Heimurn Chronicles (No, SV, you're a young valkyrie in the middle of a bizarre and dangerous journey)

Who is the bae? (Yes, we know that it's Lucy, but still - who's your favorite character)


  • Total voters
    101
Character(s) sheet(s)
your team of lunatics so far
Lucifina (aka you, aka Lu, aka Lucy, aka Sparkling, aka Gosling)



Race: the new nameless humanoid species
Gender: Female
Age: biological - around 21 in human years; actual(?) - almost half a year (?).
Background: protege of a natural science scholar, unknown origins
Status: Healthy

Perk(s):
"Follow the white cat" - you have a moody guiding spirit at your side who can boost your spirit aspect advancement should you get on its better side (+1 spirit arcane charge point after passing hard charisma attribute check (18)), expect its occasional interference.

"No one is an island" - you get 1 + n bonus to all social influence skills and CHA rolls when applied to teammates, where n is the number of steps of the target's affection tier beyond neutral (applies to both positive and negative affection dimensions). Additionally, get +3 to the mentioned bonuses if Amalia is around and can provide quick advice. Passive effect: unearth more insights on followers.

"It's in my blood" - you get a permanent +1 bonus to Intelligence and +1 to arcane skill. Actions that train arcane aspects have a 1/6 chance to double the yields unless the base earning equals or exceeds one full level. You are more prone to magic-related actions and thoughts. You might find it harder to resist the allure of magic in some situations.

Attributes Base value Modified value Total value Dice bonus
Strength 9 9 4
Constitution 16 16 11
Mobility 10 (+2 cond.) 10 (12 cond.) 5 (7 cond.)
Perception 11 11 6
Coordination 14 14 9
Micromotorics 13 13 8
Intellect 18(+1/3) 18 13
Wisdom 17 17 12
Charisma 20 20 15
Luck 4 4 4
Misfortune 2 2 2
Skill​
Attribute value​
Learned value​
Modified value​
Dice bonus​
Melee combat​
1​
4​
5​
Ranged combat​
2​
2​
Arcane skill​
7​
7​
(+1 cnd.day)​
14 (15 cnd.day)​
Defense​
3​
4​
1 (+2 cnd.w.)​
8 (10 cnd.w.)​
Objects usage​
2​
2​
Mounted combat​
3​
3​
Willpower​
7​
1​
8​
Balance​
2​
(+2 cnd.w.)​
2 (4 cnd.w.)​
Sneaking​
3​
3​
Reconnaissance​
5​
1​
6​
Persuasion​
10​
2​
12​
Intimidation​
6​
6​
Haggle​
7​
7​
Performance​
8​
8​
Seduction​
8​
8​
Geography lore​
7​
2​
9​
Nature lore​
7​
1​
8​
Arcane lore​
7​
5​
12​
Social and cultural lore​
9​
2​
11​
Craft lore​
7​
2​
9​
Lingual lore​
9​
9​
Daily craft​
6​
2​
8​
Pharma and treatment​
7​
3​
10​
Weaponsmithing​
4​
4​
Armorsmithing​
6​
6​
Tailoring​
7​
2​
9​
Art​
7​
7​
Artificery​
6​
1​
7​
Burglary​
5​
5​
Huntsmanship​
4​
4​
Alchemy​
7​
7​
Sorcery​
7​
7​

Flight and wing-related traits
Wings skill level​

13​
Flight mastery level​
advanced​
Normal speed​
above average, can forcefully accelerate to considerably fast​
Maximum range​
considerably far, anywhere up to twenty-eight kilometers.​
Maximum height​
considerably high (up to 250 meters)​
Maximum extra lifting weight​
low (10 kg)​
Balance​
above average, withstands weather and can try to regain without landing​
Launching surfaces​
solid grounds​
Air feats​
diving, gliding, hovering, thrusting, basic aerial spellcasting​
Land feats​
dodge extra propulsion, posing, enhanced balance, enhanced surface acceleration, shielding with wings​
#1) Thaumaturgy level 7 (6/7 to level 8):
  • You can sense the activity of the entropic aspects within ~1000 meters radius, and unusual concentration/malfunction of other aspects within ~200 meters radius.​
  • You have gained the permanent +1 bonus to constitution​
  • You have gained the permanent +1 bonus to wisdom​
  • You regain mental strengths a little bit faster during the daytime.​
  • Using thaumaturgy during the daytime requires less mental and physical effort.,​
  • You can allegedly see prophetic dreams​
  • You can temporarily nullify magic in ~30 meters radius or in a 45 meters-long 30' cone a few times a day, or emit an anti-magic field up to ~15 meters radius a few times a day.​
  • you can temporarily amplify the aspects power around you once a day​
  • you can temporarily amplify or suppress the aspects power of a target up to two times a day​
  • You can try to scan surrounding areas for traces of planar breaching with very high odds to succeed and sense the short residue of extraplanar entities.​
  • You can conjure light on the basic level (sparks, flashes, rays)​
  • You can shape light on the basic level (flash explosions, molding into orbs, luminal barriers, luminal domes, wedges of solidified light, sparks strike)​
  • You passively gain +1 to arcane skill when exposed to the sun but also get -1 to arcane skill at night AND in dark places.​
#2) Spirit level 7:
  • You are able of an advanced Nether-realm vision​
  • You can assess the memory traces of objects and entities via nether-realm vision and tactile contact​
  • You can sense soul sparks in ~75 meters radius​
  • You can sense the sparks of the living, undead, minor spiritual beings, bound spirits, phantasms, genius loci, and some other spirits​
  • You can sense concentrations of the Limbus energies, the thickness of the barrier, and traces of spirits from the material plane​
  • You have gained the permanent +1 bonus to perception​
  • You have gained the permanent +1 bonus to wisdom​
  • You can scan the target's soul characteristics and receive advanced-depth results​
  • You can try to smite a spirit​
  • You can try to disperse a spirit​
  • You can try to temporarily bind or scare off a singular lesser spiritual being​
  • You can communicate with discovered spiritual beings​
#3) ~Open affinity slot~
Your journal, a comfortable set of clothes, a plain dress, a custom-made set of lightened composite armor, an arming sword ("Holly"), a high-quality rondel ("Mercy"), a decorative blue ribbon, a silver necktie with a bounded spirit, superb leather harness.​
Capable of crudely repairing clothes, making basic tailoring items like belts and patches, and producing low-effort/cost items like stuffed toys. Capable of applying first aid to prevent bleeding. Knows how to make and disinfect bandageware.​

Ulren Kyres (aka Ren, aka Mountain boy)



Race: Bhiroth
Gender: Male
Age: 68
Background: mercenary, former soldier, outcast
Status: Healthy

Perk(s):
"Not on my watch, not again" - shields Lucy from considerable harm in combat situations at own expense.

"I promise you that" - when in the same group as Lucifina, will make the second set of saving rolls to avoid critical health conditions.

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).
Attributes Base value Modified value Total value Dice bonus
Strength 21 +1 22 17
Constitution 21 +1 22 17
Mobility 14 -1 13 8
Perception 12 12 7
Coordination 15 15 10
Micromotorics 13 13 8
Intellect 14 14 9
Wisdom 18 18 13
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 9 9 18
Ranged combat 5 5 10
Arcane skill 6 6
Defense 10 10 20
Objects usage 6 3 9
Mounted combat 8 8
Willpower 6 -3 3
Balance 7 7
Sneaking 4 -5 -1
Reconnaissance 5 4 9
Persuasion 4 4
Intimidation 9 9
Haggle 3 3
Performance 3 3
Seduction 5 5
Geography lore 6 5 11
Nature lore 6 3 9
Arcane lore 6 6
Social and cultural lore 5 5
Craft lore 6 6 12
Lingual lore 5 5
Daily craft 6 4 10
Pharma and treatment 5 2 7
Weaponsmithing 6 6 12
Armorsmithing 6 6 12
Tailoring 3 3
Art 4 4
Artificery 5 7 12
Burglary 4 4
Huntsmanship 5 2 7
Alchemy 6 6
Sorcery 6 6
Unknown, but he demonstrated feats of great balance, stability, and hardiness. Perhaps, he might have an undiscovered arcane aspect bound.​
A very worn half-plate armor set, worn set of clothes, a glaive, mechanical mace with spare heads, heater shield, hand crossbow, one quiver of bolts, enchanted amulet (+1 STR +1 CON - MOB)
Semi-proficient in the daily craft. Adept in smithing (martial-level weapons and armor). Proficient in artificiery (lesser contraptions). Expert in picking/maintaining war gear, and capable of minor mechanical upgrades of such. Knows the basics of hunting and skinning.


Sephorah of house Terphor (aka Seph, aka Sephie, aka Princess)



Race: Daeva
Gender: Female
Age: Adult
Background: Rosaline's agent, former slave, voluntary expatriate.
Status: Healthy

Perk(s):

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).​

Attributes Base value Modified value Total value Dice bonus
Strength 15 15 10
Constitution 15 15 10
Mobility 16 16 11
Perception 14 14 9
Coordination 18 18 13
Micromotorics 12 12 7
Intellect 14 14 9
Wisdom 12 12 7
Charisma 18 18 13
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 7 6 1 14
Ranged combat 4 4
Arcane skill 4 4
Defense 6 5 2 13
Objects usage 4 5 9
Mounted combat 7 7
Willpower 4 4
Balance 8 8 16
Sneaking 7 8 15
Reconnaissance 4 4 8
Persuasion 6 5 11
Intimidation 7 7
Haggle 6 2 8
Performance 6 7 13
Seduction 8 7 15
Geography lore 4 4
Nature lore 4 4
Arcane lore 4 4
Social and cultural lore 5 6 11
Craft lore 3 3
Lingual lore 5 5
Daily craft 3 2 5
Pharma and treatment 4 4
Weaponsmithing 4 4
Armorsmithing 4 4
Tailoring 5 5
Art 5 5
Artificery 3 3
Burglary 4 6 10
Huntsmanship 6 6
Alchemy 4 4
Sorcery 4 4
Unknown if any. No signs of her having seeds of arcane aspects bound so far.​
A set of clothes and undergarments, a superb set of compositive medium armor (manticore materials), a superb leather harness for bags and tools, a qualitative longsword "Ember", a parrying dagger, a quiver of tossing knives, a kit with burglar's tools.​
You suspect she's incapable of legal manual labor aside from the bare basics of daily routines.​

Karl Norskov (aka Mage, aka 'that' mage)




Race: Human (unknown heritage)
Gender: Male
Age: appears to be in the late thirties to early forties
Background: elementalist mage, major arcane enthusiast, disowned son of a noble family.
Status: Healthy

Perk(s):

"Old habits die hard" - when making an offensive arcane skill roll in combat and getting less or equal to four, reroll it (only the highest score counts). This perk also applies to combat rounds where Karl makes an arcane skill roll only for the defensive score.​

Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 11 11 6
Perception 13 13 8
Coordination 10 10 5
Micromotorics 16 16 11
Intellect 20 20 15
Wisdom 16 16 11
Charisma 14 14 9
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 1 1
Ranged combat 4 4
Arcane skill 8 9 17
Defense 1 2 3
Objects usage 5 5 10
Mounted combat 2 2
Willpower 7 6 -2 11
Balance 1 1
Sneaking 2 2
Reconnaissance 6 6
Persuation 7 7
Intimidation 2 2
Haggle 5 1 6
Performance 6 6
Seduction 3 3
Geography lore 7 7
Nature lore 7 7
Arcane lore 7 9 16
Social and cultural lore 8 5 13
Craft lore 8 8
Lingual lore 8 7 15
Daily craft 8 8
Pharma and treatment 9 9
Weaponsmithing 7 7
Armorsmithing 7 7
Tailorng 8 8
Art 6 6
Artificery 8 8
Burglary 7 7
Huntsmanship 3 3
Alchemy 9 9
Sorcery 8 3 11
#1) Conflagration and radiation level 7:
  • You have gained the permanent +1 bonus to strength.
  • You have gained the permanent +1 bonus to intellect.
  • Your casting in dry weather or nearby fire sources amplifies pyromancy.
  • You can regain mental strengths faster near the heat sources.
  • You can sense and read the heat sources in a vast area.
  • You can channel the arcane powers to temporarily amplify own physical strength.
  • Your spellcasting uses both mental and physical strengths or the varying proportions of such.
  • You can temporarily infuse objects (including tools and weapons) with pyromancy powers.
  • You can conjure heat on the intermediate level (sufficient to melt iron)
  • You can suppress and channel heat on the intermediate level (rays, waves, charges, orbs, tactile)
  • You passively gain +1 to arcane skill for every 3 points of STR above 10. This trait also applies -1 penalty to arcane skill for every 2 points of STR below 10. Does not apply in the case of arcane self-empowerment.​
A worn set of travel clothes, a backpack, a grimoire (or a diary), an old pocket chornometer with a chain, an intricate smoking pipe
None you know about​

Amalia Brant (aka Lia)




Race: Human (Eastlander)
Gender: Female
Age: Young adult
Background: Former maidservant
Status: Healthy

Perk(s):
"Shipper on deck" - +3 To all social skill rolls against the companions with positive affection levels (neutrality affection level excluded). If previously gossiped with about other characters that she knows, can provide a one-time boost of +3 to all types of social interaction skill rolls to the requester.
Attributes Base value Modified value Total value Dice bonus
Strength 12 12 7
Constitution 15 15 10
Mobility 11 11 6
Perception 16 16 11
Coordination 12 12 7
Micromotorics 18 18 13
Intellect 12 12 7
Wisdom 20 20 15
Charisma 11 11 6
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 7 3 10
Arcane skill 5 5
Defense 4 1 5
Objects usage 7 3 10
Mounted combat 4 4
Willpower 8 3 11
Balance 2 2
Sneaking 4 4
Reconnaissance 7 7
Persuasion 5 5
Intimidation 4 4
Haggle 5 4 9
Performance 6 6
Seduction 3 3
Geography lore 8 2 10
Nature lore 8 8
Arcane lore 8 8
Social and cultural lore 6 2 8
Craft lore 8 3 11
Lingual lore 6 6
Daily craft 8 10 18
Pharma and treatment 7 7
Weaponsmithing 6 6
Armorsmithing 6 6
Tailoring 5 9 14
Art 7 3 10
Artificery 8 8
Burglary 7 7
Huntsmanship 7 7
Alchemy 7 7
Sorcery 6 6
Uknown if any
Leather camisole of fair quality, compositive crossbow, a quiver of bolts, a bag of small tools, a rucksack, a set of road clothes, a plain cloak, a knife, a belt water bag.​
Master of daily craft and inventory management. Fairly good cook (specializes in fried snacks) and knows how to correctly ration different foods. Good tailor, capable of qualitative repair of clothes and production of professional effort/materials goods like suits and dresses. Her designs lean towards practicality rather than fanciness.​


Isaac



Race: Human (unknown heritage)
Gender: Male
Age: Young adult
Background: Healer apprentice
Status: Healthy

Perk(s):
"We are of one blood" - Any non-hostile actions towards animals or beast folk have +4 bonus to attributes or skill rolls. Can use WIS instead of CHA for interactions with animals and beast folk (aka empathetic approach).
Attributes Base value Modified value Total value Dice bonus
Strength 13 13 8
Constitution 15 15 10
Mobility 12 12 7
Perception 14 14 9
Coordination 10 10 5
Micromotorics 17 17 12
Intellect 15 15 10
Wisdom 14 14 9
Charisma 7 7 2
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 -5 -3
Ranged combat 5 -5 0
Arcane skill 6 6 12
Defense 4 1 5
Objects usage 6 -5 1
Mounted combat 3 -7 -4
Willpower 5 7 12
Balance 2 2
Sneaking 2 2
Reconnaissance 5 5
Persuasion 1 1
Intimidation 3 3
Haggle 1 1
Performance 2 2
Seduction 1 1
Geography lore 5 5
Nature lore 5 2 7
Arcane lore 5 5 10
Social and cultural lore 3 3
Craft lore 6 6
Lingual lore 3 3
Daily craft 6 3 9
Pharma and treatment 6 7 13
Weaponsmithing 6 6
Armorsmithing 7 7
Tailoring 5 5
Art 4 4
Artificery 7 7
Burglary 7 7
Huntsmanship 3 3
Alchemy 6 6
Sorcery 5 5
#1) Body level 5:
  • You can sense breathing and blood pulse of living entities in ~100 meters radius.​
  • You gain the permanent +1 bonus to constitution.​
  • You gain the permanent +1 bonus to charisma​
  • You can scan the detailed physiological state of a target in many details including sicknesses, inflammations, as well as the state of physical integrity.​
  • You can make an attempt for a minuscule boost of the physical performance of oneself or a target at the cost of own mental strengths.​
  • You can accelerate the metabolism (and so, often times, the recovery from ailments or traumas) of living creatures at the cost of own mental and physical strengths.​
  • You can try to numb the minor pain of a target living creature at the cost of both mental and physical strengths or share it with yourself with the low transference loss ratio​
A robe with a hood, a bag with bandages and medications, an old iron amulet, a belt with tincures​
Good at applying and synthesizing remedies. Capable of providing first and complex medical aid. Has some skills in inventory management.​

Jorgen Ostgard (aka Jory, aka Craven)


Race: Human (Lyflander?)
Gender: Male
Age: Young adult
Background: Alchemist assistant
Status: Healthy
Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 12 12 7
Perception 18 18 13
Coordination 12 12 7
Micromotorics 15 15 10
Intellect 16 16 11
Wisdom 13 13 8
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 6 1 7
Arcane skill 5 5
Defense 2 2
Objects usage 6 4 10
Mounted combat 3 3
Willpower 6 6
Balance 2 2
Sneaking 5 4 9
Reconnaissance 7 5 12
Persuation 2 2
Intimidation 1 1
Haggle 3 3
Performance 2 2
Seduction 1 1
Geography lore 6 6
Nature lore 6 4 10
Arcane lore 6 3 9
Social and cultural lore 4 4
Craft lore 5 6 11
Lingual lore 4 4
Daily craft 5 3 8
Pharma and treatment 6 6
Weaponsmithing 5 5
Armorsmithing 5 5
Tailoring 5 5
Art 3 3
Artificery 6 6
Burglary 7 7
Huntsmanship 6 6
Alchemy 6 6 12
Sorcery 6 6
Unknown if any
A robe with a hood, a traveling cane, a bag with small instruments, a belt with glasses, a rucksack
Good at synthesizing remedies or other compounds from both organic and inorganic ingredients. Fairly good at understanding how chemistry works and has an eye for experimentation. Capable of locating and recognizing substances. Has basic skills in inventory management and knows a thing or two about craftworks.​

General condition: High morale, everyone's healthy, two weeks worth of food supplies, sufficiently-budgeted, low on alchemic reagents.
Money: 1081 Talers
Food: 82 food units (9 full days of sustenance on Bloom 28)
Food consumption: 8.5 food units per day
Lucifina - 1
Ulren - 2
Sephorah - 1.5
Karl - 1
Amalia - 1
Isaac -1
Jory - 1
Mount(s) - n/a (pasturing season)
Medication: 5 medicine units
Alchemy stash: 4 reagent units, 5 blank alchemical basis compounds (crafting boosters & subsidizes)

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
Last edited:
Jory's an ass, but I think we should try to save him. The storm is a problem though... I think it might be smarter to stay back on this one. Lucy can turn into a liability during the fight and cause everyone around to die trying to save her; at the same time, I don't think some random slavers will give Ulren, Karl & Seph much of a problem.

[X] Support the raid on the brigands' den
-[X] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
[X] Support the raid on the brigands' den
-[X] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
[X] Support the raid on the brigands' den
-[X] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
[X] Support the raid on the brigands' den
-[X] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
[X] Support the raid on the brigands' den
-[X] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
[X] Support the raid on the brigands' den
-[X] but stay with non-combatants to evade the risk of being stunned by the storm in a middle of a fray (1d100 for 67 or below for the outcome. Individual luck rolls of Ren, Seph, and Karl for adjustment)
 
So, less of perceived risks but also less control.

Edit:
So, how I saw it, 1-67 would've been the cleansing, consequent occupation, looting and (spoiler) of the hideout, 68-77 would've been clawing Jory out and retreating, 78-97 would've been a clear failure to achieve anything and the consequent retreat, and 98-100 would've been everyone ending up captured (aka, the "prison break" scene)

The outcome roll is 69, which had a chance to shift into the full success zone narrowly should anyone of the combatants prove lucky, but alas.

Verdict: the close-call success of the main objective but at the cost of some extra expenses and a whole lot of lost opportunities. Dear Lord! You have just missed ANOTHER opportunity to nab a potential recruit. And it's the third time already! ;_;
Teloch threw 1 100-faced dice. Reason: outcome Total: 69
69 69
Teloch threw 3 40-faced dice. Reason: Luck (ren, seph, karl) Total: 54
19 19 20 20 15 15
 
Last edited:
Aw man! They've wiped out my fav website style :(
Oh well, hi-ho to the FlexStars I go
 
3.9.1 West from Turan-Suroh, Hearthwind 29 of the year 1469
Your eyelids are heavy, same as your consciousness. If only you knew these sensations, you would've told that you were pulled out from a dark yet cozy ocean and then abandoned on its shore. Your mind quietly protests against such rudeness while you blindly fumble with your fingers around. Sand. With quite some surprise, you register the fact that you were lying face-down in the soggy sand. With the mind still recovering, you sit up and take a look around, finding yourself sitting on a beach of a small mass of land that appears to be surrounded by restless waters. You can't see the sun above the rugged veil of dark clouds, but you feel it's there, which is also supported by the degree of moderate visibility. The winds howl and chase around like predators, carrying cold with them and creating odd contrast with the warm sand. You stand up and assess the island itself while your mind is attempting to puzzle out the questions of where are you and how did you end up here. This small mass of land is not devoid of vegetation, which seemed to be more lush and green than what you have seen in Blugd-Tur so far. It's still spring in here, but a bit riper compared to what you can remember.

When your inner voice began to bury you under all the "wheres" and "whys", your eyes catch the shapes of the first noticeable landmark: a grassy glade and an old lonely tree neath the beachline. But, more importantly, you see what appears to be three figures congregating beneath the latter. Then, it takes you a couple of seconds to process the visual feedback along with a few eyes rubs: those are not just three people, they are winged; all of them. A new emotion strikes you like a bolt; an odd mixture of hope and belonging wipes out the confusion that accompanied your awakening. Without any second thought, your rush ahead, too excited to yell and watch under your feet, which results in you stumbling over for two times and cuddling the sand first and the grass after. But you don't care - you can't care about such triviality while running toward people who may be your kin. While hastily approaching them, you figure out that they haven't yet taken notice of you, most likely due to being too absorbed by the exchange they were having. But finally, breathing heavy due to not exhaustion but anticipation, you approach them, nearly breaking into their circle, which makes them turn to face you...

It takes a few more seconds before you recoil backward and fall on your bum: they are not like you - they are you. The one to the left - the one with a circle braid as hairdo, with the sporadic brown feathers in wings, and with a couple of arrows tied up by a maroon ribbon in the left hand - she is you. The one against you - with the long hair adorned by an elegant lily flower, with the half-transparent yet gilded wrap as the only clothing, and with the elaborate body language - she is you. The one to the right - the one levitating in the air without a single flap of radiant wings, with dark skin tone, and with pure light radiating from the mouth and eye sockets - she's also you. Dumbstruck, you get up, registering that your invasion likely interrupted what seemed to be a heated yet audibly soundless dispute between the versions of yourself. While they all emotionlessly stared back at you, your glance slid down to the patch of grass over which they stood.

Your knees suddenly lost any semblance of solidity when you saw yet another version of yourself - pale as snow, with the eyes staring into the oblivion above, with the bloodied gap where the chest should've been, lying in the same pose as the first person you slew except for the scattered wings. Your heart took a low start, accelerating its drumming with each second. Your bare feet dipped into the wetness, which too crimson for ordinary morning dew. On the verge of panic, you looked in the faces of yourself. The braided one paid you back with a stern yet non-hostile stare akin to how Rosaline used to look at you during lessons. The glamorous one turned her back to you and threw a particularly sad glance over her bare left shoulder. The radiant one, judging by the shape of her mouth and eyes slits, was giving you a smug grin - the one which you would've probably shown should you feel yourself in total control over something or someone. You began to whimper, but there were no sounds of it. Then, drawn by the unknown force, you looked down, meeting the soul-piercing stare of the corpse of yourself which wasn't there a moment before. All the thoughts inside your head tied up in a single, undiscernible ball while the panic took over and you attempted to scream. But instead of hearing the fearful cry emerging from your lungs, all the four version of you exhausted a singular terrified shriek, screaming you out of your mind.
____

You woke up in cold sweat and nearly screaming. The sudden lifting of your chest made a journal slip down from your laps. A few moments of the disorganized gathering of recollections, you finally recalled that you wanted to make a journal entry after the events of this week. You wanted to but, evidently, from the blank page, you did not have enough spirit for it and dozed off before mustering the courage. You sighed heavy after catching yourself on this thought. The week was hard indeed, and not just in a way you used to in your early weeks. Feeling discouraged by prolonged hiding in the tent, you crawled out of it to face the consequences of your recent misadventures. It was already darkening, and your group assembled around the campfire, resing but not yet ready to go to sleep.

Ren was sitting against the girls' tent, wrapped in fresh bandages, partially unarmored, and receiving a steaming jug of anesthetic tea from Amalia's hands. A day and some hours ago, back in the slaver's den, he got under a whole lot of beating. As he told you later, there were almost three dozens of criminals in there. He, Karl, and Sephorah made a good job neutralizing the guards and breaking into the fortified grotto cave, but when they took down about a half of the hostiles, an enemy elementalist emerged, turning the tide of the skirmish. Sephorah went berserk by that time and uncooperative, which resulted in no cover-up for Ren and the consecutive series of shock discharges he suffered in addition to minor physical wounds. When the offense has drowned, he and Karl had little to no option except to make it for the cells and to break free half of the prisoners whom the slavers amassed, including Jory. Then, the scene engulfed in chaos as most of the freed captives took this chance to run for their lives. Not everyone made it out, though, but at least they have bought time for others, including your group with utterly shocked Jory and completely inadequate Sephorah, whom Ulren dragged out and away from the last strengths. The number of time he had to bail out not only you but everyone else was starting to look awkward.

Karl was lying next to him but not exactly close. His jacket was taken off and handed to Amalia for repairs. During the retreat that followed the assault that nearly succeeded, he took two arrows in his right hand and shoulder. Now, he was lying wrapped in bandages, with an empty flask in his left hand, and with the never-vanishing cynical grin on his drunken face. Perhaps, he was proud of himself, as it was him and not Sephorah who proved to be the second most performing participant. Though, the reason why did he drunk himself senseless had more to do with easying Isaacs attempts at stabilizing him than with this pride. Regardless, he was now relatively fine and in possession of one more reason to call himself a part of "your typical literature adventurers who start from slaying rats and wolves and then proceed to bandits and basilisks".

Unlike Karl, Sephorah was deeply melancholic. Ever since the raid on the slaver's den, she hasn't said a word to anyone. Now, she was sitting against the guys, but rather at quite some distance and with her back turned to them. She embraced her knees, stared into a single dot, and persistently ignored the steaming tea Amalia placed near her. During that skirmish, Sephorah got a few more cuts, which wasn't something serious, unlike her moral state. The fact she fell into an uncontrollable rage at the time of confrontation was a surprise for you: until now, she always behaved collected even at the most intense moments. This fact turned into unwelcome evidence of her background and, most likely, the reason why of all times it was now when she felt the need to keep away from the others. And the others obliged, either due to the lack of will to confront her about what happened or due to the lack of basic care for her.

Isaac was sitting on his knees next to snoring Karl. Poor lad assumed a vulnerable-looking position near the flame and wrapped his hands around own chest. Dute to empathy principle of the life aspects' belt and body aspect, in particular, a healer has to siphon their own vigor to their patient or even share their pain. In light of all the harm that your party endured recently, he had a lot of work that left him withered and in pain. Now, the lad was sitting motionlessly, staring blankly into the fire. In the bottom of your heart, you could find some sympathy for him: he does what he can for the sake of others regardless of the discomfort or the absence of praise. Perhaps, it would only be fair if you recognize it during an exchange with him that you have planned.

Jory was lying next to Isaac, curved in a fetal pose and eyes wide open. Poor lad experienced the shock that made him remind a panicked wild animal rather than an educated resident of an advanced nation. You don't necessarily commend his behavior or views, but you can relate to the ordeal he went through. During his short captivity, the slavers attempted to beat out a confession about your groups' whereabouts out of him, which makes you feel good for the fact that, regardless of personal opinions on him, the group did not leave him behind. Now that you were thinking about it, Jory might have made the hardest attempt at bending himself into doing what was right at the time. You can't say that you like his attitudes towards you or other things or events, but he proved that he isn't irredeemable.

The last one to get in your sights was Amalia. She was hustling left and right, distributing the brew and making sure everyone is as comfortable as they can only be in the current circumstances. Even though there was a bittersweet grin on her face, you could feel the same vibe about her motions and gestures that encompassed her efforts back in Baathor. She certainly felt horrible for provoking the situation with the slavers by guilt-tripping Jory into helping, and now she was trying her best to be as useful as possible to make up for it. The fact your pack horse has had a panic attack during the storm and lost some of the bags with sustenance during the messy retreat did not make anyone including Amalia more cheerful, but the girl is juggernaut when it comes to her duties.

While you were deep in your thoughts, Amalia caught you staring at her, and returned her understanding gaze. It seemed like she knew what was on your mind, and it appears that she knew that you felt bad too. After all, the storm that threatened to stun you turned out to be just a storm with no arcane properties. When retreating, you felt guilty for not taking the risk and helping others, which would've resulted in less harm to those you care about, more saved lives and freedoms of those enslaved, no resources loss, and, most likely, much higher morale of your group. A part of you which you thought obliterated was happy for not having to confront and kill people, but the other one was now torturing you with the price of this soft-heartedness or even cowardice. You did not feel well ever since you scored your first kill. You knew that this journey will change you, but being aware of the metaphorical abyss and letting it influence you are very different things and, considering your latest dream, you weren't so good at coping with the outside world and the changes it left on you.

On this deeply-philosophical thought, you snapped out of musings. The bonfire was crackling softly, and you have had some time until the sleep. Maybe - just maybe - it was the prime time for some company. Ulren has been showing you the hints that he would listen to your concerns and maybe disclose something more private while Seph displayed the signs of willingness to tell you something. Perhaps, you would even be able to get the company of them both at the cost of them not getting too open with you in each other's presence.

[] Don't socialize (No interactive dialogue with anyone)
[] Socialize with (Interactive dialogue phase with 6 inputs cap)
-[] Ulren
-[] Sephorah
-[] Amalia
-[] Ulren and Sephorah

[] ... on the topic
-[] about the briarites
-[] about the raid on slavers
-[] about the journey
-[] about your dream
-[] about them/their past
-[] about (write-in)

(as always, the more you design the input cues, the better the conversation goes)
 
Last edited:
[X] Socialize with (Interactive dialogue phase with 6 inputs cap)
-[X] Amalia
[X] ... on the topic
-[X] about the journey

Thinking this to lay some worries to rest or:

[] Socialize with (Interactive dialogue phase with 6 inputs cap)
-[] Ulren and Sephorah
[] ... on the topic
-[] about the briarites

For now Amalia. Hopefully less tense than trying for the nth time to get those two to play nice
 
SV's post-migration converted code reminds me of my work more and more >_<
Will have to re-assess the informational posts for the possibility of code simplification
And it seems like I will have to obtain the used HEX color codes since the default colors of this engine are different :mad:


Anyway, just reminding you that it is opportunities like this that let you get to know others on deeper levels. So, yea, if you have an agenda, it's a prime time to push for it.
 
Last edited:
You considered trying your luck at trying to build up trust between the two of your oldest companions, but... you decided not to risk lifting the uncomfortable silence that was dominating the lit area around the bonfire. Perhaps, it would be wise to wait and see how the things would go between them without your intervention (for now) and then react based on the relevant context. Moreover, you wished to be heard, encouraged or, simply, understood instead of serving as a 'contentious property' for anyone, which is why your eyes stopped on the one and only candidate who wasn't yet resting and thus was eligible for late evening conversations. In silence, you carefully slipped the journal into your backpack and left the tent, stepping lightly and avoiding stumbling over Karl's stretched hand still clutching a flask. Both Ren and Seph followed you with their eyes, wordlessly looking at each other and then demonstratively making themselves comfier with their postures once it became clear that you weren't approaching either of them.

"Amalia?" you spoke to the lass who seemed to be way too busy with searching for more ways of being productive, "Fancy a talk?"

"Oh?" your inquiry caught her by surprise, "Sure. Just let me do something about our chaps first"

With no excuse, she approached Jory and Isaac. The prior was still lying on the ground while the latter was showing more signs of being alive via sipping the brew. "Come now, finish whatever you're doing and get to your tent," the lass said while lightly poking Jory with her feet, to which Jory reacted with a weak bleat. "I'm not your collective mom and won't be wasting rolls of fabric on your snot if you get sick. Hop-hop, now," she added while Jory the second poke, after which he groaned defeatedly, turned on his fours, and began his crawl towards the tent. Unlike the case with Jory, the emphasis of Amalia's request reached him in a form of his hair being riled up a bit in a sympathetic fashion, to which he reacted with a confirmative nod.

You did not smirk - at least not visible, but it still felt heartwarming to see the little scenes of normality alike those which were many back in Dalgaard's mansion. For the conversation itself, however, you have chosen a spot by the edge of your current camping spot, where both you and Amalia sat down leaning against two alder trees that were already in bloom.

"It feels so distant now - the times when we could occupy the bathroom for hours on end, nab sweets from the kitchen and rattle the skeletal models with no care in the world," your little intro made Amalia raise one of her brows, "I have no footing against others when it comes to experience surviving in these lands but this whole situation appears to be new for us both, which is why I just wanted to ask how are you dealing with the change of pace and the journey as a whole". While speaking, you were unwittingly clutching to some of your loose feathers.

"Oh. I thought that... nevermind," Her slightly confused face curved to normal, "I never expected this journey to be simple, but this week was a wake-up bell by the sheer number of dangers. I did as I thought would be right, but the unfolding of the event showed me in how many horrible ways the situation could've ended. Indeed, we sustained some harm, lost some proviant, and slowed down as a result, but I'm still grateful that we made it out without losing anyone". Amalia wrapped her hands around her chest; even though it was spring already, the evenings were still rather chill. "Not sure I would've been able to forgive myself for provoking Jory to do as I thought was right and if we didn't recover him. But if you asked for my opinion on this journey in general, I'm content about the fact we have such an opportunity and about our progress so far".

You just cocked your head sideway, wondering.

"I was always told that the goal of any person is to find their safe place and establish themselves in it, watching the years go by over pursuing simple desires. However, the person whom I see as my greatest inspiration once said that "there can be no gemstone without pressure". Life is about experiences, and if we seclude ourselves in the perceivably risk-free environments that don't force us to react, adapt, and overcome ourselves, can this be described as living? It may sound crazy when spoken by a person who could've ended up captured, violated and whatnot by thugs just a couple days ago, but I'm grateful for the challenges and would not have chosen to remain a chambermaid in Kirhol should I been offered to again because I doubt that dying is much worse than never living in the first place".

A small pause ensued, during which neither of you made a sound before Amalia interrupted it.

"Oh, sorry if I bored you with my bravado; I-I'm getting carried away sometimes, as you can see. All I wanted to say is that I hope for us all to return wiser, stronger people and that I'll do anything to make it happen. A-anyway, what about you? How do you bode with the lifestyle we now have?"

[] Answer?
-[] "Horrible"
-[] "Rather poor"
-[] "I'm not sure myself"
-[] "It's hard to get used to, but it has its good moments"
-[] "I'm single-minded with you in this regard"
-[] Write-in

[] ... Extra?
-[] Tell her about your recent dream
-[] Compliment something about her?
--[] Write-in
-[] Ask her opinion on
--[] Write-in
-[] Tell her about what concerns you
--[] Write-in
-[] Write-in
 
Last edited:
[X] Answer?
-[X] "It's hard to get used to, but it has its good moments"
[X] ... Extra?
-[X] Tell her about your recent dream
 
"We have to see many new places, people, and situations that have the air of wonder about them. Also, all the little things like a shine of good weather, a surprisingly tasty snack, or even a surge of uplifted mood in the camp - these things became much more precious because we can no longer drown them in the general level of comfort we have had surrounding us in Kirhol. Not sure if it would be fair to say that our trip is ridden of its good moments, but it doesn't make much easier getting used to the feeling of the constant, unknown, and overhanging threat, which can manifest any time in any unthinkable form"
. You took a little pause and then continued: "When Ulren found me, I did not have this problem due to being unable to grasp what was going on. I just reacted to the stream of events with little to no thoughts or doubts, just like a simple critter would. But now, I can't help but think about the adequacy of my actions, where they lead me and all of us and doubt if there wasn't a way to do it better. I'm just afraid of what could be ahead, and these strange dreams of mine - the ones Rosaline said are induced by my arcane affinity and are believed to be prophetic - they don't add up any confidence either".

"Strange dreams?"

"Well, yes. There was one just under an hour ago. In it, I saw myself on some unknown island in a company of three... four starkly different versions of myself. Why?"

"I used to parse dreams for girls back at Dalgaard's mansion. You can say, it was a hobby which I picked up from the role model of mine. I may not be an expert in it, but I'll try my best. If you don't mind sharing, of course".

That wasn't exactly what you expected to hear from her, but after a brief consideration, you began to relay the details of the vision that haunted you with immaculate attention to details. Predictably, your story stretched up in time, lasting for long enough to cause you to summon a tiny light sphere to illuminate the surroundings and for Amalia to sit under the same tree nearby you. She did not ask you for specifying questions and neither did she interrupt, which made you glance at her from time to time to acknowledge her attention. You were ridden of all suspicions once you finished the illustration of your dream.

"If we take out the possibility of this dream being a literal prophecy, it may be a sign that you find it hard to accept yourself after what happened near Zogun. At least, that is what the hints are pointing at".

"I'm not saying that you are wrong and that there isn't such a problem, but what makes you think so?"

Your answer made Amalia smirk, "okay, let's see: the central figure of your dream is the corpse of your version that was lying in the pose of the man you took down. As you said, this particular copy of you seemed to be the most identical to the actual you, which can mean that the old - the innocent - version of yourself died with this man. Those three other doppelgangers were looking like you but had very distinctive features, which means that they may be connected to your facets as a person".

Subconsciously, you cocooned yourself with your wings, feeling a little embarrassed by the fact that someone was now digging in the reflection of your mind.

"The one with arrows may be the depiction of your courage and rigor. If so, then her reaction on your intrusion might mean that you are expectant and demanding to yourself regarding overcoming hardships. It may mean that you are often having the inner dialog with yourself on the topic of your preparedness. The fabulous one, on the contrary, can be the facet of your sociality and empathy. Her gesture may mean that you feel frustrated about some social situations from your past, or that you have little confidence in your more social abilities. And the arcane-infused one... her description sounded creepy if nothing else, and I have little to no idea what she might represent. Perhaps, your unity with the philosophy underlying your magic? Or maybe your rationality and intelligence? My best bet is that her "I'm in control" gesture means that you see most of your value somewhere in these spheres or that there is an innate drive to advance the arcane part of yourself.

In any case, I think that your dream means your confusion about who you are as a person or, rather, what is your "personae", how lady Rosaline would say, which was provoked by the strong emotions you experienced"
.

"Is... is this bad?" You legitimately could not squeeze a better question.

"No, you silly," Amalia's voice was pretty contrasting to your own, "It just means that you're maturing," she nearly lost a giggle saying that. "Say, among those figures that you saw, who of them represented you more closely?"

[] "The stern one"
[] "The glamorous one"
[] "The radiant one"
[] "The stern and glamorous"
[] "The radiant and stern"
[] "The glamorous and radiant"
[] "None of them"
[] "I don't know"
[] Write-in
 
Last edited:
[X] "The glamorous and radiant"

We like to social and we like to magic, but I don't think fighting is anything but something we NEED to do
 
The number of time he had to bail out not only you but everyone else was starting to look awkward.

I worry about him, too. We haven't a good chat (or any chat) with him in a while, have we? I think we should remedy that soon.

Regardless, he was now relatively fine and in possession of one more reason to call himself a part of "your typical literature adventurers who start from slaying rats and wolves and then proceed to bandits and basilisks".

Karl's meta-gaming old man powers are formidable.

[X] "The radiant and stern"

Evil Light Overlord Lady here we go!
 
"There was something odd about the glowing one, something hardly describable. My best estimation of what I felt is a higher degree of that congeniality feeling,"
you made a short pause to mulch what you have just said, savoring the residue of that hardly-explainable kinship feeling from seeing a creature of thaumaturgy, "and I will be a liar if I deny that the one with the veil and a flower wasn't captivating. Wish I could be as expressive with so little effort and inventory".

"Oh? Oh my. And here I was, about to say how much I admire your boldness~".

"Never knew you are a tease".

"Maybe just a little. But seriously, I did not expect you to answer this way. From what I have seen, you tend to act very formidably when there's danger inbound".

You just weakly shrugged with your wings and shoulders, "Given the choice, I would prefer not to fight. I did what I must for the sake of others and myself, not because I enjoy throwing myself in harm's way".

"I see... Still, it may be something you can be proud of. Certainly, Ulren feels this way about you, and so do I".

You expected to steam off, but you did not expect to hear some pep talk. It felt a little bit awkward. Not exactly unpleasurable bit still awkward, which was registered by Amalia.

"Aww, you are so cute when shy~" she teased you again, which made you visibly blush. "Alright, back to your dream," she continued and put her fingers before her as if trying to enclose your view in an invisible frame defined by the corners formed by them. "So, you say you have a thing for magic and charm, eh?" her intonation was still carrying those faint teasing vibes, "Such an image is neither unknown nor obscure just so you know. There are many legends - especially the older ones - which mention territorial spirits that safekeep their lands and take shapes of alluring women when the need to communicate with mortals arise, or those majestic seers from Pherinian legends, who were told to be the daughters of Highfather himself and thus communicated his will to the world. The visage of mystical mistresses capable of pulling the strings of the world's powers as well as people's hearts have left deep imprints on beliefs and even established religions, and with all your talents and qualities, you do have quite the potential to become such. Maybe, one day, I'll be telling others the legend about you~".

"Sounds fancy, but I can't be any further from being such a figure if I'm unable to manage my troubles without help, not even mentioning making others play nice".

"But you already did!"

You did not voice your question, letting Amalia read the inquiry that was written on your face.

"You did just define the image of whom you would like to be, no?"

"I believe so, yes".

"And this is what ultimately matters: even if the circumstances force you to doubt yourself or your course of actions, you have the vision of whom you wish to be, and so when in doubt, you can and should act as if you are already that person. If the hardships make you reconsider this vision, then you can and should take the chance to improve it. Surrounded by the ragtag misfits such as us, you have a treasure many nobles, warlords, and royals lack: the freedom to invent and reinvent yourself, staying away from the clutches of mediocrity and burdening expectations from the outside".

Maybe, this little speech of hers sounded a bit too cheesy for your tastes or, perhaps, it did strike you with an insight or even understanding. Regardless, you held a little pause.

[] "I don't mean to be rude, but this sounded awkward".
[] "You know, since the very first day at Dalgaard's mansion, you always struck me as...
-[] "very strange"
-[] "gone in the head"
-[] "creepily perceptive"
-[] "rather special"
-[] Write-in
[] "... About this role model of yours: isn't it by any chance..."
-[] "Rosaline?"
-[] "Morinth?"
-[] "Erika?"
-[] "Claudius?"
[] "Err... Thank you... I guess" (break the conversation)
[] "Can we talk about something different, instead? For example..."
-[] Write-in
[] Do/say something
-[] Write-in
 
Last edited:
Back
Top