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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Are we allowed to do contingent plans? i.e. if 5 points, do 2x soul aspect 1x arcane ; if 4 points, do 1x soul 1x arcane 1x bond?
 
Are we allowed to do contingent plans?
Even though I would like to be liberal, I do not know how lengthy the route will be (resolutions of on-road events influence the speed as well as other factors), so I will not know which plan to enact in the beginning.

This does not prevent you from making a plan that exceeds the quota, and if there's gonna be a delay, it will be enacted automatically
 
Okay, I added one Arcane Skill training to the end, since it takes only 1 time point(and we could use more Arcane Skill anyway) and nothing is dependent on it.
The question with Ergon is whether we think having flight > another body that presumably knows how to fight. Pure dice-wise the the extra body is better, but I don't know how having flight will open up tactics that were otherwise unavailable (at a minimum vastly improved scouting).
Nucklavee suggests:
-Powerful melee
-Area effect rot blasts
-Usage of aquatic environments.
-Some kind of spiritual/morale attack

My assessment is that taking an additional unknown strength and reliability party member for the fight could be a detriment, this isn't an opponent where holding back is at all a good idea.
Remember, more bodies mean we kill it faster, but holding back means a higher risk of us being hurt(or Ulren taking a hit for us).
Not holding back means we are less likely to be injured.
 
Remember, more bodies mean we kill it faster
Just reminding that there's a group of hunters waiting for reinforcements (aka our group) to purge-raid the settlement. So, it's not "go there, kill that, return for reward should you survive" commission.

Not like it's impossible to go Leeroy Jenkins, though...
 
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Just reminding that there's a group of hunters waiting for reinforcements (aka our group) to purge-raid the settlement. So, it's not "go there, kill that, return for reward should you survive" commission.
So it sounds like we will not be able to use flight without being revealed anyway.

[X] Plan Soul Growth with Ergon Help
-[X] Accept the job?
--[X] Yes, let Ergon know. Depart this week.
-[X] Your future route to Tevon-Talab - your next destination regardless of whether you would accept the commission or not.
--[X] South-west, through the river valley (sixteen to twenty days of travel, four to five points of character development, moderate plains with moderate woods closer to the river, moderate risk of people encounters, high risk of fauna encounters, low supernatural risks, high odds of finding places of interest, high hunting/foraging opportunities, plenty of natural covers)
-[X] Lucy's plan of actions
--[X] Travel development plan (time point quotas depend on travel time)
---[X] Try to bond with someone
----[X] Isaac (Easy CHA check (13))
---[X] Skill training
----[X] Arcane skill
---[X] Practice or study your aspects!
----[X] Study soul aspect
---[X] If 5 time points are available.
----[X] Skill training
-----[X] Arcane skill
 
The core metaphysics
From the conversation with Karl Norskov, Baathor, Hearthwind 19 of the year 1469

"Do you wish to know what is the Core metaphysics? Fair enough: with your talent, it is natural to strive to comprehend the possible source of your powers. Also, all magi who are worth their salt are also trying to solve this mystery. The reason why is because this concept, if proven true, will showcase the principles and boundaries of the universal laws of existence, which presumes not only the sphere of arcane but also the mundane laws of time and physics, giving the absolute control over them with sufficient knowledge.

I see you are a little bit confused, so let me explain it more broadly. The first thing that you need to know on this topic is that all of the sapient races developed their knowledge about the universe via analogy and projection. Seeing how no new item or entity comes into existence without a creator figure, the first religions were invented, claiming that everything around us and each aspect of the universe was making of a certain deity or deities. Then, pantheons were organized, shaped by the social constructs of the people who invented them, with the Olfadir cult being the prime example of the "divine patriarchy". Even until now, many people believe that, please pardon my rough language, the world exists because of the hypertrophied and idealized character that is their religion's central or even sole deity wishes so.

But in the latest centuries, people began to take steps away from the familiar or natural paradigms, making bold assumptions such as "what if there is no central deity that resembles our group over many others?". This heretical to many nations and religions thought was pushed even further by scholars and lower arcanists, making them wonder if there is a set of impersonal physical rules that govern time, space, and everything within them, then can it be that there is no deity figure in the center of the system? Can the core be a cluster of laws that govern other laws?" I'm sure we would've been reported and executed for heretic talks somewhere in Westlands, but here we are free to do so.

In any case, the core theory and all of its metaphysics consists of five key questions: is there a single center of the natural system, are there any laws that are beyond this center (time is believed to be such), does the core has an ego or is it impersonal, is the core perfectly unitarian or does it divide on lesser parts or have analogs, and finally, is it perpetual or not? All these questions are centerpieces of heated debates among scholars, mages, and philosophers, but the limited and impartial clues that we have suggest that the archetypical model of the universe is spherical and is called the system of aspects. According to this theory, the body of the organized universe starts with the material belt - also known as the circle of elements - and their interactions, while the boundless entropy lies outside of it. Then goes the belt of concept, also known as the invocation layer, with the life belt and the core layers deeper in the system. Following the logic of this model, the aspects of the universe are the products of the core, which are the evidence of the growth of the system akin to the circles of an exposed tree stump, by which we can determine its age.

Partially from the effects of your aspects-bending thaumaturgy and partially due to the previous knowledge, but I'm increasingly leaning toward this theory. But still, there is a lot of mysteries such as how many thaumaturgistic layers are there and do they mirror the entropic layers? Is thaumaturgy the ultimate form of arcane? Is it a derivative of the core concept rules, or is it just the newest layer of the ever-growing system? To be frank, one of the few reasons why I'm continuing this journey is because of your presence and a chance that you would become a key to answering all these questions."
 
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Alright, folks, I'm planning to start drafting the next update tomorrow, so do cast your vote if you haven't already or feel like it needs revisioning. Then, I gonna need yet another 1d5 roll with an additional 1d2 in case if you manage to get another nat 1.
 
Mkay then, the group is out for loot. I did not quite expect you to go this merc, tbh.

And since our ragtag armed hobos are about to hit the road, someone make a 1d5 roll for bickering with an extra 1d2 in case you make another nat 1
 
Some rolls

Soo... Isaac gonna crack like a nut under the godly 30 CHA onslaught, and our girl gonna study the spirit aspect so well that it would almost go horribly right
Teloch threw 1 20-faced dice. Reason: CHA for chit-chattin Total: 20
20 20
Teloch threw 1 20-faced dice. Reason: Int (spirit asp) Total: 17
17 17
Teloch threw 1 20-faced dice. Reason: Wis (spirit asp) Total: 11
11 11
Teloch threw 1 20-faced dice. Reason: Arcane (spirit asp) Total: 13
13 13
Teloch threw 1 40-faced dice. Reason: Luck (spirit asp) Total: 3
3 3
 
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3.7.1 Near Zogun, Baathor region, Hearthwind 24 of the year 1469
Unlike the uncommonly warm week that accompanied your stay in Baathor, nature returned to what would be proper for early spring at the time of you leaving the Turanian bastion of civilization behind. Your group was moving the same road that led you to the city gate and all that happened there, for now, but you could not avoid noticing changes in the form of some local denizens recognizing your group and waving at your departure, the fact that your bunch managed to accumulate both supplies and money, and the faint feeling of your group members finally growing accustomed to each other as well as accepting (even if not willingly) the journey ahead of you with all of the hardships to come. These observations, the memories about three previous departures, and the windy, borderline rainy weather made you pensive, reflecting on how much has changed since the times you were a larva of a person fleeing the burning Beilford. Silently, you mused on whether or not would you even recognize yourself once you, hopefully, return to Kirhol.

"A bloody monstrosity that ravaged an entire village or two and which wasn't tackled down by an influential clan without side help of such idiots like us. What could possibly go wrong?" Unlike you, your companions weren't as quiet and brooding, which was obvious from Seph's attempt to sting Ulren verbally, which the man persistently countered with nothing but silence.

"I would've asked if you lost your mind if not for the notion that one can't lose something they never had, so I will just hope that the insight of how royally we screwed up by accepting this task gonna hit you before we'll have to risk our hides and inquire why, by Maath's mighty bosoms, we haven't spent the money in Baathor. It's not like it would be of any use if we wind up dead in the wilds because of under-equipment!" Even though her questions were legitimate, it's not like she was in the mood for any answers; more likely, she just felt upset because of spending a week or so in a room at the inn which didn't even have its musicians or songstresses to counter the boredom. You could read that it on her face: she wanted to provoke a nifty scandal for entertainment purpose. And, considering how staunching Ren was in denying her the drama, he also seemed to understand the reason behind her ranting spree.

"Did you eat a mouthful of horse dicks back in the city and now don't want us to figure it out?" Sephorah was heating up from having no response from her 'victim', supporting her jabs with the articulation one would not expect from a person who could barely move a week ago.

Instead of answering to daeva's blatant provocation, Ren mumbled something you could not hear and beckoned Amalia with a gesture. The former maidservant obliged, swiftly lining up with the bhiroth, who leaned down and sideways to whisper something into her ear. After perceiving that, she seemed to inquire something like "so soon?" and rushing back to procure something from the bags strapped to the pack horse after getting Ren's affirmative nod.

"Hey! It's with you I'm talking with!" Seph was growing clearly worked up at the moment Amalia handed Ren whatever he asked to fetch. "If you keep up the act I..."

The entirety of the group turned their heads towards the troublemaker, whose angry tirade ended with a loud, characteristic sound of someone trying to squeak with the stuffed mouth. Apparently, Ren decided to occupy her mouth with a flatbread lunch, executing the act with the grace of a prankster.

"A tool used for its purpose. Feels nice, isn't it?" He finally replied to confused Seph, adding salt to injury by lightly touching the snack protruding from her mouth with his finger as if playfully stuffing it deeper.

Karl and Jory cracked per a couple of giggles, instantaneously drawing Sephorah's scorching glare. Interestingly enough, she did not spit out the treat out of indignation, preferring to devour it despite the injured pride.

Some things never change, you sighed and shook your head at the thought, shrugging with your wings under the cloak.

"Umm... Ulren? Can we go again through why did we decide to pick the route along the river and not the straight one?" You knew that Amalia knew the answer, but it was also clear that she tried to salvage the situation before the real bickering would start. It actually amazed you how responsible and helpful she tried to be when it came to keeping your ragtag team away from each other's throats.

"Life is ruthless in these lands, so raiders, slavers, cannibals and other scum prowl the plains, attracted by any caravan they could spot. In the open, we would be sitting ducks, and that means it would not be the question of whether or not we will have to fight off people, but how soon and how many times. Killing people is different from killing beasts and, don't know about you, but I'd rather avoid it when there are alternatives"

"Can't argue with that..."

"Besides, the open plains can be quite... abnormal at times. Most of those tales and wild ramblings about the armies of the dead rising from the ground to fight their long-forgotten battles or scores of ghost riders descending from the skies to hunt the living - they all come from the open fields. Not like the riverwoods are significantly safer and unpopulated, but at least we would have better odds at knowing what we have to deal with and it won't torment our conscience afterward. Hopefully."

"I see. But still, I have this nagging feeling that we have made a mistake of sorts. Maybe, we should have used the help of whomever Aela's brother planned to send with us"

"Why would you think that it was a mistake on our side?"

"In the literature of our provisor's choice, the bands of drifting lunatics that are main characters' groups can't abstain from nabbing everyone and everything, eventually turning into traveling circuses full of armed freaks," Karl stuck into the conversation suddenly, "I believe that our dear miss Brant is experiencing a certain pattern break dissonance because of that"

"Norskov!"
Amalia cried out with the kind of indignation that proved Karl not entirely wrong with his assumption. If she had something in her hands, she would have probably lob it at the man.

"The way he approached us away from the eyes and ears of his sister reeked of plots and politics - the kind of things better to avoid. He presented his offer as the last minute sudden aid, but in my lifetime, there was only one case when unexpectable circumstances led to anything good. His offer didn't feel like it even remotely, so we better seek for more hireling on our own if we have to"

Hearing that, Amalia turn her head to you with that knowing look. Seems like she figured which set of unique and unexpectable circumstances he referred to, squeezing a reserved smile out of you. Maybe, it was just your imagination or optimism, but it felt like your group members were finally stopping being strangers to each other. If only they would also start acting mature a bit more often, though.
________________________

Your party was leaving Baathor in a much better material situation than it came with, boasting with 1979 talers total after stocking up on provisions and medicine that would cover not three weeks but an entire month of travel. Unlike the packhorse who ended up loaded to the brim (and that was even without accounting the salvaged manticore skin pieces and some of its bones), everyone else was pretty content about the discounts that some of the merchants offered your group due to its high reputation in the city and among clans council.

From the equipment side, Ren got a new weapon, which, when holstered behind his back, made him look like an oversized banner carrier whose flag slipped from the rather exotic pole. Ulren's reasoning for crafting it was the efficiency of this oversized glaive (which he persistently called the staff-sword) against larger beasts due to its reach, mass, blade shape, hooks, and some nifty bhirothian techniques. What surprised you more was seeing Amalia fiddling and servicing the arbalest Ulren made the last week. She told you that he agreed to teach her how to use along with other skills essential for staying alive in wildlands. The way she said that made you simultaneously happy for Amalia, wondering if there is anyone Ren would refuse to train at all, and a little bit jealous that he didn't make a crossbow for you. Also, she was looking wicked with that monster of a weapon in her hands and that sunny smile on her face at the same time. In any case, the overall gearing of your team saw improvement on the offensive spectrum with only repairs and restocks when it came to armors and projectiles respectively.

Finally, on the account of everyone's physique and capabilities, the group saw some improvement compared to the times of your departure from Narvic. The only one whose state degraded was Sephorah: even with the wounds closed and blood detoxicated, Isaac scribbled that she would fully recover in a week or so. Sometimes, when she moved, you saw some tiny twitches of her body or noticed the decline in her usually uncanny grace - the pieces of evidence to Isaac's conclusion. Still, she was lucky to survive and even more lucky for being put back on her feet by a quite talented healer apprentice. This notion made you put down a mental remark that Claudiuse's protege might use some spotlight and recognition for his quiet but significant efforts.

But, unfortunately, your group's streak of luck seemed to come to an end soon enough. On Hearthwind 24 - one day since your departure from Baathor - you were still threading through satellite villages and steads which seemed to grow scarcer and poorer the further you ventured south-west. On the outskirts of Zogun - a small village known for its apiaries and the constant threat of predators coming from the river woods - your group was discomposed by the sounds of skirmishing that caused some of the locals to panic. Even though Ulren had shared a piece of Turanian wisdom that prescribed the total avoidance of other travelers beyond Turanian settlements to be the best etiquette on the plains, due to the situation's analogic development to what transpired at Baathor's gates by the time of your arrival, the decision was made to investigate the source of trouble.

However, when you arrived at the scene, you saw no locals being chased and slaughtered by crazed beasts; what you saw was a group of five well-armed and decently armored men grouping around an agonizing reptilian beast that featured elasmorish sizes and a fat living serpent instead of a tail. The men around the dying creature had their iron breastplates bear the marks of the struggle, and they themselves seemed somewhat tired from the confrontation. To the relief of your group's non-combatants, it seemed like your group's intervention was not needed, and you all decided to head back on your way.

Unfortunately, it was not meant to happen: a javelin landed near Amalia, making her squeal from shock and Jory yelping even louder. The group of men, after some brief negotiations among themselves, headed towards you, and it was then when you understood what was going on and who they were.

Four of the men stopped at some distance from your position, occupying the half-moon formation with only their apparent leader continuing to walk towards you.

"Well-well, lads! If it isn't the thievery whores and scumbags back from the Raider's Halt!" the man spoke while approaching and clapping his hands mockingly, "Had a good promenade for our money, ye bitches?"

"Shit and meatballs..." you've heard Sephorah mumbling out of vexation.

"I hope you did, ye damn wretches, 'cause we're now gonna take back what's ours from you and then some," The man stopped clapping motions, spreading his hands in the "come at me" gesture and lowering his voice.

There was something very wrong about his last line and the way he looked at you and Seph in particular. One of the assumptions of what did he hint at made you recoil, after which you began to hastily think what to do in the developing situation. Ren met the situation with his benchmark calm, assuming a treacherously relaxed stance and hiding his right arm behind his back, slowly shifting his right palm between the handles of his weapons as if deciding what to use. Karl remained as outwardly apathetic as always, with only the inner spark of arcane energies that you sensed emanating from him betraying the phlegmatic looks.

"Oh noes!" Seph replied mockingly and with an absolutely toxic grin on her face, "The big bad Lander wankers are flailing their fat imaginary dicks! What should I do?". As soon as she finished her histrionic phrase, her facial expression abruptly changed to something you could only describe as the most ominous sadistic grin you ever saw, "How about those of you who won't die outright experience it yourselves?~"

The assumed leader fell silent for a moment, probably processing the information and then slowly lowering the lid on his helmet and replying: "A tart with an attitude, how refreshing. We'll see if you're gonna start begging to slit your throat before we'll be done with the humpbacked slut"

In a brief moment, your mind began to process thoughts at the tremendous speed, suggesting that not trying to prevent escalation with briarites at Narvic was a bad move, that the ensued silence indicated the beginning of the standoff, and that the chimera about whom everyone seemingly forgot is still alive even if on the last breath.

In any case, it was your move, now.
_________________________

[] Fight
-[] Non-lethally (Participants: you, Ulren, Sephorah, Karl. One round skirmish against 68 team offense check and 72 team defense check. If the party effort would end up below the non-lethal resolution, it will automatically degrade to the lethal skirmish)
-[] Lethally (Participants: you, Ulren, Sephorah, Karl. One round skirmish against 64 team offense check and 68 team defense check)

[] Your fighting style
-[] fully magical (arcane exposure)
--[] onslaught (full arcane skill roll for offense, 1/2 arcane skill roll defense, luck roll)
--[] warding (1/2 of arcane skill roll for offense, full arcane skill for defense, luck roll)
--[] supporting (1/2 or arcane skill roll for offense, 1/2 arcane skill roll for defense, luck roll, Karl gets his offense roll doubled)
-[] combined (1/2 arcane skill roll + 1/2 melee skill roll, 1/2 arcane skill roll + 1/2 defense skill roll, luck roll, per -4 to total offense and defense requirements for the target you are engaging)
-[] physical (melee skill roll, defense skill roll, luck roll)

[] Expose wings to help yourself in combat?
-[] Yes
-[] No

[] Try diplomacy
-[] Talk everyone down (Hard CHA check (18), epic persuasion check (32) OR very hard intimidation check (28), luck roll)
-[] Toss them ~100 talers and try to talk 'em down (Above normal CHA check (16), very hard persuasion check (28) OR hard intimidation check (24), luck roll. Fail would result in a fight with Lucy going for the combined style)
-[] Toss them ~200 talers and try to talk 'em down (Below normal CHA check (14), hard persuasion check (24) OR normal intimidation check (20), luck roll. Fail would result in a fight with Lucy going for the combined style)
-[] Toss them ~300 talers and try to talk 'em down (Easy CHA check (13), normal persuasion check (20) OR easy intimidation check (17), luck roll. Fail would result in a fight with Lucy going for the combined style)
--[] Persuade
--[] Intimidate
---[] Pick who does the talking

[] Try turning the tables around
-[] Attempt to bind the spirit of the dying chimera to its soon-to-be corpse to hopefully create a temporary distraction (No arcane exposure, hard arcane skill check (20), Luck roll. Fail would result in a fight with Lucy going for the physical style)
-[] write-in

Party's combat styles and rolls to make:
[locked] Ulren: melee/combined melee (melee skill roll OR 1/2 melee skill roll + 1/2 ranged skill roll, defense skill roll, luck roll)
[locked] Sephorah: melee/combined melee (melee skill roll OR 1/2 melee skill roll + 1/2 items usage skill roll, defense skill roll, luck roll)
[locked] Karl: warding (1/2 of arcane skill roll for offense, full arcane skill for defense, luck roll)
 
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This was apparently the bar fight scene awhile back.

Anyway, standard combo attack strategy I read out as ~8990.5% complete success nonlethal, ~9596% lethal (EDIT: +1 arcane from daytime).

We flat out cannot pass the hard persuasion check (32) without luck interference (we have +9). The hard intimidate (28) can be passed by Ulren on a 20 (+8). Though we can flow right into combo strategy from that, so it's no big loss to try and instantly fail.

Distraction is 35% of success, into melee which is 81% nonlethal success (total chance of success = 88%, but don't know what the distraction success actually does)
 
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If we go for lethal combat, we can expose wings.

Also, no negotiating with raping scum.
 
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[X] Plan Angel's Wrath.

[X] Fight
-[X] Lethally (Participants: you, Ulren, Sephorah, Karl. One round skirmish against 64 team offense check and 68 team defense check)

[X] Your fighting style
-[X] combined (1/2 arcane skill roll + 1/2 melee skill roll, 1/2 arcane skill roll + 1/2 defense skill roll, luck roll, per -4 to total offense and defense requirements for the target you are engaging)

[X] Expose wings to help yourself in combat?
-[X] Yes

Haven't done math yet for the best strat (will do later), but I'm fairly certain that it hasn't changed since the manticore encounter.
 
Going lethal for wings + combo strat is really mechanically a +2 defense (really +1 due to combo with arcane), bringing lethal to 97%

[X] Intimidate before Lessons

-[X] Try diplomacy
--[X] Talk everyone down (Hard CHA check (18), epic persuasion check (32) OR very hard intimidation check (28), luck roll)
---[X] Intimidate
----[X] Ulren

-[X] Your fighting style
--[X] combined (1/2 arcane skill roll + 1/2 melee skill roll, 1/2 arcane skill roll + 1/2 defense skill roll, luck roll, per -4 to total offense and defense requirements for the target you are engaging)
--[X] Non-lethally (Participants: you, Ulren, Sephorah, Karl. One round skirmish against 68 team offense check and 72 team defense check. If the party effort would end up below the non-lethal resolution, it will automatically degrade to the lethal skirmish)

-[X] Expose wings to help yourself in combat?
--[X] No
 
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Hm... surprisingly bloodthirsty so far. I honestly thought you'd go for another option, but you know what you're doing I hope​.
Any feelings about the cause-consequence and butterfly effect? I hope you like such stuff in quests because there will only be more consequences of your actions in the future
 
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