at its left paw with his mace. Enraged by pain, the crimson monster attempted to side-swipe Ulren only to get it's front right limb slammed again. Recoiling from the pain caused by the targeted strikes, the manticore suddenly decided to go coup-de-grace, making a few steps back and then attempting to bite Ren with its huge jaws. Pressed by the lack of time to react, all that Ren could do was shoving his shield into the creature's maw, locking it from closing its foul jaws, and beginnings to frantically strike its mug repeatedly while struggling not to fall under the rabid beast.

All this time Seohrah tried to combine lunges aimed at the back limbs and side torso of the beast with tossing knives, depending on whether the monster was temporarily recovering from motions or on the move. When Ren's shield stuck in the manticore's maw, you too - with serious mental effort - took the risk of lunging at the manticore's side, stabbing its hide for three times and causing its caustic blood to mix with the dirt below. But such opening could not last for long, with the manticore finally unclenching its teeth from Ren's shield and momentarily taking action at changing the tactic. On unbelievably high speed, it made two steps back, bent its body, and made a whipping round strike with its chitinous tail. With bare moments to react, you conjured a luminal barrier in front of you, which still ended up shattered under the force of the strike, sparing you a hit with the needles, but sending you flying backward for a meter. Sensing a brief relief from concentrated multidirectional attacks, the manticore disengaged unrelenting Ulren, sustaining a single hit of opportunity from him, and trying to dispatch Sephorah instead.

The dusky woman, being the creature of grace, dodged two consecutive stings of the monster's tail and one bite attempt. But, unfortunately for Seph, the monster fooled her with a fake telegraphed attempt at stinging with the tail that was followed with the real sting once she lowered her defenses. Even though she was fast in her attempt to evade the poisonous thorn, the stuck landed on her lower abdominal side. You heard Seph's yelp of pain and anger when trying to stab back limbs of the monster and, for a moment, you were close to panicking. Luckily for you and everyone else, Seph resisted succumbing to pain and, most likely, poison, dodging out from the monster's immediate reach with fiery fury in her orange eyes.

Your group wasn't the only one that fought this beast: the surviving guardsmen were lobbing javelins at the monster while the archers were raining arrows from the walls. This assistance coupled with the damage the beast sustained and the harassing fireballs conjured by Karl made the manticore change tactics from melee engagements to speedy charges. Even though it began to limp on one paw, the motions of the beast were still speedy, hinting that it was not reacting to pain as any normal creature would. With this change of pacing, Ulren proceeded from trying to anchor the threat to fighting in a mixed style, dodging or taking a hit on his shield, attempting to make a single powerful counter in melee, and then shooting off from his compact crossbow whenever the creature went for another pre-charge hook, switching its target.

Ren's new tactic proved to be effective in punishing the beast, but it did not draw away threat from you or anyone else, and so, soon enough, the manticore picked you as its next target, ruching up at you and dodging a massive fireball which Karl unsuccessfully tossed to force it to change the trajectory. Your heart froze and the time appeared to flow slowly as the foul bestial mug with jade-green eyes was quickly approaching you with the intent to bite you in half. With no time to attempt anything else, you raised your hands at conjured the barrier of the thickest density you could only muster, taking the mighty bite of the monster on it. For a couple of seconds that felt like a minute, you were face to face with the crimson frenzied manticore, staring at its glowing green eyes and separated from the killing intent in them by only a thin arcane barrier. You could say that even under the veil of frenzy, it could see your fear, trying to bite at the barrier and spreading bright fractures through its smooth surface. You took a stance and grappled your sword harder when the second strike came, making it look more like an intricate mosaic of glowing tiles. The third strike never came as you ejected the barrage of the barrier's remains into the mug of the monster, performing an advancing pierce as a follow-up, blasting a flash of light straight in its wounded face, and threw your body down and to the side, quickly rolling, crawling, and then getting up and running away from the whirlwind of claws to which the beast blindly tried to catch its offender.

Making at least some distance from the temporarily confused beast, you noticed that it opened only one of its jade eyes. Whether you half-blinded it with the magic or with the sword you could not tell, but it lost its initiative for the time, giving Ulren a proper moment to land a couple of heavy blows on one of its frontal limbs, making the monster dodge away from both you and Ren. While doing so, it attempted shooting at Ren with the poisonous needle from its tail, which he deflected with the shield. As it made some distance, the monster exposed itself to a barrage of arrows hailing down from the walls as well as Karl's fires, going for another leap just to get out from ranged threats. By haphazardly doing so, it jumped closer to Sephorah, limping on one of its paws (which could've been broken by now) and giving daeva the perfect opening to exact revenge for the wound sustained.

And Sephorah surely obliged, making a swift dash, somersaulting above the horizontal swipe of monster's claws, and landing on its back. As risky as such position was, the beast did not have enough time pierce the reckless daeva with its tail due to the series of downward thrusts that the furious woman performed, trying to peck the monster's brain out with her longsword. At least a couple of these thrusts were stopped by its skull, but one - the only one that really mattered - went down into the beast's head for more than a half of the blade's length. Sephorah down off from the maned menace shortly before the latter fell into a series of spasmodic thrashings. She smirked smugly, watching others rain bolts, fire charges, arrows, and even glowing wedges at the rolling ball of agony and fury.

Contrary to your hopes and expectations, it all this collective effort did not finish the beast off yet. The monster managed to regain some command over its movements, making the final attempt at killing at least someone from its adversaries by chasing and goring them, disregarding all the pain. It was not fighting to survive as normal animals would, it pursued only one purpose - to take out as many as it can. It shifted its targets chaotically from you to Seph to civilians and local guards, but by the end of this skirmish, Karl has properly fired up, if you could say so. The mage accelerated enough arcane powers to lob searing javelin-like projectiles. The beast was set aflame, prickled with all the projectiles, bleeding blood from numerous wound and the green ichor from swellings, and yet it moved even if increasingly slow and limping, trying to nail at least someone and to land the last kill in its furious life that was about to end. But it was not bound to happen as Karl conjured a mighty stream of flame, roasting the creature until the only moves its dying body could produce were the neurotic twitches of the lying on the ground carcass.

Everyone stared at the still-burning and twitching carcass of the once fearsome beast, ignoring the commotion further in the suburbia and just hoping that it would be the end of it. The creature exhaled a muffled dying roar before freezing still. But when the skirmish participants and the would-be victims exhaled relieved sighs, the beast twitched one last time with its tail, sending the last poisoned spike flying in the air with the characteristic swirl. A moment of collective confusion was broken with Sephorah's short shriek - the needle struck her in the upper chest area - somewhere above the heart. She recoiled from the hit, taking a step back and spelling a curse on her native language before slumping forward on her knees. The city gates behind her opened, allowing the survivors from suburbs to flush into the city. The help was on its way.

_________________________
Contrary to the books about adventures and heroic deeds, there was no cheering or celebration in Baathor that evening - only fear, sorrow, and confusion. The grim atmosphere covered the city, with civilians fearing to return to their homes beyond the walls, separated families crying out the names of their relatives and children, desperately hoping to hear back from those missing, while the rest were busy compiling body count and identifying those deceased. There was also frustration about the security of the city, with many citizens publically decrying the very fact that the city was besieged by scores of frenzied beasts, not even mentioning that the decision to close the gates led to many casualties among those who didn't make it to the city in time. The shrines and many public establishments were repurposed as infirmaries just to give a roof to those many injured, maimed, and dying.

With your team's assistance in taking down the most menacing beast, the local clans' combatants were combing the suburbs, culling off the remaining threats and searching for survivors who may or may not need medical help. Your group, alas, didn't make through the fight unscratched: Ren sustained minor cutting wounds from the claws of the manticore as well as plenty of bruises. Sephorah took the main hit; even though her body resisted the main poison damage, she was still intoxicated, and two moderately deep piercing wounds weren't making things any easier for her. As for you, your frame sustained a few new bruises. In truth, you were more damaged mentally than physically, having survived the most brutal fight in your lifetime. With the fade of adrenaline, you began to realize just how dangerous and risky it was, growing shaken from both the realization and worrying about Sephorah.

Your party stopped at one of the inns, with Isaac immediately treating Sephorah. Amalia and Jory, even if scared, still put your group's poor horse to stables when the situation stabilized. An hour after, Isaac informed everyone that Seph would likely recover in about a week of mending since her wounds were not life-threatening and her body resisted the main bulk of the poisoning damage. For now, all that she needed was rest, healer's periodic attention, and proper care. With that scribbled, he politely asked you and Amalia to leave him to his duty as a healer. Perceiving the request, Ren led you out from the inn allegedly to unwind, but you felt like he was using this opportunity to discuss something with you in private.

"Why?" he asked about a minute after leaving the inn with you, "Why did you throw yourself in it? Have you forgot what happened near Beilford?"

"The lives were at stake - both ours and others. I don't think I could just remain idle while others risk their everything".

"I do admire the way you are thinking, but have you thought what would have happened if it was you who got seriously injured or even worse?"

You found nothing to answer that question with, turning your face away instead.

"Have it crossed your mind what would happen if we lose you? Have you thought about which news we will have to come back to Rosie with?" Ren persisted, slightly raising his voice.

"It did not," was your answer, still avoiding looking at Ren's face.

The Bhiroth sighed frustrated and squatted to level with your face, purposefully invading your line of sight.

"Rosie lost her sister in a situation like this years ago, with me also being there but not being good enough to prevent the tragedy from happening," his voice was more tired and sad than angry, "I blamed myself ever since and Rosie never really recovered from that loss. And now, after she met and accepted you to her life along with the hope that thing will get better, you continue to act recklessly, disregarding your own safety". He gently turned your face in his direction, "Just know that if we lose you, I'm not sure I'll be able to cope with shame and Rosaline with grief. You don't want to do that to us?"

You wordlessly shook your head in refusal.

"I am proud of how you treat others and always willing to help, but if there is one thing that I learned is that one can not save everyone. Sometimes, you have to think about yourself, too".

"Maybe it is impossible, but does it mean we should not try?"

Your words clearly reached Ren on a deeper level. "Once, I was sure that I knew the answer to this question. But now, I am not so sure". The tension disappeared from his voice, "But what I know is that you would've made a perfect Bhiroth if you were born one". With that, he gave you a pat, "Doubt that my words would dissuade you from acting boldly in the future, but, if not for your own sake, try to be careful for Rosie and me".

You gave him a nod with a faint grin. That was one very odd way of saying "I don't want to lose you", but you grew to accept Ren's shyness by that time.

"Ren? If we're already out in the city, can we, perhaps, get something for Seph? Doubt it would make her recovery any faster, but I think she deserves at least a token of gratitude from us".

"As much as I hate to admit it, she was of great help today. The damage would've been much worse without her. Do you have any specific idea of how to reward her?"

"I don't but maybe we can figure something out if there is a market district in this city?"

"Baathor is one huge marketplace as you will soon find out, so there should be something of interest on sale even with all this mess happening around. Follow me, I know the place".

As the man spoke, you obliged to follow, silently musing on how the day's event made him open up a little and, what is more mysterious, how he happened not to loathe Sephorah as much you feared he would. Perhaps, these two aren't hopeless after all.
Ulren unclocked new trait
_________________________
Later that day, you and Ren arrived at the central market square, witnessing a mass congregation of city folk instead of the expected marketplace hustle. There was an improvised podium by the opposite end of the square, filled with combatants from various clans and a few richly-dressed landers. From what you can tell, the crowd was collectively expressing their anger at what transpired earlier today, and this whole event was an attempt of officials to pacify the citizens. Some cries were not on the Pherinian language, while others you could vaguely distinguish among the audial clutter; those weren't flattering cries.

Focusing better on what was happening on the podium, you noticed two figures sitting on their knees with their hands most likely tied behind them and a huge figure of an armored roth overseeing them. In the center, there were two smaller figures: two youngish Freelanders - a male clad in a robe and a female clad fur mantle and armed with a ceremonial-looking bow. When the woman began to speak, the mass of people relatively subsided. She was speaking not in the language you could understand, but you noticed how the crowd reacted to some of her speech lines. It appeared as if she was publically commenting on the day's event.

Closer to the end of the congregation, the culmination took place: the woman waved commandingly to the huge Rhoth man and other combatants clad in tabards depicting wolf heads, they dragged the captives that happened to share the same tabards forward, ending up hard-pressed against the floor with their right hands stretched up behind their backs, but only after they got publically stripped from the tabards they were clad in under the excited roar of the observing crowd. You gulped when one of the guardsmen tossed a sword to the noble-looking woman and she approached the captives with clearly malicious intent.

And then... you could not see anything from behind Ulren's huge palm that curtained your field of view. For a moment, you tried to shift it down, but you ceased these attempts once the sounds of painful cries and the wave of public cheering rocked the square. Instead, you turned to look at Ulren, who was staring at the event with an absent gaze. It seemed like his thoughts were far away from this place and, most likely, from the current time. He lowered his hand, letting you see both of the captives that were now missing their right arms being pushed down from the podium at the mercy of the heated-up crowd. The meaning of this event surfaced: the concerned and terrified citizens were pacified at the expense of these two unfortunates. Realizing this, you tugged Ulren by his hand, unwilling to see to the end of this event. He recognized the foul mood in your eyes and yielded to your silent plea.

But even though you were done with this event, the event wasn't done with you, as it became evident half an hour later when you and Ren were evaluating a stall with various - presumably curative - tinctures and herbs. The stall's merchant performed a deep and respectful bow from all the sudden, which caused you to turn around and witness the presence of both nobles from the square's podium. The woman clad in a rich mantle, decorated leather armor, and equally decorated weapons approached both of you with the open gesture, showing that she has nothing to hide and her intents are friendly. The young man, who shared the same black color and some facial features with the woman approached silently, trying not to draw much attention to himself. He, however, seemed to be more focused on you, studying you and Ren up and down in silence.

"Ah! The refugees from Lyf that crossed the old Baitszun and ended up robbing my men from the valor of taking down a feral manticore by the city gates. If the wanderers like you were somehow forced out from your homes, then I don't want to know what drove you out" the woman spoke, approaching both of you and giving a studying look. She spent more time evaluating Ulren than you.

"But please, don't think that monsters' outbreaks and deserting cravens are frequent in these lands - this day was rich on unforeseen events," she continued, "My name is Aela, and this cloud of gloom is my brother Ergon. We are the heads of the Tchonun clan - the most influential of the Baathor clans".

"So, old Yrman finally gave himself to the skies in my absence and passed the torch to his children," Ulren replied before you could say anything, which seemed to be on purpose, "You can call me Kyr, and this is sunny. As your men have already reported, we are travelers from Lyf heading west".

Ulren's words clearly left an impression on Aela. "So, you are not only a capable fighter but also been to Baathor in the past. Say, what would be your answer if I offer you to join my men? Thord sees we will need all the strength in the coming turmoil, but with it comes the promise of the richest plunder in generations".

"No can do," Ulren answered dryly, "ought is an ought".

The answer disappointed Aela only mildly as she didn't seem to expect anything opposite. Ergon raised one of his brows curiously but remained silent.

"Sorry to hear that, but it is still the answer worth respect," she said, "On behalf of Tchonun clan and all other citizens of Baathor, I thank you for valor shown in today's events. Unfortunately, I can't provide you with a monetary reward as everything that we earn is now going into reinforcement of our defenses in preparation for the new war between Nyth-Rhathon and Olfadir. But still, you have a right of dispensation and my pending offer to join Tchonun as a reward, should that ever interest you".

"Can we ask for the right of the quarry?" Ulren inquired after a moment-long pondering, "I know someone along our way who can make quality craft out of bestial bits".


"Frequent to Baathor and knowledgeable of Blug-Tur's sacred traditions. Why do you have to make me feel like making a mistake by letting you resupply and be on your way, Kyr?" Aela replied with a predatory grin that quickly faded. Ulren was unfazed by this witticism. "Indeed, as someone who took part in taking down that monstrosity, you have the right on its flesh. Its carcass is now being dissembled in the butchery by the western gates. Your group can claim whatever and however much of that carrion, and if someone would protest that, you have my permission to beat some sense into those fools".

Ulren nodded to the latest reply, "We will try to beat only the things that have bounties on their heads or whatever serves as such".

"Then Baathor and its denizens would owe you even more," Aela answered, "Now if you excuse us, we have an ongoing mess to sort out". With that, she turned around and began to pace away, while her silent brother gave you a small but polite bow.

When both of them disappeared from your sights, Ulren addressed you: "Lucy, go fetch the craven and tell him that I await him at the western slaughterhouse with tools. We have to support ourselves financially for the time we are to stay while the rogue is recovering"

"But we haven't bought anything for Seph" you recalled.

"We will do so tomorrow or later on".

You gave Ren a doubting glance, to which he said: "You have my word" and rolled with his eyes. Hearing that, you finally grinned and departed towards the inn where your group settled for a time being. The busy week was upon you.
_______________________________

You have stopped at Baathor. Your party sustained some damage, and it will take some time for full recovery. You can use this delay for various activities that may improve your skills, your relationships with teammates, or both. These activities will also have practical results such as monetary or inventory gain. Same as the votes from the second chapter, you are limited with available time, so choose wisely. You can pick whatever endeavors listed or make write-ins (to which I will assign costs and benefits). Some of the actions are repeatable. Some actions will be unavailable due to your current environment.

YOU HAVE 14 TIME POINTS

[] Spend time assisting Isaac and nursing Sephorah
-8 Time points, guaranteed +1 to pharma and treatment skill, 60% chance for additional +1 to pharma and treatment skill, 30% chance to get another +1 to pharma and treatment skill. Hard arcane skill roll (24) OR hard WIS roll (18) OR successful luck roll (37+) for ???. Free CHA roll for higher bonuses to relationships gain with Seph and Isaac.
[] Join Ulren and Karl at completing small-time bounties
-8 Time points, guaranteed +1 to melee OR arcane OR defense skill, 60% chance for additional +1 to melee OR arcane OR defense skill, 30% chance to get another +1 to melee OR arcane OR defense skill. Free melee, arcane, defense and LUCK roll for extra rewards depending on how many tiers above normal checks (20+) beaten and if luck is triggered. Free CHA roll for extra bonding with Ren and Karl.
[] Assist Amalia and Jory with daily routines
- 8 Time points, guaranteed +1 to persuasion OR haggling OR daily craft, 60% chance for additional +1 to persuasion OR haggling OR daily craft, 30% chance to get another +1 to persuasion OR haggling OR daily craft. Free persuasion, haggling, daily craft, and LUCK rolls for extra rewards depending on how many tiers above normal checks (20+) beaten and if luck is triggered. Free CHA roll for extra bonding with Amalia and Jory.
[] Spend some time with Ren at the smithy
-5 Time points,
guaranteed +1 to weaponsmithing OR artificiery, 50% chance for additional +1 to weaponsmithing OR artificiery. Free weaponsmithing, artificiery, and LUCK rolls for extra rewards depending on how many tiers above normal checks (20+) beaten and if luck is triggered. Free CHA roll for extra bonding with Ren.
[] Help Amalia with clothes repair
-5 Time points,
guaranteed +1 to tailoring, 50% chance for additional +1 to tailoring. Free tailoring and LUCK rolls for extra rewards depending on how many tiers above normal checks (20+) beaten and if luck is triggered. Free CHA roll for extra bonding with Amalia.
[] Assist Jory with alchemical commissions
-5 Time points,
guaranteed +1 to alchemy, 50% chance for additional +1 to alchemy. Free alchemy and LUCK rolls for extra rewards depending on how many tiers above normal checks (20+) beaten and if luck is triggered. Free CHA roll for extra bonding with Jory. He does not like you enough to accept any help.


[] Targeted skill training
-[] Melee combat
-[] Ranged combat
-[] Arcane skill
-[] Defense
-[] Willpower
-[] Arcane lore
-[] Lingual lore
-[] Daily craft
-[] Weaponsmithing
-[] Armorsmithing
-[] Artificeiry
-[] Pharma and treatment
-[] Tailoring
-3 Time points.
Repeatable


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

-4 Time points, each round raises an attribute by 1/2 if the base attribute is X < 14, by 1/3 if the base attribute is 14 =< X =< 17, and by 1/4 if the base attribute is X => 18. Repeatable.


[] Routine attribute training
-[] STR
-[] END
-[] MOB
-[] PER
-[] COOR
-[] MICR
-[] INT
-[] WIS
-[] CHA

-3 Time points, each round raises an attribute by 1/4 if the base attribute is X < 14, by 1/5 if the base attribute is 14 =< X =< 17, and by 1/6 if the base attribute is X => 18. Repeatable.

[] Raise flight mastery by 1
-3 Time points, repeatable


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

-4 Time points. Repeatable. For thaumaturgy: current level 7 (+0/7 of the next level), above hard wisdom attribute (18), above hard intelligence attribute (18), hard arcane skill (24) each yields 1/x of the next level + 1/x default for investment. You can pick one of the bonus skills, but the maximum progress per a training session can't exceed 3/x of the next level. For soul aspect: current level 5 (+0/5 of the next level), above normal wisdom attribute check (16), above normal intelligence attribute check (16), below normal arcane skill (18) each yields 1/x of the next level + 1/x default for investment.

[] Try to bond with someone
-[] Ulren
-[] Sephorah
-[] Karl
-[] Amalia
-[] Isaac (Easy CHA check (13))
-[] Jory (Hard CHA check (18))

-2 Time points, cumulative, write in cues and hints for me to flesh out in the next update.

[] Write-in
 
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[X] Plan Diverse Combat Training.
-[X] Join Ulren and Karl at completing small-time bounties
-[X] Intensive training of attributes
--[X] INT
-[X] Try to bond with someone
--[X] Sephorah

Okay, so I think we desperately need some combat points to not die on the road, willpower is needed to be able to develop our aspects further (the more we progress, the bigger the drawbacks, the more willpower is needed afaik). INT stat plays into both arcane skill (which is the strength of our magic) and willpower (for aspects).

Obviously, this plan doesn't double down on melee or magic, but I think it manages to provide immediate benefits and develop something other than face-punching at the same time. Also, I think Karl needs some love.

Also, I consciously chose to not socialize with people because I want to heed Ulren's warning. If Lucy plans to get into combat (and we do plan to do that, right?) then now is the time she has to prepare herself.

But for the sake of clarity: @Teloch does Willpower provide mechanical bonuses to resisting aspects' drawbacks? I can't find info on that, but I believe it was mentioned IC.

Edit: plan edited due to the new info. Willpower is not directly needed, and so can be raised later. And since power of friendship matters (and I realised that Seph is seriously ill and on bed-rest) I think spending time with our rogue and securing her "comradery" is a good way to proceed.
 
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Tidbits of trivia on willpower, arcane, and power of friendship
But for the sake of clarity: @Teloch does Willpower provide mechanical bonuses to resisting aspects' drawbacks? I can't find info on that, but I believe it was mentioned IC.

It has a variety of uses like resisting mental afflictions or attempts of hostile mages to brainwash/smite you, but not technically required to progress further with arcane (it is WIS that accelerates learning). As you remember, there already was one series of rolls for it, featuring the "shaken" affliction for the losers. But anyway, it will come in quite handy if you decide to pursue spirit aspect and navigate Limbus a lot - there is a lot of messed up stuff going on in the purgatory and plenty of entities that may or may not attempt to shatter our girl's brains.

Speaking of aspects, you are per a level away in both schools from starting to unlock some really crazy stuff, which you may or may not deploy efficiently considering your arcane skill.

Also, I consciously chose to not socialize with people because I want to heed Ulren's warning. If Lucy plans to get into combat (and we do plan to do that, right?) then now is the time she has to prepare herself.

You decide. Technically, it is possible to go through the quest without throwing Lucy into combat at all and rolling exclusively as an administrator protagonist, which means that your task would be mentoring/coaching other characters to be their best (You did notice that Ren got a new team perk, right?) and to recruit/seek for new characters for increased odds at collective survival. Buuut, other readers discarded the idea of pacifist Lucy a long time ago, so it is basically the choice of how much you wish to do yourself and how much to leave to others. Be warned, though, that having the low rapport with others or turning the blind eye to ongoing hostilities between character does not only lock them from reaching higher potential as a collective but also raises some potentially health-hazardous risks.

On this note, progressing with relationships and personal stories can and will open some unique behavioral perks of your teammates. For now, you have only one opened, but how many and which exactly will depend on how you treat and arbitrate others. It goes without mentioning that these perks can and will likely be story-influencing in the long run.
 
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As the man spoke, you obliged to follow, silently musing on how the day's event made him open up a little and, what is more mysterious, how he happened not to loathe Sephorah as much you feared he would. Perhaps, these two aren't hopeless after all.
Ulren unclocked new trait

Nothing beats murdering things trying to kill those you care about together for bonding experiences!

[X] Plan Diverse Combat Training.

*Starts composing a plan to find that its identical*
Love it when that happens
 
[X] Plan Diverse Combat Training.

Thought about creating a "make all the shinies" plan, but meh. Combat training is probably more immediately important.
 
Alright then. Seems like the voting results are pretty obvious.

Roll me d20 for melee, arcane, defense, and charisma, d40 for luck, one d3 and two d10 for the skills learned.

Criteria for learned skills:
1d3: 1 - melee, 2 - arcane, 3 - defense
1d10': 1,6 - melee, 2,7 - arcane, 3,8 - defense
1d10'': 6 - melee, 7 - arcane, 8 - defense
 
Here goes the d20s...
Martenzo threw 1 20-faced dice. Reason: Melee Total: 11
11 11
Martenzo threw 1 20-faced dice. Reason: Arcane Total: 19
19 19
Martenzo threw 1 20-faced dice. Reason: defense Total: 13
13 13
Martenzo threw 1 20-faced dice. Reason: Charisma Total: 6
6 6
 
Not bad, not bad at all. +2 success bonus with arcane roll, +1 with charisma
Our girl will also learn a new magical feat.

This leaves:
1d3, 1d10, 1d10, 1d40

Anyone?
 
Wait, does that 6 for char means we don't bond more with them? Shit. It seems I started a bad luck streak with that nat 1 for charisma.

Edit. I mean, it's still 16 total because Lucy knows how to talk to people, but still.

Edit2. Sick arcane roll though.
 
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Alechemy
Excerpt from "Alchemy for neophytes and enthusiasts" by Aedwig Hugh, associate scholar, Lyf Academia.

Alchemy and alchemists. What would be a picture coming to mind after reading these words? The odds are, the mental image would contain a withered man operating with complicated contraptions and materials so exotic that they would otherwise be considered legendary, and if the person doing the imagining is an Olfadirian, more likely than not the imaginary alchemist would be preparing materials for a ritual to summon unholy powers so he could seek a bargain with them to satisfy his sinful desires. But humor aside, all these traits - even if highly irrelevant when applied to realities of alchemists from Lyf or Soltsveig Islands - are the growth markings of alchemy as one of the oldest crafts.

One clue of understanding the nature of alchemy and the path it made is hidden in its symbol: a sprawling tree that grows out of two roots. One of the most precise definitions says that alchemy is a science and craft of receiving desired properties or processes by manipulating both the physical and metaphysical (including arcane) nature of materials. This particular definition pinpoints the most important theoretical basis of alchemy: the dichotomy of physical and arcane sides of the matter, which is the twin roots of the alchemy tree. In its development, alchemy drifted and balanced between these two poles with each new era and each new school of thought. By reviewing these eras of alchemy, we will also study its path and better define its characteristics as a whole.

The first (also called the mythical) era of alchemy goes back before the colonization of Pheotor by ancient humanity. Back then, ancient people already figured out that certain herbs can have curative or anesthetic effects should they be harvested, kept, and prepared in certain ways. Same went for inorganic materials, too, but the problem was that at early stages of development, people could not explain why do ingredients have varying properties and how exactly do they interact, thus why they attributed these functions to religious or superstitious factors. This is why the ancient - often time ritualistic - alchemical practices are viewed today as highly inaccurate and unscientific. But, despite the fact that modern science can debunk many of these early practices, some of them remain an enigma to more rational-minded practitioners. This type of alchemical schools is nearly washed away by now in most the known realm, retaining some influence in the distanced regions like Lydenia and northern Yrsengard, where native denizens still stick to their rustic ways. But, despite its primitivism, the ancient ideas of alchemy heavily influenced Alvizian schools of the craft, which even today feature a high degree of mysticism.

The second (also known as the classical) era of alchemy is also known as the era of equilibrium. It took place during the rise and the peak of the Pherinian empire and is known for the rapid advancement of the more scientific approach. During that era, alchemy was recognized as an exclusive craft and as science for the elites. Even though it retained the high degree of mysticism, the first attempts to classify elements and put them down into systemic tables were made. The classical period is known by its many legendary alchemists, who allegedly achieved such feats as controllable, low-maintenance transmutation of inorganic matter via medium catalysts, and by the documented emergence of many philosophical schools related to alchemy. During this period, the first archetypical trees were invented as well as the famous principles of interaction types, natural balance, and equal exchange. Some say that modern alchemy is but a mere shade of the classical era analog, but this statement is highly-romanticized by many unverified legends.

In truth, we are living in the times where alchemy is at its peak - the modern era. During the dark ages that followed the fall of Pherinian empire, the harsh condition and critical deficit on almost all sorts of materials caused alchemy theory and practice to shift towards the maximally-rational exploitation of the limited resources, causing in such a way the more practical and demystified approach to the art that once was a holistic union between science and mysticism. Even though with the delay, this caused alchemy to institutionalize even more, breaking on separate branches that more often than not compete with each other on the criteria of methodology and philosophy. From the art and craft for the elites, alchemy became mundane, but with that it also spread its influence down the social ladders, turning into a massive boon to commoners. Nowadays, each and every city (at least in Lyf kingdom), has its alchemical guild, where the masters of craft synthesize both the expensive vigor tonics for elites in the same halls where they mass-produce remedies for livestock.

There are heated debates going on about the further path of the alchemic craft with conservatives saying that the new era of equilibrium is nigh, while their radical opponents - the progressivists - state that alchemy is fated not to return to its semi-mythical but to become an industry intermingled with other crafts to the state of non-separation. Some say that in a century alchemy will become the dominant craft which, being leveraged by the ongoing economic reforms in Lyf and Eastern Kingdoms, will have its products such as stasis-based portative food larders in even the poorest homesteads. This idea might still seem far-off from where we are now, but considering how quickly the schools of synthesists, chemists, and theorists emerged, this bold prediction might be not too far-fetched.
 
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