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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Added a group relationship-o-meter and updated the codex topics tab.
Yes, you will come across more raving lunatics potential teammates. Yes, I have a pool of them prepared. Yes, your decisions will lead to some of them while writing out others. Yes, there will be rant and banter. Yes, shipping is theoretically possible.
 
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Inserted tally

Yeah, not that many votes, but oh well. 'Tis rolling time

1) Helping out with wounds treatment: Intellect roll 12+5 > 13 (success), Pharma and treatment roll 13+3 > 13 (success), luck roll 2 < 31 < 37 (no effect). Fully successful action

2) Asking for defense practice: persuasion roll 10+4 > 13 (success), luck roll 2 < 7 < 37 (no effect). Fully successful action

3) Asking to read and explain a book for you: persuasion roll 13+4 < 20 (remotely close fail), luck roll 2 < 15 < 37 (no effect).
Failed action

Well, seems like education will have to wait
Adhoc vote count started by Teloch on Sep 28, 2017 at 10:59 AM, finished with 10 posts and 3 votes.

  • [X] Help Ulren out with wounds treatment -3p
    [X] Asking Ulren for some training -3p
    -[X] Ask for defense practice
    [X] Ask Ulren to read (and explain) one of the recovered books -4p
    [x] Study/train your wings -2p
    [x] Self-study the spirit aspect -4p
    [x] Inspect a set of oddly shaped bottles -1p
Teloch threw 1 20-faced dice. Reason: Intelligence attribute Total: 12
12 12
Teloch threw 1 20-faced dice. Reason: Pharma and treatment skill Total: 13
13 13
Teloch threw 3 40-faced dice. Reason: Luck Total: 53
31 31 7 7 15 15
Teloch threw 2 20-faced dice. Reason: Persuasion Total: 23
10 10 13 13
 
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While I'm drafting the next update, I would like to have some feedback and listen to your thoughts on how can I improve the thread (if you have such)
 
[x] Help Ulren out with wounds treatment -3p
[x] Study/train your wings -2p
[x] Self-study the spirit aspect -4p
[x] Inspect a set of oddly shaped bottles -1p
 
Eeeh. Sorry for the wait. It seems like SV templates should not be THAT trusted since I will have to re-write the update that I nearly completed.

2500 words from the scratch. Bummer

Oh well, let's get on it
 
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1.7 Of the dreams vivid and traumatic
Doubts and hesitance - the hobgoblins of all young persons - held you in their grip while you were observing the person to whom you owe your survival experiencing bodily suffering. Possibly, it was the benevolent nature that drove you to be helpful on this journey, or maybe you behaved so out of the cold calculation, regardless, you approached Ulren, who was fiddling with the salvaged bottles and bandages and looking at you questioningly. It took little effort for you to express your concern.

Resisting the disgust caused by the sight of the fresh wounds and blood, you attempted to help your partner to apply and fixate the medicated bandages. Because of a couple of icicles tossed by the snow fiends managed to get in the gaps of his armor, stinging below his right armpit, your assistance in wrapping the cloth around that zone was well-timed and meaningful. The second wound found its place on the inner side of his left thigh, and even though your assistance was no longer required, you still helped him out, medicating the bandages and managing the inventory. The wounds were minor, but they seemed to cause plenty of discomfort to your 'patient.'

Thorough having to observe the unnerving scenes (such as Ulren hissing angrily when washing the wounds) and struggling to understand the reason behind your friend's actions, you have learned the basics of the first aid. Among the lessons learned, there was the importance of cleaning the wounds from the outside irritants, the methods of fixating bandages over easily and hardly reachable surfaces, and the necessity of preserving blood within a body. Peculiarly enough, the process of learning was as easy as remembering something long-forgotten. This realization left a little mark in your memory. Besides learning some practical skills (your very first skills, nonetheless!), you also pinpointed a couple of observations regarding your friend's race and, possibly, him personally. First - the skin around his older scars that peeked from under the rags seemed to be thicker, forming on his hide in leathery plates, and his left hand seemed to be of slightly lighter tone compared to his right one (and also less hairy). These peculiarities of his constitution, as well as the overall differences in your species, sparked curiosity within your mind: how many races exist in this world? What are their traits and behaviors? Unfortunately, neither the time nor the set of circumstances was favorable to explore on this question, and so, you turned around in retreat, only to feel a hand on your shoulder and turning around curious of what can it be.

The answer was unexpectable - your friend wasn't finished addressing the matters of health, uncorking one of the recovered jars, taking some oily white substance on his two fingers, and busily dabbing it against your face! It was unexpectable, the substance was cold and horrendously stinking (you would probably characterize it as the stench of a rotten fish, should you ever smelled that), and he was methodically rubbing it in. For a few moments, you were struggling (and squeaking) like a kitten, demonstrating all of their dissatisfaction of being licked by their mother. Your comical protest was short-lived, however; the smell transformed into something pleasant, reminding of the herbal oils, your face - impudently and unmotivatedly bruised by one of these "Bhiroth" creatures - began to feel soothed. Gee, for someone as hulking and brutish as your friend, he has very soft palms. Alas, when you began to enjoy this show of care, he was done. Still, you were smiling - it felt good to have that trauma addressed and heartwarming to see your efforts acknowledged and repaid.

A bit later that night, you approached Ulren once again, now clutching the recovered books and handing them to him. Judging by his facial expression, he understood your plea in an instant but was not all-that-willing to indulge it. Registering that, you tilted your head slightly and smiled wider, attempting to break his resistance with your cuteness. That made him take the books unwillingly and to inspect them in the light of the campfire. One of them he flipped over in an instant as if it contained nothing he found fitting of explanation; the second one made his sarcastically-lopsided smirk to fade for whatever reason; the third one also evoked an emotion - a complex one that shown itself in his gaze shifting to you, to the book, and then to the campfire. You were beaming all this time while he seemingly heeded you your request. Alas, your optimism was cut short when he handed the books back to you with the slightly apologetic expression. Perhaps, it was too late for night reading, or maybe he found the contents inappropriate for you, but regardless, your curiosity left unsatiated. Bummer.

~~~~~~~~~~~~~~~~~~~~​
You are soaring high in the skies of the strange realm. It seems to be composed of the darkness below and the scarce sepia-colored light, seeping from a huge halo eclipse above and illuminating scarce patches of this strange space. Below you are rocky canyons that seemed to shape chaotically into intricate figures and then disintegrating into particles carried by the winds only to get re-assembled later. The scene of the chaos below is empowered by dynamically expanding and evaporating clouds of onyx shades. The time seems to run differently in here - much faster, judging by the dynamics of the changes happening around you.

Nevertheless, this is not what captivates the focus of your attention - you are flying by using own wings! The whole spectrum of the feelings of being elevated, the sense of power and shifting balance, the excitement of motion - all these sensations are invigorating you. Moreso, you are basking in the warm sepia light, that spreads through the skies like traces of blood through the water. You can bend and command it, shape however you like. At this point, you want more of this light and warmth - you want to reach the celestial object that produces it!


While cutting your flight through the dark, cold clouds, you grow even more agitated as you are starting to feel the odd sense of familiarity. This object - this obscured sun - has strung you very earliest memories of the great entity. Can it be it? With even more rigor you break through the blockade of chilly clouds, desperately trying to approach this 'Sun'. As you were seemingly getting closer to it, the whole spectrum of feelings began to course through your brain: familiarity, awe, burning curiosity, and something strange, something like the desire of a child to be recognized by the parent. The obscured sun began to react as well: it began to seep even more light from its corona, and a thin horizontal line of light formed on its darkened 'body' surface. It reminded you of a giant eye, and as you began to run out of the strengths, the gap began to widen. Thrilled, you anticipating the revelation, but what you have sensed was a push. And then another one. Then, this surrealistic dream shattered.

It was already late morning, it appeared that you have slept a bit too much than usual, and Ulren was standing at your side with his sarcastic mug and a bowl of wild berries stew in his hand. A poor breakfast that was (even if sweet) considering your energy spendings, but still better than nothing. And moreover, your face wasn't aching! Not a bad start of the day, isn't it?

~~~~~~~~~~~~~~~~~~~~
Still feeling invigorated and slightly excited after that dream, you approached your guide with yet another request. Following your yesterday practice on wounds treatment, you figured out for yourself that you need to learn how to evade injuries as well. It took you quite some time, gesturing, and persistence to make him guess correctly of your request. It seems like he wasn't expecting this from you, but he wasn't reluctant. Perhaps, he felt guilty for turning your plea the previous night, or maybe he considered it to be the much better investment of time. Anyhow, soon, he was teaching you how to work with your legs in terms of dodging sideways and descending strikes. After showing you the basics, he took one of the dead bush branches to telegraph the practice strikes for long enough for you to react. Although you comprehended the principle, mastering it in practice was a little bit complicated, as you often found yourself stumbling and digging the snow piles with your nose. But you took that joyously, as a game, and he didn't seem to be annoyed by your failures and general line of behavior. In fact, he held himself very patient and professional. You came with two possible explanations for this observation: he either indulged you, used to train people in the past, or, perhaps, both.

You began to do better but also grew a bit tired. When you slumped down into the snow for the last time, you sensed a spark of sudden mischief twinkling within your mind. As you recovered, you have done so with the arms full of snow, which you used to instigate a sudden snowball fight. Judging by the look on your companion's face, he wasn't expecting that. Judging by a number of snowballs flying your way, not in a slightest he was against the general idea of having fun. During this act of lighthearted tomfoolery, you figured out that you made your friend sincerely smiling for the second time in almost a week, you rejoiced in having an emotional contact, and that you have had way more strengths left than expected when you decided to disrupt the practice. But hey! Dodging snowballs can also be considered as a part of a defense lesson, is it not? Is it?

Unfortunately, good things don't last for as long as one would hope, and soon, after catching your breath and packing the belongings, you both ventured forth, to the endpoint known only to one of you. Ever after that vivid dream, you still felt slightly agitated, and thus you mentally prepared to face whatever lied ahead (like it happened for three times by now). But today, the road was boring, contrary to your fears and expectations. Your guide raised his social defenses (again), the weather was cloudy and suggesting of the coming storm, the number of forest animals and fertile plants was low, making it virtually impossible to try to forage or catch anything that would pacify your rebelling stomach. You have had little to do but to think of your own devices and trying to figure out questions regarding your current situation and to build assumptions on what you know. In such introspective silence, you moved after your guide until you've reached one of the scarce forest hilltops.

The snow began to fail, obscuring the panoramic view. Far to the South, you and Ulren could see a stripe of light on the horizon. One would suggest that it was a cluster of campfires placed far far away. Your friend didn't seem to be very glad of that observation for some reason. By the opposite side of the woody scene - on the far North - you could see a different horizon pattern - fractured and dark, artificial and massive, visually distorting the natural order. Perhaps, that was your destination. Nevertheless, before ascending this hill, you began to feel uneasy, like sensing something stressful is about to happen. Your sudden anxiety grew stronger once you registered a wide wave of dark clouds swiftly approaching the hill you were standing at from the East. These clouds moved fast, periodically emitting lime lightning bolts and thundering booms as their disturbance mounted. You did not like it a tiny bit, as the thunder resonated against your bones. The tension was growing higher, the closer this aerial anomaly approached, and the more terrified you grew. Ulren, however, seemed to be blind and deaf to this event, acting as if there was nothing strange taking place. He even gave you a weird look when you began to pull him by the arm in hopes to make him move from this unnatural storm as fast and as far as possible.

Your attempts were futile. And even if they weren't, how could you possibly outrun the rising storm? There, on the hilltop, the uncanny gale reached you, reducing you to a scared little beast. When the darkness fell upon you, you could swear the whole universe roared, howled, sobbed, and yelled at you simultaneously. And then, there was silence.

~~~~~~~~~~~~~~~~~~~~
You slowly woke up from deep but uncomfortable slumber. It took you some effort to straighten up and to refocus your sights. Your body was rebelling against your first attempts to regain senses, but once you retook control over them, you found yourself in a place like you have never seen before - sheltered, relatively warm, and too symmetrical to be of natural origins. You slightly lifted your torso on your elbows, assessing the surroundings. You were lying on an improvised couch, made of the folded fabric that served as a tent cover during your campings. The familiar bags were lying nearby, still containing the tools and items you saw previously. The room was illuminated by the rays of the daylight sun, slipping through the partially-curtained windows. It also contained a number of furniture articles of varying degrees of integrity. Is this Ulren's den? Even though more comfortable than a frosty den in the middle of the forest, it still looked too old and unkempt for a long-term stay. When sat straight, you spotted a bucket of water next to you, which you used to quench your thirst on an instinct. But when the glassy surface of water subsidized, you froze on your spot.

You saw a face staring at you from the other side of the compact watery tide. A young, pale face with delicate features, piercing blue eyes, long wheat-blonde hair, and a tiny patch of purple skin on the left cheek. You reached for it with your palm, feeling the fading discomfort of touching what remained of your bruise, and the reflection copied your motions synchronically. You saw yourself in details for the very first time, and what you saw made you feel (WRITE IN).

But wait... how did you get here? What happened on the hill? Where is your friend? Why did he leave you all alone?! The questions began to swirl like a pack of sparrows fighting for breadcrumbs. Thinking of no other way to find it out, you decided to gather all of the recollections of those events that your memory might have still stored. Painstakingly, you began to dig the dreamy mist that was your mind.

The first thing that surfaced was the flashback of the panic attack. When the storm reached you, all your senses were overwhelmed and you behaved like a deranged animal, convulsing wildly and painfully to your friends greater startle. Then, the memory clears up a bit, allowing you to recall how Ulren carried you on his shoulder through the intense snowfall while you were recovering from the initial shock. When he noticed you regaining consciousness, he put you on your feet, tied a rope around you and himself (so you won't lost each other in the snowfall), and proceeded forth, bulldozing the trail for you to follow. Maybe, he even tried to inquire something from you, but all of your senses except for the sight seemed to be either numbed or deceiving you.

Recalling what followed next made you wish it was only your imagination: your supernatural sense of beings was telling you that they were literally all around you - hiding in the woods, gliding down with the snow, and bustle off from the way of your might procession. What is worse, you could hear them whispering, mumbling, and even weeping. To say it was scary is to say nothing. The only thing two things that kept you from falling into helpless panic was the fact you could not understand the meaning of the conversation of these souls unborn (or already dead?), and that you managed to find a shelter in your inner voice, using it to think about your fears, concerns, and hopes. For the continuous stretch of time, there was nothing except the road, the rope entangling you to your unperceiving to the surrounding madness friend, the darkness, the snowfall, and no sounds at all except the haunting whispers. You recall that you grew tired of being afraid after some hours spent in this surrealistic circumstances.

The next memory you managed to grapple out from oblivion was a scene where Ulren left you with the belongings hidden not far from the old, damaged stone wall, rising above the surface like a ribcage of a titanic creature. He gestured you to stay put and quiet. You did not want him to leave you, but you were too tired to protest or plea. Giving up to exhaustion, you dozed off.

The last memory that you managed to grasp was more like a short dream of him watching down on you, pointing somewhere and gesturing not to go away and not to let anything in. Repeatedly. Four-times-in-a-row repeatedly. Perhaps he would've gone for the fifth round, but you seemed to nod in acknowledgment. Weird.

You failed to pick up more recollections from the haze of your recent memory, but what you've got raised more questions than answers. So many questions you could not even ask properly. You sighed disappointed and looked around, deciding to peek through the window. What you saw there, ignited your curiosity even more: you were watching on the city from the window of a somewhat distanced manor. There were other buildings nearby - some of them damaged by fire or force. The trunks of trees were plentiful closer to your observation point. At the distance, you could see the building better preserved, mixed with some spires rising above them. But what really fanned your pry was the small silhouettes of people and even their mounts occasionally appearing far away. The life was going on past the borders of this manor's district, and you were totally thrilled to get to know it.

It took you a considerable effort to chill down a bit. You were safe, warm, and alone? You tried to reach the area around with your soul-sense, confirming the fact that you were no one nearby. You were rested, hungry, and alone in the unknown place in the unknown area.

Now what?

________________________________________________________

12 time points Manage the actions within the quota.

[] Idle
Ends the day. Just in case you're desperate to go "Screw it!". May not be the wisest decision, but still a decision nevertheless.

[] Discover the manor This place is big. Big means a lot of interesting concealed inside. Possibly.
-[] Search it a bit -2 time points, one perception roll against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be.
-[] Search it a lot -4 time points, the best score out of two perception rolls against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be.
-[] Search it rigorously -6 time points, the best score out of three perception rolls against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be.
-[] "Dig" this place -8 time points, two perception rolls against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be.

[] Explore outside Perhaps, you should really avoid throwing yourself into the unknown all alone. Perhaps, you are too thrilled to give it a rational thought.
-[] Explore the surroundings -3 time points one perception roll against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be, reconnaissance skill roll against the elementary difficulty skill check (8) to find a way back. +1 to reconnaissance skill if successful.
-[] Explore the district -6 time points, the best score out of two perception rolls against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be, reconnaissance skill roll against the trivial difficulty skill check (11) to find a way back. +1 to reconnaissance skill if successful.
-[] Hit the streets! -9 time points, the best score out of three perception rolls against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be, reconnaissance skill roll against the very easy difficulty skill check (14) to find a way back. +2 to reconnaissance skill if successful.
-[] Hello world! -12 two perception rolls against very easy perception check (11), luck roll, the higher difficulty rank beaten (with or without +1 success tier from successful luck roll) the more rewarding the search will be, reconnaissance skill roll against the easy difficulty skill check (17) to find a way back. +3 to reconnaissance skill if successful.

[] Manage the place
-3 time points. A daily craft skill roll against trivial skill check (11) + an intellect roll against very easy attribute check (11). One success roll equals to +1 to daily craft skill.
You've been left here with the supplies. Maybe it is worthwhile to organize them and the place.

[] Medicine practice
-3 time points. A pharma and treatment skill roll against trivial skill check (11) + an intellect roll against easy attribute check (13). One success roll equals to +1 to pharma and treatment skill.
Perhaps you should see to yourself and Ulren once he hopefully return. You are not sure how well he is right now, or even where he is.

[] Study/train your wings -2p
No rolls; your wings proficiency is the separate skill; you need it at 4 to assist with overall mobility and glide, 8 to fly, 12 to perform complicated tasks and advanced flight; repeatable.
If you have them, they should be useful. As far as you have seen, the nature of this world does not tolerate redundancy. (+1 per a round)

[] Self-study the thaumaturgy aspect -4p
Normal intelligence attribute check (15), easy arcane skill check (17), your luck roll; +1 is warrantied, additional +1 is granted if both rolls are successful or one failed roll is compensated with the luck; non-repeatable.
This issue defines your physiology, as your senses of aspects were dampened by the eery storm. You absolutely need to learn more. Maybe, that dream you have had also has something to do with it.

[] Self-study the spirit aspect -4p
Normal intelligence attribute check (15), easy arcane skill check (17), your luck roll; +1 is warrantied, additional +1 is granted if both rolls are successful or one failed roll is compensated with the luck; non-repeatable.
You can sense freaking storms full of wild souls. If this is not the sufficient incentive to study your talents...

[] Interact with Ulren when he returns and if you avoid getting into trouble (more than one option available)
-[] Ask for melee practice -3 points, very easy persuasion skill check (14), +1 to melee combat skill
-[] Ask for defense practice -3 points, very easy persuasion skill check (14), +1 to defense skill
-[] Ask for ranged practice -3 points, very easy persuasion skill check (14), +1 to ranged combat skill
-[] Ask to read one of the books, dammit! -4 points, very easy persuasion skill check (14), easy intelligence attribute check (12), easy wisdom attribute check (12), your luck roll; If the persuasion roll is successful (or compensated with luck), the action itself and each of the remaining rolls decrease the - wisdom ignorance debuff by 2/3 point and earn additional benefits

[] Socialize with Ulren
- [] Ask about (WRITE IN)
-2 points Easy Intelligence attribute check (12), easy Wisdom attribute check (12), The action itself and each successful roll decreases the - wisdom ignorance debuff by 1/3 point if the topic of the question is correctly picked; repeatable.
- [] Try (WRITE IN) Costs, rolls and effects are at QM's consideration

[] Inspect (write-in)
-1 point Pick to gain more insight on whatever object (or subject) within your reach, no benefits past the detailed information, repeatable.
There is a lot of new things around, you feel the itch to study them.

Sorry for keeping you wait for THAT long. I have had tons of work (I still do, actually), a previous update wipe-out (informed means armed), and a horrible writing block (which I seem to overcome). So all's good. Having this behemoth update out of the way, I'm going to try to squeeze them in 1k-1.2k size.

Also, thank's for following!
 
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[X] Wonder
[X] Plan Self Management
-[X] Manage the place -3p
-[X] Self-study the thaumaturgy aspect -4p
-[X] Self-study the spirit aspect -4p
-[X] Inspect (yourself)
 
[X] Wonder
[X] Plan Pyro Hawk
-[X] Manage the place -3p
-[X] Inspect (yourself) -1p
-[X] Study/train your wings -2p
-[X] Study/train your wings -2p
-[X] Interact with Ulren when he returns and if you avoid getting into trouble (more than one option available)
--[X] Ask to read one of the books, dammit! -4p
 
[X] Plan Nevill
-[X] Manage the place -3p
-[X] Inspect (yourself) -1p
-[X] Study/train your wings -2p
-[X] Study/train your wings -2p
-[X] Self-study the spirit aspect -4p

Clearly we don't have enough plans yet.
 
[X] Wonder
[X] Plan Self Management
-[X] Manage the place -3p
-[X] Self-study the thaumaturgy aspect -4p
-[X] Self-study the spirit aspect -4p
-[X] Inspect (yourself)
 
[X] Wonder
[X] Plan Self Management
-[X] Manage the place -3p
-[X] Self-study the thaumaturgy aspect -4p
-[X] Self-study the spirit aspect -4p
-[X] Inspect (yourself)
 
Alright, 'tis rolling time
Teloch threw 1 20-faced dice. Reason: Daily craft skill Total: 17
17 17
Teloch threw 1 20-faced dice. Reason: Int for managing the place Total: 19
19 19
Teloch threw 1 20-faced dice. Reason: Int for thaumaturgy Total: 6
6 6
Teloch threw 1 20-faced dice. Reason: Arcane skill for thaumaturgy Total: 2
2 2
Teloch threw 1 20-faced dice. Reason: Luck for thaumaturgy Total: 17
17 17
Teloch threw 1 40-faced dice. Reason: Luck (again, cause d40 not d20 Total: 15
15 15
Teloch threw 1 20-faced dice. Reason: Int for spirit Total: 1
1 1
Teloch threw 1 20-faced dice. Reason: Arcane skill for spirit Total: 8
8 8
Teloch threw 1 40-faced dice. Reason: Luck for spirit Total: 25
25 25
 
1) Manage the place: total success, +2 to the daily craft skill (17 daily craft skill roll + 1 modifier = 18 > 11; 19 INT roll + 5 modifier = 24 > 11)
2) Self-study the thumaturgy aspect: fail, +1 to the thaumaturgy aspect (6 INT roll + 5 modifier = 11 < 15; 2 arcane skill roll + 5 modifier = 7 < 17; luck roll 2 < 15 < 36 = no effect)
3) Self-study the spirit aspect: fail, +1 to the spirit aspect (1 INT roll + 5 modifier =6 < 15; 8 arcane skill roll + 5 modifier = 13 < 17; luck roll 2 < 25 < 36 = no effect)
4) Inspect oneself - no rolls needed.

Verdict: someone give our girl a snickers or two. She can't concentrate when hungry!
 
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1.8 Of narcisissm and esoterics
The world outside... so thrillingly unknown and dangerously luring. You breathed in the cold winter air in full and... curtained the window more properly. Nope, you have had enough of random encounters all of which ended up either in struggles or/and traumas. Nope, you don't think that you would enjoy getting lost in the maze of the unfamiliar streets all alone. Nope, you have seen too many hostile soldiers, zombie horses (horse-zombies?), ice apparitions, rabid wolves, and giant progenitor-knows-whats that roared loud enough to be heard miles away. You've had way too many troubles during your first week in this world, so away from the temptation! No, na-ah, nein, nyet, NOPE!

Besides, you have the much better things to do like organizing the isle of the relative safety and stability this room offered. Judging by the uncommon chaos in your friend's belongings, he left this shelter hastily for whatever reason; and based on the state of the interior, you gained a suspicion that you ended up squatting in an abandoned house. You sighed lightly and rolled up the sleeves of (for now) your robe-ish dress. Time to tidy up this place a bit.

Unneeded fabric pieces folded and tied with ropes, medicine gathered, checked for proper sealing, and put in a single bag section with fragile containers above, the tools put in bags pockets, the food sacks checked for provisions remains (which were none), washed, and hanged out to dry near the fireplace, the piles of unusable furniture disassembled on firewood and piled up, the second sleeping mat unrolled nearby to yours, the fire kept at minimal but essential level - all these actions took you a couple of hours, resulting in cleaner interior, substantially more free space in the bags, and warmth inside the room; you noticed that it was figuratively easier to breathe when everything was as ordered as possible. Ergonomical, comfortable-ish, cozy.

Perhaps, you would've admired the results of your work a little longer, but your glance slid across the object that you have missed - the dusty piece of a broken towering mirror lying with its glassy surface down to the floor. You piled up the broken pieces with as much carefulness as you could only muster, put the better bottom half of the mirror on its half-broken 'legs', dusted its surface, and froze in contemplation.

Just like in the bucket of water, the reflection of a goodly young creature with piercingly blue eyes was staring back at you, repeating all of your motions and mimics. You have seen yourself before, but you have never seen yourself in all the details, and it made you wonder. After throwing a swift glance on the mostly curtained window, obeying the feeling of bashfulness that appeared out of nowhere, you undressed all of the salvaged clothes and Ulren's borrowed cape to inspect all of yourself in the dim and comfy light of the hearth.

Nearly waist-long, wheat-gold silky hair, almost asking to be gathered in a fancy shape; the hourglass figure, beaming with health and freshness from the shapely torso and lightly chiseled abs to the long, elegant legs; pearl-white wings, which you barely managed to unfold without having painful impulses; delicate neck, limbs, and perfect facial details - the whole portfolio of 'assets' made you feel content and perhaps even prideful a tidbit, despite being stained with a few bruises, scratches, and other signs of a tiresome road from before such as dirt. It wasn't like you have had a lot of experience in aesthetics before and thus a proper denominator for comparisons, but somehow you felt that your looks might be one of your 'trump cards' as wells as a masterpiece yet to be finished.

However, you grew tired of this self-contemplation once the questions began to emerge in your mind. Who are you after all? Why do you seem to be so different from the entities you have seen so far? What are your goal and destination? Why do you feel these strange connections to the world and can sense it in a way Ulren supposedly cant? How and in the result of what you came to this reality? These heavy questions were gathering in a metaphorical snowball while you were putting the clothes on and searching for a cozy place to sit near the fire. Struggling not to drown in this ocean of unanswered questions, you considered concentrating on a topic that made at least some sense - your possible relation to light, its attributes and capacities, and the celestial body that produces it. After localizing a smaller bit of the questions, you were blankly staring at the dance of the flame tongues while assembling the intricate puzzle of guesses and pieces of evidence within your mind.

After desperately trying to distill a token of answers or, at the very least, some hypotheses on this matter under the sounds of your empty stomach rebelling against inadequate upkeep, you came to a few basic conclusions: this realm is composed of the various aspects like a tapestry of epic complexity and scale, the light is a substance and the aspect that acts as a fulcrum of balance for all the other aspects, and it is produced by the mysterious celestial body or entity that seemed to appear in your dreams from the very beginning and towards which you can feel the unexplainable bonding vibes. What is that thing? Is it alive? And how is it related to the Sun you can see each and every day?

Ulren crossed the border of the room while you were theory crafting ferociously. His face showed signs of disturbance, fatigue, and cautious suspense, as he was probably thinking of what would he see at the place he left you. The sight of you giving him a brief smile from the depths of the intact and cleaned room relieved him from at least one of the burdens adding to his unrest. After greeting you with the hand gesture, he proceeded closer to the hearth, beginning to fiddle with the appliances and the bricky packages he brought from the outside. Alas, you weren't paying much attention to him, as you returned to your struggle to understand your situation at least partially.

Your mental exertions brought you back to the recollections of the previous 'proper' dream you have had - the one of the colorless realm and the cyclopic Sun. In that dream, you were able to bend the light with the ease needed to bend fabric. What if you able to do so not only in the dream? After taking a deep breath and gathering all the recollections concerning your experiences in that dream, you attempted to concentrate on your stretched hands and the space in front of you. At first, nothing extraordinary was happening as you were picking the right measure of the willpower effort and exhausting your concentration. But then, suddenly even for you, the room lost all of its colors for a fracture of a second, after which the hearthfire Ulren was using to heat up the provisions he procured extinguished without any clear reason. Considering that your friend only expressed the annoyance caused by the hearth's unpredictability and proceeded to light it up again, he failed to sense the disruption of the aspects flow in this room unlike you did. This was clearly not the result you expected to get. Well, at least it was something. Perhaps, you could even use this 'trick' to counter the entities that use the aspects to manifest themselves, just like those corpse-raising frost abominations, or even to make pockets of safety from the mysterious storms like the one that reduced you to a convulsing animal yesterday. Perhaps. But what you understood for sure, was the fact that this facet of your nature will require much more time and effort to understand and, hopefully, master.

When the smell of edible meat filled the room, you were trying your hardest to understand the nature of the soul sparks that you've met on your way - from your own to the ones brought by the uncanny storm, and the possible connection of this aspect to the entity that occupied your first memory ever made. Alas, the mental search was even less resultful than the previous one. All that you managed to come up with was the comprehension of the fact that each and every living and un-living being in this realm has its "spark" and the realization that each and every spark varies in its properties depending on the factors you haven't figured out yet.

As you dropped your shoulders in frustration, Ulren approached you in his stompy manner, drawing your gaze to his face and to the warm meaty slices he was handling to you. It seemed like he misinterpreted your lack of communication this evening as a sign of exhaustion, hunger, or even sickness. Maybe these concerns made him give you his share of the grub.

Lightened up by this gesture, you took the gift with a bright smile and began to chomp the food with gratefulness and enthusiasm... until you discovered the taste of it. You could swear that the soles of your boots would probably taste better in the equal circumstances, but at least this 'meat' was edible, and that is what ultimately matters. Ulren watched you with an apologetic smirk and slightly nodded his head, showing that he understands your distaste but can't offer anything better. You had to dump your taste receptors via sheer force of will to continue to chomp to the proviant with gratefulness even if without the initial enthusiasm.

When you finished it, you froze on a reflex, fixating a slight but significant change in your perceptions: ridden of all the interruptions and outside disturbances, you were sensing your companions' spark in more details than before - you were "reading" it. Hopping at this opportunity to explore your powers, you concentrated once again, trying to memorize the method and your state while doing so.

The dynamics and the pattern of his soul spark unfolded into the impressions you could interpret: the kind soul that picked you up from the woods was youngish but already scratched with hardships and the experience. You could distinguish at least three deep dents - the proof that he had lived through at least three life ordeals that nearly broke him and from which he never fully recovered. The uneven but persistent intensity of the glow suggested that for some time and up to this day, he was under the constant pressure of the circumstances beyond his reach. He was like that tree that bends to the vagaries of nature but refuses to surrender and fall to overwhelming odds out of the sheer recalcitrance and something else, something buried deeper than your senses could reach.

You snapped out of the trans-like state with even more questions on your hands. If only you could ask them comprehensibly... You shifted your gaze to your friend: he was already sleeping, snuffling gruffly and unevenly. The darkness behind the windows also suggested that it was already a little bit too late for evening conversations. Ultimately, your exhausted mind sent you a signal that it is time for you to rest as well. Today you have learned some new things, even if gathered more questions, and avoided peril, even if missing on vague opportunities.

"And no cataclysms either..." was your last thought before falling into the soft and quiet oblivion of the dreamless sleep.
________________________​

"Ho-ot... Ho-ot?"

The familiar echoes of the first living being that met you in this world - that creepy bifurcated owl - made you sprung from your bedding place and rush to the window to chase the pesky thing away. However, you saw nothing except the landscape of a winter settlement. Blaming it on your imagination, you sighed in relief and scanned the room with your glance. Everything was at its places except for your friend. Why? Why does he have to leave you alone again?! Slightly disappointed, you went back to the depths of the room, reflectionally washing your face with the water in the bucket and planning how to occupy oneself today.

Your hygiene ritual was interrupted by a series of strikes against wooden surface somewhere from below. This is wrong. Carefully, you approached the window, peeking through one of its edges with all the subtlety you possessed. Below, there was a figure. Two figures, actually. The bigger one - the one belonging to a thin and round-shouldered woman covered with dirty rags of gray and black colors was holding to a cloth roll with a pale face... Is that a toddler? Is that her toddler? While you were wondering, the woman struck the door again with her shivering hand, lifting her gaze up and seeing you peeking at her. Her face was pale as of those animated dead you've encountered two days ago, with muddy, colorless eyes, and rare curls of gray hair. She stared directly at you with her paralyzingly scary glance of a creature so exhausted that it wasn't a fallacy to say that she was more dead than alive.

Trying to figure out what to do next, you attempted to assess the whole situation and put your sense of souls into the action. The feedback that you've got from it confused you even more: her soul was withered and devastated by exterior forces, reduced to the state of a dumb predator like those wargs you've met on your way here. The toddler... has had no spark at all. As much as you could understand, it meant that It was dead. And instead of the child's spark, you sensed two other presences, hiding from your view outside, behind the assumed corner of the building.

[] Descend and open the door.
She may need help. Any help.

[] Ignore her and hide deeper.
She noticed you, so it would be impolite at the very least and heartless at worst. But you've been told not to let anyone in.

[] Chase them away!
You've seen enough of this world to know when something fishy is about to happen. And this is fishy. Let's see if some projectile tossing would fend them off...

Sorted out that horrendous bulk of work! Yay! :D
 
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Explained one of the options better and will update character sheets after I cook a dinner.
 
[X] Ignore her and hide deeper.

Yeah this feels like a trap, and we were instructed to not let anyone in anyways. Ulren seems to be the one to trust in this situation based off of his actions and the sidestory, so it's probably best to follow his instructions.
 
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