- 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 somewhat-dark 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.
Notable Places in The Town
The town centre is mostly made up of businesses, alongside a quaint square with plenty of benches and nicely paved roads. A few trees provide shade on warmer days and some parts of the square evoke a vintage feel, with older lampposts and bollards. The bustle of pedestrians and some cars usually fills the roads around the square through the whole town centre.
An old building found next to the town square, the library stands rather tall, almost church-like. Wooden doors give it a fantasy-feel. Inside, a counter is on your left as you enter, and then rows and rows of shelves stretch through the bottom floor, with reading nooks and tables dotted throughout. Upstairs, the balcony-like first floor that stretches around the walls, giving a view of the shelves and people below holds more places to sit and read, as well as books in the wall shelves.
The park sits close to the town centre, and not a far walk from the promenade and beach. It could be seen as more of an arboretum than a park, really, with a pond or two that have wooden walkways crossing them, paths winding through the trees and up and down slopes, and grassy areas for people to have picnics and games on. A play area is easily accessible from the entrance to the park, making it a popular place for children. In parts, the Fyrmere River flows through here.
Notable Businesses
A quaint little local cafe, New Moon boasts a rather wide menu and a warm, cosy atmosphere. Counters with stools around the walls provide a nice place for people to work, and comfy chairs at tables are scattered around the rest of the cafe. The serving counter is to the left as customers enter, where display cases of fresh cakes sit, and where the temperature-controlled containers of fresh ingredients wait behind a glass screen.
The Nova at the very least can be said to have atmosphere. In many sections, especially the booths, the lighting is slightly dimmer than elsewhere, and the running theme of rich blues and purples mixed with wood and dark slate accentuates this. They have a wide menu, with dishes ranging from salmon fishcakes and lamb chops with relish to chicken madras and thai red curries.
A quaint little shop in the middle of town, Silverwood Arcana seems, to most, to be one of those new-age spiritual shops found littered around most towns and cities. However, it's a convenient appearance to be able to blend in and sell witches their supplies for spellwork. Dark wooden shelves line some of the walls, holding a wide variety of supplies such as candles, herbs, ritual tools and incense. Ornate hardwood tables displaying various glittering crystals are dotted around the floor. While the shop does get some natural light through the front windows, fairy lights run criss-crossed through various points in the ceiling amongst faux moss and lichens, giving the shop the feeling of being in another realm entirely, the forest floor above your head yet twinkling with stars. The air holds the heady smell of mixed incenses. At the back, a counter sits, almost always manned by Ferne Keeling.
A large, independent local gym. The inside follows a red and black colour scheme, the front desk the first thing you see as you wander in through the automatic doors. Downstairs is a large pool, while the ground floor houses your standard gym equipment, such as treadmills, weights and resistance machines. Upstairs on the first floor is where you'll find the martial arts gym, a wide open-plan area with padded flooring covering most of it. Punching bags and various pads line the walls, and some shelving units store things like agility ladders.
A classic rural pub, the Falcon's Post sits near the town centre, almost the lifeblood of Falcombe. A little white building with seating outside, much of the time you'll find it filled with jovial patrons. Inside, while the wooden tables are always just slightly sticky and the red patterned carpet is a little faded, the food is hot and the drink is free flowing. The bar sits situated towards the right as you walk in, with plenty of seating available and a large selection of booze on tap. A few rooms exist in the back for tourists to stay in, along with the kitchen and storeroom.
Notable Places in The Wilderness
The banks of the Fyrmere are often lined with some sparse rushes and grasses, whilst the river flows out to the sea. It winds through the town, and bridges cross it frequently, whether for roads or just for pedestrians.
Falcombe's beach is wide, with large rock formations out in the water, making it a rather sheltered place. A path leads down to it from the town. Many of the town residents come here during the summer to relax to the sound of the waves, but the merfolk are a little more intimately familiar with it all year round.
The canopy of the pines lets little light in aside from a few clearings here and there, and their needles crunch under foot. It would be definitively difficult to find someone here, and with the expanse of the woods, someone could live away from the town without anyone knowing. It's silent in the deep woods, apart from the noises of nature; birds singing, trees creaking, and sometimes even animals scuffling about in the undergrowth. In places, a path winds through, but following it may lead you to places you did not intend to go.
The stone circle is a place well known to all supernaturals. A small side path in the woods breaks out into a larger clearing, with stones standing upright in the ground reaching the heads of even the tallest dragonbloods. In the middle is a large stone with a flat top, almost like a wide table, with a deep depression in the centre filled with clear water. As it's a little out of the way, it's usually quiet and tranquil, and remains free of almost all tourists during the season; perhaps there are a few enchantments gently encouraging humans away, or perhaps it's just too much of a hike for most. The witches often gather here for rituals and celebrations of the seasons turning.
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, as long as there's a decent paragraph or two, cool beans. That said, novella writers are fully welcomed! Come write as much as you like with us.
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. Human characters with hunting legacies, or even new recruits, would be lovely in general to feed into some conflict once supernaturals are rediscovered.
I'll be playing a young witch, Ferne, the daughter of the coven's High Priestess with big boots to fill, and Ketania, a fiesty dragonblood unhappy about hiding her true self.
For your characters, I'm more than happy to share the code I've used, a modified version of wren's template, or you can use the template I've linked underneath those fancy ones on Google docs. . Not every field needs filling out, I just like making detailed sheets to keep everything about the character safe. You're also welcome to play more than one character, but maybe keep it at max 3 so things don't get too confusing. When character sheets are posted here and approved, a list will be added here.
While the plot will have the group's input on the general plot ideas I have, there are some common overarching themes—adventure, mystery, action. This WILL likely involve some dark themes, such as the potential for violence, kidnapping etc. given the prospect of supernatural hunters. Don't be surprised if they start trying to surreptitiously burn any witches at the stake. Potential body horror might come up given the transformations most races possess. Some themes of oppression, given the supernaturals v humans plotlines, will be involved. Themes of drug use are allowed. NSFW themes won't be explored (feel free to take that to DMs if you'd like to do those sorts of scenes).
Put your names (and characters) down below!
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, as long as there's a decent paragraph or two, cool beans. That said, novella writers are fully welcomed! Come write as much as you like with us.
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. Human characters with hunting legacies, or even new recruits, would be lovely in general to feed into some conflict once supernaturals are rediscovered.
I'll be playing a young witch, Ferne, the daughter of the coven's High Priestess with big boots to fill, and Ketania, a fiesty dragonblood unhappy about hiding her true self.
For your characters, I'm more than happy to share the code I've used, a modified version of wren's template, or you can use the template I've linked underneath those fancy ones on Google docs. . Not every field needs filling out, I just like making detailed sheets to keep everything about the character safe. You're also welcome to play more than one character, but maybe keep it at max 3 so things don't get too confusing. When character sheets are posted here and approved, a list will be added here.
Plot
While the plot will have the group's input on the general plot ideas I have, there are some common overarching themes—adventure, mystery, action. This WILL likely involve some dark themes, such as the potential for violence, kidnapping etc. given the prospect of supernatural hunters. Don't be surprised if they start trying to surreptitiously burn any witches at the stake. Potential body horror might come up given the transformations most races possess. Some themes of oppression, given the supernaturals v humans plotlines, will be involved. Themes of drug use are allowed. NSFW themes won't be explored (feel free to take that to DMs if you'd like to do those sorts of scenes).
Put your names (and characters) down below!
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