@Leotamer No worries - I completely understand being hesitant about joining a RP given how a large majority of them die quickly. I will say this, if it reassures you at all, that I have had only one RP fail that I GM'ed in my time at the guild. Since then, I've completed two RP's (each lasting around 8 months) and am currently also GMing one that's hit over the 1 year mark. Our lovely Co-GM (@BlueSky44) also has a RP going strong around the 9 months mark currently. I don't mean this to sound like a humble-brag or anything, but rather to demonstrate that I strongly believe this RP will last. But of course, if it isn't for you, there's no harm. ^_^ Feel free to lurk.
Name: Nera Hawthorn Darke Name: Nerse Age: 24 Birthday: December 28th Birthplace: Servants Quarters - the Palace Residence: Port Witch Coven House Gender: Female Culture: Nomad Education:Magykal instruction in the Badlands Position: Port Witch Alignment: Chaotic Neutral
Appearance
Height: 5'6" Weight: 124 pounds Build: Toned; Well Defined Eyes: Bright blue with flecks of black Hair: Auburn Skin Tone: Sun-Kissed Tattoos/Scars/Piercings: Faint scars in the hairline, small scar on left ankle Personal Style: Nera's ideal style is well suited for hotter climates. She loves to wear two piece dresses and light boots. It's a practical and fashionable choice, as far as she's concern. The lightness of it was ideal during her travels, keeping her from melting under the beating sun, and blue always was her color. It matched her eyes. Yet at Port, it's too cold to simply go without a cloak. She's come up with a mild compromise, wearing her thick witch's cloak on top of her lighter clothing. There's no reason why she can't be comfortable and stylish at the same time.
Sexuality: Sapiosexual Relationship Status: Single Personality: Nera is a bit of a two-faced individual. If she wants to, she can appear to be kind and sweet - the perfect friend, ally, companion, lover, and so forth. This deception comes easily to her, as she definitely had a conniving and scheming side to her. She would rather settle a conflict before it begins than allow it to come to blows. Be careful around her, as while she may seem to be giving you honey, it could very well be laced with poison.
Yet she is not a fundamentally bad person - just simply a little wicked. Yet she's a member of the Port Witch Coven - she's a bit tame in comparison to some of the other witches. While she doesn't always speak her mind without prompting, she makes judgments about others and various situations quickly. She won't hold back if asked about her opinions as well. And curiously, despite everything she has experienced in life, she still has a bit of an idealistic attitude. She still believes in her principles and her ideas, despite the complications that society may introduce to them.
Habits: Flaring her nostrils, biting her lip Hobbies: Experimenting with new Potions Fears:
Drowning
Amnesia
Losing an appendage
Likes:
Animals
Traveling
Pure Magyk
The Port Witch Coven
Crows
Stargazing
Dislikes:
Wendron Witches
Royals
Wizards
Laziness
Arrogance
Titles and Etiquette
Cards On The Table
General Skills:
Country Knowledge - (Small Wet Country Across the Sea) - the knowledge of how to navigate the various regions and towns of the Small Wet Country Across the Sea without great trouble.
City Knowledge - (the Castle) - the knowledge of where to find various shops and other locations in the Castle without great trouble.
Court Etiquette - The knowledge of how to act with regards to the Castle's Royal Family and other visiting nobles. This includes awareness of proper manners of address and customs.
Foreign Customs - the ability to adapt to the mannerisms of cultures and customs of other lands without causing offense.
Swimming - the ability to swim great distances without drowning or excessively tiring. This includes being able to tread water for up to five hours.
Basic Cartography - The study and practice of making maps. Users are proficient in reading depictions of spatial information, although they are not able to create maps or restore maps themselves.
Cultural Skills:
Regional Knowledge - (the Badlands) - The knowledge of how to navigate the hazardous terrain of the Badlands without great trouble. This includes basic survival skills for desert type settings.
Creature Knowledge - (Land Wurms) - The knowledge of how to survive an encounter with a Land Wurm and (ideally) never become consumed by one.
Climbing - The ability to scale a steep object without falling to an early death (most likely, anyways...)
Occupational Skills:
Darke Witch Magyk - The ability to manipulate Magyk in order to cause harm to others. This includes psychological, physical, and spiritual harm. Its use may result in death.
Witch's Road - The ability to leave one's body and review events that have already happened to them. With consent of another, they can also relive another person's memories. Note that while the memories are real, they are distorted by the mind and may not accurately reflect true events.
Herbology - The ability to use plants and fungi in order to produce a desired Magykal effect. This is typically used in tandem with Physik and the creation of potions.
Sense - The ability to sense the emotions of another. These readings are not always accurate, as the person may willfully hide their emotions.
Potions - The ability to turn Magyk into a liquid form by mixing together various ingredients.
Concilium - The ability to impose one's will upon another, in order to have them perform your bidding. Depending on the strength, the victim can perform any action, even if it would potentially be fatal to themselves.
FootFollowing - The ability 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.
What Is On Your Person:
Clothing - A two piece blue dress obtained from the Lagoon, partnered with a thick black hooded witch’s cloak with various runes embroidered on it, and light blue ankle boots
Packet of Witch’s Berry
Packet of Hellebore
Packet of Dittany
Emerald Hairpin - previously belonged to her mother
Residence:
Assorted clothing from various countries around the world
Unlabeled potions flasks
Summer Witch’s Cloak
Journal
Tattered Ordinary Wizard’s Cloak
Crow - Named Marvolo
History
Your Path: Ever since she was a little girl, Nera had dreamt of Magyk. Her mother had been an Ordinary Wizard, the distant descendant of an ExtraOrdinary Apprentice who never returned from her Queste. Nera never knew her mother - yet she felt that she knew her through their shared love of Magyk. The small Charms she attempted as a child were how she would feel close to her, even though her mother had died the way she was born.
She had always been destined for Magyk. Even though she left the Castle and never studied in the Wizards' Tower, she still studied the subject she adored. It was her lifestyle and with her opinions on it, she easily became a witch. Only witches appreciated Magyk for what it truly was, rather than attempt to constrain it to preconceived and stuffy notions.
General History: Nera was the child of a Castle servant who worked in the Palace for Queen Meliscente. When she was ten years old, she was adored by the Queen, as Nera didn't have a mother and Meliscente had lost her child, her first born daughter to the Wendron Witch Coven. The Queen promised Nera that she could have anything she ever wanted, even arranging for Nera to have private tutors in the Palace. And when Nera showed a keen interest in Magyk, the Queen arranged a meeting for Nera with Rowland, the ExtraOrdinary Wizard. His previous apprentice had left for the Eastern SnowPlains and he was seeking a new one. At eleven years old, she was the proper age.
Yet Rowland picked Arya Rincewind to be his apprentice, the daughter of quite possibly the worst Sub-Wizard the Castle had ever known. This was when the trouble began for Nera. Her father had been promoted to be a member of the Palace Guard and he had been dispatched into the Forest, in order to try to find Princess Valda. He was killed - whether by Wendron Witches or a wolverine, no one knows. And to make matters worse, Queen Meliscente grew distant, unable to find the time for Nera as she was busy caring for her other children.
Needless to say, Nera left the Castle. She spent years in the Badlands learning Magyk, mourning the loss of her father and attempting to find her place in the world. Her emotions fueled her Magyk, allowing her to accomplish great things. And once she had learned all she could from her master there, she left the Badlands and began to travel. There was so much Magyk in the world and she became obsessed with the idea of pure Magyk, realizing how odd it was to think of things in terms of Darke and Lyte, good and evil. Magyk is all about balance between the two. She wanted Magyk without limits, Magyk without restraints. She appreciated its beauty and the beauty of Magyk helped to heal her conflicted heart.
Eventually, she felt drawn to return to her home country, joining the Port Witch Coven. There was no question of her joining the Wendron Witches. They restricted themselves to only Lyte Magyk and it was possible that their Witch Mother had killed her father. And while the Port Witch Coven has a bad rap, Nera isn't as polarized as some of its members. In fact, they're now the closest thing she's had to family in a long time, able to understand her unique viewpoints on the world. But even they too can be closed minded, preferring Darke Magyk rather than using Magyk in harmony.
Thoughts on Queen Meliscente: Nera felt conflicted to say the least when she heard the Queen was murdered. She had been angry with the Queen after her father died, but she had learned to get of that anger. Queen Meliscente had her actual children to care for at the time, whereas Nera was just the daughter of a servant. She mourned the death of the Queen quietly, knowing that she had lost someone akin to a mother for her, a relationship that no one else knew about. She never mentioned it to anyone and Princess Luna and her brother Myrus were too young to remember Nera. She can't say exactly why she's certain the Queen is murdered, as she hasn’t seen the Queen’s body. All she knows are the rumors that are flying around the Port about what had happened. Queen Meliscente certainly wouldn’t have been the first person the Wendron Witches murdered, either. With the Queen dead, the Wendron Witch Coven is ready to take the throne.
Extras
Character Quote: "The world is far too complex to be restricted to Lyte and Darke." Theme Song:Strange Magic by ELO Anything Else: Scorpius Malfoy; Darker Than Black *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.
The Scroll
Nera Hawthorn
"I shape my own destiny."⟢ 🎆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 ⟣ 🙇 Arya Rincewind 🙇 "I hated her as a child, because she had everything I thought I wanted. And now, I see we are two sides of the same coin." Although Arya had lost track of Nera over the years, Nera found it difficult to forget Arya Rincewind at first. She believed that Arya had stolen the ExtraOrdinary apprenticeship from her - that she didn't deserve it, being the daughter of the worst Sub-Wizard the Castle had ever seen. It was only as she grew older that she realized she didn't hate Arya - she was angry at the world that took her father and mother from her. In fact, on reflection, she realized how similar she and Arya were - both searching for their place in the world. Arya's happened to be among wizards and Nera's among witches. 💜/👿 Nera Hawthorn 👿/💜 "I am my own best friend and my own worst enemy." Nera's life has been filled with hardship and pain, followed by acceptance and understanding. The path she placed herself on is by no means easy and not one that she would wish on another living being. Yet that is the price of healing after great loss. Every two steps forward result in another step backwards. Nera still does not regret her choices and if given another chance, she would make them all again. The end will justify the means. Symbol Princess Valda Symbol "Overall Thoughts On The Character" Relation Details Symbol Cuyler Eysteinsson Symbol "Overall Thoughts On The Character" Relation Details 👋 Rhys Asher 👋 "I heard he died a few years ago. What a shame." Nera and Rhys were briefly acquainted when they were both vying for a spot as Rowland's apprentice - a spot that ultimately went to Arya Rincewind. With her own emotional issues, Nera didn't maintain any form of contact with Rhys when she left the Castle for the Badlands. When she returned, she heard that he had been killed, along with his former master. It was a waste of potential, in her opinion. 💕/🎆 Fleur La Mallificum 🎆/💕 "A good Witch Mother is common. A great one is extraordinary." Nera holds Fleur in high regard. Rather than showing an interest in overthrowing her and becoming the next Witch Mother, Nera instead does her best to quench any signs of rebellion in Fleur's flock. She acts as Fleur's right hand, advising her with the information she has gained from her travels whenever possible. Fleur has become family to Nera - something she hasn't had in a long time. She'll do whatever is in her power to ensure that they achieve their ends. Symbol Princess Luna Symbol "Overall Thoughts On The Character" Relation Details ♨️/💀 Malekith Darkling 💀/♨️ "He's nothing more than a brute in the guise of a gentleman." Nera knows very well the type of person that Malekith truly is - nothing more than a shadow of a man, thirsting for blood and with no remorse once it has been spilled. He doesn't care about the pureness of Magyk or any sort of fundamental harmony and balance. Truthfully, if he was not a member of her Coven, she may have slain him herself in order to do a favor for the world. Instead, she plays nice with Malekith, knowing the strength of the Port Witch Coven depends on it. Yet she watches him warily, looking perhaps for the first sign of disloyalty or pure psychosis that he may exhibit... Symbol Atkin Bowman Symbol "Overall Thoughts On The Character" Relation Details Symbol Bell Dreamfree Symbol "Overall Thoughts On The Character" Relation Details Symbol Myrus Silvers Symbol "Overall Thoughts On The Character" Relation Details Symbol Lyra Laurek Symbol "Overall Thoughts On The Character" Relation Details
Name: Arya Selesia Rincewind Darke Name: Ayra Age: 22 Birthday: July 7th Birthplace: Number 79 Alchemie Way Residence: Wizard Tower - 20th and 21st Floors Gender: Female Culture: Small Wet Country Across the Sea Education: ExtraOrdinary Wizard Apprenticeship Position: ExtraOrdinary Wizard Alignment: Neutral Good
Appearance
Height: 5'6" Weight: 116 pounds Build: Limber Eyes: A rich wizards' green Hair: Dark Brown Skin Tone: Pale Tattoos/Scars/Piercings: Burn scar on her left hand from a Magykal accident Personal Style: Arya always enjoyed the comfort of her Apprentice robes, finding that their vibrant emerald color brought out the green in her eyes. However, she can't say she dislikes the purple ExtraOrdinary wizard robes, though she prefers to wear a tunic still. During the summer, Arya tends to dress in a purple tunic embroidered with Magykal symbols, partnered on occasion with a purple ExtraOrdinary wizard headband. Yet when the chill sets in, she is glad for the comfort of her deep purple robes, even adding in a fur lining to keep herself warm.
Sexuality: Heterosexual Relationship Status:Dating Cuyler Eysteinsson Single Personality: From an early age, Arya has devoured any book that she could get her hands on. She absorbed information and was able to find connections that her peers were clueless to. As she grew older, her curiosity was hardly sated and she continued to learn as much as she possibly could. Where there were no answers to be found, Arya created her own understanding, determined to increase her knowledge and the Castle's knowledge of Magyk. Her intense drive has brought her much success.
However, she is by no means perfect. Arya has a lonely spirit to her, having lost one father to alcoholism and another to travel. She isn't the sort to make a lot of friends, yet she tells herself that she prefers it this way. Deep down, of course, that isn't true. She's simply too stubborn to admit it - and while her resolve helps her in some situations, it is her undoing in others. Her impatience can sometimes come off as rudeness and was what caused the accident that scarred her hand extensively.
Habits: Tapping her foot, bitting her nails when deep in thought Hobbies: Reading, DeCyphering Fears:
Rowland's death
Failing as a mentor to the ExtraOrdinary Apprentice
Her father's ghost
Likes:
Magyk
Walking along the Castle walls
Sunrise from the top of Wizards' Tower
Traders and the treasures they bring with them
The Ramblings
Jewelry
Dislikes:
Prejudice against Alchemie
Darke Magyk
Witches
Parents who beg for her to teach their children
Hospital Wards
Charms written on food - why?!
Cards On The Table
General Skills:
Basic Principles of Alchemie - A basic understanding of the principles that underly Alchemie and its various applications.
Swimming - The ability to swim great distances without drowning or excessively tiring. This includes being able to tread water for up to five hours.
Running - The ability to run long distances at speeds greater than those unskilled.
Leadership - The ability to guide a group of individuals, teams, or organizations.
Perception - The ability to notice things that others may overlook. This does not include items and beings of Magykal origin. For that, see Sense Magyk.
Myths of the Land of Long Nights - The knowledge of prominent myths and stories shared amongst those from the Land of Long Nights, such as the Myth of Four. This is similar to the Norse Myths skill, except for it does not include knowledge of the obscure myths.
Physik - The ability to manipulate the elements and natural ingredients in order to heal. This includes knowledge of the most common herbs used in Physik, but is a poor substitute for a plant identification skill.
Cultural Skills:
Olde English - The ability to understand texts written in Olde English and to communicate their meanings effectively in the current tongue of the Castle, Myde English.
City Knowledge (the Port) - The knowledge of where to find various shops and other locations at the Port without great trouble.
City Knowledge (the Castle) - The knowledge of where to find various shops and other locations in the Castle without great trouble.
Occupational Skills:
ExtraOrdinary Magyk - The ability to perform all spells without the aid of a Charm. However, this does not guarantee success. Additionally, spells may be performed non-verbally.
Charms and Spells - The knowledge of incantations for the most commonly used spells by the practitioner. This includes the ability to create new Charms - however, the Charm must be made immediately after the thought has formed or it will lose power.
Potions - The ability to turn Magyk into a liquid form by mixing together various ingredients.
DeCyphering - The ability to identify and translate Magykal symbols. This includes basic knowledge of cryptography, with the ability to identify patterns and hidden code in messages.
Basic Principles of Darke Magyk - The ability to sense Darke Magyk and understand its basic functionality. This includes knowledge of defenses to take against it, as well as an understanding of the power of Darke names.
Wizard Etiquette - The knowledge of how to behave amongst wizards. This includes awareness of political relations and customs, such as Questes and the ExtraOrdinary Wizard.
Sense Magyk - The ability to detect Magykal auras and See enchantments. This is a passive skill.
Limbo - The ability to enter the in between, a realm similar to the Witch's Road yet still a dimension parallel to it. There is a chance the user may become trapped in limbo.
What Is On Your Person:
Clothing - Black Cloak, Black Pants, Black Boots, Dark Green Tunic
Key to Wizards' Tower
Akhu Amulet of Hotep-Ra - the symbol of the ExtraOrdinary Wizard
ExtraOrdinary Wizard Belt - containing the Belt Charms (KeepSafe, Quarantine, Siege, Transport)
Chocolate Charm
Silver rings, engraved with Magykal symbols
Residence:
Old Clothing - Violet long tunic with black sleeves, embroidered with silver Magykal symbols (Similar Style), Black Pants, Black Boots
Silver Extraordinary Wizard's Headband, embroidered with purple Magykal symbols
History
Your Path: Arya had wanted to do Magyk for as long as she could ever remember. Her mother was far more supportive of her ambitions than her father, as he was agreed to be a failed Sub-Wizard, and she was enrolled at the Purple School in the Ramblings. Most children in Magykal families were educated there, and after exposure to enough basic Magyk, Arya's eyes turned from a pale blue to a vibrant green.
She was just another hopeful at the age of eight, attending a banquet with her father at the Wizard Tower. Her mother had given her a variety of Charms as birthday presents, including a Chocolate Charm. She wasn't the only hopeful there, with all the Wizards bringing their children along. While the adults were talking, a fight broke out between two of the older hopefuls, resulting in one of them pulling a knife. The adults hadn't noticed just yet, but Arya quickly said : "Take me, shake me, and I shall make thee Quetzalcoatl's Tchocolatl." The knife turned to chocolate, effectively breaking up the fight, and her bravery caught the attention of the ExtraOrdinary Wizard. He offered her the ExtraOrdinary Apprenticeship and set her on her path.
General History: Arya was born to a Senior Alchemie Apprentice and a Sub-Wizard, Selesia and Marcus Rincewind. Her mother was always rather busy learning her craft and helping the other apprentices, while her father was often being shooed out of the way by other Wizards. Ironically, her mother was generally the one who Arya spent the most time with and adored, as her father tended to spend his days off playing Counter-Foot tournaments.
She adored Magyk and learned the basics at the Purple School in the Ramblings, walking from her little home on Alchemie Way. She was seven years old when she learned enough for her eyes to turn green, and at home, her mother would teach her the basics of Alchemie. Wizards and Alchemists didn't always get along, despite improving relations over the last few centuries, but Selesia wanted to ensure that her child could use the two in harmony.
At age eight, Arya left her home on Alchemie Way behind and began her apprenticeship with the ExtraOrdinary Wizard. It was an honor for her to be chosen and she couldn't have been more thrilled. It was no secret that the ExtraOrdinary Wizard knew the best and most advanced Magyk, more than most Ordinary Wizards would ever dream of.
Blaise Rowland, the ExtraOrdinary Wizard at the time, was like a father to Arya. They grew incredibly close throughout the years, as he taught her everything he knew about Magyk. They spent days up in the Pyramid Library, debating and discussing theories with one another. And while all Apprentices were guaranteed one month of vacation a year to visit their families, Rowland often came by the Rincewind household for dinner during that month. He was practically a member of the family, even attempting to encourage Arya's father to try harder in order to become an Ordinary Wizard.
It was when Arya was promoted to Senior Apprentice that her father left the Castle. There were rumors that he had run off with a trader and gone to the Lands of Long Nights. Other rumors said that the man had gone Darke and headed for the Badlands. Those rumors ceased when he was found dead at the Port, having died from alcohol poisoning. Arya's mother, an Alchemist in her own right, threw herself into her work, taking on another Apprentice. And despite not being very close with her father, it was hard on Arya as well. Studying Magyk and talks with Rowland were what got her through it.
She became the latest ExtraOrdinary Wizard when she turned twenty. Her mentor had decided he had had enough with being cooped up in a tower all day, wanting to travel the world before he died. He was, at that point, rather old. Arya still writes letters to him, but she is extraordinarily busy, as all ExtraOrdinary Wizards are.
Thoughts on Queen Meliscente:
Arya was indifferent when it came to Queen Meliscente. Like so many members of the Royal Family, Queen Meliscente thought that Magyk was weird and dangerous, unless it suited her. No matter how much Arya or Rowland tried to persuade her otherwise, the Queen didn't budge in her beliefs. Arya gave up on the idea that she would ever work with a queen who understood Magyk and would treat it with respect by the time she was a Senior Apprentice.
But that doesn't change Arya's belief that Queen Meliscente was murdered. While the attending physician claimed it was a mere illness, Arya felt the very faint aura of Darke Magyk when she saw the Queen's body. With a Witch Princess about to be crowned, it's enough to make Arya more than suspicious. It is her duty to Queen Meliscente to figure out what caused her death - especially so if Princess Valda, ultimately, had something to do with it.
Extras
Character Quote: "Don't be afraid of the unknown. What is hidden is all the more marvelous than we could ever dream." Theme Song:Rhiannon by Fleetwood Mac Anything Else: Scarlet Witch; Deeper Than the Sands *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.
The Scroll
Arya Rincewind
"The things worth doing are rarely so easily accomplished."⟢ 🎆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 ⟣ 🎆 Arya Rincewind 🎆 "No one real is perfect." Life is too short to judge oneself too harshly. While she has made her fair share of mistakes in her life, she has paid for them and learnt from them - the scarring on her left hand is evidence enough. The most she can expect from herself is that she learns from those mistakes and never repeats them. Her position at the Castle certainly isn't without challenges and difficult choices, but she uses her principles as a compass to guide her choices. She respects herself too much to compromise her ideals, as well as never asking more of another person than she would of herself. 👋 Nera Hawthorn 👋 "I met her the night I became Rowland's apprentice." When Arya was eight and Nera was eleven, they were both present at a banquet hosted at Wizard Tower. Beyond the scuffle at the banquet, Arya hardly interacted with her. She hasn't seen Nera in years, hearing only a brief rumor that she had resurfaced as a member of the Port Witch Coven - which she has to imagine was a very different future than Nera envisioned for herself as a child. Chances are, Arya wouldn't even recognize her these days. She had been so young then. ♨️ Princess Valda ♨️ "I do not trust her...for good reason." Arya is not exactly sure what to make of Valda. All of the evidence against the Crown Princess is purely circumstantial and perhaps colored by her own prejudices against witches. Valda is a wild child, but did she murder her mother? Was she the one that left behind the faint residue of what Arya was certain was Darke Magyk? As ExtraOrdinary wizard, she has a duty to the Queen of the Castle - the living and the dead. For now, all she can do is wait until the situation is further illuminated as to whether or not Valda is responsible for her mother's passing. 💘 Cuyler Eysteinsson 💘 "Oh Cuyler? He's...He's just a friend." Arya adores the Traders' Market, having gone at least once a year since she was a little girl. It was on one of these occasions that she met Cuyler and the two of them struck up a friendship. With similar ideals and interests, it certainly wasn't surprising. Perhaps something more can develop between the two of them one day, but for the moment, Arya would deny having any sort of romantic interest in him. She's too busy as the Castle's ExtraOrdinary wizard, anyways. 👋 Rhys Asher 👋 "I wonder what truly became of him..." Arya beat Rhys out for the ExtraOrdinary Apprenticeship. She made a lot of enemies that day without realizing it, only learning later on of Rhys' strong desire for the apprenticeship. His mentor, Erik, had been telling her all about his pitiful apprentice at a Wizard Tower function a year or so into her apprenticeship. And while the official ruling is that Rhys and Erik died, Arya cannot help but wonder if a different turn of events came to be...She's never seen Rhys' ghost within Wizard Tower and Erik's ghost is adamant that he was murdered - and that Rhys is to blame. Symbol Fleur La Mallificum Symbol "Overall Thoughts On The Character" Relation Details ♨️ Princess Luna ♨️ "She's just like her mother." While Arya is obligated to serve the Royal Family in her role as ExtraOrdinary Wizard, she dislikes the general attitude held by royals that Magyk is weird and strange. Queen Meliscente only liked Magyk when it benefited her and from what Arya can tell, her daughter is likely just the same. It's irritating and enough to cause Arya to wish that Luna would have more of an open mind - but that's not likely to happen as well. She has to be careful and hold her tongue, otherwise she might just point out to Luna that she shares a name with one of the Castle's legendary ExtraOrdinary Wizards, Marcia Overstrand. Symbol Malekith Darkling Symbol "Overall Thoughts On The Character" Relation Details 🙇 Atkin Bowman 🙇 "Curiosity killed the cat, yet satisfaction brought it back." It's complicated is perhaps the closest description of Arya's relationship with her apprentice. She cares for him and enjoys his company, yet the age barrier prevents her from considering him a friend. And while it is not uncommon for masters to view their apprentices as if they were their own children, Arya does not have that connection with Atkin. She chose him to be her apprentice because she saw a reflection of her own curiosity in him when he snuck into Wizard Tower. He'll become a great wizard one day - perhaps he'll even replace her as the ExtraOrdinary Wizard when he's ready. For now, she tries to do the very best she can by him and teach him as much Magyk as his mind can handle. 🌓 Bell Dreamfree 🌓 "The name is familiar..." While Arya had made an impression on Bell, the pair of them never directly spoke to one another. In fact, with her many pressing duties around the Castle and at Wizard Tower, Arya only has a vague idea of who Bell may be. The name brings to her images of the Forest but nothing more - she could easily be a Wendron Witch or a Physician for all Arya knows. 🌓 Myrus Silvers 🌓 "He doesn't turn his nose up at Magyk, which is refreshing." Arya doesn't interact very much with the late Queen's only son. In the Castle society, the throne is inherited through the female line, and as of such, most of her interactions as ExtraOrdinary Wizard are with the Queen and the Crown Princess. From what she's seen, he doesn't have as much prejudice against Magyk as the other members of his family does. Her impressions of the boy pretty much stop and end there. He could be a gigantic arse for all she knows. Symbol Lyra Laurek Symbol "Overall Thoughts On The Character" Relation Details
The Scroll
Arya Rincewind
"I am afraid that my time draws near."⟢ 🎆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 ⟣ 🎆 Queen Valda 🎆 "She may be a witch...but she is our Queen." Arya felt conflicted about Valda initially, not trusting her because of her craft. Yet none of the woes that impacted the Castle were Valda's fault, causing Arya to decide (however reluctantly) to trust her. Perhaps it will be a mistake one day, but it is her duty as ExtraOrdinary Wizard to support the Queen. 💗/💓 Cuyler Eysteinsson 💓/💗 "Alright, so he never was really just a friend..." Cuyler makes her insanely happy. She has difficulty focusing around him, finding herself more and more drawn to him and her thoughts consumed by him. If there were one regret she had as ExtraOrdinary Wizard, it would be that she cannot spend as much time with him as she'd like. Time with Cuyler never seems to leave her satiated lately - she just wants more. 👋 Rhys Asher 👋 "I wonder what truly became of him..." Arya beat Rhys out for the ExtraOrdinary Apprenticeship. She made a lot of enemies that day without realizing it, only learning later on of Rhys' strong desire for the apprenticeship. His mentor, Erik, had been telling her all about his pitiful apprentice at a Wizard Tower function a year or so into her apprenticeship. And while the official ruling is that Rhys and Erik died, Arya cannot help but wonder if a different turn of events came to be...She's never seen Rhys' ghost within Wizard Tower and Erik's ghost is adamant that he was murdered - and that Rhys is to blame. 👋 Princess Luna 👋 "She's too young." While Arya was never quite fond of Luna, the ExtraOrdinary Wizard worries about her. She has become much more soft and gentle with the Crown Princess ever since her kidnapping. And with Luna's potential engagement to Crown Prince Tristan, she's worried that Luna will rush into adulthood. Too many make that mistake, as did Arya, and their childhoods are wasted because of it. 🙇/💕 Atkin Bowman 💕/🙇 "...I'm sorry, Atkin..." With the Sickenesse gripping the Castle, Atkin falling ill broke Arya's heart. She was the one that brought him into all of this, that exposed him to Magyk and began to train him to one day become a great wizard. If anything were to happen to Atkin, it would be her responsibility and forever be a black stain upon her soul. She views him as a younger brother - one that may be facing death, whether by illness or the Queste, all because of her... 🙇 Myrus Silvers 🙇 "Poor child..." The prince hasn't been the same since Valda's coronation. Someone meddled with his mind and while he is making progress, the recovery is bound to be slow and painful. Arya treads lightly around him, trying her best to give news to Valda when Myrus is not within earshot. She doesn't know what he can handle and does not especially care to find out. 🎆 Amarantha 🎆 "She's turning a monstrous organization into something she can take pride in." Arya did not anticipate to respect Amarantha, much less enjoy the woman's company. She judged her as being a female Puck without a height challenge, but Amarantha has turned the cruel Young Army into a formidable and age appropriate fighting force. Her care for strategy and punctuality also greatly appeal to the ExtraOrdinary Wizard, but none more so than her questions about Magyk and how to incorporate defenses against it. 💛 Sylvi the Bard 💛 "Her secret is safe with me." To find out that a bard one had befriended is actually the lost princess of the Land of Long Nights was a bit of a shock for Arya, to say the least. However, Sylvi is her friend and she is not going to betray her confidence. She'll keep her secret and help to maintain Sylvi's cover if asked - now, the Floor, that is an entirely different matter... 💛 Myth the Muse 💛 "She's very sweet and very pregnant." Arya enjoys Myth's company. She doesn't have very many friends her own age, let alone female friends, so it is nice to have someone to talk with. Since Myth is getting married at Wizard Tower, Arya had to be involved in some portions of the process for planning it - and she's even lent Myth a few books from the Pyramid Library that she thought the bard would find interesting. 🎆 Bruce Banner 🎆 "What doesn't that man know..." Bruce is a mind boggling experience - and Arya can never quite get a read on him. He has an insane amount of knowledge, yet she gets the impression that he's holding back and she's just barely scratching the surface of what he knows. Although she respects him, she's incredibly curious and has been forcing herself to not do a MindRead on him to find out more about him - as much as she wants to. 🎆 Skaoi Silverveil 🎆 "What she lacks in confidence, she makes up for in knowledge." When the Sickenesse began, Arya was determined to learn Physik in order to help and Skaoi was willing to instruct her. Not many are willing to teach the ExtraOrdinary Wizard due to Arya's status, so she appreciated Skaoi's agreement. It was a bit odd that Skaoi would apologize for correcting her - but Arya likes her and would like to get to know her better. 💞 Marcellus Dumont 💞 "Uncle Marcie." Arya has known Marcellus pretty much her entire life - while most know him as the CHS, she always thinks of him as Uncle Marcie. (She hadn't been able to quite say Marcellus when she was little). She's also glad that her Uncle Marcie was always there for her mother - before and after the death of her own father, Marcus.
The Scroll
Arya Rincewind
"You have failed the Castle."⟢ 🎆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 ⟣🙇 Antonije Magnisky 🙇 "Silver." He knows who she used to be - and has offered to tell her, to help her become that person again, but she doesn't want him to. The work that the two of them do together is too important and knowing her past would only prevent her from accomplishing it. The Castle is bleeding, threatening to collapse and her mind must be clear in order to save it from itself. Anything else is just a distraction.
@ihinka I prefer real life faceclaims, but it honestly depends ^_^ Just let me know what you're interested in using and it's likely fine. I'll be posting two of my CS's in the CS tab momentarily which should provide some examples
Time Frame: Medieval-esque era far in the future; starting day of book three is November 5th, 12508 Rp Tags: Fantasy, Medieval, Adventure, Romance, Slice of Life, Magyk, Politics, Dragons, High-Casual, Advanced, Character Development, Lore, Suspense Type Of RP: This is a high fantasy adventure roleplay primarily played in the Castle, a city-state located where London once was. As a warning, character death is possible as this roleplay uses Lady Amalthea's randomization system - however, the odds of death are lower than in my other roleplays. Goal of the RP: Put an end to the rise of murders in the Castle and catch those responsible. Enter the Saecular Games and rise to victory. Stop the impressment of Port sailors by the Eastern SnowPlains. Advance in your trade and gain more power and prestige; protect your legacy and establish yourself. Fight for the Darke or the Lyte. Character Requirements: 13 years or older
☆ Premise ☆
In the Small Wet Country Across the Sea, there stands the Castle. Home to Wizard Tower where the strongest Magyk users in the land are trained, it is governed by Queen Valda the Wild. Despite the hardships that have befallen the Castle, the Silver Age continues and spirits are high. Its walls and moat keep the Darke of the Forest at bay, protecting the children of the Castle from witches, werewolves, and the occasional chimaera. Trade has kept the state wealthy with neither the people nor their Queen going to bed wanting for food.
Yet as is too often the case, the reign of Queen Valda the Wild is not without hardship. Caught in the midst of a war between the Land of Long Nights and the Eastern SnowPlains, impressment of Port sailors by the Eastern SnowPlains demands action. The Land of Long Nights blames the Eastern SnowPlains for the robbery of a sacred relic, whereas the Eastern SnowPlains has determined that the Land of Long Nights ordered the murder of their late emperor. Queen Valda must make a choice, as war is on the horizon and her decision could change the Castle forever.
To add to the tension, some Castle residents are being found in alleyways. The manner of death has been determined to be suicide - yet none of them had given any prior indication of being suicidal. No one has claimed responsibility for these deaths, though some place blame on the Witch Messiah and her coven, saying that it is her revenge against the Castle. Whispers of a mysterious force called Hellfire do nothing but complicate matters.
Life goes on. Bruce Banner and Myth the Muse's son has reached six months of age. The new ExtraOrdinary Wizard has started to search for a lucky young child to become their apprentice. The Castle continues to grow and prosper, with talk of a new addition being added to Ramblings. Children still run up and down Wizard Way, playing games and talking about the heroism of Castle legends. Alchemie climbs ever more to prominence, with Fyre helping to heat the Castle during the cold winter months. The Saecular Games, held every 110 years, have returned to the Castle, allowing individuals from all across the world to engage in feats of athleticism, cunning, and strength.
No one is safe.
☆ Characters ☆
1 indicates character was active in Book One; 2 indicates character was active in Book Two
Amarantha1,2 - Leader of the Army/Bodyguard of Princess Luna (006400 @KazAlkemi) - killed by Fleur
☆ The Castle ☆
Welcome to the Castle. Existing 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.
With the reign of Queen Zienna, the Small Wet Country Across the Sea was unified underneath the Castle, turning the Castle from a city-state into a proper ruling power. It is relatively new as a monarchy of this size and has had some stability issues stemming from this.
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. Usually, they become apprenticed to a Wizard through enrollment in one of the Wizard Tower's Open Magyk classes, where their talent was then observed.
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.
White Witches do not meddle with the elements of nature and prefer to use Potions and Charms. They also rarely join a Coven and tend to be independent. Their Darke counterpart is called the Renegade Witch.
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.
Physik, the science of healing, is studied by those called Physicians. It is often paired with Alchemie and it is not uncommon for someone to study both together to use in tandem. In essence, these are your healers. If you're hurt, you want a Physician at your side, whether it's an odd Sickeness or a stab wound.
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.
Physicians wear white by tradition.
Available Roles
Physician
Physik Apprentice
Filled Roles
The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.
The greatest strength of bards is their sheer versatility. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting.
Currently, no bards can hail from the Small Wet Country Across the Sea, as the Words of Creation and Magyk through song are not widely believed there. In fact, most in the Castle would laugh if told a mere musician could perform Magyk.
Alchemie is the science of energy and creation which is paired often with Physik. Those who study Alchemie are called Alchemists.
Alchemists often deal with transmutations of metals, such as turning lead into gold. They also claim to hold the key to eternal life and the ability to fundamentally understand the universe and its properties in a way that not even Magyk can achieve. There are rumors that Alchemists can manipulate reality itself. In today's terms, Alchemie can be thought of as the marriage of Physics and Chemistry.
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.'
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. The CHS (Chief Hermetic Scribe) is selected through the Pick. All scribes currently employed put their pen in a container, which the youngest scribe leaves in the Hermetic Chamber overnight. In the morning, a single pen will be sitting on the desk. The owner of the pen becomes the new CHS.
Scribes are incredibly important for day-to-day life in the Castle. Conservation, Preservation and Protection scribes, for example, work with restoring damaged documents to their former glory. Scribes 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.
Of course, to become a scribe you must pass the Mansucriptorium Entrance Exam, which includes a portion on speed writing.
Scribes wear dark blue robes.
Available Roles
Inspection Clerk
Conservation, Preservation and Protection Scribe
Transcription Scribe
Junior Clerk
Filled Roles
Even the Castle has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as investigators, finding individuals who do not wish to be found and even tracking down stolen items.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
There are relatively few Knights currently at the Castle, though in the olden days they were much more common. Largely the reason for the lack of these warriors falls with Wizard Tower. Some three thousand years ago, the ExtraOrdinary Wizard convinced the Queen that Magyk would provide a better defense than a sword ever could.
Before then, Knights would be taken in for training at a young age, beginning as a page and moving their way up through the ranks until the Queen granted them a knighthood. But in these times, it is more often the case that the Queen, impressed with great acts of bravery and physical strength, will bestow a knighthood to one of her subjects. The Crown Princess and Princesses-in-Waiting can also bestow a knighthood upon a subject.
Skilled with the sword, with a pure heart and intentions, a knight is an agile and desired friend - and a fearsome but honorable foe. The fighter role is intended for characters who have not yet been knighted, yet have the skills to become one.
Available Roles
Knight/Dame
Fighter
Current Warriors
The Young Army once exclusively recruited at a young age, stealing children from their families. Founded in the Castle itself, there was a long period during which it had been expelled from the Castle. Queen Valda allowed them to return, under the condition that only those over the age of 18 were allowed to fight, they could not be taken in for training younger than the age of 13, and that the Young Army would have to run children's homes.
Although the organization used to only take boys, girls are now eligible to join. Each soldier is assigned a number once admitted (i.e. Septimus Heap was called Boy 412). Unlike previously, where real names were kept in a file and never revealed, soldiers have the option to use either their real name or their number. Many stick with the number for tradition.
The current leader of the Young Army is Amarantha (formerly known as 526).
The majority of trade the Castle sees comes from the Land of Long Nights. Once a year, the Northern Traders will come to trade at the Trader's Market, leaving roughly a month before the Big Freeze sets in. They are typically male, although a female Northern Trader is not unheard of - but would certainly still raise a few eyebrows. 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.
The Castle also conducts some trade with the Eastern SnowPlains, primary in metals and ingredients for Alchemie. Its third largest trading partner would be a league in the Far Countries, from which the Castle imports a fair deal of exotic spices and silk clothing.
All traders need a license from the Hanseatic League before they can trade.
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!
☆ Countries of Origin ☆
Just as in our world, your knowledge can vary depending on where you grew up and the people you were exposed to. In the CS, there is a place for you to identify the cultural background of your character. Did they grow up in the Castle? Or perhaps did they move from the Eastern SnowPlains as a young child? Are they travelers, having seen more of the world than most have before in their lifetime? Or do they live in the wilderness, apart from civilization?
The answers to these questions, logically, will impact your skills. Please see the various cultural backgrounds below - and note that some paths are specific as to what your background can be. The GM will then give you your cultural skills once your CS has been completed and submitted for approval.
Description: The people of the Small Wet Country Across the Sea tend to be polite and hardworking, able to trudge on through the worst of times - push them too far and a temper can come out, but it usually will take a while to form. They primarily rely on trade with the Land of Long Nights, with most food stuffs coming from the Farmlands region. Magyk is seen as weird and useful; alchemists are distrusted and witches are downright despised.
the Palace, located in the capital city of the Castle
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Current Ruler: King Alvis Forseti Bohrsen (married)
Description: It is a cold and harsh land, but made warm by the comfort of friends and families. At Yuletide, you feast and celebrate the return of Baldur, the God of Light, from the clutches of Hel, the Goddess of Death. You praise the All-Father and dream of seeing Valhalla once you perish. You might be fluent in the Olde Tongue and interestingly, you may be a Spirit-Seer. A Spirit-Seer is a person who can See ghosts, no matter what - a rare gift.
Fljotshverfi - Capital
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Current Ruler: Empress Astris Ivana Marya Aleksandra (Married)
Immediate Successor: Crown Prince Erik Lazar Nikola Aleksandar (Unmarried)
Official Language: Serbian
Political System: Oligarchical Empire
Capital: Ledenigrad
Description: A religious and strict land, etiquette and customs come just as easily to you as breathing does. But do not let this stuffiness deter you - the Eastern SnowPlains is also called the Land of Mysteries. Individuals with impossible gifts call this land home, though they will never tell you how they came to be that way. The land is rich with secrets and hidden power.
Immediate Successor: Asha the Magykal, Advisor to the Emperor (would serve as interim ruler)
Official Language: Alletong; Vispraat; Towerkuns Wêreld
Political System: Elective Empire
Capital: Die Baie Ringstad
Description: The Big Wild Land is a country of paradoxes. For such a large and populous society, it has relatively few laws. Citizens largely govern themselves, electing officials to represent them and their interest on regional councils and congresses. All children are allowed to freely explore and personal liberties are held to be sacred. Justice here may seem to be vigilantism to outsiders. It's largely noted for being an isolated nation, yet also the most educated and advanced in the world.
Description: An incredibly warm climate, the Lagoon gets its name for its floating cities. Its inhabitants travel by boat rather than horse, taking advantage of natural currents in order to traverse the small country quickly. The majority of its wealth comes from fishing, yet they also serve as a popular holiday destination for those with the means to travel - namely, the royals of other countries. There is no Magyk system here.
Dolceprato - Capital
Current Leader: Orazia Siragusa (Sole, Unmarried), Eugenio Zappala (Luna, Married), Pietro Lo Bue (Stella, Married)
Description: Located on an island consisting mostly of active volcanoes, the Ashen Isle is a land of great contrasts. The danger and destruction of the volcanic eruptions is contrasted with the great fertility it brings upon the land. The small island is split between three separate city states: Sole to the North directly at the foot of the largest volcano: Etna, Luna to the Southeast and Stella to the West. These three states are distinct in culture and often at odds with each other, but able to become stalwart allies from those without. An isolationist state, there are commonalities among the three mini-nations: a strong agricultural backbone growing fruits such as citrus, a fierce independent streak among the people and a focus on family.
Each of the major city-states also possesses a particular quirk. Sole, often considered to be the "main" state, is notable for often being lead by women, and having a special women only special warrior caste that act as the leaders. Luna is well known for their use of Magyk, the only of the three states that widely practices it. Most notable is their lack of restrictions of societal stigma against Darke Magyk. Finally, the city of Stella is known for their craftsman and mastery of the arts. It is often described as one of the most beautiful cities in the world, due the the major architectural planning and beautification that occurred roughly a milennia ago and has been kept up since.
The wilderness has always been your home; or maybe you only adopted it recently. Whatever the case, your days are filled with surviving off of the land, knowing how harsh and unforgiving nature can be - but also its hidden beauty. Whether you are a White Witch in the Forest, a student of the Darke in the Badlands, or just one of the few who prefers the company of the wilderness, you're a nomad.
☆ 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.
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. Other Paths will become available throughout the RP, but we're starting with these main ones for now. As far as names go, consider the following guidelines...
The Small Wet Country Across the Sea: Names tend to be very much a mixture of common English, Latin, and Faux-Medieval. The Land of Long Nights: Names are mostly Norse The Eastern SnowPlains: Names are typically Serbian or relating to weather deities The Big Wild Land Over the Ocean: Names are typically Indian or Afrikaner The Lagoon: Names are typically English, Latin, Faux-Medieval, or Italian The Ashen Isle: Most names are Sicilian or Greek
[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=???]Culture:[/color][/b] See the possibilities listed under Cultural Skills in the OOC [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 [b][color=???]Alignment:[/color][/b] What would their Dungeons and Dragons alignment be? i.e. True Neutral, Chaotic Good, and so forth.... [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=???]Cultural Skills:[/color][/b] DO NOT FILL THESE OUT! Once you have filled out everything BUT your skills, submit the sheet to the GM for approval. If approved, you will receive your occupational and cultural 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=???]Occupational Skills:[/color][/b] DO NOT FILL THESE OUT! Once you have filled out everything BUT your skills, submit the sheet to the GM for approval. If approved, you will receive your occupational and cultural 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 the Murders:[/color][/b] At least one paragraph. Why do you think people are turning up dead? Did they have it coming for being criminals? Or is vigilantism?
[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.
[hider=Relations][center][hr.][hr.][h1][b][i][color=red]The Scroll[/color][/i][/b][/h1][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 (No more than 1-2 sentences)"[/i] [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] [hr.] Symbol [b][color=???]Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i] [hr.] [/center][/hider]
☆ Mysteries ☆
Some elements of this RP have a bit of a mysterious turn to them. Solve one of the below mysteries and you will receive a reward. Previously solved mysteries have been listed as well, with information as to what the answer was. Those ones can be found under a hider.
Baby Dawn
Mystery: Who is Dawn's father?
Timeline: Solve this case before the end of Book Three
Reward: Spoiler for a Skyrose RP
Arya Rincewind
Mystery: Who is Arya's father?
Timeline: Solve this case before the end of Book Three
Reward: One Day Extension Card
Violet and Silver
Mystery: Who is the other vigilante terrorizing the Castle?
Timeline: Solve this case before the end of Book Three
Reward: One +5 Bonus to a Roll Card
Queen Meliscente
Mystery: What happened to the Queen?
Solution: Nera Hawthorn (alias of Esren Carlan) bewitched Luna's mind using Concilium and gained access to the Queen's Room. She then used the Time Stone to accelerate the Queen's lifespan to the end of her days, causing her to die soon after.
Solution: Nera Hawthorn (alias of Esren Carlan) used Darke Magyk to give Fendrel over to the Other, killing him. Meliscente then hid the nature of his death to keep confidence in the Royal Family.
Sleuth: Group Effort
Gas of Doom
Mystery: What the fuck is going on with Tristan's farts, Fyror's heart attack, and Amarantha getting clammy?
Solution: The Eastern SnowPlains was attempting to kill Tristan, in order to prevent him from becoming engaged to Princess Luna of the Castle. They did not want the Land of Long Nights to form an alliance with the Small Wet Country Across the Sea.
@WanderingSpirit Yup. I am willing to add on one additional prince. The Royal Family currently has two princesses (Luna and Valda), and one prince (Myrus). I’ll be posting the OOC in the morning but please do send me a PM so I can give you the rough outline/timeline of the Royal Family as it stands currently
Nora nodded, glad to see that Vera appeared to have regained her composure somewhat. Whether it was because they were once more about to venture out into the public eye or because her words had helped to calm her, Nora couldn't quite say. She walked with Vera towards the exit, noticing how Vera's nerves appeared to have become slightly more rattled. There was something wrong in her relationship with the Lord Captain - she couldn't help but assume that. Whether it was her place to broach the subject, or if it was one that Lady Munn wished to discuss, however, she couldn't know.
She stepped to the side with Lady Munn, looking into the street a bit quizzically. It didn't seem to be in either man's character to be late to an appointment. Perhaps, however, they had been held up? There were many distractions in the streets of Cairo - perhaps they had gone to do a little bit of sightseeing, a little bit of shopping or even purchased something to drink. Nora glanced up and down the street once more, debating as to what decision to make. Lady Munn's odd relationship with Peter was something that had become more and more obvious to her. Maybe it would be best if they returned to the museum?
"Something seems to have kept them," Nora finally said. "I do not believe there would be any harm in returning to the museum, as that is likely where they will head in search of us once they realized we had already obtained the permit," Nora suggested.