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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He sounds jaded as all get out...Also heya Teloch, it's been awhile since I was last active in this thread. And as far as missing all those companions, all those adventures...Uhh.
Last I recall it was kind of a bird in the hand, two in the bush scenario and I didn't want to take risks, though seeing how many companions we COULD have gained, versus what we have now...Well. Good thing we have so much charisma! And here I was thinking we shouldn't have grabbed both companions as it was. Guess I was kind of mistaken?
 
Guess I was kind of mistaken?
Both yes and no. Grabbing Jory was a rather poor move in short-to-mid term perspective, but you can now pivot his development in one way or another. As for extras, uh... I've drafted difficulty and situations with eight team members in mind at the time of arrival to Tevon-Talab. Guess, you can do the math. Also, as for the missed companions, you've successfully eluded Jory's potential waifu (and an auxiliary character-development engine) by not choosing to visit the hut with a watchtower, and there is no logical way for me to put that character into the fourth chapter. Soo... F for Jory, I guess.
 
Near the outskirts of Tevon-Talab. Sephorah's perspective
As the party proceeds to its destination, you can feel the elated sort of tension about it. You can see it in the sure and somewhat hastened gait of the bhiroth, who took the spearhead of the column while also agreeing to carry some extra cargo freeing the mount for the injured mage. You could hear it in Amalia's unstoppable chirping about Turanians' weird traditions like stealing brides for a ransom and exchanging clothes with one's scent as an affectionate gesture. You could see it in Sparkling's eyes, trained on the horizon and deep in thoughts. Even Jory - the hysterical sob who got some whippin' yesterday - was atypically scant on out-of-place remarks, entirely self-consumed. This sense of animation only strengthened when, after seeing two distant steadings which were visually abandoned and in disrepair, the group finally encountered an occupied one, which looked more like a miniature fort than a farm - the sign that your intermediate goal was not far ahead and that it might not have been destroyed by raiders or overrun by hostile fauna.

But even if you were quick to read the emotional states of your companions, as their responses would soon indicate, they did figure out the same about you, for you felt a different kind of tension. It is the curse and the blessing of your kind, the thing that drives most of the daevas and makes them who they are. It was way too long since the last time you let it loose, causing the feeling, physical equivalents of which would be either nagging pain or irritating itch. So, after momentarily testing your voice, with no other forewarning, you put off the lid from your artistry, breaking out in a song.

And you sing. You sing a variation of the spring hymn - a song so popular among the celestines' art school of your people, a follower of which you once were. You sing on Kathran, carelessly leaving your companions astonished and wondering. You sing about the gentle flows of Issaran, about the golden dawns over the Ussar's bay, and about Shipput's wildflower meadows. You sing in defiance of the soldierly lifestyle you are living by now but also in celebration of, for once, meeting the springtime as a free person. Even though you have never considered yourself a pious individual, voicing these full of hope lines turns into a prayer of a kind, a prayer not addressed to Maat, Ashara, Drumkad, Alzahal, or any other deity, but the world as a whole. A prayer with the unspoken plea to see about the end of your life's metaphorical winter. Even if it were years since the last time you sang and even more years since you did so on your volition, the lines come straight out of your heart, for a moment reconnection you with the person you once were - naive and hopeful. This bittersweet sensation fades as soon the stream of lyrics runs dry. As it does, you sigh and look around.

The expressions of your companions, for the most part, have changed significantly since your last inspection. Amalia - for once silent - stared at you with the wide, starry-eyes, and an astonished grin plastered on her face. Lucy's expression appeared to be of genuine surprise and a welcomed sort of it. Isaac slightly opened his mouth and, which seems quite typical of him, blushed somewhat. The pyromancer and the amateur alchemist did not display any strong feedback, though, which weren't something unpredictable given what they have been through recently. And as for the bhiroth mercenary...

The oversized frame makes a couple of slowing-down steps before standing still, almost making you collide against it. The first thing that sparks in your mind is that there's an unavoidable squabble incoming, which motivates you to stock up on quips and poisonous remarks before for the first verbal barrages. The bhiroth turns around and stares at you with an almost impudent studying gaze as a particularly nasty jab regarding northerner's appreciation of art freezes on your lips, ready to shoot away at any second: Amalia's and Sparkling's faces of amazement stained with the hues scandal's uneasy trepidation.

"That was actually... pretty nice." The bhiroth finally speaks after a few seconds of considerations.

As Lucy's and Amalia's faces are now stained with the hues of the third emotion - which is confusion - you scramble for an answer. You expected him to initiate yet another verbal battle, justifying it by some nonsense reason like the risk of your performance drawing unwanted attention or whatnot, so it's not a big wonder that all you manage to squeeze out is an awkward "Why thank you. I guess."

You hear both girls behind you sigh in relief while the bhiroth turns his back to you before continuing his tread.

" 'Tis easy to recognize the real skill if there's one. You didn't doubt it, aye?" The burly man speaks to you without turning or even looking over his shoulder.

"No. I just wasn't exactly expecting this response - not from someone of a kind that isn't exactly famous for their love of performative arts." you repurpose that previously-prepared jab as carefully as you can.

"Aw, come on, Seph!" the maid girl interjects from behind your back, "Rhoths do know how to sing! They even have the singing style of their own, which they call though or simply tho', but which, in essence, are shortened cantatas."

"Thos are not your regular songs that are sung in taverns for everyday leisure - they are either practical, aimed to help Hrofdurs keep the tempo of their manual labor or steel the morale of Hermadurs, or celebratory. Each bhiroth caste has its own set of popular thos. Some of them overlap or are universal for all the kin, but what unites them all besides the form is that they are practically purposeful."

"Another day - another lesson," you reply playfully, "But, perhaps, it would be too much to hope for a live example."

A gasp rings from behind you, followed by an exacerbated, "Can you sing us one, Ulren?"

"Haven't I just told you that they are mostly purposed?" the man answers, "And I don't recall a single one specifically composed for casual wandering."

"Aren't there any marching chants?" You assist Amalia's effort, motivated by the sheer curiosity of whether or not you would be able to make this overweight pile of living bashfulness budge at least a bit.

"We aren't exactly in a stretched column of hundreds that needs vocal head-counting for integrity's sake," Ulren replies with annoyance in his voice.

"Ple-e-e-ease?" Amalia persists, "You have just told us that some thos are celebratory. After what we've been to recently, isn't it possible to find one to celebrate us making it through?" To that, Kyres sighs out almost dramatically deep and turns around to stare past your shoulder at Lucy with noticeably pleading eyes.

"I'm sorry, Ren, but I think it would be more comfortable and less time-consuming for you to oblige them once than to fight tooth and nail repeatedly. Besides, there's nothing feasible I can do about their enthusiasm." Sparkling replies in polite if a bit playful tone. You sense that she's about as curious about the subject as you are.

"Traitor..." the bhiroth replies with the mocking sort of grumpiness to his voice before facing the road ahead. And then, after a few irked grunts, he begins to spell out the chant on what appears to be his mother tongue as you listen. The rhyme seems rather simplistic, but the roughness and "aggressiveness" of the rhothan language adds a heavy kind of melodic furnishing to the composition that amplifies the core motif. The piece itself, on an emotional level, sounds rather grim, with only sporadic lines hitting for the high spirits and then delving into the neutral intermissions. If nothing else, you think that this particular chant was composed not as much to celebrate anything but instead to steel resolve and demonstrate defiance in the face of something. Even if it's way too different from the songs you heard before, you find some entertainment in it.

Then, you take a few seconds to process not the chant itself but the performance of it. Kyres seemed to struggle with words in the first couplet out of the three that he decided to pamper you with as if he attempted to recall the lyrics. Still, closer to the middle, it felt like he got a hold of it, delivering the vibes of reminiscence and even pride, before ending composition with the voice subtly tinted with sadness. Whatever he sang to you, it appeared to be something he might have a personal connection to.

As the man falls silent, a series of fast little claps emerge from behind your other shoulder, and you turn around to see Amalia just as smitten as after your performance. Lucy, who walks by her side, appeared more confused or even intimidated by it, though.

"Thank you!" The maid girl nearly squeals, to which the man only grunts in reply, "Can I ask what's it for?"

"It is what we were yelling out at Strasford," the emotionally blank reply returns instantly.

"Oh. Oh my..." Amalia's facial expression changes to an awkward one, which would better fit someone who has just received an answer they weren't anticipating or less so predicting.

"You have our collective gratitude, though," not knowing the context of whatever took place at Strasford and why it chiseled such a reaction from Amalia, you interject for the sake of the conversation, steering it away to the apparently safer route. "In the end, was it harder to perform or to resist the pleas?"

"Prior, I guess," the man replies briefly, oddly enough, you discern a faint seed of relief in his voice instead of predicted irritation.

"Then, it's only fair for us to spare you the trouble next time. Are we in agreement, ladies?" the girls behind you chuckle in response while the man snorts amused.

As everyone falls silent before the maid's another barrage of information regarding the Turanian traditional cuisine, you internally chuckle at the first case of mutual understanding between yourself and Lucifina's called protector. In all honesty, the event taking such a form was beyond your imagination.
 
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A day or two my arse

There literally can't be any better time to get some serious jaw ache >_>. Anyway, side stories are out for now, so Imma heading towards the re-reading/editing/archiving/advertising phase for a while. Might be the prime time for you to decide what should be done about the party in terms of vital skills needed and such because Chapter 4 gonna be very branchy. Thoughts on how to raise Lucy further would also be timely as you seem two have to colliding concepts regarding her. Also, how fares our shipping brigade?

PS: that link in the substory is how I imagine Seph's voice. Hope ya like it :V
 
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wait what happened at strasford
Mutual understanding through singing is nice though. Progress!
 
Thoughts on how to raise Lucy further would also be timely as you seem two have to colliding concepts regarding her.

I want a valkyrie or a fight-y angel (think Imperious from diablo) character.

Smiting her enemies with holy power from the sky before falling on them with a terrifying fury of the righteous in glorious melee... Yeah, I want that build.
 
Its good to see them getting along even for a moment. Which will hopefully continue after we tell our stoic friend that shes actually grateful.
 
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Fluff snippet #1
That gut-burning and eye-scorching feeling that ensues from revisiting the older content when your writing style and technique evolved a fair bit since writing it down.

Fluff snippet #2
My inner narrator, judging from the style, would look and act similar to a 60-somethings museum curator from Sheffield or Norfolk.
 
you know from the minute she was able to conjure light swords i always imagined her being able to eventually do like the picture that teloch posted, and now we are apparently very close to it now im even more excited.
 
Random fluff snippet #3

In the next chapt. there's gonna be a chance to nab a companion @Varano would likely enjoy a lot :D (Lucy have already read about it's kind)
 
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Chapt.4 soon.
The story routes have been lain down, the extra characters designed, and situations scripted. Even the opening post thumbnail changed to better represent where the party is now.

PS: Hope ya'll safe out there.


This makes me wonder if you would go to Yrsengard in chapter 5 or not...
 
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Sorry for the delay. Some minor health problems coupled with hectic phase in the company because of data environments migration.
Will continue asap.
 
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Glad to see this isn't dead loved our adventure with Lucy and big bro and the rest of them.... most of them. Looks at Jory we'll get there bud. So anyway glad your back get some rest then come out swinging. And can someone remind me what the winning vote was for this new turn?
 
Glad to see this isn't dead loved our adventure with Lucy and big bro and the rest of them.... most of them. Looks at Jory we'll get there bud. So anyway glad your back get some rest then come out swinging. And can someone remind me what the winning vote was for this new turn?
There are no votes in the midst of the chapters transitions except the development ones. The development vote went for lucy to acquire social (narrowly-speaking, party perks), and the attributes that went up were CON and Wis. So, expect her to progress more into the "lady of the lake" archetype a bit.
 
A technical bump post to remove the thread inactivity notifier.
And yes, I got me arse kicked into a vacation and hence writing the opening for Ch4 right about now.
The liver is still problematic, though...

I also prepared for the case of you trying to ship some characters
 
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