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Ardent

your blood on my teeth
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Not accepting invites at this time
Posting Speed
  1. Multiple posts per week
  2. 1-3 posts per week
  3. One post per week
  4. Slow As Molasses
Online Availability
12NN-4PM, 7PM~
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. No Preferences
Genres
Horror, Dark Fantasy, Modern
MASSIVE SHOUTOUT to @Ghostly Boo for helping & cheering me on. I couldn't have done this without you. Thank you! 🖤


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L'alba Dei Morti Viventi
GRIMSWORTH
Somewhere in our world, in a little known valley shrouded in mist, lies the sleepy village of Grimsby. It would seem painfully ordinary, this collection of farmlands and wooden houses, were it not for the gothic castle that looms in the west. An impossible fortress on a mountain, it is home to the Five Founding Families, rulers of Grimsby and keepers of its many secrets. For almost two hundred years, they have kept the village and its fantastical nature concealed from the rest of the world.

Until one fateful day in 1987, when the outsiders stormed into their peace.

They rocked up at Grimsby with their big hair and jean jackets, all telling the same story: an experience of great loss, a mysterious man named Grimsworth at the doorstep, an invitation to an exclusive magic school. These were the necessary ingredients that lured the outsiders away from their ordinary lives and into this extraordinary world. But with every day spent at the castle, it becomes apparent that this is no place of enchantment, nor of innocent wonder or wise all-knowing mentors. Instead, the rules are obscure, the lessons peculiar and at times distressing, and the people who live here want them all dead.

Magic is far from what the outsiders envisioned it would be. Instead of wand-waving and incantations, it is a matter of producing tangible things out of thoughts and dreams. These manifested artefacts, known as curios, are what contributes to Grimsby's enduring prosperity. But with dreams come nightmares, and with nightmares come a sinister enemy. It originates from the forest, that encroaching darkness that maroons the village from the outside world. It has birthed a relentless evil that manifests in the rotten husks of the dead trees, the withered grass, the wild roots that crawl endlessly along the ground. The woods are choked with monsters, and they are thirsty for blood.

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

There's no way out.

This role-play is intended to be an open world, with opportunities to explore the story beyond the 80's magic school plotline provided by the GM. Campaigns can be self-started, player lore is encouraged, and alternate universes may be created.

GM CampaignsPlayer-Led Campaigns
Posting SpeedWeekly - BiweeklyPlayer Choice
Posting ExpectationsElementary - AdeptPlayer Choice
 
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CHOOSE A SIDE

From here, you can read the entirety of the additional lore, or pick a role and read only the recommended sections:

Outsiders
The outsiders are ordinary people thrust into an extraordinary world. They arrive at Grimsby with no prior knowledge of what is in store for them. Only through quests will they discover the strange creatures of Grimsby as well as the magic that makes them possible.

Under the guidance of a mentor, they will be a student of magic and may play an important role in Grimsby's eventual fate. Only, there is someone–or something–hunting them down.

Recommended for:
  • Those who would rather learn about the world of Grimsby in an organic way, rather than read pages upon pages of lore.
  • Those who'd rather develop relationships organically rather than plan them out.
  • Those who would like a standard hero's journey.

Relevant Readings (In Order):
Founding Families
A cult-like civilisation divided into five clans with multiple branches within them. Each family has its own culture and history, but all of them are averse to change. They will be opposed to the intrusion of the outsiders and may even be hostile towards them. However, their desire to keep an eye on their new guests may cause many of them–particularly the younger generation–to attend the outsiders' classes as fellow students.

The Founding Families know a great deal about magic, for they have harnessed its power for centuries.

Recommended for:
  • Those who would like to play as experienced magic practitioners.
  • Those who would rather pre-plan relationships.
  • Those who love reading lore.
  • Those who would like to be part of the story, but would rather not play as a student.
  • Those who would like to play as a teacher.

Relevant Readings (In Order):
Aberrant Hollows
The Aberrant Hollows are playable magic creatures. There are five playable types in total, and each have their own unique origin story, abilities, and culture.

Some of these creatures, like the Wraithbanes, are designed to be antagonists and will be posing as students. They may be pitted against outsiders and founding families.

Recommended for:
  • Those who would like to play as fantastical creatures.
  • Players who are aggressive about seeking out interactions and relationships.
  • Those who would like to be part of the story, but would rather not play as a student.

Relevant Readings (In Order):
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LOCATIONS

Grimsby. The very word conjures a sense of gloominess, of bruise purple clouds and mist as white as spectres. It means formidable, like the surrounding mountains, those steep behemoths with their jagged spines. It is to be cruel and grating to the senses, like the castle, that impenetrable fortress with its many black spires and turrets. In a place that is all sharp edges and tapered points, everything cuts until it draws blood.

Below is a list of locations in Grimsby. If this submission earns a realm, some of these locations will each be sorted into its own IC thread, so that descriptions are not too overwhelming and players can simply read about the locations as they encounter them. These threads would then be linked below, and the article itself would be marked as an optional read.

Grimsworth Castle

All the Founding Families live in Grimsworth Castle, a gothic fortress so unfathomably large and overbuilt as to be a city in its own right. It is said that the castle was not built by human hands; it seems to have thrust from the mountain below it, moulded from that same rock by some other force of nature. There is no way to tell where the mountain ends and the castle begins; the stone gradually elaborates into walls and crenellations and too-tall towers, embellished with gargoyles and pinnacles and ornate tracery. And yet, despite its size and uncountable halls and rooms, it elicits a claustrophobic feeling; there are simply too many towers huddled too close together, sparing neither land or sky in their conquest for more space.

the Castle
The castle also shifts like a restless beast: a displaced gargoyle here, a new arched gateway there, towers that swell and shrink and slide like pieces on a chessboard. Sometimes, it moves independently. Just as a person may need to stretch their legs after sitting too long, so does it require equivalent relief. But it will also morph itself according to the whims of Grimsby's leader (also known as the Provider) and the Guardian Grimsworth, with whom it shares a deep connection. It is unknown to the Founding Families how such a connection is made.

Inside, new rooms are fashioned in an instant. Furniture is moulded on command. They emerge from the walls and floors and ceilings–an amorphous mass that distends and contorts into the furniture requested, down to their make, feel, and shape. Many a cupboard, chaise lounge, and chandelier have been created in this way. They can be rearranged, shuffled from one place to another, re-moulded into something new, or even absorbed back from whence they came. In every way they are perfect mimicries, with one exception: they will always be fused to the castle. It is impossible to dissever them, impossible to destroy them. Because this is not always ideal, such as in the case of chairs and kettles and other household items, the Founding Families possess some manmade and manifested furniture as well.

The castle is not without its limitations, for it too is a creature with a mind and feelings of its own. For instance, it is not immune to exhaustion. If compelled to change too much too quickly, it becomes prone to sluggishness or even downright stubbornness, refusing to budge until it is given adequate rest. It also cannot be compelled to remove its statues. Nor will it accept requests that are of such a malicious nature they could wreak havoc or endanger lives. Its primary purpose, after all, is to protect those who live inside it.

For this reason, anything deemed potentially dangerous is also barred from entry, unless it is brought indoors by the inhabitants themselves. That, of course, does not mean the castle never makes mistakes, or that curios cannot enter by themselves through other means. Should this happen, and a curio reveals its true dangerous nature, the castle will force it out through one of its passages.

Happy House
Siouxsie And The Banshees

  • the Courtyard

    Gatehouse
    Carved into the mountain base are the narrow steps leading to the entrance, an arched gatehouse fortified with a portcullis. Like the ramparts, the gatehouse is guarded by quasi-intelligent curios known as Hollows. There are many Hollows all over Grimsby, but these ones look much like human beings, if human beings were faceless. Nonetheless, their alarming looks are said to be an intended feature, for these creatures are tasked with keeping castle residents within.

    Courtyard
    Through the gatehouse, one will find themselves in a cobblestone-paved courtyard surrounded by massive gothic buildings.

    At the centre of the courtyard is a stone fountain. Its basin is about knee-height, and within is a cubic platform with gargoyle spouts. In the middle of the platform stands the statue of the guardian known as Grimsworth, a figure revered by the Founding Families and from whom the castle derives its name.

    The statue is said to shift ever so subtly in the quiet moments when no eyes are upon it. Its head might turn the other way, its stature might rise an inch higher, or it might even close its eyes as though in deep sleep. Superstitious residents of Grimsby would make predictions based on these minute changes, believing them to be messages from Grimsworth. Others say that the statue is in fact the real Grimsworth himself, and not just a sculpture made in his likeness.

    The Founding Families believe that their guardian is watching over them. That in dark times, the statue would stir and he would awaken, becoming flesh once more to rescue them from peril. In the year 1987, such an occasion would arise, and for the first time in many years the guardian would be witnessed roaming castle grounds.
  • Entrance Hall
    Directly across the gatehouse are the grand arched doors leading to the expansive entrance hall, in the middle of which is one of the castle's most impressive structures: the Founder's Tree. It is a bone-white pillar that is fifteen metres wide at the base and about fifty metres tall, with a spiral staircase that clings throughout its length.
    Founder's Statue

    Though its silhouette is that of a tree, this is where the similarities end. For in lieu of branches, the leviathan busts of the First Founders protrude from its trunk in alternating fashion. They are giants among men, heads bent and white eyes unseeing, each with an arm outstretched to support its corresponding balcony on the adjoining wall. Meanwhile, their bodies form the ridges along the pillar, those disfigured torsos and crooked limbs entwining like vines.

    When day breaks and sunlight filters in through the stained glass windows, the statues are drenched in a scarlet glow reminiscent of blood.
  • faceless servant
    Kitchen
    The kitchen is a wandering room. The Provider regularly manipulates the location of this room so as to ensure that provisions are safely and securely concealed. The Faceless Servants, who are Hollows, also occupy the kitchen and are tasked with cleaning, cooking, and guarding provisions.

    Prior to feasts, the Provider would summon the kitchen as well as a temporary door to the dining area. This allows the Faceless to set the tables, bring the meals, and clean after the residents.

    Dining Hall
    Behind the base of the Founders' Tree are the doors to the Dining Hall, a place that is most reminiscent of a cathedral's interior. It is a long and narrow space with ribbed vaulted ceilings, candlestick columns and lancet windows. Like the ones in the Entrance Hall, these windows are stained glass, but a more discerning eye will note a difference. What at first glance may seem like abstract patterns are in fact pictures: a chronological depiction of a child's adventure in the woods, and in which disease, treason, and death are prominent themes.

    dining hall
    Altogether, there are six refectory tables. Five of these are arranged in a row, one for each Founding Family. When viewed from the entrance, they are positioned as follows: Crowthornes on the left, followed by the Bloodhearts, then the Darkstones, the Dreamfords, and finally, adjacent to the enormous glass windows are the Blackwoods. Each family has its own distinctive colour scheme evident in the linen and tableware. Meanwhile, on a balcony at the furthest end of the hall rests the table of the Provider and the Council, Grimsby's governing body. This one stands perpendicular to all others, providing an unobstructed view of the room.

    It is customary for residents to dine together, for food is not to be taken outside the Dining Hall unless permission is explicitly given. This way, provisions are parcelled out evenly and not a single scrap goes to waste. In the event the castle has guests, the Founding Families are never inclined to hospitality. Outsiders are made to take their meals after the Founding Families have had their fill; only occasionally, and through Grimsworth's involvement, are they allowed to join the families at their dining tables.

    Feasting with the families is never a pleasant time, given the latter's reputation for peculiar rituals. One such ritual, called the Offering, precedes meals and features five brass basins. These basins are set at the tables and passed along, with each person contributing a portion of their blood into it. When all five containers reach the end of their respective tables, the Faceless Servants pour them into one larger basin, which is brought to the Provider to be consumed. It is only after this that the Families begin their meals. Curiously, the Provider does not partake in the feast, though they remain seated at the balcony, silently watching.
  • Residence Halls
    The Founders' Tree does not only exist as a tribute to Grimsby's first settlers, it is there to serve as the grand entryways to the residential areas. Each balcony supported by a founder's sculpture holds the entryway to that corresponding family's Residence Hall.

    Extended relatives are to share the same Hall, though this does not mean a lack of privacy. Residence Halls are unimaginably enormous. While there is always a spacious common room, this branches out into smaller hallways that lead to the private 'homes' of each nuclear family. These fractured spaces are arranged in the manner of multi-storey houses, varying in sizes and degrees of extravagance.

    residence hall
    Visitations may occur among relatives. Non-relations, on the other hand, are not permitted to visit. For instance, a Crowthorne would not be allowed inside the Blackwood Residence Hall. Should one attempt to intrude, they would find it difficult if not impossible to do so, for Residence Halls are protected with all sorts of complex curios. Some require special keys, others require passwords or gestures, still others contain traps that trigger alarms. Should one manage to sneak past the first set of double doors, there will always be more doors and more rooms to contend with. Private houses, too, may have their own security measures in place.

    Residence Halls look drastically different from one another, but it is clear that some comforts are deeply ingrained. The Five Families are quite fond of their intricate wallpaper, elegantly carved woods, lavish drapes–small vestiges of the Regency Era that may escape the untrained eye. Faceless Servants are also a common sight here.

    Below is a description of each Residence Hall and the sort of people that live within them. Every family has a reputation, but this is not representative of all members in that family. Some will deviate from the traits and priorities of their kin, while others will exhibit them to the fullest degree. However, it must be noted that great deviations from the family standard may negatively influence one's social standing.

    (Click each accordion slide to reveal the description.)

    Crowthorne Hall
    It would be a mistake to call the Crowthornes optimistic–there are hardly any of those in Grimsby–but they are particularly disinclined to believe the unpleasant truth, even when it is staring them right in the face. Ignorance is bliss, or so the Crowthornes believe. They are known to avoid their duties in favour of their whimsical pursuits, swept into their own world with little care for what happens around them.

    crowthorne bust

    Over the years, they have gained a reputation for being unreliable. Yet, their escapist ways also make for some fine qualities. They possess a childlike fascination for simple things, like hearths and music and good food; and they have an obvious talent for entertainment. Many Crowthornes are artists, storytellers, or even musicians, providing a much-needed avenue of escape–even if momentary–from the grim world of Grimsby.

    Should one enter Crowthorne Hall, they would be greeted with an enormous sculpture in the shape of a crow. It is so enormous, in fact, that the average man is only a third of its head. The crow's wings are spread, as though in mid-flight, and from its eyes emerge roses in full bloom. The sculpture feels real to the touch–from its sharp, sloping beak down to those fine, blue-black feathers.

    Windows and mirrors are scarce in Crowthorne Hall. Those that do exist are concealed by heavy drapes that are rarely drawn back. It is a place of desaturation, of blacks, greys, and off-whites. Furnishings are sparse, so that rooms feel incomplete, and for whatever reason everything in Crowthorne Hall has eyes–a potentially unsettling sight, if they weren't closed.

    Perhaps this is fitting, for Crowthorne Hall is a place of many secrets. What seems like an ordinary candle could very well be a lever that opens a hidden compartment. Rooms are not easily found. Even Crowthornes themselves find it toilsome to locate objects and places in their own home. Whispers say that many illegal curios are hidden here, hidden so well that no living soul remembers they exist.

    Crest: A burning crow, roses emerging from its bleeding eyes
    Motto: In Somnium, Volamus
    House Colours:

    Keywords: Denial, Secrets, Delusion, Flight, Escapism
    Notable Figures: Arabella Crowthorne (First Founder), Marcella Crowthorne (Creator of Self-Playing Piano and Self-Weaving Tapestry)

    Bloodheart Hall
    Mediators, peacekeepers, negotiators. These are the primary functions of the Bloodhearts, the beating heart of the five that keeps them all connected. When problems arise between the families, the Bloodhearts can be counted upon to solve them, no matter how long it takes. Without their gentle guiding hand, it is likely that Grimsby would have long fallen into disarray.

    As their role requires, the Bloodhearts are experts at communication. They know how to twist a narrative, to tug at heartstrings, to manipulate the outcomes. And yet scarcely do they do this for their own benefit. Always the Bloodhearts act in the interest of Grimsby's preservation. Their motivation? Religion. Dubbed the Slaves of Scripture, they are exhaustingly devout and are scrupulous about following the tenets and laws of Grimsby.

    The doors to Bloodheart Hall open to the lifelike sculpture of a man and woman locked in eternal embrace. They are dressed in purple; and cradled within their intertwined hands is a tree in the early stages of growth. Roots and flowering branches twist around what at first glance looks to be an infection but is, in fact, an unusually round planter.

    inaccurate depiction

    Both tree and vessel are an aggravating scarlet, altogether shaped in such a way that they look like a human heart. Inextricably connected, these curios thump rhythmically, the swell of life rippling out from the vessel all the way to the tree branches and the breathing flowers.

    Such symbolism of duality and compromise are present elsewhere at the Bloodheart residence. Furnishings have symmetry and often come in twos: a single statue would have double the face, a door would have an extra handle, chandeliers are paired together and hang side-by-side. There are also paintings aplenty here, showing different images at different angles.

    The most common colours in Bloodheart Hall are lavender and purple, with blues and reds being an occasional sight.

    Crest: Two hands, twisting around a human heart
    Motto: Unitas Per Vincula Sanguine
    House Colours:

    Keywords: Bargaining, Middle Grounds, Loyalty, Communication, Duality
    Notable Figures: Eleanor Bloodheart (First Founder)
    Darkstone Hall
    It is foolish to cross the Darkstones, who are famous for their quiet rage. They never forget their enemies and will hold onto grudges, passing them on to future generations as if they were precious heirlooms. True to their name, they are some of the most stubborn minds in Grimsby, being the resolute followers of tradition that they are. But it is also their determination to see their goals achieved and their enemies fallen that makes them Grimsby's most audacious rule-breakers.

    It is never overt with the Darkstones who, despite this inherent rage and thirst for power, are also blessed with a cunning mind and a surprisingly patient disposition. This combination of traits has allowed them to coast by with little repercussions for their many transgressions.

    Upon entering Darkstone Hall, one will find themselves in a small round room occupied by a single stone statue. This portrays First Founder Ansel Darkstone in his silent intensity, those molten eyes always watching, always following. Impossibly, his sculpted cloak rages around him in a nonexistent wind. It is often cautioned not to touch the statue of Ansel Darkstone, for those who dare do so will find themselves subjected to its wrath.

    darkstone hall

    Past the stone statue and through another set of double doors lies the common room. Here, and in the private rooms beyond, asymmetry is an evident theme. Chairs may lack a spindle or an armrest, chandeliers may appear slightly off-centre, and beds are shaped irregularly. The Darkstones also favour wrought iron and sharpness and angularity. Nothing is predictable in this place—save perhaps for the colour scheme, a predominant orange-and-red that makes even the stained glass windows seem like infernal portals.

    So unsettling is Darkstone Hall that one will find no comfort or solace here, even after many years of dwelling within.

    Crest: A tower in chains with a single window aglow in red, set against a backdrop of thunderclouds
    Motto: Invicta Traditio
    House Colours:

    Keywords: Anger, Unpredictability, Cunning, Grudges, Tradition, Forbearance
    Notable Figures: Ansel Darkstone (First Founder), Seraphina Darkstone (Creator of the Ambulator)
    Dreamford Hall
    As befits their name, the Dreamford's grip on reality is a tenuous one. While this means their creativity knows few bounds–they could often imagine what lesser minds could never envision–they are also prone to see the world through a murky window. Rarely do they find beauty in their surroundings, instead preferring to retreat into their heads; and truly who could blame them? The Dreamford family is said to be plagued by tragedy through the years; and under such a vast shadow, it is hard, if not impossible, to see the light.

    Dreamford's entryway captures the feeling of being underwater. At the heart of this round room is a grand spiralling staircase, accentuated by undulating blue patterns cast by stained glass windows. Crystals shaped like teardrops hang from the ceiling, catching the light and sparkling throughout the space.

    dreamford hall

    The stairs culminate at a vast common room. There is a madness to this place, a madness that approaches another plane of existence. To live here is to live within a waking dream, where all logic ceases to exist and everything is made ethereal. Chairs float listlessly like feathers, pillows whisper stories and sing lullabies, dark clouds veil the ceilings so that it always looks like it's going to rain.

    Despite the weightlessness that permeates Dreamford Hall, some things feel unnecessarily heavy. Doors, most notably, are a great strain to open. Lightweight blankets become dense and suffocating after only a few hours. Spend too long at Dreamford Hall and one would feel as though they were drowning with the weight of the world upon them.

    Always, always, there is somebody weeping in the background–a subtle sound that is only apparent when all else is quiet. It is difficult to place where it comes from, for the sound persists even when one is alone.

    Crest: An arched window, looking out into the watery depths. The crescent moon in the distance is only a faint glow through the murky waters.
    Motto: Inter Somnia Et Umbra
    House Colours:

    Keywords: Depression, Tragedy, Dreams, Creativity, Romance
    Notable Figures: Cordelia Dreamford (First Founder), Unnamed Romantic Interest (Scripture - Tale of Two Birds and a Dream), Edith Dreamford (Creator of the Clouds of Concealment)
    Blackwood Hall
    As the black sheep of the five, the Blackwoods are lovers of truth and knowledge, and are not as averse to death as the other families. They are objective, curious, and naturally inquisitive. But in their love for learning, they may encroach upon the privacy of others, unearthing secrets that are perhaps best left buried. It is difficult to convince a Blackwood to rest once they set their mind on something. Afflicted with hubris, they believe that anything done in the pursuit of knowledge must be the right thing to do.

    It is sheer luck that some Blackwoods are amenable and able to work within the bounds of conformity. Else, it is likely this house would have long ceased to exist. But still the threat hangs, for this divergence in priorities has led to severe infighting that only worsens every year. It is a matter of time, they say, before the house of Blackwood burns itself down.

    The layout of Blackwood Hall is akin to a tree: the doors open to a long space that from above would be reminiscent of a trunk, and on the far end are the different branching hallways leading to the private domiciles. Unlike other residence halls, there are no central pieces here. Instead, the entrance doors lead directly to the common room, for the Blackwoods are not particularly fond of the ornate and instead value a straightforward approach to all matters.

    blackwood hall

    In line with this, everything in the common room is visible from the doorway. Spaces are tall and wide and the windows are vast, providing plenty of natural light. It is a place that brims with academia. Where there are no windows, there are books; and where there are books, there are reading nooks. Furnishings here are as practical as those who use them. One would never see something as outrageous as a floating chair in Blackwood Hall, whose residents fancy themselves to be rather down-to-earth. Instead, everything is as it should be: sturdy, sensible, and natural.

    Private homes, like the common room, are also open, featuring balconies and decluttered spaces. There is symmetry here but also the wildness of nature, like the vines twisting along the balustrades and the sweetness of blooming lilies.

    Crest: A tree bursting out of a terrarium
    Motto: Veritas Vincit
    House Colours:

    Keywords: Acceptance, Knowledge, Investigation, Truth, Conformity, Hubris
    Notable Figures: Erasmus Blackwood (First Founder), Percival Blackwood (Creator of the Grimoire), Artorius Blackwood I (Scripture - The Talking Skull)

  • Outsiders' Hall
    Summoned into existence in 1987, the Outsiders Hall is situated above the founders tree. Upon entering, one will find a long hallway with windows on one side and doors on the other. The hallway itself appears much like other areas of the castle, with its high vaulted ceilings and large, curved windows.

    outsider hall
    There are two main doors along Outsiders' Hall. These lead to the gendered common rooms, which both appear to be furnished in the suitably plain, academic fashion that puts function over form. Branching off the common room are the sleeping quarters. These are smaller and afforded only the barest essentials: two or three single beds, a wooden bureau, and a closet.

    Meanwhile, the communal shower rooms and lavatories are located on either end of the Hall. In construction they resemble the common rooms: plain and contemporary, much unlike the rest of the gothic castle in which they are kept.

    Lately, with the threat of the Roots encroaching upon their space, it seems the outsiders will soon have to find some other place to go. Perhaps the Founding Family Residence Halls are an option, if only their reluctant hosts were a little more accommodating.
  • The Council Tower
    There are certain areas that are not part of the castle itself but are actually manmade. For the most part, these specially erected buildings cannot be influenced by the castle's changeable nature, even if they may look indistinguishable from its architectural design. They still tend to wander due to the simple fact that they were built on the castle's very foundations, but the structure itself cannot change or generate furniture.
    council tower

    One such area is the Council Tower. Weary of the castle's unpredictable changes and the ever-watching statues, the First Founders created this place as a safe haven for themselves. It has few windows and only one entry point: a curio in the shape of an intricately carved wooden door, which is replaced with every new generation of Council Members.

    Because of the sensitive nature of the objects and books inside the Council Tower, security measures are in place to ensure that any would-be trespassers are swiftly caught and dealt with. Therefore, it is in one's best interest to avoid this tower at all costs lest they wish to tempt fate. The numbers speak for themselves: no one outside of the Council has ever made it into the tower independently. Not even curios, but for the ones already within, are allowed here. Only the Council's successors, the Heirs, are permitted access during their final years, and even then they must be accompanied by a Council Member or invited inside.

    A place of forbidden knowledge, the Council Tower is said to hold an unfathomable amount of books sourced from the outside world–the place which the Founding Families call the Beyond.

    Council Secrets
    Interior
    The rumours hold truth, for lining the walls of the tower are rows upon rows of books, encased in near-indestructible glass: a sight that would certainly put the Blackwood library to shame.

    At the heart of the room is an enormous Hollow tree–leafless but very much living. Fluent in the secret languages of the Council, the tree can understand any command given to it. Typically, it is used to reach the uppermost floor. One need only hoist themselves onto its sturdy branches, and they will be safely and steadily lifted to that otherwise unreachable place.

    There, in that hidden space above the library, is the Council Room. Immediately noticeable is a large wooden table supported by a sculpture of six hands. A tapestry hangs behind it–or it would, had it not recently disappeared. Off to its side is the Grimoire, sitting on the upturned hands of a hooded statue, the pages flipped to the latest written entry.

    Across the room is the study, a smaller space that consists of five neatly arranged bureaus and a single bookshelf containing the personal writings, notes, and research papers of the Council. A curio called the Viewer can also be located here.


    The Viewer
    The Viewer is necessary to access the vast library of books below. Though it is similar to a podium in overall shape, it looks more like a pedestal showcase, its surface enclosed in glass. This is a precautionary measure to ensure that no books are stolen or tampered with. Next to it, wrought in brass, is a speaking tube.

    image.png

    To use the Viewer, one must utter the name of their desired book into the speaking tube. In a matter of moments, a pair of ink-stained hands should emerge from the pedestal hole, the requested book in its grasp. One need only instruct the hands to turn the pages. In the event that books must be added to the collection, the speaking tube can also be expanded upon request. It is through this hole that books can be inserted.

    Should one have trouble specifying a title, all they must do is speak of the subject they would like to research. A grating voice would promptly answer, happy to be of service. There is also a Master Book, a hefty tome that records all available titles and their descriptions, that can be summoned using the Viewer.

    Council Members typically use a Self-Writing Quill while using the Viewer. This is a convenient way to take notes; with it, a passage need only be recited to be written down.


    The Imprisoned Librarian
    Between the walls and bookshelves is the damp and narrow space in which a strange creature resides. This is the imprisoned librarian, the oft-unseen warden of Grimsby's vast catalogue of books. One may catch glimpses of its strange eye through the Viewer hole, or its scampering shadow through the spaces between the book spines. Nobody knows for sure what the librarian is, or how it came to be this way, forever a slave to the written word.


    Access
    In the years between 1962 - 1987, access to the tower is gained by using the knocker, a brass ring secured to a lifelike imitation of a crow's head. The crow will then come to life, and whosoever is holding the ring will find themselves inexplicably glued to it.

    Should the crow recognize the face at the doorstep, it will begin to speak in the Council's secret language. It does not ask for a password, nor does it require an answer to a riddle. It merely starts a conversation. If the person at the door is able to hold a conversation in the secret language, the crow releases them, and the door swings aside.

    Any intruders who fail to pass this test will be unable to extricate themselves from the ring, and will thus fall prey to the warden's wrath. The crow will bite and gnash at the offender's hand until it bleeds. (CW: Gore) Skin shall be ripped from muscle, muscle shall be ripped from bone, and bone will be all that is left in the end.


  • The Lonely Tower
    This particular tower is quite similar to the Council's in terms of outward appearance, except it is not a manmade structure and is significantly smaller than its twin. This is the place where the Heirs convene.

    There are no obvious entry points to the Lonely Tower. The only way to access it is through a secret passage located elsewhere in the castle. Entrance to this passage is said to be a door that blends among the walls.

    Within the tower itself is a winding staircase that culminates in a room at the apex. It is a strictly functional room: no diversions, no frills. At the centre is one round table surrounded by five chairs, and to the side is the hooded figure wrought in stone, believed by some to be a Hollow in disguise. It acts as a pedestal, palms holding a book in place. This book is the heirs' copy of the Grimoire.

    The Lonely Tower earns its name because it is often neglected in the twenty long years without Heirs.
  • Rumble Hall
    The rowdy rumble hall is the place to be for those seeking entertainment. Entrance to this building is located to the west of the courtyard, and through it one will find the theatre, the fencing salle, and the recently established gymnasium.

    Gentle Hall
    Unlike its counterpart, Gentle Hall is known to be quiet and sophisticated. It is a place where serious matters are discussed, where truces are made, where magic theory is learnt. This building is located to the east of the courtyard, and through its doors one will find the social rooms, study rooms, tea gardens, and infirmary.
  • Secret Passages
    The castle has many passages, most of which are shortcuts to other areas within castle grounds. These passages are always in the same place, hidden in plain sight: under a couch, through a cabinet, behind an old portrait. Many residents are aware of their existence and know where they can be located.
    secret passages

    But there are other passages known only to a select group of people. Five of these lead to the forest, but some lead to restricted areas within the castle as well. The Provider manipulates the location of these passages to ensure no unauthorised individuals stumble upon them. Entryways change every fortnight, but exits are always located in the same place. Often they are indistinguishable from the castle walls and must be pushed open for the passageways to be revealed.

    Every fortnight, the Council and Heirs are briefed on the location of their corresponding passages. They must not reveal this information to anyone outside of their rank.

    Provider's Passage: Summoned by the Provider when necessary.

    Council Passages: There are two passages that are exclusively for the Council's use. One of these is currently closed due to an infestation of roots.

    Heirs' Passage: A single passage is dedicated to Heirs.

    Architects' Passage: Architects, being accomplished magic practitioners, also have their own secret passage. The location of this passage is revealed to Council Members and Heirs, who must pass this on to Architects with any ongoing magic rituals or business in the forest.

    Stables
    Adjacent to every passage is a stable that houses the Embereyes, horse-like creatures with eyes that glow. These are the Founding Families' primary mode of transportation.

    Because Embereyes do not require much upkeep, their stables are simply storage spaces: narrow cavities in the wall that are empty but for the Hollows themselves. (See: Grimoire > Notable Curios > Embereyes)

Grimwood Forest

There are many notable locations within the Grimwood forest. Some of these are actively avoided, like Shadow Mountain and areas dominated by the Roots. On the other hand, frequently visited locations are connected via stone paths.

Elegia
New Order

  • Ritual Areas
    The Provider, Council, Heirs, and Architects have their own exclusive areas in which to perform their magic rituals. These are reached via secret passages.
  • Torture Tombs
    A place where miscreants are imprisoned, located deep within the Council's region of the forest. Tombs are cubic structures made out of stone. Within, they are completely dark and empty, made intentionally so to induce the worst illusions for its prisoners. Even accomplished architects, when subjected to such darkness and isolation for so long, will eventually succumb to these illusions despite their training.
  • Shadow Mountain
    The Shadow Mountain is a dangerous labyrinthian realm that even the bravest Architects dare not venture into, for it is said to hold formidable creatures within its depths. (See: Aberrant Hollows > Shadowkin)
  • Hollowgate
    Deep within the woods is a little known place called Hollowgate. It is a mountainous mass, less location than it is creature, the outlines of faces and grotesque limbs swelling out from its viscous surface. In the silence of the woods, the muted bemoaning of its ensnared victims could be distantly heard.

    Curios and Hollows deemed too dangerous or indestructible are led to Hollowgate. At the right command, the murky eldritch creature snaps into movement, latching onto anything within its reach. Its victims are instantly swallowed, eternally petrified in this fusion of monsters.

    Hollowgate was originally created as a temporary way to imprison Hollows. It was never meant to be a long-term solution to a growing problem; but old habits die hard, and the Founding Families are quite fond of their old habits.
  • The Roots
    It is difficult to tell where the Roots are coming from, for no living being–human or animal–has ever stepped into that tangled growth and made it out alive. It is an accursed place that reeks of death and dying things, a curse that the Founding Families have tried desperately to ignore. Silently, they hoped and wished and prayed it would go away on its own, but it never did go away. Instead, it went into dormancy and stayed this way for almost two hundred years.

    Only recently, with the arrival of the outsiders, has the Roots stirred again. Now it grows ever faster than before, breathing death into anything that comes within its reach.

The Valley

  • The Village
    Believed to be inhabited by Hollows, the village is thought to be a dull place with only stretches of arable land and a smattering of houses; a land where nothing particularly exciting happens but for the occasional straying of sheep. After all, what else would these soulless Hollows do with their time, apart from exactly what they're told?

    From the windows of the castle towers, this may seem like the case; for the village is too far away to be discerned through the mist. But the reality is quite different. The Council Members, the few allowed to venture out into the village, would know.

    In the past few years alone, so much about the village has changed. It is no longer just barns and mills and chicken coops. Now, it is teeming with life and energy and movement; for despite what the Council may say, the Hollows are in fact not so hollow after all. Within this communal settlement, there are many different establishments apart from the usual homesteads, some of which have been erected by the Council themselves. There are saloons, there are meeting halls, there is even a small altar for Grimsworth–and all of these are for the villagers' use.
  • Gargoyle Bridge
    Adjacent to the village is a river that can only be crossed by way of Gargoyle Bridge, an arching stone bridge flanked by pillars and upon which a soldiery of gargoyles is perched. No two of these gargoyles are alike, but all of them are equally grotesque. The treacherous river below seems a far pleasanter sight in comparison to these crouching, glowering creatures.
  • The Ruins
    In the year 1835, one of the Dreamford families hoped to establish their own domain outside castle grounds. They constructed a house right across the river, only a stone's throw away from the village. But as soon as the Dreamfords moved into their new home, the roof of the building collapsed.

    There were no survivors. The Council called it a freak accident. The Fathoms, the preachers of Grimsby, grabbed their quills and wrote of the news into their Scripture books, to be later told as a cautionary tale. No one has dared follow in the family's footsteps ever since. It is said that to do so is to subject oneself to a similar fate.

    Even now, the Council Members are loath to approach the Ruins, believing it is occupied by the troubled ghosts of the Dreamfords. What else could explain those eerie echoes of life where life should not exist?

The Labyrinth

All magic portals, be it mirror or tapestry, lead to the Labyrinth–a place that, according to the Council, appears situated in some other dimension. It is a strange place, a world of branching tunnels and dark chambers of a scale so large as to be unimaginable. Those who enter the Labyrinth are thus cautioned not to stray too far from their portals, lest they never find their way back. Yet, despite its size, distances in the real world are greatly reduced in the Labyrinth. This makes for a useful tool for travelling long distances. To illustrate, two portals located on either end of the castle would be in neighbouring proximity in this dimension. However, this also has other uses: for instance, one could use the portals to hide dangerous or unregistered curios and hollows, or even for gatherings held in secret.

an impossible maze
Noteworthy is the fact that portals in this dimension look exactly like their counterparts in the real world. The mirror would remain a mirror, reflecting its new surroundings. The tapestry would remain a tapestry, in all its elaborately woven glory. Travelling individuals will also find themselves unchanged, even after what feels like ages of wandering. Time, after all, runs differently in this otherworldly place. One could spend hours here only to find that only a few minutes have gone by in their world of origin.

Any portal found in this dimension is traversable; one is not necessarily bound to the identical half of the portal they used to gain entry. (See: Grimoire > Notable Curios > Portal Pairs)

Map of Grimsby
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MANIFESTATION MAGIC

A Forest
The Cure

The Grimwood forest is a reflection of one's mind. Here, all conscious and subconscious fears and desires come to life in the form of illusions. Subconscious thoughts manifest themselves as mere shadows, voices, or suggestions of a presence–a glimpse of a running child seen from the corner of one's eye, a whispering voice in the dark, a nagging feeling of being watched–whereas conscious thoughts are more readily discerned; the stronger they are the more true to life they seem.

illusions
This is a self-perpetuating cycle. Every subconscious thought that comes alive in the forest will inevitably become conscious, thereby worsening the illusions. However, illusions cannot affect the physical world around them, nor can they directly cause an individual harm. Further, they cannot materialise outside the boundaries of the forest.

Although navigating the woods can be tricky, it is not such a hopeless task. As a general rule, practising mindfulness and meditation should enable an individual to catch a fleeting thought and recognise it for what it is, lending them the ability to distinguish what is real and what is imagined. It is also possible to consciously transform illusions or will them away on command, though this ability is rare even among the most proficient of architects. There is only one prerequisite to learning manifestation magic, after all, and it is the ability to venture into the woods undeterred despite the lurking horrors within.

Manifestation
n.
A form in which an idea is revealed

a sacrifice
To manifest an illusion is to give it corporeal form, to allow it to affect the world around them and exist beyond the boundaries of the woods. This entails a long and arduous ritual that could span several weeks, months, or even years depending on the complexity of the item or creature being conjured. And yet the ritual can seem deceptively straightforward at first. It takes inspiration from basic horticulture: the act of planting a seed in the forest and nurturing it, until such a time that it is ready for harvest. But where it deviates from conventional horticulture is in the details. Anything could act as a seed–a necklace, an old ragdoll, even another manifestation. But it also needs something more potent than water to survive: the maker's blood. Blood is the conduit–it is that which forms a momentary connection between an architect's consciousness and the forest. With the combined power of an architect's imagination and the forest's magic, one can will almost anything into existence.

Yet even with all this, a successful ritual is not guaranteed. It is notoriously rare for a manifested artefact–also known as a curio–to turn out exactly as one imagines it, for rituals not only require creativity but also demand an unwavering focus and a keen eye for detail. To let one's thoughts wander is to contaminate the curio with unrelated ideas. To leave one thing ambiguous is to allow the forest to take creative liberties. No amount of specificity is too excessive. Architects typically spend months on end researching and preparing blueprints until the minutest details are studied and committed to memory. Every attribute, from an object's shape and texture down to the way it shifts colours under certain lighting, must be carefully envisaged. This makes otherworldly concepts difficult to manifest accurately, for they are far more challenging to imagine.

There will always be some kind of discrepancy between the concept and the final result. To close this discrepancy as much as humanly possible is a commendable display of effort. Unfortunately, the fallible nature of the human mind is such that even the most competent of architects are bound to make mistakes. In the worst cases, these mistakes could be deadly. It is paramount, therefore, that an architect visualises failsafes into their curios in the event they must be immediately and irrevocably destroyed. A failsafe or fatal flaw could be an uttered word, an Achilles' heel, or a vulnerability to certain elements, but it is standard practice to apply multiple different mechanisms in case one proves ineffective.

With time and practice, an architect will develop an intuition for the art–a sixth sense, if you will. They will be able to feel the subtle changes in their curio as if it were a part of them. This is a great advantage, as otherwise there is no way of knowing how a manifestation ritual has progressed; the seed shifts and grows deep in the earth, remaining unseen until the ritual ends and the curio is unearthed. At this point, it is in its final form and can no longer be altered, short of using it as a seed in a new ritual.

Classifications

As per the instruction of the Council of Architects, manifested artefacts are classified as follows:

Curios
Typically inanimate, does not simulate intelligence. But it can also be used as a shorthand to refer to all manifested artefacts.

Hollow Ones
(abbr. Hollows)
Typically animate and may share resemblance to living creatures like animals or human beings, but are said not to have a soul. Hollows cannot bleed true blood. When they do "bleed", which happens sometimes, the substance is merely an inferior imitation rather than the real thing and cannot be used as a blood sacrifice.

curio or hollow?
According to these classifications, an animate pen that can speak and simulate emotions would classify as a hollow rather than a curio. An inanimate artefact that has the appearance of a human, down to the pores of its skin and the working organs in its body is considered a curio, for as long as it is does not exhibit any resemblance of emotion or intelligence; such an artefact would merely be the equivalent of a doll.

In the case where an object exhibits one quality from each classification, intelligence (or lack thereof) takes precedence. For example, a coin that has the ability to move without an external force but does not exhibit intelligence will be considered a curio.

Strategies

trickling
Trickle
There is no measurable rate at which blood must flow from the architect to the seed, but it is a widely held belief that a slow trickle of blood is optimal. Light bleeding is easily stanched should the need arise, such as when an architect suddenly finds themselves distracted by extraneous stimuli. This way, curios are less likely to get contaminated, even if it may take longer for them to reach the desired final form.

On the other hand, a heavy outpouring of blood could instantaneously transform a seed into a curio, but this has multiple drawbacks. One big disadvantage is that it would be heavily influenced by the forest's will, and could even turn out to be drastically different from the architect's original vision. An architect could also unknowingly lose a dangerous amount of blood, thereby risking their life in the process.

intermingling
Intermingle
It is possible for two or more architects to work on the same ritual. This is called blood intermingling which, depending on the amount of participants, could rapidly reduce manifestation time, allowing the quick production of all sorts of curios. On paper, this sounds like an attractive concept, if only it wasn't so difficult to properly execute. The more participants there are, the higher the likelihood that ideas will conflict; as the adage goes, too many cooks spoil the broth.

Intermingling with animal blood, on the other hand, is a controversial subject. Curios made from animal blood are said to be unpredictable, but it is hard to say whether this is due to the forest's intervention or the animal's lower cognitive potential. Either way, there is little information on this subject. The last time this was attempted, more than half of Grimsby's livestock was wiped out, subjecting the village to near-famine. It has been outlawed since.

Limitations

It is certainly possible for a curio to simulate evolution and ageing for as long as an architect has visualised them to possess this ability. But it is only that: a mimicry. It requires the utmost precision–a matter of visualising the incremental changes a curio will undergo for every moment that it exists–and will likely take a lot of blood, focus, and many years to complete. Most architects do not find this worth the effort, and as a result, curios in Grimsby are typically unchanging. Or as in the case of Hollows, never ageing.

Naturally developed sentience among Hollows is also said to be impossible. As far as the Council is aware, Hollows can only mimic intelligence if the architect has intended for them to do so. No matter how convincing such intelligence may seem, it is only ever artificial, as Hollows do not have a soul.

Curios in general also do not have the capability to physically generate matter out of thin air. This is known as self-duplication. A curio will only be as finite as the amount of blood that was sacrificed to create it. For a curio to be infinite necessitates an equally infinite amount of blood sacrificed, which is unheard of. According to this limitation, such things as a book with infinite pages or an endless pool of water cannot be manifested.

Mental Imagery

Those with aphantasia–or the inability to visualise with the mind's eye–are often discriminated upon in Grimsby society. Very few in the village's entire history have ever experienced such a phenomenon, leading to poor research on the subject. But individuals with aphantasia will find that it is possible for them to participate in manifestation rituals regardless. The imagination works in many different ways after all, and it is said that the forest can understand thoughts made in any form.

It's a shame that most of the Founding Families' teachings are designed for those with mental imagery. Individuals with hyperphantasia have a great advantage and often excel; but those on the opposite end encounter many difficulties in keeping up with their peers. Some give up before they even try.

Arcane Speculations

The intricacies of Manifestation magic are not well understood, for there is only so much that can be rationalised about an otherworldly force that defies the laws of nature. What modicum of understanding the Council has gathered over the years is all thanks to those who have risked their lives in pursuit of answers, but even then, they are nowhere near conclusive.

Grimwood
The Forest is Sentient
A curio is said to be a collaborative work between the architect and the forest. The forest can influence how curios ultimately materialise, lending a helping hand–even if undesired–when one fails to visualise enough detail into their work.

But even the most meticulous architect will encounter problems if the forest believes the curio to be a threat to itself. Up to a certain extent, it has the power to veto an architect's decisions. It does not have the ability to destroy a curio or prevent its conjuring, but the forest will change it in subtle ways in the name of self-preservation.

The Forest Needs Blood to Survive
The relationship between the architects and the forest is a mutually beneficial one. The architects sustain the forest with their blood, allowing it to survive and even flourish; and in return, they gain the momentary ability to imagine almost anything into existence.

It is unknown where most of the blood actually goes after it has been sacrificed. Whatever the case, manifestations freshly unearthed are typically smeared with remnants of blood, like a newborn emerging from the womb.

Nature Reclaims
Creations left in the ground for too long will eventually disappear. This includes fully formed curios that are reburied after a ritual. How long it takes for this to occur differs with each curio. Some argue that the reclamation period is proportional to the time spent on the manifestation rite, but there is no certainty on this subject.

Regardless, it is ill-advised to leave one's curios behind, as doing so clutters a precious place that should be respected.
 
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THE FOUNDING FAMILIES

together forever
The Founding Families have lived in Grimsby their entire lives, trained and conditioned since infancy to honour the traditions of their ancestors. They are a people that fear change, mortality, and the world beyond their humble village. But with the unexpected arrival of the outsiders, they are forced to contend with the embodiment of everything they hate. Grimsby has changed much since then: one of their kin has gone missing, the creatures of the woods are stirring, and the evil that lies in the forest's depths has awakened after many years of dormancy.

These odd occurrences could only have been caused by the outsiders, or so the Families say. After all, Grimsby was a peaceful village before these intruders came along. But to purge these people out is to risk exposing the forest's many secrets to the outside world. To endanger them is to disrespect Grimsworth, a religious figure so greatly revered. To ignore them is out of the question too, for there are some things that the outsiders must never know, lest they wreak more havoc than they already have.

And so the Founding Families have only one choice: to keep an eye on these outsiders; to shadow them, subdue them, and if possible, indoctrinate them.

Tale of the First Founders

There are no publicly available records that document the beginnings of Grimsby, but there exists one narrative that the Council endorses. This, the Tale of the First Founders, can be found on the very first page of Founding Family Scripture:

a founder's statue
In early 19th century Britain, a group of orphans happened upon a castle in the woods–a castle that, they soon found, was inhabited by a strange, charismatic being by the name of Grimsworth. It was he who taught them the magic of the forest: that, in exchange for their blood, they could create anything they wanted by simply imagining it. For the orphans, who had experienced many evils in the outside world, this was everything. They were sick of the way disease ravages, how war and death needlessly takes, how life is so cruel in every shape and form. So, what if they lived here forever? What if they created a kingdom of their own, a kingdom that never changes, a haven immune to all the evils that plague the world Beyond? They got to work. They created an undying people: the farmers. They created a humble village alongside the river: Grimsby. Meanwhile, they themselves settled in the castle, a castle that had been there long before they had arrived and would continue to remain long after they had passed.

With time they learned they could no longer leave its boundaries. The forest's magic had cocooned them for so long that to venture into the outside world would mean instant death. But it mattered not: Grimsby was home.

Let Me Introduce You to the Family
The Stranglers

The Five Families

Like seeds emerging from the earth remade, the Five Founders shed their old lives and assumed new identities. They took inspiration from their surroundings and newfound culture: Crowthorne, for the many crows of Grimsby; Bloodheart, for the blood sacrificed in manifestation rites; Darkstone, for the stone with which the castle is built; Dreamford, for the dreams that rule their waking lives; and finally, Blackwood, for the sturdy wood of the forest. Inadvertently, these names would come to symbolise their characteristics: the strengths and failings eventually inherited by their descendants. The five families would go on to form their own individual identities in the hundred and sixty eight years that have elapsed since. (See: Locations > Castle > Residence Halls)

stuck in the past
A hundred and sixty eight years. Eight generations. This is a long time to be sheltered from the outside world. When Grimsby was founded in 1801, the magic of Grimwood thrust them into advancement. They were ahead of their time. They were at the height of creativity, the peak of innovation. This was the period during which most of Grimsby's curios were manifested. But it was not to last. Now, Grimsby is encumbered by its own aversion to change. While the outside world has progressed to electric lights, cars, and other modern conveniences, the people of Grimsby still cling to their candles, horses, and traditional practices. Not only do they still hold onto this idealised past, their continued isolation has rendered them totally unaware of outside affairs and advancements.

It is from this seclusion that unique traits came to bloom. The five families have developed their own unique accent and vernacular, one that is firmly entrenched in their English roots and nineteenth-century sensibilities.

Religion
  • The Hallowed Three
    Grimwood, Grimsworth, the Provider–these are the Hallowed Three for which the five families hold an unwavering reverence.

    Grimwood
    Among the three, the forest is most venerated, for not only is it the source of the Founding Families' power, it is the sole barrier that shields them from the curses of the Beyond.

    It is considered sacrilegious to enter the woods when one has no business being there. Only Council Members and Heirs are given the grace to enter it unsupervised. Architects, on the other hand, must first seek authorisation from their superiors. It is nonetheless an honour to be among the ranks of people allowed into Grimwood. The practice of manifestation rituals is considered the highest act of worship, for it is the way by which the forest survives and thrives.

    But a greater display of reverence is the act of sacrificing blood without seeking anything in return. This is done in a biannually held event called the Red March, and it is the only time in which the general population is allowed into the woods. (See: Founding Families > Notable Events > Red March)

    Grimsworth, the Guardian
    The Guardian is a mysterious figure with inexplicable ties to Grimwood. He is the forest's messenger, the forest's protector. When Grimwood is in need of blood, it is he who seeks out mortals and brings them to Grimsby, whereupon they are taught the intricacies of manifestation magic. Through Grimsworth, the forest speaks. Through him, the forest survives.

    According to Scripture, Grimsworth only takes human form when his services are required. Some find this ominous, that trouble must be afoot to stir the guardian himself into action. Others believe that to displease the woods is to awaken its messenger. Either way, the Founding Families actively worship Grimsworth's statue, besmearing it with blood whenever they chance upon it. To go past the hallowed figure without doing so is deemed extremely disrespectful.

    There have been occasions in Grimsby's history in which the guardian is seen roaming around, unbound to his usual place in the courtyard. One such notable occasion took place in the year 1987. In these instances, the Founding Families are seen grovelling around him, slathering him with more and more blood as he passes them by.

    Known Abilities: Shapeshifter, Castle Manipulation, Pure Manifestation, Immortality
    Unknown Abilities: Emotion Manipulation

    Provider
    (See: Founding Families > Notable Occupations > Provider)


  • Scripture, Vade Mecum
    The Scripture, also referred to as the vade mecum, is a booklet about the size of one's palm. It holds thousands of pages containing the religious teachings, tales, and laws of Grimsby.

    One notable series is the Cautionary Tales. Though presented in the manner of fables, they are treated mostly as though they were historical texts. These are the first stories the Founding Families would have learnt as children, relayed to them by their parents and the Fathoms of the Faith.

    As advised by their Fathoms, most Founding Families carry their vade mecum with them at all times.
  • death, the third evil
    The Three Evils
    Age, disease, death–these are the so-called three evils, the curses that afflict humanity. Such is their perceived evil that the Families are loath to even utter these three words. Through the centuries, Grimsby has largely remained immune to such afflictions, a testament to the forest's insulating power. Sickness is alien to the Founding Families, who have never experienced so much as a simple cold in their lives. Youth also seems to favour them, for they do not exhibit signs of ageing past their thirties. And though they are not invincible–like any man they are vulnerable to blood loss and fire–no one has ever died of old age in Grimsby, for those in their later adult years are taken away on an expedition from which they do not return. (See: Founding Families > Notable Events > Golden Expedition)
  • The Curse of the Beyond
    The Tale of the First Founders implies one of Grimsby's widely held beliefs, that the Beyond is a cesspool plagued with wars, pestilence, needless death, and above it all: change. Why leave Grimsby when all that awaits them on the other side is suffering? Why leave the womb of the woods–this wonderful place where anything could be whatever they want it to be, when the outside world is decidedly unmagical? They believe themselves to be the blessed, the worthy few to access the forest's ancient power and use it for their own purposes.

    Even the scattering of sceptics that crop up once in a while are quick to change their tune once they see the edge of the woods themselves. There, all Founding Families will experience that same nagging sensation that something is about to go horribly wrong. For the moment they step beyond the line of the trees, death begins to creep up on them, consuming them inch by inch. This phenomenon is the Curse of the Beyond. It is said that the Founding Families have been insulated from the outside world for so long that their bodies can no longer survive in it.
  • blood smearing
    The Importance of Blood
    Blood, being a major component in manifestation rites, extends its important role to the Founding Families' daily life. Nobody in Grimsby willingly bleeds without good reason, and so when a sacrifice is made outside the woods, it is to convey the highest respect for the intended recipient.

    Blood is so important, so great a show of reverence that it is often found smeared on trees, statues, and other religious figures. It is not shed lightly. To smear one's blood on another person is akin to saying that the recipient is of considerable importance to them; that they are almost as, if not more, valuable than the forest itself.

    Because of this, blood pacts are akin to an unbreakable bond. It is not that they are strictly speaking unbreakable, only that to break them is an unthinkable transgression. According to the vade mecum, whosoever dares to bleed wastefully will face a most dreadful fate. Fathoms never explicitly divulge what consequence would follow such an act, but one could imagine it.

    As a result, some find these practices to be blasphemous, believing that one ought not sacrifice their blood for another individual; that they only do so for the Hallowed Three. These people are a minority, as loud as they may be.
  • Marriage Rites
    A marriage in Grimsby is essentially a blood pact: the act of holding another's hands and intermingling with their blood. Most couples prefer to exchange their vows with the statue of Grimsworth as their witness, but marriage rites can take place anywhere. The sole exception is Grimwood, where only Architects may wed.

    In an Architect wedding, the blood pact will consist of a manifestation ritual, so that a curio is created from the union. Such a curio would commemorate the event and symbolise the couples' undying love. Some can get quite particular about their mementos, leading to long sojourns in Grimwood until the ceremony is finally completed.

    A marriage is not officially recognised in Grimsby. Aside from an Architects' curio, which must be documented in the Grimoire as mandated by law, no records of matrimonial unions are kept. Marriages are the invention of the people, not the law.
  • Death Rites
    In an effort to "immortalise" those who have already died, a group of Architects and an Heir will take the body to the woods, where it will be used as a sacrifice in a manifestation ritual. The simple act of burying the dead and leaving it there for the worms to feed upon is unthinkable to the Founding Families. It is seen as unnecessarily cruel due to their belief that death is an unnatural and evil thing.

Cautionary Tales

Below are some of the Cautionary Tales of the Vade Mecum, summarised:
  • artorius blackwood I
    Tale of the Talking Skull
    This is the story of Artorius Blackwood the First, who in his time was known for his unquenchable curiosity. It was he who made the Council Tower what it is today, for at least half of the books there are his own. He was a fountain of knowledge, always experimenting with manifestation magic, pushing it to its limits and uncovering its grisly secrets. Unfortunately, this same curiosity is what led to his downfall.

    For Artorius Blackwood wanted to live forever. A lifetime of pursuing knowledge simply wasn't enough for a man who wanted to know everything. He set out to manifest an elixir that would grant him eternal life, so that he would never stop learning. He spent decades perfecting the concoction, testing it out on various animals and trying again when his experiments failed. When one mouse showed promise, the ecstatic Artorius drank the elixir, confident that his experiment was a success.

    But it was not so, for the mouse began to fall apart. It didn't die, not really. Even as its tissues and cells broke down and its remains collapsed in on itself, the skull showed signs of life. It squeaked impossibly, those incisors moving ever so imperceptibly. It was a grim glimpse into what would be Artorius' fate.

    Because of his unusual circumstances, Artorius was spared from the Expedition. Instead, he was imprisoned in a room, monitored by the other Blackwoods who wanted to see what would happen to the man who had ingested a curio. Artorius sought to kill himself, but nothing would work. Even after all the mutilation he had put himself through, his consciousness remained intact. And so, as a last resort, he set himself on fire.

    The torment was beyond anything he could have ever imagined. He melted away–away, away, through fire and pain. He choked on the smoke. He screamed through the sting. And when the embers died and the agony subsided, he dared open the remnants of his eyes, only to find that he had crumbled into dust.

    And all that remained were his skull and bones.

    Imparted Lesson: Never eat curios, as they can have unpredictable effects.

Cry Little Sister
Gerard McMann

Notable Laws
  • an incestuous relation
    Partnership & Reproduction
    (CW: Mentions of incestuous relations)

    The five Founding Families are mandated by law to keep their respective bloodlines pure. Intermarriage presents many problems down the line, like murky allegiances that could throw off the equilibrium and destroy the foundations upon which the Council is built. In the same vein, romantic relations between the Families are not outlawed, but they are considered socially taboo. Should such a union result in a pregnancy and this is discovered, the punishment will be swift and severe.

    Ironically, it is considered perfectly normal to mate with one's blood relations. It is not only encouraged, it is tradition. There is a great obsession with blood purity in Grimsby. The purer the blood, they say, the better the manifestation. But there are others who are more inclined to further their lineage through the use of Hollows made specifically for that purpose: the Surrogates. These Hollows are only ever released into the public during the Mating Period, after which they are collected by the Council and stored somewhere secret.

    Regardless of one's choice of partner, they must take care to only conceive during the mating period scheduled by the Council. This typically lasts five years. Children conceived outside of this time are seized by the Council, never to be seen again.

    Such rules are strictly upheld because Grimsby's population must be carefully regulated. Their entire existence relies on it. There are simply not enough resources to sustain a large population, and if there are too few people they risk extinction. This is also the reason why qualifications for eligibility change every year; the Council must adapt to the ever-changing circumstances.
  • Homicide
    Those guilty of grave crimes like homicide are punished with a fate worse than death: many months or even years of torture in the Tombs, forced to imagine horrific things into existence until their minds are broken beyond repair. This culminates on the day of the Scourging, where they are forced to walk beyond the boundary of the woods and made to suffer slow but inevitable deaths. (See: Founding Families > Notable Events > The Scourging)
  • Pets and Livestock
    There was an incident long ago, when an Architect single-handedly decimated most of Grimsby's livestock and plunged the town into a state of near-famine. Since then, the Council has banned the use of animal blood in all manifestation rituals. The ownership of real animals–whether for companionship or for food–was also banned as a precautionary measure. Livestock is now exclusively under the care of the Hollow farmers who, despite their unassuming appearances, are said to be menacing figures to contend with. In Scripture, there is a cautionary tale of children sneaking out to the farmlands only to come home crying and out of breath, forever traumatised by the sight of an unproportionally long-limbed figure chasing them out of the property.
  • Transference of Possession
    The Architects and Council work together to monitor all existing curios. Information on these curios and their owners are recorded in the Grimoire, which is frequently updated by way of surprise inspections. Should an individual wish to transfer their possession of a curio, they are mandated by law to notify an Architect, who shall relay this message to the Council.

Notable Events
  • The Golden Expedition
    No one in Grimsby ever lives to their fifties. This is because, at a certain age, they are taken on a compulsory expedition into the forest–a trip from which they never return.

    It is a quiet affair that occurs between the 48th and 49th year of a generation. These residents will go in groups every month, with Council Members being the last ones to leave. Only the Provider, who presides over these expeditions, has any idea as to what happens during them.
  • Founders' Day
    Throughout history, some members of the Founding Families have experienced the same strange visions. These are believed to be the memories of one of Grimsby's first Founders. Some of the notable visions are as follows: secret rooms that have never been seen before, or the woods back when the roots had not yet existed, or the unwelcoming faces of five strangers that to this day cannot be identified.

    Some say that this is the Founder's spirit attempting to communicate with them. But no one could piece together the clues; it seems the visions and what they stand for will forever remain a mystery, as the memories fade with each succeeding generation.

    Regardless, a feast is still held yearly in the Founder's honour, in an attempt to appease his seemingly restless spirit.
  • the red march
    The Red March
    This biannually held event features a procession that is open to all, regardless of age and occupation.

    Prior to this event, Architects are tasked to make the necessary preparations for the march. They must not only clear obstructions along the paths, they must also ensure there are no dangerous Hollows or ongoing manifestation rites close by.

    During the event itself, a member of the Council will lead the group, following the prearranged trail. Participants are expected to follow in an orderly line with their bleeding hands joined together. There will be chanting and singing until the route culminates.
  • The Scourging
    Once every few years, the Scourging is held. This event serves as a grisly reminder of what would happen should someone dare to venture out into the Beyond. For this purpose, all residents of Grimsby are required to watch the proceedings.

    Those who happen to be confined in the Tombs during this time are securely bound and brought to the edge of the woods, where they are made to wear iron casings around their feet and legs. Known as the Ambulators, they force the wearer to advance in the general direction they were facing at the outset. This is a death sentence. With every step they take, they begin to rapidly decompose until–at a certain point far beyond the eyes could see–they are said to disintegrate into dust. Then, and only then, will the Ambulators make their return.

    Some of the Boots never make it back. This has given rise to a tale more horrifying than the reality of the Scourging itself: it is believed that some of the Scourged are somewhere out there in the beyond, unable to go any further for reasons out of their control but forced to keep trying anyway, rendering them in a permanent state of decomposition. Others believe they eventually return as these reanimated corpses, only to hide somewhere in the woods. (See: Aberrant Hollows > Witherwights)
  • the final trial
    The Trials
    The Trials, which take place once every twenty-five years, are considered to be the most important and highly anticipated event in Grimsby. All of Grimsby's youth, who at the time of this event should be between fourteen to eighteen years of age, must undergo these tests. The results will determine their eventual role in society.

    The first few levels are trivial, featuring nothing more than an exhibition of mundane skills and a written exam on the history, customs, and the slightly more difficult subject of manifestation magic. But once these levels are passed, the trials take a sinister turn, and each new test thrown their way will become progressively more difficult and dangerous than the last. They will be made to solve riddles that do not want to be solved, to contend with monsters both invincible and invisible, and to concentrate even in the most impossible situations. Only the most hardy, wilful, and resourceful individuals are able to withstand these tests. Others die or quit or simply fail in the process.

    What happens in each level differs with every trial held. Only the last level has remained the same through the years: the rite of passage.

    The rite of passage requires all remaining contenders to venture out into the woods until they reach the end of their assigned path. They must use everything in their power to manifest curios that will aid them in their survival, despite ideally not having any prior experience in manifestation magic up until this point. Many will fail before they even have a chance to try, for the illusions will quickly overwhelm them, if the creatures of the woods don't get to them first.

    The few that best impresses the Council will go on to become Heirs. Meanwhile, those who pass but are not among the top five may choose to become an apprentice architect instead.

Notable Occupations

Every resident must contribute to Grimsby's stability and longevity, whether it is through the enforcement of law, the manifestation of essential curios, or other similarly necessary skills.
  • the provider
    The Provider
    Non-Playable
    Non-Student

    As the sole person in Grimsby with unquestionable authority, the Provider should theoretically possess the most freedom out of everyone. And yet, this could hardly be the case, for to become Provider is to be burdened with a piece of the forest's soul. An uncommonly deep connection blossoms from this unity; with it, the Provider is able to communicate with the forest and determine its needs. In return, the Provider is endowed with an unnaturally long life and a mastery over manifestation magic–one that rivals even Grimsworth's own.

    The Provider is venerated for this reason, but much about Grimsby's figurehead is shrouded in secrecy. Even the method by which a new Provider is chosen remains unknown.

    Appearance
    With every succeeding generation, the Provider appears notably taller; so much so that anyone would feel dwarfed in their presence. The Founding Families say it is the work of the forest's soul within; that it transforms its bearers into something akin to a tree.

    The Provider thus stands at nine feet and possesses uncommonly long fingers. Their face is always hidden underneath a mask–an identity forever concealed. Even the Provider's voice, which is scarcely heard, is quiet and grating to the ears.

    Abilities: Illusion, Pure Manifestation, Castle Manipulation
    Secret Tongue: The Provider is fluent in all the secret tongues, for they are the sole person with access to language books.
    Responsibilities: Defensive Strategist, Enactment of Laws, Manifestation of Complex Curios, Golden Expedition, Keeper of Secrets

  • the council
    The Council
    Playable
    Non-Student
    Limit: 5

    The Council consists of five members, each representing one of the five founding families. If any of these members are rendered incapable of completing their tenure, the Council will welcome the most eligible architect into their ranks as replacement.

    Their high position in society means that Council members are heavily advantaged and can get away with things most of the common folk cannot. They are also the few privy to Grimsby's deepest and darkest secrets. For this reason, Council Members have their own tower to which only they have access: a place rumoured to be bursting with books containing forbidden knowledge, not only of Grimsby but also of the outside world. (See: Locations > Grimsworth Castle > Council Tower)

    Because there is much that the Council Members know that must be concealed from others, they speak to each other in a language only they can understand. This is a language they would have chosen and learned during their time as heirs.

    Secret Tongue (1987): Ancient Greek
    Responsibilities: Logistics (Food Production), Resource Management, Enactment of Laws, Enforcement of Laws (Judge and Executioner), Manifestation of Complex Curios, Maintenance of Grimoire Records, Regulation of Population Size, Intelligence Gathering, Information Dispersal

  • Heirs
    Playable
    Student
    Limit: 10

    Heirs are chosen by means of a year-long trial, during which candidates must showcase their intelligence, resilience, and talents at manifestation magic. Only the best of the best will go on to become heirs, and will remain as such for a period of five years. During this time, they will be trained under the tutelage of the Council and Provider so as to prepare them for rulership.

    Year 1 - 2
    This is a phase mainly devoted to observation. Heirs are expected to shadow the Council during events and secret rites, learning of the conduct and duties of their elders. One of the first rites they are made to observe involves the mutilation of the next generation Witnesses. (See: Founding Families > Notable Occupations > Witnesses)

    At the same time, Heirs must further hone their skills in manifestation magic under the guidance of both the Council and Architects within their family sphere. They are also to begin learning their chosen language under the instruction of the Provider.

    Year 3 - 4
    Beginning their third year, Heirs will be allowed access to the Council Tower for the first time. Here, they will be introduced to the Viewer and the Council's Grimoire. They typically spend most of their time in the Council Tower, studying about the various histories and cultures of the outside world up until the early 19th century. There are no records of the Beyond past those bygone years.

    A Scourging Event may be held during this period. Heirs will be expected to take on the judge and executioner roles alongside the Council. This also means participating in trials held at the Dining Hall, which would be repurposed for the occasion.

    Year 5 - Current Year
    In this year, some of Grimsby's long-kept secrets are revealed before the Heirs.

    It begins with the Grimoire, the tome that keeps record of all legal curios. Heirs will learn how to inscribe new entries into the Grimoire and may write one of their own before the year's close. At the same time, they will secure a greater understanding of Grimwood's creatures and how to effectively handle them. Weekly sojourns to the village will grant them insight on villager temperaments, management strategies, and the secure transportation of resources to the castle.

    Finally, the Heirs will be introduced to the Tapestry Portal, as well as the labyrinth that lies on the other side.

    Secret Tongue (1987): Scots Gaelic
    Responsibilities: Logistics (Matters of Inheritance), Enforcement of Laws (Judge and Executioner), Manifestation of Complex Curios, Monitoring Outsiders (1987 only), Language Learning, Council Shadowing

  • Architects
    Playable
    Teacher

    The time for innovation has passed, given that Grimsby already holds the curios essential to their survival. Despite this, Architects maintain a vital role in society, fulfilling critical tasks that their superiors lack the time and manpower to undertake.

    These are an Architect's three primary roles:

    Creators
    As creators, Architects are responsible for manifesting whatever the population requires. But unlike the Heirs and the Council above them, their focus is on low-level curios, like household items, fabric, and other trivial things that enhance the daily lives of the Founding Families.

    Audiences are conducted at the repurposed Dining Hall, providing a platform for any individual to present their request. Such occasions are led by at least two Architects, who must ask questions when necessary and keep a record of the proceedings. Afterwards, all Architects convene at Gentle Hall, where they must collectively determine which submissions to accept. Leaders of the previously conducted audience will then assign these approved requests to individual Architects for execution.

    Should an Architect require research material, they need only ask a Council Member for the information they need. In a matter of days, they will receive the handwritten excerpts pertaining to the requested subjects. These excerpts will fade with time.

    Some Blackwoods copy these excerpts covertly before they are lost. These are collected, sorted, and turned into books for their own personal use.

    Conservators
    As conservators, Architects keep the woods clean and safe for everyone. Rounds are done on a weekly basis to ensure that stone paths are unobstructed. Architects may even employ the help of curios to remove fallen trees or clean obscured paths.

    Their role as conservator also extends to curios. Architects are responsible for the safekeeping of items not in public rotation. In addition to this, they track curio ownership and handle any issues of inheritance.

    Collectors
    Whenever curios or hollows require disposal, Architects are typically the ones to do it.

    The first step on any collection job is a consultation with the Council. If there is any pertinent information concerning the target, this will be passed on to the Architects by word of mouth or in the form of a fading note.

    The second step is to seek out the rogue curio based on the intel acquired. If the curio is not dangerous, an Architect may attempt to use it as a seed in a manifestation ritual. Otherwise, its fatal flaw is activated.

    In the absence or failure of a fatal flaw, Architects must lead these undesirables to Hollowgate for immediate confinement.

    Collection jobs are never done alone due to safety considerations.

    In the event an Heir or Council Member can no longer attend to their duties, a replacement will be chosen from the pool of apprentices or Architects based on the following qualifications:
    1. That they are the closest relative; and
    2. That they belong to the same generation as the fallen Heir or Council Member
  • Apprentice-Architects
    Playable
    Student

    An individual who passes the last level of the trials but is not chosen to be an heir has the option to pursue the next best thing: a five-year apprenticeship under the wing of an established architect, after which they themselves may earn that same title.

    Upon entering apprenticeship, individuals have the option to select a mentor from existing Architects, or to seek delegation from the Council. It is unusual for an apprentice to be mentored by someone outside their family, though it is not unheard of.

    Year 1 - 2
    In their first two years, apprentices are expected to join creation and conservation missions with their mentors. For the most part, they will only serve as assistants and will not be expected to do much outside of observation, paperwork, and ritual preparation.

    Year 3 - 4
    By this time, an apprentice should be accustomed to the duties of an Architect and will be entrusted to manifest low-level curios in the presence of a mentor. They will also be allowed to join collections for the first time, and may be instructed to conduct audiences at the Dining Hall.

    Mentors are to evaluate the work of their apprentices during this period, providing guidance when necessary.

    Year 5 - Current Year
    Mentors will take a step back during an apprentice's final year. The reins will now go to the mentees, who are expected to create and conserve independently. Collections, on the other hand, will remain a collaborative effort.

    With the Golden Expedition looming closer, Architects will need any help they can get, especially when it comes to matters of inheritance. For the first time, apprentices must step in and conduct searches and interviews, thereby ensuring all personal curios are accounted for.

    This is also the year that apprentices learn of Grimwood's darker secrets. With their mentors accompanying them for the last time, they will go deeper into the woods and discover things never before encountered. (See: Aberrant Hollows > Shadowkin, Leaflings)

  • Fathoms of the Faith
    Playable
    Teacher

    Every civilisation will have teachers and preachers of religion. Grimsby has both in one. These are the Fathoms of the Faith, individuals with a deep understanding of Scripture and an unwavering devotion to the Hallowed Three.

    Fathoms lead when all seems lost, rekindle when faith dwindles, and instil hope in times of despair. They preach messages to anyone who would hear them, but mostly they are dedicated to teaching the next generation of Founding Families. It is through Scripture and the work of the Fathoms that the status quo is maintained.

    Those with this occupation would have their names preceded with the word "Fathom" (ex. Fathom Gregory)
  • Menders
    Playable
    Non-Student

    While the inhabitants of Grimsby are immune to illness, they are not invulnerable to physical wounds and the failings of the mind. Menders, who are known to ward off the dreaded death and despair, are highly esteemed for that very reason.

    Unknown to most, Menders play a pivotal role in Grimsby's enduring peace. People often turn to them when they feel "ill", a term used when one harbours ill thoughts of Grimsby and its rulers. Such illness is deemed grave should one admit to contemplating escape, for no one can leave Grimsby without dooming their own lives. To even consider the possibility of death is akin to suicidal ideation–something that the Founding Families see as madness.

    But even worse is when one imagines memories they shouldn't and couldn't have: memories of Grimsby's past that would have taken place long before they were even born. What could compel someone to come up with such horrid inventions is anyone's guess.

    In these cases of severe illnesses, Menders must instantly report their discoveries to the Council.
  • Witnesses
    Non-Playable
    Non-Student

    (CW: Mutilation, torture)
    Those with visions of the families' bygone years are made into Witnesses, subjected to a lifetime of servitude for the silent preservation of Grimsby's history. Witnesses undergo castration, are deprived of their tongues, and their eyes are sewn wide open so that they may bear witness to all things and participate in none. Finally, they are covertly fed a curio that further augments their memories.

    This is not an occupation one would willingly choose.

    Witnesses are present in all events. Always, they linger in the shadows: watching, listening, meticulously recording every detail in their elevated minds until–when the time comes–they are transformed into books that inscribe themselves.

    To the Council's library they eventually go, there in that dark space where the unseen librarian dwells.
  • Others
    Playable
    Non-Student

    Some tasks are best relegated to human hands. Carpentry, sewing, and other such ventures remain viable occupations in Grimsby.

    Tradesmen typically use manifested curios as raw materials: in the case of carpenters, this would be manifested wood; in the case of seamstresses, this is manifested fabric. The reasoning behind it is simple: manifesting raw materials in bulk for the subsequent production of individual items is significantly more efficient than manifesting each item individually.

Watch Me Bleed
Tears For Fears

Calendar

Character Age Range
Event
14 - 18
The Trials
15 - 19
Apprenticeship begins
20 - 24
Apprenticeship ends / Council tenure begins
21 - 25
Mating period begins
26 - 30
Mating period ends
39 - 43
Next generation's trials commence
40 - 44
Next generation's heirs are chosen
45 - 49
Current Council are sent on their Expedition* / Current Heirs become the new Council Members

* This will occur prior to the next generation's mating period, meaning they will not get to see their own grandchildren.

Inventory

bloodletter
Bloodletter
All architects, including heirs and council members, always have some kind of Bloodletter on their person. This item, which could take the form of something more covert than a mere blade, is what they use to draw blood during manifestation rituals.

Many inherit their bloodletters from their older relatives, though they can certainly manifest their own bloodletter should they so desire.

Appearance

menswear
Dress
Fashion among the general populace is reminiscent of the early Regency Era, the time during which the town was founded. There may be notable differences–for instance, there seems to be an aversion to too-bright colours and a little less fascination for headwear–but the general silhouette remains the same: chemisettes, empire waistlines, and soft muslin dresses for women; muslin shirts, vests, tailcoats, and cravats for men.

When on official business, the rulers, heirs, and architects of Grimsby don specially tailored cloaks of different colours depending on their station. This is to distinguish them from the general public, but they may also have certain magical properties.

Provider
Black
Council
Maroon
Heir
Scarlet
Architect
Rose Red

a mark of pride
Scars
All practising architects will, inevitably, develop scars as a consequence of the manifestation rites. These are marks of pride, as they signify the continuous sacrifices that they make in worship of the forest.

 
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GRIMOIRE

the grimoire
The Grimoire is a slim leather-bound book where information on all known curios is painstakingly recorded. When opened, the tightly compressed sheets loosen up, revealing thousands upon thousands of crisp yellow pages that may seem limitless at a cursory glance. Despite its deceptively timeworn appearance, the Grimoire is nigh-indestructible. It is invulnerable to the usual hazards, whether it be fire, water, or the mere passage of time. Due to the sensitive nature of the Grimoire's contents, there are only two known volumes, and they are greatly protected with various defence mechanisms.

To find a particular entry in the Grimoire is a simple matter of opening the book and stating your request. If the information exists, the book will flick to the relevant page. Writing on the Grimoire, on the other hand, is a complicated and highly secret procedure. Only Council members are entrusted to do such a task.

Dream
1919

The Four Stages

There are several stages that an Architect must undergo before their curio is added to the Grimoire:

The Proposition Stage
Should an Architect desire to manifest a curio, they must first present themselves to the Council with a written proposal. The requirements deviate depending on the complexity of the curio desired. Simple, low-level curios may consist of a straightforward list of properties, which is then presented to the Council for the second stage. Complex manifestations, on the other hand, require more from the Architect before it can proceed any further.

If the proposal for a complex curio is deemed substantial enough, an interview will be scheduled for a later date. It is during this interview that the Council tests the Architect's knowledge, skills, and state of mind with questions that can at times strike as invasive. The Architect must prove they are of sound mind and that they possess the necessary skills to undergo a manifestation ritual of such difficulty. They must also elaborate on why the curio needs to exist in the first place.

The Approval Stage
A proposal must be unanimously approved by the Council before it is presented to the Provider for final judgement. This stage in the process could take several weeks or months, depending on the complexity of the curio and the proposer's social standing. Low-level curios, for instance, are typically approved within a week due to their uncomplicated nature. Regardless, once the project is sanctioned, the Architect is free to proceed with the ritual whenever they wish.

Some situations arise where proposals are approved but the Architects themselves are deemed ineligible for the task. In this case, another Architect is chosen as replacement. Alternatively, Council Members may opt to take on the task themselves.

The Inspection Stage
After the ritual, the Architect must report back to the Council with their results. Any discrepancies between the proposal and the manifested curio must be noted down. Depending on complexity, the curio will then spend at least a week in quarantine, locked in a tomb and guarded by Hollows. If nothing strange or suspicious is observed during this time, the curio is returned to the Architect.

The Publishing Stage
Finally, it is time for the entry to be added to the Grimoire. In the Council's possession is the master volume, also known as the 'true' Grimoire. Unlike the inferior copy in the hands of the Heirs, the true version can be written on. However, it takes a particular and very secret kind of ink to do so. Whenever a curio passes the inspection stage, the Council reconvenes and pools their blood together in an inkwell. This–the combined blood of Five Founding Families–is the substance used to write on the Grimoire. Whatever is written on the master volume will also appear in the copy. This is a near instantaneous process, though the words may appear faded due to the finite ink.

These are the required steps should one wish to follow Grimsby's laws to the letter. But for those who are a little more impatient or have something to hide, there are other ways. For not all curios are recorded in the Grimoire. If one is careful enough, or resourceful enough, they could live out their entire lives without being punished for their crimes. Some keep their unregistered curios safely hidden away, a great power forever undisclosed. Some are a little more manipulative: participating in politics, bribing those notoriously corrupted Council members, faking the records. It all depends on one's appetite for risk.

However, if one is discovered, it could very well mean their death. Or worse.

Notable Curios
  • NAVIGATION
    Portal Pairs
    As with all curios that break the laws of our natural world, portal pairs are extremely rare due to their complexity. These often take the form of ordinary items that may seem inconspicuous at first glance. A mirror portal, for example, would feel solid, sturdy–a tangible thing with no extraordinary purpose–until a bit of force is applied on its surface. The hard mass gives way to the pressure and becomes viscous and penetrable, thus revealing its true magical nature.

    All portals lead to the labyrinth, a dimension quite unlike our own. (See: Locations > Labyrinth)

    Mirror Portal Pair
    • Status: Unregistered
    • Classification: Curio
    • Creator: Unknown
    • Creation Date: Unknown
    • Fatal Flaw: Unknown
    • Keeper: Grimsworth
    mirror portals
    The first portals to have ever been manifested are a set of ornate mirrors currently in Grimsworth's possession. One is hidden somewhere in the castle, its precise location unknown even to the Founding Families. The castle refuses to take them there even when implored, perhaps because Grimsworth has willed it so. The other mirror-portal is somewhere in the outside world, passed from one house to another as it transports more and more outsiders to Grimsby.

    Both mirrors measure up to about two feet in width and length–a size large enough to crawl through, though not so large as to be hopelessly unwieldy. The frame is a pure silver upon which a twisting pattern of leaves is meticulously embossed.

    Tapestry Portal Pair
    • Status: Unregistered
    • Classification: Curio
    • Creator: Unknown
    • Creation Date: Unknown
    • Fatal Flaw: Unknown
    • Keeper: Wraithbanes (1987 - ), The Council (1802 - 1987)
    Ever since the early 19th century when it was first created, the tapestry had been a centrepiece in the Council Tower, used primarily by members as a secret alternative route to the woods. There, it was cleverly concealed. One of the tombs had been repurposed and locked from the inside so as to keep the tapestry safe. This way, no wandering architect would stumble upon it, and even if one were aware of its general location, the tombs are nigh-indistinguishable from each other that it would be difficult–if not impossible–to find it.

    It was not until the arrival of the outsiders that both tapestries mysteriously disappeared, leading the Council to believe that these incidents are somehow correlated. In truth, one of the tapestries is now in the hands of the Hollows, whereas its pair is somewhere else in the woods, bound to the earth in that dark place sullied by death. The malevolent Roots keep it in place, its long twisting fingers penetrating the fibrous surface.

    The tapestries are about five feet in both width and length and feature an ever-shifting pattern of interwoven worlds. They move ever so imperceptibly, the depictions ranging from a series of inconspicuous landscapes to rivers flowing with blood, trees made entirely from bones, or even mountains dotted with the silhouettes of large, mythical beings.

  • NAVIGATION
    Embereyes
    • Status: Registered
    • Classification: Hollow
    • Creator(s): First Founder Ansel Darkstone
    • Creation Date: 1802 - 1807
    • Fatal Flaw: "Equam noctis extingue favilla", spoken thrice. The Embereye will combust, leaving only dust in its wake.
    • Keeper: Communal (Stables)
    Though Grimsby's population is small, its land is vast and quite treacherous. For this reason, the Founding Families are in need of a reliable method of transport: one that is fast, adaptable, and requires no food or maintenance. Thus, the Embereyes came to be.

    embereye
    Appearance
    Though they are like horses in shape and movement, the Embereyes possess some obvious differences. Most notably eerie are its eyes, or lack thereof. If light is shone on the creature's face, one would find that it is devoid even of sockets. An Embereye is completely hollow within, absent of the muscle and skeleton that should lend it its shape. This is by design. An Embereye's jaw could be pried open until it hangs by the neck, and within is a slot in its mouth where a lantern or other light source could be affixed. This is handy for nightly treks and gives the Hollow its signature glow: a piercing light that spills out of its eyes, nostrils, and mouth.

    The creature's backside also features a flap of skin that, when peeled open, reveals a storage space for one's belongings. There is another similar flap by the horse's side: a fireplace that keeps the horse and its rider warm in cold weather.

    Demeanor
    Embereyes are stoic creatures and are never known to tire, scare, or make trouble. They follow their masters' orders without question or complaint.

    Properties
    • Saddle - The saddle is part of the horse and will mould itself according to the shape of the rider.
    • Stealth - Embereyes do not make noise. They do not neigh, snort, or groan. Even their hooves make little to no sound.
    • Shapeshifting - They possess the ability to shift their body according to the demands of their environment. These are small changes: only enough to lend them the grace and precision to climb steep slopes and cleave through treacherous rivers.
    • Steering - Embereyes are steered in the same way that horses are: by using its reins or commanding it with one's legs. Vocal commands are also possible.

    Quirks
    • Embereyes tend to stare at anyone who comes within their vision. Their hollow eyes follow expectantly, as though waiting for a command.
    • It may take some time for the Embereye saddle to mould itself according to the rider's shape

 
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ABERRANT HOLLOWS

a sacrificial soul
The Forbidden Rite is so dark, so unspeakable, that for centuries only the Provider has had any knowledge of its existence and how it could be successfully performed. It works much in the same way an ordinary manifestation ritual does, with one exception: the seed must be a living human being, alive when buried and alive when the transmutation begins. This is a ritual that not only sacrifices blood, but also sacrifices a soul.

This is the only way to manifest a curio that bleeds true blood and possesses a soul of its own–otherwise referred to as 'true sentience' by the Council. One caveat is that these characteristics are not manifested by default. An architect must evoke them the same way other characteristics are. It is possible for a human seed to bear a curio with neither true sentience nor true blood if an architect has not specifically declared them.

However, there is something that architects have no control over, and it is the simple fact that Hollows produced from the Forbidden Rite (also known as Aberrant Hollows) possess the ability to evolve beyond the creator's original vision. This typically manifests as subtle physical changes, but it is also possible for such Hollows to develop a sentience of their own and acquire the ability to bleed true blood.

His Eyes
Pseudo Echo

Wraithbane
Playable
Student

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

They emerged from the womb of the earth drenched in blood that was not their own, possessing an instinct to speak a language never learned and an understanding of things never before encountered. Most strangely, they are haunted with memories of a former life–a life that had brutally perished before its time. But that is irrelevant. They are no longer the same person, nor even the same creature. For this familiar body comes with unfamiliar powers, as well as a nagging, ever-gnawing instinct for violence. It is an instinct that, when ignored, punishes them with headaches that worsen with time.

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

  • a corrupted form of life
    Roots of all Evil
    Shortly after Grimsby was founded, a strange tree sprouted at the heart of the forest. It grew bigger and bigger, faster than any old tree could have feasibly grown. Its roots sucked all the life that had the misfortune to be within its reach. The grass underneath wilted. The ground dried up. The neighbouring trees began to weaken and rot. And all the birds that dared come too close would never fly again.

    With every fresh kill, its roots became thicker and stronger. Further out it reached, spreading death wherever it went. It was a parasite on a mission, syphoning the power of the woods to keep itself alive. Except the woods would not let itself be defeated. While the residents of Grimsby carried on with their lives unaware, a silent war began between these two forces of nature. For so long, they grappled for control. At first it seemed there would be no clear winner. But with each day the Founding Families avoided the Roots was another day it spent starving and weak. It languished away in its small slice in the woods for years, waiting for someone–or something–foolish enough to finally fall into its trap.

    Patience was all it took, for nearly two centuries later someone foolish did come. The roots seized its chance. With the flesh, blood, and soul of a human victim, its powers stirred anew, and the roots began to grow again, spreading themselves out in search for more. Unbeknownst to the Founding Families, it found a way into the labyrinth, where it lay in wait for its next prey…

    The first outsider to set foot in that other dimension did not make it to the other end. For the roots had taken them back to its nest and buried them alive.
  • a wraithbane's birth
    Rebirth
    From death comes forth life. Or at least, its closest imitation. The first Wraithbane, moulded from the flesh and soul of that unwitting victim from the outside world, emerged from the earth wet with blood that was not its own. It woke up violently, lying supine in a cradle of roots. Its first feeling? An insatiable hunger for violence. For this was its purpose: to seek out human victims and bring them to its maker.

    The hunt commenced. One by one the outsiders, seized by this same inhuman foe, found themselves lost in this dead part of the woods. Here, the Roots buried them alive and transformed them anew. One by one, newborn Wraithbanes emerged from the earth, the same hunger burning in their eyes, the same fantastic power coursing through their freshly-moulded bodies. Their numbers grew. Their desires swelled. More blood. More violence. More death.

    All for the Roots.

    And yet, there is this strange new feeling, a sentience creeping up from the depths of their minds, awakened with every moment spent feigning ordinary lives. With it comes a growing fear: an understanding that, if the Roots catch on, they may just be its next victim.

    They will have to keep this to themselves; ignore the nagging little voice and keep chasing that rush of pleasure when the roots take another innocent soul.

    More violence. More blood. More death.

    That's all there is to this cursed life.
  • Memories From Another Life
    The Wraithbanes are haunted by the memories of those that had been sacrificed to create them. More specifically, they remember the exact moments that transpired immediately before the ritual, as if they had experienced it for themselves. Often these appear in their nightmares and dreams, or in moments of quiet and stillness when nothing else could distract them.

    They also experience memories from another source, the Roots. In these, they see themselves as a growing tree, an entity slowly spreading its roots across the forest, desperately sucking its power and life dry. They see centuries of isolation and survival, as well as a rising, ever-gnawing desire for revenge.

    These are only fragments of memories, not the complete picture. At the end of the day, a Wraithbane is a completely separate individual and will not know everything about their victims or the Roots. There is little hope of discovering beyond what they already know.
  • unavoidable torment
    A Wraithbane's Addiction
    It is only when a Wraithbane ignores its instinctual purpose that it experiences physical pain. It begins with a mild headache: a warning sign. If the Wraithbane persists, the pain will worsen, turning into head-splitting migraines or worse, spreading throughout their entire body. Beyond this the pain may evolve further, adjusting to a Wraithbane's strengths and weaknesses until it becomes too agonising, too unbearable to ignore: the sensation of being burned alive, of being drowned, of being consumed by maggots… The torture will intensify in brutally creative ways until a sacrifice is finally made.

    The moment the Roots are satiated, the torture will cease, and the Wraithbanes will feel an instant rush of pleasure nothing else could possibly replicate. Then, and only then, are they rewarded with some semblance of blissful human normalcy… until the cycle begins once more, and the pain makes its unwanted return.
  • Abilities & Limitations
    Invincibility, Fatal Flaw(s)
    It is clear that the Wraithbanes, despite appearing entirely human, are anything but. For one, the concept of blood is foreign to them. No matter how deep the cut, the scarlet river will not pour. Within them is only the intricate imitation of muscle and bone and all the things that to men are invaluable but to Wraithbanes are not. They can survive the most brutal of mutilations without feeling a twinge of pain. They can have their lifeless hearts torn from their ligaments and still remain standing. The only thing that can kill them is their fatal flaw, whatever that may be.

    A fatal flaw may be a mole on one's hand, the lick of a flame, a string of spoken words, or something else entirely. This, along with its effects, are unique to each Wraithbane. They do not themselves know what their fatal flaws are, or how these will affect them.

    Regeneration
    Bone marrow gives Wraithbanes the ability to regenerate. Adult human bone marrow is the most effective. It can regrow a single limb in mere days, while one sourced from a different animal is likely to take twice the amount of time or longer. Depending on the severity of their injuries, they may need multiple sources to heal completely.

    Other Abilities
    Wraithbanes also possess 1-2 unique abilities. This is up to the player to decide.

  • Appearance
    Appearance-wise, the Wraithbanes are the clones of those that had been sacrificed to manifest them. This means they have no choice but to assume the already established identities of their victims. On one hand, this is a good thing, as it enables them to assimilate easily among the people of Grimsby. Instead of hiding in the shadows, they can operate in plain sight. On the other, because they do not have the memories of the original, it would be very easy to get caught in a lie and incite suspicion. For this reason, the Wraithbanes primarily target the outsiders, especially the new arrivals, as they have not been in Grimsby long enough to form meaningful relationships.
  • an invasion of roots
    The Castle Has Eyes
    Once in a blue moon, they may find an unsigned letter tucked underneath their portal in the woods. These letters typically reveal key information that aids the Wraithbanes in their purpose.

    One of these letters mentions this: "The castle has eyes". Sure enough, every part of the castle is adorned with various statues–whether it be the baleful gargoyles or the classic innocuous bust. This, as well as the castle's clear signs of intelligence, means that the Wraithbanes must take great care to keep a low profile and avoid discovery. If they are otherwise detected, the castle's ability to move walls and stairs could hamper their objectives, or worse, imprison them in an unending maze.

    Luckily, the Roots have spread into the castle. Like termites, it crawls between the walls and floors unseen, only to burst through the eyes of the statues like a blooming flower of veins. A quarter of the castle's statues have been blinded and restricted in this way, leading to multiple dark spots prime for scheming and abducting and traversing through portals unnoticed.

Villager
Playable
Non-Student

The farmer villagers are some of the oldest creatures in Grimsby, supposedly manifested by the First Founders themselves. It is said that they are nothing more than ordinary Hollows: mere mimicries of human form and intelligence, incapable of true depth.

This is a lie, for the villagers are not only one of the oldest creatures, they are among the earliest Aberrant Hollows, capable of thought and complexity and evolution. They are a people. A civilisation. A secret to which only the Provider is privy. To this day, the villagers' sacrificial sources are unknown.

Change, that terrible word. These Aberrant Hollows are the embodiment of what the Founding Families fear; and should the truth come to light, it is bound to cause panic. The villagers are seen as a threat, an insidious tumour that the Provider has ignored for far too long. But purging these Aberrants would not be an easy task. Not only are they immortal with no known fatal flaw, they guard Grimsby's precious resources and hold dangerous abilities. Worse still, they can be aggressive and fiercely territorial over their space.

It is lucky that the villagers do not ask for much. In return for their services, they only require small comforts here and there: better clothes, better homes, a share of the crops they reap. For the moment, they are infertile, bloodless, and perfectly content with their lives. But who is to say this will last? There is always change–that terrible word–and Aberrants are ever-prone to changing.

Relationship with Grimsworth
Like the Founding Families, the villagers consider Grimsworth a deity. So deep is their respect that they have erected an altar in his honour.

Relationship with the Council
Council Members are the select few authorised to enter the Village, and only for the sole purpose of collecting provisions. Inevitably, it is during these trips that they sense something amiss about the villagers, some strange secret long withheld. But it remains an unspoken hunch, a suspicion they choose to ignore. Only a fool would dare question the Provider's integrity, after all.

Abilities & Limitations
Unique to each character; player choice

Leafling
Playable
Non-Student

Like many creatures of Grimwood, the Leaflings are difficult to classify. There is no telling who or what brought them into existence: are they natural beasts of the forest? Are they Aberrant Hollows? They lived relatively peaceful lives, caring for the trees and the little plants and manifesting their own dreamlike creatures into existence. But when they were discovered in 1858, the Provider deemed them Aberrants and sent the Council Members to exterminate them. The creatures were so harmless they did not think to fight back.

The mission was thought a success, for no more of the Leaflings could be found. Little did the Council know, the Leaflings simply evolved, becoming adept at concealing themselves. They haunt the trees of Grimwood to this day; but with their dwindling numbers, they have become a fractured people on the brink of extinction.

a leafling in 1987
Fear has ruled the Leaflings since then. They have withdrawn into the womb of the woods, making their home among the canopies. No longer do they venture out of their territory. No longer do they truly live. In sleep and in waking life, they are plagued with nightmares, so that their manifestations come out as wretched creatures of disease and rot and despair. Now they are forced to rely on their old curios to keep them safe; for greater, evil threats have made themselves known.

Grimwood is not what it used to be, but the Leaflings have changed too. Once ethereal woodland beings adorned with sweet flowers and sturdy branches, they are now frail and wilting away. Rot seeps from their scabbed, woody skin–an inky, viscous substance with no discernible source.

Abilities & Limitations
Camouflaging, Manifestation Magic (Corrupted)

Witherwight
Playable
Non-Student

witherwight
The Founding Family Scripture warns of the notorious Witherwights, the wretched victims of the Scourging that are said to return from the Beyond without their Ambulators. (See: Founding Families > Notable Events > The Scourging) Stuck between life and death, they wander the woods aimlessly in a perpetual state of decay, seeking memories of a life that is forever lost to them. It is a story told to children to scare them away from the woods, though many grow up believing it is nothing more than a simple fable.

But those with frequent errands in Grimwood would know that the Witherwights are very much real. Every year, they seem to increase in number, with each one looking more intact and more alive than the last. Some of them even remember fragments of their past. Some of them don't look much like a Witherwight at all.

The Architects and the Council do not know what to make of this phenomenon, but the Provider merely tells them this: to set every Witherwight on fire–to burn them, burn them, until only their bones are left behind.

Abilities & Limitations
Manifestation Magic

No One Lives Forever
Oingo Boingo

Shadowkin
Playable
Non-Student

The Shadowkin are people descended from the Founding Families. For reasons now lost to time, they had forsaken their people, hoping to start a civilisation of their own. Little did they know, this would be to their detriment; for the Council had dispatched dangerous Hollows to track them down, forcing the deserters to seek refuge in the mountains.

Deeper and deeper into the mountains they delved, darkness pressing in on them, illusions haunting them. They starved. They grew desperate. Madness crept into their minds and their hearts. Some of them started to consume each other. Others consumed themselves. But when one Shadowkin ate a curio for the first time, something quite unexpected happened.
transformed shadowkin

They gained power.

Soon, all of the Shadowkin were consuming curios. Only, this didn't always lead to great abilities. At times, they caused death. At others, they caused great ailments, resulting in as much weakness as they did power. It was an unpredictable art, but it was a risk they were willing to make.

The hunted became the hunters. With their new mutations, they sought out Hollows and tore them apart, limb by limb, and consumed them. They gorged themselves and mutated, again and again and again, until they could scarcely be called human. They stopped bleeding. They stopped creating. Now they only knew destruction.

The Council came up with a strategy they believed would abolish these abominations once and for all. Hollows were dispatched to the mountains for the last time, but these were unlike the ones that came before. As usual, the Shadowkin consumed them. Unusually, the Hollows set them aflame from within. Screaming, the Shadowkin retreated to the dark depths of the mountains, whereupon the Council presumed them dead. Too soon.

With time, the Shadowkin regained their strength, though their many wounds have yet to forget the scorching lick of flame. Nowadays, they hide from the sun and run from the sight of fire. They travel in packs under the cover of night, hunting for the curios they no longer remember how to make.

And though they are not Aberrant Hollows in the strictest sense, they may as well be, for the Shadowkin are certainly not human anymore.

Appearance
No two Shadowkin are alike in terms of appearance. They exhibit only the qualities of the curios they consume, which may occasionally extend to their physical traits. This also means that they change with every new curio eaten.

Shadowkin children, on the other hand, come out of the womb looking indistinguishable from regular humans. It is only when they start consuming curios that their appearance begins to change.

Abilities & Limitations
Unique to each character; player choice.
1-2 abilities only, paired with a similar amount of highly debilitating weakness/consequence/fatal flaw. Newly consumed curios override previous ability/abilities.

 
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THE OUTSIDERS

At a time of great despair, the outsiders encountered an individual who claimed to know of a school for magic learning: a secret place where one might find a way to recover what they had lost, or to realise a dream long desired. A mirror was entrusted to them–a mirror that, at first, seemed entirely unremarkable. These were the individual's parting words: follow the crow at all costs.

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

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

And so into the mirror-portal they went.

Romeo's Distress
Milwaukie

The Mysterious Grimsworth

The circumstances surrounding their encounter with the mysterious man vary. In fact, the very identity of this person also changes depending on who you ask. Some say they were visited by none other than Grimsworth himself; others say it was an old woman they had randomly met at the street; still others swear that it was someone they had known awhile, like a good friend or a trusted mentor. Whoever it was, they had a presence most suited to the outsider's personality, a charismatic figure they could easily trust and confide in. Little do they know these identities are mere fabrications–all faces of the same shapeshifting creature called Grimsworth.

Through the Mirror Portal

follow the crow
Upon entering the mirror portal, the outsiders find themselves transported to what seems to be a dark room replete with identical mirrors. It soon dawns on them that following the crow is a lot harder than anticipated. This is no ordinary funhouse, after all, but rather a labyrinth conquered by inexplicable illusions. Beyond the mirrors, just out of reach, are the disembodied voices and fleeting manifestations of their deepest and darkest desires. They beckon the outsiders, tempting them to stray from the crow's trail. Those who pay no heed to these illusions eventually find their way to the other mirror, on the other side of which the castle awaits. For those few who wander too close to the spectres, however, a sinister fate at the hands of malevolent roots befalls them instead.

Into the Castle
into the castle

The survivors arrive in an empty room, only to find that the crow is still forging ahead. They leave the mirror behind, unaware that as they go through one hallway and the next, they could never again retrace their steps and find their way back. Soon, they may run into others like them, and just as they begin to discover the truth of their situation, the crow escapes through one of the arched windows and disappears into the mist.
 
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STUDENT PACKAGE

Unlike renowned schools with years of excellence to boast of, Grimsworth University is but a secret, fledgling school with zero accolades and about a hundred unconventional approaches to education. But gradually, it is beginning to shape up to be an institution worth attending... if you happen to be one of the few invited, that is.

Invincible
Pat Benatar

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

Logic | Research | Self Defence* | Scripture**

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

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

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

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

Lessons in Magic
Grimsworth primarily teaches these classes, but he may call upon Founding Family Architects to conduct lessons as well.

Focus and Meditation | Visualisation | Magic Theory | In Practicum

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

 
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