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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Glad to see your still doing ok. Don't push yourself to hard. Well all wait happily for the next misadventure if Lucy.
 
4.0 Bloom 8 of the year 1469. "The house of troubles"
Windy, humid, and yet warm weather enveloped the outsides of your new shelter. Still, it wasn't the howling wind that interrupted the somnambulic recovery of your group: it was a series of Karl's sudden, pained grunts. Half of your little pack of vagabonds had a dubious opportunity to listen to the man's wet coughing and observe his spasmatic wriggles before you and Isaac rushed to his bedroll. The man's squirming was relatively tame but still noticeable, accompanied by the wildly darting eyes, fever, and irregular breaths. Shortly, you felt the tiny wave of the arcane emission originating from Issac who, despite bewilderment and confusion, attempted to put at halt Karl's worsening condition. Concerned, you put your hand at the shoulder of the former, catching the latter's wild and feverish stare drilling through you.

In a matter of a few more seconds, your uneasy (if not to say startled) eye contact with Karl was broken by the ques of his wounds starting to bleed once more - the sight which made you lose your cool as well as sent Issac in a rushed hustle with bandages. For a brief moment - out of the scare - you considered amplifying Isaac's arcane aspect's capacity, reconsidering at the last second out of fear to cause harm to Isaac, who was using his own vigor and integrity as the arcane healing fuel. Distraught a little bit, you diverted your gaze, catching a glimpse of Amalia doing her best not to stare at the commotion while darting to all the corners of the shed that was now your shelter. Unlike cozying up the place to at least some habitual standards, she was evidently failing at trying to stay calm and ignore the occurrence. Slowly, your gaze shifted away from Amalia, who was tying up fabric pieces onto ropes for visual space separation within the shed, and landed onto Ren: he was still sleeping on the bedroll with his face turned to the wall. With how much effort he put to get everyone this fare safely, it was a small wonder first seeing him knocked off like this only now.

While you were brushing the interiors of the quite spacious shed that was originally purposed for alloys, coal, wood, and even bones with skins, you nearly failed to register Isaac, slowly stepping back from Karl's bedding. His facial expression suggested that the crisis was averted, yet he had no idea what caused this momentarily dip in Karl's condition. Karl, in his turn, seemed to be drenched out of strengths and put into a troubled nap.

"What just happened to him?" You asked Isaac softly, tugging him by his robe's sleeve, to which the lad procured his wooden board and a piece of coal, gesturing you to conjure some light. As you did so, he scribbled the answer, "Sudden pyrexia of unknown origin..."

The "unknown origin" inscription put a faint frown onto your face: despite not having proofs of it being the symptoms of the void contamination, all things considered, it appeared as the most reasonable justification. For a heartbeat, you felt like spilling the truth about Karl's invisible ail, but the better consideration hastily subdued it. After all, seeing how sharply others react to the matters of souls and manipulations with such, Karl would likely face ostracization before you could even attempt to rectify his condition...

Disheartened by the situation and unpreparedness for tackling it, you put your focus into the supernatural senses as if fleeing from the present as if it would yield you any clue or solution. Silently, you recounted the soul sparks, from the Mia's, who was dormant in her locket-bound, to Sephorah's, who was prowling in the yard outside the shelter, to Karl's, the current pattern of which gave you the vibes of candlelight struggling against a manageable but persistent wind. It was at this moment of internal escape when a new soul spark entered your field of perception - a sufficiently harmonious even if a bit tarnished soul of this place's owner and, by extension, your new host.

By the moment the door of the spacious storage opened, you were already facing the gap-to-be and the brick-ish face that peeked through it in a moment. It was Hjorn - the renowned local blacksmith and Ulren's old friend (from your yesterday impressions). And, by extension, a bhiroth.

"Are ye folks doing fine?" The man's voice was relatively warm even if with a tilt of hoarseness, which contrasted with what one might expect from a stereotypical bhiroth.

Realizing that everyone except you was either having rest, attending actual matters or prowling around, you glimpsed back at Amalia, giving her a swift "I'll take care of this" look while she was converting the depth of the shed into something habitable.

"Yes. Much better than in the wilds." You answered to the man while retraining your eyes at him and giving a spontaneous smile, which seemed to catch him off-guard.

"Uhm... If you need more buckets for water or whatnot, don't shy from nudging me." You felt like his reply was hastily clobbered and indicated not as much as his concern as his desire to socialize. You could not blame him, though: should your good old friend come by with an entire convoy of individuals, you would also be curious. So, nailing down the host's intentions, you gave Isaac a parting brush with one of your wings, which seemingly delivered him from the state of confusion to mild shyness, and proceeded to the exit to provide Hjorn with some company.

"Thank you again for giving us shelter," you spoke to the man, diverting his attention from your battered and tired party member to yourself. "Having a whole score of people by the doorstep must have been way too out of the blue for any semblance of comfort. And for that, I would like to apologize on behalf of us all."

Your words and an innocent shrug with the wings made the man embarrassed a little, as his faint blush was visible even from the grime each blacksmith seems to have during the workdays. His embarrassment did not last for long, though, as he waved it off, saying: "Eh! That's nothing. Having a long-time friend, tested by the years on the line of duty, outweighs everything else. And it's not like Tevon-Talab is receiving enough shipments and caravans with materials for me not to have any spare space."

As you successfully initiate the dialog, both you and Hjorn slowly began to pace away from the shed and into the rest of the blacksmith's walled yard. It struck you yesterday to see that even behind the external town wall, many of the buildings were surrounded by wooden palisades, giving unsavory impressions about the safety levels or the dwellers' hospitality. Hjorn's conduct, however, proved your worries about the reception by locals to be for naught. The weather outside was still melancholic, combining the lukewarm winds and tiny semblance of the rain. In a way, it was refreshing.

"Think what you may, but we appreciate your hospitality a great deal. From what I gathered, Turanians aren't the type of people who would offer a roof to absolute strangers who could not find shelter at the taverns and boardinghouses along with all the refugees."

"Turanians sure are suspicious and tend to stick to their own, but Kyr's friends are my friends," the man replied bluntly, "And you must be Lucifina?"

In response, you smiled at him and attempted a little curtsy, which Rosaline taught you months ago. "Did Ren mention my name in a tie with me having wings?"

"Aye, but he characterized you to be as sweet as a peach."

Now, it was your turn to spill out some blushes. But Ren is Ren, making it silly to expect any other characteristic of you. Still, having the physiological element mentioned, you could not help but eye Hjorn's peculiarities, which he had in plenty. The most catchy of which was the absence of his leg below the left knee: instead of the feet, he had a rough wooden semblance of the prosthesis that looked like oversized, grotesque bird feet.

The second blatant detail was a big round label burned square at the center of the man's forehead. You did not know what it meant, having even less enthusiasm for asking about it. But your memory, however, smuggled you a recollection of one of the Heimar's Rest tavern visitors having a similar one back in the day Rosaline took you to the center of Kirhol. Your instincts told you that it is too early to be nosy, and thus you obeyed them, adjusting the flow of conversation.

"That is so much like Ren. Say, how long do you happen to be friends? If it's fine for me to ask."

"Oooh. We know each other for... almost three decades." The last part of the sentence sounded like a question addressed to himself. "We were in the same group during the Initiations tuition: the same generation, you see. It was back then when the war of the First Stare broke out, and both of us were eventually re-oriented to become hermadurs, and, at the time of the Krodoss counter-offensive, we were conscripted. Not precisely the veterans, but that war brushed us too. And after it, we've been legitimate hermadurs, doing rounds west of Krodoss to ward off the blight spawns, and many more. If not for Kyr, neither the other lads from our unit nor I would have survived the Strasford incident. One does not come across as many friends like him."

The more you conversed with Hjorn, the more questions you gathered in your mind. What happened at Strasford, and why do you hear the mentions about it so frequently? Why does Hjorn have that label on his forehead, and what happened to his leg? If Ren is such a good friend, then why didn't he stick with him? Is it because of the same reason he did not stick with Dalgaards? You weren't sure about seeking answers for those questions right this instant, but you made a mental note that Hjorn might be a big depository of clues, if not answers.

Phasing out of the boiling thoughts, you caught Hjorn silently staring at your wings with a part-confused and part-derpy expression on his face. Ren told you earlier that Hjorn will not spill out the word about your 'uniqueness,' but it still felt awkward flashing your wings to someone you barely knew.

"Do you... want to touch them?" You asked, vying to predict his stream of thoughts and intentions while theatrically unfolding your ivory wings a bit.

"... Nay. Better tell me, how do they feel like? Can you fly? And how do you cope with fitting clothes or armor with these two things?"

His answer has wounded your pride! How come someone not wanting to brush your oh-so-posh feathers?! Preposterous!

"Well. They feel not much different from arms, even if slightly less dexterous due to the absence of palms. Yes, I can fly. And wardrobing is a bit of a headache. Fortunately, Amalia is always eager to lend me a hand when repurposing something for my wear."

The man's whistle heralded the response. "Armoring you up would be a rare challenge. Nothing but a half-cuirass would fit because of those wings of yours, and then, there is the problem of weight and chest. The abdominal convex will have to be ridiculously jutted forward to allow the conventional glaze angle without suffocating you. And there is no way of knowing if you could still fly with it."

"Ah. You seem to be passionate about your job," you replied with some hints of awkwardness while scanning the interiors of the walled yard: alongside the spacious and visually well-maintained shed (storage?), there was a stone well, a not-so-well-maintained parody of a little garden (from which Softie the horse was nibbling vegetation), and a house with the adjusted smithy. Unlike the hut, the smithy section looked much more presentable, raising the question of where the habitant spends most of his time and where does his job versus recuperation priority lie. Recalling Ulren's cell at the Dalgaards mansion made you suspect the work-over-life attitude to be a part of bhiroth's mentality. While studying the surroundings, your supernatural senses returned you feedback that put a faint frown on your face: Sephorah's soul spark seemed to be inside Hjorn's hut. Is this how she imagines making the first impression of oneself?! The audacity of this girl...

While you were internally outraging and pondering on what kind of talk you would have with Sephorah after this, Hjorn began to limp towards his shack, calling you out.

"Oi, would you like some smoked dried venison? If things go as they do, it will soon become a delicacy."

To win Seph some time and to prevent a shriekingly unpleasant situation, you jumped on the conversational opportunity that the smith gave you instead of following him.

"Oh, thank you, but I'll have to pass: we still have supplies from the road which we must finish off, not mentioning what you just said about shortages. But, please, you can treat me the news and details about the local situation."

When the man almost made his way to the threshold, you sat at the porch, demonstratively easying your wings in an attempt to convey that this is the place where you'd like to continue the conversation. Sephorah's spark froze in space for a moment before unconfidently changing its dislocation. As for Hjorn, he gave you a stare as if considering or assembling something in his mind, and then sat nearby you.

"The situation is - if you'd forgive me for rudeness - shit, Lucifina. And it only gets worse, just like a chainmail billet that contains a few missing links. As if the news about the rising tensions between Nyr-Rhathon and Olfadir weren't enough, there is this animal plague. Locals had to slaughter most of their kettle one moon ago. Ever since, critters were acting rabid, from pesky burriks to much more imposing chimeras. Hunters report that a lot of game has the signs of infection of sorts, which might be the reason that drives it rabid."

"Yes. We've been crossing the Baitszun bridge when animals began to act aggressively. And, once we reached Baathor, we've got involved in the wildlife rampage in its suburbs. An afflicted royal manticore, from what we gathered later. One of us," you raised and accentuated your voice a little bit while speaking out the next five words, "who always gets into trouble, nearly perished to it."

Hjorn did not seem to comprehend the underlying reason for your sudden vocality, just shrugged. Sephorah's spark, after a momentarily stop, began to distance itself from you slowly and, hopefully, out and away from the premises.

"So that's where you got that bundle of hide and bones... Some prime material that is. Can only imagine how bothersome it was to drag it all the way here from Baathor, but believe me - some nifty pieces can be made out of them."

"I trust your judgment on this matter, and so does Ulren, given that it was he who suggested we make use out of this... uh, 'trophy.' Even more - it came up unexpectedly handy yesterday when we had to persuade the militia to let us in by pretending to be merchants and presenting those carcass pieces as a trade commodity."

"Oh. 'Tis pity that you had to refer to that, but at least try to understand them: the town is full of refugees from the villages ravaged by that newly-appeared giant horse-man-viscera blend of a monster, the wilds are dangerous because of the animal's rabies, and there seem to be a manslayer within the walls who particularly fancies murdering Kheree hunters."

"Kheree hunters?"

The man gave you a strange eye as if wordlessly asking just how far away did you come from. "The only guild in its true meaning that operates across Blugd-Tur plains. Hunters, mercenaries, fighters, and other professions. Their guild is ancient and runs like a big family or a clan, receiving to its halls the outcasts and poor souls who lost everything and had nowhere else to go. Given that they somehow get to Tevon-Talab, and manage to prove themselves at least in something. They do hunts, exterminate menaces for reward, guard caravans, keep order in this town, and, rumor has it, even do hit contracts in exceptional cases — an odd blend of militia, family, and mercenary company."

"Do you think there might be an agenda behind the killings of their members?"

The man sighed out before answering, giving it a brief thought. "Tevon-Talab is a neutral town, independent from both Baathor and Ertanghall clans. Seeing how these two are preparing to bite onto each others' necks yet again, it won't surprise me if either of the sides would want to wear down our capacity to sustain ourselves before going in on an attempt to establish their control over us. Seeing how many pikes they send here, it might as well be the case. Things are so bad between them that I regularly hear the news of blockades and travelers kidnapings. But even if the murders are random or unrelated to politics, with each lost Khereen, we are getting closer to turmoil and famine."

You struggled to find words that would lighten up the atmosphere a little, but the realization of just how royally screwed you are for getting stuck in here prevented you from doing so. As if managing to read and interpret your perplexed grimace correctly, the man followed up.

"Approaching imminent hunger because of the lack of caravans reaching overcrowded Tevon and farmers, fishers, and foragers fearing to prospect, with dangers lurking beyond and inside the walls, and shadows of at least two wars looming over, call me a nutjob, but I think we'll make it through."

You raised a brow questioningly while giving him a concerned look.

"The old Tevon has been thorough worse yet still it stands. It stands because, in times like this, people always backed each other up despite anything. And I could not hope for a better company to back up in times this hard."

You gave him a faint smile, considering his words.

"On our route, I've happened to witness a handful of proofs to what you just said. Here's hoping this statement of yours would stay true."

In reply, the man just nodded with his grimy blacksmith face, continuing with the topic switch: "Are you sure you don't want that venison?"

____________________

You are de-facto locked in a town besieged by problems, and your further path is blocked in many ways. You need to gear and supply up for a long march, find a guide or a route to follow, and, most likely, to recruit an extra pair of hands or two to reach your destination intact. And those are the perspective tasks, which do not even brush over the need to get your party back to shape and, especially, find a solution to Karl's condition.

You pondered about all these bits of trivia while watching the sun starting to go closer to the horizon with an absent gaze and a mouthful of dried venison. It tasted disgusting, making you want to compose a plan of action for the rest of the day and to follow on it as soon as possible.

____________________

Karl's void contamination state:
3 (base) * 4 (severity) X 2 (spread) -> d2 12 willpower checks for resistance.
In case of failure(s), the CON / WIS attribute check(s) against harm is 7

- each set of resistance checks would happen after each story day or two
- each failed willpower check warranties +1 to severity for the next round
- two or more failed resistance checks warranty +1 to spread for the next round
- if the sum of willpower rolls surpasses the sum of willpower checks warranty by twice, 1 spread is subtracted for the next round
- if the sum of willpower rolls does not surpass the sum of willpower checks by twice, the target receives -1 to willpower for the duration of contamination.
- each failed willpower check leads to either CON or WIS attribute checks, which are the sum of the base and severity

Lucifina's treatment capabilities:
3 (base) * 4 (severity) X 5 (incompetency) -> 5 independent arcane skill checks -5 VS 5 base * severity tests (12)
- to cure the contamination, all the test must be beaten
- each point of incompetency decreases the arcane roll result by 1 and increases the number of tests by 1
- to decrease incompetency, Lucifina must practice manipulating with soul sparks or seek help from other characters proficient with spiritology
- in case of unsuccessful curing checks, the severity and/or spread of the contamination will increase for the next turn.

____________________

Lucifina's actions for the rest of the day:
-[] Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...
--[] Ask him about his past and background (Free CHA roll for better results)
--[] Ask him why didn't he stick around with either Rosaline or Hjorn (Free CHA roll for better results)
--[] Relay Sephorah's gratitude and try to influence him to go easier on her (Free CHA roll for better results)
--[] Write-in the topic/action (rolls, if applicable, are to be determined)
-[] Go for a stroll to the market stalls with Lia and Seph to inspect the prices and seek for good bargains (Free haggling check for better results)
-[] Go for a tavern information/jobs hunting stroll with Seph and Lia.
-[] Write-in (rolls, if applicable, are to be determined)
-[] Try to cure Karl in his current condition with what capacities you have.


Gosh, lads and lasses, did I miss ya! :3
 
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Well if thats the case then i say we get two promises out of the way then.

-[x] Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...
--[x] Relay Sephorah's gratitude and try to influence him to go easier on her (Free CHA roll for better results)

we can keep our promise with seph and mia as well as hopefully learn from mia something useful to help our hurt friend.
 
So today's RNG calculator for treatment.
  • Progression check at +8 vs 12 is 72/26/2% of double pass, single fail, double fail. At +7 that's 64/32/4%.
    • Severity from failed checks is not good, increasing the required check to 15 (49/42/9%), 18 (30/50/21%)
    • Double fails into a spread can get ugly, turning into 3 checks against 18 at a minimum for 17/41/33/9% at 0/1/2/3 fails
    • Spread reduction is 2d20 + 16 vs 48 (12x2x2), or ~11.25%. If we have a spread, 3d20 + 24 vs 108 (18*3*2) is 5.7%
    • Also note no check reduces severity, only spread, so always will be vs 12 at a minimum
  • Harm checks on progression fails are 50/50 for CON (-4) & 75/25 for WIS (+1), call it 62.5% overall assuming coinflip on which check is needed.
  • Healing at 5 checks at +8 (+12 -5 modifiers) against 12 is 33%
    • 4/3/2 checks at reduced penalties -4/-3/-2 vs 12 is 52/73/90%
    • Not full success = severity increase or spread is gonna suck
Complicated set.
 
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Alive once more.
this rng sure does confuse me, honestly, but I'm just gonna assume odds are "not good", better up those
preliminarily I'll just vote this idk about subvotes
-[X] Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...
 
Alive once more.
this rng sure does confuse me, honestly, but I'm just gonna assume odds are "not good", better up those
preliminarily I'll just vote this idk about subvotes
-[X] Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...
You forget the secondary action you can pick from taking that one.


--[] Ask him about his past and background (Free CHA roll for better results)
--[] Ask him why didn't he stick around with either Rosaline or Hjorn (Free CHA roll for better results)
--[] Relay Sephorah's gratitude and try to influence him to go easier on her (Free CHA roll for better results)
--[] Write-in the topic/action (rolls, if applicable, are to be determined)
 
-[x] Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...
--[x] Relay Sephorah's gratitude and try to influence him to go easier on her (Free CHA roll for better results)
 
It's good to have it back. And it's also nice to see Luci finally get to use her charisma stat like that. She totally controlled the flow of that conversation.

-[X] Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...

Beautiful maiden with wings, walking alone at night with a witch-y cat in an area where world goes to shit. I'm sure nothing bad will happen.
 
You forget the secondary action you can pick from taking that one.


--[] Ask him about his past and background (Free CHA roll for better results)
--[] Ask him why didn't he stick around with either Rosaline or Hjorn (Free CHA roll for better results)
--[] Relay Sephorah's gratitude and try to influence him to go easier on her (Free CHA roll for better results)
--[] Write-in the topic/action (rolls, if applicable, are to be determined)
yeah I still haven't decided what I want out of that, or "idk about subvotes"
 
Beautiful maiden with wings, walking alone at night with a witch-y cat in an area where world goes to shit. I'm sure nothing bad will happen
Already happened once, like, two in-story days before. Up to a letter. Doubt anyone from the involved would forget it.

Anyway, I'll keep it open for a day or two for anyone willing to jump in. Albeit might as well start drafting the next one since no unpredictable moves were made
 
Follow up on your promise to Mia to walk her around town at night in exchange for souls aspect learning assistance. Ren surely won't let you out alone, so take this chance to...
&
Relay Sephorah's gratitude and try to influence him to go easier on her (Free CHA roll for better results)

Okido. Let's see how peachy Lucy gonna go on Ren...

Hmmm... 12 roll + 10 bonus + 1 perk base + 4 Ren affection tier perk bonus = 27


Very hard21
Epic24
Legendary27
Godly30

... Yup. Convincing enough. The risk of unintended consequences is real! ALL HANDS ON DECK!
Teloch threw 1 20-faced dice. Reason: Lucy CHA Total: 12
12 12
 
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oh whats the worst that can happen our big bro ends up not trying to constantly start a fight with seph.... wait that take all comedy away from this group ABORT ABORT DAMMIT ABORT MISSION
 
Eh i kinda shipped them from the start so im ok with that.

That would be ok if she felt something like that in return, but his feelings wouldn't magically maker her feel them. Even though you wanted it, Lucy doesn't.

Even though I completely understand you, I too think that they'd be cute together. But alas.
 
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