- Invitation Status
- Not accepting invites at this time
- Posting Speed
- Multiple posts per day
- 1-3 posts per day
- One post per day
- 1-3 posts per week
- One post per week
- Writing Levels
- Adept
- Advanced
- Prestige
- Preferred Character Gender
- Female
- Nonbinary
- Primarily Prefer Female
- Genres
- Fantasy, Horror, Romance, Yaoi, Magical Girl, Supernatural, Victorian Goth, Steam Punk
BellaDonna's Home for Witches
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Masquerading as a group home for girls, BellaDonna's is actually a safe haven for young witches who have found themselves without a home, or covenant. They help witches hone their abilities while providing a safe space for those that practice magic. While there, the girls are expected to go to any of the three schools in the area, as well as practice their magic daily. Helping in and around the home are also appreciated, but not necessary.
Everyone has their own bedroom and maintains creative control over their living space, but be mindful while practicing any magic upstairs. The basement is reserved for potion brewing and summoning, and has extra protection against spell casting. The green house out back has an array of herbs, but anyone who uses the garden must help to maintain it and replant any used herbs.
It is a small price to pay for free room and board, as well as serving as valuable protection against outsiders and those who may prey on witches. While more mature witches are a force to be reckoned with, the young witches living in BellaDonna's are, for the most part, far from masters in their craft. Creatures of the night generally make quick work of the witches, which is why witches who lack in skill find strength in numbers, or their covenant.
The matriarch of BellaDonna's, BellaDonna herself, has long served as the guide and protector of her home. She was a fierce witch to be reckoned with in her day, and many fear and respect her. As long as BellaDonna was around, nothing could ever go wrong.
But BellaDonna seems to have disappeared without a trace, and no one knows where she is. One night she was there, and the next morning she was gone. It's up to the girls to find out where she is, as her disappearance will have more of an affect on the city and its residents than any of them realize.
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WITCHES
All witches are born with the ability to practice magic, but some are naturally better at it than others. It could take years for one witch to produce a basic spell, while another could have it mastered in just a few hours. Witches with a long history of magic are often superior at handling certain types of magic, but this is not always true, just expected. In some cases, a human may be born with magic powers and be able to start her own line of witches, but this is a very rare case. There is no explanation for the phenomena as of yet. Some speculate that when the witch population is too low, that this may increase the likelihood that a human is born with witch powers.
Witches have long been considered symbols of balance in the supernatural world, with the ability to tame demons and restore new life to wastelands. Sadly, not all witches uses their power for good. There are dark witches who use their gifts to aid their enemies and for selfish reasons. A witch who has turned to the dark side will usually never return to light magic, and will find greater strength in dark magic, but with grave consequences.
Every witch has basic spells that they must master before progressing to the more difficult spells, and as such, all the girls at BellaDonna's already know how to levitate, move objects with simple commands, basic potions, low-level charms and enchantments, basic elemental spells, the ability to turn into one animal, and minor transfiguration abilities. Casting spells triggers an arcane symbol to appear around the witch that is unique to that magic and witch. While spells can be cast without a catalyst, only the most advanced of witches can do so. Otherwise, witches will find the efficiency of their spells are reduced by over half of their usual strength.
General Spells
Fireball: Perhaps the most well known, basic fire spell. If you can't master this, then what good are you?
Water Spout: A wave of water. Mainly used to treat poor use of fireball. Effectively extinguishes small fires.
Levitation: Float objects for a short duration.
Force: A spell used to push, or pull things. Has a chance to disarm opponents, but can be canceled by casting it back. Most effective when in close range.
Zap: An elementary electric spell.
Regalia: Can change clothing appearance.
Lumos: Creates light around catalyst, used for...well, creating light.
Reveal your Truth: Can be used to find secret doors, or hidden messages. Does not pick up on powerful protection spells, however.
Salt: Creates a thin barrier around the enemy, but can only contain weakened enemies.
Shift: The ability to transform into one animal, or inanimate object for several minutes.
Repair: Fixes minor tears and broken objects.
Compass: Magic compass that points north.
First-Aid: Basic healing spell for small injuries.
Quill: Write without ink
Resigno: Unlocks basic locks
Other Supernatural Creatures
Vampires, werewolves, demons. Those are only a few of the recorded supernatural creatures that exist, but one could argue that everything that humans have told about are actually real. Witches have long been the governing force over all supernatural creatures, but as their numbers began to dwindle so did their power over the supernatural world. They were once respected by the humans, but the advancement of technology has caused a rift between them and the humans. Humans no longer rely on their craft, and if they do, they like to keep their dealings in the dark. Witches now stick to their own kind, while the rare few go public with their abilities and deal with the consequences.
Magic Types
Fire
Water
Earth
Wind
Lightning
Light
Dark
Summoning
Barriers
Healing
Transmutation
Alchemy
Divination
Animals
Nature
Possibly anything you can come up with. Must be approved first.
Offensive Magic
Offense: Magic meant to hurt, stun, or kill their targets. Each spell needs to be channeled through the witches catalyst and some catalyst are better at doing certain things. Swords, and Glaives are the ideal type for casting offensive magic, but any can be used, but with weakened strength. Alternatively, swords, and glaives are weaker at casting other types of magic.
Defensive Magic
Defense: Defensive magic uses spells to protect. They are usually barriers ranging in size and strength. Some barriers can be imbued for different effects and purposes. The ideal catalyst for this are Rods, and Tomes. Though any can used, just not with as great of an effect.
Healing Magic
Healing: Healing magic is used to restore a part of someone life's force. It can be used on anyone that still has a beating heart, and can be quite draining on the caster depending on the type of injury. A truly skilled witch may be able to bring someone back from the brink of death, but at a great risk to herself. Magical Rods and Canes are the ideal catalysts for these sorts of spells.
Magical Catalysts
Wands: Usually made out of wood, but can be shaped to have intricate designs and carvings. The Smallest of the magic catalysts. A beginner friendly weapon that can excel in any form of magic if the right witch wields it.
Staffs: Another instrument that is usually made of wood, though much longer than a wand. Has the added bonus of being used as a walking stick. Like wands, it can be made to look like anything while retaining its original shape. These are a neutral magical catalyst and the power is more reliant on the witch.
Glaives: Polearm forged by magical blacksmiths. Dangerous to wield and can double as both a melee and catalyst for witches. Its strengths lie in offensive magic types, while it is weak in healing and protection spells.
Tomes: Books, or at least, they look like books. While impractical to some, a witch skilled in protective magic will find this as her catalyst of choice. Unfortunately, it is rather weak in offensive, and can be alright for healing.
Rods: A scepter of sorts. Its size ranges between that of a staff and wand, while usually it has some sort of gem embedded on the top. Excellent choice for healers, but not a necessity.
Canes: Canes are also another good choice for healers, though they are the least popular of all magical catalysts. Often times they are associated with elderly witches and wizards, but they are great for healing spells.
Swords: Magical swords are closer to rapiers in appearance and size and are the best at casting stable offensive spells. It has the added bonus of doubling as a true weapon as well, so it attracts witches who like to switch it up from time to time. Isn't the best at casting protecting or healing magic.
Grimoires
Grimoires are magical books full of spells that are scattered throughout the world, hidden away in dungeons or random places. Some have even made their way into book stores or magic shops. They're protected by elemental seals, blood seals, or advanced unlocking spells that need to be broken before the book can be opened. Some darker spells may even involve a sacrifice.
Transportation Portals
Witches get around by making use of portals scattered through out the world. They were left there by other witches of course by using the power of the sacred ley lines, and can be traveled by using a broom, or any enchanted flying object. Think of them as shorts cuts. They are also useful in keeping you out of sight of humans and are much faster and safer than moving in plain sight.
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Harthwaite, Dunwich
Harthwaite is Dunwich's capital, it is the largest metropolis in the country and hub for all things supernatural because it sets on a ley line which feeds the magical energy. It is the leader in the evolution of steam technology and has integrated it into almost everything, including transportation. The weather is usually sunny during the day, but due to the ley line, it can cause erratic and unpredictable weather, including earthquakes, thunderstorms, and tornadoes, etc. Fashion in Harthwaite is a mix of different Victorian styles, though is not confined to gender. The government is made up of a group of political leaders from supernatural beings and humans to keep the balance in Harthwaite.
Archmouth: Religious private school in Harthwaite. Teaches an anti-supernatural curriculum, but otherwise top notch education. Can only be reached by taking the light rails, or portals, otherwise it's too far of a walk for most students. Basically a cathedral.
Berxely High: Public school in the neighborhood near BellaDonna's. About a mile walk, average curriculum, and not as much of a workload.
Rochdale Academy: Private school for artistic students. Focuses heavily on the arts and is very liberal. Heavy workload, and great programs for creative souls.
Archmouth Library: Grand library in the heart of Harthwaite. Has books on everything, as well as copies of all important documents. There is a forbidden section, but is difficult to access.
Granny's Nook: A cafe for feelgood foods and treats. Cozy, and cheap prices. Hang out spot for mostly teens and young adults.
Lightrails: There are lightrails linking the city together. Most civilians take the light rails at some point for only a few coin, but witches tend to take the transportation portals when they want to get somewhere quick.
Blue Moon: A night club exclusively for witches. Serves potions and the like, and club access is granted only to 16+.
Sirena's Shoppe: Place that sells magical equipment of all kinds, but is disguised as an antique shop.
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Stephette
Fioranna
Keld
Thomas
Isla
Muro
Sukina
DaBria
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RULES!
1. First things first, all of Iwaku's official rules apply here. No exceptions!
2. Posts are expected to be of advanced quality. Must be on average five sentences, but more is always welcome. Your posts should have minimal typos, but it does not have to be perfect.
3. As an advanced roleplayer you should be able to bring in NPCS and develop your characters. While I will be pushing the main story forward at points, your character is only as important as you make them.
4. All roleplayers are expected to post at least once a week. Failure to do so will have your character written off, or will be controlled by the gm if they're holding things up.
5. If you're going to be gone, or aren't able to post at all please let us know. The last thing I want to do is kick anyone.
6. Romance is allowed and welcome, but any mature scenes must fade to black.
7. Respect your fellow roleplayers and GM. If there is ever any issue just come to me about it and I will try to come up with a solution.
8. No godmodding, or metagaming. Also no auto-hitting!
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[Name]
[Character Appearance]
Age:
Height:
Weight:
Ethnicity:
Hair Color:
Eye Color:
Sexual Orientation:
Fashion Sense/Style:
(Picture or description is fine.)
Personality:
(At least three sentences)
Likes:
Dislikes:
Hobbies:
Talents:
(3 Magic related talents max)
Magical Catalyst:
(Wand, Staff, Rod, Glaive, Tome, Cane, Sword): [Description and/or Picture of item]
Specialty Magic:
(Choose from list)
Abilities:
(Six max.)
Secondary Magic:
(Choose from list. Can overlap, but if it overlaps it must be different than the specialty magic class.)
Abilities:
(Four Max.)
Familiar:
(Optional magical creature that serves as a companion to your witch. Usually smallish in size.)
Bio:
(Five sentences or more explaining what they've been up to at BellaDonna's)
Sample Post:
[Couple paragraphs of your character doing anything.)
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