Witches of Windlewick: Buckwild Moon - Thursday August 11th @ 2pm to 5pm Central

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Diana

LOOK HOW CALM SHE IS
Original poster
ADMINISTRATOR
MYTHICAL MEMBER
Invitation Status
  1. Not accepting invites at this time
Posting Speed
  1. 1-3 posts per week
  2. Slow As Molasses
Online Availability
10AM - 10PM Daily
Writing Levels
  1. Adaptable
Preferred Character Gender
  1. Female
Genres
Romance, Supernatural, Fantasy, Thriller, Space Exploration, Slice of Life

WITCHES OF WINDLEWICK

Welcome to the Windlewick College of Witchcraft! ...notorious party school. Look, they know they don't have the best of reputations, but what can you expect from an American college? At least they can boast a top tier education if you happen to be studying familiars, alchemy, and enchanting.

It's the beautiful summer BUCKWILD MOON - the biggest moon of the summer season and perfect for all of your special spell casting needs. If you are a studious witch or wizard you will participate in the coven's official bonfire circle directly on the campus grounds. There's nonalcoholic punch!

Oh who are we kidding. You're probably going to go out into the "Woods of Woe" where the real party is. Look, we're not saying the summoning circle we're setting up isn't against the law, but if you tell anybody, you're dead.


EVENT INFO


WHO: Everyone is invited! Character Bios/Pics are not required, but totally encouraged! Post 'em if you got 'em.

WHAT: This is the "Windlewick" universe of charp series! Same universe but you don't have to be from the last one or play the same characters unless you want to. It's a modern setting where magic and supernatural is unknown to most of the world. You are most likely a witch or some sort of magical creature. You might be here for the ball, you might be here to study or teach, you might be here to buy some mushrooms. The sky is the limit?

WHERE: Join us in the WITCHES OF WINDLEWICK chat room. You'll find the link to our chats in the CHAT tab when it's time to play.

HOW: This is a ACTION SETTING WITH IMPROVISATIONAL GAME MASTERING. That means the object of this roleplay is to interact with other characters, and from those interactions I will create a plot and story around you. There will be action moments, where strange events will happen and your characters will have to work together to resolve it. With this ChaRP "lol random" behaviors are discouraged -- what your character says and does will have in game consequences, so choose wisely!

My roleplays are always NEWBIE FRIENDLY so even if you are terrible at roleplay or have never participated in a ChaRP before, this will be easy for you to get involved in. :D Ask questions, let me know when you need help. I often give tips and direction out of character in the main chat room when people need a little direction.



EASY CHARP TIPS!


Try to show up a good 10 to 15 minutes before the ChaRP is to begin. That way you can read up on any important info, and it makes it easier for your GM to know how to start off the ChaRP when there's a head count.

Don't worry if another player is doing something similar to your idea. DO IT ANYWAY! Similarities and things in common happen in real life too. Everyone also plays differently, so two characters who are both "sweet and shy" will still end up being totally unique people. Two assassins could create a fun and interesting conflict!

Talking to other players about their character before the roleplay is a GREAT way to create connections and background for your own!

Post SHORT AND FAST. Charps are very quick pace and contain a LOT of players. Players can't wait 20 minutes for you to write a wall of text, and if there's too much text they won't be able to read it fast enough and will MISS details. If it takes you longer than two minutes to type your post, you are taking too long and might get lost in the action. This is an exercise in quick and concise writing!

Make sure your character name is mentioned in every post, close to the start of it if possible. This is especially helpful when there's many players, so we know who is playing what character.

Like in Real Life, a character may not be able to acknowledge or notice your character immediately because they are engaged in doing something else. (For example a new character walking in to the room, but the other characters arguing about muffins and do not see them.) Don't get discouraged if you go can't get someone to interact with you right away. Just keep posting and doing actions with your character, or even approach others who also seem to be idle and it WILL happen.

Do not take events in the roleplay personally or assume that bad reactions are because they think you/your character sucks. Everyone is playing a character and reacting to things as their character would!
 
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Attributes
x_x1eUn1yXYo6KT82C3Xv_Uta_E3WVRHLSwcG_REWb-qVocnvwr5KDFqcEbLku9tGDM2fJp5j0c_bcXADWAVkZuWQ3qSCv6HzQ-Ezpc-TX8ye6rngiLwpzphrznBBeRscKv1zRIYWXVPBehM3hCGRQQ

Name: The Sacrabold
Age: Indeterminate
Race: Kobold (cryptid, familiar)
Sexual Orientation: Indiscriminate between instances beyond a theoretical reproduction capacity.
Average Height: ~3’2”
Average Weight: ~40 lbs
Body Type: Very muscular, Tends mesomorph when female, endomorph when male.
Eye Color: Amber
Scale color: Byzantium purple with dark gray spots
Description
This kobold, for whom particular is used loosely, is largely defined by the roughly consistent appearance taken wherever a particular instance of them is seen. The very hard bone plate covers most of the head and part of the muzzle. Two flesh covered horns curl up behind and above the head though the ear fins are pliable and movable. Hard scales as well run all the way from his snout down to the tip of the tail. As a kobold they have several traits one would consider a throwback to a previous age: a mouth entirely full of sharp teeth and a four fingered hand. Unlike some of the modern kobolds with hybridized characteristics many have no strong evidence of gender between instances as both present largely the same. Only a slightly larger bone plate on the head and obvious equipment differences make the difference evident at all in many instances. One commonality to all instances is that they have a symbol of two torches crossing a key on some portion of their bodies, the symbol of Hecate.​
Personality
What makes an individual of this kobold is something subjective. They are all pleasant, mild mannered, and have a certain innate sense of decorum common to court servants of a former age. They’re well spoken if overly formal but lack any apparent awareness of intimidation. If they make violent threats they’re often very polite things and terrifyingly placid promises. They lack any real sense of shame outside of what would be conventionally illegal, as that would be unbecoming of a servant, and often apologize for bleeding before another instance wanders their way in. The things they know are dependent on whether they’ve been following a particular group as a particular nickname regardless of which individual is currently doing that. Even to the point that all their memories and scars are invariably correct in short order. They are either incapable or unwilling to acknowledge each other exist, even if forcibly restrained, beyond a strange unconscious passing of tools and belongings when they retrieve or pick up belongings from dead instances. They then respond to that name with all the personality those memories entail.​
Brief History
There are kobolds that are considered lucky because fate seems to deign that a particular pillar of a collapsing building gives them just enough room to survive. Others because cars seem to miss them by inches repeatedly. Otherwise known as ‘scaled cockroaches’ to many. The Sacrabold is something from the other side of that looking glass and something of a cryptid to the kobolds. As they’re unable to perceive the situation they’re in they are utterly incapable of answering questions about it. So while kobolds might know there are Sacrabold instances near, even if they have been for decades, they don’t know any more than the mages do. While they’re a frustrating footnote in the rare textbook on cryptids that acknowledges them, they've been lucky enough that no such studies with them as a subject ever seem to get traction.​
Goals
The larger goals of sacrabold can depend on the instance in question but in general to live, to serve, and to reproduce. They have a strong affinity for finding a master and have various preferences for the species thereof. Whether this informs their origin the Sacrabold have no ability to discern as that would require being aware of other instances.​

Quantum Immortality
Every Sacrabold born is the same underlying individual wearing an identity like a scale-suit. While individual instances die, injure, or sicken like every other kobold they seem to be aware when a ‘hole’ has been left in one of their subjective identities. Even to the point of healing by simply replacing themselves and denying that such a transition ever took place as there’s clearly only one [nickname] that’s their current age right now. As the other clearly walks away toward first aid now ignorant of anything they once knew except for the now of being injured. They still breed as normal kobolds do though more indiscriminately with anything their reproductive opposite even if they prefer and can only reproduce with kobolds. Their eggs among kobolds produce either complete non-hybrids from a healthy indeterminate source, compared to their more primitive features, or produce new exact copies from dark purple eggs that simply get up and walk away as soon as they can speak full sentences. As they’re unable to perceive each other, even indirectly, a brood between instances doesn’t appear to be possible even if both are different genders. Even if magically interrogated the memories of such a death and handoff may be utterly incongruent with reality, removing the handoff entirely, but there is nothing underneath them. Even to the point of slowly appearing nickname-consistent tattoos and scars as time goes on.​
Heavy scale
Their head is particularly dense bone regardless of which gender they are at the moment. Much the same for the thick scale going from snout, down the spine, to their tail. The back of their hands to the forearm has much the same and their thick four fingered hand can take quite a bit of punishment.​
Strange Pockets
Sacrabold always has in its pockets what the nickname was carrying in their clothing unless something collapses the state by observing the pockets of the dead body before a handoff occurs. If that something’s location is tracked the location moves to the new instance’s pocket at handoff. This is always a fairly short distance. Should they remove and/or replace the clothing or container this still applies unless they remove the objects themselves or the object is observable. If unable to find or navigate to a dead instance to make the handoff, frequently caused by burial, if someone who directly knew the dead instance and their nickname calls it to one the handoff may immediately occur as long as the body’s possessions haven’t been observed. This causes as much revision of the nickname’s personal history as needed to be a plausible memory of getting to the current point and deny any and all inconsistencies to an absolute fault. If not unbound, an unbound sacrabold may arrive to occupy the nickname they came from before taking the handoff.​
Spellslinger Familiar
Familiars are strange creatures that one can summon from the ether if one knows how to ask. An instance of Sacrabold happens to be one of those creatures but not from the ether. Though with the lucky turn of fate that seems to avoid knowledge of its existence there are few mages that can find on purpose where such a ritual is contained except by accident. A Sacrabold certainly could not tell one where such a document might be with the greatest of certainty that they are the only spellslinger. If a familiar, they immediately set out to build a rifle from nearby parts upon summoning and no two seem to be similar enough to compare designs. Reaching out and touching enemies with spells at 900 m/s as long as they have ammunition. The gun always fits into their pockets regardless of its length as long as they have a container its width could fit into. If the master is ever killed the gun either ceases to exist in their pockets and memory or falls apart, useless.​
 
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