Do you really want me to talk about that publicly?
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Once was a man who lived a life so mundane, it could only be true.
_ _ _ _ _ Practically invisible to the world around him, life carries on while he felt perpetually stuck treading water just to keep his head
_ _ afloat. Fortunately for the man, fate had different ideas and intervened with a heavy hand. Pushed into a corner, the man
_ _ was driven to hide amongst dusty shelves and heavy tomes. In the silence, he could hear his name being whispered,
_ _ over and over again, until his hand touched one particular opus. A worn book, bound in leather and tarnished steel. Though
_ _ sealed, it opened for a price, and upon spreading its pages, the man's life was changed forever. _ _ _ _ _ _ Now, he is the Warlock they call...
LOCATION:MILK STREET - POINTE BORDEAUX
URBAN GOTHIC #1.01:THE GRIMOIRE
INTERACTIONS:NONE
PREVIOUSLY:NONE
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A R C H I E H A R D W I C K A R C H I E H A R D W I C K
"It's not like I can point and say 'Avada Kedavra'... I tried that first."
C H A R A C T E R P O R T R A I T C H A R A C T E R P O R T R A I T
_________________________________________________________ _________________________________________________________ FC: Matthew Gray Gubler | Dialogue: #C0C0C0
C H A R A C T E R S U M M A R Y C H A R A C T E R S U M M A R Y
_________________________________________________________ Archibald 'Archie' Erik Hardwick _________________________________________________________ 27 | Single _________________________________________________________ Lil'Santiago | American
P H Y S I C A L A T T R I B U T E S P H Y S I C A L A T T R I B U T E S
_____________________________________________________________ __HEIGHT || 6-1" __WEIGHT || 152 LBS __BUILD || SLENDER __EYE COLOUR || GREEN __HAIR COLOUR || LIGHT BROWN
A B I L I T I E S, L I M I T S, & W E A K N E S S E S A B I L I T I E S, L I M I T S, & W E A K N E S S E S
A B I L I T Y || N O V I C E W A R L O C K _________________________________________________________
While Archie himself does not possess any extraordinary gifts, his abilities instead come from possession of a grimoire which was written by the infamous warlock, ZECHARIAH AUBER. A student of the legendary wizard, EMYRS, Zechariah was arguably one of the most powerful warlocks of the early twentieth century before his disappearance. His grimoire contains all of his experience and knowledge, which, with practice and caution, can be passed on to Archie or anyone else who comes into possession of the powerful book.
The grimoire itself acts as a conduit between realities, time and space, allowing those who harness its arcane knowledge to summon and manipulate an extra-dimensional energy known as 'mag'ik'. A seemingly limitless power, mag'ik is not without its consequences and cost, taking a great toll on the wielder's person and the environment around them. Mag'ik always comes with a price, and the magnus is responsible for paying it.
The mag'iks contained within the book are divided into three main categories: ALCHEMY, RITUALS and SPELLS. While these casting methods each have different requirements, mag'ik, too, is drawn from one of three sources. The primary source and least costly of all mag'ik is the DEEP MAG'IK, which uses the extra-dimensional energy to manipulate the Earth herself. Deep Mag'iks primarily rely upon the manipulation of the classical elements of Earth. New Mag'ik or URBAN MAG'IK is built around the elements of industry and primarily focuses on aedificatio (constructs) and the rhythms of cities and streets. The last, and most powerful form of mag'ik at the greatest cost to the mage is BLOOD MAG'IK, which draws upon the manipulation of life force, mind or even spirit of either the caster or those around them. Blood Mag'iks is addictive and destructive, often linked to curses and rituals, making it considered the darkest form of mag'ik. Even a maven warlock should hesitate to draw on Blood Mag'ik.
Of the categories of casting, SPELLS, of course, are the most common tool of any witch, wizard or warlock. This form of diablerie is primarily cast either via incantation or gesture, though more complex spells may require both and/or even a conduit through which to channel the powerful mag'iks. There are six types of spells that a mage may cast, each with varying costs and efficiencies.
CHARMS are spells which focus on altering appearances or perception. Like most spells, the complexity and duration heavily play into the casting requirements. Prolonged illusion or trickery is often bottled into a potion or an elixir for more rapid deployment, while something on the scale of warping a building or the perception of a crowd might require a ritual.
CURSES are devastating spells built for maximum harm, often to the point of lethality. Curses are especially costly and can only be paid in blood, either of the victim or the caster. While ritual curses and poisons exist, the vast majority of curses are cast from hand, with few even requiring incantation. The curses which do not kill are often excruciating and leave those affected wishing for death.
HEXES are the most common kind of spell and range from simply inconvenient to maliciously harmful. Like most spells, the duration of a hex can be elongated through ritualistic casting. A hex can be as simple as making someone trip to casting a fireball. Hexes draw from all three mag'iks and have the most varying degrees of cost which some simple hexes being free to cast from any competent magus.
REMEDIES are spells which cure ailments and injuries. Most traditional remedies draw upon Deep Mag'ik to heal and aid those who have been injured by wrapping them in the Earth's embrace. However, modern practitioners have leaned into Blood Mag'ik, which harvests the life force of others for more rapid healing. Some believe Urban Mag'ik might provide a pathway between Blood and Deep, using new mag'ik to manipulate science and technology to heal and cure without the downsides of Blood Mag'ik and more efficiently than the Deep Mag'iks.
SUMMONS call objects or individuals to the user, though at the spell level, these abilities are rather limited. Conjuring of objects also falls under this category. Though the cost difference between summoning a pen from across the room versus conjuring must be budgeted accordingly. Many summons actually require full rituals, which are further detailed below.
WARDS are protective spells. Simple individual wards or deflective methods can be cast with quick gestures, while a perpetual barrier will require more intentionality and cost to create. Large-scale wards, much like summons, require a ritual to prepare.
ALCHEMY focuses on the transmutation of ingredients and materials along with the transference of mag'ik into physical objects, elixirs, poisons or potions. These concoctions are created through great time and effort, which often requires the use of various apparatus. Such apparatus often includes alembics, calcinators, cauldrons, mortars, pestles, and even retorts. Some witches and wizards were known to use a pointed hat as a funnel to consume the vapours of their alchemy creations. Alchmey also covers rune writing and object enchantment, leading to dabbling in blacksmithing, calligraphy, and other metalworking or glyph writing.
POTIONS are the default for many mages and come in a wide variety of effects and appearances. Potions rarely taste good and often smell even worse. Less refined than either elixirs or poisons, most potions are made in an open pot using a wide variety of ingredients. The more powerful the potion, the longer the brewing time and more exotic ingredients are required.
ELIXIRS require more advanced tools to create and are often pleasant in aroma and taste. Sweet and generally positive augmentations, elixirs are a favourite among older wizards, witches and warlocks, with some even consuming them daily.
POISONS are harmful concoctions that can range from a consistency and taste similar to an elixir to a salve or an oil for applying to weapons and objects. Most ideal potions are odourless and tasteless to avoid detection, and can inflict anything from illness to a curse to death upon those afflicted.
RUNES are inscribed or engraved characters laced with mag'ikal effects once touched or invoked. Runes are often spells written out either in a single character or a longer inscription. Some runes activate based on proximity, such as barriers or traps, while others require a verbal incantation to activate. Runes can also be used to enchant objects or to add an enchantment to an object that was not previously enhanced.
ENCHANTMENTS are materials and objects that are forged with mag'ik imbued into them. While any object can have a rune inscribed on it, runes that are damaged or destroyed lose all mag'ikal ability. Enchantments occupy the very material of the object, meaning even a fragment or shard still holds power. Many mages enchant their personal conduits and clothes, personalizing their properties to complement their abilities or weaknesses.
RITUALS are the most powerful form of casting, the most costly and the most time-consuming. In addition to the materials and time, rituals require specific sites and very precise steps. Many rituals require more than one mage, making them even harder to cast. Furthermore, rituals send out ripples through the mag'ik, alerting other casters of their happening and drawing unwanted attention to the original caster. Rituals are highly complicated and unpredictable ceremonies which are recommended only to be used as a final result or with enough preparation to cover all bases.
L I M I T A T I O N S || C O S T & M A T E R I A L S _________________________________________________________
While some of the Grimoire is translated into English, much of it is written in languages that Archie does not possess even a passing familiarity with. The most ancient of texts are recorded in a combination of glyphs and Aramaic. Much of it is also written in Ionian Greek, with only a few passages actually recorded in Latin. There are even several pages that bear Ogham rubbings. All this to say that one of Archie's greatest limitations in using the Grimoire is his ability to comprehend it.
Beyond this, as previously reiterated, all mag'ik comes with a price. That price increases exponentially with more dangerous spells, alchemy and rituals. This price can range anywhere from actual wealth to Archie's own life force. Given his limited resources and previously mundane life, Archie doesn't have access to a lot of desirable materials to pull off spells with even a moderate sphere of influence or those with direct lethality. Many of the materials required for both alchemy and rituals are exotic or incredibly niche, further locking Archie out of these practices at this time.
W E A K N E S S E S || S E L F - T A U G H T _________________________________________________________
At the end of the day, Archibald Hardwick is a mortal human with little to no experience in either physical altercations or mag'ik. Archie possesses no enhancements via the Gray and, as someone only beginning his journey into the arcane and macabre, is still very naïve with a gross amount of insecurity that cripples him in every aspect of his life. Furthermore, Archie possesses a large chip on his shoulder that's easily exploited to goad him into acting against his better instincts. Archie constantly has something to prove, to the point of being overbearing and overzealous, so people see him as actually worth their time. As an emotional wreck and lacking any augmentation or enhancements, Archie is a very vulnerable, if not volatile, individual.
Mag'ik itself suffers from several weaknesses and drawbacks. As previously touched on, the cost and penalty of insufficient payment can be devastating to the caster, more so than to the target. Archie could likewise end up completely defenceless without proper means or abilities to cast. Mag'ik isn't without its twists and fine print either, meaning some spells operate as a double-edged sword. Being gagged and bound, more or less removes Archie's abilities to cast, along with being disarmed of his conduit, or even more blatantly at this point, the grimoire itself. Wounded or otherwise weakened also impacts Archie's ability to cast.
Both alchemy and rituals require time and precise steps to enact, and an interruption to either will cause them to either fail or backfire spectacularly. Summoned or conjured creatures and people can break free of Archie's will or even overpower him. Every time he casts, he opens his soul to corruption from the other dimension. Lastly, to another warlock or mag'ik wielder, Archie's essence is desirable as an easy power-up, absorbing his abilities into their own and leaving Archie little more than a zombie or revenant.
T H E S T O R Y S O F A R... T H E S T O R Y S O F A R...
Raised in government housing and on food stamps, Archibald, or Archie, never had a chance at leading a life of privilege. His childhood was spent with elderly neighbours whose homes smelled of decay and ammonia or in the company of young teenagers barely old enough to care for themselves. Though a quiet child, Archie's temperament gave pause to many as the infant could go from calm to inconsolable without warning. As language developed, he would repeat the word 'dog' frantically, while pointing in seemingly empty directions. It was to no one's surprise when Archie was eventually taken away from his parents and put into the foster system. A system that was not kind, and Archie's only escape from the reality he found himself thrust into was through books and comics.
As a very young child, Archie spent several years in the care of St. Dymphna’s Home for Wayward Youths before being placed with a home. Before the age of five, Archie was settled into a foster home with a pair of aging parents who provided him with enough to be elevated from his previous living condition, but never surplus or luxury. These things would prove elusive in his life.
Nearly as elusive as friends would be. Between abandonment issues and his time in foster care, Archie's social skills were stunted from a young age. He hadn't learned the playground dynamics, and to others, it made him strange and off-putting. Still, it never stopped Archie from trying, and eventually he managed to strike up something akin to a friendship with a girl on his street by the name of Harriet Lynd. Archie was immediately smitten with Harriet even from a young age, and while the girl never explicitly abused the privilege, it didn't stop Archie from bending over backwards to help her, even to his own self-detriment.
Archie's love of reading manifested at a young age, and his foster parents leaned into it, providing Archie with a library card and ways to retrieve and return books. Without any siblings to play with and without the attention of doting parents, Archie found everything he needed through stories, which only grew in complexity as he matured from a child into an adult. But it was the escape that drew Archie in the most; he took on the mannerisms of characters he adored and inserted himself into their lives.
Lives where he wasn't alone, he wasn't poor, and he certainly wasn't weak. Calder City did nothing to curb Archie's aspirations for a life free from everything that was pulling him down. Scarcely a day went by that he didn't look to the skies and see some manner of superpowered individual using their gifts. The very gifts that Archie longed for. In his pre-teen years, Archie began putting himself in harm's way in order to be requested by a Gray in the hopes their abilities would prove to be contagious. This behaviour would put him at odds with his foster parents, who had on more than one occasion threatened to return the boy to St. Dymphna’s if he did not get his act together.
Even into his teenage and adult years, Archie's love of reading would remain a persistent trait in his life. It developed into a studious nature, which, paired with Archie's desire to free himself from the situation created by his parents' financial failings and his foster situation, made him a stellar student. Archie excelled in academics, graduating with honours from every institution he attended before finally landing a job in corporate law, which, for the first time in his life, provided him with financial stability.
But, for Archie, it still wasn't enough.
Even into adulthood, he had remained a social pariah. Archie had a reputation for being a dedicated and hardworking employee, but he also had one for being eccentric and antisocial. In his pursuit of financial freedom, he had eschewed all personal relationships, resulting in a lonely, completely unfulfilling life.
Devoid of relations with parents he had never bonded with, Archie never learned how to build relationships and other meaningful relations properly. He had stood on the sidelines and watched bitterly as Harri developed other friends, lovers and a circle that no longer needed him.
"For the first time in my whole pathetic life I finally have real power. Do you have any idea what this feels like? People want to be around me, people want to be me. I swear, I even saw a woman checking me out and not in the 'gross, he wore that to work' way, no, she genuinely was looking at me like a piece of meat. Like she actually wanted me. Do you know how long I've waited for that? So, no. No, I am not giving up the book; the book is finally giving me what I've waited my whole life for. A chance to break free, a chance to even the odds. I'm a new man, and there's no way in this life or the next that I am ever going back to being 'Adorably Pathic Little Archie.' It's time for the world to meet the new and improved Hardwick."
Resentment follows Archie like a dark cloud over his head. It felt like his life had been constantly plagued by bad luck. Lending to his eccentric reputation, Archie had what some would consider to be a crippling case of superstition and severe obsessive-compulsive behaviours that led to him seeking counsel and therapy.
But no one had ever been able to help him.
The dog from his infant years had never disappeared. Despite seeking help, as far back as Archie could remember, he had always been followed by a black dog, not unlike a grim or a barghest. No amount of cognitive therapy had ever made him stop seeing the creature. Everywhere he went, it was only a matter of time before the shaggy black dog appeared in the distance, its haunting eyes and dripping jowls staring back at Archie. Though by adulthood, Archie had grown numb to seeing it. The creature often disappears after a few deep breaths, but it always returns.
Unbeknownst to Archie, his life was about to drastically change. Stumbling into possession of a dusty tome. Archie would discover it to be an ancient grimoire sealed by powers unknown. But despite knowing every trope, Archie couldn't leave it alone and as the book ceaselessly whispered his name, the loner allowed himself to be drawn into its grasp in exchange for power and status.
M O T I V A T I O N & G O A L S M O T I V A T I O N & G O A L S
The story of Hardwick is going to take familiar story beats from classics such as 'Aladdin', to forgotten cult films like 'Chronicle', with a healthy dose of 'The Magician's Apprentice' added in. For Archie, his greatest motivation is the desire to be known, to finally be somebody to someone. His parents did irreparable damage to his psyche from a young age, leaving him with insurmountable insecurity and severe abandonment issues.
A D D I T I O N A L N O T E S A D D I T I O N A L N O T E S
S U P P O R T I N G C A S T ________________________________________________________________________________
_ALISTAIR MAYHEW
_______________________________ Face Claim: John Glover | Dialogue: #000000
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_CARMILLA MORGAN
_______________________________ Face Claim: Kat Dennings | Dialogue: #9F6CB8
A bartender at the Haunt, Carmilla Morgan, is a relatively fresh face to Archie, having only been recently introduced after a scuffle with Jake Longo. A native of New Orleans, Carmilla moved to Calder City for a fresh start, finding work at the Haunt, which has been less than lucrative for the raven-haired dame.
_DEAGLÁN GALLOWAY
_______________________________ Face Claim: Robert Carlyle | Dialogue: #000000
The enigmatic owner of Galloway's Emporium and Antiquities.
_DJ R3TCH!D R@T
_______________________________ Face Claim: Defalt(Watchdogs) | Dialogue: #000000
A popular DJ in Calder City whose career was launched at 'The Haunt', R3TCH!D R@T is most known for his currently viral hit 'I'M NOT GRAY (& I LUV IT)', a song which uses audio from an abduction interview in an effort to celebrate the human condition.
_FINNEGAN FLYNN
_______________________________ Face Claim: Tom Hiddleston | Dialogue: #000000
Finnegan Frederick Flynn Was born of his father's sin The son of a whore whom the world wanted no more Taken to the Crossroads to die Instead, sold to the Father of Lies For beauty and gold, all so that his mother may never grow old Such was the woe of Finnegan Flynn
_HARRIET LYND
_______________________________ Face Claim: Kat Graham | Dialogue: #98FB98
A childhood friend of Archie's, Harriet or 'Harri' has long been the object of Archie's affections. Harri grew up across the street from Archie and had everything he had ever wanted, doting parents, adoring friends and most of all privilege and wealth that afforded luxuries which escaped him. This continued into adulthood as Harriet was able to spend much of her free time partying in post-secondary which Archie was working. That never stopped him from picking her up anytime she needed a ride or being there to hold her hair after one too many. Despite his obvious affections, Harriet has never seen Archie as anything more than a friend.
_JAKE LONGO
_______________________________ Face Claim: Joey Lawrence | Dialogue: #E9967A
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_THE AMERICAN DRAGONS
_______________________________ Face Claim: Green Dragons | Dialogue: #000000
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_THE RAVAGERS
_______________________________ Face Claim: TBD | Dialogue: #000000
Taking their name from the infamous pirates crewed by Captain Ravenna Croft, the Ravagers are a local gang found primarily in the Lower Pointe neighborhoods though known to also frequent the Lonely Hearts Club and the Wharves. Known for smuggling and trafficking, they're primarily gunrunners for organized crime and other gangs, supplying ordenance throughout the city.
_CAPTAIN RAVENNA CROFT
_______________________________ Face Claim: Hannah | Dialogue: #000000
An infamous pirate from the 17th Century, Captain Ravenna Croft made her home primarily on the island now named after her. Once a thriving trade hub, Pointe Bordeaux originally operated as a 'Northern Nassau', with the now-named Corsair's Cove being the primary stop for many buccaneers. Considered the Queen of the Pirates by many, Croft rallied a fleet behind her until they were ultimately stopped by the Privateer Captain Jean-Luc Dubois and his crown sponsoered armada, wiping any trace of 'Northern Nassau' and renaming it Pointe Bordeaux.
_THE MOLLS
_______________________________ Face Claim: tbd | Dialogue: #000000
The Molls control the sex trade in Pointe Bordeaux. The Molls have a long history in the Pointe, spanning back to the days of the Pirate Queen, Ravenna Croft, who herself started life as a working girl before becoming the Dread Pirate she was renowned as. Giving liberty and power to the other working women in the 'Northern Nassau', the Molls were born and to this day offer shelter and care for battered and downtrodden women while also weaponizing their sexuality. The Molls engage in escort and prostitution, but the clientele is held to very tight and specific standards. Retribution against those who violate the Molls' code is swift and merciless.
Girls employed by the Molls use the pseudonym 'Molly' in their interactions, often tagging a defining trait as a surname, such as 'Molly Red' or 'Molly Black,' to help repeat clients ensure they see the same girl each time. Some names are passed down when a Moll steps away and hands off her client list, training the new Moll in their mannerisms and techniques. 'Molly Ravencroft' is the oldest name in the gang and usually reserved for the reigning monarch.
_THE GRIM
_______________________________ Face Claim: A Good Boy | Dialogue: #000000
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_THE MAGICIANS' RING
_______________________________ Face Claim: Stock Image | Dialogue: #000000
The Magicians' Ring, or 'The Gentleman's Club', is a distinguished and exclusive secret society of Mag'ik wielders whose existence dates beyond written history and into oral tradition. Functioning as the governing body that oversees and regulates Mag'ik use, the Magicians' agents or 'Nephews' operate remotely throughout the globe, monitoring for threats either created by Mag'ik or the abuse of Mag'ik in the wrong hands. The Magicians are covert agents typically attired in tailored, black suits. Senior operatives are referred to as Uncles, while field agents are typically called Nephews. Traditionally, the organization has been overseen by a powerful witch who acts as the organization's director and is often referred to as 'Mum'.
While known to cooperate with Vanguard, the ancient cadre of Mag'ik users is more than leery of the modern organization and, while cordial, does not rush to ally itself with Vanguard and is more than ready to oppose the government-condoned group should their goals no longer align.
_UNCLE
_______________________________ Face Claim: Liam Neeson | Dialogue: #000000
An agent of the Magician's Ring assigned to watch over Calder City and in particular, the budding Archie.
_ZECHARIAH AUBER
_______________________________ Face Claim: Henry Cavill | Dialogue: #000000
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S T O M P I N G G R O U N D S ________________________________________________________________________________
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POINTE BORDEAUX
Located on a peninsula sitting in the Narragansett Bay, Pointe Bordeaux is a thriving, colourful borough. Known as the ‘Neon City’ to locals and tourists alike, the borough draws much of its influence from both Miami and New Orleans, with a thriving club and nightlife scene. Originally a port town separate from Calder City, the Pointe was officially amalgamated with Calder City in the late eighties. To many, Pointe Bordeaux is an escape, a break from the stress that life often brings as they get lost in the clubs along the coast. The borough makes most of its money officially on tourism, but it thrives on drug money from the cartels of the South. Rampant with crime, if you go missing in Pointe Bordeaux, no one bothers to look for you. Among Pointe Bordeaux's more notable attractions are The Haunt, a popular hangout spot on Milk Street. However, the La Petite Mort in the Lonely Hearts Club also gets its fair share of traffic for very different reasons.
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LITTLE SANTIAGO
Lil'Santiago or Poor Lil'Santiago, sits on the border of the South Port District of Calder City, just below Lower East Calder. Little Santiago is an ethnic district with a distinct Caribbean flair, influenced primarily by its proximity to the ports and the sea. There's also a notable hybrid of Spanish and Italian influences, most apparent in the district's distinctive housing style. Many cultural events are celebrated in the streets of Little Santiago, and live music can also be heard down every block as the smells of the Caribbean waft through the air.
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MILK STREET
Once home to the city's milk bottling factory, Milk Street has become known as something of a 'hipster' neighbourhood with old factories converted into clubs and dive-bar concert halls. Situated along the border of both the Docks district and Lower East Calder, Milk Street has become a common alternative for students and young people to the Sound in central Pointe Bordeaux. The Milk District offers a completely different feel, much more down-to-earth. Due to its slight distance from the center of the city and the old bottling factory, it serves as an ideal location for music festivals for alternative and indie artists.
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THE HAUNT
A former bottling facility on Milk Street, the Haunt is one of Pointe Bordeaux's most popular clubs. Styled in a neo-industrial aesthetic, the club is home primarily to DJs and post-electronic and trance music. Strobes and other coloured lights are often the only form of illumination in its dark interior, while an illuminated dance floor is surrounded by an alley of booths on the lower level and various small tables on the overlooking balcony. A rooftop patio opens the club to the lights of Gagniez and the view of the Calder City skyline from the peninsula.
Additionally, the Haunt is large enough to run its own microbrewery. While it produces several seasonal beers, its best seller and signature brew is a sour beer is called "Schwarzwald," named for the Black Forest and the sour cherries that give it its colour. A regular DJ venue, The Haunt launched the career of DJ R3TCH!D R@T, who plays here often. It is an open secret that the club launders money for the cartel, and local gang members such as the American Dragons use the busy dancefloor to move product.
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GALLOWAY'S EMPORIUM OF ANTIQUITIES
A long-standing antiquities shop. Galloway's is the ultimate place to find a unique present for that hard-to-buy-for person in your life. Of course, there's a good chance that it's also cursed, considering most of the collection comes specifically from the homes of mages who finally either passed away or found another method to shirk their mortal coil.
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THE WHARVES
Situated on Point Bordeaux's North Eastern border, the Wharves dot the edge of the peninsula laying in the shadow of the now thriving Milk Street. Sagging structures and faded wooden buildings line the coast above the rough cliffs that have been slowly eroded by the tide throughout the decade. Abandoned fisheries sit between the warehouses, with the occasional sailor still trying to make a living off the old industry. Possibly one of the highest crime areas in all of Calder City, the Docks are used by anyone from the local gangs to the local crime families and even the cartel for hideouts, heists, deals and even executions. Small apartment buildings and a few residential neighbourhoods dot the Western edge of the district. Home to both commercial and private docking, the Wharves most often see freighters and private vessels come in and out of the docks each day, as opposed to the commercial vessels which dock in either in the South Port or North along The Docks. The Wharves are used as hideouts by some of the city's more notorious gangs and can be dangerous after dark due to gang territory disputes.
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THE SOUND
Originally part of the fishery wharves, around two decades ago, the Sound was gentrified by a young philanthropist looking to invest new life into the borough and introduce more housing for college students and young families. As such, many of the older buildings that once made up the former port town were torn down, and new apartments and condominiums were put in their place. Many restaurants and upscale clubs have sprung up in the area over the past decade, catering specifically to the young college crowd.
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PENDELTON & HAWKING
A law firm specializing in patent and copyright law. Located in the upper floors of one of the Sound's many high-rises, the firm enjoys both a view of the nearby Atlantic and the rest of the city, particularly Pointe Bordeaux. Originally founded in 1967, both Pendelton and Hawking themselves have since turned to retirement while maintaining enough stake to remain name partners. The firm is built upon a simple hierarchy with associate employees performing much of the grunt work and the day-to-day discovery. An associate who has proven themselves moves up to Junior Partner and from there can be further promoted to Partner, Senior Partner and rarely even Name Partner. Most Partners and their superiors employ an administrative assistant and several paralegals to round out their team.
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THE LONELY HEARTS CLUB
Found just East of Little Santiago, the Lonely Hearts Club has a lot of draw for what it lacks in appeal. Flashing neon signs of 'Girls, Girls, Girls', 'NUDE,' and 'XXX' cover nearly every commercial space in the neighbourhood, and the street corners are never empty. Filled with the washed-up and washed-out, the Lonely Hearts Club is home to many small pubs, strip joints, casinos and brothels. Alcoholics stumble from dive bars, along the sidewalk as they make their way to their next drink, drug addicts sit in alleys, half conscious with needles still pressed into their arms. Most people are advised to steer clear of the neighbourhood unless they want their pockets lightened.
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LA PETITE MORT
La Petite Mort is a household name in Pointe Bordeaux. The 'escort service and club' is anything but hush-hush about its more illicit activities. The local precinct turns a blind eye, and vice keeps its palm greased to ensure the club and 'massage parlour' stays open. The crown jewel of the Lonely Hearts Club, La Petite Mort is run by the Molls, women who have weaponized their sexuality and abhor trafficking, naturally putting them at odds with groups such as the Ravagers. While most of the women were brought by desperate circumstances, they are not there against their will, and any harm coming to them will immediately invoke the wrath of the Molls. Men and women who violate the customer code of conduct are scarcely heard from again, and if their bodies are found, you can guarantee the cause of death will have been anything but quick.
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GAGNIEZ
Modelled after the famous Las Vegas Strip, the Gagniez is home to all manner of hotels, clubs and casinos at which you can try your luck. However, luck isn't the only thing that's available to try in Gagniez. Those with more carnal desires can find their urges sated to the East near the Lonely Hearts Club. In all of Crescent City, Gagniez is the pot that has more hands dipped into it than any other, as nearly every major crimelord has a share of its spoils. Gagniez is located in the North-Eastern side of Pointe Bordeaux near the border of the Industrial Lane, making it a favourite pastime for shift workers.
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LOWER POINTE
A smaller seaside community, Lower Pointe is primarily full of retirees and is known for a slower pace of life, especially when contrasted with much of the rest of the 'Neon City'.
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SUGAR BEACH
Named for its crystal white sand, Sugar Beach is a favourite location of numerous tourists. Always alive with activity, such as surfers, sun tanners and swimmers, the beach is lined with numerous shops and restaurants along with several hotels and condominiums that tower behind the shoreline.
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CORSAIR'S COVE
Home to Swashbuckler's Splashdown Water Park, Corsair's Cove was an infamous smuggler's foothold during much of the late 17th century, spanning well into the early 20th century. Today, it's considered prime real estate, and the island is home to multi-million dollar mansions. The bulk of the cove comes across as an unholy meshing of California's Orange County and the Jersey Shore, with just enough of the Hamptons thrown in to ensure the rest of the 'Real Housewives' isn't permanently filmed solely in Corsair's Cove. In the midst of the cove is a series of islands, many of which are part of Swashbuckler's Splashdown, a once well-funded water park that has since fallen into a state of disrepair following the shooting of the Gray known as 'The Piper'. Unfortunately, with funds limited, it has significantly reduced the number of rides and attractions that are still functional.
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CROW'S FOOT PATH
A small chain of islands, mostly nature reserves and private estates.
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RAVENNA'S ROAST
Named after the dread pirate, Captain Ravenna Croft, and her Ravagers, Ravenna's roost is an island off the coast of Pointe Bordeaux that once housed a mansion built in the late 17th Century and frequented by pirates. It rose again in popularity with bootleggers during the Prohibition era as an easy entry point to the city. The island has since been repurposed and expanded into the Caulfield Asylum and Institute.
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THE CAULFIELD ASYLUMAND INSTITUTE
An asylum not far off the coast of Pointe Bordeaux, Caulfield occupies a small island and is only accessible via boat. Home to the criminally insane and mentally disturbed, it's thought the neon lights of Pointe Bordeaux soothe the hysterical patients within its stone walls.
His foster parents constantly guilt-trip him and especially have become more manipulative as Archie has grown, matured and made something of himself. Archie is heavily driven by ambition, but it's an ambition that's poisoned by envy and jealousy.
As the story unfolds, Archie is going to learn more and more from the Grimoire, uncovering its potential and power while also discovering its origins and the terrible secrets hidden between the lines. Archie will encounter other wielders of Mag'ik while also engaging with the wider selection of Grays that populate Calder City. This will be a story of one man's journey for power and the complications of downfall that come with it.
Or 'How Hardwick Begins'. When our young protagonist stumbles across an ancient grimoire written by a student of the mysterious EMYRS. Managing to unlock the powers within the opus, ARCHIBALD HARDWICK enters a world of the arcane, macabre, and otherwise supernatural. His mind seemingly freed from the mundane, Archie becomes intoxicated on his newfound freedom, not realizing that opening the book also meant opening the eyes of those who would seek it for themselves.
Characters Involved: Hardwick Desired # of Players: TBD
I S S U E # 0 0 2
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ARCANA MAJOR
Or 'How Hardwick met Mayhew'. Continuing to grow his abilities under the tutelage of ZECHARIAH AUBER's grimoire, Hardwick encounters other mag'ik users, including the eccentric MAYHEW, who takes him under his wing. Elsewhere, Archie's newfound confidence and power attract the competing attention of his childhood crush, HARRIET LYND and the mysterious femme fatale, CARMILLA MORGAN. For the first time in his life, Archie finds himself caught between two women, not realizing danger lurks over the horizon.
Characters Involved: Hardwick Desired # of Players: TBD
I S S U E # 0 0 3
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GENTLEMAN & SCHOLAR
Or 'How Hardwick joined the Magicians' Ring'. When a man calling himself UNCLE comes to Calder City, Hardwick finds himself pulled into a cold war between Grays and Arcane where neither side is willing to give the other an inch. Pulled into a world of international and mystical espionage, Archie finds out quickly just how little he know about mag'ik and the greater world beyond Calder City.
Characters Involved: Hardwick Desired # of Players: TBD
"Holy $#!%, I'm a wizard, Harri!"_____
Character Sheet Format Created by @Lord Wraith, by using this sheet I am hereby giving credit to Lord Wraith.
A L L I E S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ Bureau for Paranormal Defense - Founded in 1944 by Professor Trevor Bruttenholm to originally combat the occult threats uncovered during Nazi Germany, the institution has lingered to the modern day as an international institution. Overseen by the United Nations, the Bureau is focused on occult and paranormal research foremost but operates with small task forces for capture or elimination of paranormal entities. ◼ Yamato Mori - An affiliate branch of the BFPD located in Japan. ◼ Ben Daimio - Former US Marine captain who lost his squad and nearly his life against the occult in Boliva. Awakened as a Beast Choujin and operates as Arulu's partner.
A N T A G O N I S T S ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ ◼ The Rokurokubi - A Choujin said to have a very long neck...
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P O S T C A T A L O G U E P O S T C A T A L O G U E
Okay so I have been waffling on several ideas for the past two months watching this. Due to lack of time and motivation, there wasn't really anything that stood out. There were some ideas that had promise but my motivation fizzled out. What it did provide me was a lot of initial exploring into various comics. Thanks to a suggestion, I found the Dark Horse universe and I kind of remember watching the Hellboy movie one time but at the time I ultimately didn't want to play as Hellboy or Liz. The idea to run something with that occult was abandoned and I thought something else would take its place.
Enter my discovery of my favorite manga artist and his new series: Choujin X. I have been obsessed this month reading from start to finish and I've finally caught up to where it is presently. It is an absolute favorite of mine right now but I have nothing to channel that energy and passion towards until today. I realized I could make something work out of this. If manga material is conditionally approved then I think I can fit what I am passionate about with an established comic and make it work. The Dark Horse comics, specifically focused on the Bureau of Paranormal Defense, is a fairly close approximate to the vibes in Choujin X. Beastial figures and strange eldritch entries come to life inspiring often occult followings is often present in Hellboy it seems. Choujins have their own mythology but are often depicted as beastial or eldritch in nature. They can be absolute monsters and something like that I feel like I can blend.
So in this iteration, Choujin become paranormal awakenings to those that have close calls with death. They are forms influenced by belief and obsession to become something that isn't entirely human anymore. Not everyone can become a Choujin and not all near death experiences can potentially create a Choujin. It is something primal in humanity's belief that creates them. I'm going to lean on something that fits that description to create antagonists and investigations initially. Cryptids and urban legends are a breeding ground of belief and monsters that are very Choujin-like that sometimes get a cultlike following. I'll just dial that up to have epic fights and spooky encounters. Eventually more abstract concepts like Justice could be some Choujin-like monster but hunting and fighting cryptids in fight is an easy entry.
I suspect not many people know about Choujin X so you'll have to trust me a little to establish them. They were people, can look like people, but have powers based around a core concept. A Moth Choujin would be a bestial Choujin, capable of partial beastification with wings to fly or compound eyes to see or could go full beastification to become the exact depiction of the West Virginia Mothman. All Choujin have enhanced physical characteristics and gain some classification of powers that a something like a moth could have. Choujin have the ability to Raise themselves just before death to come back stronger but at a long term cost, sanity being one. There is also a limit on Raise but that's getting into the weeds.
Hopefully you have an impression of what I'm going for. Arulu will be boxing against cryptids basically. Some occult stuff and how Choujin are starting to show up will be revealed in due time.
P L O T ( S ) & G O A L ( S ) P L O T ( S ) & G O A L ( S )
Arulu's first arc will be focused on me establishing how this story fits into the universe at large. What are Choujin, their limits, abilities, and how the BFPD operates. Arulu is playing the rookie and will be introduced to this alongside you, the reader, so that the details will be explained as the plot develops. It'll be set in Japan, segregated from others for the time being to lay out the stakes. After that I see Arulu being moved the States to fight the cryptid Choujin of North America which can certainly involve others as horror stories of monstrous people spread about. Mothman, Big Foot, Jersey Devil... I have a few plans for some rather harrowing encounters.
The distant future might just involve the more occult and even Dark Horse entities like Hellboy but I'm not that far ahead. I want to figure out the writing and tone first.
Reluctantly retired roleplayer.
Except when I'm not.
Why are you here when you should be writing posts?
You can edit a bad draft, but you cannot edit a blank page.
<div style="white-space:pre-wrap;">Reluctantly retired roleplayer. <br><br>Except when I'm not.<br><br>Why are you here when you should be writing posts?<br><br>You can edit a bad draft, but you cannot edit a blank page.</div>