"There is power in numbers and there is power in unity." — Dr. Martin Luther King, Jr.
In the town of North Bennington lies a little hill. On top of that hill lies a little district, much a miniature town of its own. This little plot of land is called Shipden Peak. With a small selection of shops, some living quarters and more land than houses, Shipden Peak is a wonderful place to settle down. There runs a little river down into a freshwater pond. To its north lies a thick forest, often covered in mist.
Shipden Peak is home to a witch coven.
Although the days of witch hunts are long past us, life isn't roses. While the upcoming election is threatening the witches with a potential anti-witch politician claiming the title of president, unrest is stirring in the corners of the world. A rise in threats has been detected - unnatural beings such as undead creatures, magical beasts, and other supernatural causes pull media attention and feed directly into an anti-witch campaign.
News report a rise in witch registrations, a rise in magical phenomenons, and - in some parts of the US - unusual weather situations.
Whether you have been a part of the Shipden Coven since birth or only joined recently, you are in fact now a witch of Shipden Peak.
"Get your ticket to the freak show, baby. Step right up to watch the freak go crazy." — Demi Lovato
Hello, newcomers!
I am delighted to see you found your way to my little roleplay. Please don't feel overwhelmed by the information at your disposal. Take a look around, peek into hiders, and when you're ready, leave a sign of interest. You don't have to read all of the information presented to you at once. I suggest you move ahead as follows:
1 - Read the Introduction if you haven't already 2 - Have a look at the Schools Of Magic 3 - Peek at the Act description 4 - Skim some of the Character Sheets in the Char tab
From this information, you should have a solid idea of whether this RP piques your interest or not. If it does, you're welcome to join our Discord Server. From here on, you may want to take a look at the Rules and the section on Character Creation especially. Another place of interest would be the section on the Universe Lore.
If you have any questions, always refer to the given information in the OOC first. Otherwise, I am more than happy to help you out and provide assistance wherever you might want it.
Rules ensure everything works smoothly. Respect them. You will be removed if you break them.
Rules for before and during the application process, including rules on character creation.
General
Before applying, make sure you read all the rules and information from the first OOC post.
Use the provided CS template for character creation, fill out all required information.
Use a unique color code for your CS (one not yet in-use). Please avoid colors that are a strain on the eye (like vibrant red). The color you choose for your CS will also be your character's dialogue color in the RP.
Choose an appropriate faceclaim. Faceclaims must be real-life images (no drawing, anime, etc.). A gif is preferred.
Post the CS in the OOC for review.
Once the CS is posted, do NOT perform changes without GM approval. I don't want to go back and re-read the sheet to see if I missed any information you added. Just let me know what you wanna change.
The GM can refuse your character for any reason and any decision on this is final.
Once approved, move your CS to the Char tab and put it into a hider. Please give the hider the character's name.
A relation sheet may be provided. If so, the relation sheet must be filled out and added beneath the CS in the Char tab into its own hider.
Character Creation - Limits
Your fist character must be a Shipden Peak member and can not be antagonistic. (Corruption arcs may be possible.)
Please make your Shipden Peak "hero" between the ages of 23 and 37.
Maximum of 2 characters per player, so choose wisely
You may make a villainous (side) character/an antagonist ONLY as a secondary character (note: villains and antagonists do not have a "right" to post, the GM and you will decide together when it fits to have them show up/interact with PCs or NPCs; an antagonist might pop up and reappear later). Your antagonist may be human, witch, or other.
No character can be a broody loner; you may have it be part of the character's traits but essentially, I need you to make a character that will want to engage with others on some level.
[center][h2]First Name + Last Name[/h2][/center] [center][Img]pls use a real FC here[/img][/center] [center][i][color=EFD7AD]"Character quote"[/color][/i][/center] [color=gray][center]Trait 1. Trait 2. Trait 3. [/center] [color=EFD7AD][h2]Basic Information[/h2][/color] [list][*][color=EFD7AD][b]Name:[/b][/color] full name please, add nicknames if wanted [*][color=EFD7AD][b]Gender[/b][/color] gender, you may add "cis/trans" if you want to [*][color=EFD7AD][b]Age:[/b][/color] age [*][color=EFD7AD][b]Sexual Orientation:[/b][/color] how you roll? [*][color=EFD7AD][b]College Degree:[/b][/color] if any
[*][color=EFD7AD][b]Languages:[/b][/color] must speak English, may speak other languages as well [*][color=EFD7AD][b]Notable Skills:[/b][/color] explain those with your history later if needed [/list]
[color=EFD7AD][h2]Magical Abilities[/h2][/color] [color=EFD7AD][b]Years of Magical Education:[/b][/color] note: in the US you only start magical education earliest with 12 [color=EFD7AD][b]Schools of Magic:[/b][/color] you may choose up to 3
[color=EFD7AD][b]School of Magic[/b][/color] (put your skill level here, 10 is the highest you may choose) [list][*][color=EFD7AD]Name of the ability[/color] Describe how the ability works for your character. Additionally, you may describe how this ability looks like if higher advanced casters used it. Please add the restrictions to this ability. (e.g. "target must be in sight" or "requires concentration" or "can be undone by xy"). This does not need to be extensive. If you are unsure, we will figure it out down the line in RP. [/list] [list] [*][color=EFD7AD]Name of Ability[/color] Same as above. You may add more abilities than 2. [/list]
[color=EFD7AD][b]School of Magic[/b][/color] (skill level) [list][*][color=EFD7AD]Name of ability[/color] Description. [/list] [list] [*][color=EFD7AD]Name of ability[/color] Description. [/list]
[color=EFD7AD][h2]Personality[/h2][/color] [list] [*][color=EFD7AD]Trait 1[/color] You must choose at least 3 personality traits of your character you wanna share in the CS. You may choose to share more.[/list] [list] [*][color=EFD7AD]Trait 2[/color] Write a short description how this looks like for your character[/list] [list] [*][color=EFD7AD]Trait 3[/color] Write a short description how this looks like for your character[/list]
[color=EFD7AD][h2]History[/h2][/color]Write at least 3 paragraphs for your character's history. This must include upbringing, where they've lived most of their lives, and what they've done so far (roughly, details not necessary). Include how/why they ended up joining Shipden Peak.
[/color]
Rules for posting in the IC section.
General Restrictions & Rules
The world and the NPCs are controlled by the GM unless stated otherwise. Whatever the GM says, it happens.
Any and all player vs. player action must be discussed with each involved player (including the GM for NPCs) beforehand. This includes but isn't limited to physical attacks, theft, sabotage, behind-the-back talking/gossip, and insults.
The GM must be informed beforehand if any PvP scenes fall into "middle-major" categories. (Ex.: Char A steals the wallet of Char B - minor. Char A traps Char B in a closet for 10 minutes - minor. Char A attacks Char B with ice mist to start a fight - middle. Char A sabotages Char B's car to cause an accident on the main road - major.) -- I do not expect much PvP but follow this concept. If you aren't sure if an action is minor or not, let the GM know with a quick note.
If you feel uncomfortable with a scene at any moment, talk to the GM.
No racial slurs. You can write someone who is racist without the use of those.
Nudity must be kept to a minimum. (You may describe in a sentence how your character takes a shower, you may not write an entire paragraph on how they get dressed/undressed.)
Please put any sexual interactions past kissing where it belongs: fade to black and continue in PMs.
These topics are strictly off limits: Sexual abuse, drug abuse, self-harm, and excessive alcohol use.
Voilence can occur. No need to hold back. But please don't make a slasher movie scene for no particular reason.
In Every Post
Before posting, you must have read all previous posts. People are reading your posts. Spread the love and joy, read theirs!
You may not copy something from someone else's post and add it to your own. This includes dialogue.
Generally, each post should consist of two well-developed paragraphs.
Any post must be related to events stated in prior posts, include a reaction to all PCs present in the scene, and further the plot/scene. No "empty" reaction posts. Your post must add something new.
In addition to this, try to apply Chekhov's Gun to your writing: Details should provide a purpose and be relevant to the story. So if you write about something for an entire paragraph or more, make sure it is relevant information.
Each character post should begin with the provided heading.
Please use color code for your character's dialogue.
Posting Order & Organization
You are required to read every CS in the Char tab.
You are encouraged to post once every 7 days. You must post once every 14 days. Once your last post on the RP reads as 14 days ago, you will receive a warning. The second time this happens, you will be removed from the RP.
Once your last post on the RP reads as 14 days ago, you will be skipped so the RP can continue.
If you need an extension for posting or you're struggling to come up with a post - please reach out to the GM. There will be a solution.
You may not add or subtract any information or content from your post without GM approval.
Whenever PCs interact with each other, there will be a posting order for that group of characters. This is to ensure every character gets a word in, sometimes some players have more time than others. This should not result in two players posting back-and-forth while the third player is absent.
If you're in a quick back-and-forth scene with other PCs, consider writing a collab post.
If you notice that the collab is getting a little long, consider splitting it in two instead of posting an entire book.
Additionally, you must have a minimum of 2 posts between your last before posting again.
How To Be A Decent Human Being 101
Etiquette
Follow the rules of the guild - duh!
Be absolutely brilliant to each other! Treat everyone like a friend: with kindness, understanding, empathy, and some patience. I will not tolerate unkind behavior OOC.
If another player reaches out to you about the RP, have the decency to reply.
Please come to me when you start to feel uncomfortable with something. You do not need to wait for a "problem" to occur first. Let me know when something feels off.
If a problem with another player occurs, talk to the GM or a co-GM.
You may disagree with my or the Co-GM's decision or interpretation of things but you will have to stay civil and accept our ruling nonetheless.
Miscellanious rules? Why, yes.
Other
Rules and character sheet will be added to and changed as need be depending on problems or points that come up.
The Co-GM's ruling is to be followed. (Please don't "wait for the GM" if a Co-GM has already given you your answer.)
Ideas for sub-plots, main plots, character arcs, etc. are all very welcome. I especially encourage you to PM me if you feel a certain story arc or sub-plot is opening up/establishing for your character and their character development.
Before asking a question directly to the GM, please check the Q&A for an answer and the according section (ex. check the Application rules for questions about applications). If you can't find a satisfying answer after skimming, ask away!
If you see someone ask a question that you feel was answered by the GM previously, please point them towards that answer or paraphrase it for them.
All rules also apply to the discord server for this RP.
"The whole world is a stage." — Shakespeare or something
It's been three hundred years since the Salem Accord sealed witches fates and wild magic seemingly ceased to exist.
Now, reports of wild magic occurrences are resurfacing and disrupting the peace and harmony of society. Unrest is settling into the bones of the people as weather phenomenons rip through the states and long-forgotten beasts reappear.
With the sentiment on witches shifting and the country on the best path to another civil war, presidential candidate Emil Pearson edges humanity to "stay strong" in these trying times. Utilizing the growing trepidation of many citizens, Pearson is eager to win the election by any means necessary.
Meanwhile, witches see themselves met with difficult choices. Should they rebel and protest? Or upkeep a harmless neighborly image? In tense times such as these, the act of one witch may seal the fate of many. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
(This section will be updated as the Act unfolds.)
There are eight recognized schools of magic. Every witch theoretically has access to all eight of those schools. Usually, witches tend to show an affinity for one school and pursue that one as their main study of magic. It is most common to take on a secondary school of magic. Many witches also pick a third school to dabble in, this one is most often underdeveloped in comparison to the other two. A natural affinity for a school can't be forced or undone. A witch is born with their affinity and may try to either strengthen it or weaken it - weakening often leads to health problems down the line as the magic inside one is a force hard to keep at bay.
Abjuration The School of Abjuration emphasizes magic that blocks, banishes, or protects. Casters of this school may end harmful effects, protect the weak, banish evil influences or heal living creatures. Extremely proficient and skilled castes are called abjurers and might be called upon when important locations need guarding against spying and when portals to other planes of existence must be closed.
Conjuration As a conjurer, you produce objects and creatures seemingly out of thin air. In reality, you have created a connection to a certain space in reality or (as an advanced conjurer) created a pocket dimension that allows you to conjure objects and creatures from it that have previously been stored there. You may learn the skill to teleport yourself and others.
Divination Divination magic concentrates on de-riddling the past, present and future. As a diviner, you strive to part the veil of time and space and try to tap into moments in time with your consciousness. Areas of expertise include spells of discernment, remote viewing, and foresight.
Enchantment This magical ability is all about entrancing and beguiling your target. You may be able to hypnotize, enthrill, control and create emotions.
Evocation This school of magic describes the control of one or more elements including water, earth, fire, air as well as light and darkness. You may as well seek control of the weather, making use of your powers to create bitter cold, intense heat, rainy clouds, stormy nights, etc.
Illusion With illusions, you may dazzle the senses, befuddle the mind and play tricks on even the wisest of people. Illusion is usually a subtle form of magic but can be used for great scenes and grand entrances (or exits) just as much. This school of magic is especially versatile.
Necromancy You explore the forces of life and death, you tap into the world of spirits, ghosts and souls. A necromancer may alter and adjust the energy known as life force and contact beings on the other side of the veil. Necromancers may specialize in raising the dead, creating undead creatures, or altering the life force by causing sickness, pain, and creating poison.
Transmutation This school of magic focuses on modifying energy and matter. To casters of this school, the world is barely in a fixed state. Everything is always in transmutation - figuratively, at least. You are able to transform physical matter such as objects. You may also specialize in a sub-category of this school of magic, such as Amalgamation, becoming an Animagus, or changing the state of matter.
Starting Point For young witches, starting to study their magic is often one of the most exciting moments in their lives. Over hundreds of years, studying magic has assumed many looks and systems. But the one in place for the last 150-odd years in the US resembles the human school system as closely as possible. According to current US law, witches must pursue a professional, magical education for a minimum of 3 years. To enlist into a school of magic they must be at least 12 years old. By the age of 18 - entering legal adulthood -, a witch must have had at least 3 years of magical education.
This has caused some problems for the witch community. Next to being unable to provide any magical education for ambitious young witches or those who struggle to control their powers outside of parenting, witches are met with witches who enlist in school at various ages. A witch may start school at the age of 12 or at the age of 15. Now, teaching a group of 12-year-olds is quite different from a group of 15-year-olds. Any and every magic school within the US is a boarding school. A witch can decide not to live at school if they have a legal guardian they can stay with close by.
Due to the differences in when witches enter school, every boarding school has a different set of rules. Most schools only accept students ages twelve/thirteen for starting courses and encourage students to stay in school at least until they turn eighteen. This would give them an education of six to seven years. This is considered the standard in the US. However, for those that have a late start, the US offers few boarding schools that allow admission into starter courses at a later age and specialize in teaching mixed-age classes.
Just like human schools, magic schools come with different rules and expectations. Some may enforce a student uniform, in this case often the colors of the different tracks are used on uniforms.
Teachers Any witch that may want to work at teaching young witches magic and become an educator is required to go through the mundane process of becoming a teacher. That is to say, a teacher for regular non-magical education. Additionally to this, a witch must have an education in magic of at least 8 years to qualify as a legal magical educator according to US law.
Teachers are not allowed to accept any money or gifts from students, parents, students' family members or other people that might want to endorse them. Teachers receive their income through the state. Hiring private teachers is forbidden by law unless specifically requested and approved by the state for special needs students. Naturally, teachers are scarce. This leads to many schools continuously struggling against closing some schools of magic for education.
Extended Study Most schools of magic offer a minimum of 10 years of magical education with students needing to excel at studies to continue after 6 years and again after 8 years. With the legal restriction to a maximum of 10 years of study lifted, some schools have started to offer various forms of further education. Namely, one may stay another two years in school after officially graduating to pursue further study in a minor. Another form of further education offered by some schools sees students taking on the role of teacher assistant for their main track of magic. Those schools that double as research and scientific facilities for magic may offer students a continued study as assistants in those areas.
Graduation After graduating and leaving school, witches may pursue a career or a college degree like any other human would. To work in a field, witches are held to the same standards and legal processes as humans. Even though a witch may have studied healing magic for 10 years, they would be required to have a medical degree on top of it.
When applying for college, jobs or otherwise a witch is not required to disclose they're a witch.
Part of witch culture and knowledge is the connection to different realms, planes, pocket dimensions, or otherwise. Throughout history, witches have been accused of having an innate connection to - or even being born from - hell. This, of course, is untrue. There are, however, other realms the witches do have access to. The most common being The Veil.
Witches have always had a different connection to death than humans. It is known that beyond the world of the living, there is a world of the dead. This world is shielded by a figurative wall called The Veil. Powerful Necromancers may have the ability to lift said veil to commune with the dead. Souls, spirits, and ghosts reside beyond that veil. This realm is none that the living can enter. Once a soul has passed through the veil, it is extremely difficult to retrieve it again, and witches generally do not attempt to.
Advanced Conjurers may "banish" or "hold" creatures in a sort of pocket dimension they've spent time creating and expanding bit-by-bit. Those pocket dimensions would start out as a small space fit for a single bug. The Conjurer would then practice pushing a bug into the pocket dimension and attempt to call upon it to pull it back out. Once mastered, they'd move up a size or try multiple bugs. This way the pocket dimension gets larger over time and the connection the Conjurer has to it strengthens.
Advanced Conjurers may attempt to summon creatures with the help of ritual magic. Witches know that there are other planes of existence and other dimensions which are inhabited by various creatures. The extent of those is unknown. Witches can not simply travel to those dimensions.
To no one's surprise, the idea of witches having access to heaven or hell has been met with both uproar and adoration. Those who suspect witches to have one foot in hell usually despise them and see them as unnatural, evil and devil-folk. Those who suspect witches can reach their fingers into heaven often have mixed feelings. Some have gone as far as to declare them angels sent by god and have begged witches for blessings and various forms of after-life help; including talking to a loved one, asking for help with passing over when becoming too sick and sending messages to deceased ones.
Whatever individuals may think of witches now, they do not have access to heaven or hell. Witches are just as clueless about the reality of those realms as humans. They may be religious or not. They may believe in both, one of the two, or neither. And they may envision those places individually, just like humans do.
More places may be added when needed, mentioned, or discovered in the RP.
Since witches are a rare occurrence compared to the massive amount of humans, they have been met with discrimination on various accounts. One of the biggest occurrences in the US has been the Salem witch trials in colonial Massachusetts between 1692 and 1693. Although witch burnings are long past us, witches still struggle against a society that controls their magical education and expression.
As most minorities do, witches have always come together to form societies on their own. Either within human settlements or far-off humanity. These communities were known as covens. Nowadays covens are registered within the USA and every witch is required to join a coven.
In general, covens are a community of witches. There are multiple covens all over the US but due to the scarcity of witches, covens with actual witch communities are rare.
Usually, a coven consists of multiple sub-covens. There may be a "CA Witches" Coven which in turn has multiple regional covens underneath its heading which it's responsible for. Those regional covens then have their own seating somewhere, this is usually a part of a small town that is only meant for witches. There you may find a witch's community including a school for witchcraft and a witch's town hall. However, a witch may also be officially registered with a regional coven but live outside the coven's seating. In this case, they would be surrounded by humans and likely have little to no personal contact with other witches due to the scarcity. Witches tend to flock to those small communities and live within their covens for various reasons.
Covens are under observation and regulation by the US government. Any sub-coven must have at least 50 witches registered to it at all times to be officially recognized. Any coven must have at least 300 witches registered to it at all times to be officially recognized. If the number drops beneath the required amount at any point in time, the coven or sub-coven is granted a 30-day period to fill the missing spots. If they can't, the witches within the coven must register with a legitimate sub-coven or coven or they will be randomly placed into one by the US government.
Even though witches are considered safe and welcome in the United States, history still bleeds through to this day, as history always tends to do. Casters, magicians, sorcerers, wizards, warlocks, witches, or whatever else one might have called them throughout the times, have always existed alongside humans. The history of witchcraft vs. humanity is long and dull and splattered with blood and betrayal on both sides.
Humans, having feared the power of magic users, have tried their best to secure themselves through various means: War, peace treaties, witch hunting. And witches, sometimes out of hunger for power, sometimes out of vengeance, and other times out of desperation, have done the same to the humans as they had to them. Whoever started has been lost to history.
Before the Salem Accord, magical happenings were more common. Albeit witches having always been in low numbers compared to humans, there were other magical influences in the world. Natural beings of magic, demonic creatures and unnaturally man-made beasts (such as vampires) were part of existence on Earth. Though many humans went all their life barely seeing any magical creatures apart from witches, society saw times where many would occur and times where fewer would occur.
In the years 1660 - 1690 a rise in magical phenomena could be detected. Already feared and hated in wide parts of the US, propaganda soon made witches responsible for those occurrences and demanded justice to be brought to those who practiced magic. Witch hunts and witch burnings became overly popular in those times, bringing death to both witches and humans.
After the Salem Trials saw over 200 witches burned alive and more waiting in prison for their trial, witches yielded. They thought it best to take the peace at any cost than see more bloodshed. They were fighting a war they were losing. Giving in to humanity's demands, the witches signed the so-called Salem Accord in May 1693. A legal document that stated the rights and restrictions of witches - including the total abolition of all use of magic within the United States. Any witch practicing magic would be detained and possibly executed.
With the Salem Accord in place, the raiming witches in custody were pardoned of their witchcraft charges and released from prison. Coincidentally, after the Salem Accord, the magical occurrences began to decrease. For over 300 years humanity has seen rarely any magical beasts, wild magic surges, or creatures of the dark and deep.
Nowadays, in the United States of America, witches and humans live side-by-side in peace. For the safety of humans and witches alike, laws have been established and are being implemented by the US government and law enforcement.
Rule No. 1: All US citizen witches must join a coven of their choice and register their name with the government upon turning 18 within the first 2 months of their adulthood. Prior to completing the 18th year of life, any underage witch and any witch's child must be registered in the Young Witch's Coven of the United States OR be registered to another coven of their legal guardians' choice.
Rule No. 2: No witch may intentionally or out of lack of responsibility and care use any magical ability, directly or indirectly, on another US citizen, including other witches.
Rule No. 3: Any witch may be drafted for military purposes at any point to protect the United States of America from threats foreign and domestic.
Rule No. 4: Any witch must follow the enforced rules of their covens and sub-covens at all times or stand trial before the sub-coven, coven and finally the US law.
Rule No. 4: Any witch may freely choose to change their registration to another coven with a 2-year-period of membership.
Rule No. 5: Any witch must attend a witch's school for a minimum of 3 years of study between the ages 12 and 18 additionally to the regular school requirements. The course of study of magical properties and abilities may not exceed a total of 10 years.
Rule No. 6: No witch may use any magical ability outside of their coven's seating at work, for work, for job applications, or otherwise in connection to professional employment, unless explicitly stated and granted within their contract of employment.
Humans and witches have shared historic events and moments. They have come together and fallen apart numerous times. As much as it is unclear how the original feud between humans and witches occurred, it is well known that traditions of witch origin have bled into human communities over time. Witches have always celebrated their magic, their connection to nature and their sexuality as part of their innate power in various ways.
Yule, also known as Alban Arthan, is a celebration of the re-appearance of the sun and the fertile land's rebirth. Over the centuries, it has evolved to include traditions such as bringing sprigs and wreaths of ever-greenery (such as holly, ivy, mistletoe, yew, and pine) into the home, exchanging gifts with one another (although this is not done by many witches) and using traditional divination means to get a glimpse into the near future. Most traditionally, one uses a Yule log which will get magical runes carved into it and then be tossed into the fire. The runes on the log then, upon being watched, are meant to give each person a short glimpse into their near future - usually, visions show moments within the following month and are rather minor. So this is more of a fun tradition than an actual serious way to use divination. Although it may have been that originally.
Imbolc traditionally marks the first stirrings of spring. It is seen as a time for purification and spring cleaning in anticipation of the year's new life. Traditionally on the day of Imbolc, witches begin their school years, use purification spells on their homes and grounds, and set out to eat healthy, nutritious meals. Often pledges and rededications for the coming year are made and witches receive their initiation into their covens, new positions (such as leadership positions) or otherwise.
Also known as Alban Eilir, this holiday is the second of three spring celebrations (the midpoint between Imbolc and Beltane), during which light and darkness are again in balance, with light on the rise. It is a time of new beginnings and of life emerging further from the grips of winter. For this celebration, witches often generate a show of light and shadow for entertainment and provide a traditional healing soup to cleanse the body. For the soup, nine herbs must be collected from nature - including nettle, garlic, dandelion and lesser celandine.
Beltane is a ceremony focused on the sexual attraction and energy between witches. It is an ancient ritual and celebration of the open-minded community and the physical connection of magical energies. Sexual energy has since the dawn of time been known to enhance a witch's abilities temporarily.
Even though every coven and sub-coven may celebrate Beltane a little differently, it is most usual to have a big group dance, a lot of food and music, a big ceremonial fire as well as witches leaving as a pair of two or more to join together physically as the night darkens.
For those not interested in Beltane, the celebration still invites them to dance and feast, but partaking is not mandatory.
Under US law, Beltane is a ceremony that any witch aged 16 or above may join in. Participation under the age of 16 is prohibited by law. (Not that the government actually checks.) It is usually held during spring.
Otherwise known as "Midsummer", Litha is the celebration that heralds the summer solstice. Once celebrated as the battle between light and dark, Litha has long since been beloved by those who practice Evocation. Like many of the celebrations of Spring, Litha is a celebration that invites gatherings with food and bonfires being the primary feature. This celebration is also often used as a place for those who practice Evocation to show off their skills with colorful and delightful displays of lights.
Litha is also quite known for being a good time for engagements between partners as it often represents love and moving into brighter, warmer days.
The beginning of the Harvest Season is an important event to all witches, it's a time to cherish what has been gathered and grown amongst their fellows. Lughnasadh is a celebration that's typical done with rituals and dancing, witches are invited to express their creative side through songs and folklore. The swapping of stories and playful, physical feats are a common practice.
This event is traditionally held atop a hill where the sunset can be seen quite clearly.
The Autumn Equinox is a somewhat somber time, it's an acknowledgment of what has been and what will be. With winter on the horizon and the crops all picked for the season, witches are encouraged to honor the passing of time and to welcome the cold that will surely follow. It's a time to give thanks for what they have and the tradition of speaking that gratitude out loud has been upheld for years.
Apples are often eaten at this gathering, this includes various ciders and pies.
Samhain is an ancient witch festival marking the end of the harvest season and beginning of winter or "darker-half" of the year. It is held on 1 November but with celebrations beginning on the evening of 31 October. During this night, The Veil is perceived as thinnest. It is a ritual for witches across the world to use this night to try and commune with a dead relative or loved one. It is highly unusual that of the deceived manifest but instead visions, fractions of visions or emotions may be conveyed. Many witches use this night to ask for guidance or assurance.
This is the only night of the year in which a non-necromancer may attempt to interact with The Veil or The Beyond.
Here you will find various questions that have been asked and answered. Please always browse this section first before asking a question.
Is North Bennington a big or small city? It is rather small. And Shipden Peak itself is just a district a bit further off on top of a big hill.
Wait, so witches can't use their magic on others? How does that work? The rules by the US are a bit... outdated. Technically a law exists forbidding witches to use magic on others. But in reality, some forms of magic are tolerated. Such as healing. Only with consent though. It is a slippery slope. The lived reality also includes that witches don't report witch-on-witch magic, especially within coven seatings such as Shipden Peak. There also is of course an exception for school - if you study magic, you can use your magical abilities on other witches with the permission of the teacher.
Would there also be workplace applications for magic? If the contract of employment specifies what kind of magic is being used and under what restrictions the witch may perform it, it is possible to use your magic in a work environment. For example in a hospital for healing purposes.
Can regulations/laws be different in other countries? Absolutely. In other parts of the world, laws and regulations on magic as well as performing magic may look different. The school system is essentially the same in all the western countries with maybe slight changes - a school system would most likely imitate that of human schools in a country. The performance of magic is also the same in western countries. (Example of a difference: In Germany, any law restricting the education of magic to certain years has long been outlawed, the US is slowly catching up here.)
What is the overall opinion on Necromancy? The essence of the widespread opinion on Necromancy is that it is (at best) a complicated balance of morality, ethics and restrictions. Moreover, it is seen as an invasion on the natural order of life and death, many moral questions occur and most believe Necromancy is best left alone. Most people, including witches, find Necromancy to be a complicated and perhaps unmoral form of magic. Mostly when it has to do with raising the dead in any shape or form or when it has to do with altering the life essence of a being. Necromancy is known to produce the most curses and can even on a relatively low level of understanding cause sickness and weakness in others. This is a big part of the reason why it is so strongly regulated in the US. It is also one of the hardest schools to master and study, alongside Amalgamation and Animagi (both transmutation).
So I can play two characters, right? Everyone can have 2 characters total. Each character must be approved individually. Your first character must be on the "good" side of things and part of Shipden Peak. Your second character may be anyone else of any age and any background or species, as long as I approve them in the end.
You mentioned side characters as PCs? There will later be the option to play side characters that pop in for a while and then depart to go their own way. You can make another side character once the first popped out and so on. Characters may pop in and out as the plot dictates. This is always at the GM's discretion.
Can I make other species, like a half-demon or fairy? No, I'm sorry. Those wouldn't work for this setting.
Can my character be an emissary from the local court? Any official court in the US would be human-ruled. Witches in those positions are highly unlikely. They're barely letting witches have a say in politics as it is. So in short: No.
Do characters have to be born in the United States? No. You may choose any country of origin.
How many abilities can I pick her school of magic? You may pick 2-4 abilities per school. However, please avoid actually picking 4 abilities for all three of your schools if possible.
What is an "ability"? "Ability" refers to a specific "move" or "spell" that falls into the school of magic which your character is really good at or specializes in. The idea is that every witch can (theoretically) perform all 8 schools of magic, but usually, you have a "skill" for 1 specific school and then choose a secondary school. Magic is a very broad thing in this world. It is unlikely that any one witch has the same skills as another, even if they have the same schools of magic. Mainly this comes down to personality, determination and simply the attunement you get born with.
Is skill level 5 the average? A skill level of "5" is average for a person who has studied the type of magic for 5-6 years. For your main school of magic, it is most common to have a skill level of 7-9. For your secondary, it is most common to have a skill level of 5-6. For your minor it is most common to have a skill level of 3-5. It depends a bit on whether your character concentrates on evenly studying the schools they picked or if they try to specialise in one or two things.
What does a higher skill level translate to? The higher your skill level, the more precise and controlled is your magic. With a higher skill level, you may choose more advanced abilities.
Just to be clear, witches are born witches? Yes. They are born.
How do I choose a name for my ability? You can go simple and name it as what it does. Or you could google and see if anything comes up that makes sense. Alternatively, our discord server is a good source of help.
Would it make more sense to have skills be useful or can it be whatever? Abilities can be anything. They usually have to do with personality, determination and an innate ability/skill for that specific ability.
Should we invest in offensive spells? Offensive abilities make sense but most of the time they aren't solely offensive. Something like melting someone's brain wouldn't be taught in schools. But something like making bone constructs might be taught for Necromancy and could be used offensively if done right. You could pick abilities that can be used offensively.
Can witches detect souls as part of Necromancy? Souls are protected by layers and layers of other "fabric". One of the outer layers being someone's aura. So detecting aura would be easier and likely more accurate. Souls can leave "imprints" which are a form of "aura" and can be detected by some witches. This would fall into Divination.
What is aura anyway? There are multiple layers of aura. The most easily detected (unless somehow protected from this) is the magical aura. Someone may detect your primary and possibly secondary school of magic because of your magical aura. This also goes for objects. Another layer is something like emotions. Yet another, very entangled with emotion, is intention/motivation. This one's a bit hard to discern cause emotions are easier to read, thinking of it like emotional aura being bright colors and intention being tiny little threads of dulled colors in-between.
Would a witch be able to identify the nature of magic if they were to touch it or study an object affected by it/an effect created by it? All magic creates a certain aura. Including those who practice magic. That aura is usually not strong on objects unless they're filled with extreme amounts of it (like curses or some very strong magical items). A witch might be able to identify the school of magic of a caster if that school is at least a 5/10. A witch might also identify an item or object as magical, infused with magic, or cursed. They might also identify the school of magic here. However, many magical items are actually made in a way that they do not emit magical auras, especially when cursed (duh!). Detecting those magical auras falls under Divination.
I'm thinking of Divination as a school, what should I know about it? Divination in western society is mostly done without "traditional" (aka stereotypical) assistance of objects such as Tarot cards, blood, bones, ashes, runes, tea leaves, etc. Those ways are seen as outdated. Still much used for divination are pendants for focusing, candles and some calming tea to still the mind. But not everyone requires these. Divination is rarely an exact thing. You may be able to see fractions of the past, present or future. You may spot magical auras. Divination may rely on star constellations or cloud formations, but those are often seen as superstitious and outdated as well.
Is it possible for abjurers to "block" certain kinds of magic? For example, could they purify a person/area to remove illusions, enchantments, alleviate curses, or keep the dead at rest? They can create certain wards to protect an area. Including against certain types of magic or creatures, depending on your skill level. Creating stable wards is something rather complicated as you would need to weave the magic around an area, hold it somehow and also dictate what it is meant to ward off. If you're looking to remove illusions, for example, that would be easier than actually warding an area against illusions. One is a dispel essentially and the other is an area effect you create and need to uphold.
Is a soul made up of life energy/life force No, it isn't. It is essentially the thing that ties the soul to the body. A soul is not made of life force. However, life force and souls are closely connected. By harming someone's life force via Necromancy, you can essentially rip the soul from someone's body. (This is highly advanced Necromancy as well as forbidden under US law, so schools would not teach this.)
Does life force regenerate over time if somehow lost/taken/used? Yes. Life force always tries to balance itself out. It takes some time but as long as the individual is not dead, it will attempt to regenerate.
How are magical objects created? I will not go into the entire process here. It depends. There are some rather "mundane" magical items - those usually just get imbued with a certain magical ability. It's a transfer of sorts that's happening. Those are easily made, easily detected and easily destroyed. Transmutation would work similarly. You use your magical energy to transform an object. Instead, when creating a magical object, you transform its innate aura and energy by placing magical "molecules" on top of already existing ones. To then make those magical molecules react in the way you want (for example, ward you from spirits or warn you if undead are near) you need to (a) have that skill yourself and (b) know how to layer it. Creating stronger magical items or even cursing them requires time, effort, and high skills (and oftentimes other ingredients such as the right runes). Your character would not be able to do that.
Are animagi capable of doing partial transformations? Would it be an easier or more advanced technique? Animagi can only turn into the full animal. However, it has been noted that on very rare occasions animagi have some featuristics that align with their animal form, such as the ears. As a rule of thumb, I would say don't give your character those characteristics. (I believe we already have one person doing this.)
What animals can an animagi turn into? An animagus can only turn into one animal. They don't "choose" which animal that is. The animal would be a representation of their personality. So someone who is generally shy wouldn't be able to turn into a lion or an elephant. Those would draw too much attention. If you wanna play someone who can use animagus magic, make sure to do some research on the animal you wanna pick.
Can transfiguration users be a metamorphmagus? They can. Metamorphmagus is limited to non-animalistic features. Any change of appearance would need to be upheld. This means 1) the changed features would fade away when asleep or unconscious and 2) smaller changes would require less energy and concentration than, say, pretending you're an entirely different person. Note: The character would need a separate ability to mimic voices or sounds, changing appearance does not include changes to voice or tone.
Does magic require somatic, verbal, etc. components or things like that, or is it largely just done? Magic always requires purpose and concentration (exceptions are the few passive abilities that might exist). Some use somatic components, some may use gestures, some may use runes (albeit this is outdated and very medieval times). Essentially, it comes down to flavour. Something like animagi doesn't require somatic or verbal components. But something like willing the wind to turn into a storm would require a chant or some other verbal component. At your discretion, you may make that call yourself. But please stay reasonable. The stronger/harder the magic, the more likely it is that the caster requires a little "assistance" through verbal, somatic or other means.
Can you elaborate on the "producing creatures" part of Conjuration, please? Calling: You are essentially able to call a creature to you from a space or sphere you know and can connect to. For example, if you're able to "banish" or "hold" creatures in a sort of pocket dimension/plane, you'd be able to call upon them to appear where you are. It also works with a physical spot that you've chosen and prepped. Say, you have a cage in your room and you magically bind it to be the spot that your calling ability calls upon - any creature within this cage may then be called to you. Creation: These spells manipulate matter itself to create an object or creature. Most, but not all of these spells require more magic to hold the creation together after it has been made and when the magic of the spell wears off, the creation simply disappears and the matter returns to its original form, whatever that may have been. (This is Transmutation more than Conjuration but thought I'd list it anyway.) Example: You turn a pile of sand into ants. Teleportation: You may pull a creature to you or into a closer radius of you by magical means as long as you can see the creature (for more advanced casters this might not require visuals but only the knowledge of the creature's location). This is more short-ranged. You could catch animals this way or summon all bugs from a tree to your enemy's coat... sorta like that. (Summoning also falls into this but is not really usable in everyday life or combat. It takes longer and it can only summon specific creatures - like a very specific demon for example. It wouldn't work on animals or the like. Disclaimer: I am not saying demons exist. It was the first example that came to mind.)
What is the difference between Conjuration and Transmutation? Conjuring is calling a creature or an object from place A to B. And transmutation is making thing A into thing B. Example: If the bird was a bird before and was somewhere else before, that's conjuration. If the bird is coming from a pile of sand in a pouch, that is transmutation.
I wanna thank everyone who showed interest in this. I hope this OOC lives up to your expectations. I have tried to pour my heart into it to give you a good set-up for what's to come.
Before you apply, please make sure you have read the rules. They may seem extensive but they ensure that we are all on the same page and they function as a guideline for the GM and Co-GMs.
Please place your CS in the OOC or send them via PM to all three of the GMs (together, not individually). This will mark your official application. You may move your CS over from the Interest Check if you had one there.
For any questions, please refer to the OOC first, skim it and if you can't find the answer you're looking for, please ask away! Any of us are happy to help.
My lovely Co-GMs @Bartimaeus and @Prosaic are allowed to make calls, ask for amendments to your CS, and otherwise take on GM responsibilities. Without a doubt, you will find they are absolutely capable and I will back them up in their decisions, so please respect them.
If you need help with character creation, image hunting, or IC posts - always contact people. We have a Discord Server you may wanna join as communication flows better there. You may contact any player, friend or GM for assistance. Use the resources you have if creative is shy.
Anyone can apply. This is not "first come, first serve". You may recruit players you think would find this fun ;)
And most importantly: Spread the Joy!! If you find someone's CS well-done, consider leaving a thumbs up! If you think someone did a creative job, let them know! This is a community and engaging with each other's creativity is why we are here.
About Housing & Stores
Or how to read the map
Shipden Peak has small and medium-sized houses on its premises. Some house a family, some house roommates. All houses are occupied. If your character has family in Shipden Peak, it is likely they live with them. Otherwise, some houses are explicitly kept for roommate purposes. A house may host 4 PCs at the same time. It usually comes with 2 bedrooms, 1 bathroom, 1 kitchen, 1 living room and 1 pantry/storage room.
Additionally, the big building you see in the middle of the map houses some people. This is the Covenstead. It has 5 levels: A basement, 1st floor, 2nd floor, a very small 3rd floor and an attic. On the second floor, you will find the Coven Head's Office. On the 1st and 2nd floor living quarters can be found, much like college dorm rooms. They consist of 1 bedroom (suitable for 1-2 people depending on the room). There is a shared bathroom space on level 2 and a shared kitchen space on level 1. Each dorm room comes with a small niche that functions as a makeshift kitchen which includes basics like a toaster, microwave, mini-fridge, 2 stove tops, and a tiny sink. It does not have an oven, dish washer, or washing machine. Laundry can be done in the basement. The laundry room is the only publicly open section of the basement, there is another door locked. The only living quarter bigger than the dorm rooms is the Coven Head's room on the 3rd level. This room has a small living space, a bedroom, its own bathroom and a full-functioning kitchen.
On the 1st floor, you will also find a big room called the 'hall'. This room is often used for celebrations, get-togethers, and, sometimes, meetings. The hall is always open unless specified otherwise and can be used as you see fit. It has tables and chairs available which can be moved and placed about as desired.
To the right on the map you will spot some houses with red roofs, aligned in a row. Those are the only shops available in Shipden Peak. For anything that you can't find here, you must make a trip down into town (this would be a 7-minute car ride or a 30 minute walk).
Shops available include: An all-sorts shop that provides witches with "all sorts" of things including dried herbs and an array of spices, kitchen utensils like cutlery and pots, bathroom necessities like towels, soap, and toothbrushes, some books, and other small items a household might need. A small grocery store that offers all basic items such as fresh vegetables and fruits, meats and milk products, some candy, baking ingredients, drinks and some heat-up food options. Please note that this is a small store so the options are limited. The owners take requests. Each Tuesday they get their delivery from town to stock up their shelves. If you crave something, they will put it on the list and it will arrive next Tuesday. A clothing store which offers essentials such as socks and underwear, some options on t-shirts, skirts, dresses, pants, etc., and shoes. The store does take requests but it may just be easier to make a trip into town. The store also offers to mend, fix or otherwise adjust your clothes. A bakery which offers fresh baked goods every day. The bakery also provides the Covenstead with fresh bread and bread rolls every morning that can be found in the community kitchen free of charge. Although not officially stated, everyone knows Lina pays for this out of her own pocket.
On the lower left side, you will see a collection of tents. Here Shipden Peak holds its outdoor celebrations. The tents are brought out and propped up for such events and are otherwise stored away in the two blue-roofed buildings you can see among the tents. In this area, ceremonial fires are being lit, for example during Beltane. With the tents stored away, this area also functions as a sort of training ground for witches who want to practice their magic. This open space is used for a variety of purposes, including Shipden Peak flea markets, weddings and funerals.
Since Shipden Peak is so mall there are no street names or house numbers. People just point directions by saying "That is in North, two houses left from Johnson's". The people living in Shipden Peak consider the Covenstead and its surrounding houses to be "North", the patch of houses on the left as "West", the area across from the river as "East" and the southern area as "South". The tent area is referred to as "The Patch". In the middle of the map, you can also see a little plot of grassland. Albeit not being anything but a small patch of grass surrounded by trees with some benches and a single wooden pavilion, it is still called "The Park".
Package and letters sent to Shipden Peak are not delivered. Instead, once a week someone is tasked with driving down to the post office in town where Shipden Peak's post is accumulated. Usually, the same person does this every week. On occasion, Lina will jump in and make the trip herself. The packages and letters then get distributed to the recipient by the responsible person.
For trips into town, two public vehicles are available. Those can be requested through Lina. Some families or individual witches may also own a private car. Cars may be parked on the Patch when unoccupied at your own risk (magic practice + cars = ehhh). During festivities, cars are moved to the sides of the street outside of Shipden Peak to make room for the tents (and to make sure one's car doesn't accidentally get scratched).
"There is much I am capable of, and very little I'm unwilling to do."
Reckless. Temperamental. Kindhearted.
Basic Information
Name: Sophia Marie von Riegan / Sophie, Soph
Gender Cis Female
Age: 25
Sexual Orientation: Bisexual
College Degree: Bachelor of Science, Biology; Doctor of Medicine
Languages: English, German
Notable Skills: High intelligence, Medical knowledge, Cooking, Ballroom dancing.
Magical Abilities
Years of Magical Education: 8 Schools of Magic: Abjuration, Conjuration
Abjuration 8
Heal
Sophia's bread and butter Abjuration spell, and the one she possesses the most skill with. Allows her to heal any living organism upon physical contact; the more she concentrates on the spell, the greater its magical output. Her extensive medical knowledge bolsters this skill, allowing for more efficient and targeted healing.
Detect
Allows Sophia to gain knowledge of a living organism's physical or magical maladies through touch. Injuries, illnesses, or other physical defects can be located through Detect, allowing Sophia to treat them more directly. Curses, certain potion effects, or hexes can also be located; however, these might be more difficult for Sophia to ascertain, depending on their caster's skill.
Dispel
An anti-spell of sorts, Dispel removes certain magical effects from a person or area (the latter requiring more concentration). These effects include illusions, enchantments, and even curses. Of course, a caster of greater skill than Sophia may render her unable to break their spells.
Ward
The most complex spell in Sophia's repertoire, but certainly one of her most valuable. Ward allows Sophia to temporarily safeguard an area from unwanted magical effects. She might render it invisible to Diviners, impassable for the undead, or impossible to alter with illusions. However, she must specify which effects/creatures become blocked, and the ward necessitates constant magical output in order to maintain. Creating the ward itself takes time, requiring deep concentration and a precise series of incantations to manifest.
Evocation 6
Frostbite
Creates a localized area of bitter cold around Sophia's person, especially around her hands. At its greatest extent, she can freeze liquids at a touch, and prolonged exposure might leave someone with, well, frostbite. Most often, she uses this spell to reduce swelling and bleeding from an injury.
Scorch
Frostbite's cousin and polar opposite, Scorch creates an area of extreme heat around Sophia, particularly near her hands. At maximum output, certain plastics and metals may begin to melt at her touch, and she will leave severe burns on another person. She typically uses Scorch to treat muscle tension or increase blood flow.
Personality
Reckless
Sophia has a grievous lack of foresight, causing her to rush into situations or decisions without thought. Even when she understands the potential consequences of her actions, she may simply not care. As a result, she gets herself into all kinds of trouble, ranging from absentminded shenanigans to absolute mortal peril. She is especially prone to reckless behavior when she believes it might be for the greater good: running headlong into traffic to save an animal, for instance. Whether this trait is borne of fearlessness or a complete lack of self preservation is up for debate.
Temperamental
For all her intellect, Sophia is driven by her emotions and very easy to provoke. She might burst into tears or start throwing punches -- or both. She makes an earnest effort to maintain her composure, especially in her professional life; amongst friends and family, however, she is much less inclined to mask her emotions.
Kindhearted
At her core, Sophia seeks to do good. Kindness, generosity, and selflessness are among her strongest virtues; her self-worth is predicated upon her ability to help others. She will take on any favor you can ask, do so with a smile, and expect nothing in return (except, perhaps, a drink). Sophia will do nearly anything for those closest to her, working to safeguard them from harm and support them in any way necessary.
Hardworking
Sophia places a great deal of value in her work. She takes to her profession's long hours without complaint, even taking pride in the resulting exhaustion and fatigue. Sophia can be relied upon to accomplish any task she sets her mind to, and accomplish it well, no matter how menial.
Stubborn
Sophia does not easily confess to her own wrongdoing, and is not inclined toward personal change or growth. Convincing her to change her mind or apologize are near-Herculean feats. Even when she knows she's wrong, Sophia still might not admit it. This can make her difficult to get along with at times, and is a source of great frustration for those close to her.
History
By all accounts, Sophia Marie von Riegan should have been happy. Born in Wolfsburg, Lower Saxony to a German father and an American mother, she inherited a life of luxury, comfort, and vast wealth. Her father, a key player in the city's automotive industry, ensured that she and her mother never wanted for anything...at least, from the outside.
Inside, Sophia was subject to extreme pressure from the moment she could speak. Private tutors were her sole companions as a child, putting her through an extremely rigorous education. Housemaids constantly preened at her hair and clothes, keeping her appearance in pristine condition. Leaving a stray curl or thread out of place was grounds for severe punishment, which became increasingly physical as she grew older.
At the age of twelve, however, escape seemed possible. Sophia's magic, which she inherited from her mother, prompted both parents to ship her off to a prestigious boarding school for witches. Though the relative freedom from her father came as a relief, Sophia faced a new kind of adversity. Having learned that violence was a means to an end, she frequently started fights with other children, only being allowed to remain at the school thanks to "generous donations" from her father. At varying points, he would whisk Sophia back to Wolfsburg in an attempt to correct her behavioral issues. Yet no amount of screaming, slapping, starvation, or confinement seemed to do the trick.
Bafflingly (especially for her teachers), Sophia excelled beyond all expectations in the classroom. A combination of her strict work ethic and naturally high intelligence, Sophia managed to skip whole grade levels in "typical" academic subjects. Magically, she also performed extremely well, displaying a remarkable affinity for Abjuration and dedication to practice. Because of her excellent academic performance, the institution touted her as a product of its own excellence, very much in spite of her poor conduct.
At sixteen, Sophia was allowed early admission into a private university, once again funded by her father. Having gained a modicum of independence, her behavior did improve, although her mood and disposition remained somewhat tumultuous. She earned her bachelor's degree in just two years, while also continuing her magical education. At eighteen years old, having graduated at an age when most are only just starting out at college, Sophia moved back home.
This turned out to be a mistake. Though Sophia's accomplishments were impressive, her relationship with her father remained largely unchanged. Her mother, as she had all throughout Sophia's childhood, did little to shield her from the man's aggressive temper and frequent outbursts. When an argument between them once again became physical, Sophia struck back, creating a permanent rift between the two.
Determined to leave her family and history behind, Sophia hatched a daring scheme. Her parents' nationalities gave her dual citizenship in Germany and the United States; so, she applied to American medical schools, finding little trouble thanks to her academic success. She endured her father's abuse until one summer evening, when she withdrew every dollar in her bank account, threw herself on a plane, and never looked back. It was at this time that she first met her half-brother Simon, a relationship she would work hard to foster.
It wasn't until Sophia was well into her residency that she moved to Shipden Peak. Transferring to a residency program in North Bennington was an exercise in patience and tedium, but a need to be closer to her brother was motivation enough. Now, Sophia spends her days quite literally working magic in the operating room. With a new place, new people, and a new coven, she might finally be ready to call Shipden Peak home.
Here is my character's finalized attempt after finishing Kadir. If necessary, shred it to pieces. Thank you.
Kadir Morelli
☽ ☽ ● ☾ ☾
☽ ☽ ● ☾ ☾
"Even when there is no light, you can overcome darkness. "
Dependable. Balanced. Forthright.
☽ ☽ ● ☾ ☾
Basic Information
Name: Kadir Remy Morelli, Remy, Mister Morelli
Gender Male
Age: 30
Sexual Orientation: Hetero-Demisexual
College Degree: Doctor of Medicine, M.D. & Master of Education, M.Ed.
Languages: English, Dutch, Greek, and Latin
Notable Skills: Problem-solving skills, Time management, & medical knowledge
Magical Abilities
Years of Magical Education: 11 years Schools of Magic: Transmutation, Conjuration, & Evocation
Transmutation 8
Animagus Speciality An animagus is someone who can transform into a specific animal and back again at will. Kadir can transform into a snow leopard, a beast known for its ability to leap up to 50 feet in length and balance its body with its long fluffy tail. It takes concentration to maintain this form, but he has had fewer complaints than other students in his class did when they first learned how to morph into their animagus form. In this form, he has previously traversed the forest and rough terrains.
Mending This ability is cast through touch and is nearly instantaneous. This spell cannot be used on a tear, rip, or break that is more than one foot long in any dimension. Each inch of damage takes one second to repair, and there will be no trace of previous damage after the cast. The ability can only be used on items such as a broken chain link, two halves of a broken key, a torn cloak, a leaking water skin, or similar items and cannot be used on creatures.
This ability requires two stones, pebbles, or common rocks found on the ground.
Regenerate You make contact with a creature and increase its natural healing ability. The spell takes a few minutes of constant touch around the wounded area to activate, and it lasts for an hour after casting. The spell can put someone in a stable state and give them a better chance of not bleeding out.
If there are missing body parts such as fingers, tails, legs, and so on. Holding the severed part to the stump, the stump will begin to stitch onto the severed part within 10 minutes. It takes at least 5 minutes to fully reattach the part, depending on the size. A finger could be reattached in five to ten minutes. A severed limb, such as a leg, would require at least three times that amount of time to fully heal.
This ability necessitates the use of a holy symbol and holy water.
Pausing for a time This spell only works for the user or whoever is touching the user after a vocal cast (holding hands or something similar). The spell will remain active until the user travels 1,000 feet away from where it was cast, touches a creature or object not on your person, or lets go of the other person's hand. Pausing for a time can be a great way to get away. Outside of the spell's direct realm, no time passes.
Conjuration 2
Dimension Door This ability is only available to the user and can only teleport the user up to 500 feet away. A moving spell can be difficult to cast, and if you do not vocalize exactly where you want to be in detail, the user may suffer damage.
For example, if the user says, "Teleport me to the table," the user may be teleported above the table and suffer fall damage. "Move within a foot of the table, "The user could teleport within one foot of the table but above or too close to a chair, causing damage.
Evocation 6
Curing wounds This spell requires dried herbs, specifically tea, to drink before or during the spell's casting. The person who drinks the herbal liquid is the one who is injured or suffering health complications. A spell that, depending on the difficulty and severity of the injury or health issue, can heal most wounds or health complications. The longer the user must keep their hands near or on the problematic area. Some wounds heal in minutes, while others take hours.
If the user is healing someone from health complications, this spell may have consequences. Depending on the health complication, the user is more likely to take on that health issue. Cancers are almost always transmitted to the user of this spell and then vanish in the patient.
Mass Heal The spell can heal or stabilize a small number of bodies. This spell necessitates the use of chalks or inks infused with magically infused crystal dust. A ritualistic spell that begins with the formation of a 30-foot-diameter circle. If you are within the circle, regardless of dimension, you will gain healing properties. A center circle must be drawn within the chalk or ink circle for the user of this spell. Five smaller circles must be drawn within three feet of the user's circle, and healing symbols must be drawn into each of these individual circles.
This spell requires complete concentration; casting time is approximately 10 minutes of chanting in an ancient language such as Greek or Latin.
Personality
Dependable When Kadir says he will do something, he always follows through. This is a characteristic that causes him to be hesitant when making promises or confirming his presence. He may be touchy about this trait because he does not want to tarnish his reputation for dependability. He will always be present or do what he promises, so you can always rely on him.
Balanced The average person may struggle to maintain balance and depending on which side of the scale you are on, you may become more frustrated than others. Kadir is someone who naturally sits in the middle of the spectrum, remaining calm and making a decision after both sides have explained their positions. He does not show favoritism when making a decision or judging, so he has had disagreements with loved ones in the past. He may like you, but that does not make him more likely to side with you.
Forthright People who are sensitive or who are not looking for the truth may not want to speak with Kadir. He is known for not sugarcoating things for others, for being honest about his opinions and prior knowledge, and for being direct about things. He will not spread lies whether he likes you or dislikes you. He will not exaggerate or minimize what you have done. Kadir will simply state the facts.
History
Kadir arrived in America as a first-generation immigrant. His father was Greek, and his mother was from Europe. They were an impoverished, dysfunctional family. Kadir claims that when he was six or seven years old, he remembers missing his grandparents and cousins in Greece and that on the first day in America, he wanted to return.
He received acceptance letters from numerous schools all over the United States when he was eleven years old. These letters urged him to apply to the magic schools when he turned twelve or fifteen. He was able to enroll in a magic school in the eastern United States, far from his family, with the help and consent of his mother. His mother had nothing to say to him before he left, but she hugged him. Before he left for school in the east, his father told him that he was "nothing special and never would be." Kadir was able to concentrate on the school of transmutation from that point on and began his studies at the age of twelve.
Kadir went to a year-round school that catered to students between the ages of twelve and eighteen. The following three years were entirely devoted to studying magic and developing his understanding of his abilities. He chose to concentrate on common core courses for the following four years after taking magic for three years. His summertime extracurricular classes focused on magic. General education was the main focus of the fall and spring semesters. Kadir was able to complete his high school education and earn two magic specializations—transmutation and evocation—during the previous seven years.
He transferred to a magic school located at a university after deciding he wanted new surroundings and a fresh experience all around. Spent the following four to four and a half years in that particular school. Kadir had access to the transmutation, evocation, and conjuration schools of magic. He was able to concentrate on healing magic in all three schools, whereas he has always been fascinated by the medical field.
He received his high school diploma and approximately 11 years of magic instruction. Having no idea what to do with all of this information, he embarked on a six-month tour of Europe. Before moving on to other nations, Kadir was able to stay in Greece for four months with his large family. He was able to travel to Greece, Spain, France, Italy, and the Netherlands during these six months. After spending a month in the Netherlands, he started studying Dutch.
Kadir discovered that it was preferable to obtain a degree from the general world once he returned to America. Enroll in a four-year university to study medical science and earn a bachelor of science in medicine (BSN). He earned his bachelor's degree when he was 26 years old.
After graduating from college, he enrolled in an accelerated master's program for pre-med students. As a result, he decided to enroll in another university's doctoral program, which allowed him to continue working on his degree for the following two years.
Kadir declared he was not returning to either after just a few years short of two decades of magic school and higher education. He started a career in medicine because he was happy with what he had. The past five years of medical school allowed him to practice under surgeons and physicians. At the age of 28, he purchased a home in Shipden Peak and started his medical practice in a portion of his home. He had done a fine job of dividing the sizable structure when remodeling an old house. All of his living necessities are on the second and third floors, while his office and place of employment are on the first floor.
Kadir is renowned for using a variety of therapeutic modalities. From holistic, magical, and reiki to physical, medicinal, and other things. Although he doesn't particularly enjoy surgical procedures, he will participate if he believes it will save someone's life.
@Lionhearted@ShepherdOfHope@Katakuri Thank you for your submission! We shall contact everyone shortly (if we haven't yet) on whether the CS needs some changes or not :) I'm very excited to get this rolling!
For everyone interested or still putting together their CS, please don't hesitate to contact us if there are any questions or you need assistance. We are always happy to lend a helping hand. Easiest way would be our Discord Sever.
"There is much I am capable of, and very little I'm unwilling to do."
Reckless. Temperamental. Kindhearted.
Basic Information
Name: Sophia Marie von Riegan / Sophie, Soph
Gender Cis Female
Age: 25
Sexual Orientation: Bisexual
College Degree: Bachelor of Science, Biology; Doctor of Medicine
Languages: English, German
Notable Skills: High intelligence, Medical knowledge, Cooking, Ballroom dancing.
Magical Abilities
Years of Magical Education: 8 Schools of Magic: Abjuration, Conjuration
Abjuration 8
Heal
Sophia's bread and butter Abjuration spell, and the one she possesses the most skill with. Allows her to heal any living organism upon physical contact; the more she concentrates on the spell, the greater its magical output. Her extensive medical knowledge bolsters this skill, allowing for more efficient and targeted healing.
Detect
Allows Sophia to gain knowledge of a living organism's physical or magical maladies through touch. Injuries, illnesses, or other physical defects can be located through Detect, allowing Sophia to treat them more directly. Curses, certain potion effects, or hexes can also be located; however, these might be more difficult for Sophia to ascertain, depending on their caster's skill.
Dispel
An anti-spell of sorts, Dispel removes certain magical effects from a person or area (the latter requiring more concentration). These effects include illusions, enchantments, and even curses. Of course, a caster of greater skill than Sophia may render her unable to break their spells.
Ward
The most complex spell in Sophia's repertoire, but certainly one of her most valuable. Ward allows Sophia to temporarily safeguard an area from unwanted magical effects. She might render it invisible to Diviners, impassable for the undead, or impossible to alter with illusions. However, she must specify which effects/creatures become blocked, and the ward necessitates constant magical output in order to maintain. Creating the ward itself takes time, requiring deep concentration and a precise series of incantations to manifest.
Evocation 6
Frostbite
Creates a localized area of bitter cold around Sophia's person, especially around her hands. At its greatest extent, she can freeze liquids at a touch, and prolonged exposure might leave someone with, well, frostbite. Most often, she uses this spell to reduce swelling and bleeding from an injury.
Scorch
Frostbite's cousin and polar opposite, Scorch creates an area of extreme heat around Sophia, particularly near her hands. At maximum output, certain plastics and metals may begin to melt at her touch, and she will leave severe burns on another person. She typically uses Scorch to treat muscle tension or increase blood flow.
Personality
Reckless
Sophia has a grievous lack of foresight, causing her to rush into situations or decisions without thought. Even when she understands the potential consequences of her actions, she may simply not care. As a result, she gets herself into all kinds of trouble, ranging from absentminded shenanigans to absolute mortal peril. She is especially prone to reckless behavior when she believes it might be for the greater good: running headlong into traffic to save an animal, for instance. Whether this trait is borne of fearlessness or a complete lack of self preservation is up for debate.
Temperamental
For all her intellect, Sophia is driven by her emotions and very easy to provoke. She might burst into tears or start throwing punches -- or both. She makes an earnest effort to maintain her composure, especially in her professional life; amongst friends and family, however, she is much less inclined to mask her emotions.
Kindhearted
At her core, Sophia seeks to do good. Kindness, generosity, and selflessness are among her strongest virtues; her self-worth is predicated upon her ability to help others. She will take on any favor you can ask, do so with a smile, and expect nothing in return (except, perhaps, a drink). Sophia will do nearly anything for those closest to her, working to safeguard them from harm and support them in any way necessary.
Hardworking
Sophia places a great deal of value in her work. She takes to her profession's long hours without complaint, even taking pride in the resulting exhaustion and fatigue. Sophia can be relied upon to accomplish any task she sets her mind to, and accomplish it well, no matter how menial.
Stubborn
Sophia does not easily confess to her own wrongdoing, and is not inclined toward personal change or growth. Convincing her to change her mind or apologize are near-Herculean feats. Even when she knows she's wrong, Sophia still might not admit it. This can make her difficult to get along with at times, and is a source of great frustration for those close to her.
History
By all accounts, Sophia Marie von Riegan should have been happy. Born in Wolfsburg, Lower Saxony to a German father and an American mother, she inherited a life of luxury, comfort, and vast wealth. Her father, a key player in the city's automotive industry, ensured that she and her mother never wanted for anything...at least, from the outside.
Inside, Sophia was subject to extreme pressure from the moment she could speak. Private tutors were her sole companions as a child, putting her through an extremely rigorous education. Housemaids constantly preened at her hair and clothes, keeping her appearance in pristine condition. Leaving a stray curl or thread out of place was grounds for severe punishment, which became increasingly physical as she grew older.
At the age of twelve, however, escape seemed possible. Sophia's magic, which she inherited from her mother, prompted both parents to ship her off to a prestigious boarding school for witches. Though the relative freedom from her father came as a relief, Sophia faced a new kind of adversity. Having learned that violence was a means to an end, she frequently started fights with other children, only being allowed to remain at the school thanks to "generous donations" from her father. At varying points, he would whisk Sophia back to Wolfsburg in an attempt to correct her behavioral issues. Yet no amount of screaming, slapping, starvation, or confinement seemed to do the trick.
Bafflingly (especially for her teachers), Sophia excelled beyond all expectations in the classroom. A combination of her strict work ethic and naturally high intelligence, Sophia managed to skip whole grade levels in "typical" academic subjects. Magically, she also performed extremely well, displaying a remarkable affinity for Abjuration and dedication to practice. Because of her excellent academic performance, the institution touted her as a product of its own excellence, very much in spite of her poor conduct.
At sixteen, Sophia was allowed early admission into a private university, once again funded by her father. Having gained a modicum of independence, her behavior did improve, although her mood and disposition remained somewhat tumultuous. She earned her bachelor's degree in just two years, while also continuing her magical education. At eighteen years old, having graduated at an age when most are only just starting out at college, Sophia moved back home.
This turned out to be a mistake. Though Sophia's accomplishments were impressive, her relationship with her father remained largely unchanged. Her mother, as she had all throughout Sophia's childhood, did little to shield her from the man's aggressive temper and frequent outbursts. When an argument between them once again became physical, Sophia struck back, creating a permanent rift between the two.
Determined to leave her family and history behind, Sophia hatched a daring scheme. Her parents' nationalities gave her dual citizenship in Germany and the United States; so, she applied to American medical schools, finding little trouble thanks to her academic success. She endured her father's abuse until one summer evening, when she withdrew every dollar in her bank account, threw herself on a plane, and never looked back. It was at this time that she first met her half-brother Simon, a relationship she would work hard to foster.
It wasn't until Sophia was well into her residency that she moved to Shipden Peak. Transferring to a residency program in North Bennington was an exercise in patience and tedium, but a need to be closer to her brother was motivation enough. Now, Sophia spends her days quite literally working magic in the operating room. With a new place, new people, and a new coven, she might finally be ready to call Shipden Peak home.
Congratulatoriations fwiend, I'd like to welcome you as the first accepted sheet to the RP ^^ The other GMs and I found no changes needed for their application, so they'll be moving it on over to the CS tab at their leisure!
As for our other applicants, feel no need to rush. We're not running on a first-come first-serve basis - there are many spots remaining.
College Degree: International Relations/Psychology
Languages: English, French, Latin, German
Notable Skills: Fencing, Etiquette, Empathic Accuracy, History, Knowledge of the Supernatural
Magical Abilities
Years of Magical Education: 8 Schools of Magic: Enchantment, Abjuration, Divination
Enchantment 9
Mesmerize This spell allows the user to charm and manage another being through words and appearance. The being affected is tasked with doing what the user intends. To the person being affected, the caster appears beautiful and captivating. At higher levels, the user can tell the being to do things against their own wishes. However, the being affected cannot cause harm to themselves or others. The being must be in sight. Those with stronger wills can fight against this. Depending on the user's skill level, the being affected might remember they were charmed.
Emotional Read This spell is an innate ability to read another person's emotions. To the spell user, the emotions show as colorful auras. At higher levels, the user is able to read the emotions the person is trying to hide. The person must be within view.
Memory Modification This spell allows the user to modify a person's memory to make them believe something happened or forget. Depending on the user's skill level, the altered memory can last longer. There must be a verbal iteration of what memory is to be changed. The person being affected must be touched for this to be active. The effect lasts roughly one hour.
Abjuration 6
Mystical Barrier This spell allows the user to create a barrier around them or someone/something else to protect them from attacks. Depending on the caster's level, the barrier can protect from both magical and physical attacks. The caster does not need to maintain concentration of their barrier, but if they do, the barrier can last longer with energy directed into it. The spell has a range of 30 feet.
Cleanse This spell allows the user to cleanse another person of harmful effects. These can be magical effects, such as confusion or entrancement, or physical, such as poison. This ability requires concentration and the caster must touch the person to cleanse them. If concentration is broken, the spell stops. At higher levels, cleanse can clear multiple ailments at once. Depending on skill level, certain effects may take longer to cleanse or may not be able to be cleaned.
Divination 4
Danger Sense This spell is an innate ability to sense when danger is near. Depending on the user's skill level, the length of the sense can be large-scale or more immediate. At higher levels, the user can detect what type of danger is present (supernatural, human, weather, etc.). Those who can mask themselves using magical means stand a higher chance of not being detected than those with lower skill levels.
Psychometry This spell allows the user to be able to read an object they are touching and get sensations or memories through the object. At higher levels, the user can even get the sense of who touched the object and read their thoughts and emotions. This spell requires the user to touch the object and channel their magic. Depending on the size of the object, the channeling could take longer. If the concentration is broken, the spell does not work.
Personality
Stoic Having been raised to never wear your heart on your sleeve, Manon is able to endure hardships without complaining. This results in her rarely, if ever, showing how she truly feels, which is both a blessing and a curse.
Prideful Manon takes great pride in her abilities. Part of her upbringing resulted in her believing she is the best at what she does. This has continued to the point she feels she is better than most others, especially in terms of magical abilities.
Courageous Manon's family has fought many things over the course of their life. Manon was raised to never fear the unknown and to jump headfirst into battle. Manon has taken this to heart and is one of the first to offer aid, even in the face of evil.
History
The youngest daughter of the D'aureville family, Manon was raised with great expectations placed on her. The D'aureville has long since been recognized as magical protectors. Her family was often called to help protect France against supernatural attacks, offering council as well as banishing chaotic forces. Manon was given everything possible to fulfill her own duty placed on her shoulders. This led Manon to feel a great sense of pride in her abilities.
In school, Manon excelled in Enchantment magic, able to wield the power to influence others, much to the dismay of her Father, Emile. Outside of school, Manon was provided other useful skills, such as languages, culture, and self-defense that did not rely on magical help. Manon prided herself on her ability to read others, longing for the day she could be free to pursue her interests in helping with foreign affairs, especially in the magical realm. Manon was not afraid and rarely backed down from challenges. This led to her getting into trouble during her school days where she challenged and beat up the boys who thought they could beat her and win her hand.
After magical school, Manon went to university, where she obtained degrees in International Relations and Psychology. During her years of learning, she visited other countries, such as Germany, Austria, Greece, the UK, and the US. It became apparent to Manon that witches had a lot of work left to do. While it wasn't as bad as the witch trials, it could stand to be better. Manon decided she needed to use her abilities to help. Manon emigrate to America to lend aid to their efforts to improve relations within their country as well as with others. Manon had heard of Shipden Peak and offered to move there to help in their efforts.
@Prisk Hi. I think the highest I am willing to go is 15 players (including myself). I would be comfortable with around 10 players. But this RP would also be able to work with less than that. Counting all the peeps in the discord (accepted, GMs, interested people) we are currently at 13. I'm expecting at least 2-3 not to partake in the end (it would be DOPE if all who showed interest did, but that is rarely the case).
As it currently stands, I am aiming at starting the IC on Wednesday. We are still waiting for a few CS to trickle in.
Okay, one thing I had problems with was gauging the skill level of the 'ability' itself. For example, I have no idea what skill level fits each of the abilities that I've described. The actual skill level seems to be somewhat in line with what was said in the Q&A. The only skill that I'm a bit paranoid about is 'wolf pack' in conjuration. I hope it's alright and not too over the top.
I had already started on this sheet before I posted my previous post. I'm not this fast. The character concept is a 'social glue' kind of character, a bridge between the ordinary non-tragic and rejected misery with a bit of irony thrown in there. I suppose you could call it a 'support' character, as well, in the sense of relief for both mental and physical strain.
I tried to find gifs, but the gifs for this chick are just terrible.
edit. Changes based on feedback
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Hanna Samantha Whittle ⋖ Female ⋖ 23 / 5'4" ⋖ Bisexual ⋖ Bachelor's Degree in Literature ⋖ English ⋖ Cooking, Talking, & Sex ⋖
Years of Magical Education: ⋗ 6 Schools of Magic: ⋗ Conjuration & Enchantment
CONJURATION (7)
⋗ Geri & Freki Hanna can conjure two distinct wolves after a few ceremonial gestures. One of them has black fur and the other white, both with red eyes. A faint shadowy, smokey feature trails wherever they go, which indicates that they are not of this dimension. Hanna can keep these animal companions materialized for less than half an hour, longer if things are calm around her and devoid of distractions. These creatures came about after much time experimenting with this school of magic. There is something about these particular wolves that Hanna is quite fond of, and they seem to take to her in the same way.
⋗ Domain Hanna has a pocket dimension. It is large enough to store certain items that she uses every day. She has not bothered with trying to expand it for a long time, mostly out of laziness. It is there for one thing and one thing only—the ultimate handbag. She cannot fit everything in there, of course, but items no larger than a cell phone are good to go.
ENCHANTMENT (6)
⋗ Pheromones This almost passive ability can create physical attraction in another person toward Hanna. When it is her focus, the effect becomes much stronger. If a person is already attracted to her, without this effect being present, the ability itself will settle easier and affect the person faster. The downside of this is that the effect can be difficult to get rid of once it has snowballed. Hanna had a guy in college follow her around for a couple of hours after trying this out on him too much. Luckily, the guy already had feelings for her and either did not notice anything or he spared Hanna a call to the authorities.
⋗ Suggestion Hanna can strongly suggest a course of action or intention. This has its effect through physical contact or clear verbal interaction. The person she speaks to can choose to not do it, but the thought will certainly linger for some time and cause an internal argument. The suggestion may become part of a person's life for a time, or even their identity. This is a long-range, strategic kind of ability that can grow stronger in tandem with her other Enchantment ability, Pheromones.
PERSONALITY
⋗ Sociable Hanna is straightforwardly chatty. She talks in the same way that a machine does its job without any hidden agenda or egocentric intent. Hanna is the kind of person that can have a solo conversation with another person for hours and call it an interaction. It has its pros and cons to it. Her mind is not an empty shell, so the chattiness does not come from being airheaded. There are moments when Hanna wished that she could shut up, but her mouth just keeps going like a leg moving when a person walks.
⋗ Benevolent Hanna is a friendly soul. Or, well, in the sense of decorum. One must not mistake her for being naively affable. She will conduct herself properly, dress properly, bring gifts, and mind her language in all the appropriate settings and events. Call it a personal hobby of hers. Hanna knows quite a bit about customs, manners, and gestures. Another interest that adds to this trait is her love for cooking and baking. Good food is always a safe bet when all other things fail in the pursuit of social cookie points.
⋗ Sensual Hanna has a way with touch. It can infuse a sense of comfort and trust in certain situations when Hanna speaks with people. This kind of idiosyncrasy goes hand in hand with her other traits related to interaction. It is the glue or bridge that ties them together. Hanna was born with a potent measure of empathy, which can be awfully intense at times but also helpful in feeling the state of mind of another person.
⋗ Esoteric There is an inner dialog in Hanna. From the outside, it does not always seem like she thinks about much at all. Her thoughts can be philosophically profound in many ways, but there is a lingering fear of revealing it all. Having always been in circles of people utterly fanatical about social value, there has not been much room to express an individual perspective that deviates from what is 'normal'. Every now and then Hanna will crack and reveal something, but she will equally fast brush it off.
HISTORY
Hanna was born and raised near Providence, Rhode Island. It was a household of the nuclear family with a spruce of siblings. These were as ordinary working-class people as you could ever find. When those critical years came about, Hanna discovered that her place in the social pecking order was drenched in an obsession with physical appearance, status, and doing 'normal' things. The witch business eventually caught up and put plenty of wrenches in the works. By that point, Hanna had already been part of that somewhat plastic social circle for a while, so promptly excluding her would do more harm than good. The eventual solution was that Hanna had to sneak around with the witch studies and practice, even if most people knew.
The tours around questionable ethics and practices in the 'mean girls' squad came to an end with High School graduation. In Hanna's defense, she never really did anything nasty to other students, as such, but neither did she stop others from doing things. It was a moral gray area that she ponders to this day. Interactions were much better and relaxed at Rhode Island College, in Providence, where she got her Bachelor's Degree in English Literature. Hanna never was the academic type, but her parents insisted that she took care of this part of life, which was infinitely more important now than in their day. Not to mention, Hanna's parents had wanted her to take care of her magical schooling, properly, so that she did not do anything stupid with it.
Hanna did her best to socialize with other witches. Life's tremendous irony was that Hanna had once been the pinnacle of social status, but now she was the oddity among brooders, rejects, weirdos, and tragic pasts. The problem was not that she did not like them. It was rather the other way around. Hanna enjoyed moments where she could glue some manner of cohesion together among awkward personality types, but that was not always—if ever—welcomed. So, she jumped around different gatherings and 'covens' in search of something permanent. Alas, it was harder than it looked or sounded. There was so much politics, squabbling, petty grievances, and other such things, which made Hanna realize that the things that had triggered the plastics were the same things that triggered the rejects as well. There was almost no difference except flavor in the argument, which was mind-blowing to Hanna.
There were clear answers in Hanna's head to all the issues that surfaced during this time, but she had no way or confidence to express them. She simply shrugged her shoulders and kept on grinding a day job at Starbucks. Who was going to listen to a dumb bimbo barely past her teens, anyway? Hanna began to take an active interest in all things occult and esoteric by listening to podcasts, watching videos, and checking out a few books. The ceremonial side of it all caught her attention. All the things about proper clothing, specific colors, gestures, and mannerisms were interesting to her on a whole different level. It sort of made sense, given her social history, that she would be into it. These interests also meshed with her chosen or perhaps given schools of magic, conjuration and enchantment.
Hanna came in contact with Lina Calvo, head of the Shipden Peak coven, by recommendation from some random person in the comment section of an Instagram post. The apparent similarity in empathic blessing or curse between the two quickly became a talking point and deeper connection. Hanna's interest was earnestly peaked. Her parents made all the necessary arrangements for the relocation to happen, as well as paid for several expenses and any dent Hanna would feel in her own income.
Years of Magical Education: 7 Schools of Magic: Illusion, Enchantment
Illusion 7
Disguise He can make others within a certain radius see him as something else. For example he can make a person see him as a woman, another person, animal, or maybe even as a inanimate object with enough concentration. When doing this for too long he becomes nauseous.
Mirror Image He has the ability to make multiple temporary duplicates of himself. This can only last for at least an hour at a time and the limit to how many he can make at once is 3.
Simulacrum He can make an illusory duplicate of an animal, insect, or person out of an inanimate object, or substance and control it as he wants. For example, he can make a snowman and if he touches it and concentrates for at least 30 minutes, he could turn the snowman into an illusion of a friend or something and order it to pick up a book from the library for him.
Enchantment 8
Synaptic Static If he talks to a person, or animal, and they give a verbal response, he can confuse and scramble their thoughts for up to an hour at a time. This can give the target really bad headaches depending on how healthy or unhealthy they are. This will give almost an intoxicated effect. If it is done incorrectly there's a 50/50 chance that the effects will backfire.
Stare of Tranquility When making eye contact for more than 3 seconds, he has the ability to calm down and relax the target, reducing the effect of any intense emotion, like anger, and sadness. This can last from, 1 minute, the minimum, to a few hours, the maximum. The longer he makes the effect or the more intense the emotion is, the more energy he consumes, making him light headed, or even bringing him to the brink of fainting. This works on animals too.
Personality
Cunning Being brought up as a only child in a neglectful household, Benjamin found the fun in discovering the different ways to deceive and trick others into doing what he wanted, or thinking the way that he wanted them to. At times, he didn't even have a real reason to lie, it quickly became a habit for him. Being a bit of a trickster, it wasn't difficult for people's trust in him to dwindle.
Generous He enjoys spoiling others and often finds himself making things such as extra food for those who wants or needs it, and leaving large tips at restaurants or stores.
Narcissist Despite his generosity, he is self centered and enjoys talking about himself and his achievements, both real and fabricated. He tends to ramble on and on about himself at times, being proud of himself and the things that he's done despite a lot of said things being fake.
Charismatic He is a pretty charming person and knows his way around words. His charisma brings out his flirty nature, which tends to get him into trouble at times.
History
Benjamin was raised in a poor household in San Diego California where status and reputation mattered more than the food and water that they needed to survive. He never knew what job that his father had, just that he was almost never home, and his mom was a house wife who's sanity was barely hanging on by a thread. Ever since he was a child he had to live in a faux rich lifestyle.
Living in a house that his family couldn't actually afford, buying clothing from expensive brands, and pretty much lying about every part of his life. He lied so much that he started to actually believe a lot of the lies that he told, becoming incredibly narcissistic and spoiled. He'd have nearly impossible demands and would often spend his father's money on unnecessary things that could've easily been spent on food. Though this caused his parents to suffer financially even more than before, their obsession with being perceived as rich and prestigious blinded any logical thinking.
Eventually, this way of living began to break their household as a whole. Their lies began to spiral out of control and soon they were buried in debt. Fortunately due to all of the lies that he's told, Ben had many connections. He was able to easily get a well paying job. With all of them each individually working multiple jobs, they were able to pay off their immense debt years later. Afterwards though, rumors of all the family's lies began to spread. They were hated by everyone that they knew.
At the age of 15, he and his parents found their way in Shipden park, his mother's hometown. His father had a job opportunity there and thought that it would be a good opportunity to turn over a new leaf. This is where he discovered his mother's magical experience there and how she went to school. This caused her to put him in with hopes that once again, he'd help to raise the family's reputation. Despite this though, Ben didn't want to to turn out the same way as before. He realized that his mean natured actions really hurt people and he didn't like the looks everyone gave them after learning who they truly were. After studying constantly and working hard, he was able to succeed in his magic studies, simultaneously graduating from college for mechanical engineering. He still isn't a good person by far, but he is genuinely trying to be better.
This took forever, hopefully everything turns out fine- :'D