Location: Russian Imperial Circus Tent City (Regent's Park) Skills: Biology
Virginia gave Ludwig a bit of a funny smile, seeing the man so clearly transfixed. From what she had already seen, he was a marvel. He didn't cling to any single thread of sanity, instead a jumbled case study of abnormal psychology that also boasted trained skills the likes of which she had never seen before. She had to repress the urge to giggle lightly at the two rapid fire blinks, followed by the end of the stranger's trance. Yet she still helped him to his feet, as she was brimming with curiosity.
"You have made your ancestors proud," Virginia reassured Ludwig. She opted to follow the Viking and the Madman to the Council proper, uncertain as to what exactly Mary would wish for her to do. She had already given her dear friend all of the advice she could with the information she held. But if Mary were to ask her should Germany be approved to the Council, Virginia would agree wholeheartedly. Ludwig's madness resonated well with that of the Crypt's.
She took her seat, smiling with amusement at the common of the rats gnawing on Christine's brain. She couldn't help but wonder whether rats would prefer one part of the brain over the other - or if perhaps it would somehow be akin to stimulating a shock like Galvani's work. "Oh, thank you," Virginia replied, as Ludwig noted her paleness. She was often compared to a corpse or a member of the Soulless. It was one of the few compliments those in London society would pay her when it came to matters of beauty.
Virginia nodded. She didn't mind watching the two and she was certain that James would be safe with her. "Little devil, come sit. The Mamushka should be starting at any moment now and you wouldn't want to miss it, would you?" Virginia urged her brother. James almost reluctantly slipped off of Myshka, before falling to his knees and staring at the tiger head on.
"Thank you, Deadly Cat!" James said. He then rose to his feet and gave Myshka a little bow, before rushing off to Virginia and plopping down in her lap, just as Adam had done in Ludwig's. Virginia ruffled James' hair affectionately, before returning to her previous conversation with Ludwig. "Yes, we are Crypts. I must imagine you have encountered members of our family before? Which ones, if I may ask? I trust that you befriended them, as we are likely just as sane as you."
Then something dawned upon James as his eyes lit up. "Adam!!! Let's become blood brothers! Let's swear an oath of loyalty to the death!" James exclaimed, wiggling around with excitement at the idea. Virginia couldn't help but chuckle, glad for James to have a playmate - and a friend.
Location: Brotherhood Headquarters - Outside the Main Lab - New York, New York {"Maybe I'm just not cut out for this line of work..."}
No one seemed to understand what she was saying - typical. She couldn't help but think that had Tony been there, he would have understood in an instant. It took a special sort of person to comprehend to discuss the intricacies of quantum tunneling with, one of Guin's favorite topics in quantum mechanics. Maybe their brains were wired a little differently than the rest of the world. But the fact that no one paused to take note irritated her, to say the least.
Before she could reply to Richard, the world seemed to invert itself and Guin found herself...as her. She was back in her own body again! She let out a small sigh of relief, about to explain to everyone what had just happened, when Allison's eyes glowed a frightening shade of pink. The next thing she knew, she was seeing stars as she felt her head crash into the wall. Her vision refused to clear up and all she felt was pain, located in various pressure points of her body.
A+ follow through! Guin thought. It took her a moment to realize she hadn't exactly said it and she was instead collapsed against the wall in a feeble position. She could hear everyone as if they were underwater, barely able to make out the conversations. They were opening the doors? Magneto was there? The virus would be released early? Everything had gone so horribly wrong in a short span of time. She feebly raised her hand to her ear, flinching slightly as she pressed her comm to switch over the channel.
It felt like a slow and painful process, as she typed in the manual access code for the Stark Secure Server. It was thirty characters long, with a variety of symbols, upper case letters, and lower case letters. It didn't resemble any word in the English language. Her entire body felt broken as she painstakingly pressed in the code. She missed the old code - WARMACHINEROX86. It had been a not so subtle jab at Rhodey, but an amusing one. Her hands were shaking as she finished punching it in.
"J.A.R.V.I.S., enact the Jericho Protocol...Less than five minutes. Use the workaround I sent you to get a live feed of my location," Guin said weakly. She hoped that the AI had received her audio message, as she tapped her comm a second time to switch back to the main channel. She heard the muffled noise of Magneto talking about who she assumed had to be her. God, everyone was obsessed with her. She stood to her feet, finding the task surprisingly not too difficult, despite her blurred vision.
"I'm right over here, asshole. C'mon, let's have at it. Let's fight. I'll take you on and I bet I'll even win. You can leave Pietro the fuck alone."
Location:The Castle Time Frame: Centuries after the events of Septimus Heap; Medieval-Feel Rp Tags: Fantasy, Medieval, Large Group, Small Group, Adventure, Romance, Slice of Life, Magyk, Politics, Dragons, Casual, Advanced Type Of RP: This is a high fantasy adventure roleplay with a mystery twist. While characters can die, the chances of death are far lower than with my other roleplays. Journey around the Castle, explore its quirks and charms, and figure out whose side you are on: the side of the Darke or the side of the Lyte. Goal of the RP: Restore balance and order at the Castle; solve the mystery of Queen Meliscente's death; grow more powerful in your trade. Fight. Love. Live. Survive. Age Requirements: 13+
Premise
In a world similar to our own in many ways and entirely different in many more, there stands the Castle. Located in what is known as the Small Wet Country Across the Sea, the Castle's walls were constructed to keep the Darke of the forest at bay. Witches, werewolves, and other creatures had been preying on the Castle's inhabitants, stealing children in their beds and causing many tragedies. But with the construction of the moat and the One Way Bridge, the citizens could rest easy. They, and their Queen, were safe.
Hotep-Ra introduced Magyk to the Castle, creating marvelous sites such as Wizard Tower and Wizard Way, as well as teaching those with magykal talent to hone their skills. Magyk is much more than science that we do not yet understand; it can be studied, it can be harnessed, and it can be used. With the ExtraOrdinary Wizard leading the Ordinary Wizards, there was peace in the Castle and prosperity. Witches, werewolves, chimeras, and the like were kept at bay. Trade that came in from the Port brought new treasures, decorating the Long Walk of the Palace.
But in a world where Magyk is real and vibrant, the problems we face become only more complex. The eldest daughter of Queen Meliscente, Princess Valda, was CradleSnatched by witches when she was very young. And while Queen Meliscente had other children, it was only recently that her eldest child was rescued and returned to the castle, over a decade later. There was much celebrating that MidSummer Feast Day, as Valda became the Crown Princess, next in line for the throne. The Royal Family of the Castle, with the throne inherited by a matriarchal system, had long been loved by the people.
Or of course, so it seemed. Under a month ago, Queen Meliscente had fallen extraordinary ill, with no Physik or Magyk being able to revive her. She had been on a trip to the Land of Long Nights, meeting with officials in order to discuss trade and relations before the Big Freeze set in. While her subjects were informed her death was caused by an unfortunate illness she caught on her trip, some believe that Darke Magyk killed the Queen. Among them is the ExtraOrdinary Wizard, Arya Rincewind.
But amongst this Darkenesse, life goes on. They grieve for the loss of their beloved queen, but Crown Princess Valda will become Queen soon enough. Her Journey, a rite of passage all Crown Princesses undergo once their mother has passed, has been completed. Witch Covens look on with apprehension at Valda's impending coronation, knowing that Valda's Coven will gain immense prestige with a Witch Queen on the throne. Young children still flock to Wizard Tower, little hopefuls just dying for an Ordinary Wizard to catch a glimpse of them and appoint them as their Apprentice. Alchemie slowly grows more and more influential in the castle, with now four Alchemists working in Alchemie Way. Scribes craft new, elaborate Live Maps that reflect the movement of each being within the Castle walls.
Yet make no mistake, my dears. Something wicked this way comes.
Characters
Active:
Arya Rincewind, ExtraOrdinary Wizard (Morose)
NPCs:
Deceased:
Meliscente Segovia Alys Maerwynn, Queen of the Castle
The Castle
Welcome to the Castle. This community has existed for centuries in the Small Wet Country Across the Sea. The Castle began as a small village where its inhabitants built a wall and a ditch around it to keep out wolverines, witches and warlocks. As time went on, the walls were expanded, and more houses were built. Later, when a baby was stolen by the Darke Forest Creatures, they worked on the wall they have now and they dug the ditch deeper. On MidSummer Day, they breached the banks between the ditch and the Moat was built.
The summer before the Moat was built, a pretty barge arrived with a young woman and three daughters. They had dark hair, violet eyes and spoke a different language. The woman was given the best house and was made Queen. Her house later becameThe Palace. She never explained where she came from or why she left.
Many years later, when one of the queens descendants was Queen, Hotep-Ra arrived and healed the Queen's daughter, who was ill. For this, he was made the first ExtraOrdinary Wizard and built the Wizard Tower.
The place where the queen and her family live. Currently, Valda and her siblings live there. Long ago, the Custodians resided there for ten years after the assassination of a former queen (Queen Cerys). At one point, it was also inhabited by a family of wizards under the rule of Queen Jenna.
The Manuscriptorium is located at Number 13, Wizard Way. It is a place where the scribes, copy and/or make incantations, potions, books, charms, spells and many more. The place is watched over by the Chief Hermetic Scribe. There are many kinds of scribes in the Manuscriptorium. It also has a hatch that leads to the Ice Tunnels. The One and All Spell is applied in the Manuscriptorium which means if one door was locked all doors were locked. Altogether the Manuscriptorium is a busy and wealthy place, because many people come and go at all times.
The Ramblings is a large building where a large amount of Castle residents live. The Ramblings spans along the river for three miles on the East side of the Castle. It houses several family rooms and some factories, shops and schools. The Forest, where the Wendron Witch Coven is located, is also near the Ramblings. The Ramblings is from a time where Castle inhabitants practised a bit of magic themselves. All the safe charms and spell that had soaked into the stones over the year kept the Dark Domaine from covering it.
The Wizard Tower is a 21-story tower where Ordinary Wizards, Apprentices, and the Extra-Ordinary Wizard live. Above the top level there is a golden pyramid with a library inside; the entrance hall has a Magykal floor that displays greetings and information to all comers. For example, if the Crown Princess were to visit, the floor would say WELCOME, PRINCESS. Transit between floors is accomplished via the Magykal stairs, which rotate; any Wizard can control them. The top two floors are where the ExtraOrdinary Wizard and the ExtraOrdinary Apprentice live. All others are for Ordinary Wizards, two to a floor. The Tower is where most of the Wizards in the Castle live. It was created by Hotep-Ra, who was the very first ExtraOrdinary Wizard.
The Tunnels - A series of tunnels underneath The Castle which were once completely covered in ice. When Alchemie returned to the Castle, the Fyre used caused the Ice Tunnels to melt. These tunnels are now more like underground rivers. These tunnels run from the castle, under the ocean, through the Peepe on the Isle of Syren, all the way to the House of Foryx.
The Great Chambers of Alchemie and Physik - Most Alchemie conducted in the Castle happens here. It is where the Fyre can burn the hottest, even serving to partially heat the Castle during the winter months.
Message Rat Headquarters - To communicate, people hire Messenger Rats. Using the spell Speak, Rattus Rattus they can have rats deliver verbal messages to friends, family, and others.
The Port is a bustling city downriver from The Castle. It lies between the ocean and the Marram Marshes, and is supported primarily by the traffic from incoming ships arriving with goods. It is an exciting and enjoyable place to many, but also perilous and more dangerous than The Castle, and is the home of the detestable Port Witch Coven. It is also known to contain a few passageways, one known as the Smugglers Bolt, which stretches from the Port to The Castle.
The Marram Marshes The Marram Marshes are located south of the Castle. Difficult to navigate and dangerous to be in, most people avoid visiting the Marram Marshes unless they absolutely must. The main reason anyone goes there is to visit the Dragon Keeper.
The Forest is a dangerous place near the Castle, because lots of dangerous creatures and witches live there. It is covered by thousands of trees and there is no residential locations apart from the Witches village.
Paths
In this roleplay, there are several paths that you may undertake. No path is superior to another, though some paths have limited space allotted to them. These paths will be marked with an *, and simply mean that you must inquire with the GM for availability. If the path does not have an *, that just means that we have no limit on how many characters can choose that path.
In addition to there being paths, there are also various stages on these paths. In most trades, you begin as an apprentice. As you study and learn, you are eventually promoted to Senior Apprentice. Once your master deems you have learned enough, you then "graduate" and become a master of the craft in your own right.
The first Queen documented in history arrived floating on a wooden barge from an unknown land and came to rest near the small village which was to be The Castle. Although the Queen practiced different rituals, ate different food, and even spoke a different language, the villagers came to respect and admire her. The villagers built a palace for the queen that was added to many times over the years.
The Queen is the head of The Castle. The royal line passes through the female. The Queen lives in The Palace. There is a slight magical element to being the Queen, as all Queens have violet eyes and are unaffected by Wizard eyes. However, most members of the Royal Family regard Magyk as being weird.
The eldest daughter of the Queen is the Crown Princess. Before their coronation, a Crown Princess undergoes a process called their Journey. This is where they learn special Magyk known only to Queens and learn more about the inner workings of the Castle. Each Crown Princess has a copy of the Queens Rules in order to guide them.
The younger daughters are then called Princesses-in-Waiting. Many Witch Covens attempt to CradleSnatch a young princess, a process which binds the child to a particular Witch Coven. The ultimate goal for the Coven is to CradleSnatch the eldest princess, as to one day of a member of their Coven become the Queen of the Castle. This would then elevate them above all other Covens in terms of power and prestige.
By tradition, members of the Royal Family wear red.
A wizard is someone with Magykal powers. Their eyes turn bright green when they are exposed to Magyk lessons. The exception to these eyes is the Queen and Queenling; their eyes stay violet even when they learn Magyk.
The ExtraOrdinary Wizard is a very powerful wizard and in charge of the Wizard Tower. There is only one ExtraOrdinary Wizard at a time and one apprentice, if they have one. The ExtraOrdinary Wizard is the Guardian of the Wizard Tower. When the ExtraOrdinary Wizard dies or steps down, the apprentice will take over as the new ExtraOrdinary Wizard. The ExtraOrdinary Wizard wears purple robes by tradition, along with the ExtraOrdinary Wizard's headband, belt, and the Akhu Amulet of Hotep-Ra.
The next highest type of wizard in terms of rank is an Ordinary Wizard. These are the most common and simply require successful completion of an apprenticeship to an Ordinary Wizard in order to obtain this rank. Some of them live in Wizard's Tower, while others elect to live with families elsewhere in the Castle. Their apprentices are the next lowest in rank. Some wizards also are born with the ability to shape shift. While they are able to freely shift when they are younger, as they grow older, they can become stuck in one form or another. Ordinary Wizards wear blue robes.
After the apprentices, there are the Sub-Wizards. They are currently in training to become Ordinary Wizards but they are not apprentices. This is because even those without magyk can be a Sub-Wizard - for example, those whose eyes never turned green. Sub-Wizards can only become Ordinary Wizards if they are born Wizards. Otherwise they remain Sub-Wizards. Sub-Wizards wear pale blue robes.
Finally, there are the Hopefulls. These are young wizards that seek apprenticeship to Wizards in the Wizard Tower and dream above all else, to become the ExtraOrdinary Wizard's Apprentice. Most Ordinary and ExtraOrdinary Wizards were Hopefulls at one point.
All apprentices, no matter what, wear a set of green robes.
Witches are Magykal persons who use, so-called, 'Natural Magyk'. Witch Magyk, unlike that of Wizards, does not require the Imprinting of Charms, as instead Witches take random influences and make up their spells as they go along. Witches seem always to have blue eyes, just as Wizards always have green eyes - this is a side-effect of the Witches' brand of Magyk. The only exception is with members of the Royal Family, as their eyes remain purple.
Further, much like the Magyk used by Wizards, Witch Magyk has a Darke and a Lyte side. The exact distinction between Darke and Lyte Witch Magyk is that Darke Witch Magyk is based around causing harm or performing unconscionable acts, and Lyte based around not causing harm or unconscionable acts.
Practitioners of Darke Witch Magyk include the Port Witch Coven. Lyte Witch Magyk is performed by White Witches; such as the Wendron Witches. The Wendron Witches are also known to use various herbs in their spells. Herbalism is a part of Witch Magyk - at least the Lyte variant as the Port Witch Coven does not often use herbs. Essentially, White Witches do not meddle with the elements of nature and prefer to use Potions and Charms.
One notable witch technique is the art of FootFollowing - this causes them to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
Available Covens
Wendron Witches
Port Witch Coven
Alchemie is the science of energy and creation which is paired with Physik, the science of healing. The people who study Alchemie are called Alchemists. The people who study Physik are called Physicians.
Physicians use Potions, a drinkable form of liquid Magyk made by mixing certain ingredients together. They tend to get along rather swimmingly with White Witches because of this. They require no innate Magykal talent as well and tend to live in the Forest.
Alchemists deal with transmutations of metals, such as turning lead into gold. They also claim to hold the key to eternal life. Throughout history wizards and alchemists have often quarreled, mainly because of stereotypical views of each other's professions. For example, Marcia Overstrand, the 776th ExtraOrdinary Wizard, often voiced her complaints of Alchemie being 'all smokes and mirriors' while the famous Alchemist Marcellus Pye described Wizards as 'chickens.'
Alchemists wear black by tradition and Physicians wear white.
Available Roles
Physician
Physik Apprentice
Alchemist *
Alchemie Apprentice
The Chief Hermetic Scribe is the scribe who is in charge of the Manuscriptorium. They oversee the other scribes and clerks who work there, as they copy and/or make incantations, potions, books, charms, and spells. Conservation, Preservation and Protection scribes, for example, work with restoring damaged documents to their former glory.
Scribes are incredibly important for day-to-day life in the Castle and they are also responsible for checking the Live Map (though this is primarily done by the Inspection Clerk). This map shows a real time image of the Castle and its inhabitants, allowing for threats to be monitored instantaneously. The scribes also keep a wealth of knowledge and have just about any book you could possibly need.
Scribes wear dark blue robes.
Available Roles
Chief Hermetic Scribe *
Inspection Clerk
Conservation, Preservation and Protection Scribe
Transcription Scribe
Junior Clerk
Northern Traders come to the Small Wet Country Across the Sea from the Land of the Long Nights, once a year to trade at the Trader's Market. They traditionally leave a month before the Big Freeze comes. They are typically male, although a female Northern Trader is not unheard of.
All Northern Traders need a license from the Hanseatic League before they can trade.
Interestingly, Northern Traders are more likely than not to be Spirit-Seers. A Spirit-Seer is a person who could See ghosts. Even if they chose not to be Seen they can still see them. This is a very rare talent.
Northern Traders also often have Night Transformers. These animals take one form by day and another by night. For example, the creature may be a small ginger cat with a black dipped tail by day. At night, however, it is a sleek panther with an orange dipped tail.
Available Roles
Northern Trader
Runaway
A ghost is the form that all people and animals must take when dead. The person recently deceased must wait a year and a day in the place of their death before he or she can fully enter ghosthood. Ghosts can choose to Appear to the living if they desire. They have no substance and thus will pass through objects. Ghosthood also has its laws that all ghosts must follow. A ghost may also be a haunting spirit such as a Spectre or a Shadow.
They have numerous abilities, such as choosing if they wish to be Seen. However, a Spirit-Seer can alwaysSee a ghost, no matter what.
Available Roles
You have to die first - so, hopefully none!
Magyk
Magyk refers to the powers of wizards and witches. These include the ability to sense things and to cause others to forget things. Most people can perform a few basic spells but in order to do more advanced forms of Magyk or Darke Magyk, a person needs to have talent at Magyk. Magykal talent has a chance of occurring in anybody but being related to other people with the talent will increase that person's chance of having it through inheritance. The seventh son of a seventh son is said to have extraordinary Magykal powers.
Wizards' eyes become green when they are exposed to Magyk. The Heap Children as an example used to have either blue or grey eyes but their eyes turned green in color once they had learnt enough Magyk. Witches' eyes can vary although the most powerful witches always have blue eyes. Zelda Heap is a good example with her sky blue eyes which indicate that she is a white witch. Warlocks are male witches (rare) so they also have blue eyes. Witches, unlike wizards can be born with their magical eye color or develop it later.
Using Darke Magyk affects Magykal green eyes and gives them little flecks of black until eventually the green is lost. Ultimately, whether or not a person's eye color will change depends on two things: their ability to do Magyk since non-magykal peoples' eyes won't change no matter how much Magyk they are exposed to. Or in the case of with the talent for Magyk - the amount of Magyk that they are exposed to.
Frequently, but not always, Darke Incantations are Reverse chants, which are almost always evil, and only make sense if read backwards, hence their name. Usually alchemists use and explore Darke more than wizards.
*Rules are enforced and you will be removed if you break them.
Gm Is Goddess
Gm has final say on all matters
Gm does check on posting and log in habits
If you are holding up the RP and joining other Rp's you will be called on it
CS Sheet Provided Must Be Used
Use code provided below
Do not submit WIP's - Final CS's only
Post CS for approval in OOC
Only GM approved CS's allowed in CS Tab
Change color code to one not in use
If you have problems with changing out the color code or any of the coding, just pm it to me and I will take care of it for you.
May not use default CS color, any colors currently in use by active characters or that are close to another characters color
Real Life cause and effect will be in place
Realistic Character Sheets only (for this setting)
Things like jobs and skills must fit with characters back story
Don't go overboard - seriously, enjoy not knowing things and learning as you go.
Language - No Filters
Gore - No Filters - This might get gross
Taboo subjects will be crossed but will be maintained to fade to black if needed
Romance is allowed but this is NOT a Romance RP - Pg-13, then fade to black
Follow All Forum Rules
Communication is Key
The world is controlled by the GM - All NPC's, weather, what you see, what you find, what happens, everything. So if it isn't in my post, it didn't happens
If you wish your character to have "connections" please run it by the GM first to ensure it is acceptable and isn't already being done by another.
Randomization and LLA are used in this RP - Please refer to Lady Amalthea's tutorial for a description if you are new to this concept
Posting Habits
Minimal of 2 well developed paragraphs per post
Must IC post once every 7 days (It is your job to keep up with when you need to post. Your last post hits Day 8 and I remove you from the RP.)
I do not accept no inspiration as a reason not to post
Keep up with all IC and OOC posts
No word in IC or OOC after 7 days is grounds for removal from the RP.
If you need additional time to post you must notify the Gm by day 5 of your counter. Extensions will not be granted after that.
No spamming OOC
Under Extras in the CS mention your favorite witch or wizard (any story, doesn't have to be Septimus Heap) so I know you at least skimmed this...
Minimal 2 posts between your last
There is no additional time granted due to forum glitches unless the forum is fully down. A week to post is plenty of time even if the forum glitches a day or two
Collabs may not be started after your day 5 counter
If you are collabing and your partner vanishes or does not reply, you must finish the collab and post it before the timer runs out
If your collab partner vanishes you are granted temporary minimal bunnying privileges to complete the collab
If your collab partner vanishes, you need to make the Gm aware so it does not count against you
Know your personal posting limitations before applying to join
If you cannot post, you must contact the GM and make me aware, you will be granted extra time to post (do not take advantage of this) - I realize real life comes first but you know your schedule better than anyone, if you join it is your responsibility to keep up and not hold up the rest of the Rpers. I will work with you, just let me know what's going on
Spots are not first come first serve
Gm will review completed CS first
Gm will review previous Rp's and posting habits
Gm will then notify you if you are approved
Character deaths will happen, no one is safe - it will be randomized and you will be notified when your death approaches. (This does not mean you are out of the RP, it will mean however you need to make a new character should you wish to continue - I recommend having Back Up Characters Ready)
I am looking for long term highly dedicated Rpers.
Once Cs's are approved, relation sheet will go up and must be completed and added to CS
Rules and Cs sheet will be added to and changed as need be depending on problems or points that come up.
Under Extras in your CS please post a link to a post you have done in the past to show you have read the rules. If You submit a CS without this it may be declined.
Special - To New Comers To The Guild - Pm The Gm for a tid bit to add under extras instead
Character Sheet
Please read through the instructions for this character sheet carefully. There are some sections that you cannot fill out until the character has been approved by the GM, as I'll be giving you the information to put in those sections (such as the Darke name and occupational skills). I also recommend completing your general skills after you have received your occupational skills, as there cannot be any overlap.
And to nip this in the bud, you must pick one of the Paths above. Foreigners can currently only be from the Land of Long Nights. Other Paths will become available throughout the RP, but we're starting with these main ones for now. Additionally, I've created example character name banks to help you get a "feel" for the naming styles in this period. It's very much a mixture of common English, Latin, and Faux-Medieval. The exception is the Land of Long Nights - those names are much more Norse in feel, such as names like Snorri.
[hider=Character Name] [hr.][hr.][h1][b][i][center][color=???]Character First and Last Name[/color][/center][/i][/b][/h1] [center][img]Character Image[/img][/center] [hr.][hr.][h3][b][i][color=???][center]Character Summary[/center][/color][/i][/b][/h3] [b][color=???]Name:[/color][/b] (Full Name) [b][color=???]Darke Name:[/color][/b] *Leave blank - GM will tell you what to put here* [b][color=???]Age:[/color][/b] 13+ [b][color=???]Birthday:[/color][/b] Date and month only [b][color=???]Birthplace:[/color][/b] (example: the Ramblings - contact the GM for assistance if you wish) [b][color=???]Residence:[/color][/b] *Leave blank - GM will tell you what to put here* [b][color=???]Gender:[/color][/b] [b][color=???]Education:[/color][/b] What trade were they educated in? [b][color=???]Position:[/color][/b] Pick from one of the possible roles listed under paths [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Appearance[/center][/color][/i][/b][/h3] [b][color=???]Height:[/color][/b] [b][color=???]Weight:[/color][/b] [b][color=???]Build:[/color][/b] [b][color=???]Eyes:[/color][/b] ~Remember, some professions have specific eye colors~ [b][color=???]Hair:[/color][/b] [b][color=???]Skin Tone:[/color][/b] [b][color=???]Tattoos/Scars/Piercings:[/color][/b] [b][color=???]Personal Style:[/color][/b] 1-2 paragraphs telling us about their personal style. Remember, this society has a medieval feel. So no jeans and t-shirts - think tunics, dresses, robes...You may also write about personal grooming habits. Some professions have specific colors that you [b]must[/b] wear, so do consider this. It's entirely possible they're a wizard and they [i]hate[/i] blue - tell us about it![hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Psychology[/center][/color][/i][/b][/h3] [i][color=6ecff6][center][color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color] * [color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color] * [color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color][/center][/color][/i]
[b][color=???]Sexuality:[/color][/b] (What your character's true sexuality is, even though they may not be aware of it. This is set in stone when submitted, and a character deemed 1 sexuality may not flip to be attracted to something else later on) [b][color=???]Relationship Status:[/color][/b] (No pre-formed couples. Any relationships at this point must be with an NPC character). [b][color=???]Personality:[/color][/b] Minimal 2 paragraphs that tells us how the characters mind works. Take your time with this, as you won't understand your character otherwise. [b][color=???]Habits:[/color][/b] Minimal 2 [b][color=???]Hobbies:[/color][/b] At least 1 [b][color=???]Fears:[/color][/b] 3 real fears that make your character unhinged (You will be expected to play to these fears. They will be noted by the Gm and used against you ~grins~) [list][*] [*] [*] [/list] [b][color=???]Likes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list] [b][color=???]Dislikes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*] [/list] [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Cards On The Table[/center][/color][/i][/b][/h3] [b][color=???]General Skills:[/color][/b] Max 7 - History must reflect these knowledges. These are things [i]not[/i] associated with your occupation. For example, running, cooking, swimming, sword fighting, CounterFeet...These are all skills that you wouldn't associate with your path. If you're confused if a skill would be general or related to your occupation, contact the GM or look at a previously accepted CS for examples. [list] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]Occupational Skills:[/color][/b] DO NOT FILL THESE OUT! Once you have filled out everything BUT your occupational and general skills, submit the sheet to the GM for approval. If approved, you will receive your occupational skills from the GM and you can then fill in your general skills. Once that is done, submit your CS for a final approval. [list] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]What Is On Your Person:[/color][/b] Max 7 - This includes your clothing, any trinkets you're carrying, any [b]Charms[/b] you keep on you...If it isn't listed here, you don't have it on you. Period. [list] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]Residence:[/color][/b] Max 7 - This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks. [list][*] [*] [*] [*] [*] [*] [*] [/list] [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]History[/center][/color][/i][/b][/h3]
[b][color=???]Your Path:[/color][/b] At least one paragraph. Why did you choose this path? Was it chosen for you? If this path is selective, why were you picked and not someone else?
[b][color=???]General History:[/color][/b] At least three paragraphs. Tell us your life story. Who were your parents? What did they do? Where'd you grow up? Were there any defining moments in your lifetime? Any hardships you encountered? What made you the person you are today?
[b][color=???]Thoughts on Queen Meliscente:[/color][/b] At least one paragraph. Do you believe the Queen was murdered? Or do you think it really was an illness? Are you suspicious of her heir, Crown Princess Valda since she's a witch? Were the Witch Covens involved in her death? Or maybe the Northern Traders?
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Extras[/center][/color][/i][/b][/h3] [b][color=???]Character Quote:[/color][/b] Something they say a lot or live by [b][color=???]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=???]Anything Else:[/color][/b] Read the rules to check for what you need to include here [sub][color=ed1c24]*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.[/color][/sub][/hider]
Relation Sheet
You will record your thoughts and opinions on other characters. To start the RP, you are required to have one relation to start with. If you're having trouble coming up with one, let me know and I can sort it out for you. There'll be periodic moments throughout the RP where I ask that you update these.
[center][hr.][hr.][h1][b][i][color=10A133]The Scroll[/color][/i][/b][/h1][hr.] [hr.][h2][b][i][color=???]Character Full Name[/color][/i][/b][/h2][img]Character Image[/img] [i][color=???]"Character Quote"[/color][/i][hr.][hr.]⟢ 🎆Respects ⟡ 🌓Neutral ⟡ 👋Acquaintance ⟡ 🙇It's Complicated ⟣ ⟢ 💛Friend ⟡ 💙Good Friends ⟡ 💜Best Friends ⟡ ❣️Ex-Friends ⟡ 😈Frienemy ⟣ ⟢ 💘Infatuation ⟡ 💓Loves ⟡ 💗Couple ⟡ 💕Basically Family ⟡ 💞Family ⟡ 💔Ex-Lovers ⟣ ⟢ ♨️Tense ⟡ 💀Dislikes ⟡ 😡Hates ⟡ 👿Enemy ⟡ 👹Absolutely Loathes ⟣[hr.][hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] [/center]
Location:The Castle Time Frame: Centuries after the events of Septimus Heap; Medieval-Feel Rp Tags: Fantasy, Medieval, Large Group, Small Group, Adventure, Romance, Slice of Life, Magyk, Politics, Dragons, Casual, Advanced Type Of RP: This is a high fantasy adventure roleplay with a mystery twist. While characters can die, the chances of death are far lower than with my other roleplays. Journey around the Castle, explore its quirks and charms, and figure out whose side you are on: the side of the Darke or the side of the Lyte. Goal of the RP: Restore balance and order at the Castle; solve the mystery of Queen Meliscente's death; grow more powerful in your trade. Fight. Love. Live. Survive. Age Requirements: 13+
Premise
In a world similar to our own in many ways and entirely different in many more, there stands the Castle. Located in what is known as the Small Wet Country Across the Sea, the Castle's walls were constructed to keep the Darke of the forest at bay. Witches, werewolves, and other creatures had been preying on the Castle's inhabitants, stealing children in their beds and causing many tragedies. But with the construction of the moat and the One Way Bridge, the citizens could rest easy. They, and their Queen, were safe.
Hotep-Ra introduced Magyk to the Castle, creating marvelous sites such as Wizard Tower and Wizard Way, as well as teaching those with magykal talent to hone their skills. Magyk is much more than science that we do not yet understand; it can be studied, it can be harnessed, and it can be used. With the ExtraOrdinary Wizard leading the Ordinary Wizards, there was peace in the Castle and prosperity. Witches, werewolves, chimeras, and the like were kept at bay. Trade that came in from the Port brought new treasures, decorating the Long Walk of the Palace.
But in a world where Magyk is real and vibrant, the problems we face become only more complex. The eldest daughter of Queen Meliscente, Princess Valda, was CradleSnatched by witches when she was very young. And while Queen Meliscente had other children, it was only recently that her eldest child was rescued and returned to the castle, over a decade later. There was much celebrating that MidSummer Feast Day, as Valda became the Crown Princess, next in line for the throne. The Royal Family of the Castle, with the throne inherited by a matriarchal system, had long been loved by the people.
Or of course, so it seemed. Under a month ago, Queen Meliscente had fallen extraordinary ill, with no Physik or Magyk being able to revive her. She had been on a trip to the Land of Long Nights, meeting with officials in order to discuss trade and relations before the Big Freeze set in. While her subjects were informed her death was caused by an unfortunate illness she caught on her trip, some believe that Darke Magyk killed the Queen. Among them is the ExtraOrdinary Wizard, Arya Rincewind.
But amongst this Darkenesse, life goes on. They grieve for the loss of their beloved queen, but Crown Princess Valda will become Queen soon enough. Her Journey, a rite of passage all Crown Princesses undergo once their mother has passed, has been completed. Witch Covens look on with apprehension at Valda's impending coronation, knowing that Valda's Coven will gain immense prestige with a Witch Queen on the throne. Young children still flock to Wizard Tower, little hopefuls just dying for an Ordinary Wizard to catch a glimpse of them and appoint them as their Apprentice. Alchemie slowly grows more and more influential in the castle, with now four Alchemists working in Alchemie Way. Scribes craft new, elaborate Live Maps that reflect the movement of each being within the Castle walls.
Yet make no mistake, my dears. Something wicked this way comes.
Characters
Active:
Arya Rincewind, ExtraOrdinary Wizard (Morose)
NPCs:
Deceased:
Meliscente Segovia Alys Maerwynn, Queen of the Castle
The Castle
Welcome to the Castle. This community has existed for centuries in the Small Wet Country Across the Sea. The Castle began as a small village where its inhabitants built a wall and a ditch around it to keep out wolverines, witches and warlocks. As time went on, the walls were expanded, and more houses were built. Later, when a baby was stolen by the Darke Forest Creatures, they worked on the wall they have now and they dug the ditch deeper. On MidSummer Day, they breached the banks between the ditch and the Moat was built.
The summer before the Moat was built, a pretty barge arrived with a young woman and three daughters. They had dark hair, violet eyes and spoke a different language. The woman was given the best house and was made Queen. Her house later becameThe Palace. She never explained where she came from or why she left.
Many years later, when one of the queens descendants was Queen, Hotep-Ra arrived and healed the Queen's daughter, who was ill. For this, he was made the first ExtraOrdinary Wizard and built the Wizard Tower.
The place where the queen and her family live. Currently, Valda and her siblings live there. Long ago, the Custodians resided there for ten years after the assassination of a former queen (Queen Cerys). At one point, it was also inhabited by a family of wizards under the rule of Queen Jenna.
The Manuscriptorium is located at Number 13, Wizard Way. It is a place where the scribes, copy and/or make incantations, potions, books, charms, spells and many more. The place is watched over by the Chief Hermetic Scribe. There are many kinds of scribes in the Manuscriptorium. It also has a hatch that leads to the Ice Tunnels. The One and All Spell is applied in the Manuscriptorium which means if one door was locked all doors were locked. Altogether the Manuscriptorium is a busy and wealthy place, because many people come and go at all times.
The Ramblings is a large building where a large amount of Castle residents live. The Ramblings spans along the river for three miles on the East side of the Castle. It houses several family rooms and some factories, shops and schools. The Forest, where the Wendron Witch Coven is located, is also near the Ramblings. The Ramblings is from a time where Castle inhabitants practised a bit of magic themselves. All the safe charms and spell that had soaked into the stones over the year kept the Dark Domaine from covering it.
The Wizard Tower is a 21-story tower where Ordinary Wizards, Apprentices, and the Extra-Ordinary Wizard live. Above the top level there is a golden pyramid with a library inside; the entrance hall has a Magykal floor that displays greetings and information to all comers. For example, if the Crown Princess were to visit, the floor would say WELCOME, PRINCESS. Transit between floors is accomplished via the Magykal stairs, which rotate; any Wizard can control them. The top two floors are where the ExtraOrdinary Wizard and the ExtraOrdinary Apprentice live. All others are for Ordinary Wizards, two to a floor. The Tower is where most of the Wizards in the Castle live. It was created by Hotep-Ra, who was the very first ExtraOrdinary Wizard.
The Tunnels - A series of tunnels underneath The Castle which were once completely covered in ice. When Alchemie returned to the Castle, the Fyre used caused the Ice Tunnels to melt. These tunnels are now more like underground rivers. These tunnels run from the castle, under the ocean, through the Peepe on the Isle of Syren, all the way to the House of Foryx.
The Great Chambers of Alchemie and Physik - Most Alchemie conducted in the Castle happens here. It is where the Fyre can burn the hottest, even serving to partially heat the Castle during the winter months.
Message Rat Headquarters - To communicate, people hire Messenger Rats. Using the spell Speak, Rattus Rattus they can have rats deliver verbal messages to friends, family, and others.
The Port is a bustling city downriver from The Castle. It lies between the ocean and the Marram Marshes, and is supported primarily by the traffic from incoming ships arriving with goods. It is an exciting and enjoyable place to many, but also perilous and more dangerous than The Castle, and is the home of the detestable Port Witch Coven. It is also known to contain a few passageways, one known as the Smugglers Bolt, which stretches from the Port to The Castle.
The Marram Marshes The Marram Marshes are located south of the Castle. Difficult to navigate and dangerous to be in, most people avoid visiting the Marram Marshes unless they absolutely must. The main reason anyone goes there is to visit the Dragon Keeper.
The Forest is a dangerous place near the Castle, because lots of dangerous creatures and witches live there. It is covered by thousands of trees and there is no residential locations apart from the Witches village.
Paths
In this roleplay, there are several paths that you may undertake. No path is superior to another, though some paths have limited space allotted to them. These paths will be marked with an *, and simply mean that you must inquire with the GM for availability. If the path does not have an *, that just means that we have no limit on how many characters can choose that path.
In addition to there being paths, there are also various stages on these paths. In most trades, you begin as an apprentice. As you study and learn, you are eventually promoted to Senior Apprentice. Once your master deems you have learned enough, you then "graduate" and become a master of the craft in your own right.
The first Queen documented in history arrived floating on a wooden barge from an unknown land and came to rest near the small village which was to be The Castle. Although the Queen practiced different rituals, ate different food, and even spoke a different language, the villagers came to respect and admire her. The villagers built a palace for the queen that was added to many times over the years.
The Queen is the head of The Castle. The royal line passes through the female. The Queen lives in The Palace. There is a slight magical element to being the Queen, as all Queens have violet eyes and are unaffected by Wizard eyes. However, most members of the Royal Family regard Magyk as being weird.
The eldest daughter of the Queen is the Crown Princess. Before their coronation, a Crown Princess undergoes a process called their Journey. This is where they learn special Magyk known only to Queens and learn more about the inner workings of the Castle. Each Crown Princess has a copy of the Queens Rules in order to guide them.
The younger daughters are then called Princesses-in-Waiting. Many Witch Covens attempt to CradleSnatch a young princess, a process which binds the child to a particular Witch Coven. The ultimate goal for the Coven is to CradleSnatch the eldest princess, as to one day of a member of their Coven become the Queen of the Castle. This would then elevate them above all other Covens in terms of power and prestige.
By tradition, members of the Royal Family wear red.
A wizard is someone with Magykal powers. Their eyes turn bright green when they are exposed to Magyk lessons. The exception to these eyes is the Queen and Queenling; their eyes stay violet even when they learn Magyk.
The ExtraOrdinary Wizard is a very powerful wizard and in charge of the Wizard Tower. There is only one ExtraOrdinary Wizard at a time and one apprentice, if they have one. The ExtraOrdinary Wizard is the Guardian of the Wizard Tower. When the ExtraOrdinary Wizard dies or steps down, the apprentice will take over as the new ExtraOrdinary Wizard. The ExtraOrdinary Wizard wears purple robes by tradition, along with the ExtraOrdinary Wizard's headband, belt, and the Akhu Amulet of Hotep-Ra.
The next highest type of wizard in terms of rank is an Ordinary Wizard. These are the most common and simply require successful completion of an apprenticeship to an Ordinary Wizard in order to obtain this rank. Some of them live in Wizard's Tower, while others elect to live with families elsewhere in the Castle. Their apprentices are the next lowest in rank. Some wizards also are born with the ability to shape shift. While they are able to freely shift when they are younger, as they grow older, they can become stuck in one form or another. Ordinary Wizards wear blue robes.
After the apprentices, there are the Sub-Wizards. They are currently in training to become Ordinary Wizards but they are not apprentices. This is because even those without magyk can be a Sub-Wizard - for example, those whose eyes never turned green. Sub-Wizards can only become Ordinary Wizards if they are born Wizards. Otherwise they remain Sub-Wizards. Sub-Wizards wear pale blue robes.
Finally, there are the Hopefulls. These are young wizards that seek apprenticeship to Wizards in the Wizard Tower and dream above all else, to become the ExtraOrdinary Wizard's Apprentice. Most Ordinary and ExtraOrdinary Wizards were Hopefulls at one point.
All apprentices, no matter what, wear a set of green robes.
Witches are Magykal persons who use, so-called, 'Natural Magyk'. Witch Magyk, unlike that of Wizards, does not require the Imprinting of Charms, as instead Witches take random influences and make up their spells as they go along. Witches seem always to have blue eyes, just as Wizards always have green eyes - this is a side-effect of the Witches' brand of Magyk. The only exception is with members of the Royal Family, as their eyes remain purple.
Further, much like the Magyk used by Wizards, Witch Magyk has a Darke and a Lyte side. The exact distinction between Darke and Lyte Witch Magyk is that Darke Witch Magyk is based around causing harm or performing unconscionable acts, and Lyte based around not causing harm or unconscionable acts.
Practitioners of Darke Witch Magyk include the Port Witch Coven. Lyte Witch Magyk is performed by White Witches; such as the Wendron Witches. The Wendron Witches are also known to use various herbs in their spells. Herbalism is a part of Witch Magyk - at least the Lyte variant as the Port Witch Coven does not often use herbs. Essentially, White Witches do not meddle with the elements of nature and prefer to use Potions and Charms.
One notable witch technique is the art of FootFollowing - this causes them to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
Available Covens
Wendron Witches
Port Witch Coven
Alchemie is the science of energy and creation which is paired with Physik, the science of healing. The people who study Alchemie are called Alchemists. The people who study Physik are called Physicians.
Physicians use Potions, a drinkable form of liquid Magyk made by mixing certain ingredients together. They tend to get along rather swimmingly with White Witches because of this. They require no innate Magykal talent as well and tend to live in the Forest.
Alchemists deal with transmutations of metals, such as turning lead into gold. They also claim to hold the key to eternal life. Throughout history wizards and alchemists have often quarreled, mainly because of stereotypical views of each other's professions. For example, Marcia Overstrand, the 776th ExtraOrdinary Wizard, often voiced her complaints of Alchemie being 'all smokes and mirriors' while the famous Alchemist Marcellus Pye described Wizards as 'chickens.'
Alchemists wear black by tradition and Physicians wear white.
Available Roles
Physician
Physik Apprentice
Alchemist *
Alchemie Apprentice
The Chief Hermetic Scribe is the scribe who is in charge of the Manuscriptorium. They oversee the other scribes and clerks who work there, as they copy and/or make incantations, potions, books, charms, and spells. Conservation, Preservation and Protection scribes, for example, work with restoring damaged documents to their former glory.
Scribes are incredibly important for day-to-day life in the Castle and they are also responsible for checking the Live Map (though this is primarily done by the Inspection Clerk). This map shows a real time image of the Castle and its inhabitants, allowing for threats to be monitored instantaneously. The scribes also keep a wealth of knowledge and have just about any book you could possibly need.
Scribes wear dark blue robes.
Available Roles
Chief Hermetic Scribe *
Inspection Clerk
Conservation, Preservation and Protection Scribe
Transcription Scribe
Junior Clerk
Northern Traders come to the Small Wet Country Across the Sea from the Land of the Long Nights, once a year to trade at the Trader's Market. They traditionally leave a month before the Big Freeze comes. They are typically male, although a female Northern Trader is not unheard of.
All Northern Traders need a license from the Hanseatic League before they can trade.
Interestingly, Northern Traders are more likely than not to be Spirit-Seers. A Spirit-Seer is a person who could See ghosts. Even if they chose not to be Seen they can still see them. This is a very rare talent.
Northern Traders also often have Night Transformers. These animals take one form by day and another by night. For example, the creature may be a small ginger cat with a black dipped tail by day. At night, however, it is a sleek panther with an orange dipped tail.
Available Roles
Northern Trader
Runaway
A ghost is the form that all people and animals must take when dead. The person recently deceased must wait a year and a day in the place of their death before he or she can fully enter ghosthood. Ghosts can choose to Appear to the living if they desire. They have no substance and thus will pass through objects. Ghosthood also has its laws that all ghosts must follow. A ghost may also be a haunting spirit such as a Spectre or a Shadow.
They have numerous abilities, such as choosing if they wish to be Seen. However, a Spirit-Seer can alwaysSee a ghost, no matter what.
Available Roles
You have to die first - so, hopefully none!
Magyk
Magyk refers to the powers of wizards and witches. These include the ability to sense things and to cause others to forget things. Most people can perform a few basic spells but in order to do more advanced forms of Magyk or Darke Magyk, a person needs to have talent at Magyk. Magykal talent has a chance of occurring in anybody but being related to other people with the talent will increase that person's chance of having it through inheritance. The seventh son of a seventh son is said to have extraordinary Magykal powers.
Wizards' eyes become green when they are exposed to Magyk. The Heap Children as an example used to have either blue or grey eyes but their eyes turned green in color once they had learnt enough Magyk. Witches' eyes can vary although the most powerful witches always have blue eyes. Zelda Heap is a good example with her sky blue eyes which indicate that she is a white witch. Warlocks are male witches (rare) so they also have blue eyes. Witches, unlike wizards can be born with their magical eye color or develop it later.
Using Darke Magyk affects Magykal green eyes and gives them little flecks of black until eventually the green is lost. Ultimately, whether or not a person's eye color will change depends on two things: their ability to do Magyk since non-magykal peoples' eyes won't change no matter how much Magyk they are exposed to. Or in the case of with the talent for Magyk - the amount of Magyk that they are exposed to.
Frequently, but not always, Darke Incantations are Reverse chants, which are almost always evil, and only make sense if read backwards, hence their name. Usually alchemists use and explore Darke more than wizards.
*Rules are enforced and you will be removed if you break them.
Gm Is Goddess
Gm has final say on all matters
Gm does check on posting and log in habits
If you are holding up the RP and joining other Rp's you will be called on it
CS Sheet Provided Must Be Used
Use code provided below
Do not submit WIP's - Final CS's only
Post CS for approval in OOC
Only GM approved CS's allowed in CS Tab
Change color code to one not in use
If you have problems with changing out the color code or any of the coding, just pm it to me and I will take care of it for you.
May not use default CS color, any colors currently in use by active characters or that are close to another characters color
Real Life cause and effect will be in place
Realistic Character Sheets only (for this setting)
Things like jobs and skills must fit with characters back story
Don't go overboard - seriously, enjoy not knowing things and learning as you go.
Language - No Filters
Gore - No Filters - This might get gross
Taboo subjects will be crossed but will be maintained to fade to black if needed
Romance is allowed but this is NOT a Romance RP - Pg-13, then fade to black
Follow All Forum Rules
Communication is Key
The world is controlled by the GM - All NPC's, weather, what you see, what you find, what happens, everything. So if it isn't in my post, it didn't happens
If you wish your character to have "connections" please run it by the GM first to ensure it is acceptable and isn't already being done by another.
Randomization and LLA are used in this RP - Please refer to Lady Amalthea's tutorial for a description if you are new to this concept
Posting Habits
Minimal of 2 well developed paragraphs per post
Must IC post once every 7 days (It is your job to keep up with when you need to post. Your last post hits Day 8 and I remove you from the RP.)
I do not accept no inspiration as a reason not to post
Keep up with all IC and OOC posts
No word in IC or OOC after 7 days is grounds for removal from the RP.
If you need additional time to post you must notify the Gm by day 5 of your counter. Extensions will not be granted after that.
No spamming OOC
Under Extras in the CS mention your favorite witch or wizard (any story, doesn't have to be Septimus Heap) so I know you at least skimmed this...
Minimal 2 posts between your last
There is no additional time granted due to forum glitches unless the forum is fully down. A week to post is plenty of time even if the forum glitches a day or two
Collabs may not be started after your day 5 counter
If you are collabing and your partner vanishes or does not reply, you must finish the collab and post it before the timer runs out
If your collab partner vanishes you are granted temporary minimal bunnying privileges to complete the collab
If your collab partner vanishes, you need to make the Gm aware so it does not count against you
Know your personal posting limitations before applying to join
If you cannot post, you must contact the GM and make me aware, you will be granted extra time to post (do not take advantage of this) - I realize real life comes first but you know your schedule better than anyone, if you join it is your responsibility to keep up and not hold up the rest of the Rpers. I will work with you, just let me know what's going on
Spots are not first come first serve
Gm will review completed CS first
Gm will review previous Rp's and posting habits
Gm will then notify you if you are approved
Character deaths will happen, no one is safe - it will be randomized and you will be notified when your death approaches. (This does not mean you are out of the RP, it will mean however you need to make a new character should you wish to continue - I recommend having Back Up Characters Ready)
I am looking for long term highly dedicated Rpers.
Once Cs's are approved, relation sheet will go up and must be completed and added to CS
Rules and Cs sheet will be added to and changed as need be depending on problems or points that come up.
Under Extras in your CS please post a link to a post you have done in the past to show you have read the rules. If You submit a CS without this it may be declined.
Special - To New Comers To The Guild - Pm The Gm for a tid bit to add under extras instead
Character Sheet
Please read through the instructions for this character sheet carefully. There are some sections that you cannot fill out until the character has been approved by the GM, as I'll be giving you the information to put in those sections (such as the Darke name and occupational skills). I also recommend completing your general skills after you have received your occupational skills, as there cannot be any overlap.
And to nip this in the bud, you must pick one of the Paths above. Foreigners can currently only be from the Land of Long Nights. Other Paths will become available throughout the RP, but we're starting with these main ones for now. Additionally, I've created example character name banks to help you get a "feel" for the naming styles in this period. It's very much a mixture of common English, Latin, and Faux-Medieval. The exception is the Land of Long Nights - those names are much more Norse in feel, such as names like Snorri.
[hider=Character Name] [hr.][hr.][h1][b][i][center][color=???]Character First and Last Name[/color][/center][/i][/b][/h1] [center][img]Character Image[/img][/center] [hr.][hr.][h3][b][i][color=???][center]Character Summary[/center][/color][/i][/b][/h3] [b][color=???]Name:[/color][/b] (Full Name) [b][color=???]Darke Name:[/color][/b] *Leave blank - GM will tell you what to put here* [b][color=???]Age:[/color][/b] 13+ [b][color=???]Birthday:[/color][/b] Date and month only [b][color=???]Birthplace:[/color][/b] (example: the Ramblings - contact the GM for assistance if you wish) [b][color=???]Residence:[/color][/b] *Leave blank - GM will tell you what to put here* [b][color=???]Gender:[/color][/b] [b][color=???]Education:[/color][/b] What trade were they educated in? [b][color=???]Position:[/color][/b] Pick from one of the possible roles listed under paths [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Appearance[/center][/color][/i][/b][/h3] [b][color=???]Height:[/color][/b] [b][color=???]Weight:[/color][/b] [b][color=???]Build:[/color][/b] [b][color=???]Eyes:[/color][/b] ~Remember, some professions have specific eye colors~ [b][color=???]Hair:[/color][/b] [b][color=???]Skin Tone:[/color][/b] [b][color=???]Tattoos/Scars/Piercings:[/color][/b] [b][color=???]Personal Style:[/color][/b] 1-2 paragraphs telling us about their personal style. Remember, this society has a medieval feel. So no jeans and t-shirts - think tunics, dresses, robes...You may also write about personal grooming habits. Some professions have specific colors that you [b]must[/b] wear, so do consider this. It's entirely possible they're a wizard and they [i]hate[/i] blue - tell us about it![hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Psychology[/center][/color][/i][/b][/h3] [i][color=6ecff6][center][color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color] * [color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color] * [color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color][/center][/color][/i]
[b][color=???]Sexuality:[/color][/b] (What your character's true sexuality is, even though they may not be aware of it. This is set in stone when submitted, and a character deemed 1 sexuality may not flip to be attracted to something else later on) [b][color=???]Relationship Status:[/color][/b] (No pre-formed couples. Any relationships at this point must be with an NPC character). [b][color=???]Personality:[/color][/b] Minimal 2 paragraphs that tells us how the characters mind works. Take your time with this, as you won't understand your character otherwise. [b][color=???]Habits:[/color][/b] Minimal 2 [b][color=???]Hobbies:[/color][/b] At least 1 [b][color=???]Fears:[/color][/b] 3 real fears that make your character unhinged (You will be expected to play to these fears. They will be noted by the Gm and used against you ~grins~) [list][*] [*] [*] [/list] [b][color=???]Likes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list] [b][color=???]Dislikes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*] [/list] [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Cards On The Table[/center][/color][/i][/b][/h3] [b][color=???]General Skills:[/color][/b] Max 7 - History must reflect these knowledges. These are things [i]not[/i] associated with your occupation. For example, running, cooking, swimming, sword fighting, CounterFeet...These are all skills that you wouldn't associate with your path. If you're confused if a skill would be general or related to your occupation, contact the GM or look at a previously accepted CS for examples. [list] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]Occupational Skills:[/color][/b] DO NOT FILL THESE OUT! Once you have filled out everything BUT your occupational and general skills, submit the sheet to the GM for approval. If approved, you will receive your occupational skills from the GM and you can then fill in your general skills. Once that is done, submit your CS for a final approval. [list] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]What Is On Your Person:[/color][/b] Max 7 - This includes your clothing, any trinkets you're carrying, any [b]Charms[/b] you keep on you...If it isn't listed here, you don't have it on you. Period. [list] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]Residence:[/color][/b] Max 7 - This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks. [list][*] [*] [*] [*] [*] [*] [*] [/list] [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]History[/center][/color][/i][/b][/h3]
[b][color=???]Your Path:[/color][/b] At least one paragraph. Why did you choose this path? Was it chosen for you? If this path is selective, why were you picked and not someone else?
[b][color=???]General History:[/color][/b] At least three paragraphs. Tell us your life story. Who were your parents? What did they do? Where'd you grow up? Were there any defining moments in your lifetime? Any hardships you encountered? What made you the person you are today?
[b][color=???]Thoughts on Queen Meliscente:[/color][/b] At least one paragraph. Do you believe the Queen was murdered? Or do you think it really was an illness? Are you suspicious of her heir, Crown Princess Valda since she's a witch? Were the Witch Covens involved in her death? Or maybe the Northern Traders?
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Extras[/center][/color][/i][/b][/h3] [b][color=???]Character Quote:[/color][/b] Something they say a lot or live by [b][color=???]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=???]Anything Else:[/color][/b] Read the rules to check for what you need to include here [sub][color=ed1c24]*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.[/color][/sub][/hider]
Relation Sheet
You will record your thoughts and opinions on other characters. To start the RP, you are required to have one relation to start with. If you're having trouble coming up with one, let me know and I can sort it out for you. There'll be periodic moments throughout the RP where I ask that you update these.
[center][hr.][hr.][h1][b][i][color=10A133]The Scroll[/color][/i][/b][/h1][hr.] [hr.][h2][b][i][color=???]Character Full Name[/color][/i][/b][/h2][img]Character Image[/img] [i][color=???]"Character Quote"[/color][/i][hr.][hr.]⟢ 🎆Respects ⟡ 🌓Neutral ⟡ 👋Acquaintance ⟡ 🙇It's Complicated ⟣ ⟢ 💛Friend ⟡ 💙Good Friends ⟡ 💜Best Friends ⟡ ❣️Ex-Friends ⟡ 😈Frienemy ⟣ ⟢ 💘Infatuation ⟡ 💓Loves ⟡ 💗Couple ⟡ 💕Basically Family ⟡ 💞Family ⟡ 💔Ex-Lovers ⟣ ⟢ ♨️Tense ⟡ 💀Dislikes ⟡ 😡Hates ⟡ 👿Enemy ⟡ 👹Absolutely Loathes ⟣[hr.][hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] [/center]
Location:The Castle Time Frame: Centuries after the events of Septimus Heap; Medieval-Feel Rp Tags: Fantasy, Medieval, Large Group, Small Group, Adventure, Romance, Slice of Life, Magyk, Politics, Dragons, Casual, Advanced Type Of RP: This is a high fantasy adventure roleplay with a mystery twist. While characters can die, the chances of death are far lower than with my other roleplays. Journey around the Castle, explore its quirks and charms, and figure out whose side you are on: the side of the Darke or the side of the Lyte. Goal of the RP: Restore balance and order at the Castle; solve the mystery of Queen Meliscente's death; grow more powerful in your trade. Fight. Love. Live. Survive. Age Requirements: 13+
Premise
In a world similar to our own in many ways and entirely different in many more, there stands the Castle. Located in what is known as the Small Wet Country Across the Sea, the Castle's walls were constructed to keep the Darke of the forest at bay. Witches, werewolves, and other creatures had been preying on the Castle's inhabitants, stealing children in their beds and causing many tragedies. But with the construction of the moat and the One Way Bridge, the citizens could rest easy. They, and their Queen, were safe.
Hotep-Ra introduced Magyk to the Castle, creating marvelous sites such as Wizard Tower and Wizard Way, as well as teaching those with magykal talent to hone their skills. Magyk is much more than science that we do not yet understand; it can be studied, it can be harnessed, and it can be used. With the ExtraOrdinary Wizard leading the Ordinary Wizards, there was peace in the Castle and prosperity. Witches, werewolves, chimeras, and the like were kept at bay. Trade that came in from the Port brought new treasures, decorating the Long Walk of the Palace.
But in a world where Magyk is real and vibrant, the problems we face become only more complex. The eldest daughter of Queen Meliscente, Princess Valda, was CradleSnatched by witches when she was very young. And while Queen Meliscente had other children, it was only recently that her eldest child was rescued and returned to the castle, over a decade later. There was much celebrating that MidSummer Feast Day, as Valda became the Crown Princess, next in line for the throne. The Royal Family of the Castle, with the throne inherited by a matriarchal system, had long been loved by the people.
Or of course, so it seemed. Under a month ago, Queen Meliscente had fallen extraordinary ill, with no Physik or Magyk being able to revive her. She had been on a trip to the Land of Long Nights, meeting with officials in order to discuss trade and relations before the Big Freeze set in. While her subjects were informed her death was caused by an unfortunate illness she caught on her trip, some believe that Darke Magyk killed the Queen. Among them is the ExtraOrdinary Wizard, Arya Rincewind.
But amongst this Darkenesse, life goes on. They grieve for the loss of their beloved queen, but Crown Princess Valda will become Queen soon enough. Her Journey, a rite of passage all Crown Princesses undergo once their mother has passed, has been completed. Witch Covens look on with apprehension at Valda's impending coronation, knowing that Valda's Coven will gain immense prestige with a Witch Queen on the throne. Young children still flock to Wizard Tower, little hopefuls just dying for an Ordinary Wizard to catch a glimpse of them and appoint them as their Apprentice. Alchemie slowly grows more and more influential in the castle, with now four Alchemists working in Alchemie Way. Scribes craft new, elaborate Live Maps that reflect the movement of each being within the Castle walls.
Yet make no mistake, my dears. Something wicked this way comes.
Characters
Active:
Arya Rincewind, ExtraOrdinary Wizard (Morose)
NPCs:
Deceased:
Meliscente Segovia Alys Maerwynn, Queen of the Castle
The Castle
Welcome to the Castle. This community has existed for centuries in the Small Wet Country Across the Sea. The Castle began as a small village where its inhabitants built a wall and a ditch around it to keep out wolverines, witches and warlocks. As time went on, the walls were expanded, and more houses were built. Later, when a baby was stolen by the Darke Forest Creatures, they worked on the wall they have now and they dug the ditch deeper. On MidSummer Day, they breached the banks between the ditch and the Moat was built.
The summer before the Moat was built, a pretty barge arrived with a young woman and three daughters. They had dark hair, violet eyes and spoke a different language. The woman was given the best house and was made Queen. Her house later becameThe Palace. She never explained where she came from or why she left.
Many years later, when one of the queens descendants was Queen, Hotep-Ra arrived and healed the Queen's daughter, who was ill. For this, he was made the first ExtraOrdinary Wizard and built the Wizard Tower.
The place where the queen and her family live. Currently, Valda and her siblings live there. Long ago, the Custodians resided there for ten years after the assassination of a former queen (Queen Cerys). At one point, it was also inhabited by a family of wizards under the rule of Queen Jenna.
The Manuscriptorium is located at Number 13, Wizard Way. It is a place where the scribes, copy and/or make incantations, potions, books, charms, spells and many more. The place is watched over by the Chief Hermetic Scribe. There are many kinds of scribes in the Manuscriptorium. It also has a hatch that leads to the Ice Tunnels. The One and All Spell is applied in the Manuscriptorium which means if one door was locked all doors were locked. Altogether the Manuscriptorium is a busy and wealthy place, because many people come and go at all times.
The Ramblings is a large building where a large amount of Castle residents live. The Ramblings spans along the river for three miles on the East side of the Castle. It houses several family rooms and some factories, shops and schools. The Forest, where the Wendron Witch Coven is located, is also near the Ramblings. The Ramblings is from a time where Castle inhabitants practised a bit of magic themselves. All the safe charms and spell that had soaked into the stones over the year kept the Dark Domaine from covering it.
The Wizard Tower is a 21-story tower where Ordinary Wizards, Apprentices, and the Extra-Ordinary Wizard live. Above the top level there is a golden pyramid with a library inside; the entrance hall has a Magykal floor that displays greetings and information to all comers. For example, if the Crown Princess were to visit, the floor would say WELCOME, PRINCESS. Transit between floors is accomplished via the Magykal stairs, which rotate; any Wizard can control them. The top two floors are where the ExtraOrdinary Wizard and the ExtraOrdinary Apprentice live. All others are for Ordinary Wizards, two to a floor. The Tower is where most of the Wizards in the Castle live. It was created by Hotep-Ra, who was the very first ExtraOrdinary Wizard.
The Tunnels - A series of tunnels underneath The Castle which were once completely covered in ice. When Alchemie returned to the Castle, the Fyre used caused the Ice Tunnels to melt. These tunnels are now more like underground rivers. These tunnels run from the castle, under the ocean, through the Peepe on the Isle of Syren, all the way to the House of Foryx.
The Great Chambers of Alchemie and Physik - Most Alchemie conducted in the Castle happens here. It is where the Fyre can burn the hottest, even serving to partially heat the Castle during the winter months.
Message Rat Headquarters - To communicate, people hire Messenger Rats. Using the spell Speak, Rattus Rattus they can have rats deliver verbal messages to friends, family, and others.
The Port is a bustling city downriver from The Castle. It lies between the ocean and the Marram Marshes, and is supported primarily by the traffic from incoming ships arriving with goods. It is an exciting and enjoyable place to many, but also perilous and more dangerous than The Castle, and is the home of the detestable Port Witch Coven. It is also known to contain a few passageways, one known as the Smugglers Bolt, which stretches from the Port to The Castle.
The Marram Marshes The Marram Marshes are located south of the Castle. Difficult to navigate and dangerous to be in, most people avoid visiting the Marram Marshes unless they absolutely must. The main reason anyone goes there is to visit the Dragon Keeper.
The Forest is a dangerous place near the Castle, because lots of dangerous creatures and witches live there. It is covered by thousands of trees and there is no residential locations apart from the Witches village.
Paths
In this roleplay, there are several paths that you may undertake. No path is superior to another, though some paths have limited space allotted to them. These paths will be marked with an *, and simply mean that you must inquire with the GM for availability. If the path does not have an *, that just means that we have no limit on how many characters can choose that path.
In addition to there being paths, there are also various stages on these paths. In most trades, you begin as an apprentice. As you study and learn, you are eventually promoted to Senior Apprentice. Once your master deems you have learned enough, you then "graduate" and become a master of the craft in your own right.
The first Queen documented in history arrived floating on a wooden barge from an unknown land and came to rest near the small village which was to be The Castle. Although the Queen practiced different rituals, ate different food, and even spoke a different language, the villagers came to respect and admire her. The villagers built a palace for the queen that was added to many times over the years.
The Queen is the head of The Castle. The royal line passes through the female. The Queen lives in The Palace. There is a slight magical element to being the Queen, as all Queens have violet eyes and are unaffected by Wizard eyes. However, most members of the Royal Family regard Magyk as being weird.
The eldest daughter of the Queen is the Crown Princess. Before their coronation, a Crown Princess undergoes a process called their Journey. This is where they learn special Magyk known only to Queens and learn more about the inner workings of the Castle. Each Crown Princess has a copy of the Queens Rules in order to guide them.
The younger daughters are then called Princesses-in-Waiting. Many Witch Covens attempt to CradleSnatch a young princess, a process which binds the child to a particular Witch Coven. The ultimate goal for the Coven is to CradleSnatch the eldest princess, as to one day of a member of their Coven become the Queen of the Castle. This would then elevate them above all other Covens in terms of power and prestige.
By tradition, members of the Royal Family wear red.
A wizard is someone with Magykal powers. Their eyes turn bright green when they are exposed to Magyk lessons. The exception to these eyes is the Queen and Queenling; their eyes stay violet even when they learn Magyk.
The ExtraOrdinary Wizard is a very powerful wizard and in charge of the Wizard Tower. There is only one ExtraOrdinary Wizard at a time and one apprentice, if they have one. The ExtraOrdinary Wizard is the Guardian of the Wizard Tower. When the ExtraOrdinary Wizard dies or steps down, the apprentice will take over as the new ExtraOrdinary Wizard. The ExtraOrdinary Wizard wears purple robes by tradition, along with the ExtraOrdinary Wizard's headband, belt, and the Akhu Amulet of Hotep-Ra.
The next highest type of wizard in terms of rank is an Ordinary Wizard. These are the most common and simply require successful completion of an apprenticeship to an Ordinary Wizard in order to obtain this rank. Some of them live in Wizard's Tower, while others elect to live with families elsewhere in the Castle. Their apprentices are the next lowest in rank. Some wizards also are born with the ability to shape shift. While they are able to freely shift when they are younger, as they grow older, they can become stuck in one form or another. Ordinary Wizards wear blue robes.
After the apprentices, there are the Sub-Wizards. They are currently in training to become Ordinary Wizards but they are not apprentices. This is because even those without magyk can be a Sub-Wizard - for example, those whose eyes never turned green. Sub-Wizards can only become Ordinary Wizards if they are born Wizards. Otherwise they remain Sub-Wizards. Sub-Wizards wear pale blue robes.
Finally, there are the Hopefulls. These are young wizards that seek apprenticeship to Wizards in the Wizard Tower and dream above all else, to become the ExtraOrdinary Wizard's Apprentice. Most Ordinary and ExtraOrdinary Wizards were Hopefulls at one point.
All apprentices, no matter what, wear a set of green robes.
Witches are Magykal persons who use, so-called, 'Natural Magyk'. Witch Magyk, unlike that of Wizards, does not require the Imprinting of Charms, as instead Witches take random influences and make up their spells as they go along. Witches seem always to have blue eyes, just as Wizards always have green eyes - this is a side-effect of the Witches' brand of Magyk. The only exception is with members of the Royal Family, as their eyes remain purple.
Further, much like the Magyk used by Wizards, Witch Magyk has a Darke and a Lyte side. The exact distinction between Darke and Lyte Witch Magyk is that Darke Witch Magyk is based around causing harm or performing unconscionable acts, and Lyte based around not causing harm or unconscionable acts.
Practitioners of Darke Witch Magyk include the Port Witch Coven. Lyte Witch Magyk is performed by White Witches; such as the Wendron Witches. The Wendron Witches are also known to use various herbs in their spells. Herbalism is a part of Witch Magyk - at least the Lyte variant as the Port Witch Coven does not often use herbs. Essentially, White Witches do not meddle with the elements of nature and prefer to use Potions and Charms.
One notable witch technique is the art of FootFollowing - this causes them to perfectly retrace a target's steps, as long as they can find three footprints. The downside is that they cannot stop until they reach their target, no matter what.
Available Covens
Wendron Witches
Port Witch Coven
Alchemie is the science of energy and creation which is paired with Physik, the science of healing. The people who study Alchemie are called Alchemists. The people who study Physik are called Physicians.
Physicians use Potions, a drinkable form of liquid Magyk made by mixing certain ingredients together. They tend to get along rather swimmingly with White Witches because of this. They require no innate Magykal talent as well and tend to live in the Forest.
Alchemists deal with transmutations of metals, such as turning lead into gold. They also claim to hold the key to eternal life. Throughout history wizards and alchemists have often quarreled, mainly because of stereotypical views of each other's professions. For example, Marcia Overstrand, the 776th ExtraOrdinary Wizard, often voiced her complaints of Alchemie being 'all smokes and mirriors' while the famous Alchemist Marcellus Pye described Wizards as 'chickens.'
Alchemists wear black by tradition and Physicians wear white.
Available Roles
Physician
Physik Apprentice
Alchemist *
Alchemie Apprentice
The Chief Hermetic Scribe is the scribe who is in charge of the Manuscriptorium. They oversee the other scribes and clerks who work there, as they copy and/or make incantations, potions, books, charms, and spells. Conservation, Preservation and Protection scribes, for example, work with restoring damaged documents to their former glory.
Scribes are incredibly important for day-to-day life in the Castle and they are also responsible for checking the Live Map (though this is primarily done by the Inspection Clerk). This map shows a real time image of the Castle and its inhabitants, allowing for threats to be monitored instantaneously. The scribes also keep a wealth of knowledge and have just about any book you could possibly need.
Scribes wear dark blue robes.
Available Roles
Chief Hermetic Scribe *
Inspection Clerk
Conservation, Preservation and Protection Scribe
Transcription Scribe
Junior Clerk
Northern Traders come to the Small Wet Country Across the Sea from the Land of the Long Nights, once a year to trade at the Trader's Market. They traditionally leave a month before the Big Freeze comes. They are typically male, although a female Northern Trader is not unheard of.
All Northern Traders need a license from the Hanseatic League before they can trade.
Interestingly, Northern Traders are more likely than not to be Spirit-Seers. A Spirit-Seer is a person who could See ghosts. Even if they chose not to be Seen they can still see them. This is a very rare talent.
Northern Traders also often have Night Transformers. These animals take one form by day and another by night. For example, the creature may be a small ginger cat with a black dipped tail by day. At night, however, it is a sleek panther with an orange dipped tail.
Available Roles
Northern Trader
Runaway
A ghost is the form that all people and animals must take when dead. The person recently deceased must wait a year and a day in the place of their death before he or she can fully enter ghosthood. Ghosts can choose to Appear to the living if they desire. They have no substance and thus will pass through objects. Ghosthood also has its laws that all ghosts must follow. A ghost may also be a haunting spirit such as a Spectre or a Shadow.
They have numerous abilities, such as choosing if they wish to be Seen. However, a Spirit-Seer can alwaysSee a ghost, no matter what.
Available Roles
You have to die first - so, hopefully none!
Magyk
Magyk refers to the powers of wizards and witches. These include the ability to sense things and to cause others to forget things. Most people can perform a few basic spells but in order to do more advanced forms of Magyk or Darke Magyk, a person needs to have talent at Magyk. Magykal talent has a chance of occurring in anybody but being related to other people with the talent will increase that person's chance of having it through inheritance. The seventh son of a seventh son is said to have extraordinary Magykal powers.
Wizards' eyes become green when they are exposed to Magyk. The Heap Children as an example used to have either blue or grey eyes but their eyes turned green in color once they had learnt enough Magyk. Witches' eyes can vary although the most powerful witches always have blue eyes. Zelda Heap is a good example with her sky blue eyes which indicate that she is a white witch. Warlocks are male witches (rare) so they also have blue eyes. Witches, unlike wizards can be born with their magical eye color or develop it later.
Using Darke Magyk affects Magykal green eyes and gives them little flecks of black until eventually the green is lost. Ultimately, whether or not a person's eye color will change depends on two things: their ability to do Magyk since non-magykal peoples' eyes won't change no matter how much Magyk they are exposed to. Or in the case of with the talent for Magyk - the amount of Magyk that they are exposed to.
Frequently, but not always, Darke Incantations are Reverse chants, which are almost always evil, and only make sense if read backwards, hence their name. Usually alchemists use and explore Darke more than wizards.
*Rules are enforced and you will be removed if you break them.
Gm Is Goddess
Gm has final say on all matters
Gm does check on posting and log in habits
If you are holding up the RP and joining other Rp's you will be called on it
CS Sheet Provided Must Be Used
Use code provided below
Do not submit WIP's - Final CS's only
Post CS for approval in OOC
Only GM approved CS's allowed in CS Tab
Change color code to one not in use
If you have problems with changing out the color code or any of the coding, just pm it to me and I will take care of it for you.
May not use default CS color, any colors currently in use by active characters or that are close to another characters color
Real Life cause and effect will be in place
Realistic Character Sheets only (for this setting)
Things like jobs and skills must fit with characters back story
Don't go overboard - seriously, enjoy not knowing things and learning as you go.
Language - No Filters
Gore - No Filters - This might get gross
Taboo subjects will be crossed but will be maintained to fade to black if needed
Romance is allowed but this is NOT a Romance RP - Pg-13, then fade to black
Follow All Forum Rules
Communication is Key
The world is controlled by the GM - All NPC's, weather, what you see, what you find, what happens, everything. So if it isn't in my post, it didn't happens
If you wish your character to have "connections" please run it by the GM first to ensure it is acceptable and isn't already being done by another.
Randomization and LLA are used in this RP - Please refer to Lady Amalthea's tutorial for a description if you are new to this concept
Posting Habits
Minimal of 2 well developed paragraphs per post
Must IC post once every 7 days (It is your job to keep up with when you need to post. Your last post hits Day 8 and I remove you from the RP.)
I do not accept no inspiration as a reason not to post
Keep up with all IC and OOC posts
No word in IC or OOC after 7 days is grounds for removal from the RP.
If you need additional time to post you must notify the Gm by day 5 of your counter. Extensions will not be granted after that.
No spamming OOC
Under Extras in the CS mention your favorite witch or wizard (any story, doesn't have to be Septimus Heap) so I know you at least skimmed this...
Minimal 2 posts between your last
There is no additional time granted due to forum glitches unless the forum is fully down. A week to post is plenty of time even if the forum glitches a day or two
Collabs may not be started after your day 5 counter
If you are collabing and your partner vanishes or does not reply, you must finish the collab and post it before the timer runs out
If your collab partner vanishes you are granted temporary minimal bunnying privileges to complete the collab
If your collab partner vanishes, you need to make the Gm aware so it does not count against you
Know your personal posting limitations before applying to join
If you cannot post, you must contact the GM and make me aware, you will be granted extra time to post (do not take advantage of this) - I realize real life comes first but you know your schedule better than anyone, if you join it is your responsibility to keep up and not hold up the rest of the Rpers. I will work with you, just let me know what's going on
Spots are not first come first serve
Gm will review completed CS first
Gm will review previous Rp's and posting habits
Gm will then notify you if you are approved
Character deaths will happen, no one is safe - it will be randomized and you will be notified when your death approaches. (This does not mean you are out of the RP, it will mean however you need to make a new character should you wish to continue - I recommend having Back Up Characters Ready)
I am looking for long term highly dedicated Rpers.
Once Cs's are approved, relation sheet will go up and must be completed and added to CS
Rules and Cs sheet will be added to and changed as need be depending on problems or points that come up.
Under Extras in your CS please post a link to a post you have done in the past to show you have read the rules. If You submit a CS without this it may be declined.
Special - To New Comers To The Guild - Pm The Gm for a tid bit to add under extras instead
Character Sheet
Please read through the instructions for this character sheet carefully. There are some sections that you cannot fill out until the character has been approved by the GM, as I'll be giving you the information to put in those sections (such as the Darke name and occupational skills). I also recommend completing your general skills after you have received your occupational skills, as there cannot be any overlap.
And to nip this in the bud, you must pick one of the Paths above. Foreigners can currently only be from the Land of Long Nights. Other Paths will become available throughout the RP, but we're starting with these main ones for now. Additionally, I've created example character name banks to help you get a "feel" for the naming styles in this period. It's very much a mixture of common English, Latin, and Faux-Medieval. The exception is the Land of Long Nights - those names are much more Norse in feel, such as names like Snorri.
[hider=Character Name] [hr.][hr.][h1][b][i][center][color=???]Character First and Last Name[/color][/center][/i][/b][/h1] [center][img]Character Image[/img][/center] [hr.][hr.][h3][b][i][color=???][center]Character Summary[/center][/color][/i][/b][/h3] [b][color=???]Name:[/color][/b] (Full Name) [b][color=???]Darke Name:[/color][/b] *Leave blank - GM will tell you what to put here* [b][color=???]Age:[/color][/b] 13+ [b][color=???]Birthday:[/color][/b] Date and month only [b][color=???]Birthplace:[/color][/b] (example: the Ramblings - contact the GM for assistance if you wish) [b][color=???]Residence:[/color][/b] *Leave blank - GM will tell you what to put here* [b][color=???]Gender:[/color][/b] [b][color=???]Education:[/color][/b] What trade were they educated in? [b][color=???]Position:[/color][/b] Pick from one of the possible roles listed under paths [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Appearance[/center][/color][/i][/b][/h3] [b][color=???]Height:[/color][/b] [b][color=???]Weight:[/color][/b] [b][color=???]Build:[/color][/b] [b][color=???]Eyes:[/color][/b] ~Remember, some professions have specific eye colors~ [b][color=???]Hair:[/color][/b] [b][color=???]Skin Tone:[/color][/b] [b][color=???]Tattoos/Scars/Piercings:[/color][/b] [b][color=???]Personal Style:[/color][/b] 1-2 paragraphs telling us about their personal style. Remember, this society has a medieval feel. So no jeans and t-shirts - think tunics, dresses, robes...You may also write about personal grooming habits. Some professions have specific colors that you [b]must[/b] wear, so do consider this. It's entirely possible they're a wizard and they [i]hate[/i] blue - tell us about it![hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Psychology[/center][/color][/i][/b][/h3] [i][color=6ecff6][center][color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color] * [color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color] * [color=00a651]Positive Trait[/color] * [color=ed1c24]Negative Trait[/color][/center][/color][/i]
[b][color=???]Sexuality:[/color][/b] (What your character's true sexuality is, even though they may not be aware of it. This is set in stone when submitted, and a character deemed 1 sexuality may not flip to be attracted to something else later on) [b][color=???]Relationship Status:[/color][/b] (No pre-formed couples. Any relationships at this point must be with an NPC character). [b][color=???]Personality:[/color][/b] Minimal 2 paragraphs that tells us how the characters mind works. Take your time with this, as you won't understand your character otherwise. [b][color=???]Habits:[/color][/b] Minimal 2 [b][color=???]Hobbies:[/color][/b] At least 1 [b][color=???]Fears:[/color][/b] 3 real fears that make your character unhinged (You will be expected to play to these fears. They will be noted by the Gm and used against you ~grins~) [list][*] [*] [*] [/list] [b][color=???]Likes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list] [b][color=???]Dislikes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*] [/list] [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Cards On The Table[/center][/color][/i][/b][/h3] [b][color=???]General Skills:[/color][/b] Max 7 - History must reflect these knowledges. These are things [i]not[/i] associated with your occupation. For example, running, cooking, swimming, sword fighting, CounterFeet...These are all skills that you wouldn't associate with your path. If you're confused if a skill would be general or related to your occupation, contact the GM or look at a previously accepted CS for examples. [list] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]Occupational Skills:[/color][/b] DO NOT FILL THESE OUT! Once you have filled out everything BUT your occupational and general skills, submit the sheet to the GM for approval. If approved, you will receive your occupational skills from the GM and you can then fill in your general skills. Once that is done, submit your CS for a final approval. [list] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]What Is On Your Person:[/color][/b] Max 7 - This includes your clothing, any trinkets you're carrying, any [b]Charms[/b] you keep on you...If it isn't listed here, you don't have it on you. Period. [list] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=???]Residence:[/color][/b] Max 7 - This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks. [list][*] [*] [*] [*] [*] [*] [*] [/list] [hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]History[/center][/color][/i][/b][/h3]
[b][color=???]Your Path:[/color][/b] At least one paragraph. Why did you choose this path? Was it chosen for you? If this path is selective, why were you picked and not someone else?
[b][color=???]General History:[/color][/b] At least three paragraphs. Tell us your life story. Who were your parents? What did they do? Where'd you grow up? Were there any defining moments in your lifetime? Any hardships you encountered? What made you the person you are today?
[b][color=???]Thoughts on Queen Meliscente:[/color][/b] At least one paragraph. Do you believe the Queen was murdered? Or do you think it really was an illness? Are you suspicious of her heir, Crown Princess Valda since she's a witch? Were the Witch Covens involved in her death? Or maybe the Northern Traders?
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=???][center]Extras[/center][/color][/i][/b][/h3] [b][color=???]Character Quote:[/color][/b] Something they say a lot or live by [b][color=???]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=???]Anything Else:[/color][/b] Read the rules to check for what you need to include here [sub][color=ed1c24]*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.[/color][/sub][/hider]
Relation Sheet
You will record your thoughts and opinions on other characters. To start the RP, you are required to have one relation to start with. If you're having trouble coming up with one, let me know and I can sort it out for you. There'll be periodic moments throughout the RP where I ask that you update these.
[center][hr.][hr.][h1][b][i][color=10A133]The Scroll[/color][/i][/b][/h1][hr.] [hr.][h2][b][i][color=???]Character Full Name[/color][/i][/b][/h2][img]Character Image[/img] [i][color=???]"Character Quote"[/color][/i][hr.][hr.]⟢ 🎆Respects ⟡ 🌓Neutral ⟡ 👋Acquaintance ⟡ 🙇It's Complicated ⟣ ⟢ 💛Friend ⟡ 💙Good Friends ⟡ 💜Best Friends ⟡ ❣️Ex-Friends ⟡ 😈Frienemy ⟣ ⟢ 💘Infatuation ⟡ 💓Loves ⟡ 💗Couple ⟡ 💕Basically Family ⟡ 💞Family ⟡ 💔Ex-Lovers ⟣ ⟢ ♨️Tense ⟡ 💀Dislikes ⟡ 😡Hates ⟡ 👿Enemy ⟡ 👹Absolutely Loathes ⟣[hr.][hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] Relation Details [hr.] [/center]
@FantasyChic I won’t have access to discord until I get home in 9 ish hours tonight (only logged in with my laptop and don’t have the account info), so if you let me know on here when you’ve replied I’ll just pm the roll request to lady a
Fairfax's expression hardened. While he had been in a relatively jovial state up until now, Seraphina's compromise didn't cut it for him. Folly may not have been his daughter, but she was his descendent. He felt responsible for her wellbeing, especially after the deaths of her parents. "Send me back and I'll do my utmost to destroy time as it exists," Fairfax promised. "I will leave under my terms, only if Amiyra is safe."
It was clear that he wasn't going to compromise on this. Folly raised an eyebrow at this...before it gave way into a smile. She then nodded before leading the way to the library. It wasn't too far from the hotel and as luck would have it, someone had left it unlocked. It had been built by the Carnegie Foundation and looked like pretty much any other library they had built. As Folly pushed the doors open, the lights turned on due to the motion, revealing a sprawling collection.
"What exactly are we looking for, Lilith?" Folly asked.
Jessica's Apartment - Clearwater, Florida...
Keep on moving, the angels haven't found you just yet. There's some mild chatter on angel radio, yet none of it is conclusive or seems to be about her. There's some talk about heading to Altsoba to take care of a stray - whatever that means - but that's about it. As for her phone call with Chikashi's daughter, there's silence on the end of the line, followed by a frustrated sigh and some loud beeps. It sounds like she's playing a video game on the other end and just lost a boss battle - shame.
"You could send a carrier pigeon," Sayuki recommended. "It's what all you old people use, right?"
John F. Kennedy Memorial Airport - Ashland, Wisconsin...
Rather than be served a malt, the O.M.E.N. agents instead raised a bit of an eyebrow at Alec. It wasn't genuine surprise - in fact, it was something akin to disappointment. While they already held prejudiced opinions against the F.B.I., they hadn't imagined they'd sink this low to drink on the job. The pair then exchanged a side eye before one of them split off, heading towards the front of the plane. There was a screen set up, ready to begin a teleconference between Alec and those already at Washington D.C.
A few other people traveling would be skyping into this conference as well, until all of the planes could arrive.
The other agent pulled out a tablet, typing on it quickly before turning it over to Alec. There was a reason she wasn't in any criminal databases. "She's a physicist PhD candidate at MIT," the agent explained. On the screen was the MIT Physics Department website, which had a list of their current graduate students and photographs. Edwina Fairfax's research interests were listed as well, most of them involving light and its diffraction patterns. "Got any other scientists you want to frame for murder, boss?" the agent asked sarcastically.
Hunter Hotel, Omaha, Nebraska...
Robin hesitated for a moment, mulling over her cousin's words. Mariana seemed like she wanted to do this. And truthfully, Robin did as well. Necromantics destroyed her family and she became a hunter in order to prevent that from happening to anyone else, ever again. If this was a chance to finally change the tide...Then they had to take it, right? And while she was hesitant about the idea of working with Hel, Mariana had a fair point. They could just double cross her if they needed to.
"Then let's do this," Robin decided. She didn't see the need to conceal that from Aloise, though she had a feeling the woman may very well have spoken Spanish as well. Her background seemed to suggest it. "For everyone that's ever been hurt...Let's do this for them. And when this is over, we cross Hel as well. No more necromantics - period."
"I'm afraid I don't kiss and tell, dollface," Fergus said with a wink. His words were flirtatious yet it wasn't genuine. In his eyes, there was a certain emptiness and trauma. Bronwyn would be able to sense that he had been inhabited by darkness for a long time - what exactly, she wouldn't know - and that he had been changed because of it. He wasn't quite human - not anymore. Fergus then glanced around the room, seeing the screens blinking onwards. They now had video and audio communication with various others - including Agent Alec Fletcher of the FBI.
"Thank you all for joining us," Irwin said, clearing his throat. "I know that everyone has different amounts of information, so I'd like to get onto the same page. We have had an Altsoba Level Event. The Norse Goddess of Death, called Hel, has come for our world. We mean to end her before she can end us."
"Why you? Simple. Because you have guts, as well as the skills that no one else in this world has. Young lady, would you mind sharing what you know about Hel with everyone? After that, we'll hear a report from an MI13 agent who was in the field when this catastrophe began."
"Oh, got to love the Brits...Anyone got some tea? Irish coffee, if you have it?" Fergus quipped, only to receive a death glare from Irwin.
Location: Ville au Camp: Main House (Room 202) Skills: the Cards, General Human History
Nancy scrunched up her nose as the caramel bounced off of it and onto the floor. It seemed a bit like a waste of candy to her. "Rude!" Nancy protested, yet she fully intended to have Giouse try again. She tended to carry a decent supply of candy on her, always fitting for the time period of course. Caramel chews happened to be her favorite that the 1940s had to offer in this part of the United States. But rather than get a craving for sweets, she began to feel the tingle in her fingertips. She let out a mild sigh of annoyance. "The bloody new Paradoxes must be setting me off," Nancy said.
It wasn't too hard to remove her deck of cards from where she had tucked them into her jumper. The real challenge was shuffling them. Rather than giving them the good thorough shuffle they deserved, her handcuffs prompted her to instead cut the deck numerous times. She then randomly plucked out cards and reinserted them back in, until she felt with confidence that they were all a jumbled up, random, and chaotic mess - as in, just like her.
She pulled out the Eight of Swords, the High Priestess, and then the Six of Wands. Yet before Nancy could even begin using her gift and analyze the omens, she was struck by a curious feeling. Something felt complete. The true meaning behind her first reading for the day dawned on her. "No death and destruction for Ville au Camp - not yet, anyways. First reading was about death, though," Nancy explained. Her cards had been about Aziza Tarek, she now knew. The Tower represented her past with her husband, the Fool the new life she was embarking to begin, and the Ten of Swords was her death. "Jury's still out on whether you'll hurt your back," Nancy then quipped.
As for the current reading, it was child's play. Whereas some were more challenging, this one she could have done with her eyes closed. The handcuffs didn't seem to have any bearing on her ability to see the future here as well. She got a bit of an amused smirk as she viewed the three cards, quickly matching them each up with their meanings. "We've got a mission!" Nancy exclaimed excitedly. She had been so put out when she couldn't go to fetch that stray Paradox. Yet in this situation, Nancy was certain she'd have to be picked to go. Alicia couldn't do this one. Eve would stay with the new Paradoxes - who obviously couldn't do it. Giouse was too critical to risk losing, as was the Hat.
"One of the new Paradoxes - his name's Bartholomew - this is all about him. See, the Eight of Swords is all about isolation and self imposed restrictions. It's him growing up and doing computer programming, making life in a simulation, not actually living, stuff like that. Then there's the High Priestess - my favorite card, actually. She's brilliant. Mysteries, secrets, intuition... Well, I imagine he wouldn't like it. I know his secret now - he was on the outs with his parents, doesn't think or talk about them."
It didn't occur to Nancy to potentially withhold that information from Giouse. "Lastly, we've got the Six of Wands...This is where it gets interesting. That one's about victory, good news, being the boss. See, our new friend had a cat when he died and his cat will be adopted by some Greek woman. She'll eventually place a trinket around his neck - and she shouldn't have this," Nancy paused. If her hands were free and she had something to sketch with, she would have shown Giouse what the trinket looks like. "It has to do with Alicia's timeline - the Californian one. But you know, usual drill. Get the trinket, put it back where it belongs, and so forth."
"I should go let Eve know - I'm sure Justice is lovely in that time," Nancy said. "And dangerous. So I doubt she'll let the little Paradoxes go. They don't even know how to defend themselves."
Andromeda Aldrich
Location: Ville au Camp: Main House (Porch) -> Kitchen House Skills: None
While Andromeda wasn't thrilled about their being only one bathroom for everyone to share, she could make it work. She had lived in the dorms in college and stayed at plenty of hostels and other alternative living situations as she traveled. Plus, it couldn't be any worse than sharing a bathroom with Walter. He took longer in the bathroom getting ready than her college roommates had - and they had gone through the entire hair and make-up routine each morning. She smiled slightly at that thought in spite of herself. It didn't matter that from where - well, when - she was that he wouldn't be born for a few decades. She felt as if 2016 and 1943 were coexisting, with Walter still alive (hopefully) and kicking.
Andromeda's thoughts occupied her throughout the tour, much as they had ever since she woke up in 1943. The architecture of the house was lovely and she was certain it was filled with history and quirks. Had she not been so preoccupied with this new existence, she would have taken a moment to examine them a little closer. In some ways, it was a bit like walking through a museum. Even the grounds forced her to remember that she was no longer in the modern age. Her hand reached up and she found the locket she had awoken with. It was a replica of the one she had had in life - one that was designed to keep the owner safe from dark forces. It hadn't done much good for her in the end, yet she fiddled with the locket as they walked outside.
Yet as she stepped inside the kitchen house, she already had a few opinions formed about her fellow Paradoxes. The shoe-less girl was a bit irritating, surprisingly less than the blonde girl. The boy - he seemed too young to be called a man - reminded her of the stereotypical rebellious genius with hints of paranoia. She wasn't sure what to make of the other two, however. They definitely seemed to know one another and from what she could tell, the ginger was already getting comfortable in this environment.
While she knew she ought to introduce herself, something held her back. Maybe after this next information session with Lady Luck.
Location: Heading to Pike's Place - Seattle, Washington Interacting With: N/A
As he headed towards Pike's Place, Scott was accustomed to the occasional odd glance he got. He carried enough to be from the heart of the South, but he was a native to this region all the same. He just happened to have a fine appreciation for his weapons. And if anyone ever stopped him, he tended to show them his open and concealed carry permits, followed by the middle finger. He didn't even have Peach, his shotgun, on him at the moment. Scott tossed his pack of cigarettes to one of Seattle's many homeless in his stroll, glancing up towards the sky with disapproval as the clouds seemed to part.
While the rest of the nation looked at Seattle's weather with horror, natives to the Greater Seattle area had learned not just to deal with the rain, but to thrive. His complexion didn't lend well towards sun exposure, anyways. Still, as he kept on walking down the gradually steepening sidewalk, his mind flickered back towards the girl in the bakery. Maybe she was already dead - and that was why the strange vision had ended. But it was different than the vision from the previous evening - he had interacted with her. He had managed to change things.
It made his head hurt to think of the implications. He wasn't the thoughtful type - he preferred to solve all issues with one simple, tried and true method. His guns.