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

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


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



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

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

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

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

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

Flight and wing-related traits
Wings skill level​

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

Ulren Kyres (aka Ren, aka Mountain boy)



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

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

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

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


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



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

Perk(s):

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

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

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




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

Perk(s):

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

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

Amalia Brant (aka Lia)




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

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


Isaac



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

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

Jorgen Ostgard (aka Jory, aka Craven)


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

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

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
Last edited:
On sidestories
Updated the character sheets (there were status and stats changes, so be aware!) and the codex points of interest

With the next update, which I will start typing in ~23 hours from the moment of this post, I will also open the vote for the next side story (or omake, or whatever you call a spoilerific bit of lore)

I sense that those are a nice addition and so will let you chose between them whenever an appropriate moment will arise.
 
Last edited:
[ ] Ignore her and hide deeper.

It isn't unheard of for beggars to operate with bundles of cloth masked to resemble toddlers to make people act on compassion. But the two in hiding probably don't mean anything good.

Also, we identified her as a woman - but of what race? A human?

Edit: actually, forget it. Let's get in trouble with the understanding there will be trouble.
[x] Chase them away!
 
Last edited:
[X] Ignore her and hide deeper.

they are probably some kind of possessed corpse, but we are not strong enough to fight them.
 
[X] Ignore her and hide deeper.

Obvious trap is obvious
We should probably gather up our supplies in case we need to leave in a hurry
 
Schemed the update out and began writing it bit by bit.
While you are waiting, check the poll above. It might be better to come up with the solution before Lucy will start chirruping.
 
1.9 Of wicked guests and dying cities
Backwards! Being caught at the disadvantage by the uninvited visitors, you decided not to compromise your security. You felt guilty for possibly turning down a needy soul, but the whole layout felt way too suspicious. Slowly and quietly, you retreated to the wall opposite from the window - just in between the pile of the wood awaiting incineration and the only survived carved drawers chest. Not letting your eyes off of the improvised heavy curtain, you held your breath and clenched your fists in the nervous expectation. You hoped that the invaders would simply go away, discouraged by the lack of your positive or negative reaction. The seconds stretched painfully...

... and rushed like a mountain river once you've heard the noises of something clutching to the stony ledges of the outside wall. Your sense of the sparks confirmed your worst fear: the visitor who seemed to be too exhausted and famished to run, not even speaking of demonstrating acrobatics, was clawing up to the window. You understood with the underside of your adrenaline-rushed mind that she took your idleness and so perceived it as an invitation to advance their agenda. Still, the explanation of how something as visually exhausted as you saw can climb the walls eluded you.

In a couple of moments, a pale, bony palm with yellowish stains opened the heavy fabric isolating the glassless window from nature behind it, exposing the sickly face with muddy eyes, that grinned with half-rotten and half-broken teeth from under the dark rags. No doubt - it was the assumed 'mother' that decided to get in and to open the doors herself despite your hesitation.

Clutching to the windowsill, she scanned the interiors with the unnaturally measured move of her head, training her uncanny eyes on you, 'grinning' even wider, and tilting her head to the other side before making a push inside. What stopped her from doing so was a piece of wooden log crashing against her physiognomy, followed shortly by the second and the third ones. You were tossing the firewood and furniture pieces at her with the vigor and frenzy you demonstrated when fighting the wargs earlier. You attempted to shot her down from the windowsill, to make her lose balance before she could get a foothold inside since that would place you in the position of an open confrontation. A few projectiles missed the target while a few less reached it, causing the sound of a matter smashing against a half-rotten meat echo in your ears. When you ran out of the things to toss, the invader was still clutching to the window frame, although mostly hanging outside.

Unwilling to give up the initiative after running out of the 'ammo', you instinctively swiped the room with your glance, seeking for a better tool than the knife that was given to you a few days ago. Your eyes stumbled over the forged poker sticking out of the hearth, with which, in a second, you slammed on the face of the 'mother' who was about to regain her progress in crouching in.

You could sense the smells of rot, blood, and swill while you were striking on the head and the hands of the intruder. This husk of a person struggled not to fall, but you were furious and persistent, pounding again and again. It hissed and groaned like a rabid animal; you cried out in rage and struggle. After about a dozen of strikes, the assaulter succumbed to traumas and gravity, flopping down on the snow-covered rocks, in between two equally disgusting creatures that were watching the progress of their 'packmate'. Unwilling to provide them with the second opportunity, you rushed back to the lonely wooden bureau, pushing it to the window and flipping it to a side with the remnants of your strengths, and making an improvised blockade behind the curtain.

After that, your mind went a bit blurry. You remember that for a couple of dozens of seconds you prowled the room like a cornered animal, expecting the attackers to make another move even when your sense of soul sparks indicated that they left the perimeter. What if they went for help? Wide-eyed and with the heart wildly-beating, you had barricaded the room to your best ability before taking place near the slowly dying heath, clutching to the weaponized iron poker. You counted the seconds off painfully, hoping for your friends soonest return and thinking about how much you hate being left alone. Eventually, you lost the trace of time to your inner tensions.

Fortunately, the familiar clang of armored plates coming from downstairs disrupted the oppressing silence and pulled you out from the sub-catatonic state. Ulren was back before the sunset, he was walking fast, and after two punches at the door leading to the room, you could finally see him with your own eyes that barely withheld the tears. He, however, did not seem to share your sentiments, as he sheathed his mace, he approached you to inspect whether or not you were injured or otherwise affected during a struggle, trails of which were sufficiently visual from outside the building. After making sure that the damage that you suffered was of the mental nature only, he pulled you up to your feet, grabbed the bags you repacked the day earlier, and equipped you with the backpack. Without a word or any trace of emotional contact, with the confidence of someone who understood the situation that happened and, its implications, and the further course of actions. It came unto you that you are leaving because of what happened. In bare minutes, you were ready to leave.

Your tour to the city began from the halls of the building you spent the previous day: it was big, yet almost free of furniture; scarred with the signs of a minor fire outbreak that supposedly took place within a long time ago. closer to the exit, you spotted a characteristic stain on the wall - the old bloodstain of prodigious sizes. These sights made you feel easier about the fact that this mansion's history is none of your concerns any longer.

The immediate outdoors contained all sorts of pieces of evidence on what happened today: the footprints, the scraps of rags, the trail of orange-ish red blood leading to the alley, and... the dead toddler lying unwrapped in the snow either discarded or left as a mockery, as pale as clay, staring at you with its half-opened right eye, with the unnatural grin perpetually frozen on its face. The sight made you feel uncomfortable weight building up in your stomach.

Earlier, you observed the city from the hight of the room and from afar; back then, your mind was painting the picture of an urban winter fairytale, luring you to explore it. Alas, the further you delved with Kyres into the streets, the more the reality contradicted that idealized pastorale. Burnt, unkempt, partially shattered, and collapsing building stood for one to two-thirds of the overall structures depending on a district. The streets were littered with broken cartwheels, containers, bottles, and torn rags, suggesting that many of the houses were plundered. The visual proofs of street violence were reversely-proportional to the number of people you managed to get a glimpse of, some of which hastily closed the shutters of their windows or rushing to cover should they only hear or see the approach of you and your guide. You could hear sporadic yells of other people emerging from distant streets and humbled murmurs behind some closed doors. One of the city districts was totally devastated by the fire, exposing the charcoaled remains of their residents to the winds. Another gruesome sight appeared before your view when you saw a ghoulish creature like the one that attacked you digging in the pile of corpses of varying freshness. Before you could grow scared, Ulren put a bolt from his hand crossbow into its surprised mug. You turned away.

Regardless of the overwhelming experience, you came with the two observations: the city seemed to be less damaged and foul closer to its center as if it all the foulness and destruction were eating it from the edges, and there were faint vibes in the air, feeling somewhat like those sparks in the air before the storm from two days ago but yet different. It the atmosphere that domed this settlement felt wrong, utterly alien. Yout gut feelings were telling you that there is something on the streets. Something not from this world. Or, perhaps, it was just your imagination, overloaded with the sights you have seen today.

Closer to the dusk, you arrived a sturdy but compact structure, hidden in the 'better' (or less foul) part of the city among many houses with shuttered entrances. Ulren forcibly unbarricaded the entrance to it, letting you in, and then shuttered the entrance again. Minutes of fiddling with fire, and you found yourself in a small stone chapel with the old wall painting stretching up from the altar to the dome. The shattered sitting benches became firewood, the handful of remaining candles in candelabras were giving their chance to serve for the last time, you were sitting against each other in silence, casting long, dancing shadows on the walls. The belonging unpacked, and the bags unrolled. The silent scene of peace, for now.

Your friend took off his helmet and with it his mask of indifference. You could read tension lying on him. He was deeply concerned or in the state of intense internal struggle, staring on the flame with the absent gaze and with the face of someone pressed with the metaphorical burden from all the directions. The fact you have never seen him this way wasn't encouraging at all. You, after today's 'adventures', felt (WRITE IN), and wanted nothing more than (WRITE IN). The only things that prevented silence from taking over were the crackling of the bonfire you established right in the middle of the chapel and the steady howl of the wind outside.

Despite the tranquil atmosphere, you were not feeling like sleeping yet. You have had some hours on your hands and the need to decide how to invest them.

_________________________________________________

5 time points Manage the actions within the quota.

[] Take the day
On the second thought, you'd rather end this day as soon as possible.

[] 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.
Maybe, just maybe you would find comfort in practicing your abilities?

[] 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 haven't satisfied your curiosity on this aspect of your being yesterday.

[] Interact with Ulren he doesn't seem to be very lively today... Or even less than usual.
-[] Ask for melee practice -3 points, easy persuasion skill check (17), +1 to melee combat skill
-[] Ask for defense practice -3 points, easy persuasion skill check (17), +1 to defense skill
-[] Ask for ranged practice -3 points, easy persuasion skill check (17), +1 to ranged combat skill
-[] Ask to read one of the books... -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 to (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.
Maybe they are humble, but yet again you are in the new surroundings.

[] Write-in
Feeling creative?

__________________________________________________

Bonus material vote!

You would like to see the situation from the perspective

[] Of someone by the bonfire in a chapel
[] Of someone prowling the roofs in the night
[] I want no extras, I want the next update faster!

You don't like the rainbow madness that the colored speech lines create? Fine by me! :D
 
Last edited:
All our efforts to tidy up the house, gone like ashes on the wind! Somebody will pay dearly for that! :mob:

[x] Socialize with Ulren
- [x] Try to cheer him up -1p?
[x] Self-study the spirit aspect -4p

Edit:
[x] I want no extras, I want the next update faster!
 
Last edited:
[X] Plan Wing-jutsu

[X] Study/train your wings -2p
[X] Study/train your wings -2p
[X] Socialize with Ulren
- [x] Try to cheer him up -1p?

You, after today's 'adventures', felt (Cautiously proud of defending yourself until Ulren's return), and wanted nothing more than (Make things better for Ulren).

[X] I want no extras, I want the next update faster!
 
Last edited:
[X] 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)
[x] Socialize with Ulren
- [x] Try to cheer him up -1p?

That is 3 points out of 5. Just copy-paste
Study/train your wings -2p
Twice without the description, if that's what you want.

Also, people usually name their plans.

And you may or may not forgot to vote on the extra material.
 
Last edited:
That is 3 points out of 5. Just copy-paste
Study/train your wings -2p
Twice without the description, if that's what you want.

Also, people usually name their plans.

And you may or may not forgot to vote on the extra material.
*Salutes sloppily* Vote fixed, Sir! <3
 
Also #N There is a couple write-ins in the text, highlighted in green.
I kinda project our girl's personality partially based on these write-ins
 
Last edited:
Back
Top