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3 yrs ago
Current I think watching fight scenes can help in general terms with writing combat, since it can give you an idea of flow and choreography.
3 yrs ago
At least if you're writing something you know, with knights.
3 yrs ago
I mean, depends on what you're writing, and the tone and theme of what you're writing. Trained armored knights were legitimately monstrous on the battlefield, so looking up how they fought helps.
4 yrs ago
As much as there's a lot of reasons twitter sucks, I genuinely don't want to see it die for the sake of all the artists who now rely on it. Hoping the shithead stops trying to directly administrate.
1 like
4 yrs ago
roleplayerguild.com/posts/5… If anyone's up for fighting some kaiju, why not try out my new RP, Godzilla: YATAGARUSU?

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In this world, the bounds of human capabilities go beyond the physical. For some, it stretches into the realm of the supernatural.

In this world, magic is real.

The capacity to weave spells and curses. To call upon magical creatures. To speak to the dead and look into the unseen past. These abilities are a part of this world, just as much as the air itself.

And at the forefront of this world of magic are Witches.




The capital of Refne, the city of Lumiere. One of the greatest and most modern cities in the world, boasting the world’s most complete rail system as well as many places of learning. To some, it is a model for the world’s future.

And yet, despite this, it is also a symbol of this world’s history. Not only is it filled with age-old architecture from all across its existence, not only was it built upon the remains of a long-dead empire, but Lumiere is the location of the founding of the Moon Circle Society, and the location of their current headquarters.

Once, witches were split into many separate covens, who governed themselves under their own rules. But this led to many witches abusing their powers, causing friction with non-magical society, and causing ruin time and time again.

It was the Legendary Witch Notte, Witch of Starlight, who founded the Moon Circle Society. A governing body for Witches that would provide guidelines for those at the forefront of the magical world, for the cooperation of those with and without magic.

All these years later, the Moon Circle Society has only grown larger, and facilitated cooperation between Refne’s government and the country’s witches.

Of course, many of the common folk view magic with suspicion. Legends of such dark figures as Black Witch Angela, Spring-Heeled Jack, and the Erlking linger in the public consciousness.

And at times, some witches’ conduct doesn’t exactly help matters.

It is for that exact reason that the Witches of the Moon Circle Society offer their services.

The cleansing of curses and areas of magical resonance. The removal of evil spirits and monsters. The solving of magical crimes and the apprehension of magic-using criminals. All these services and more are provided to the people of Lumiere by the Moon Circle Society.

It is through this method that Notte believed that those with magic and those without could step into the future.

But naturally, it’s not simply solving problems for nonmagical folk that’s on the table for the Moon Circle Society. Studying magic, education for aspiring Witches, and advancing the magical world are all part of the Society’s mission.

As is exploration.

Beneath Lumiere lies the ancient remains of a long-dead empire, a twisting network of old buildings and catacombs initially discovered by the society’s founder herself. Known as Notte’s Labyrinth, it is not only an amazing historical discovery but also home to numerous magical artifacts and supernatural creatures.

Expeditions by parties of Witches are regularly held in order to map the labyrinth and recover valuable pieces of history. Given the mystical nature of the ruins, with some sections seemingly expanding or changing due to the high amount of free-floating mana, Lumiere’s government has little choice but to rely on the Society to handle the situation and take care of potential threats that could emerge from the Labyrinth.

Unfortunately, times aren’t exactly at their most peaceful in Lumiere.

Rumor has it that the legendary killer, Spring-Heeled Jack, has returned. That the Society failed to destroy him fifty years ago, and that he’s stalking the streets at night in search of his next victim.

No real proof has been brought forward, but the rumor must have started somehow.

Mistrust in witches has been bubbling under the surface.

Thus, it’s only natural for the Moon Circle Society to do their best to put things right. To mend Lumiere’s problems, to map out Notte’s Labyrinth---

And maybe get to the bottom of these rumors.




So, inspired by a few different anime, manga, and JRPGs, this RP will be centered on the Moonlight Circle Society, a unified witch coven that governs witch society and also educates new witches. While magic is not limited to witches, it is said that women are often especially attuned to mana and thus witches are often at the forefront of the magical world. Players will take the role of(preferably mostly relatively new) witches carrying out various missions, from cleansing curses to chasing down criminals to exploring Notte’s Labyrinth.

And perhaps uncovering the truth behind the rumors of Spring-Heeled Jack’s return.

I'd like to keep things at a weekly pace.




Witch: Broadly speaking, a Witch is simply a female magic-user. These days, however, it is most often used to refer to members of the Moon Circle Society, the official governing body for all of Refne’s Witches. Prior to the founding of the Moon Circle Society, Witches were instead arranged in numerous disparate covens with differing ideologies and rules, who often clashed with one another.

Moon Circle Society: Founded by the legendary Witch of Starlight, Notte, the Moon Circle Society’s creation put an end to conflict between witch covens and unified them under a single banner. It also codified conduct for witches, prohibiting intentional harm to nonmagical folk unless necessary for self-defense and providing rules for the sharing of knowledge between witches. This greatly improved the relationship between those with and those without magic, but numerous incidents across the hundreds of years since the society’s founding have contributed to continued mistrust.

The Society handles a variety of magical issues, both for their own sake and the sake of nonmagical folk. Additionally, they also educate young witches, with experienced witches operating as professors. Young witches are frequently assigned basic tasks, such as upper level exploration of the labyrinth or the containing of spirits, though promising individuals may get more advanced tasks more quickly.

The current head of the Moon Circle Society is Lucia, a Grand-level witch of over three hundred years of age. Beneath her is the Council of Stars, all highly experienced witches who assist in governing the Society.

The top level of Witch is known as Grand, with only witches of great accomplishment achieving such a rank.

As the Moon Circle Society was founded for witches, all members are female.

Magic: The ability to do things that should be impossible. The conjuring of flame without a match or any kind of fuel, the summoning of spirits, the control of objects from a distance, the changing of something’s shape, all of these things and more are defined as magic. This capacity to do the impossible is fueled by magical energy, also known as mana. Mana is present in all living things, and the air itself, but those who have the ability to use it are far less common. By forming a pattern, known as a spell, mana can be used to do magic to create an effect. Spells are categorized and documented by the Moon Circle Society, which also monitors the development of new spells. Spells may use words or gestures, or physical components, with the latter being known as rituals. The more complex or powerful a spell’s effect, the more actions it requires. As a result, spells are often referred to as Single-Action, Double-Action, Triple-Action, and so on and so forth. While these actions can be reduced by experienced witches, saying the name of the spell will always make it more powerful.

Broadly, magic is divided into White, Black, and Evocation. While these categories are very broad definitions of spell effects, they are still useful in general terms. White magic is defensive spells, enhancement spells, and spells that heal. Black magic is offensive spells, spells that weaken an enemy, and curses. Evocation is spells that evoke outside entities, such as spirits or fae, usually by summoning.

On average, women are more attuned to mana then men. It’s for this reason that witches are considered the forefront of magic. However, men are capable of becoming accomplished with magic as well, it is simply somewhat rarer. The reasons for this are still the subject of study and debate.

Magic may also be used in the creation of tools, or even artificial beings.

Notte, Witch of Starlight: The legendary founder of the Moon Circle Society nearly eight hundred years ago. Notte was an extremely gifted witch from the rural south of Refne. Her history remains somewhat unclear to this day, but she emerged with her companion Euria and accomplished many things once thought impossible even for witches. Her lengthy list of accomplishments includes documenting the fae realms and discovering the labyrinth beneath Lumiere. These accomplishments culminated in her defeat of Angela the Black Witch, also known as the Witch of Calamity and a living disaster who had terrorized Refne. After defeating Angela, Notte founded the Moon Circle Society and united all witches in Refne. It was less then ten years later that Euria died of an illness, and Notte seemingly disappeared.

Lantern: A form of homunculus created by the Moon Circle Society. Lanterns are living magic detectors who are capable of sensing even the most minute alterations in environmental mana. For this reason, they are used for detecting potential calamities or artifacts. Their senses even surpass those of the most skilled of witches. All Lanterns utilize the pattern of Euria, who is considered the first and only natural Lantern whose existence is defined as a miracle. As such, they resemble her, appearing as waifish girls with pale blue eyes and faded blonde hair. Lanterns possess subdued personalities, but may express individuality through their style of hair and dress.

Witch Arms: Magical tools developed by the Moon Circle Society. Witch Arms utilize mana in order to produce an effect. It can be as simple as a knife that cuts from long range, or as complicated as a rifle that fires beams of magical energy as opposed to bullets. Witch Arms are most often used by Witches, but a subset of very basic Witch Arms are manufactured for the use of Refne’s law enforcement and military.

Refne: The nation within which the story takes place. In general, it resembles this world’s Victorian era. The capital city of Lumiere is known for both the Moon Circle Society’s headquarters and also a number of technological advancements, such as the widespread use of steam technology and spreading the use of travel by rail across the continent. It is situated in the country’s southwest, and also known as the City of Lights. In more rural areas, distrust of Witches is much higher.

Notte’s Labyrinth: The catacombs beneath Lumiere. Despite being called a labyrinth, they are actually the ruins of an ancient empire that predated the current civilization. Little is known about the mysterious empire, but the catacombs are far too dangerous for ordinary explorers due to the presence of monsters and zones of high magical energy. As a result, parties of Witches explore the labyrinth instead, gathering information and various magical artifacts and returning them to the surface. The upper levels are considerably less dangerous, and the deeper the level the greater the hazards. The bottom level has yet to be discovered. The high level of magic in some areas of the labyrinth causes its composition to change daily.

The Witch of Calamity: One of the greatest living disasters known to man. Also known as Angela the Black Witch, she carved a path of terror through Refne over eight hundred years ago. Destroying towns on a whim, cruelly taking lives, and even using living humans for the purposes of her own experiments, it was once believed that Angela would cause the end of the world. And yet, Notte was able to defeat her and seal her away, ending her selfish rampage. Only the Erlking is thought to be a greater threat.

Spring-Heeled Jack: The most recent great living disaster. A magic-using serial killer who stained the streets of Lumiere red with blood nightly around fifty years ago. A powerful magician who was able to evade the Moon Circle Society for far too long, and take countless lives. No-one was safe, and he would change his methods of killing every night in order to find new ways to sew fear. He was destroyed by the current head of the Moon Circle Society, Lucia, who reduced him to nothing but ash. Despite this fact, rumor has it that he has somehow returned and is preparing for another killing spree.




  • Name:
  • Age:
  • Gender: Female
  • Appearance:
  • Personality:
  • Abilities: (The magic they use as a witch)
  • Skills: (Their mundane capabilities)
  • Equipment: (All witches have at least a basic wand and a broom for travel)
  • Brief Backstory:
@Crimson Flame: I'll consider it if you pitch me a really good premise for a character, but he wouldn't be an actual member of the Society and would need a good backstory reason to be tagging along.

Since I've got a lot of interest here(and more expressed privately) I'll be getting the OOC up soon!
In this world, the bounds of human capabilities go beyond the physical. For some, it stretches into the realm of the supernatural.

In this world, magic is real.

The capacity to weave spells and curses. To call upon magical creatures. To speak to the dead and look into the unseen past. These abilities are a part of this world, just as much as the air itself.

And at the forefront of this world of magic are Witches.




The capital of Refne, the city of Lumiere. One of the greatest and most modern cities in the world, boasting the world’s most complete rail system as well as many places of learning. To some, it is a model for the world’s future.

And yet, despite this, it is also a symbol of this world’s history. Not only is it filled with age-old architecture from all across its existence, not only was it built upon the remains of a long-dead empire, but Lumiere is the location of the founding of the Moon Circle Society, and the location of their current headquarters.

Once, witches were split into many separate covens, who governed themselves under their own rules. But this led to many witches abusing their powers, causing friction with non-magical society, and causing ruin time and time again.

It was the Legendary Witch Notte, Witch of Starlight, who founded the Moon Circle Society. A governing body for Witches that would provide guidelines for those at the forefront of the magical world, for the cooperation of those with and without magic.

All these years later, the Moon Circle Society has only grown larger, and facilitated cooperation between Refne’s government and the country’s witches.

Of course, many of the common folk view magic with suspicion. Legends of such dark figures as Black Witch Angela, Spring-Heeled Jack, and the Erlking linger in the public consciousness.

And at times, some witches’ conduct doesn’t exactly help matters.

It is for that exact reason that the Witches of the Moon Circle Society offer their services.

The cleansing of curses and areas of magical resonance. The removal of evil spirits and monsters. The solving of magical crimes and the apprehension of magic-using criminals. All these services and more are provided to the people of Lumiere by the Moon Circle Society.

It is through this method that Notte believed that those with magic and those without could step into the future.

But naturally, it’s not simply solving problems for nonmagical folk that’s on the table for the Moon Circle Society. Studying magic, education for aspiring Witches, and advancing the magical world are all part of the Society’s mission.

As is exploration.

Beneath Lumiere lies the ancient remains of a long-dead empire, a twisting network of old buildings and catacombs initially discovered by the society’s founder herself. Known as Notte’s Labyrinth, it is not only an amazing historical discovery but also home to numerous magical artifacts and supernatural creatures.

Expeditions by parties of Witches are regularly held in order to map the labyrinth and recover valuable pieces of history. Given the mystical nature of the ruins, with some sections seemingly expanding or changing due to the high amount of free-floating mana, Lumiere’s government has little choice but to rely on the Society to handle the situation and take care of potential threats that could emerge from the Labyrinth.

Unfortunately, times aren’t exactly at their most peaceful in Lumiere.

Rumor has it that the legendary killer, Spring-Heeled Jack, has returned. That the Society failed to destroy him fifty years ago, and that he’s stalking the streets at night in search of his next victim.

No real proof has been brought forward, but the rumor must have started somehow.

Mistrust in witches has been bubbling under the surface.

Thus, it’s only natural for the Moon Circle Society to do their best to put things right. To mend Lumiere’s problems, to map out Notte’s Labyrinth---

And maybe get to the bottom of these rumors.




So, inspired by a few different anime, manga, and JRPGs, this RP will be centered on the Moonlight Circle Society, a unified witch coven that governs witch society and also educates new witches. While magic is not limited to witches, it is said that women are often especially attuned to mana and thus witches are often at the forefront of the magical world. Players will take the role of(preferably mostly relatively new) witches carrying out various missions, from cleansing curses to chasing down criminals to exploring Notte’s Labyrinth.

And perhaps uncovering the truth behind the rumors of Spring-Heeled Jack’s return.

I'd like to keep things at a weekly pace.




Witch: Broadly speaking, a Witch is simply a female magic-user. These days, however, it is most often used to refer to members of the Moon Circle Society, the official governing body for all of Refne’s Witches. Prior to the founding of the Moon Circle Society, Witches were instead arranged in numerous disparate covens with differing ideologies and rules, who often clashed with one another.

Moon Circle Society: Founded by the legendary Witch of Starlight, Notte, the Moon Circle Society’s creation put an end to conflict between witch covens and unified them under a single banner. It also codified conduct for witches, prohibiting intentional harm to nonmagical folk unless necessary for self-defense and providing rules for the sharing of knowledge between witches. This greatly improved the relationship between those with and those without magic, but numerous incidents across the hundreds of years since the society’s founding have contributed to continued mistrust.

The Society handles a variety of magical issues, both for their own sake and the sake of nonmagical folk. Additionally, they also educate young witches, with experienced witches operating as professors. Young witches are frequently assigned basic tasks, such as upper level exploration of the labyrinth or the containing of spirits, though promising individuals may get more advanced tasks more quickly.

The current head of the Moon Circle Society is Lucia, a Grand-level witch of over three hundred years of age. Beneath her is the Council of Stars, all highly experienced witches who assist in governing the Society.

The top level of Witch is known as Grand, with only witches of great accomplishment achieving such a rank.

As the Moon Circle Society was founded for witches, all members are female.

Magic: The ability to do things that should be impossible. The conjuring of flame without a match or any kind of fuel, the summoning of spirits, the control of objects from a distance, the changing of something’s shape, all of these things and more are defined as magic. This capacity to do the impossible is fueled by magical energy, also known as mana. Mana is present in all living things, and the air itself, but those who have the ability to use it are far less common. By forming a pattern, known as a spell, mana can be used to do magic to create an effect. Spells are categorized and documented by the Moon Circle Society, which also monitors the development of new spells. Spells may use words or gestures, or physical components, with the latter being known as rituals. The more complex or powerful a spell’s effect, the more actions it requires. As a result, spells are often referred to as Single-Action, Double-Action, Triple-Action, and so on and so forth. While these actions can be reduced by experienced witches, saying the name of the spell will always make it more powerful.

Broadly, magic is divided into White, Black, and Evocation. While these categories are very broad definitions of spell effects, they are still useful in general terms. White magic is defensive spells, enhancement spells, and spells that heal. Black magic is offensive spells, spells that weaken an enemy, and curses. Evocation is spells that evoke outside entities, such as spirits or fae, usually by summoning.

On average, women are more attuned to mana then men. It’s for this reason that witches are considered the forefront of magic. However, men are capable of becoming accomplished with magic as well, it is simply somewhat rarer. The reasons for this are still the subject of study and debate.

Magic may also be used in the creation of tools, or even artificial beings.

Notte, Witch of Starlight: The legendary founder of the Moon Circle Society nearly eight hundred years ago. Notte was an extremely gifted witch from the rural south of Refne. Her history remains somewhat unclear to this day, but she emerged with her companion Euria and accomplished many things once thought impossible even for witches. Her lengthy list of accomplishments includes documenting the fae realms and discovering the labyrinth beneath Lumiere. These accomplishments culminated in her defeat of Angela the Black Witch, also known as the Witch of Calamity and a living disaster who had terrorized Refne. After defeating Angela, Notte founded the Moon Circle Society and united all witches in Refne. It was less then ten years later that Euria died of an illness, and Notte seemingly disappeared.

Lantern: A form of homunculus created by the Moon Circle Society. Lanterns are living magic detectors who are capable of sensing even the most minute alterations in environmental mana. For this reason, they are used for detecting potential calamities or artifacts. Their senses even surpass those of the most skilled of witches. All Lanterns utilize the pattern of Euria, who is considered the first and only natural Lantern whose existence is defined as a miracle. As such, they resemble her, appearing as waifish girls with pale blue eyes and faded blonde hair. Lanterns possess subdued personalities, but may express individuality through their style of hair and dress.

Witch Arms: Magical tools developed by the Moon Circle Society. Witch Arms utilize mana in order to produce an effect. It can be as simple as a knife that cuts from long range, or as complicated as a rifle that fires beams of magical energy as opposed to bullets. Witch Arms are most often used by Witches, but a subset of very basic Witch Arms are manufactured for the use of Refne’s law enforcement and military.

Refne: The nation within which the story takes place. In general, it resembles this world’s Victorian era. The capital city of Lumiere is known for both the Moon Circle Society’s headquarters and also a number of technological advancements, such as the widespread use of steam technology and spreading the use of travel by rail across the continent. It is situated in the country’s southwest, and also known as the City of Lights. In more rural areas, distrust of Witches is much higher.

Notte’s Labyrinth: The catacombs beneath Lumiere. Despite being called a labyrinth, they are actually the ruins of an ancient empire that predated the current civilization. Little is known about the mysterious empire, but the catacombs are far too dangerous for ordinary explorers due to the presence of monsters and zones of high magical energy. As a result, parties of Witches explore the labyrinth instead, gathering information and various magical artifacts and returning them to the surface. The upper levels are considerably less dangerous, and the deeper the level the greater the hazards. The bottom level has yet to be discovered. The high level of magic in some areas of the labyrinth causes its composition to change daily.

The Witch of Calamity: One of the greatest living disasters known to man. Also known as Angela the Black Witch, she carved a path of terror through Refne over eight hundred years ago. Destroying towns on a whim, cruelly taking lives, and even using living humans for the purposes of her own experiments, it was once believed that Angela would cause the end of the world. And yet, Notte was able to defeat her and seal her away, ending her selfish rampage. Only the Erlking is thought to be a greater threat.

Spring-Heeled Jack: The most recent great living disaster. A magic-using serial killer who stained the streets of Lumiere red with blood nightly around fifty years ago. A powerful magician who was able to evade the Moon Circle Society for far too long, and take countless lives. No-one was safe, and he would change his methods of killing every night in order to find new ways to sew fear. He was destroyed by the current head of the Moon Circle Society, Lucia, who reduced him to nothing but ash. Despite this fact, rumor has it that he has somehow returned and is preparing for another killing spree.




  • Name:
  • Age:
  • Gender: Female
  • Appearance:
  • Personality:
  • Abilities: (The magic they use as a witch)
  • Skills: (Their mundane capabilities)
  • Equipment: (All witches have at least a basic wand and a broom for travel)
  • Brief Backstory:
As discussed, swapping off of Mordred for this.

---How dare she.

The entire future of her nation, of all the people of her nation, of the people of every nation, is in the balance.

And yet, she's here, standing here, talking to these knights of hers as if nothing else matters. As if whatever petty delusion has crawled into the rattling, shriveled thing she's claiming to be a brain is far more important then countless lives.

I've killed plenty of foolish targets who placed some stupid desire of theirs before their nation. They cared for no lives but their own, and thus they lost it.

This is no different, except in its magnitude. Her entire country is at risk---

There is no speaking to this woman. There is no reasoning with this woman. I am a shinobi, so such things were never my duty, but no-one would be able to reach this Grovemaster Isolde when she's already sunken into---

... It has been a little time since I carried out a duty like this. I normally keep any feelings far away. They only get in the way of my mission.

Perhaps that is just how foolish this woman truly is.

But this isn't something as base as feelings getting in the way of the correct course of action in order to fulfill my duty.

The parameters given to me were quite clear. I was not here to kill, unless no other choice was viable.

There is no other choice.

To allow this to go on would be actively contradictory to my assignment. It would practically guarantee the fall of another nation.

The rafters were the perfect spot to enter, and I was already close to her balcony to begin with so I would better be able to hear her speak. They're well-maintained, so I can move along them easily. It's not as if I would make sound to begin with, but the fact the wood is in good condition means that there's little risk of anything unexpected occurring. The knights are focused on the Grovemaster, and the Grovemaster is focused on her speech.

I can get closer.

I have to get closer.

I will only have a single opportunity to ensure that the greatest threat in the room is removed, after all.

Relying on a thrown kunai is too risky. I have faith in my aim, but the mere chance it could wound rather then kill is too great. I have to make absolutely certain there is no recovery. And that means that I have to be as direct as I can.

I wrap my fingers around the hilt of my katana, and slowly draw it from its place on my hip.

The angle. The trajectory of my fall. I calculate these as I near her, scenarios refining themselves in my head again and again.

Here.

Even if she looks up, it will be too late.

It's not unfamiliar.

My feet leave the rafters, and push me out into open air. It rushes around me, the colors of my scenery blurring and running together like spilled ink.

I've approached from this angle before. Killed at the end of a fall, using my momentum to take my target to the ground and thrust my blade through their throat.

This isn't any different.

To me, she is nothing but the same pompous, self-centered, and petty nobility I've exterminated before.

For the sake of her country, and everyone within it.

If Isolde truly cared for her people, then she would know this is the right path. If she were truly a Grovemaster of Drana Asanaeu, then she would see that these actions will only bring pain and destruction upon her people, even if Valheim's approach wasn't imminent. The fact she has engaged in such actions means that she does not appreciate her position, her situation, and she does not care for her country.

And so, the only answer she deserves is obvious.

In my free hand, I draw a smoke bomb from my pouch. The magical energy required to ignite its fuse passes into it, setting it alight as I reach the balcony. By the time I land, it should have gone off.

Will she look towards me?

Will she see me before the blow reaches her?

It doesn't matter. There's nothing she can do, now. The space between us is shrinking far too swiftly. All she will be able to comprehend is the fact that the answer to her words is the swift approach of death.

The edge of my blade glints in the lights of the massive hall as it reaches for her throat.

@Psyker Landshark
Preparations were easy enough.

My face isn't known by anyone here. While it's certainly best to avoid lingering too long in their gaze, in order to avoid being remembered clearly, that gives me further flexibility with how I would approach the infiltration.

Ragged clothing. Dirt on my face, on exposed skin. A hood, ostensibly simply to keep the sun out of my eyes but also to avoid any passing glances from someone who would be able to recognize my face---

No visible weapons, as well. That's important. Of course, I'm not unarmed. It'd be foolish to go without anything at all, and I need to keep some weaponry stashed nearby depending on how the situation progresses.

The illusion of a down-on-their luck street urchin who is trying to take shelter near a religious center that may offer them some charity is hardly a difficult one to create, nor is it an unfamiliar guise for me. As such, it felt as if it was the best option. I wouldn't have to pretend to know anyone. I wouldn't have to perform any rituals or demonstrate any specific knowledge. Certainly, it's not as if I'll be allowed to enter any restricted areas, but I have other methods of securing entry.

No, instead, the guise of a street urchin is to be used for gathering information.

Certainly, there appears to be a high percentage of guards around the cathedral. That much is obvious. It's a different sort of structure than I'm entirely familiar with, but at the same time I can understand its function quite well.

Religious administration. As such, it makes sense to be one of my first stops, and the mere fact there is so much activity here made it of interest.

I can't be certain the presence of the guards is entirely abnormal, but at the same time it's my first lead.

All I need to do is remain nearby, and remain inconspicuous. It's unlikely that any ordinary guard would think anything particularly poor of a street urchin hoping for some kind of shelter or assistance by remaining near a religious center.

That also means that they might not hold their tongues so tightly in my presence. After all, I'm quite insignificant, aren't I?

There's an overhang nearby. It's not even in the direct line of sight of the nearest guards. It's a perfect place to stay out of the sun, or out of any kind of inclement weather.

A tall guard and his shorter companion are also quite close by, talking to one another. Their voices are lowered, but plenty audible for one of my kind.

They're stupid. It's idiotic to be talking about anything sensitive where anyone could hear them. Certainly, they're clearly making an effort not to be heard, but is that really all they can do?

Idiots. I suppose they're not asked to think particularly hard.

But it benefits me, regardless.

"Grovemaster doesn't seem very happy, still..."

"Locked up in her quarters like that, she must be working hard on something."

That's all I need to hear. This disguise has given me just what I needed.

Now I just need to retrieve my gear.




Getting back to the cathedral isn't so difficult. I have to avoid getting too close to anyone, but the rags I was wearing before still work quite well to conceal my weaponry and climbing gear.

Now I just need to find a suitable location. It can't be one of the more heavily-monitored areas, obviously, and I have to be aware of who could see me as I ascend. One of the neighboring structures is actually a better option, when it comes down to it.

It may take a little longer, but if I can reach the cathedral without having to scale it directly, then it's a much higher chance of avoiding even a passing glance in my direction. It's uncommon for guards on the ground to look up, though it's not as if I can count solely on that.

All I need to do is find a good spot.
@Amatiramisu: It is, yes, though you'd have to wait until the current arc is done to introduce your character. It won't be too much longer, though.
"Nnngh-!"

The tendrils receded just as swiftly as they'd emerged, a combination of the acid and the blow just struck across his front making a continued counter attack from the Bloody Lord impossible.

The heavy armor rattled as he took a step back, bringing his great, cursed sword back up to bear.

He'd been struck. A blow severe enough to visibly mar his thick armor, possibly even split it, if only slightly. In a flash, his blade leaped out, aiming to push Dame Tyaethe back, to force even the slightest distance---

Or perhaps, as a feint.

Every gap in his armor writhed.

A scraping sound came from within that skull-like face.

A torrent of thorny veins exploded from every possible spot, from his eye sockets, between his skeletal jaws, from each tiny space between the plates of his armor. It shredded the night air, ripping its way viciously towards the vampire paladin. The abominable thing that was Lord Rozenalt could no longer take what he saw as half-measures.

If his armor had been marred that badly, then he had to do everything he could to slaughter his opponent and lead the Midnight Hunt to is bloodstained victory.

Tyaethe batted away the first cut almost contemptuously… and leaving her too close to retreat. The vampire's defence against the thorns looked less like someone trying to wield a sword, and more a constant blur of steel, flashing crimson, and pale white. No way to easily back up, too limited in her tools to just destroy the thorns en masse, and too pressed for space to simply dodge everything – but fighting through it all the same.

"Ahahahahahah! Come on, Rozenalt, haven't you realised? I'm left handed," the girl taunted, finally beating back the veiny assault. Her sword, herself, the floor, Rozenalt – all coated in a sticky mass of red ichor. Was it the vampire's blood? Was it Rozenalt's? It was impossible to say at this point.

The arm cast away in the conflict was undoubtedly Tyaethe's, as was the blood pouring from the stump. Yet still, she grinned, flicking it dismissively, "Really, you think this matters?"

Dripping blood snapped taut, a thick red rope joining the bleeding shoulder and discarded limb and snapping shut. More boiled, shadows writhing and reforming the missing sinew… but she had already lunged forwards before that finished, red eyes gleaming. Come on. Do it.

Rozenalt thrust his blade, and---




The monstrous worm faltered, sinuous body writhing in the air and twisting as the flames burst inside of its mouth, igniting its strange, inky flesh. But it didn't fall, despite the fact that it was now burning inside the bizarre creature was managing to maintain its flight, ascending once more and resuming its pursuit, the gaping void yawning ever wider even as flames licked its innards, the abominable shape tearing its way through the sky.

But the flames had distracted it just long enough.

Its ascent was greeted by a thunderous sound, like the echoing of a hammer striking a chapel's bell as the blue light briefly illuminated the entire battlefield. As spell made to rip through powerful armor and tear apart even monstrous foes, Meteor Light cleaved through the black of night in an instant and seared its way through the monstrous fae creature's flesh.

Its myriad wings ceased to move, its massive body slowly drifting towards the ground, more like a dead leaf then a thing of flesh and blood.

Below, the knights had been joined by their surprise allies in the nithyr, clashing with the Midnight Hunt in ferocious battle.

It appeared as if the skies had been, for the moment, cleared.

@Eisenhorn@Octo




The birdman hissed as its arm was extended beyond even its natural limits, the light bones offering dismally little resistance to the maneuver. Even so, even in this position, it seemed that the Falconer had another trick up its sleeves -- or should that be, over its sleeves?

With a ripple, the feathered cloak sharpened, each quill straightening, hardening, turning it into a shimmering coat of daggers. One that Fionn was now pressing himself tightly against in their grapple.

Sword, claws, cloak, falcon -- even with one weapon disabled, it had no shortage of others to call upon.

@The Otter




The smouldering cloak once again burst into flame as the flaming brand was sent flying back towards it, the embers catching with unnatural vigour and engulfing the fae huntsman in a shroud of rippling flame. Not enough to burn through the orcish cloak, not fast enough -- but perhaps enough to weaken it so that the butchering knife that had been conjured from nowhere could slash through and clear its vision.

This time, the flames didn't die down. It was much harder to see if the trapper was truly blinded, the trap clamping down on the polearm could have been merely an accident as it threw off the remnants of the orcish cloak, trap and polearm discarded too, but...

The burning man caught the swung hilt of the sword on its knife, the oppressive heat rolling off its figure. Finally, it seemed to be engaging, not falling back on tricks and traps.

@Psyker Landshark




The Houndmaster stalled, blank mask looking down at its severed arm as if perplexed that it had been so easily cut free through the leather. Then it gave a lopsided shrug and shoved its body down, stump digging into one of the man-faced dogs. The creature flickered, body rippling... then exploding in a shower of gore.

Not that the replacement arm looked much like a man's. Huge, covered in shaggy black fur, clawed, and far too long. Thick enough for it to wield as a shield against Fleuri's arcing blows before using it to pull the entire Houndmaster forward, axe carving around to try and split the knight in two with another crushing blow. No finesse. No delicacy. But brute strength and an arm that, even pouring blood after being carved through, seemed none the worse for wear.

Not that this gave the Captain a free pass, ever more of the dogs pouring from the trees... or were they even dogs, now? As their master grew more bestial, the distinction between them appeared to be shifting, bodies lengthening and twisting, faces finally growing muzzled. There was a silent co-ordination there, the man beasts truly attempting to attack from multiple angles in a flash of fangs and teeth that left no blind spots aside from the one her own ally created.

Fanilly's breath hitched when she saw the manner in which the monstrous hunter had mended its injury. It had slain one of its own hounds, and in the process gorily reconstructed its severed limb before they could fully capitalize on the injury.

Worse still, the hounds themselves were growing in number, and seemed to be transforming as well and becoming even more terrible, resembling their Master more with each passing moment.

Clenching her teeth, the knight-captain sucked in a deep breath. She'd have to thin their numbers a little, if only for a moment.

"Sir Fleuri, hold out for just a moment longer!"

Ducking under snapping jaws, Fanilly thrust her blade upwards, puncturing a hound-man's head from below before stepping back and drawing her blade free. In nearly the same motion she brought her blade swiftly along the front of another, cutting through its chest and severing an arm. She had to thin them out just a little before she could focus on the greater hunter again!

Even if their numbers would be replaced, letting them go unanswered for too long would lead to them being overrun! They weren't armored, and it didn't seem as if they could survive as much damage as their warping master. That meant a single stroke to the right spot would surely be enough.

Fanilly spun in place, suddenly shifting attention away from the hounds and throwing herself at the beastly hunter's blindspot. Killing two would have to be enough, if she could land this blow and cut into the monster's body, it might leave a good opening for Sir Fleuri!

She could feel claws rake over her back, nicking her by slipping into a thin gap in her armor at the shoulder, but she'd thinned their numbers just enough to ensure she wouldn't be instantly overwhelmed.

She had to reach---!

@Crimson Paladin




It almost seemed as if, for the barest moment, the Pale Lady's eyes widened behind her veil. She hadn't expected it, truly. The arc of wind cleaving the night air---

It was by only the barest breadth that she evaded, the edge of her veil being torn apart but the rushing hammer of wind and sound. It was immediately clear she'd judged her opponent to be unable to produce such an offense, and had nearly paid for it with a loss of the duel.

Her bare foot came to rest upon the grass, and in perhaps the strangest gesture of all, the Pale Lady bowed her head.

It was hard to understand what would motivate such a thing, especially given the situation. In the middle of battle, surely this would lead to her death.

---And yet, it appeared almost as if she was attempting to give a wordless apology. Did she perhaps feel as if her underestimation of her opponent was offensive? Regardless, unless instantly attacked in the followup, she had seemingly taken the opportunity to respond without violence.

For only a moment.

Regardless of how such an action could be interpreted, a strange grinding sound emerged from her left palm. Far more swiftly then the first of her weapons had been drawn, a white point pierced the skin and emerged into the night air, its spiked, edged form distinctly resembling the first of the two 'swords'. She had a second weapon, a shorter spine-blade that complimented the one she had drawn from her chest.

@HereComesTheSnow
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