STORAGE TESTING Ardent & Ghostly's Playground

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Ardent

your blood on my teeth
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Not accepting invites at this time
Posting Speed
  1. Multiple posts per week
  2. 1-3 posts per week
  3. One post per week
  4. Slow As Molasses
Online Availability
12NN-4PM, 7PM~
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. No Preferences
Genres
Horror, Dark Fantasy, Modern
A wise man once said...​



Notes to Remember

  • default position is always relative in iwaku; no need to specify it when readjusting position of elements.
  • 47px width each for slider buttons

Fonts I Love

  • Raleway
  • Graduate
  • Arvo
  • Poppins
  • IM Fell English SC
  • Oooh Baby
  • Metamorphous
  • major mono display
  • Special Elite
  • Abel
  • Alfa Slab One
  • Poiret One
  • Almendra SC
  • Pompiere
  • Port Lligat Slab
  • Orbitron
  • Montserrat
  • Roboto Mono
  • Macondo Swash Caps
  • Pirata One
  • Germania One

Color List

  • Ivory off-white
  • #e4e6d8 off-white

Design Ideas

Vector image giving the illusion of it moving. RPG style. <--- for sliders
box-shadow: inset
 
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testy test
 
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GRIMSWORTH


Tucked away in a hidden valley, shrouded in ever-present mist, lies the sleepy village of Grimsby. It would seem painfully ordinary–this collection of farmlands and shabby wooden houses–were it not for the gothic castle that looms in the west. An impossible fortress entrenched on a mountain, it is the home of the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For hundreds of years, they had kept the village and its fantastical nature concealed from the rest of the world. Until one day, the outsiders arrived at their gates.

They all tell the same story: an experience of loss, a mysterious individual at the doorstep, an invitation to an exclusive university for magic learning. These were all the necessary ingredients to lure them away from their ordinary lives and into this unpredictable place. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times even distressing, and the people who live here want them all dead.

Worse still, magic is more sinister than they had imagined. It originates from the forest, that encroaching ocean of darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground like a parasite. The woods are choked with monsters, and they are thirsty for blood.

Everything about this place is telling the outsiders to run, run and never look back. There's only one problem:

There's no way out.

PLAYABLE ROLES


THE HEIRS


(LIMITED ROLE | 5 SLOTS*)

The founding family heirs have lived here their entire lives, trained and conditioned since infancy to become the next members of the Council, Grimsby's governing body. To be chosen as heir is to be granted the highest honor and the most coveted privileges.

In a matter of months, all heirs must rise to their respective roles. In the meantime they have other, more pressing duties to attend to. Most recently, they have been entrusted with the arduous task of watching the outsiders. The reasoning is simple: should the outsiders ever find a way to return to their former lives and homes, they risk exposing Grimsby's many secrets to the outside world.

The Founding Families–especially the heirs–are prone to think of themselves as above all others. They have also learned to distrust and despise anything that is new and unfamiliar. But now that things are beginning to change and spiral out of their control, will they hold onto their prejudices or learn to adapt to the new circumstances?

*Relatives of heirs are playable and do not have a slot limitation.

THE HOLLOWS OF THE ROOTS


(LIMITED ROLE | 3 - 5 SLOTS | CLOSED/NO LONGER ACCEPTING)

In the wooded depths, where no man has ever ventured and lived to tell the tale, the hollows of the roots were created.

They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time.

But that is irrelevant. They are no longer the same person, nor even the same creature.

For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

They are hunters masquerading as outsiders, slowly weaving a web of lies around their oblivious prey. Yet every moment spent with their unwitting victims awakens a conscience within them. Will they embrace their purpose, or reject it despite the consequences that await them should they do so?

THE OUTSIDERS


(NO LIMITATION | OPEN/ALWAYS ACCEPTING)

At a time of great loss, the outsiders found themselves a visitor: a mysterious man by the name of Grimsworth. He claimed to be a teacher in a school of magic, a secret place where one might find a way to recover what they had lost, or discover something they didn't know they were searching for. He left a mirror in their possession–a mirror that, at first, seemed entirely unremarkable. These were his parting words: When you see the crow, follow it at all costs.

It was madness. And the man? Simply delusional. But then one day, something remarkable did occur. In a flurry of black, a crow emerged from the mirror. It cawed at them, circling about the room, only to swoop back into its own reflection and disappear without a trace.

Follow the crow at all costs, the man had said.

And so into the mirror-portal they went, unaware of the nightmares that would soon become their reality.

GM's Note


Hello, this is my second attempt at running this role-play. Much has been overhauled since the last version of course, but the essence of the story remains the same. Like last time, there will be little to no actual "school" in the IC. Instead, the focus will be on the mysteries surrounding Grimsby and the conflict that is bound to arise between our characters.

Here are the posting expectations:

Speed: Biweekly (Once every two weeks, at minimum)
Length: Enough to be susbtantial and move things along
Level: Adept +

This is also meant to be a dark fantasy / horror rp, so naturally the relevant content will follow (violence, death, etc.)

Let me know if you're interested!

FONT1
  • Dark Forces
    GRIMSWORTH
    start
  • Tucked away in a hidden valley, shrouded in ever-present mist, lies the sleepy village of Grimsby. It would seem painfully ordinary–this collection of farmlands and shabby wooden houses–were it not for the gothic castle that looms in the west. An impossible fortress entrenched on a mountain, it is the home of the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For hundreds of years, they had kept the village and its fantastical nature concealed from the rest of the world. Until one day, the outsiders arrived at their gates.

    They all tell the same story: an experience of loss, a mysterious individual at the doorstep, an invitation to an exclusive university for magic learning. These were all the necessary ingredients to lure them away from their ordinary lives and into this unpredictable place. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times even distressing, and the people who live here want them all dead.

    Worse still, magic is more sinister than they had imagined. It originates from the forest, that encroaching ocean of darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground like a parasite. The woods are choked with monsters, and they are thirsty for blood.

    Everything about this place is telling the outsiders to run, run and never look back. There's only one problem:

    There's no way out.
  • Tucked away in a hidden valley, shrouded in ever-present mist, lies the sleepy village of Grimsby. It would seem painfully ordinary–this collection of farmlands and shabby wooden houses–were it not for the gothic castle that looms in the west. An impossible fortress entrenched on a mountain, it is the home of the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For hundreds of years, they had kept the village and its fantastical nature concealed from the rest of the world. Until one day, the outsiders arrived at their gates.

    They all tell the same story: an experience of loss, a mysterious individual at the doorstep, an invitation to an exclusive university for magic learning. These were all the necessary ingredients to lure them away from their ordinary lives and into this unpredictable place. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times even distressing, and the people who live here want them all dead.

    Worse still, magic is more sinister than they had imagined. It originates from the forest, that encroaching ocean of darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground like a parasite. The woods are choked with monsters, and they are thirsty for blood.

    Everything about this place is telling the outsiders to run, run and never look back. There's only one problem:

    There's no way out.
  • THE HEIRS

    (LIMITED ROLE | 5 SLOTS* | CLOSED/NO LONGER ACCEPTING)​

    The founding family heirs have lived here their entire lives, trained and conditioned since infancy to become the next members of the Council, Grimsby's governing body. To be chosen as heir is to be granted the highest honor and the most coveted privileges.

    In a matter of months, all heirs must rise to their respective roles. In the meantime they have other, more pressing duties to attend to. Most recently, they have been entrusted with the arduous task of watching the outsiders. The reasoning is simple: should the outsiders ever find a way to return to their former lives and homes, they risk exposing Grimsby's many secrets to the outside world.

    The Founding Families–especially the heirs–are prone to think of themselves as above all others. They have also learned to distrust and despise anything that is new and unfamiliar. But now that things are beginning to change and spiral out of their control, will they hold onto their prejudices or learn to adapt to the new circumstances?

    *Relatives of heirs are playable and do not have a slot limitation.

    THE HOLLOWS OF THE ROOTS

    (LIMITED ROLE | 3 - 5 SLOTS | CLOSED/NO LONGER ACCEPTING)​

    In the wooded depths, where no man has ever ventured and lived to tell the tale, the hollows of the roots were created.

    They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time.

    But that is irrelevant. They are no longer the same person, nor even the same creature.

    For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

    They are hunters masquerading as outsiders, slowly weaving a web of lies around their oblivious prey. Yet every moment spent with their unwitting victims awakens a conscience within them. Will they embrace their purpose, or reject it despite the consequences that await them should they do so?

    THE OUTSIDERS

    (NO LIMITATION | OPEN/ALWAYS ACCEPTING)​

    At a time of great loss, the outsiders found themselves a visitor: a mysterious man by the name of Grimsworth. He claimed to be a teacher in a school of magic, a secret place where one might find a way to recover what they had lost, or discover something they didn't know they were searching for. He left a mirror in their possession–a mirror that, at first, seemed entirely unremarkable. These were his parting words: When you see the crow, follow it at all costs.

    It was madness. And the man? Simply delusional. But then one day, something remarkable did occur. In a flurry of black, a crow emerged from the mirror. It cawed at them, circling about the room, only to swoop back into its own reflection and disappear without a trace.

    Follow the crow at all costs, the man had said.

    And so into the mirror-portal they went, unaware of the nightmares that would soon become their reality.
  • THE HEIRS

    (LIMITED ROLE | 5 SLOTS* | CLOSED)​

    The founding family heirs have lived here their entire lives, trained and conditioned since infancy to become the next members of the Council, Grimsby's governing body. To be chosen as heir is to be granted the highest honor and the most coveted privileges.

    In a matter of months, all heirs must rise to their respective roles. In the meantime they have other, more pressing duties to attend to. Most recently, they have been entrusted with the arduous task of watching the outsiders. The reasoning is simple: should the outsiders ever find a way to return to their former lives and homes, they risk exposing Grimsby's many secrets to the outside world.

    The Founding Families–especially the heirs–are prone to think of themselves as above all others. They have also learned to distrust and despise anything that is new and unfamiliar. But now that things are beginning to change and spiral out of their control, will they hold onto their prejudices or learn to adapt to the new circumstances?

    *Relatives of heirs are playable and do not have a slot limitation.

    THE HOLLOWS OF THE ROOTS

    (LIMITED ROLE | 3 - 5 SLOTS | CLOSED)​

    In the wooded depths, where no man has ever ventured and lived to tell the tale, the hollows of the roots were created.

    They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time.

    But that is irrelevant. They are no longer the same person, nor even the same creature.

    For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

    They are hunters masquerading as outsiders, slowly weaving a web of lies around their oblivious prey. Yet every moment spent with their unwitting victims awakens a conscience within them. Will they embrace their purpose, or reject it despite the consequences that await them should they do so?

    THE OUTSIDERS

    (NO LIMITATION)​

    At a time of great loss, the outsiders found themselves a visitor: a mysterious man by the name of Grimsworth. He claimed to be a teacher in a school of magic, a secret place where one might find a way to recover what they had lost, or discover something they didn't know they were searching for. He left a mirror in their possession–a mirror that, at first, seemed entirely unremarkable. These were his parting words: When you see the crow, follow it at all costs.

    It was madness. And the man? Simply delusional. But then one day, something remarkable did occur. In a flurry of black, a crow emerged from the mirror. It cawed at them, circling about the room, only to swoop back into its own reflection and disappear without a trace.

    Follow the crow at all costs, the man had said.

    And so into the mirror-portal they went, unaware of the nightmares that would soon become their reality.
  • Hello, this is my second attempt at running this role-play. Much has been overhauled since the last version of course, but the essence of the story remains the same. Like last time, there will be little to no actual "school" in the IC. Instead, the focus will be on the mysteries surrounding Grimsby and the conflict that is bound to arise between our characters.

    Here are the posting expectations:

    Speed: Biweekly (Once every two weeks, at minimum)
    Length: Enough to be susbtantial and move things along
    Level: Adept +

    This is also meant to be a dark fantasy / horror rp, so naturally the relevant content will follow (violence, death, etc.)

    Let me know if you're interested!
  • Hello, this is my second attempt at running this role-play. Much has been overhauled since the last version of course, but the essence of the story remains the same. Like last time, there will be little to no actual "school" in the IC. Instead, the focus will be on the mysteries surrounding Grimsby and the conflict that is bound to arise between our characters.

    Here are the posting expectations:

    Speed: Biweekly (Once every two weeks, at minimum)
    Length: Enough to be susbtantial and move things along
    Level: Adept +

    This is also meant to be a dark fantasy / horror rp, so naturally the relevant content will follow (violence, death, etc.)

    Let me know if you're interested!
Coded by Ardent
 
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  • Joan Lambert
    basics
    NAME
    Joan Lambert

    NICKNAMES
    Jo

    GENDER
    Female

    AGE & BIRTHDAY
    18 Y/O
    March 20th

    APPEARANCE
    5'5"
    Black hair
    Green eyes

    FACE CLAIM
    Vittoria Ceretti
  • Joan Lambert
    persona

    AWKWARD
    Although Joan is often pegged to be aloof and unfriendly due to her looks, in reality she would love to have more friends. She thrives best in the company of people, especially those closest to her. The only trouble is, her social awkwardness makes it difficult for her to meet anybody new. She overthinks every little interaction, causing her to clam up around strangers. But once that threshold is passed she'll never shut up!

    CRUDE

    GOOD-HUMORED


    LOYAL


    SENSITIVE


  • Joan Lambert

    Troubled kids have troubled pasts.

    The Armstrong household had always been fraught with drama. Every insignificant little thing was an argument waiting to happen. Mom was a free-spirited woman who had been bridled with a husband too fast, too soon. Dad was a hopeless, careless romantic who had gambled his youth in pursuit of elusive dreams. Mom was a pretty woman who still turned every head in the grocery store. Dad was a washed up fool who drank too much and yelled at the TV.

    Somehow, Kellen found himself in the middle of it all. He did not make it any easier on his parents. School was a pain in the ass, even when he was little. The teachers were always assholes, the kids were always stupid, and everything they did was a yawn fest. His grades were terrible too, because did they really expect him to sit still and listen to their boring lectures anyway?

    To their credit, his parents tried. Well, his mom did, until she decided to fuck off. Turned out she thought she'd be better off with some other guy. A loaded American guy. She moved to Florida with him. Last Kellen heard, they had children together.

    He had not seen her since.

    Meanwhile, his dad's drinking habits only got worse. And worse. And worse. And then one day, he just didn't wake up anymore. That was the sum of his life: drowning in debt and broken dreams and alcohol. At sixteen, Kellen had to make a choice. Live with his mom and Josh, or take to the streets. He decided he'd rather starve than listen to Josh's endless tirade of criticisms.

    And then he met Katie.

    Katie, who saved him from himself. Katie, who Kellen genuinely thought was the love of his life until she decided that couldn't be further from the truth. She cheated on him with his best friend and didn't even call. Who would have fucking thought?

    Out of luck and out of fucks to give, Kellen went back to doing the very thing he knew best:

    Seek cheap thrills, and start some trouble.
  • Joan Lambert
    STYLE
    fingerless gloves | bandanas | leather jackets | rolled-up sleeves | nike air force ones | air jordans

    BASEBALL
    Kellen has always been a baseball fan, ever since he was little. He even played high school baseball—his only extracurricular—until he was unceremoniously expelled in his senior year.

    ROCK N' ROLL
    A fan of 70s and 80s rock music, Kellen attempted to start a band once, but plans fell apart when him and his band mates could not agree on what kind of music to write. It became such an issue that it even started arguments, which then escalated into fistfights. In the end, they all had to part ways.

    Kellen ceased playing the guitar after his dad's death. Nowadays, he only listens to music.

    MOTORCYCLES
    In true bad boy fashion, Kellen owns a motorcycle: a Ducati Multistrada V4, a relic from the 1980s. Although maintenance can be a challenge sometimes, Kellen could never bring himself to part with his baby.

    PLAYLIST

Tess Parks - Somedays

Coded by Ardent


Rochester
Ruslan
Sail
Dancing Script
Special Elite
Yesteryear
 
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Nullam tincidunt lectus vestibulum velit volutpat, at sollicitudin felis ultrices. Proin faucibus turpis cursus leo cursus, in pharetra nisl vulputate. Duis posuere in mi et placerat. Mauris pellentesque lacus finibus, aliquam leo at, euismod erat. Etiam a massa facilisis ex auctor elementum at quis metus. In suscipit, orci sed mattis suscipit, augue quam elementum ante, eget blandit leo erat eget augue. Praesent pulvinar nulla quis nulla accumsan, quis gravida est malesuada.

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RIP Pirata One :(
 
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Reactions: Ghostly Boo
Hello world




slideInFromBottom / slideInFromBottomDelay
 
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Sawyer Kurosawa
Sawyer Kurosawa
Everybody has a dark secret, a hidden evil they keep close to their hearts. Mine is this: I'm a thief of souls.

I had just returned from the dump site–a two-hour drive from Scythe and Wraith–when my body succumbed to involuntary spasms. I kept myself locked in the bathroom of the fraternity house, bent over the sink with a hand clamped over my mouth as I convulsed with every suppressed urge to vomit. I gulped down the bitter taste of spit, the metallic tang of blood, the bits of flesh that had gotten themselves stuck in my teeth. Meanwhile, the discarnate voices of the dead were screaming inside of me, fighting to take control in this rare moment of weakness. They were relentless. I focused on my reflection on the mirror: those tendrils of dark hair pasted with sweat onto my skin, that terrible pallor of fear that renders one unrecognizable, those dark bloodshot eyes that seemed–for a moment–to belong to someone else.

My hands shook. My teeth chattered. My head pounded with a dull ache.

And then, suddenly, it was over. They were shoved back, caged in the depths of my mind where they ought to be, the lock set in place and the key thrown away. I could still hear them–they could never truly be gone, nor did I want them to be–but the volume was turned all the way down, so that now they were mere whispers.

I was in control.

That was when I realized there was a new presence in those dark depths. It was the soul I had stolen earlier tonight, the soul whose unique power had become my own. With little effort, my ears were picking up sounds it couldn't before: beyond the bass of the generic pop song blasting in the next room, beyond my own shaky breaths, beyond the drip-drip of the faucet with the loose handle. I could hear every single person in this house, every syllable uttered, every sigh, every laugh. I let the sounds fade before they could overwhelm me.

Twice, I brushed my teeth. Then, after a quick comb and one last look in the mirror, I stepped out into the hallway and rejoined the party in the living room. Tonight's sole objective was at the forefront of my mind: to find the girl in my visions. Every single decision I'd made in my life now led to this moment, precisely as I had intended it. And yet, mingling with the flutter of anticipation was a cold, gnawing dread. With every step I took, I saw new paths being laid out in front of me: futures where I no longer existed, where this girl became my undoing.

And yet I was undeterred, wading through the sweating, dancing bodies like a ship cleaving against the current. And then I saw her, standing apart from all the action with a cigarette between her fingers. I looked away so as not to be caught staring and, with feigned exhaustion, worked my way towards the couch she was leaning against.

Once I was close enough, I stumbled deliberately as though I had been shoved, grabbing onto her shoulders just in time to regain my balance.

"Oh, shit, sorry--are you alright?"
WINDOWS // AWOLNATION


 
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To be implemented when it's not 1AM: Tabs, but without the tabs. Yes. Will rely completely on anchor tags. (Do anchor tags have a limit like tabs do? Find out.)

Another idea: horizontal scrolling, but w/o the scroll

Rotating solar system effect w/ animation <- very complicated, need to implement trig, somehow find a replacement for position: absolute, also need to implement rotate spinner animation ?

I promise this will make sense when I code it



Features | Fully functional media player, ease of editing with variables(*), animations(**)

* Variables: All variables are located in the first parent div. Simply swap out the values (image, color, font, etc.) for the ones you want. This is the easiest, most convenient way to edit this code to your preferences. There's no need to edit the rest of the code, unless you want to change something that wasn't specified in the variables. Click here to find out more about variables.

** Animations: Animations will only play once, immediately after the page loads.

Marion Lovejoy
Marion Lovejoy
word
FML // K.FLAY


Reagan Kurosawa
Reagan Kurosawa
word
死ぬのがいいわ | 藤井風 (COVER BY BLUE.D)
 
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Update broke code. Will fix when I have time Ig

#633418

#896b2b

#194069

#FFFFFF

FONT1FONT2FONT3
STUDENT RECORD




  • FIRSTNAME LNAME
    basics
    bio
    misc.


    House & Position
    (i.e. Gryffindor - Head of House/Deputy Headmistress)

    Species
    Half-blood/Half-breed (Specify)/Muggleborn/Pureblood

    Birthday & Age
    Include the year. The role-play's starting point is September 2020.

    Height
    Wand

    Boggart

    Patronus
    Omit if none.

    Pet
    Omit if none.

    Subjects
    See spreadsheet. Omit if not teaching.

    Other Specialties
    See spreadsheet. Omit if not applicable.

    Organisations
    See spreadsheet. Omit if none.




  • FIRSTNAME LNAME
    basics
    bio
    misc.
    ---
    ---
    ---
    Write about your character's personality and history. 1 paragraph minimum.
    ---




  • FIRSTNAME LNAME
    basics
    bio
    misc.
    ---
    ---
    ---
    Here goes any extra important information that your fellow role-players should know about your character.
    ---
Coded by Ardent


CODE:
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GRIMSWORTH


Tucked away in a hidden valley, shrouded in ever-present mist, lies the sleepy village of Grimsby. It would seem painfully ordinary–this collection of farmlands and shabby wooden houses–were it not for the gothic castle that looms in the west. An impossible fortress entrenched on a mountain, it is the home of the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For hundreds of years, they had kept the village and its fantastical nature concealed from the rest of the world. Until one day, the outsiders arrived at their gates.

They all tell the same story: an experience of loss, a mysterious individual at the doorstep, an invitation to an exclusive school of magic. These were all the necessary ingredients to lure them away from their ordinary lives and into this unpredictable place. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times even distressing, and the people who live here want them all dead.

Worse still, magic is more sinister than they had imagined. It originates from the forest, that encroaching ocean of darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground like a parasite. The woods are choked with monsters, and they are thirsty for blood.

Everything about this place is telling the outsiders to run, run and never look back. There's only one problem:

There's no way out.

PLAYABLE ROLES


THE HEIRS


(LIMITED ROLE | 5 SLOTS*)

The founding family heirs have lived here their entire lives, trained and conditioned since infancy to become the next members of the Council, Grimsby's governing body. To be chosen as heir is to be granted the highest honor and the most coveted privileges.

In a matter of months, all heirs must rise to their respective roles. In the meantime they have other, more pressing duties to attend to. Most recently, they have been entrusted with the arduous task of watching the outsiders. The reasoning is simple: should the outsiders ever find a way to return to their former lives and homes, they risk exposing Grimsby's many secrets to the World Beyond.

The Founding Families–especially the heirs–are prone to think of themselves as above all others. They have also learned to distrust and despise anything that is new and unfamiliar. But now that things are beginning to change and spiral out of their control, will they hold onto their prejudices or learn to adapt to the new circumstances?

*Relatives of heirs are playable and do not have a slot limitation.

THE HOLLOWS OF THE ROOTS


(LIMITED ROLE | 3 - 5 SLOTS)

In the wooded depths, where no man has ever ventured and lived to tell the tale, the hollows of the roots were created.

They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time.

But that is irrelevant. They are no longer the same person, nor even the same creature.

For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

They are hunters masquerading as outsiders, slowly weaving a web of lies around their oblivious prey. Yet every moment spent with their unwitting victims awakens a conscience within them. Will they embrace their purpose, or reject it despite the consequences that await them should they do so?

THE OUTSIDERS


(NO LIMITATION)

At a time of great loss, the outsiders found themselves a visitor: a mysterious man by the name of Grimsworth. He claimed to be a teacher in a school of magic, a secret place where one might find a way to recover what they had lost, or discover something they didn't know they were searching for. He left a mirror in their possession–a mirror that, at first, seemed entirely unremarkable. These were his parting words: When you see the crow, follow it at all costs.

It was madness. And the man? Simply delusional. But then one day, something remarkable did occur. In a flurry of black, a crow emerged from the mirror. It cawed at them, circling about the room, only to swoop back into its own reflection and disappear without a trace.

Follow the crow at all costs, the man had said.

And so into the mirror-portal they went, unaware of the nightmares that would soon become their reality.

GM's Note


Hello, this is my second attempt at running this role-play. Much has been overhauled since the last version of course, but the essence of the story remains the same. Like last time, there will be little to no actual "school" in the IC. Instead, the focus will be on the mysteries surrounding Grimsby and the conflict that is bound to arise between our characters.

Here are the posting expectations:

Speed: Biweekly (Once every two weeks, at minimum)
Length: Enough to be susbtantial and move things along
Level: Adept +

Let me know if you're interested!

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  • Dark Forces
    GRIMSWORTH
    start
  • Tucked away in a hidden valley, shrouded in ever-present mist, lies the sleepy village of Grimsby. It would seem painfully ordinary–this collection of farmlands and shabby wooden houses–were it not for the gothic castle that looms in the west. An impossible fortress entrenched on a mountain, it is the home of the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For hundreds of years, they had kept the village and its fantastical nature concealed from the rest of the world. Until one day, the outsiders arrived at their gates.

    They all tell the same story: an experience of loss, a mysterious individual at the doorstep, an invitation to an exclusive school of magic. These were all the necessary ingredients to lure them away from their ordinary lives and into this unpredictable place. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times even distressing, and the people who live here want them all dead.

    Worse still, magic is more sinister than they had imagined. It originates from the forest, that encroaching ocean of darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground like a parasite. The woods are choked with monsters, and they are thirsty for blood.

    Everything about this place is telling the outsiders to run, run and never look back. There's only one problem:

    There's no way out.
  • Tucked away in a hidden valley, shrouded in ever-present mist, lies the sleepy village of Grimsby. It would seem painfully ordinary–this collection of farmlands and shabby wooden houses–were it not for the gothic castle that looms in the west. An impossible fortress entrenched on a mountain, it is the home of the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For hundreds of years, they had kept the village and its fantastical nature concealed from the rest of the world. Until one day, the outsiders arrived at their gates.

    They all tell the same story: an experience of loss, a mysterious individual at the doorstep, an invitation to an exclusive school of magic. These were all the necessary ingredients to lure them away from their ordinary lives and into this unpredictable place. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times even distressing, and the people who live here want them all dead.

    Worse still, magic is more sinister than they had imagined. It originates from the forest, that encroaching ocean of darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground like a parasite. The woods are choked with monsters, and they are thirsty for blood.

    Everything about this place is telling the outsiders to run, run and never look back. There's only one problem:

    There's no way out.
  • THE HEIRS
    (LIMITED ROLE | 5 SLOTS*)​

    The founding family heirs have lived here their entire lives, trained and conditioned since infancy to become the next members of the Council, Grimsby's governing body. To be chosen as heir is to be granted the highest honor and the most coveted privileges.

    In a matter of months, all heirs must rise to their respective roles. In the meantime they have other, more pressing duties to attend to. Most recently, they have been entrusted with the arduous task of watching the outsiders. The reasoning is simple: should the outsiders ever find a way to return to their former lives and homes, they risk exposing Grimsby's many secrets to the World Beyond.

    The Founding Families–especially the heirs–are prone to think of themselves as above all others. They have also learned to distrust and despise anything that is new and unfamiliar. But now that things are beginning to change and spiral out of their control, will they hold onto their prejudices or learn to adapt to the new circumstances?

    *Relatives of heirs are playable and do not have a slot limitation.

    THE HOLLOWS OF THE ROOTS
    (LIMITED ROLE | 3 - 5 SLOTS)​

    In the wooded depths, where no man has ever ventured and lived to tell the tale, the hollows of the roots were created.

    They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time.

    But that is irrelevant. They are no longer the same person, nor even the same creature.

    For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

    They are hunters masquerading as outsiders, slowly weaving a web of lies around their oblivious prey. Yet every moment spent with their unwitting victims awakens a conscience within them. Will they embrace their purpose, or reject it despite the consequences that await them should they do so?

    THE OUTSIDERS
    (NO LIMITATION)​

    At a time of great loss, the outsiders found themselves a visitor: a mysterious man by the name of Grimsworth. He claimed to be a teacher in a school of magic, a secret place where one might find a way to recover what they had lost, or discover something they didn't know they were searching for. He left a mirror in their possession–a mirror that, at first, seemed entirely unremarkable. These were his parting words: When you see the crow, follow it at all costs.

    It was madness. And the man? Simply delusional. But then one day, something remarkable did occur. In a flurry of black, a crow emerged from the mirror. It cawed at them, circling about the room, only to swoop back into its own reflection and disappear without a trace.

    Follow the crow at all costs, the man had said.

    And so into the mirror-portal they went, unaware of the nightmares that would soon become their reality.
  • THE HEIRS
    (LIMITED ROLE | 5 SLOTS*)​

    The founding family heirs have lived here their entire lives, trained and conditioned since infancy to become the next members of the Council, Grimsby's governing body. To be chosen as heir is to be granted the highest honor and the most coveted privileges.

    In a matter of months, all heirs must rise to their respective roles. In the meantime they have other, more pressing duties to attend to. Most recently, they have been entrusted with the arduous task of watching the outsiders. The reasoning is simple: should the outsiders ever find a way to return to their former lives and homes, they risk exposing Grimsby's many secrets to the World Beyond.

    The Founding Families–especially the heirs–are prone to think of themselves as above all others. They have also learned to distrust and despise anything that is new and unfamiliar. But now that things are beginning to change and spiral out of their control, will they hold onto their prejudices or learn to adapt to the new circumstances?

    *Relatives of heirs are playable and do not have a slot limitation.

    THE HOLLOWS OF THE ROOTS
    (LIMITED ROLE | 3 - 5 SLOTS)​

    In the wooded depths, where no man has ever ventured and lived to tell the tale, the hollows of the roots were created.

    They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time.

    But that is irrelevant. They are no longer the same person, nor even the same creature.

    For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

    They are hunters masquerading as outsiders, slowly weaving a web of lies around their oblivious prey. Yet every moment spent with their unwitting victims awakens a conscience within them. Will they embrace their purpose, or reject it despite the consequences that await them should they do so?

    THE OUTSIDERS
    (NO LIMITATION)​

    At a time of great loss, the outsiders found themselves a visitor: a mysterious man by the name of Grimsworth. He claimed to be a teacher in a school of magic, a secret place where one might find a way to recover what they had lost, or discover something they didn't know they were searching for. He left a mirror in their possession–a mirror that, at first, seemed entirely unremarkable. These were his parting words: When you see the crow, follow it at all costs.

    It was madness. And the man? Simply delusional. But then one day, something remarkable did occur. In a flurry of black, a crow emerged from the mirror. It cawed at them, circling about the room, only to swoop back into its own reflection and disappear without a trace.

    Follow the crow at all costs, the man had said.

    And so into the mirror-portal they went, unaware of the nightmares that would soon become their reality.
  • Hello, this is my second attempt at running this role-play. Much has been overhauled since the last version of course, but the essence of the story remains the same. Like last time, there will be little to no actual "school" in the IC. Instead, the focus will be on the mysteries surrounding Grimsby and the conflict that is bound to arise between our characters.

    Here are the posting expectations:

    Speed: Biweekly (Once every two weeks, at minimum)
    Length: Enough to be susbtantial and move things along
    Level: Adept +

    Let me know if you're interested!
  • Hello, this is my second attempt at running this role-play. Much has been overhauled since the last version of course, but the essence of the story remains the same. Like last time, there will be little to no actual "school" in the IC. Instead, the focus will be on the mysteries surrounding Grimsby and the conflict that is bound to arise between our characters.

    Here are the posting expectations:

    Speed: Biweekly (Once every two weeks, at minimum)
    Length: Enough to be susbtantial and move things along
    Level: Adept +

    Let me know if you're interested!
Coded by Ardent
 
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  • Sullivan
    Founding Heir
  • Info
    Name: Sullivan Atticus Crowthorne
    Nickname: "Sully"
    Allegiance: Founding Family
    Occupation: Heir
    Birthday & Age: 23 (Jan 13)

    Backstory
    People often say that Sully is a freak of nature, and truth be told he couldn't agree more. In this town where everybody knows everybody, the Founding Families are not only closely knit, they are practically stitched together. Sully, on the other hand, is that one stray thread. Too long, too slender, too ugly. In his childhood, he was the target of ridicule. The other kids shunned him. His own siblings taunted him. Even his mother seemed disgusted by his very presence. But as he grew older and his body took up more space, others shrank in his midst. He found that there was something delicious about their fear, and a hunger for more power brewed within him.

    And what could be more powerful, more fearsome an entity than the Provider?

    It is his great desire to one day don the black, and he has sworn to do everything in his power to get there, even if it means breaking a few rules in the process.

    Curios

    Bloodletter:
    Steel bands wrought in the deepest of blacks sit on each of Sullivan's fingers, each one concealing a retractable blade shaped like a claw. The blade itself is no more than an inch in length, but it cuts like obsidian–clean and precise with its perfect edge–without all the downsides that come with such a brittle material. Because the rings are themselves curios, they are near-indestructible.

    Physical Characteristics

    Height: 6'8"

    Pale and gaunt as he is, Sully is best described as a collection of bones wrapped in a suit of flesh. He is all sharp angles and crookedness: a lopsided nose, an ever-so-slightly twisted lip, a protruding ear. His dark hair, which at one point softened his features, now hangs sparsely about his skull, making more prominent that wide forehead and those hollowed out cheeks. His eyes, which could have been a warm ocean blue like his cousins', had hardened into sharp steel silver on Sullivan; always intensely bright and attentive, despite the ever-present shadows underlining them.

    Most conspicuous, however, is his height. At 6'8" Sully is tall–so tall, in fact, that his body seems to have traded much of its width for length, a great deal of which has gone into his freakishly long limbs. And though his bones are frail and those purple knees are often tender, he is by no means ungainly; instead, he exudes the quiet confidence of a creature enlightened with this simple truth: ugliness of this grotesque nature is not a flaw, but a feature, a weapon with which to sow intimidation.

    For those who are feared hold power over others.


    TEENAGE FRANKENSTEIN - Alice Cooper
Coded by Ardent
 
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  • Nice Execution!
Reactions: rissa

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  • Sylvia
    FOUNDING HEIR
  • Info
    Name: Sylvia Bloodheart
    Nickname: Sylvie
    Allegiance: Founding Family
    Occupation: Heir
    Birthday & Age: 22 (April 13)

    Backstory

    From the moment she was born her future had been planned. She would follow her family traditions and take up her rightful position of heir to the council. That had been the easy part, she was born to be the best just like all those before her.

    What she hadn't expected however, was how demanding her new position would be. It was near impossible for her to sneak away and study her curio's, to drown herself in her notes and theories until her stomach finally reminded her to eat.

    Now the thought of indulging her passions left her stomach twisting with guilt.

    But there was no way back now, right? This was where she was meant to be, she shouldn't be questioning it.

    Curios
    [Founding Families only - any notable curios in your character's possession go here]

    7283f1f68aebbdb60bc11d4c212fd8c1.jpg
    Bloodletter: A simple necklace with a charm of a crow foot. Each talon is extremely sharp and easily used to slice the palm. If twisted tighter towards the chain the talons curl in to avoid unwanted accidents.

    Physical Characteristics

    editedver.jpg

    Height: 5'6"

    Other
    -Has a large collection of leatherbound note books, filled to the brim with prievious studies and failed attempts with curios.
    -


    SONG - ARTIST
Coded by Ardent
 
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  • Robbie
    The Outsider
  • Info
    Name: Robert Black
    Nickname: Robbie, Rob
    Allegiance: Outsider
    Birthday & Age: 22 (June 3rd)

    Backstory

    This isn't the first time Robbie's hit rock bottom. It's the first time he's felt defeated by it however. He's lost his chance at the scholarship, to progress his career and finally making a name for himself all thanks to a few shitty assholes and a bad rep.

    Now he's on the streets, living the life expected of him and too ashamed to go home to his ma. She's always been the one person in his corner, encouraging him, supporting him. Now he's bumming ciggies of strangers and sleeping under bridges.

    Has he had a few run-ins with the law? Definitely. Has it scared him straight? Well, that's never worked out for him in the past so why start now?

    Physical Characteristics
    966bbe941599ff96bb2da7b41ba38323.jpg

    Height: 5'9" Likes to tell people he's 6'0"

    Other
    Misc tba

    SONG - ARTIST
Coded by Ardent
 
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STUDENT PACKAGE

Unlike other schools with years of excellence to boast of, Grimsworth University is but a fledgling school with zero accolades and about a hundred unconventional approaches to education. But gradually, it is beginning to shape up to be a school worth attending: new classrooms have been fashioned, a new curriculum has been established, and uniforms have also been distributed for the outsiders' comfort.

Invincible
Pat Benatar

Regular Classes
True, these subjects tackle only the mundane, but magic in Grimsby requires real world inspiration to be of any use. These lessons will therefore require the attendance of all students and will be taught by Hollow teachers created specifically for that purpose.

Logic | Research | Self Defence* | Scripture**

* Self Defence prepares students for future sojourns in the woods, a place where many hostile creatures dwell.
** Conducted by Grimsby's ministers in the hopes of indoctrinating outsiders.

Electives
Students must choose at least one elective from each category that would altogether shape their expertise. For instance, someone with an inclination to manifest Hollow animals is advised to choose Zoology. Meanwhile, the arts exist primarily to enhance a student's creativity.

Arts
Sciences
Languages
Visual Arts
Physics
Latin
Theatre Arts
Earth Science
French
Literature
Biology
Japanese
Music
Zoology
Swedish
Psychology
Arabic

* The ability to speak in foreign tongues is said to aid greatly in manifestation magic. Each language bears its own culture and way of thinking; thus it enables a person to see different perspectives and to express themselves in a variety of ways. Describing one's thoughts effectively will lead to more accurate manifestations as a result.

Lessons in Magic
Grimsworth primarily teaches these classes, but he may call upon Founding Family Architects to conduct lessons as well. In Practicum lessons are a later subject; those will not begin until the first two are mastered.

Focus and Meditation | Magic Theory | In Practicum

Uniform
Because most outsiders did not come to Grimsby prepared with their belongings and clothes, Grimsworth has provided them with uniforms.

Visual Reference
The uniform is predominantly white, consisting of a simple shirt and a pair of pants, which are both concealed underneath a similarly coloured cloak. This cloak gradually fades to a deep red towards the hem.

The cloak possesses various properties that enhance the wearer's defence and comfort. For instance, it is impervious to fire and blade, resistant to staining and odours, and adaptive to environmental temperatures. It is also designed for stealth and ease of movement: when the hood is raised, the cloak blends itself with its surroundings.

Founding Family members attending as students will not be provided with these uniforms.

Grade Levels
Grimsworth U, being the small and unconventional school that it is, has none of these. No matter your age or intelligence, you will be expected to attend the same classes as everyone else. Falling behind or new to the school? One of the more experienced students will be assigned to you as a personal tutor/guide until you find your bearings.

 
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