- Invitation Status
- Looking for partners
- Posting Speed
- 1-3 posts per week
- Writing Levels
- Adept
- Preferred Character Gender
- Female
- Genres
- High & modern fantasy.
Ah, Falcombe. The summer home to many a tourist, with its rural charm, gorgeous views, and its... intriguing history. You'd be a fool to miss out on this place if you're the type to enjoy your folklore, your history books, or just a plain old good story. The locals here certainly know how to tell them.
But what they usually miss out is that they're all true.
But what they usually miss out is that they're all true.
Welcome to Falcombe! A rural Celtic town in the UK based off my home, the Isle of Man. You'll find your regular people, sure, but if you know where to look or who to ask, you'll find lots of others here too. Witches, Dragonbloods, Fae, Merfolk, and quite a few more. This is a modern fantasy setting with a whole host of typical and original fantasy races, as well as humans.
Historically, Falcombe began as a safehaven for supernaturals in times of persecution. The witch trials, though the history books speak only of witches, came as the existence of supernaturals became known to the wider human world, and seen as demons made flesh, clawed and fanged, reaching out of the depths of the ocean or swooping down from the skies, killing them was seen as the only option. War came to the land. Though somewhat outnumbered, five to one, the supernaturals knew their enemy, and their enemy did not know them. Eventually they won. Many erased the knowledge that their people truly existed, or like the witches in Falcombe, hid away the knowledge of those that hunted them down. And so, the supernaturals once again descended into obscurity, myth and legend.
Now, outnumbered twenty to one in the town they once made for themselves, peace reigns, and supernaturals hide their true selves away from the world.
But for how long can things stay that way?
Historically, Falcombe began as a safehaven for supernaturals in times of persecution. The witch trials, though the history books speak only of witches, came as the existence of supernaturals became known to the wider human world, and seen as demons made flesh, clawed and fanged, reaching out of the depths of the ocean or swooping down from the skies, killing them was seen as the only option. War came to the land. Though somewhat outnumbered, five to one, the supernaturals knew their enemy, and their enemy did not know them. Eventually they won. Many erased the knowledge that their people truly existed, or like the witches in Falcombe, hid away the knowledge of those that hunted them down. And so, the supernaturals once again descended into obscurity, myth and legend.
Now, outnumbered twenty to one in the town they once made for themselves, peace reigns, and supernaturals hide their true selves away from the world.
But for how long can things stay that way?
Humans
Do I need explain?
Witches
Jack-of-all-trades spellcasters. With no other form to speak of, witches are most equipped to blend into normal society. They are often the heart of the supernatural community, with their coven providing structure and a remarkable strength in times of hardship. Whilst they can cast a wide range of magic, including all forms of elemental manipulation, they must take time to learn these things, whereas magic comes innately to the other races. Some may choose to specialise in one or two fields, and some may be generalists, able to try their hand at the basics of most things. With more dedicated study and practice comes greater reward.
Witches are very spiritual, and as the most versatile of the supernaturals, often take on a protective role within the community. Many have collected knowledge from hunters their communities got rid of, old caches of tomes and anything and everything passed down through their families, and often have whole rooms that have become libraries over the centuries. In the height of the time of supernatural hunters, some fought, some healed the wounded, some collected and distributed intel that they already possessed and that they received from others, and some wove spells and wards to protect others and their homes.
They have no other form to speak of, they can be distinguished from humans by their bronze, shimmery blood, which can heal wounds, cure illnesses, or even reverse some effects of ageing, if applied to the area or ingested. It can also impede the passage of wisps through solid objects.
Witches are very spiritual, and as the most versatile of the supernaturals, often take on a protective role within the community. Many have collected knowledge from hunters their communities got rid of, old caches of tomes and anything and everything passed down through their families, and often have whole rooms that have become libraries over the centuries. In the height of the time of supernatural hunters, some fought, some healed the wounded, some collected and distributed intel that they already possessed and that they received from others, and some wove spells and wards to protect others and their homes.
They have no other form to speak of, they can be distinguished from humans by their bronze, shimmery blood, which can heal wounds, cure illnesses, or even reverse some effects of ageing, if applied to the area or ingested. It can also impede the passage of wisps through solid objects.
Witches are capable of learning most magics, with time and effort, unlike the narrower sets of abilities most races have innately. Some witches may choose to specialise into one or a couple of things, and some may choose to dip their toes into everything.
Traditional magic.
Elemental manipulation.
Healing.
Traditional magic.
Elemental manipulation.
Healing.
Beastbloods
Beastbloods, while mostly human-like, are vulnerable to their emotions. If provoked, or experiencing strong emotions, they can often exhibit the eyes of their animal form, sharp teeth, animalistic behaviours etc. While they can trigger the change into their other form at will, the full moon transforms them forcibly, which is where the legends of werewolves originate from. They are not required to, but very much prefer eating meat over anything else, often raw. Strong family culture. They, alongside harpies, have made good scouts in the past, with beastbloods playing such a role on the ground with their stealth.
Their transformation in times of strong emotions can distinguish them from humans, but so can their inky black blood, which can heavily obscure the user if applied to the skin or clothing.
Their transformation in times of strong emotions can distinguish them from humans, but so can their inky black blood, which can heavily obscure the user if applied to the skin or clothing.
Shapeshifting, into some form of large land mammal.
Enhanced stealth.
Enhanced sight, hearing, and smell.
Enhanced strength, though to about half the degree that dragonbloods are.
Enhanced stealth.
Enhanced sight, hearing, and smell.
Enhanced strength, though to about half the degree that dragonbloods are.
Dragonbloods
The tough, heavy-hitters. Dragonbloods are often tall, strong people, with slightly sharper teeth, nails and tougher skin than natural if you're looking closely. Their transformation, like those of beastbloods, can be triggered by strong emotions, so they have to learn to keep it under control. Unlike beastbloods, dragonbloods do not have a fully animalistic other form. They are still humanoid, but possess certain draconic features; the wings and tail of a dragon, as well as slitted pupils, sharp teeth, a forked tongue, horns on their heads, and clawed and scaled hands and feet. They hate the cold, and it slows them down. They much prefer a meat-filled diet and can live off just that, as beastbloods can, but can also eat a normal human diet to blend in. Historically, they have played the roles of front line defenders against hunters, unforgiving, enduring and strong soldiers who swoop down and tear apart their enemies, or roast them on the spot with fire.
Their blood flows like fire, a swirling orange-y red, and burns hot enough to melt things just like magma, a trait often employed by the hunters of old as a napalm-like weapon.
Their blood flows like fire, a swirling orange-y red, and burns hot enough to melt things just like magma, a trait often employed by the hunters of old as a napalm-like weapon.
Fire manipulation.
Heat resistance.
Enhanced strength.
Enhanced sight, hearing, and smell.
Heat resistance.
Enhanced strength.
Enhanced sight, hearing, and smell.
Merfolk
Merfolk, as you may expect, have beautiful singing voices and an affinity for the ocean. Much like dragonbloods and beastbloods, in their human forms they may display slightly sharper teeth than a normal person, unnoticeable unless you're looking for it deliberately.
For merfolk, on contact with water across more skin than a hand or two, their legs change into a long and elegant fish tail. Their eyes are often rather colourful in this form. They also grow webbing between their fingers, finned ears, gills on their neck, and their teeth become sharp and their pupils slitted.
Merfolk love fish and other seafood. Their culture as expected revolves around the sea, and they often make a habit of going out to sea during the full moon as a group to ensure safety and to have fun together. They often go hunting for seafood or seaweeds to provide at supernatural community feasts, and when hunters threaten their communities, they make good fighters and support if they're near a water source, creating natural barriers and freezing whole groups in place.
Their blood is a rich, shimmery blue, and if drunk can allow whoever ingests it to grow gills and breathe underwater, for a time. If applied to the skin, it gives resistance to the cold.
For merfolk, on contact with water across more skin than a hand or two, their legs change into a long and elegant fish tail. Their eyes are often rather colourful in this form. They also grow webbing between their fingers, finned ears, gills on their neck, and their teeth become sharp and their pupils slitted.
Merfolk love fish and other seafood. Their culture as expected revolves around the sea, and they often make a habit of going out to sea during the full moon as a group to ensure safety and to have fun together. They often go hunting for seafood or seaweeds to provide at supernatural community feasts, and when hunters threaten their communities, they make good fighters and support if they're near a water source, creating natural barriers and freezing whole groups in place.
Their blood is a rich, shimmery blue, and if drunk can allow whoever ingests it to grow gills and breathe underwater, for a time. If applied to the skin, it gives resistance to the cold.
Water manipulation.
Charming.
Cold resistance.
Charming.
Cold resistance.
Fae
Fae are usually a willowy people, or if not wiry, they can be quite short. They have faintly shimmering skin that can be seen if you look hard enough and know what you're looking for. Fae, as rumoured tricksters in myth and legend, are usually clever with their words to the point of being easily popular figures.
Their other form is humanoid, but with insect-like wings that are stronger than they appear. They also demonstrate a stronger shimmer to their skin, and pointed ears, and many have interesting flora growing on them, such as moss, lichen or even flowers growing from their hair.
Fae love plant-based food, though as with other races they can eat a human diet. They much prefer to remain connected to nature however they can, such as walking barefoot wherever possible. They have historically been stewards of the lands in supernatural communities, or have provided support alongside merfolk when hunters discovered their communities, rather like guerilla tactics with their usage of the land.
Their blood is a forest green with hints of shimmery flowery colours, and if spilled, nature will quickly take over in that spot in a matter of days, as if it were an instant fertiliser. Should something already be planted there, it will speed up its growth.
Their other form is humanoid, but with insect-like wings that are stronger than they appear. They also demonstrate a stronger shimmer to their skin, and pointed ears, and many have interesting flora growing on them, such as moss, lichen or even flowers growing from their hair.
Fae love plant-based food, though as with other races they can eat a human diet. They much prefer to remain connected to nature however they can, such as walking barefoot wherever possible. They have historically been stewards of the lands in supernatural communities, or have provided support alongside merfolk when hunters discovered their communities, rather like guerilla tactics with their usage of the land.
Their blood is a forest green with hints of shimmery flowery colours, and if spilled, nature will quickly take over in that spot in a matter of days, as if it were an instant fertiliser. Should something already be planted there, it will speed up its growth.
Earth and nature manipulation.
Charming
Glamours.
Charming
Glamours.
Harpies
Harpies are naturally energetic and playful, and due to their love of freedom and open air, can often be horribly claustrophobic. They have often been characterised in historical supernatural-hunting texts as being noticeable due to irrational fears of enclosed spaces.
Harpies change into bird-like people, with bird wings, tails, feet, and clawed fingers. Like dragonbloods and beastbloods, this transformation can be triggered by emotions.
Harpies prefer the diet of whatever bird species they mimic. They often take up sentry-type roles in supernatural communities due to their other form allowing flight, and being able to manipulate sound through the air to communicate with others privately at distance.
Their blood is a light yellow colour, and if ingested will provide extra energy, speed and stamina.
Harpies change into bird-like people, with bird wings, tails, feet, and clawed fingers. Like dragonbloods and beastbloods, this transformation can be triggered by emotions.
Harpies prefer the diet of whatever bird species they mimic. They often take up sentry-type roles in supernatural communities due to their other form allowing flight, and being able to manipulate sound through the air to communicate with others privately at distance.
Their blood is a light yellow colour, and if ingested will provide extra energy, speed and stamina.
Air manipulation.
Enhanced sight, hearing and smell.
Enhanced speed.
Enhanced sight, hearing and smell.
Enhanced speed.
Wisps
Wisps embody the fifth "element" that humans are less aware of, spirit, the fifth point in a pentacle. If you know what to look for, you may notice their skin is very slightly translucent and faintly shifts in an iridescent way. They are usually light, quiet people.
They may shift into a ghost-like form of themselves where they can further shift into a small wisp, like a small ghostly ball of fire that waves and flickers. This ghostly form, or the wisp form, can pass through standard walls and solid objects. Witch blood, amongst other things, can impede them if applied to surfaces.
Wisps are rather unique in their diets, as they have no need to consume food or water to survive. Of course, they can do, and they will enjoy it, but it's not unusual to see a wisp not eat for several days simply because they can't be bothered to cook food. When hunters were prevalent, wisps contributed first and foremost by helping sniff them out from other humans, as well as fighting them with shockwaves and flying objects. Wisps can be a rather introverted people culturally, preferring smaller family groups and favouring stronger connections with less people over lots of friends and acquaintances.
Their blood is an iridescent silver colour that, when ingested, allows the drinker to sense the emotions of those around them and have more influence over others.
They may shift into a ghost-like form of themselves where they can further shift into a small wisp, like a small ghostly ball of fire that waves and flickers. This ghostly form, or the wisp form, can pass through standard walls and solid objects. Witch blood, amongst other things, can impede them if applied to surfaces.
Wisps are rather unique in their diets, as they have no need to consume food or water to survive. Of course, they can do, and they will enjoy it, but it's not unusual to see a wisp not eat for several days simply because they can't be bothered to cook food. When hunters were prevalent, wisps contributed first and foremost by helping sniff them out from other humans, as well as fighting them with shockwaves and flying objects. Wisps can be a rather introverted people culturally, preferring smaller family groups and favouring stronger connections with less people over lots of friends and acquaintances.
Their blood is an iridescent silver colour that, when ingested, allows the drinker to sense the emotions of those around them and have more influence over others.
Telekinetic manipulation.
Energy manipulation.
Empathy.
Influence.
Energy manipulation.
Empathy.
Influence.
Below is a guide to the various magics mentioned above.
Spellweaving: Using various ingredients and tools (crystals, charms, sigils, ritual tools, etc) to cast spells with different effects/intentions. This can range from enchanting objects for a certain purpose to placing wards. Spellcasting, unlike most abilities and like all forms of traditional magic, is not instantaneous, but more ritual-like.
Divination: Using tools such as runes, pendulums or tarot cards to channel magic and gain insight to the future, present or past. This is almost never clear information, or at least is never much. It must be interpreted by the diviner in question.
Spiritwork: Magic that allows the user to summon or interact with spirits. This is how a witch's familiar is summoned and the link between witch and familiar maintained and strengthened. With the right knowledge and experience, one can summon spirits with just the information and knowhow that's needed in a situation.
Herbalism: Similar to spellweaving as herbs and plants may be used as ingredients in spells, herbalism is the creation of any kind of potion, poultice, elixir or similar that has some kind of magical effect such as a magical poultice aiding healing or an elixir bestowing confidence. This is commonly used in day-to-day life as simple remedies and potions.
Divination: Using tools such as runes, pendulums or tarot cards to channel magic and gain insight to the future, present or past. This is almost never clear information, or at least is never much. It must be interpreted by the diviner in question.
Spiritwork: Magic that allows the user to summon or interact with spirits. This is how a witch's familiar is summoned and the link between witch and familiar maintained and strengthened. With the right knowledge and experience, one can summon spirits with just the information and knowhow that's needed in a situation.
Herbalism: Similar to spellweaving as herbs and plants may be used as ingredients in spells, herbalism is the creation of any kind of potion, poultice, elixir or similar that has some kind of magical effect such as a magical poultice aiding healing or an elixir bestowing confidence. This is commonly used in day-to-day life as simple remedies and potions.
Fire: The creation & manipulation of fire, heat and light.
Water: The manipulation of water, including heating and freezing it, and drawing it out from places such as the ground and plants.
Earth: The manipulation of soil, rock and other minerals.
Nature: The manipulation and growth of plants and algae.
Air: The manipulation of the air, and control of its temperature. This can include sound manipulation, as what are sound waves but vibrations of the air?
Telekinesis: The ability to lift/move things with the mind.
Energy: The manipulation of energy, such as creating shockwaves, barriers and electricity.
Water: The manipulation of water, including heating and freezing it, and drawing it out from places such as the ground and plants.
Earth: The manipulation of soil, rock and other minerals.
Nature: The manipulation and growth of plants and algae.
Air: The manipulation of the air, and control of its temperature. This can include sound manipulation, as what are sound waves but vibrations of the air?
Telekinesis: The ability to lift/move things with the mind.
Energy: The manipulation of energy, such as creating shockwaves, barriers and electricity.
Healing: The ability to heal wounds and illnesses, usually minor, though some can heal larger wounds like big gashes. More serious injuries and conditions take more time to heal—anything long-term, such as cancer, if the healer is skilled enough to cure it, will take anywhere from a few months to a year. Lost limbs and other entirely lost body parts cannot be regenerated, though if the body part is still living, can be reattached.
Charming: The ability to slightly gain favour with others. This is by no means mind control, but rather the equivalent of being a highly persuasive person. Charming someone will not make them do something fundamentally against their values, such as a total pacifist killing someone innocent, but it could convince someone not entirely opposed to violence for certain purposes to murder someone who had wronged them greatly. To be discussed and used with consent within roleplay for the purposes of a good narrative.
Enhanced senses: Enhanced sight (seeing in the dark), enhanced smell, and/or enhanced hearing.
Enhanced speed: Faster speeds than any human, with a little more endurance to aid this. The fastest achieved by any supernatural is generally known to be about 55mph, but most reach about 45-50mph.
Enhanced strength: Stronger by far than any human. The strongest known supernatural was a dragonblood that could deadlift around 4,000kg with a lot of effort. Dragonbloods with this ability can deadlift a maximum of around 2,000-2,500kg. Picking up and throwing a small car and being able to deadlift at least one end of a commercial 3.5 ton box van is a good measure of this strength.
Heat resistance: Resistance to high temperatures—easily withstanding temperatures up to 800 celsius with reduced effects up to 1,200 celsius. For reference, molten rock is usually around 800-1,200 celsius. With this ability, sticking your hand in fire is no problem, and sticking your hand into a lava flow might burn the same as a normal human touching a tray inside a hot oven.
Cold resistance: Resistance to low temperatures—no effects from temperatures down to -20 degrees celsius with reduced effects down to -50. For reference, absolute zero, the temperature at which there is no heat energy left in an object, is at -273.15 celsius.
Enhanced speed: Faster speeds than any human, with a little more endurance to aid this. The fastest achieved by any supernatural is generally known to be about 55mph, but most reach about 45-50mph.
Enhanced strength: Stronger by far than any human. The strongest known supernatural was a dragonblood that could deadlift around 4,000kg with a lot of effort. Dragonbloods with this ability can deadlift a maximum of around 2,000-2,500kg. Picking up and throwing a small car and being able to deadlift at least one end of a commercial 3.5 ton box van is a good measure of this strength.
Heat resistance: Resistance to high temperatures—easily withstanding temperatures up to 800 celsius with reduced effects up to 1,200 celsius. For reference, molten rock is usually around 800-1,200 celsius. With this ability, sticking your hand in fire is no problem, and sticking your hand into a lava flow might burn the same as a normal human touching a tray inside a hot oven.
Cold resistance: Resistance to low temperatures—no effects from temperatures down to -20 degrees celsius with reduced effects down to -50. For reference, absolute zero, the temperature at which there is no heat energy left in an object, is at -273.15 celsius.
Glamours: The usage of illusion. Glamours are not extreme illusions, such as creating a totally convincing building or vehicle. What they can do is alter someone's appearance, or the appearance of an object, such as altering hair colour, face structure, the text on an object, or the colours of a painting. Glamour users can appear how they wish to as a result, but as they require magic, they need upkeep, and so a glamour placed on an object without being continually redone may only last around an hour or two.
Empathy: Feeling the emotions (not thoughts) of those around the user.
Influence: Similar to charming; being able to slightly influence the emotions of someone. As with charming, this isn't anything like full-on control. Influence can simply give a little push in a certain direction, helping soothe someone who's anxious or upset for example.
Influence: Similar to charming; being able to slightly influence the emotions of someone. As with charming, this isn't anything like full-on control. Influence can simply give a little push in a certain direction, helping soothe someone who's anxious or upset for example.
So, if you're looking to get involved, what else do you need to know?
I'm looking for somewhere around 3-4 players. No need to be a novella-level writer, I don't always write huge long posts depending on how quickfire the events occuring within the plot are, I very much go by the "less is more" motto. If you've got beautiful prose, but there's only one or two paragraphs of it, cool beans.
You're free to make who you'd like, but I would love to see a range of different races at play. As a suggestion, I would definitely love to see some human characters, and maybe explore some kind of (non-NSFW) romance between my gal, Ferne, and a character from a family that rediscovers (or has been consistently pursuing) their witch hunting legacy, leaving them with a huge internal conflict when they discover who she really is. If you'd be down for that, she's quite fond of nerdy, artsy, or otherwise a little bit alternative sweet dudes. Golden retriever boyfriend is the ultimate stereotype, don't @ me. Make an artsy stoner, and he will receive magically-grown weed.
I will be likely playing two characters: Ferne, a sweet young witch and daughter of the coven's High Priestess, and Ketania, a tough and unforgiving dragonblood with a hot temper. You can find their sheets via the link in my signature. I apologise, it may not be mobile friendly, I plan on putting the plain text sheets under a spoiler but it's half 2 in the morning and I just want this post out for the love of all things holy.
For your characters, I'm more than happy to share the code I've used, a modified version of wren's template, or shoot over a plain text template instead. Not every field needs filling out, I just like making detailed sheets to keep everything about the character safe. My brain is not a safe place for information. It will be lost. You're also welcome to play more than one character, but maybe keep it at max 3 so things don't get too confusing.
I have some ideas but want to explore stuff with you all! I adore adventure, mystery, and some magic action. Dark themes are totally fine and encouraged, I love character suffering. I'm not really a fan of NSFW stuff, so that's off the table, but if you want to continue post-fade-to-black in DMs or in a redstar thread, that's totally cool with me.
If you have any questions, please do ask here! If there's enough interest, I'll make an OOC thread with all the lore info from above copied over. Hope to have some fun writing with you all :)
Players
I'm looking for somewhere around 3-4 players. No need to be a novella-level writer, I don't always write huge long posts depending on how quickfire the events occuring within the plot are, I very much go by the "less is more" motto. If you've got beautiful prose, but there's only one or two paragraphs of it, cool beans.
Characters
You're free to make who you'd like, but I would love to see a range of different races at play. As a suggestion, I would definitely love to see some human characters, and maybe explore some kind of (non-NSFW) romance between my gal, Ferne, and a character from a family that rediscovers (or has been consistently pursuing) their witch hunting legacy, leaving them with a huge internal conflict when they discover who she really is. If you'd be down for that, she's quite fond of nerdy, artsy, or otherwise a little bit alternative sweet dudes. Golden retriever boyfriend is the ultimate stereotype, don't @ me. Make an artsy stoner, and he will receive magically-grown weed.
I will be likely playing two characters: Ferne, a sweet young witch and daughter of the coven's High Priestess, and Ketania, a tough and unforgiving dragonblood with a hot temper. You can find their sheets via the link in my signature. I apologise, it may not be mobile friendly, I plan on putting the plain text sheets under a spoiler but it's half 2 in the morning and I just want this post out for the love of all things holy.
For your characters, I'm more than happy to share the code I've used, a modified version of wren's template, or shoot over a plain text template instead. Not every field needs filling out, I just like making detailed sheets to keep everything about the character safe. My brain is not a safe place for information. It will be lost. You're also welcome to play more than one character, but maybe keep it at max 3 so things don't get too confusing.
Plot
I have some ideas but want to explore stuff with you all! I adore adventure, mystery, and some magic action. Dark themes are totally fine and encouraged, I love character suffering. I'm not really a fan of NSFW stuff, so that's off the table, but if you want to continue post-fade-to-black in DMs or in a redstar thread, that's totally cool with me.
If you have any questions, please do ask here! If there's enough interest, I'll make an OOC thread with all the lore info from above copied over. Hope to have some fun writing with you all :)
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