• So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!
Status
Not open for further replies.

envogue

Rotten and Delicious
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
  1. Not accepting invites at this time
Posting Speed
  1. Multiple posts per day
  2. 1-3 posts per day
  3. One post per day
  4. 1-3 posts per week
  5. One post per week
Writing Levels
  1. Adept
  2. Advanced
  3. Prestige
Preferred Character Gender
  1. Female
  2. Nonbinary
  3. Primarily Prefer Female
Genres
Fantasy, Horror, Romance, Yaoi, Magical Girl, Supernatural, Victorian Goth, Steam Punk
BellaDonna's Home for Witches

4kto2d.jpg


  • 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.


  • images


    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.

  • 33m09rp.jpg

    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.



  • Stephette
    4x2vb1.png


    Fioranna
    oRV7Ku.jpg


    Keld
    Tmkls3.jpg


    Thomas

    cNArQg.png


    Isla
    2k6bQZ.png


    Muro
    rdkipa.jpg


    Sukina
    LhH1ls.jpg


    DaBria

    1srVkQ.jpg



  • RULES!
    c88.gif

    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!


  • [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.)

[tabs]
[tabs]
[/tabs]
[/tabs]
 
Last edited:
  • Like
  • Love
Reactions: Takumi and Saber
I would like more detail on magical talents, classes, and so-on. Talents in particular seem pretty loose. But I guess for specialties, those are the broad categories the characters specialize in (transmutation, divination, evocation, etc.) Class is further how they focus within their specialty (do you shoot fire, protect from fire or control fire, etc), and then the abilities are the specific spells the character knows, with the above all in mind.

That about right?
 
I would like more detail on magical talents, classes, and so-on. Talents in particular seem pretty loose. But I guess for specialties, those are the broad categories the characters specialize in (transmutation, divination, evocation, etc.) Class is further how they focus within their specialty (do you shoot fire, protect from fire or control fire, etc), and then the abilities are the specific spells the character knows, with the above all in mind.

That about right?

Yes. I was trying to think of more ideas on classes, and maybe just go with utility as something that is useful to your char. I've also added that with my permission you can suggest something new for your characters specialty that isn't on the list. It's still a wip after all
 
I'll be working on my C/S over the weekend, I've settled on my character and think I've got enough to at least get started for the moment.

Whilst I know it's not a steampunk roleplay, and I don't normally go in for it, I'm feeling compelled to create a mad scientist type of witch. She'll be an eccentric sort that's loosely based on Abby Sciuto from NCIS (thought not quite as hyper-competent as Abby... my version will be a bit of a klutz and not so relentlessly successful). I'm looking at healing/buffing magic predominantly and a focus on brewing potions and that's about as far as I've got for now. She'll be a workaholic that pretty much lives in the house basement.

On the other hand, our characters might get along just fine, if I end up going with the tinkerer witch idea I had before. If. I'm still debating the sort of magic I want for my character, I can't decide ;-;
 
So many tinkerers. I thought I was being clever.

Lol. Well, if it makes you feel any better, my char won't be a tinkerer.
 
I have no strong plans as of yet. Spitballed a few ideas, but that was it.
 
Wait to see my character before you judge, @Random , she's got a little overlap but I don't think she's even half as much of a tinkerer as yours.

That said, it's the reason why I threw my hand in early. When I first saw yours I wondered if it was too close to my idea, but it was the concept I've wanted to run since the interest check and I figured we could squeeze in two brewers somewhere, but if another person took it before me then I'd have to come up with something else...
 
@Sailor Moon

You lovely folks got room for one more?
 
Wait to see my character before you judge, @Random , she's got a little overlap but I don't think she's even half as much of a tinkerer as yours.

That said, it's the reason why I threw my hand in early. When I first saw yours I wondered if it was too close to my idea, but it was the concept I've wanted to run since the interest check and I figured we could squeeze in two brewers somewhere, but if another person took it before me then I'd have to come up with something else...
Ah, don't worry. I'm not going to make a fuss about it. I don't think we'd have a plot if our main cast weren't all somewhat creative anyway.
 
So, I'll add the utility
@Sailor Moon

You lovely folks got room for one more?

I'm actually not sure who is staying and planning to submit sheets, or who is going. I'll let you know though within the next couple of days.
 
So, I'll add the utility


I'm actually not sure who is staying and planning to submit sheets, or who is going. I'll let you know though within the next couple of days.
That'd be great if you could keep me posted! Should I go ahead and make a character just in case, or hold off until you know what's going on with the players who originally signed up?
 
That'd be great if you could keep me posted! Should I go ahead and make a character just in case, or hold off until you know what's going on with the players who originally signed up?

If you're comfortable making a character sheet knowing there may not be room, you can. :)
 
Last edited:
Added some new stuff, still working on it though. I made up a city and country. >.>
 
Not bad for names.

Hm, where would casting hexes and curses fall into things? Or does that depend on the nature of the curse? and I'm still not sure if i want to use a wand, book, or some sort of weapon focus that may possibly be summoned. Or more a traditional ritual dagger than a sword, and magic is channeled through it to do more impressive sword-like strikes or something.
 
Not bad for names.

Hm, where would casting hexes and curses fall into things? Or does that depend on the nature of the curse? and I'm still not sure if i want to use a wand, book, or some sort of weapon focus that may possibly be summoned. Or more a traditional ritual dagger than a sword, and magic is channeled through it to do more impressive sword-like strikes or something.

Offense, I guess? Since they usually cause pain to another person, physical or not, right?
 
I've added settings, some locations, and the name of the three schools. This isn't a school girl roleplay, but I feel it will be helpful to have those there since the girls may be school age and could help create bonds, and open world interactions. More settings will be added as the roleplay goes on. If there is anything you'd like to see do lemme know :)

Also, credit to @SaberWolf for taking care of the city description for me.
 
  • Bucket of Rainbows
Reactions: Saber
Given how broad they are, yeah, probably offense. It may not be shooting magical friendship lasers, but debilitating an enemy somehow is still not a defensive or healing action.
 
Given how broad they are, yeah, probably offense. It may not be shooting magical friendship lasers, but debilitating an enemy somehow is still not a defensive or healing action.

Agreed. :3
 
Status
Not open for further replies.