Welcome to Recollections: Under the Sycamore Tree , another RP set in the supernatural horror/urban fantasy universe known as the Recollections universe. It is set in a strange and unique universe where magic reflects the core of its humanity and its emotions, beliefs, and thoughts. Under the Sycamore Tree, is a story about a group of teenagers who defeated an ancient and powerful entity known as The Stygian Snake. The Stygian Snake was a being that was near God-like in power and could manipulate darkness, use psychic abilities to enthrall and mentally debilitate, summon monsters, control time while in the shadows, and travel between dimensions. Thus, it was nigh-unstoppable, and no one in St. Portwell could contend with being in a one-on-one battle without being killed, becoming a thrall, or worse. The Stygian Snake terrorized the coastal Oregon city known as St. Portwell, and its endgame was to use the upcoming eclipse to ascend and reach Godhood.
However, three girls (Ashley Stone, their leader; Daisy Hunter, the second in command; and Auri Auclair) banded a group of their magical peers together to defeat it and called themselves the Sycamore Tree Coven (or simply the Coven). They named themselves after the very sycamore tree that they formed the pact under and used an ancient weapon known as the Apparition Killer to weaken the Stygian Snake enough for them to seal the being in the namesake tree.
Afterward, they wiped their memories of the location of the tree. Other supernatural factions and beings flooded into St. Portwell and turned the otherwise mundane city into a paranormal hotspot... and warzone. The Sycamore Tree Coven attempted to be a significant player in the supernatural scene. Still, the group ultimately disbanded due to a mixture of clashing personalities, not liking the leadership, thinking magic is too dangerous, going to other organizations in St. Portwell, or simply moving on with their lives.
Thus, the battle against the Stygian Snake became the most fantastic story never told, and few were even aware of the existence of the pact those brave children made under the Sycamore Tree. Ten years have passed, and suddenly, former members of the Coven were being murdered one by one (some of whom were on the other side of the planet) with a mysterious wolf idol carved out of sycamore appearing in their residence before they were killed. The straw that broke the camel's back was the murder of Ashley Stone and the disappearance of Daisy Hunter; thus, Auri Auclair called the former members of the Coven. A desperate call to whoever she could reach, and while many either didn't accept or ignored her, Auri managed to gather a group of her former Coven.
St. Portwell's magic scene changed, and now dozens of factions vied for city control. The newly reformed Sycamore Tree Coven has to navigate the factional drama while attempting to find just who is killing them and stop them. However, their murderer has a name... Father Wolf, and the rabbit hole is far deeper than they initially thought. This story is inspired by media such as Life is Strange, Dead by Daylight, Lakeview Cabin/Valley, Bakemonogatari, and Neon Genesis Evangelion. A fusion of genres, this RP will have themes of urban fantasy and horror (I call it Surreal-Urban Fantasy). However, it won't have an emphasis on horror or spooky vibes. This RP will be more about the fantastical side of magic as I try to weave an intense and complex storyline about the Coven and their trials and tribulations as they either rise to the top or fail like before. Thus, the RP will have several different storylines simultaneously, with some things built up over time. The theme will be siblinghood, companionship, and working with people you dislike. Above all else, its thematic will be Connections, Identity, Emotions, and Memories.
RULES & NOTES
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1. First and foremost, I reserve the right to reject anyone from the RP and boot them out at any time. I hate to do this, and I will try to avoid it, but sometimes, some people are too disruptive to the RP or aren't a good fit and must be removed.
2. Please try to be respectful towards all other players.
3. The Recollections Universe is a dark off-urban fantasy set in the real world, so it'll be relatively realistic. I want all characters to make sense, have a realistic (or natural) faceclaim, etc. You can pretty much go crazy with any character of any sexuality, gender, race, religion, etc. Just stray away from sociopaths/psychopaths, please.
4. The tone of the RP will be relatively dark and brooding... not super gritty or edgy (only a little). It'll have plenty of dark moments and probably some pretty graphic moments - with occasional nudity. However, the absurdist humor inherent to the setting will offset it.
5. no "wip" sheets on the OOC. Post a complete sheet, or don't post anything at all. If you need something looked over, feel free to private message me. Speaking of which, the character tab is for accepted characters only.
6. Keep in mind that your character can die. If they make the wrong move, it can result in their death, and I will not jeopardize the story to save them.
7. You're allowed to have as many characters as you can handle... don't go too crazy. I want to keep it to about two characters max per person, but if you have a good idea, I'll allow more.
8. Keep in mind that this RP isn't quite a regular superpower RP (even though you'll ignore this); it's an off-urban fantasy with horror themes. It's a weird blend of thirty different genres, but that's beside the point. I want the abilities in this setting to be more grounded in magic, the fantastical, and the thematic over everything. I like abilities that somehow reflect the user, but I'd appreciate seeing how you interpret it. I would prefer if you stray away from scientific abilities like gravity/magnetism manipulation, but I will allow it if you insist.
9. Every character must be a member of the Old Sycamore Tree Coven and have participated in the battle against the Stygian Snake. I may allow a new member of the Coven if you run it by me.
10. I only describe the essential lore for character-making. That is because I like doing stuff from top-to-bottom, meaning I like to explore the supernatural world in character. Please let me know if you want any details about the lore for making a character.
11. The following abilities are banned: Magic Negation/Replication, "instant death" powers, reality-warping, anything with "Omni" attached to it, complete defense/indestructibility, and any other ridiculous ability. I will explain why if necessary.
12. This RP will strictly be "first come, first serve." I will not reserve any /characters/roles/etc, and they will go to whoever finishes their character sheet first. If there's a conflict over it, I will decide the outcome.
13. All I ask for is one post a week. Your character will be deemed inactive if it's been a week since your last post. Please be aware that once your character has been deemed inactive, I have free reign to control them, or they can be killed off.
14. The RP runs off of the Ambiguous Time Period. This means the RP will have aspects from different periods with no set year, so placing a specific period would be hard.
15. Don't fill out the weaknesses section of the character sheet. I'll fill that out for you!
16. This is optional, but I can write a magical power for your character. It'll be a fun little thing for both of us.
17. I would LOVE some clashing personalities in the cast to give credence to why the Coven broke up in the first place.
18. I'm going for a lower power level; think like "street level." Like I don't want characters throwing around buildings, but I want a focus on the wielder/esoteric abilities.
19. Some rules are so beaten into your head that it should be obvious. ...................................................................
"Open your mind, heart, body, and soul to the universe..." ____________________________________ Out there exists a threshold, an invisible line showing what's possible and impossible. Crossing that threshold is easy for certain people with a specific trait or predisposition, but sometimes, it's not something they do on their own. Sometimes, they get pushed across it, and when they get to the other side, they discover that nothing short of Magic is real.
The magic in this world is fueled by human emotion, beliefs, and personality, and individuals can gain magical abilities reflecting themselves. Many different types of these beings exist, but they are under one collective term: The Paranormal. The world of the Paranormal is the gateway to infinite possibilities, stories, and adventures, as it follows these people as they navigate this strange world.
The umbrella term for these abilities is known as Paranormal-Abilities; the most basic of these abilities is a theoretical opening of the "third eye." The Paranormal are the only ones that can perceive magical abilities in action, as those without them can only see the effects. The story's namesake ability is known as a Recollection, a flashback where the person experiencing it can see what happened during it as if they were there. All Paranormal-Beings are unconsciously drawn to each other and Paranormal situations, whether they like it or not. Or, the Paranormal will come to them, and it’s suspected that people with certain traits are led to such situations.
With Recollections, a person can experience the memories and adventures of other people and gain information on events they weren't present at. It's hard to tell what triggers a Recollection, as some people may experience it in their sleep or when interacting with a certain person, place, or thing that is relevant to them or their goals. Those with a sufficient understanding of magic can show other people a Recollection.
However, each Paranormal being has a personal ability known as an Abstraction. An abstraction is an ability that is unique to them and is determined by the type of Paranormal being they are. No two abstractions are the same; one person can cast away their abstraction for another. Abstractions are linked to a person's soul and are impossible to nullify, or no abstraction exists that negates or removes another except for one specific case. Paranormal beings can only have one abstraction at a time, even if they appear to have several different abstractions - it simply sub-abilities under one larger abstraction. The Paranormal is innately protected from each other by an invisible barrier known as an Emotional-Field, which acts as a natural limiter preventing Paranormal beings from using their abstractions directly on each other. Every Paranormal-Being, except for some rare cases, possesses an Emotional-Field. For example, a pryomancer cannot boil someone’s blood, a telekinetic cannot tear someone’s heart out, and a mind controller cannot work on a Paranormal. Abstractions such as Telepathy and Healing are not typically restricted. An Emotional-Field can have its properties altered by certain abstractions, for example, Lessening magical damage, removing someone’s Emotional-Field, etc. Emotional-Fields inhibit all offensive (and certain Abstractions like mind control and stopping time) Abstractions; however, certain offensive abstractions can bypass it completely (these abstractions are rare, however). Individuals who do not have an Abstraction or Emotional-Field are known as Blind and cannot comprehend or interact with magic in any way. However, those who have been exposed to magic in the past will gain the ability to perceive magic known as One-Eye-Open. These individuals lack an Emotional-Field or an Abstraction and are as susceptible to magic as the Blind.
ADEPTS
_______________________________________________ "Transcend the limitations you have placed on your mind and soul."
Eons ago, an ancient race of God-like beings known as Ancients visited humanity and bestowed thousands of them access to their magic known as Lux - which is a different type of magic dependant on its color. This has created a spiritual connection to the Lux and the previous generations that wielded it. To access this Lux, a user must first undergo a Kindling-Event when they experience a powerful emotion.
During a Kindling Event, they can talk to their ancestors much like a Recollection, and this spiritual connection is passed down to all of their descendants. There is such a thing known as a Severance in which an Adept may be cut off from their Lux if they aren't behaving in a way that their ancestors deem worthy (It's also possible for an Adept to sever themselves during a Kindling Event). Afterward, they will be One-Eye-Open and unable to reconnect to their Lux.
Adepts are more in line with traditional mages and wizards than the other Paranormal types with a flat ability, and Adepts have to learn Spells. These spells can theoretically be anything within their Lux. However, each Adept has an Affinity, which means they can learn spells easier if they reflect something about them. However, it's challenging (but not impossible) to develop spells outside of one's affinity and next-to-impossible to develop spells that are opposite of their affinity. Spells are created through trial and error and experimentation, but each Adept has a unique way of developing their spells. However, Adepts can also learn spells from external sources such as spell books and other Paranormal beings.
An Adept can gain a catalog of hundreds of spells in their lifetime. However, it'll take years of practice, and Adepts can also gain "inspiration" for new spells from the people close to them. Adepts access their magic through an object known as a Channeler, an object that the user has an emotional attachment to - it's possible to use spells without one, but channeling the Lux through one's body will cause severe burns and lead to unstable Spells. The act of using spells is called Casting, and every Adept has its own method of casting (Visualizing and concentrating, chanting, rituals, etc.).
An Adept can have multiple Lux; however, the more Lux they have access to, the weaker their overall spells will be. An Adept with multiple Lux can devise spells within one Lux or make spells combining several Lux. It’s common for an Adept to have one Lux, uncommon for two, and rare for three or more. Another technique for Casting is known as Joint-Casting, a testament to the bonds and synchrony of two or more Adepts. When these Adepts share a profound emotional connection, it opens new avenues as these Adepts can craft potent spells regardless of Lux or affinity. This connection allows them to create spells similar to regular spell crafting (trial and error), except now it requires synchrony with a group of people - thus, the margin for error is far higher.
However, if successful, a Joint-Cast is insanely powerful as long as the emotional bond persists. Adepts can either be the same color or different colors to Joint-Cast. For example, two Red Adepts can create a powerful explosion of fire. A Green and Purple Adept can create a tornado of temporal rejuvenation. Using Joint-Casting, Adepts can make powerful spells that complement each other’s strengths and compensate for each other's weaknesses.
Red (Rage): Elemental Lux, the most common type of Lux. The Ancient that embodies this Lux: The Bull. Examples: Manipulation of fire, ice, electricity, earth, plant, and similar abilities.
Green (Joy): Biological Lux, the third most common type of Lux. The Ancient embodies this Lux: The Deer. Examples: Healing, shape-shifting, wing generation, etc,
Yellow (Terror): Stealth & Defensive Lux. The Ancient that embodies this Lux: The Spider. Examples: Invisibility, barrier generation/forcefields, dumbing sound down, etc.
Pink (Love): Mental & Emotional Lux. The Ancient that embodies this Lux: The Dove. Examples: Emotion manipulation, mind control, telepathy, illusion creation, etc.
Gold (Pride): Minion Summoning/Creation Lux, the third rarest type of Lux. The Ancient that embodies this Lux: The Lion. Examples: Creating minions of choice, summoning a defeated monster, etc.
Purple (Anticipation): Movement & Time Lux, the second most common type of Lux. The Ancient that embodies this Lux: The Butterfly. Examples: Teleportation, time travel, Portal Creation, telekinesis, slowing down time, etc
Orange (Courage): Enchanting/Artifact-Creation, & Abstraction-Strengthening Lux, the second rarest form of Lux. The Ancient that embodies this Lux: The Tiger. Examples: Creating artifacts, boosting Paranormal abilities, making an object weightless, etc.
Blue (Sadness): Curse Lux, the rarest form of Lux. The ability to cast curses which requires a stipulation to be broken. The Ancient that embodies this Lux: The Swan. Examples: Cursing someone to turn into a monster, creating a deadly illness, cursing someone to be haunted by the dead, etc.
White (Nostalgia): Information Lux. The Ancient that embodies this Lux: The Owl. Examples include Observing locations remotely, seeing into the past/future, reading auras, gaining information about the environment, etc.
Black (Apathy): Necromancy Lux. The Ancient that embodies this Lux: The Hound. Examples: Creating zombie minions, manipulating apparitions, etc.
Adepts are probably my second favorite out of the types, so I'm biased. They're probably the most complex, given how Lux n' shit works. Blue Lux are heavily restricted and require permission from me to make one a player character - otherwise, they will be an NPC-only Lux. I demand a list of spells they can cast in their abstraction section. Keep in mind the more types of Lux they have access to, the weaker their abilities should be. Also, please run any new spells by me first.
APPARITIONS
________________________________________________________________ "They emerge from a world that shouldn't exist."
Ghosts, Spirits, Angels, Demons, Echoes, whatever you call them, above all else. Apparitions are unique as they are the most fantastical and vague of the Paranormal. Opposed to being made of flesh and blood, they are made of pure magic, and instead of being born, they are spawned into existence. There are three ways an Apparition can be created: from either a powerful enough belief (or emotion), made by another Paranormal (these abstractions are few and in between, incredibly rare), or when a person with a strong enough emotion dies a piece of their leftover consciousness and memories become an Apparition. In the case of the latter, they are not the soul or spirit of the individual and will only harbor a few of their memories and fragments of their former personality.
A new Apparition is nothing but a blank slate, and many Apparitions were dead Paranormal-beings that cast away their humanity. These Apparitions are fueled and powered by these emotions and beliefs - and the stronger those are, the more powerful they become. An Apparition can, alternatively, fade from existence if said emotion or thought wanes.
Apparitions are, otherwise, effectively immortal and can exist for centuries - if destroyed, they will regenerate in time (stronger Apparitions can regenerate as fast as a couple of hours). Apparitions, by default, are invisible to the Blind (they can choose to make themselves visible), but the Paranormal and One-Eye-Open can perceive them. While the Paranormal can interact with Apparitions, only the One-Eye-Open can see them.
However, the primary method for defeating an Apparition is known as Sealing, and they can be imprisoned in an object where they will be trapped for all time unless freed. Apparitions can prevent themselves from being sealed or fading from existence by binding themselves to a human in some way, shape, or form (in this state, their Abstractions are entirely static). Apparitions, by default, are invisible to the Blind but can reveal themselves at will.
Apparitions are responsible for most curses and can be manipulated by Black Lux.
Sealing an Apparition is simple but requires careful preparation, belief, and skill. First, the person attempting the seal must draw symbols on the ground or environment — symbols they genuinely believe will bind the Apparition. This belief is crucial, as the seal's power stems from the conviction behind the markings. Once the symbols are in place, an object of any size must be placed within the sigils. The next step is the most dangerous: confronting and weakening the Apparition. The entity must be fought and drained of its strength until it is weakened enough for the seal to activate and draw it into the prepared object. The sealing process is not precise—an Apparition must only be near the sigils to be captured.
When an Apparition is successfully sealed, it is rendered dormant within the object, effectively trapping it in a state of inactivity. This dormancy means the Apparition cannot exert its powers or influence the surrounding environment until it is released from the seal. For particularly powerful Apparitions, larger objects are necessary to accommodate their presence, and sealing multiple Apparitions into one object is possible, though risky. The more Apparitions sealed into a single object, the less stable the seal becomes, making it more prone to failure or release. If the object is ever destroyed, the Apparition(s) will be freed immediately. It's important to note that sealing only works on Apparitions. It does not affect the Abscised (possessed beings), Agents (who wield sealed Apparitions), or the Adjoined (humans bonded with Apparitions). When sealed, the object containing the Apparition allows the Blind/One-Eye-Open to access their Abstraction when they come into contact with it, effectively turning them into Agents capable of using the power within.
Apparitions will be heavily restricted for several reasons; you can only make an Apparition if you get my permission. Apparitions apart of an Aberration are fully allowed.
ABERRATIONS
_________________________________________________ "Freak, monsters, predators, prey, Aberrations. Do not take them lightly." .........................................................................
Aberrations are what are considered to be "outside the lines," something not a part of the grand design of the universe. Aberrations are people who have had contact with the Paranormal and gained either a blessing or a curse from their abilities. Almost all Abberattions are created from the Blind interacting with Apparitions, but they can also be made by Adepts or by interacting with magical artifacts. Unlike Adepts, Animals can become Aberrations due to their strange nature. Aberrations are considered Paranormal Beings, so they can use all of the baseline abilities, but only the Blind/One-Eye-Open can become an Aberration.
Due to the odd nature of the Aberrations, they are separated into five subclasses:
Adjoined: Are Paranormal-Beings who have an Apparition attached to their soul and can utilize their abilities. Either the Apparition uses their abstraction freely, the Adjoined can transform into the Apparition, or the Adjoined uses the Apparition's Abstraction by proxy. Sometimes, these can intersect, and there can be an Adjoined that can do all three.
Afflicted: A person who gained an abstraction through being cursed.
Agent: A person who has contact with a sealed Apparition or a magical artifact and can use their abstraction by proxy.
Abscised: An Abscised is an Apparition that has taken control over somebody's body (Either possession style, removing a person's soul first, taking over a deceased human's body, etc) and can use their abstraction through them. The Abscised are varying degrees of undead.
Abominable: Unique as the Abominable are not humans or Apparition, but instead the Abominable are creatures that have been created by magic. They have been created by a Paranormal being at some point, or some were born naturally from another Abominable. In the latter's case, it is the only known time when an Abstraction can be passed down, and the Abominable can breed with humans.
Glamour is an ability primarily used by Abominable-Aberrations to blend into human society by masking their true nature. Abominable, magical creatures born from a mix of human and non-human elements rely heavily on Glamour to assume a human form and navigate the world without drawing unwanted attention. This illusion allows them to hide their monstrous traits, offering them a façade of normalcy.
While Glamour is most commonly associated with the Abominable, other types of Aberrations can also use it, and even humans altered by magic may wield this ability if necessary. Glamour is not a simple, uniform spell; it varies based on the needs and power of the user. Some Glamours are temporary, requiring constant focus and magical energy to maintain, while others are deeply integrated into the being’s essence, offering a more permanent disguise. Advanced Glamours can alter physical appearance, voice, scent, and aura, making it difficult for even Paranormals to detect their true identity. However, like any illusion, some Glamours may falter under close examination or physical contact, while others are resilient enough to hold up under scrutiny.
Depending on the nature of the Aberration or altered human, Glamour can be created and sustained in several ways. Ritualistic Glamour involves rites, calling on ancient powers or personal reserves of magic to make a convincing disguise. Potion-based glamour allows users to drink specially brewed elixirs that temporarily alter their appearance. Certain Abominable might be able to cast Glamour at will, maintaining it with focus and magical strength alone. Artifact-assisted glamour can be activated using enchanted objects like rings or amulets, providing a reliable and long-lasting disguise.
Emotional Glamour taps into the emotions of others, using feelings like admiration, fear, or love to sustain the illusion. Finally, Meditation-Based Glamour allows those with strong mental discipline to achieve and hold their disguise through focused concentration.
My favorite type of Paranormal beings. They'll require a bit more background work as you'll have to come up with how they'll become an Aberrant (mainly running into an Apparition, etc). With Aberrants, you aren't limited by belief or personality or whatever and can come up with anything - however, you have to come up with Apparitions.
ARTIFACTS
"In the heart of every artifact lies a story waiting to be told."
Across the All-Verse, amidst the whispers of forgotten civilizations, lie items of unimaginable power and mystery imbued with magical power known as an Artifact - Enigmatic relics deeply rooted in human belief and thought. Across the All-Verse, there are countless artifacts created by Adepts with Orange-Lux, Apparitions, or some artifacts spawned from the collective consciousness of mankind. However, even ordinary objects can transform into artifacts through the strength of certain beliefs or emotions tied to them. They take many shapes and sizes, and many hoard them for their raw power and what they can do.
They take many shapes and sizes, and many horde them for their raw power and what they can do. Artifacts are separated into two different groups: Abstraction-Granting Artifacts, and Non-Abstraction Granting Artifacts, and the difference is simple.
Abstraction-granting artifacts are relics that, when wielded by an individual, are attuned to their power, bestowing upon the user a specific Abstraction. These can range from elemental manipulation to psychic abilities, reflecting the nature of the Artifact. The main difference between this type of artifact and other kinds is that Abstraction-Granting Artifacts turn the Blind/One-Eye-Open into Agents and can not be wielded by any other form of Paranormal-Being.
Non-Abstraction Granting Artifacts function differently, and can be used by anyone, even the most potent Paranormal-Being. Their magical abilities lie inside them, not bestowing an Abstraction. When wielded or activated, these artifacts exert their influence through various means, ranging from subtle manipulation to overt displays of power. These range from a magical sword to opening portals, protecting the wielder from curses, etc.
Out there, there is a book of all known artifacts known as the The Compendium.
CURSES
"Curses are the silent whispers of history, the lingering shadows of forgotten sins, and the dark echoes of human suffering. However, they hold a hidden strength waiting to be explored."
There exists a darkness that defies explanation, an evil force that lurks in the dark shadows of the human psyche. These are the curses, ancient and insidious, born from the depths of human belief and emotion. These curses weave a tale of despair and destruction, leaving their mark on the souls of those unfortunate enough to be ailed by them. They are manifestations fueled by anger, hatred, and/or despair and imbued with the power to wreak havoc upon those who incur their wrath. Curses can be physical, psychological, environmental, or even more abstract. Much like artifacts, there are countless and diverse artifacts throughout the All-Verse. Still, most of them are created by Apparitions - others are created through Blue-Lux users and even rituals or by human belief, emotion, and intent - spawning from intense suffering, betrayal, or injustice.
Again, much like artifacts, Curses can be divided into Abstraction-Granting Curses and Non-Abstraction Granting Curses. Abstraction-Granting Curses, from a certain point of view, can be considered a gift as they can grant a transformation, psychic abilities, and more. While cursed individuals may gain access to newfound powers or skills, these come at a steep cost of losing life or a form of corruption. Every Abstraction-Granting Curse has a price no matter what, and only the Blind/One-Eye-Open can receive an Abstraction-Granting Curse.
On the other hand, non-abstraction-granting curses are curses that anyone can receive, and they do not grant any boons or power whatsoever. They are strictly curses and come in many different forms, and anyone can receive these types of curses.
"Reality is a wild, unpredictable, beast. Every choice you make leads to a different reality."
Within the Recollections universe exists a multiverse dubbed the All-Verse. The All-Verse is a vast and interconnected web of parallel dimensions, alternate realities, and different planes of existence that exist alongside our primary reality. The variety of these dimensions can range from entirely different to almost the same, except for the most minor differences.
One significant aspect is that everyone in these dimensions has a Counterpart, which is essentially a different version of them - except there are constants and variables (Constants being traits that they all share and variables are traits that can change). These counterparts are spiritually connected. This spiritual connection differs for each person; some counterparts can read each other’s aura/mind, gain more powerful abstractions in each other’s presence, switch bodies at will, etc.
These universes were never designed to interact, but magic can allow travel between each universe. The All-Verse represents reality itself. However, there is a state of unreality. The space outside the All-Verse and reality is known as The Void. The Void is the space between universes, and their universal laws, such as time and decay, do not exist there, and it is home to unimaginable horrors. Even with magic, entering the Void (and vice-versa) is challenging because a safety net exists, a barrier that prevents objects from falling out of reality.
However, this safety net also catches the remains of destroyed universes and becomes something just as horrifying as the Void: The Pit. The Pit is a savage land consisting of the fragments of reality it caught, inhabited by any other being that fell out of existence. It is a horrible land inhabited by some of the most horrific creatures known to man that is nigh-impossible to escape from. Very few have escaped the Pit and those who have left their sanity behind. It's challenging to teleport out of, as the Pit seems to redirect any teleportation back into the Pit - so even the most potent teleporters can't simply go in and out whenever they please. The Pit has to allow you to escape.
Every universe within the All-Verse is named after a light-based term or a word that brings light to mind. The universe in which this story takes place is known as Shimmer.
The eponymous Sycamore Tree Coven (or just The Coven) that the story follows, a group of magical teenagers that three individuals gathered; Ashley Stone, Daisy Hunter, and Auri Auclair. They formed a pact under the very Sycamore Tree that they were named after: they were going to do everything in their power to defeat the Apparition known as The Stygian Snake. They were a reasonably large organization (at least to the standards of magic organizations) with around a hundred members and were a powerful force.
Their original goal was to defeat the Stygian Snake, which, after several grueling battles, they succeeded with the help of an artifact known as the Apparition Killer (which a member named Kari Wilson located) that weakened the being. They sealed the Stygian Snake in the tree they formed under, and for the good of St. Portwell, they wiped their memories of the Sycamore Tree's location. Thus, they only vaguely remember a sycamore tree.
Afterward, they dissolved after infighting in the organization, a lack of faith in the leadership, a fear of the other factions moving into St. Portwell, and other factors. The members of the Coven dissipated, and all went their separate ways and forged their paths for whatever reason. However, fate pushed them back together when former members of their organization were getting murdered one by one, and nobody had a clue who was doing the killing or why (and most importantly, who was going to be next).
Ten years later, the former members of the Sycamore Tree Coven have been getting mysteriously murdered. They were murdered assassination style (slashed throats, strangled with piano wire, drowned, etc.), with a few exceptions. However, before a member of the Coven was murdered, a mysterious wolf idol, carved from Sycamore, appeared at their door or somewhere in their home of residence.
The original leader was Ashley Stone, a star cheerleader and popular girl whose little sister was killed by the Stygian Snake. She formed an intense hatred of the thing, which led her to create the Sycamore Tree Coven with her two friends - she was a Black Lux user. With the help of the Coven, she found the Apparition Killer, which they used to weaken the Stygian Snake.
The second in command was Daisy Hunter, Ashley's best friend, who possessed a mighty artifact known as the Bull's Ring, allowing her to manipulate all elements. Auri Auclair was the former third in the chain of command and the third member of Ashley's best friend group, and was an Aberrant-Agent who wielded a staff that summoned a mass of butterflies that could telekinetically move objects.
After Ashley's murder and Daisy's disappearance, Auri was the one who called for reforming the Sycamore Tree Coven. The woman was not expecting much, but some of her former witches and warlocks answered the call, and she became the new leader of the Coven.
Their new goal is to find out who exactly is murdering them, what exactly is motivating them, and stop them before they completely wipe them out. It was a hasty alliance; many of them still didn't approve of each other, but they were ultimately destined to clash with the other magical organizations that had staked their claim in St. Portwell and become a significant player in the magic scene.
Their current lair is an abandoned church in the middle of St. Portwell. Their backup lair is a flower store that Auri owns named Flowers & Canvases. She would rather they meet literally anywhere else. The Coven currently has no lair.
Also, they are not a cult.
ALLIES
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None to note.
ENEMIES
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The Stygian Snake: Ancient Apparition that was defeated and sealed by the Sycamore Tree Coven. They remain sealed in their namesake tree, where they wipe memories of its location so nobody can release the being.
"Beneath the sprawling canopy of the sycamore tree's wisdom, we united in the sacred dance of destiny. Cloaked in the tapestry of twilight and wielding incantations of yore, we became the harbingers of the Stygian Snake's destruction. Intertwining destiny with our magic to rewrite the tale of shadows into one where the serpentine darkness recoiled before our radiant might." - Creed of the Sycamore Tree Coven........................................................................................
MH AdAb - M. Chimera of the World Tree CB ROA- F. Red Panda of the Manchineel NT RA - M. Scarlet Ibis of the Manchineel CS RA - F. Robin of the Manchineel HF PA - F. Flamingo of the Oak WR YA - M. Yellow Warbler of the Oak MA AfAb - M. Aswang of the World Tree KE BA - F. Blue Jay of the Oak RB RGA - F. Christmas Iguana of the Oak NC RGYPGGOBWBA - F. Octopus Vulgaris of the Oak VA AdAb - M. Old Man Winter of the World Tree PG AdAb - M. Jormungandr of the World Tree AG AdAb - M. Golem of the World Tree BH RA - M. Cardinal of the Oak AT GA - M. Emerald Tree Boa of the Cherry KF Af Ab - M. Cyclops of the World Tree AP Ad Ab - F. Banshee of the World Tree CH AdAb - F. Phoenix Of the World Tree JL PA - F. Pink Robin of the Oak CS RA - M. Red-eyed Vireo of the Manchineel COS YA - F. Yellow-Rumped of the Manchineel EP AbAb - NB. Sphinx of the World Tree TM RA - F. Red-crowned Crane of the Oak OV RGA - F. Red-legged Partridge Of the Mountain Ash SH RA - F. Red-shouldered Hawk of the Mountain Ash TM GA - M. Green Pheasant of the Manchineel RM RGA - F. Golden-Backed Weaver Bird of the Manchineel CE RGA - F. Hawthorn Shield Bug of the Mountain Ash MB PA - F. Roseate Spoonbill Of The Mountain Ash JM OA - M. Wallaby of The Oak EB GORA - F. Sun Conure of the Manchineel JB RA - M. Seven-spot Ladybug of the Machineel DK WA - F. Whitefly of the Mountain Ash MCV AfAb - F. Mandrake of the World Ttree DW PRA - M. Purple Grenadier of the Oak DT AdAb - F. - Hydra of the World Tree WE WRA - M. Red Crested Cardinal of the Mountain Ash OO AfAb - F. Sage of the World Tree CW BPWA - M. Thunderbolt Crayfish of the Oak MB GA - F. Green Bettle of the Machineel .............................................................................
DV AfAb - M. Nue of the World Tree SH GOA - F. Panther Chameleon of the Oak RC AgAb - M. Hero of the World Tree EL Ad Ab - F. Unicorn of the World Tree WL GRA - F. Spinybacked Orbweaver of the Manchineel MT RA - M. Red Fox of the Manchineel SC YA - M. Yellow Tang of the Manchineel HO AfAb - M. Dragon of the World Tree ZM OA - F. Orangutan of the Manchineel CW GA - M. Green Anole of the Cherry TP RA - F. Red Kangaroo of the Oak AS RGBA - M. Scarlet-bellied Parakeet of the Mountain Ash DP AgAb - M. Griffin of the World Tree KF - AdAb - F. Gluskap and Malsumis of the World Tree NM RA - F. Scarlet Macaw of the Oak HM GA - M. Green Finch of the Oak RM RA - M. Red Squirrel of the Cherry HC. BA - F. Blue-footed Booby of the Manchineel AT BRA - M. Violet Turaco of the Oak SR BA - F. Raven Of the Mountain Ash CT GA - M. Green Jay of the Cherry JC WA - F. Arctic Fox of the Oak EV GA - M. Green Jay Of the Cherry PW AgAb - F. Kitsune of the World Tree AM OP - F. Spanish Shawl of the Cherry SH GA - F. Sunset Moth of the Mountain Ash LT GGA - F. Green Tiger Beetle of the Oak MD GA - M. Green Spiny Lizard of the Mountain Ash VD YPA - F. Purple Sunbird of the Mountain Ash ME AdAb - F. Mummy of the World Tree SO GA - F. Green Pufferfish of the Manchineel HW GGA - M. Green Pea Fowl of the Ash DW RA - M. Blood Red Glider of the Ash AV AdAb - F. Leviathan of the World Tree CJP AdAb - F. Iron Golem of the World Tree TW PYA - M. Yellowstriped Fairy Basslet of the Oak AT BPA - M. Black Emperor of the Machineel NZ BPBA - F. Blue Pleasing Fungus Beetle of the Machineel MV PBRGA - F. Mandril of the Machineel
You're back.
You told yourself that you would never come back.
That you would forget the horror.
But you always make an excuse to come back.
You walk past the destroyed mansion, the lair of the Old Coven, and walk around it in hopes that tree is still there. You see it... surrounded by some of the most beautiful flowers you ever seen. You walk over to that tree, and as you get closer, you see letters carved in. The average person would not be able to comprehend, but the Old Coven had to cover their tracks; it was all coded.
To you, it was everything.
It is time to pay your respects to those who made that sacrifice....
AS BA - F. Black Bear of the Manchineel JB GA - F. Green Lacewing of the Cherry RH GA - M. Golden Retriever of the Oak LH GA - M. Golden-Crowned Sifaka of the Manchineel KY RPA - F. Pink Orchid Mantis of the Oak SA AdAb - F. Spirit Bear of the World Tree EC RA - F. Red-Faced Cormorant of the Mountain Ash KW WA - Female. Snowy Owl of the Oak JH RGA - M. Green-Throated Mango of the Manchineel BR OA - F. Bengal Tiger of the Oak AA AdAb - F. Faun of the World Tree ET BA - F. Black Rhinoceros of the Oak FR AbAb - M. Homunclous of the World Tree KM AbAb - M. Skinwalker of the World Tree SLF RPA - F. Rosefinch of the Manchineel AB BA - F. Schipperke of the Oak AA AgAb - F. Psyche of the World Tree BR AbAb - M. Dijinn of the World Tree TDR AdAb - M. Wanagi of the World Tree TI AdAb - F. Yuki-onna of the World TreeSHE WAS NEVER ONE OF US
However, you find yourself drawn to the other side, where you discover someone had been carving names on the other side.
The words "Someone will pay for this" are written above it.
. Set along the Oregon coast, St. Portwell is a city almost literally built on its enchanting nautical wonder and heritage. Everyone who walks into the city is welcomed into a world that is both charming and mysterious, a world of hidden wonders... and dangers.
Its layout is a picturesque mixture of its traditional nautical roots (which it wears like a sleeve) and big city. Its streets seem to trace the shapes of the coast designed to create a sense of adventure, and almost every corner echoes with the sound of waves and the cry of seagulls. The city was built on its connection to the ocean, paying homage to its humble beginnings as just a small fishing town that, over time, became a major city on the West Coast that everybody knows about.
The street is a mixture of narrow alleys and broad avenues, designed to accommodate both foot traffic and the occasional parade of maritime processions. Clusters of buildings, both historic and modern, line St. Portwell, with canals and waterways threading through the city providing both transportation and exquisite backdrops. Consistent with the city's nautical motif, buildings often incorporate elements like anchors, ship wheels, and lighthouses into their design.
The city's downtown area (along the shore) is designed to be a hub of activity. Street vendors line the sidewalks, and bustling markets, outdoor cafes, and shops cater to both locals and tourists. While the constant flow of traffic and people creates an atmosphere like no other it's balanced by parks that were carefully integrated into the city's layout.
St. Portwell's layout also incorporates a sophisticated network of piers and docks, which are essential for the city's commerce and transportation sectors. Ships from distant lands dock at these ports, bringing goods and visitors to the city. The piers are also home to seafood restaurants and markets.
The city evolved to accommodate its growing population and the demands of a metropolis, and its evolving identity is marked by corporate offices, luxury apartments, and upscale hotels. Construction has ramped up to build new homes for people wanting a piece of St. Portwell's nautical wonder. New districts have emerged with buildings and infrastructure that complement the cityscape's existing vibe.
"I wish you were here on the shore / That we could build up something new..."
St. Portwell is a city renowned for its diversity, where people from all over come together to create a community like no other. The city's population includes a mixture of families that have been in the city for generations, transients, and other visitors who came to St. Portwell for one reason or another. The ethnic and cultural diversity is evident in the city's restaurants, markets, and neighborhoods, each bringing a unique flavor to the urban environment. St. Portwell's entertainment scene is as diverse as its population, with theaters, concert halls, and sports arenas drawing those from all walks of life. The commercial districts of St. Portwell are just as diverse, with shopping malls, boutiques, and open-air markets dotting the streets. The layout of these areas encourages exploration, with narrow alleyways and open plazas inviting people to browse and discover new treasures that they will cherish for the rest of their lives.
The northern part of St. Portwell is known for its picturesque landscapes everything north of St. Portwell is nothing but woods. The neighborhoods in this area are characterized by tree-lined streets and spacious parks. In contrast to the calm of the northern district, the northeast part of St. Portwell is known for its high crime rate and rough neighborhoods. This area is largely controlled by the Wolfpack, a notorious biker gang involved in drug and sex trafficking and protection rackets. The streets here are lined with rundown buildings and lack that distinct nautical vibe the rest of St. Portwell has. After certain hours, expect the streets of the Northeastern parts of St. Portwell to be empty.
The western part of St. Portwell is the city's primary tourist attraction area, being the location of the city's famous shore. This area features a boardwalk lined with shops, restaurants, and entertainment venues, and during the summer months, tourists fill the streets. Ferries depart from here to nearby islands such as the city's famous Cracker Island. The west district is also home to the Coastal Harbor Mall, a major shopping destination. Not too far from the West District is Downtown St. Portwell, the city's commercial and cultural hub. The streets are lined with historic buildings that have been repurposed for modern businesses. Downtown is known for its diverse culinary scene, with restaurants offering tastes from all over the world. Downtown is also the center of the city's entertainment scene, with theaters, galleries, and music venues hosting events on a regular basis. The waterfront promenade runs through downtown, providing a scenic background for drivers and pedestrians alike.
The southern part of St. Portwell is primarily a residential area and features a blend of older homes and newer developments, which creates a juxtaposition of architectural styles. It is home to several schools and community centers, which make it a popular choice for people moving in. Unlike the downtown areas, it features smaller-scale markets and stores. The southeast part of St. Portwell is an industrial zone, with large warehouses and manufacturing plants, thus far less populated than other parts of the city. It plays a critical role in the city's economy, however. The eastern part of St. Portwell is primarily residential but is far less populated than the Southern-area. The eastern district has several green spaces and parks, making it ideal for outdoor activities and family outings. Transportation is a key aspect of St. Portwell and it boasts a comprehensive network of roads, canals, and public transit. Ferries navigate the canals and provide a unique mode of transportation if one wants to take the scenic route over the traditional roadways. This network connects all districts, ensuring easy access to business centers, residential areas, and entertainment venues.
However, beneath St. Portwell's picturesque facade (arguably, existing alongside it) lies a chaotic supernatural scene, a whole new world where magical organizations fight for supremacy. This supernatural labyrinth features covens, cults, and criminal syndicates, each with its own reasoning behind its actions. It is a dangerous and unpredictable place where the city's fate hangs in the balance, dictated by these powerful organizations. Worst of all, a storm like no other is brewing, threatening to swallow just the city, but possibly the entire All-Verse.
Paranormal Organizations
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THE.PRA
"The Sword and Shield to protect the masses."
. . . .
The Paranormal Response Authority (PRA) is a covert government agency that is tasked with overseeing and regulating the activities of Paranormal beings. Heavily armed, the PRA has several Paranormal beings within their ranks as it is the best way to combat hostile Paranormal beings. At a minimum, the PRA comprises One-Eye-Open and undergoes training to fight the Extra-Normal. Usually, the PRA plucks out soldiers and other Law Enforcement Officials, but they are overall comically understaffed and undertrained.
The PRA has no choice but to take whoever comes their way that is at least somewhat qualified. The PRA technically is a branch of the Department of Homeland Security, and they are underground operations - which means everything they do must go under the notice of the general public. In most of the PRA's field operations, they disguise themselves as different law enforcement agencies, such as the FBI or local law enforcement. They appear, complete the mission, and vanish without a trace.
They are responsible for covering up magical incidents and scrubbing the internet for paranormal activity. They have a massive database of suspected and Paranormal-Beings but largely leave them in peace as long as they aren't terrorizing the general public. The PRA answers to the Director, and the Director responds to the Pentagon. The current Director is Director Alcott, a mysterious person whom only a few PRA Agents have seen in person. The PRA is one of the major players in the battle for St. Portwell, and its goal is to return St. Portwell to normal and eliminate hostile organizations such as the Wolfpack.
The PRA is heavily armed, but Agents use the Colt Federal Patrol Carbine in field operations and have a pistol as the side arm. The usual uniform of Agents is a fancy suit and tie (girls get to wear skirts!). During field operations, Agents wear a chainmail armor that is stab-proof, shock-absorbent, and thermal resistant. Agents use taser rounds and tear gas to subdue targets but will use live rounds and even explosives if necessary. The PRA can also use a special radar to track paranormal activity nearby.
The Agent in charge of the St. Portwell office is a woman named Meifeng Liao... and is interested in the Stygian Snake.
DOLLHOUSE
"Step into the Dollhouse..."
. . . . An oddity in St. Portwell, as they are known as a magic organization on the East Coast but moved over to the West Coast last year. As a front, Dollhouse is a sort of mafia group that offers potions and magic abilities to other criminal organizations for a price. However, the Dollhouse organization is a cult that seeks to build an army of Abscised for a strange and mysterious end.
They have been kidnapping tourists, people on the fringes of society, etc., and placing Apparitions in their bodies. Their operation moved to St. Portwell (likely to escape the PRA). It operated mainly in the shadows, keeping themselves hidden - but sold potions, artifacts, and Apparitions and kidnapped people to abscise them. Dollhouse prefers to remain a completely neutral force in the conflicts of St. Portwell and would rather not directly antagonize the other factions. However, they are incredibly cunning and conniving and have manipulated the different factions from the sidelines into service or into destroying the organizations they cannot control.
The leader of Dollhouse is known as Luis Cox, a boogeyman on the streets of Miami, and his second in command is Natalie Parts and the mysterious Heinrich Thòrmer.
THE.ELITE
"Magic is the gateway to infinite wealth and riches!"
. . . . One day, a man named Blake Schmidt discovered that magic was real... and sought to gain magical abilities. After going to different occult organizations, he didn't get what he desired. Eventually, he formed his own organization known as the Elite—a collective of fellow rich pissants seeking ultimate power through magic... or something.
They're a powerful organization spanning the entire West Coast, and could rule the magic scene in St. Portwell and cities such as LA, Seattle, etc. If it weren't for the constant infighting, questionable leadership, and zero clear idea of what the point of their organization is, they would. Thus, they're only at a fraction of their true potential but still possess several magical artifacts and dangerous minions.
The Elite comprises several different wealthy families, with the Schmidt Family at the organization's head - heading Paragon United Tech Solutions. Other prominent families include the Valos Family, who own various hotels, casinos, and clubs all over the West Coast; the Liu Family, who run the illustrious Liu Pharmaceutical, and the Pimm Family, who are old money and own businesses all over St. Portwell and Seattle.
The Elite primarily clash with the Greenwood Coven and they are allied with the Dollhouse organization.
GREENWOOD.COVEN
"Guardians of a greener world!"
. . . . After the defeat of the Stygian Snake and the new rise of organizations, one was the Greenwood Coven. Unlike many of these organizations which rise and fell, the Greenwood Coven stood the test of time - being an organization that has felled several of them, most famously Das Sonnenrad. They are one of the most mysterious groups by design, as Greenwood members conceal their identities with disguises and use codenames to protect their identities from the other factions.
They claim to be the protectors of nature, but at the end of the day, the Greenwood Coven is a group of magical hippies - they are relaxed love nature and get high all the time. You can call the Greenwood Coveneco-terrorists, vigilantes, and various other things, but at the end of the day, they are simply a group of friends having adventures. They get high, hang out, and spend time together as friends do when not in costume.
However, one should not take them lightly as, despite their relatively small size and demeanor, they are a dangerous and influential faction that has severely damaged other factions, such as the Elite and the defunct Das Sonnenrad. They specialize in quick, hit-and-run attacks and other sabotage. They are not the up-front fighters like the rest of the St. Portwell factions, and they appear, do damage, and then vanish.
The Greenwood Coven picks their battles very carefully and is one of the few peaceful organizations in the St. Portwell power struggle. However, they are the arch nemesis of the 8th Street Coven, who have been their longtime enemy, and they are also enemies with the Elite, Wolfpack, and any remnants of Das Sonnenrad are kil on sight.
The Greenwood Coven is famous across St. Portwell for waging war against the Das Sonnenrad cult and being the one to kill Kaiser Draeger. Greenwood went to war with Das Sonnenrad after the latter killed two members of the Greenwood Coven and stole their artifacts.
The Greenwood Coven's goal is to find the artifacts that Das Sonnenrad stole.
8TH.STREET.COVEN
"Weaving magic, carving destiny!"
. . . . The terror of St. Portwell, the 8th St Coven is led by the infamous member of the Old Coven known as Emily G. Reed, with another former member Vashti Nour operating as her second in command. Emily's two little sisters Miranda and Jacqueline Reed, serve as her third-in-command, and together they operate the terror of St. Portwell's magical scene: The 8th St Coven.
The 8th St. Coven is named after the location where they formed their pact, much like the Sycamore Tree Coven. There hasn't been a single organization that hasn't butted heads with them. Initially, the 8th Street Coven was formed to learn more about magic and see what boons they could get, but they gradually changed their idealogy. Their current goal is to gain magical supremacy in St. Portwell by metaphorically breaking the knees of other organizations to steal Artifacts.
The 8th Street Coven is infamous in St. Portwell's magical scene for stealing different artifacts and bullying weaker factions or those who can't stand up for themselves. The 8th Street Coven gathers different artifacts under the instruction of Emily G. Reed, and they either keep the useful ones for later or sell them to the highest bidder. The 8th Street Coven is functionally a mobile magical arms dealer that has stolen artifacts from all over to sell to whoever - whether they be warlord, monster, or terrorist is irrelevant.
Most of the brutality of 8th Street comes from the leadership of Emily and Vashti, who eliminate anyone who gets in their way with brutal efficiency. However, 8th Street is comprised of individuals who are either too apathetic to care about how savage their leadership is, or by broken people that Emily G. Reed has conned into joining in hopes of fixing their issues.
The primary enemy of the 8th Street Coven is their longtime rival, The Greenwood Coven, and the two organizations have faced battles that have destroyed several sections of the city. To Emily, it's one big game of chess against Greenwood.
However, the 8th Street Coven gets some appreciation for destroying Das Sonnenrad and forcing them out of St. Portwell alongside the Greenwood Coven.
THE.SERPENT.CULT
"Embrace the darkness that awaits in our hearts."
. . . . An upstart organization that has recently formed but has roots back to the Stygian Snake's rampage. Essentially, a boy named Caden Zorich was adjoined with one of the leftover Apparitions created by the Stygian Snake. He saw Recollections of the demonic Apparition that terrorized St. Portwell when he was too young to understand anything.
In awe, he believed that the Stygian Snake was a God and began to worship it. Forming a totally-not-a-cult following of similar broken teenagers, he came under the belief that the situation in St. Portwell was so bad was the Sycamore Tree Coven's actions.
Their goal in St. Portwell is to find the Stygian Snake and free their deity. They're a cult comprised of teenagers who were gifted Abstractions by Caden and are primarily uninvolved with the factional drama of St. Portwell. However, they will inevitably clash with the Sycamore Tree Coven.
THE.WOLFPACK.MC
"Unleash the shadows, rule the night."
. . . . A biker gang that deals drugs runs protection rackets and is a nuisance to society, led by a man named Judas Bennet. The Wolfpack was nothing more than just a collective of small-time crooks and would never even be on the notice of law enforcement.
However, they gained possession of several different abstractions due to unknown means. With these apparitions, they gained a large swath of turf and influence in the criminal underworld of St. Portwell.
They have used their Apparitions in gang fights, theft, running protection rackets on the St. Portwell businesses, and prostitution rings. The Wolfpack doesn't typically clash with the other Paranormal organizations. Still, they managed to earn the ire of the Greenwood Coven recently, and the two organizations have been fighting ever since. The PRA is also onto them.
After Judas' death, it was revealed that The Wolfpack was working for Dollhouse and gained abstractions from them to act as their muscle. Dean Walker is now the new leader of the Wolfpack.
THE.TEMPLE
"The dawn of New Eden, the end of Faulty Night."@AtomicEmperor
. . . . The Temple of Charming and Graceful Individuals.
Originally a cult movement spawned in the French Motherland by the name of L'église de la Nouvelle Lumière, this organization's roots are hundreds of years old and span back to the bloodline of Charlemagne. The principal proprietors and stewards of the movement have been the regal Richoux clan, who migrated alongside a trove of relics and artifacts before the worst of the Nazi occupation of France claimed their secrets. Along with many old-world covens facing similar strain, they made purchases along the eastern coast of America, with the Church settling in a small neighborhood in Brooklyn. At the time, they were a primarily austere union of Adepts who specialized in their own Lux, unionized to create a "perfect" catalog of spells from which a Grand University could be built. They believed the knowledge alone would be enough to rouse all Blind who beheld it, and this effect would be harnessed to usher in a new enlightened age of magic.
Some years passed, and as the cult became more Americanized, with second-generation children forgetting the ways of the Old Country, things became looser and less constrained. Older members passed along, some refusing the rejuvenating magic that would've staved off death. Canassa Deuxma, the Church's expert in White Lux, became fascinated with the onset of the Eastern Spiritual movement famous of her times. Under an Eclipse, she predicted the coming of a messiah, a deity upon the Earth who would lead the Church to the final lands upon which their school would be built. The promised lands.
Her affair with the Church's High Guard, Ivan Richoux, became a union that heralded the next generation of leadership for the Church, with their eldest son Maxwell, taking up the family's duties of protecting the remaining honor and effort expended toward their cause. He would grow to marry a woman, Lynette, a White Lux Adept who spoke to the family of dreams and premonitions she'd had all her life. Convinced that she was the one who would be their Messiah, Canassa convinces her Son to marry and solidify the union to unlock Lynette's true potential.
Before things could be turned over properly, however, a scandal broke out among the Church's highest order as both Canassa and Ivan were found dead of a Curse. Lynette and Maxwell fled, making footfall in St. Portwell. To this day, Lynette remains the leader of this schism branch of L'église de la Nouvelle Lumière and worked closely with her husband until his disappearance almost fifteen years ago. While unable to claim all of the knowledge that existed in the original organization, the two successfully took Lynette's dreams and shaped a new pathway upon which they could direct many Adepts.
Now named the Temple of Charming and Graceful Individuals, or The Temple, its compound is in a well-forested city. It's home to fifty full-time residents with a small private road. Outside of the "Ashram," another hundred and fifty or so members live in the surrounding areas of Oregon and consist of many local public and private faces. These names could be said at anyone's dinner table.
THE.317
"This place is off limits, take your petty bullshit somewhere else." @NoriWasHere
. . . . 317 Rich Street
The 317 is a loosely organized faction in St. Portwell based out of an old industrial complex just off the main street. The group started on Main Street in a small storefront but quickly expanded due to popular demand and a sudden influx of artists from around the area, and from around the country as a whole. They have gotten their name from their street address, 317 Rich Street. Faith and Octavia, the two founders, bought the property together after a sudden influx of money that has been rumored to be due to Faith’s abstraction. Ever since they bought it seven years ago it has been brought up to modern code, however, the heart of the complex has remained without change as it was vital to Faith to keep it’s unique industrial aesthetic and atmospheric feel. There are two wings to the building and they are connected in the middle by a large-open air community space. Food trucks dot the ends of it, allowing all who come to experience the delicious food of the local community. Underneath the building is a large basement where the 317 operates in full. They offer various services to the paranormal, and their most profitable is the cursed object business run by Faith.
They are a group that has a strong backing of paranormal artists and is one of the larger such groups in America. While not every artist has an art-based abstraction, every artist at least has an abstraction. They keep their paranormal dealings separate and out of the public eye during their open hours. The group does have a strict no-conflict policy on their premises and in the surrounding areas. They do not want to be drawn into any war with the various factions that call St. Portwell home. Any members caught supporting any other faction will be expelled with prejudice. Keeping the artist here safe, and employed, is more important to the leaders of the Cooperative than any amount of power that could be garnered from outside groups.
As they have grown, so too has their control over the area around the 317. While they are not a fighting force, they are led by three women with powerful abstractions that can often turn the tide if a rival group tries to poach their talent or push them from their space. Faith Ringgold, Sypha Fuchs, and Octavia Wilde are the primary powers in the Cooperative, and they ensure that the artists here always have a peaceful place to create and sell their art. As things have started to get explosive in town once more, the 317 has begun to close ranks and keep a careful eye on every situation as it develops. The benefit of being a community hub is they often get information about the whereabouts and dealings of the various other groups, which will allow them to be ready if any group comes knocking. They are currently in possession of a few works of art that have apparitions sealed within. Their power, and their names, remain a mystery to all but Faith and Octavia.
THE.HOUSE.OF.CARDS
"We were glorious once, we'll be glorious again." @Estylwen
.. . . .
The House of Cards is a mafia organization that changed leadership after their Hearts Club Casino burned down in what news reports claimed to be an ‘accidental fire’. After their first mafia boss succumbed to burn injuries, leadership of the mafia changed to Phantasia. The House of Cards, upon the recent opening of the new Hearts Club Casino, focuses on connecting the criminal underbelly of St. Portwell. Not just the layman crime bosses, no. They have a preference in working with the seedy magical side of St. Portwell's night scene.
They don't get along with everyone, but have a wish to make the magical scene thrive for the folks who really deserve it - the ones with magic. Of course, the House of Cards doesn't turn away layman help - they need thralls, after all.
Specializing in small heists, and supplementing their income with the money gambled away in the casino, the House of Cards guarantees their partners a chance in the limelight and pockets laden with cash. They also guarantee to be a thorn in the side to anyone who dares tries to intercept them or their goals.
SENTINEL SOLUTIONS
THE NEW THULE SOCIETY"Ad Astra Per Aspera."
. . . .
Sentinel Solutions is a private paranormal investigation and enforcement agency working for the Elite. Led by Berlioz Auclair, the organization presents itself as a beacon of hope in a city plagued by supernatural threats. Their primary mission is to tackle issues that conventional law enforcement cannot handle, from rogue Apparitions to ancient curses threatening the city's peace. Sentinel Solutions excels in asset protection and acquisition, tasked with removing dangerous artifacts and magical entities from the hands of those deemed "unworthy.".
However, the truth behind Sentinel Solutions is far more insidious. Beneath the surface of this supposedly noble organization lies The New Thule Society, a Neo-Nazi cult that is an offshoot of the defunct Das Sonnenrad. While they publicly project an image of authority and protection, their real aim is to uncover "Thule," a mythical pure universe believed to be untouched by the colored man. This goal drives their activities as they seek artifacts and abstractions that will allow them to locate and enter this promised land.
Berlioz assures clients that each team member brings unique skills tailored for confronting the paranormal realm. However, their true purpose reveals a darker agenda as they use their cover to recruit and indoctrinate likeminded individuals.
THE.FIVE
"Arm yourself; the odds can change with just a spin of the wheel."
. . . .
The Five is an enigmatic faction operating primarily in Los Angeles, led by the illustrious Heidi Thomas. Initially conceived as a team of fifty-two paranormal mercenaries, The Five specializes in tackling jobs that others shy away from, driven by the promise of wealth and the thrill of the hunt. The organization operates under a unique system where its name shifts according to its number of members. If it gains or loses a mercenary, it adopts a new title, such as The Seven or The Twenty-One.
Each member of The Five is assigned a playing card, lending a poker theme to their operations. While they primarily operate within California and Nevada, rumors are swirling that The Five have tackled significant job in St. Portwell. This potential venture could mark a turning point for The Five, offering them the opportunity to expand their influence and solidify their reputation as the go-to mercenaries for the paranormal elite.
DAS.SONNENRAD
"The new world order emerges."
. . . . Defunct.
Translated to the Sun Wheel, Das Sonnenrad was a Neo-Nazi cult that, for some time, ruled St. Portwell's magical scene from the shadows. The cult was created by Nathanial Thorn (under the alias of Kaiser Draeger) by twisting the Aryan mythology to fit their agenda, that they were the only ones "worthy" of magic - and certain groups merely stole the gift that was rightfully theirs. Nathanial built Das Sonnenrad by recruiting impressionable, disenfranchised, and vulnerable individuals with promises of power and revenge as long as they remained loyal. At night, they wandered the streets of St. Portwell and attacked minorities (Paranormal or not), and they killed dozens (injured many more) before their eventual defeat.
Kaiser Draeger gave his most loyal and genuine followers Abstractions and named them his "Chosen." He and his minions infiltrated all corners of the city, spread his message of hatred and chaos, and seeped into law enforcement, politics, and the criminal underworld. He enabled them to operate with impunity and shield their activities from the public's prying eyes.
At their peak, they had hundreds of members (many were Paranormal), with many enthralled Apparitions and Abominable under their thumb. However, they naturally conflicted with other organizations in St. Portwell, and the Dollhouse organization manipulated the 8th Street Coven and the Greenwood Coven into going to war with Das Sonnenrad. After a lengthy conflict, the two Covens formed a temporary truce, killed Nathanial Thorne, dismantled his organization, and continued their feud. The remains of Das Sonnenrad either went to the other factions or formed smaller, ineffectual groups.
Locations
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Cracker Island is a famous tourist destination located off the coast of St. Portwell, accessible only by ferry. Named after its founder, William Cracker, the island is renowned for its Historic District, an area frozen in time. The district is a popular attraction, with cobblestone streets, antique lampposts, and beautifully preserved Victorian buildings, and stepping through it is like entering a long-gone era. The island is also known for its beach resorts, which attract visitors seeking a summer retreat. The resorts offer a range of activities, from private beaches to spas to fine dining. The beach resorts offer some stunning views of the ocean.
Cracker Island is best known for its haunted reputation, centered around the haunted mansion on the hill. This spooky landmark draws thousands yearly visitors, especially during the famous Halloween Festival. The festival transforms the island into a creepy wonderland, with ferry fees waived to encourage attendance. Tours of the haunted mansion are a highlight, with ghost stories and legends passed down through generations. The mansion's dark history is rooted in a mysterious cult that once inhabited the island.
The Maritime Museum stands at the harbor's edge, and acts as a beacon of St. Portwell's maritime history. The building's design purposefully evokes a sense of nostalgia, with a lighthouse-like tower and wooden accents reminiscent of an old shipyard. Large anchor sculptures and inside frames the museum's entrance; visitors are greeted by a view of the harbor through massive windows. The museum's interior is a treasure trove of artifacts from a bygone era.
Exhibits include antique navigational instruments, weathered ship wheels, and intricately crafted model ships—each with a detailed placard explaining its significance. This museum is designed to tell St. Portwell's rise from humble beginnings as a small fishing village to a significant west-coast city. The museum's most famous attraction is the interactive section, where visitors can tie knots or learn about the inner workings of a ship's engine. The museum also features a gallery dedicated to famous boats that have docked in St. Portwell over the years, with photos and memorabilia.
The Coastal Harbor Mall is St. Portwell's premier shopping destination, known for its unique nautical-theme and diversity in businesses. The mall boasts striking sail-shaped awnings, porthole-inspired windows, and a mosaic around the building. This mosaic depicts scenes of fishing boats, dolphins, and other oceanic imagery.
Inside the mall is a marketplace filled with shops catering to various tastes and interests from all over the (nautical) world! You can find clothing stores that peddle coastal-inspired fashion, from beachwear to elegant attire. Handcrafted jewelry and home decor boutiques offer unique pieces with a nautical flair. Bookstores have many novels and travel guides inspired by different sea adventures. The mall's famous feature is its rooftop area, transformed into a simulated beach. This space is a haven for those seeking relaxation and fun, with natural sand, beach chairs, and even a wave pool.
Arcade Blues is a famous arcade tucked away in the heart of St. Portwell. The arcade's exterior features a large neon sign shaped like a ship's wheel and wooden double doors. Upon entering, the ambiance immediately transports visitors back to when arcade games were king. The walls are decorated with murals depicting classic arcade characters sailing through oceanic scenes. Rows of arcade machines line the walls, featuring a mix of retro classics and modern games. From the iconic games of the 80s and 90s to newer hits with a retro twist, Arcade Blues has something for every gamer.
Port-AWE is a nightclub in St. Portwell famous for its vibrant atmosphere and female-friendly focus. The club's exterior reflects a mix of nautical and contemporary designs, and the entrance is lined with a red velvet rope with polished brass fixtures. The interior of Port-AWE is designed to impress, with a layout that encourages dancing, mingling, and relaxation. The club's main dance floor is spacious, and the strobe lights and lasers pulse in time with the music, creating the perfect club vibe. The DJ booth is frequently headlined by renowned female DJs who know how to keep the energy high and the booties bouncing. The music ranges from popular hip-hop songs to electronic beats, and Port-AWE has several areas for guests to enjoy.
A legendary neutral ground of the Covens, new and old, Mellon Collie Hill is a location where rituals were conducted and alliances were made. Mellon Collie Hill is a fancy tourist spot where people take selfies. However, all the legends and stories about it were true. A stone staircase at the base of the hill leads to a pathway throughout the Hill. This pathway is etched with rune stones and sometimes artifacts from past rituals conducted here. At the very end of the path is a weathered stone altar, and behind it is a stone temple. Here is the spot where active and defunct Covens met, and the 8th Street Covens and Greenwood Covens formed their alliance against the Das Sonnenrad cult.
MIRRORLAND
............................................................ "Step into Mirrorland...."
Nestled discreetly in the heart of St. Portwell's West District, the Mirrorland Lounge draws in a clientele as diverse as the city itself. Frequented by Isaac Allen Kane, the enigmatic information broker renowned for his impeccable taste and unwavering neutrality, Mirrorland is a sanctuary where the city's power players and secretive factions converge. Antique mirrors line the walls, reflecting the soft jazz music that mingles with hushed conversations and the clink of glasses filled with cocktails and rare spirits. Adding to its allure is a dedicated cigar lounge, where the aroma of fine tobacco wafts through the air, adding a layer of refinement. Mirrorland's allure lies in its discretion and privacy. It offers secluded booths and private alcoves for intimate discussions or quiet contemplation. Here, amidst the murmur of negotiations and the exchange of information, Isaac Kane often holds court in his favorite corner booth, a silent observer amidst the city's intricate web of alliances and rivalries.
PINES NATIONAL PARK
............................................................ "Nature whispers its secrets."
On the outskirts of St. Portwell lies the breathtaking Pines National Park, a vast expanse of protected wilderness that offers an escape from urban life. This national park, named for its towering pine trees and waterfalls, spans thousands of acres and showcases the region's diverse natural beauty. Pines National Park has many landscapes featuring dense forests, meadows, rugged cliffs, and crystal-clear streams. The scent of pine and wildflowers fills the air, and the forest is alive with the sounds of rustling leaves, bird songs, and the gentle flow of water.
At the park's heart, the majestic Crystal Falls cascades down a series of rocky terraces into a pristine pool below. This stunning waterfall is a highlight for visitors, offering a picturesque spot for picnics, photography, and reflection. A network of well-maintained trails flow through the park, catering to all levels of hikes, from strolls to challenging multi-day treks. Along these trails, visitors can discover hidden gems such as ancient trees, secluded meadows, and scenic overlooks that provide stunning views of the surrounding landscape. The trails also connect to several campgrounds and picnic areas, making the park an ideal destination for camping, fishing, and birdwatching.
Pines National Park is home to a rich variety of wildlife, including deer, black bears, foxes, and numerous species of birds. Nature enthusiasts and wildlife photographers often visit the park to observe these animals in their natural habitats. The park also holds cultural and historical significance, with ancient Native American sites and landmarks scattered throughout. These sacred spaces and historical markers offer a glimpse into the region's rich heritage and are respected and preserved by the local community and park visitors.
THE HOUSE ON THE HILL
............................................................ "A silent echo of preserved magic and mystery in the heart of St. Portwell"
Although the "House on the Hill" has been closed to the public for some time now, its presence still looms large in the northern district of St. Portwell. Despite its closure, the building has been meticulously maintained, preserving its eerie allure and mysterious charm. Ivy continues to creep along its weathered walls, but caretakers ensure the structure remains intact.
Inside, the once-electric atmosphere has given way to a quiet reverence, as if the very walls themselves hold the secrets of the past. Velvet drapes still hang gracefully, while the antique chandeliers cast a soft, ethereal glow over the silent rooms. Dust may settle upon the surfaces, but diligent hands brush it away, preserving the intricate sigils and symbols that adorn the walls.
Behind the bar, bottles of "elixirs" and "potions" stand untouched, their labels still legible despite the years. However, a discerning eye would notice that these potions and artifacts are mere replicas crafted with care to maintain the illusion of witchcraft and mystique. Though the bartenders no longer serve their mystical concoctions, the bar remains a testament to the house's former glory, a silent witness to the revelry and magic that once filled its halls.
Though the House on the Hill may no longer resound with the laughter and whispers of its patrons, it remains a beacon of mystery in the streets of St. Portwell.
THE.MEMORIAL.PARK
............................................................ "A testament to resilience, unity, and the enduring spirit of St. Portwell, forever preserving the memory of those who were taken too soon."
In the heart of St. Portwell lay The Memorial, a park dedicated to honoring the lives lost during a tragic and mysterious calamity that befell the city over a decade ago. Spread across the park's expanse were winding paths through gardens and towering oak trees, creating a sanctuary of remembrance and reflection.
At the heart of The Memorial stood a solemn stone monument, its surface smooth and polished, bearing the engraved names of those who perished during the disaster. Surrounding the memorial, meticulously tended flower beds burst forth — roses, lilies, and tulips - in a kaleidoscope of colors.
Benches beneath the shade of aks offered quiet places for contemplation, each adorned with a plaque bearing heartfelt messages and tributes from loved ones. Throughout the day, sunlight peering through the canopy of trees cast a warm glow upon the memorial plaza. In the evening, lanterns and candles along the pathways illuminate the engraved names and tributes.
OCEANVIEW.GARDENS
............................................................ "Where memories are made..."
Nestled along the coastline of St. Portwell, Oceanview Gardens is a lively escape where the ocean breeze collides with the laughter of visitors. Stretching along the shore, the boardwalk offers a nostalgic experience, blending classic charm with modern attractions. A wide wooden boardwalk runs the park's length, lined with quaint shops, arcades, and food stands. The aroma of freshly made funnel cakes, popcorn, and cotton candy fills the air. The boardwalk is dotted with benches, allowing guests to relax and enjoy the view of the rolling waves and the setting sun.
Standing tall at the park's center, the Ferris wheel offers breathtaking ocean and city panoramic views. At night, it lights up with a dazzling display of colors, becoming a beacon for visitors. Oceanview Gardens boasts a mix of roller coasters, from the wooden classic "The Seaside Screamer" to the modern steel "Tidal Wave," providing excitement for all ages.
The boardwalk has several arcades offering vintage and modern games. Visitors try their luck at claw machines, skeeball, and pinball or test their skills in tournaments. Classic midway games like ring toss, balloon darts, and shooting galleries challenge guests to win prizes ranging from stuffed animals to large plush toys. Throughout the day and evening, live performers, including magicians, musicians, and street artists, entertain crowds with their festive performances.
From seafood shacks serving fresh catch to food trucks offering gourmet twists on boardwalk classics, the park's dining options cater to everyone's taste. Ice cream parlors, candy shops, and dessert stands provide a wide array of sweets, from hand-dipped cones to saltwater taffy and fudge. Designated picnic spots with tables and umbrellas offer places for families and friends to gather and enjoy their meals with an ocean view. Steps from the boardwalk lead directly to the sandy beach.
Every weekend during the summer, the park hosts spectacular fireworks displays over the ocean, drawing crowds to the boardwalk. Oceanview Gardens celebrates various holidays and events with themed decorations, parades, and special performances, ensuring there's always something new to experience.
THE.CARD.SHARK
............................................................ "Where every hand could change the game - welcome to The Card Shark."
Nestled along the bustling waterfront of St. Portwell, The Card Shark is a stylish clubhouse that serves as a neutral ground for characters from various factions to meet and interact. With its prime location overlooking the shimmering ocean, the clubhouse features large windows that provide breathtaking views of the waves crashing against the docks and the vibrant life of the harbor. The interior blends elements of a classic card room with maritime themes, showcasing polished wood, vintage nautical decor, and framed photographs of famous poker games set against stunning seascapes.
Upon entering, guests are welcomed by the excitement of chance and strategy in the air. Several high-end poker tables fill the central area, each themed after different card games. The walls are adorned with memorabilia from legendary poker matches. At the same time, a stylish bar along one side offers a diverse menu of craft cocktails and specialty drinks inspired by poker hands. A secluded backroom, accessible only to select guests, provides a space for planning missions, strategizing, and discussing sensitive matters without fear of eavesdropping.
The Card Shark regularly hosts high-stakes poker tournaments, witch-themed parties, and networking events that draw in a mix of mercenaries, thrill-seekers, and curious locals. Live music on weekends adds to the vibrant atmosphere, where laughter, clinking glasses, and the shuffling of cards create a charged environment.
THE.WINKING.LIGHTHOUSE
............................................................ "Your harbor of good vibes and great company!"
The Winking Lighthouse is a charming café and bar located right by the waterfront of St. Portwell, named for the vintage lighthouse nearby that locals believe “winks” at sunset. Its large glass windows showcasing stunning ocean views and cozy outdoor seating offer a relaxed atmosphere perfect for casual hangouts. The café's interior is adorned with nautical decor, weathered wood, ship wheels, and maps of ancient sea routes, creating a space that resonates with the local maritime culture. The Winking Lighthouse is a beloved spot for both locals and visitors.
During the day, The Winking Lighthouse serves coffee and fresh pastries, drawing in students, artists, and professionals looking for a quiet place to work or socialize. As the sun dips below the horizon, the café transitions into a lively bar featuring a menu of craft cocktails inspired by local ingredients and flavors. Regular live music events add to the atmosphere, with acoustic performances and open mic nights attracting a diverse crowd.
The outdoor seating area is trendy, where patrons can enjoy the sea breeze and the sounds of the ocean while sipping on their favorite drinks. It’s not uncommon to see characters from different walks of life share a table, whether they’re old friends catching up, rivals discussing their next moves or strangers forming unlikely connections over a shared interest. In addition to its casual charm, the café often hosts themed nights and events, such as trivia contests or poetry readings.
WILMINGTON.MARKET
............................................................ "Where the world comes together, one stall at a time."
Wilmington Market, often called "The Market," is a vibrant, open-air marketplace nestled in the heart of St. Portwell’s west district. Spread across several blocks, the Market is a lively maze of colorful stalls, tents, and street vendors offering everything from fresh produce and seafood to handmade crafts and rare curiosities.
The Market is always alive with the hum of chatter, the haggling of prices, and the occasional laughter. Each section has its unique flavor: one area might be lined with bread and local cheeses, while another features textiles, handcrafted jewelry, and exotic spices. In the central square, musicians often perform live.
As a place where people from all walks of life converge, Wilmington Market serves as a social hub, where friends meet for a casual lunch, travelers trade stories with locals, and deals are struck in the quiet corners between stalls. It’s common for the Market to host impromptu gatherings or serve as the backdrop for unexpected reunions.
On the northern outskirts of St. Portwell lies the decaying remains of Fantasyland, an eerie, abandoned amusement park that once buzzed with life and excitement. Built decades ago with grand ambitions, Fantasyland was known for its towering Ferris wheel, haunted funhouse, and seaside roller coasters. Now, the park is a shell of its former glory, with rusted rides creaking in the wind and faded neon signs flickering. Weeds have overtaken the cracked asphalt, and the once-vibrant games and concession stands are now hollow, echoing only the distant calls of seagulls.
Fantasyland went bankrupt when Oceanview Gardens opened closer to the city center. Unable to keep up with the competition, the amusement park fell into disrepair, slowly becoming a local legend for ghost stories and urban exploration. For the Paranormal-inclined, the park holds a strange allure, with whispers of unusual energies and forgotten magic lingering among its forgotten attractions.
ST.PORTWELL.UNIVERSITY
............................................................ "St. Portwell U! Ride the wave of knowledge!"
Nestled on a sprawling campus overlooking the scenic cliffs of St. Portwell, St. Portwell University stands as a prestigious institution dedicated to academic excellence and personal growth. Established over a century ago, the university boasts a rich history and a commitment to fostering an environment where innovation and tradition collide. The campus is adorned with historic stone buildings and modern facilities, reflecting its evolution while maintaining a connection to its nautical roots. At the entrance of St. Portwell University lies a vast, shimmering lake.
The university offers diverse programs across several faculties, attracting students from all walks of life. Renowned for its strong emphasis on the liberal arts, St. Portwell University provides degrees in the humanities, social sciences, and natural sciences. Majors like History, English Literature, Psychology, and Environmental Science are popular among undergraduates, while graduate programs in Marine Biology and Oceanography take advantage of the university’s coastal location.
Art and Design programs thrive within the university’s vibrant arts community, with students honing their visual arts, graphic design, and performing arts skills. The university's art galleries frequently showcase student exhibitions, fostering creativity and collaboration. St. Portwell University’s annual Arts Festival attracts artists from around the region, offering a platform for students to share their work and connect with established professionals in the field.
For students with a passion for athletics, St. Portwell University is home to the St. Portwell Sharks, a formidable force in college football. The university also boasts the St. Portwell Hawks for basketball, known for their agility and strategic gameplay. At the same time, the St. Portwell Dolphins dominate the swimming scene with impressive individual and relay performances. Sailing is represented by the St. Portwell Splash, which excels in navigating local waters and participating in prestigious regattas. Each team fosters strong camaraderie and school spirit, often drawing crowds to the Shark Tank, the university's iconic sports arena. The mascot, a fierce blue shark named Finn, embodies the competitive spirit of the student body, rallying fans at every home game.
Campus life at St. Portwell University is vibrant and inclusive, with numerous clubs, organizations, and extracurricular activities for students to engage in; there is something for everyone. The university also hosts various events throughout the year, including guest lectures, cultural festivals, and community service initiatives. The university library, known for its extensive collection of texts on traditional studies, serves as a hub of knowledge where students can immerse themselves in their academic pursuits. Housing options range from traditional residence halls to modern apartments, accommodating students with varying preferences. Each living space is designed to foster community while providing the privacy needed for academic success. As St. Portwell University continues to grow, it remains committed to its core values of academic integrity, social responsibility, and the pursuit of knowledge.
The PRA office in St. Portwell is housed in a massive office building that blends seamlessly into the urban landscape. From the outside, it resembles a typical commercial high-rise, with reflective glass windows, sleek lines, and a modern design that isn't out of place with the city's business district. The PRA office has no signs or anything to indicate its true purpose, helping it maintain a low profile while operating as a base for all PRA activities in St. Portwell and surrounding regions. The building's exterior features a simple gray-and-glass façade with lush landscaping and a small park to help it blend in with surrounding office buildings.
Upon entering, visitors are greeted by a spacious, sleek lobby with a professional, business-like atmosphere. The reception area is staffed by well-dressed security personnel from the front, a tech company known as Medford Tech Solutions, giving the impression of a regular office building belonging to a just a regular corporation. Security personnel conduct thorough checks but under the guise of routine visitor management. Visitors must sign in at digital kiosks, with most foot traffic consisting of agents posing as office workers.
Behind the scenes, however, the PRA operates with high security and strict clearance protocols. Though the lobby's design suggests a typical technology company, access beyond the front desk is regulated, requiring clearance and biometric checks to get past it. The modern decor and subtle company branding mask the covert operations within, with PRA agents seamlessly blending into the daily activity of the office building.
The upper floors contain a complex network of offices, laboratories, and briefing rooms designed to handle the unique needs of a paranormal investigative agency. A dedicated communications center monitors radio frequencies and internet activity to detect any signs of paranormal disturbances. It also has extensive training facilities, including a large indoor gym and simulated combat environments for agents to practice their skills. There are secure storage areas for sensitive equipment and evidence, a vault where the PRA contains sealed Apparitions and collected artifacts, a dedicated forensics lab to analyze paranormal artifacts, and private rooms for classified briefings.
DOLLHOUSE
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CHRISTIANSANDS
................................................................................. "Christiansands: where the beat never stops, and secrets dance in the neon glow."
Christiansands is a nightclub situated in Downtown St. Portwell. The club opens its doors at eight on the dot every day, ensuring the party never skips a beat. Located on a bustling street corner, Christiansands stands out with its modern design, featuring sleek glass panels, neon lights, and a bold sign that shines brightly against the nighttime sky. The club's energy is visible even from a distance, with its thumping bass and rhythmic beats resonating through the streets, drawing crowds from all over.
The line to get into Christiansands is often long, going down the sidewalk as eager patrons wait to enter. On weekends, the line can stretch for blocks, with partygoers chatting it up as they inch closer to the entrance. Even on a quiet Tuesday, the club has no shortage of attendees, a testament to its popularity. The bouncers, dressed in sharp black suits and equipped with earpieces, maintain a tight watch, carefully vetting everyone seeking entry.
But the natural allure of Christiansands lies in its VIP section, and whoever is trying to enter is carefully vetted. The VIP area offers luxurious seating, private bars, and a dedicated DJ, providing a more intimate setting for conversations and business deals. Dollhouse's leadership often holds meetings with other factions and prospective members in this exclusive section, using the club's bustling ambiance as cover for their clandestine activities.
Beyond the bright lights and glamour, Christiansands serves as a front for Dollhouse's darker operations. The club's high-profile status and continuous flow of people make it an ideal meeting spot for covert discussions and exchanges. The staff, carefully picked by Dollhouse's leadership, ensure that the club's true purpose remains hidden from prying eyes. While most patrons come for the music and nightlife, the leaders of Dollhouse and their associates use the club as a hub for planning, strategizing, and recruiting new members.
THE.FUNHOUSE
............................................................ "If you step in, you might not leave a human being."
The Funhouse, the dark heart of the Dollhouse operation, is a grim and foreboding structure hidden within the labyrinthine alleys of St. Portwell. From the outside, it appears to be an abandoned warehouse, its windows boarded up and its exterior cloaked in grime and graffiti layers.
However, those who know its true nature understand that this hides a place of horror and suffering. The warehouse seems empty and neglected, not indicating the atrocities beneath. The true horror lies underground, where a vast network of tunnels serves as the Dollhouse's covert base of operations.
The walls of these tunnels are lined with enchanted runes that shimmer faintly, designed to block any teleportation. Within the Funhouse are dozens of rooms where Dollhouse stores their artifacts, tortures victim for information, and more. Deep within this subterranean maze lies the "Carnival Room," a nightmarish room filled with an array of torture devices and experimental apparatuses.
Cold, stainless steel tables are stained with the evidence of countless procedures, and shelves are lined with vials of strange potions and jars containing unidentifiable substances. The Dollhouse's captives are subjected to unspeakable horrors here, as Apparitions are forcibly placed into their bodies, turning them into Abscised.
But the "Carnival Room" is just one part of the twisted operation; next to it is the "Laboratory," where human experimentation is carried out with cold, scientific detachment. Here, subjects are exposed to a range of cruel trials designed to test the limits of human endurance and the effects of various magical substances. Vivisection, forced mutation, and brainwashing are commonplace, with victims kept in glass-walled cells to observe their transformations in real time. Further down the tunnels, the "The Whisper Room" is a place of psychological torment. The walls of this room are inscribed with enchanted runes that cause visual and auditory hallucinations and amplify emotions such as fear and paranoia until the target is driven mad. The "Pile," a cavity in the earth, is where failed experiments and uncooperative captives are discarded. Each tunnel is carefully monitored, ensuring no one can escape or enter the twisted labyrinth without the Dollhouse's knowledge. The only way in or out of the Funhouse via teleportation is through the "Portal Room," a heavily guarded chamber near the entrance of the tunnel network. This room is protected by enchantments, making it impossible to bypass. Only those with the Dollhouse's approval can navigate this treacherous path, ensuring that the organization's dark secrets remain hidden from the outside world.
FEEL.GOOD.INC
............................................................ "Once you step in, you'll never want to leave..."
Feel Good Inc., another outpost of the Dollhouse, is located in an industrial district of St. Portwell. On the surface, it is a nightclub and clubhouse catering to those seeking a fun night. The exterior is a sleek, modern design with neon lights and a large, inviting marquee that promises a night of unparalleled joy and excitement. However, beneath this facade lies a place of unspeakable horror and manipulation...
The main feature of Feel Good Inc. is its walls, lined with potent enchantments that induce intense feelings of happiness and euphoria in anyone who steps inside. These enchantments serve a dual purpose: they keep patrons coming back for more, creating a constant flow of potential victims, and they keep the captives in a state of docile compliance, unable to escape. The enchantments are woven into the very fabric of the building, ensuring that the effects are inescapable and pervasive.
The ground floor operates as a typical nightclub, with a dance floor, VIP lounges, and bars serving an array of exotic cocktails. The music is carefully selected to complement the enchantments, enhancing the overall feeling of ecstasy. The building's upper floors are a haven for Dollhouse members to relax, socialize, and plan their next moves. These floors are luxurious and well-appointed, with lounges, private rooms, and meeting areas where members can gather away from the prying eyes of St. Portwell. The enchantments that induce happiness on the ground floor do not extend to the upper floors, ensuring a neutral atmosphere. Members often use these upper floors to discuss strategies, make deals, and recruit new associates. It's common to find members of the Dollhouse indulging in the finest foods and drinks.
However, the true horrors lie beneath, where the basement levels reveal the Dollhouse's true intentions. The basement is accessed through a hidden elevator behind the DJ booth, guarded by heavily armed and enchanted bouncers who ensure that only authorized personnel can enter. Feel Good Inc. is divided into several specialized chambers in the underground levels, each dedicated to different forms of experimentation (of the human variety).
The "Bliss Room" is a chamber where captives are subjected to extreme doses of happiness enchantments combined with experimental mind-altering potions to induce a euphoric state. The Dollhouse uses this room to extract valuable information from their prisoners, forcing them to relive their happiest memories while subtly manipulating their emotions and thoughts. This method breaks down psychological barriers, making it easier to coax out secrets and personal details without resorting to traditional torture techniques. Adjacent to the Bliss Room is the "Lab," a grotesque parody of a scientific laboratory. Here, the Dollhouse experiments with conventional and magical drugs, pushing the boundaries of human and magical endurance. Subjects are forcibly injected with various substances, their reactions meticulously recorded by Dollhouse scientists. Shelves line the walls, filled with beakers, vials, and flasks containing brightly colored liquids and powders. The air is thick with the acrid smell of chemicals and the faint, unsettling scent of metallic blood... and cleaning fluids.
In the Lab, researchers test the effects of these drugs on human physiology, seeking to create more potent concoctions for use and sale. Captives endure extreme pain and euphoria as their bodies are pushed to the limits. Each chamber and corridor in Feel Good Inc. is meticulously monitored, with security cameras and magical surveillance ensuring that no one can escape or interfere with the Dollhouse's operations. The walls of the underground chambers are enchanted to prevent teleportation in and out of the building, except for a particular, heavily guarded room designated for such purposes. Additionally, monstrous creatures, bred and controlled by the Dollhouse, roam the tunnels as guards, adding another dangerous layer for anyone navigating the labyrinthine network unauthorized...
THE ELITE
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ELYSIUM.ISLAND
............................................................ "Where a party promises to get you soaked, but not from the pools."
Elysium Island, the headquarters of The Elite, rises dramatically from the dangerous waters off the coast of St. Portwell. In this extravagant sanctuary, wealth, power, and debauchery collide. Initially envisioned as a base of operations, it has evolved into a hedonistic playground for the rich and powerful.
The island boasts a sprawling mansion, a masterwork of modern architecture. With its terraces, pools, and lush gardens, the estate exudes an air of excess. Upon entering, guests are greeted by grand staircases, glittering chandeliers, and plush lounges that invite debauchery. However, the hidden spaces set the stage for the island’s infamous gatherings - secret chambers designed for the most risque encounters. The mansion hosts clandestine parties away from St. Portwell's prying eyes, dubbed "Elite Parties" (or "Blake Parties" or "Freakoffs").
These wild parties are mere rumors in the streets of St. Portwell, but in addition to the Elite, the city's upper class comes to this island to engage in some of the wildest parties. The atmosphere of the island is charged as guests sip on hallucinogenic drinks and engage in feasts while "special performances" happen before their very eyes—the halls of the mansion echo with chattering, laughter, moans, and magic. The mansion features themed rooms that cater to every whim, such as underground nightclubs and draped lounges. Here is where the Elite have unforgettable nights that live up to their wildest fantasies.
Beneath Elysium Island lies a network of underground chambers; these hidden spaces serve as the operational backbone for The Elite, housing advanced magical laboratories where experiments with artifacts and potions occur. Here, members engage in clandestine research, pushing the boundaries of magic to unlock new Abstractions or concoctions. The chambers are also secure storage for Blake Schmidt's collection of magical artifacts, each meticulously cataloged. This hidden vault is designated explicitly for the artifacts of The Elite's members, except Jason Valos, who maintains his separate supply. Guarded by fearsome creatures, this sanctum ensures that Blake retains a firm grip on the power within the organization, keeping the artifacts of his associates under his watchful eye and preventing any potential rivalries from escalating.
THE.EMPEROR
............................................................ "The Emperor rules over St. Portwell's skyline."
Jason Valos's crown jewel. The Emperor epitomizes Jason Valos's vision of luxury and prestige, reflecting his ambition to create a haven where the wealthy and powerful can indulge. It serves as a beacon of his financial success and a symbol of his influence within the elite circles of St. Portwell's social and magical scene. The Emperor stands as a towering icon of wealth and power amidst the skyline of St. Portwell, housed in a colossal skyscraper renowned for its grandeur and luxury. Rising high above the city, the building is a masterpiece of modern architecture, its sleek glass façade reflecting the vibrant pulse of urban life below.
Upon entering The Emperor, guests are greeted by a lavish lobby adorned with marble floors, intricate chandeliers, and tasteful artwork that speaks of wealth and sophistication. Manned by an impeccably dressed staff, the reception area offers a check-in experience. Hundreds of luxury rooms await guests, each meticulously designed with comfort and elegance in mind. Every accommodation exudes luxury, from spacious suites with panoramic city views to intimate chambers adorned with plush furnishings and state-of-the-art amenities.
Scattered throughout the skyscraper are various bars and stores, catering to every desire of the discerning guest. Whether seeking a fine dining experience in one of the exclusive restaurants, indulging in cocktails at the rooftop bar, or shopping at designer stores offering the latest in fashion and jewelry. At the pinnacle of "The Emperor" sits its crowning jewel — a nightclub with a glass ceiling that offers unparalleled views of St. Portwell's skyline. The club boasts a spacious dance floor, intimate seating areas, and a balcony encircling the perimeter, allowing guests to soak in the city energy from above.
THE.HARBOR.LOUNGE
............................................................ "Escape to the Harbor Lounge."
In the heart of St. Portwell's luxurious West District, overlooking the Pacific, lies The Harbor Lounge, an exclusive hangout spot for the city's affluent youth. Perched atop a cliff with panoramic ocean views like no other, this lounge offers an escape for those seeking relaxation and entertainment.
The Harbor Lounge boasts a sleek, modern design, with floor-to-ceiling windows that flood the space with natural light and provide breathtaking coastline views. The interior features plush seating, elegant decor, and ambient lighting, creating a sophisticated yet cozy atmosphere. Outside, a terrace with private cabanas offers a perfect spot for sunbathing or enjoying a cocktail under the stars.
The Harbor Lounge's menu offers gourmet dishes crafted by world-renowned chefs and cocktails designed by expert bartenders. Entertainment at The Harbor Lounge provides live music performances, DJ sets, and exclusive events that cater to the tastes of St. Portwell's elite. Private rooms and VIP areas provide added exclusivity for those seeking privacy.
PARAGON.HALLS
............................................................ "Where power meets prestige."
Nestled within the heart of St. Portwell's prestigious West District, Paragon Halls stands as a testament to money, fame, and power. This venue, a marvel of modern architecture, serves as the exclusive meeting ground for members of The Elite and their associates from across the West Coast.
The exterior of Paragon Halls blends classical elegance and contemporary flair with towering pillars and sweeping archways that beckon guests inside. Inside, the atmosphere exudes luxury, with marble floors, crystal chandeliers, and furniture that create an ambiance of sophistication and prestige.
The main conference room of Paragon Halls (Known as The Paragon Hall) is a masterpiece of design. It features a massive oval table crafted from rare woods surrounded by plush leather chairs adorned with the crests of the founding families of The Elite. Around the room, priceless artworks depicting scenes of wealth, power, and magic adorn the walls.
The meetings held within the Paragon Hall blend business and diplomacy. Alliances are forged, deals are made, and strategies are devised to further the interests of The Elite. High-profile guests from rival factions and influential figures from the magical community gather here. Private rooms outside the main conference room offer more intimate discussions.
Atop Paragon Halls, a meticulously tended rooftop garden offers a relaxing retreat amidst the urban bustle of St. Portwell. Paths wind through flowers and greenery, perfuming the air with their fragrance. Secluded gazebos with wrought-iron benches and flowering vines provide private spaces for contemplation or quiet conversations.
The Greenwood Coven's "base of operations" is a secluded campsite deep within the dense woods surrounding St. Portwell. The campsite is protected by a natural barrier of foliage, with an inconspicuous path leading to it that only the coven members know. However, as a safety measure, occasionally, the camp is packed up and moved to a different location that is scouted out beforehand.
The heart of the campsite is a large communal area with a central fire pit that serves as the focal point for gatherings, meetings, and rituals (that involve eating ass). Around the fire pit, several weathered logs and handmade benches provide seating for the members of Greenwood, where they party, share stories, and whatnot. Several tents are scattered around the central area, each belonging to different members of the Greenwood Coven. These tents vary in size and style, some simple and practical, while others are adorned with colorful patterns and decorations. Each tent has its personality, reflecting the individuality of the Greenwood Coven.
The 8th Street Manor, perched on a hill overlooking 8th Street in St. Portwell, is a foreboding structure. It was once the home of a wealthy family, but Emily G. Reed and her 8th Street Coven coerced the owners into selling it to her for a mere pittance. The manor's architecture exudes old-world elegance with its traditional stonework, ornate columns, and sweeping front porch. The manor's exterior is timeless, with its wrought-iron gates and manicured lawns extending from the street to the mansion's entrance.
The 8th Street Manor is well maintained inside, as Emily has to bully her Coven into keeping it clean. The floors and hallways are crafted from an elegant dark wood that seems oddly inviting for a place that acts as the base of operations for the 8th Street Coven. Despite it all, it maintains a constant air of sophistication. Emily tries to keep the 8th Street Coven's activities subtle, but not even she can keep her rambunctious Coven in check at times. So, occasionally, explosions, screaming, shouting, and magic can be seen and heard, leading to exciting talks with the police.
The primary meeting room is a gigantic hall by the main entrance with a wooden table that spawns the entire room and ends in Emily's throne, which she took from Kaiser Draeger after his defeat. This hall acts as a hangout, meeting spot, and planning room. However, the 8th Street Manor is large enough to accommodate each member of the 8th Street and still leaves some empty rooms. The minions and underlings have their rooms on the first floor, while 8th Street's leadership have their rooms on the second - and the underlings are not allowed up there unless they have a reason.
Hidden within the 8th Street Manor is a magical vault, which is also hidden behind a random bookcase, and to open the door, all you have to do is pull on a random green book. However, that is not the only security measure installed; behind it is a magical vault with floating runes surrounding it, and to enter, a member has to press the rules in the correct order. If they are not pressed in the proper order, the attempted intruder is launched with a powerful magical force while it sets off an alarm that will blare through the entire manor. If they are pressed in the correct order, the vault opens to reveal a portal into a pocket dimension within the 8th Street Manor, a simple, massive, stone-lined chamber. Here, artifacts are displayed within magically sealed display cases, where 8th Street keeps its most valuable and powerful artifacts. The walls have sturdy shelving units for additional storage, and this is where 8th Street stores the less valuable artifacts. Additionally, the room is protected by a spell that repels teleportation and portal creation, ensuring no one can enter the vault (get rekt Jack).
However, another notable location within the manor is Greta Faust's lab. In stark contrast to the ornate halls of the manor, it has a practical design, with sterile white walls and fluorescent lighting that casts a harsh glow. Greta's lab features sturdy workbenches and cabinets cluttered with glass beakers, test tubes, and various ingredients for her potions. The lab's centerpiece is a large cauldron, which Greta has been using to develop a special "contingency plan" if the Stygian Snake escapes. Along one wall, she keeps her potion locked in a sturdy cabinet, making it abundantly clear to the rest of 8th Street that they are not allowed to touch her potions. A corner of the lab serves as Greta's "personal space," which has a cozy chair, a desk that she typically sleeps on, and a modern laptop in the corner. Note that Greta has her bedroom.
The Wolfpack's clubhouse is a dilapidated two-story building located in the northeast section of St. Portwell. The exterior is a patchwork of crumbling brick, graffiti, and rusted metal, with broken windows partially covered by worn-out plywood. The once-grand entrance has been reduced to a pair of beaten-down double doors adorned with the Wolfpack's spray-painted logo.
Upon entering, visitors are greeted by the pungent smell of stale beer, cigarettes, and lousy coochie, an overwhelming assault on the olfactory senses. The main hall, which doubles as a common area, is littered with broken furniture and beer bottles, and the sagging sofas are arranged around a well-worn pool table, which has seen better days. It's common to find members of the Wolfpack lounging here, playing pool, drinking, and swapping stories about their latest exploits.
At the far end of the hall, there's a makeshift bar, where the refrigerator is stocked with cheap beer and other drinks (on a good day, they'll loot a liquor store). Behind the bar, a line of mismatched barstools leans at precarious angles, with some completely missing legs, and you are playing with your life if you sit on them. The back wall features a large mural of a wolf's head, complete with jagged teeth.
Adjacent to the main hall are several smaller rooms where the Wolfpack conducts its business. One room is a meeting area where Dean (previously Judas) plans his next moves. Another room is a crude office where bookkeeping and drug transactions occur, its walls adorned with maps of St. Portwell and marked with areas under the Wolfpack's control. The second floor contains sleeping quarters for those staying overnight at the clubhouse. The conditions are rough, with stained mattresses on the floor, cracked walls, and makeshift curtains for privacy.
Rusty Joe's Auto Repair Shop is a location that appears to be a legitimate business, a simple garage situated on a busy street corner in an industrial district. The shop has a wide garage entrance with several bays for working on cars and motorcycles, and the exterior walls are adorned with graffiti. Inside, the shop has a chaotic but organized feel, with tools, engine parts, and metal scraps strewn across the workbenches. The smell of oil and gasoline stinks while a radio plays rock and metal music in the background. This front operation allows the Wolfpack to maintain a steady cash flow while hiding its more nefarious activities.
Beneath the repair shop's floor lies the heart of the operation: an underground chop shop where stolen vehicles are dismantled. A hidden hydraulic lift in one of the bays leads to this secret area, and it's clear that this is where the Wolfpack strips stolen cars and motorcycles for valuable parts. This area is dimly lit, and the workers here are loyal members of the Wolfpack, constantly wary of intrusion. The sound of grinding metal and welding is constant, and it's a place where no questions are asked. People disappear when they do.
The Warehouse is a location on the industrial outskirts of St. Portwell, in a largely neglected part of town where the Police are too scared to go. It's a sprawling building with high ceilings and large, roll-up doors designed for trucks to load and unload cargo. The warehouse looks abandoned from the outside, with rusted metal, faded paint, and weeds growing all over. However, security is tight, with members of the Wolfpack patrolling the perimeter at all times and surveillance cameras monitoring all entry points. Inside, the warehouse is divided into sections for different kinds of contraband: drugs, weapons, women, stolen goods, and magical artifacts. Each section is secured with heavy locks and guarded by members of the Wolfpack. Still, only higher-ranking members of the Wolfpack have the key.
Discreet and strategically located throughout St. Portwell, these are typically old apartment buildings or homes in rundown neighborhoods, where police presence is minimal. The exteriors of these safe houses are inconspicuous; inside, the safe houses are designed for covert operations, with hidden compartments to stash weapons and contraband. These locations are hastily put together with torn sofas, barely any food or utensils, and air mattresses with holes. These safe houses hide members on the run, store stolen goods temporarily, or conduct business meetings away from prying eyes. Each safe house has a rotating lookout that keeps an eye out for intruders, whether rival gangs, Feds, or anyone else.
A Once a symbol of wealth and prestige, this sprawling mansion was repurposed into a stronghold of the Das Sonnenrad Cult with Kaiser Draeger, at its heart. Hidden deep in a remote forested area, it was accessible through a single narrow road, allowing easy monitoring and control of who came and entered. Its isolation served as a natural barrier to outsiders, with an imposing black cast-iron gate as another barrier. The mansion's exterior was a stark contrast to its inhabitants, crafted out of stone that had been painted a white color. The inhabitants meticulously maintained the sanctuary's grounds, and there was a rotating schedule for who did the lawn work each day. The front entrance was two massive doors carved with archaic sun symbols.
The mansion's grand foyer featured a sweeping staircase with ornate railings leading to the upper floors, where high-ranking members of Das Sonnenrad lived. A massive crystal chandelier hung from the ceiling, casting an eerie glow across the space. The main hall, often used for meetings and gatherings, had an enormous stone fireplace with intricate carvings that reflected the cult's Aryan mythology. Beneath the mansion lay a labyrinthine basement, which housed the cult's ritual chambers and storage areas for their artifacts. This underground network has a double purpose: to provide secret exits in case the sanctuary is compromised and to confuse intruders with dead ends, fake doors, and passages scattered everywhere.
However, in the final battle against the Das Sonnenrad Cult, which saw Kaiser Draeger's Death, the Sanctuary was burned to the ground.
The Wolf's Den was a secret bunker created by Das Sonnenrad as a hidden refuge for Kaiser Draeger and other high-ranking members of the cult, but now it operates as the headquarters for their successor group: The New Thule Society. Located deep within the remote outskirts of St. Portwell, the bunker is well-concealed, requiring a series of directions to follow to the letter. To reach the Wolf's Den, one must first travel down a specific highway until they reach a speed limit sign. From there, it's a matter of venturing into the dense forest and following a trail of Norse=Pagan symbols carved into trees. Following the correct sequence of symbols leads to a bush at the base of a hill, so inconspicuous pretty much anyone would disregard it, but pushing past it reveals a stone passage.
This passageway leads to a large metal door with an access hatch. The bunker's interior is a long, dimly lit tunnel leading downward. Inside the Wolf's Den, the main chamber is a large, square concrete room with dangling lights and a massive oval-shaped table surrounded by numerous chairs. This room serves as the central meeting area for Das Sonnenrad's remnants, with other smaller rooms branching off from the main chamber, each serving different functions—storage, living quarters, planning areas, etc.
Note: This is not a guide or anything like that. You're free to come up with symbolism and your interpretations of what's below, and I've probably gone against it a few times myself. This is just how I interpret mechanics n' shit about abstractions.
Elemental Abstractions:
_______________________________________________ In general: Connection to the world, creativity, focus on the outside, being outrospective, desire to build/shape, change.
Fire: Passion, rage, raw and destructive emotion.
Water: Calmness/Peace, easily influenced, having multiple states.
Telepathy: Invasiveness/lack of boundaries, desire to communicate, wanting information/secrets.
Inventor/Gadgeteer Desire to solve a problem, having a singular goal that cannot be solved with the present tools.
Intelligence/Minds: Lack of Knowledge, perceived worthlessness, presented with problems that cannot be physically solved.
Dreams: Imaginative, wishes, interpretiveness.
Memory: Stress/past grievances, desire to forget/inform, willingness to change things, looking to the past, external struggle.
Emotion Compassion, understanding people (or lack thereof), closer Connection to people, internal struggle.
Mind Control: Desire to control, feeling out of control, social isolation/exile.
Illusions: Deception (on both sides), belief/thought being proven wrong, Desire for something that cannot be gained.
Other Abstractions
_______________________________________________
Animal: Noticeable lack of Connection to people, outcast, Connection to nature/love of nature. (This was going to be its section but I was like, nope fuck that, lol)
Summoning/Minion Creation: Desire for companionship, social isolation/exile.
Transformation/Shape-Shifting: Issues involving identity, self-hatred/wanting to be different.
Teleportation: Feeling trapped/stuck, desire to escape, needing something.
Speed: Impatience, Desire to get to goal instantly, has problem approaching, a problem that can be run from, down to earth.
Flight: Needing to reach goals/expectations, freedom, idealism.
Strength: Being faced with situations that can't be mentally solved, violence/rage, perceived lack of strength/desire to grow stronger, authority.
Healing/Repairing: Desire to help people, compassion/kindness, other people's mental scars/past trauma, seeing beauty in something, restoring something else.
Regeneration: Desire to fix self, fixing own mental/physical wounds, a goal they need to see through, self-restoration.
Time: Past/Future mistakes, pressure of time, having limited time, lack of management
Shields: Protection/desire to protect, danger/damage, caring, imminent threat to self.
Creation/Building: The need for something, wanting to build something new, creativity/self-expression, having problems.
Close-Range: Immediate up-in-your-face issue/question, close and personal problems/struggles, problems/solutions being in reach, single or few problems/threats.
Long-Range: Looming/upcoming problems, threats approaching/attacking from a distance, multiple threats/problems, things being out of reach.
Enchanting/Imbuing: Inadquency, current tools not being sufficient.
Beam: Focusing on one thing/task.
Enhanced Senses: Desiring awareness or understanding of environmental/task.
Death/Necromancy: Loss of family/friend, mourning, going to dark corners, also being an edgelord.
Paranormal Related: Knowledge of the supernatural, problem/goal/question related to the paranormal, Desire to interact with the paranormal.
The PRA assigns individual Paranormal-Beings a threat level (also known as a PTA) on a one to five scale that helps prioritize resources and responses. Each threat level would have corresponding response protocols, including deploying special agents, containment strategies, and potential collaboration with other agencies or international organizations. Here's a list of threat levels the PRA uses:
⦁ Paranormal-Beings with little to no offensive capabilities. ⦁ Non-hostile or benevolent Paranormal-Beings. ⦁ Easily contained or controlled. ⦁ Evacuation is not necessary.
Low Threat (Level 1):
⦁ Mildly hostile Paranormal beings with limited or localized abilities. ⦁ Potential for minor disruptions or localized incidents. ⦁ Beings that may pose a minimal threat to individuals or small groups. ⦁ Typically manageable with standard containment procedures. ⦁ Evacuation is not necessary.
Moderate Threat (Level 2):
⦁ Paranormal-Beings with moderate hostile intent and significant abilities. ⦁ Beings that have the potential to cause harm to a larger area or group. ⦁ May exhibit unpredictable behavior. ⦁ Require specialized response teams for capture or neutralization. ⦁ Evacuation of the area is an option.
Significant Threat (Level 3):
⦁ Highly hostile Paranormal beings with formidable offensive capabilities. ⦁ Capable of causing widespread damage or harm. ⦁ Requires a coordinated effort and advanced technology for containment. ⦁ The evacuation of the area is required.
Severe Threat (Level 4):
⦁ Extremely powerful and destructive Paranormal-Beings. ⦁ Possesses powerful, potentially world-altering abilities. ⦁ Requires a highly specialized and heavily armed response team. ⦁ This may require the evacuation of the entire city.
Maximum Threat (Level 5):
⦁ Paranormal beings of unparalleled power and malevolence. ⦁ Capable of causing widespread destruction, chaos, or even extinction-level events. ⦁ Difficult to contain or neutralize. ⦁ Requires the highest level of government intervention. ⦁ Any city in its range must be evacuated if possible.
Other.Threat.Levels:
Unknown Threat (Level X):
⦁ Unidentified or poorly understood Paranormal-Beings. ⦁ Insufficient data to properly assess the threat level. ⦁ Intentions are not fully understood. ⦁ Requires thorough investigation and assessment to give accurate designation. ⦁ A precautionary approach must be taken until more information is gathered.
Erratic Threat (Level U):
⦁ Paranormal beings with unpredictable behaviors and abilities. ⦁ It isn't easy to assess or anticipate their actions. ⦁ Require ongoing monitoring and adaptive strategies.
Wild Threat (Level C):
⦁ Paranormal Beings that cannot be effectively contained or neutralized. ⦁ Pose an ongoing and unmanageable threat. ⦁ Extreme caution is required.
Evolving Threat (Level E):
⦁ Assigned to initially lower-level threats that show a significant escalation in offensive capabilities over time. ⦁ Unpredictable behavior and capabilities. ⦁ Requires additional monitoring, mobilization of resources, and development of new strategies. ⦁ Eliminating an escalating supernatural threat is determined by the nature of the threat itself, its rate of growth, available resources, and potential consequences.
Inactive Threat (Level I):
⦁ Beings that were previously considered threats but are currently dormant, incapacitated, or contained. ⦁ Require ongoing surveillance but are not an immediate concern. ⦁ All Sealed-Apparitions are automatically considered an Inactive Threat.
THE.ACCORDANCE
"Unity shines the path to prospersity!"
. . . . The Accordance was a beacon of hope in an otherwise bleak All-Verse. This organization was tasked with maintaining order across the All-Verse, operating with a single purpose: to uphold the delicate balance of all worlds from the threat of chaos and destruction. Central to the Accordance's structure was a system of ranks and titles designed to ensure efficient governance and decision-making. At the top of this hierarchy stood Dacious, the revered leader of the organization, whose wisdom and foresight guided its actions. Beneath him was the Council of Twelve, comprised of esteemed advisors and experts in various fields, offering expertise to craft the Accordance's policies and strategies.
The Accordance's responsibilities span various domains, from interdimensional diplomacy to crisis intervention and conflict resolution. They monitored emerging multiversal threats and potential destabilizing influences across the All-verse, deploying their forces to address such threats before they could escalate into something far worse. Further down the hierarchy were the Peacekeepers, operatives trained in combat, diplomacy, and law enforcement. Operating on the front lines of conflict and crisis, these dedicated individuals embodied the Accordance's commitment to protecting the innocent and upholding justice across the multiverse. The Peacekeepers wielded vast magical and technological resources to aid them, including ancient artifacts, powerful spells, and advanced weaponry.
One of Accordance's most frightening capabilities lay in its ability to mobilize resources and personnel from across the All-Verse with unparalleled efficiency. Using interdimensional portals and advanced communication networks, they could deploy Peacekeepers to any corner of the All-Verse within seconds. In addition to their roles as peacekeepers, the Accordance also served as custodians of ancient knowledge and artifacts. They maintained a vast collection of artifacts (partly to keep them from falling into the wrong hands) and records of past conflicts, phenomena, and other knowledge that could be useful.
However, their greatest challenge came from the Inner Circle, a vicious cult led by the mighty Green Adept known as Sunshine Jones. This shadowy organization posed a grave threat to the stability of the All-verse, unleashing horrors upon countless worlds in its relentless pursuit of the "blood of magic." Despite the Inner Circle's power, the Accordance came out on top and banished Sunshine Jones and her followers to the Pit, ending their reign of terror.
However, it was short-lived, as the Accordance was annihilated not long after, with all the artifacts in their possession, including the legendary All-Blade, scattered across the All-Verse. Their defeat and destruction are shrouded in mystery. Still, the rumor is that Sunshine escaped the Pit and destroyed the Accordance in revenge.
THE.INNER-CIRCLE
"Our destiny awaits in the blood of magic!"
. . . . The Inner Circle, a name whispered in a hushed tone across All-Verse, embodies the dark depths a lust for power can lead and the corruption magic can have on one's soul if they let it. Led by brutal and savage Sunshine Jones, a Green Adept of unmatched power, she commanded a legion of devotees just as fantastical and brutal as she was. Their goals are as superb as they are nefarious: to locate the source of magic, which they dub as the "blood of magic," and to harness its power. At the heart of the Inner Circle lies a vast network of hidden lairs, secret laboratories, and occult libraries hidden across the All-verse. These facilities are the centerpiece of the cult's dark experiments and twisted rituals, where they conduct heinous acts of torture, human experimentation, and forbidden magic in pursuit of their goals.
The cult's membership numbered in the hundreds, each member a skilled Adept, Aberration, or sometimes Apparition. These devotees pledged loyalty to Sunshine Jones's cause, carrying out her orders with fanatical zeal. The Inner Circle's crimes were as numerous as they were unforgivable, ranging from mass murder and genocide to the creation of monstrous abominations that killed millions to creating and selling powerful artifacts and weapons to other monstrous. The Inner Circle stopped at nothing, and everyone was a necessary sacrifice for their sinister goals.
Yet, despite their vicious nature, the Inner Circle remained an enigma, their true motives and ultimate goals shrouded in mystery. Some believe they seek to ascend to Godhood, while others fear they may seek to bring about the end of all existence. Whatever their intentions, the Inner Circle was a force to be reckoned with. Despite their overwhelming power and influence, the Inner Circle's reign of terror had challenges. Chief among their foes was the Accordance, a multiversal organization of peacekeepers dedicated to putting an end to them and restoring balance to the All-Verse
Their defeat at the hands of the Accordance and James Vanburen, the hero of the All-Verse, was a momentous victory for truth and justice, and Sunshine's exile to the Pit was seen as a triumph. Yet, despite their destruction, they left permanent scars in the All-Verse, and to this day, the residents of the worlds they brutalized feel their shadow looming over them. Rumors say that she has escaped The Pit and now seeks vengeance against those who dared to oppose her, including destroying the Accordance.
The Inner Circle left one hell out of a legacy as they serve as a chief reminder of how power corrupts and how steps must be taken to prevent others from following in Sunshine's footsteps.
THE.OLD.CULT
"They say the Old Cult's darkness still lingers, waiting to reclaim its place."
. . . . More legend than anything.
Rumors, whispers, and half-truths speak of a mysterious cult that worshipped the Stygian Snake and was just so heinous and reprehensible that it had to be wiped from the canals of history. Very little is known about the Old Cult, to the extent that its name is a mystery, but what is known is that it was led by a man named Walter. The purge of information was so thorough that the specifics of their crimes are a mystery, leaving behind speculation... and the lingering possibility that they may not have existed.
THE.LEAGUE
OF LUMINSCIENT FAMILIES"Bless the Lightfather!"
. . . . The universe inhabited by the League of Luminescence shares origins with our own but diverged dramatically when a secret society of magical families engaged in a covert war against Apparitions and Aberrations. This conflict escalated catastrophically when the Stygian Snake attacked, decimating over half the population with its armies.
In a desperate final stand, the League united with remaining forces, including Apparitions and beings from other realms. Their combined efforts were nearly obliterated until a massive being of light, known as the "Light-Father," confronted the Stygian Snake. In a heroic sacrifice, he drove the Stygian Snake away. Following this victory, the League seized control over governments, ruling with an iron fist and obscuring the Stygian Snake’s existence.
Most inhabitants of Glint are part of the League of Luminscience, an influential collective of families that dominate this world. While technology stagnated, magic flourished, and the League reveres the Luminscience as their power source, worshipping the Light-Father who saved them from the Stygian Snake. Historically, the League operated under a monarchy that relied on slavery until King Magnanimous dismantled the system in favor of an "equal" council where every family had a voice. However, the most prominent families dominate discussions, leading to petty feuds rather than progress.
The League is notorious for its extreme punishments. They are a fervently religious society with severe penalties, including the eradication of entire bloodlines, for heinous crimes like murder and treason. Even minor offenses can result in collective punishment for families. Those without connections to Lux are treated as second-class citizens, often subjected to abuse and exploitation as they fulfill unwanted labor roles.
Governance is divided among four houses: the House of Candlelight (Africa and the Middle East), the House of Torchlight (Asia), the House of Firelight (North and South America), and the House of Starlight (Europe and Russia). Each house is represented by the League’s council, where their voices resonate the strongest. The Knights of Luminescence serve as the League’s primary military force, a volunteer army of magical warriors. Families lower on the social ladder often join to gain status and wealth, starting as Squires at a young age, training under Knights until they can attain the rank.
The League's primary adversaries are the Apparitions and Aberrations, long considered enemies since their inception. The genuine threat, however, lies in the resistance movement known as the White Rabbit Society, comprising Apparitions, Aberrations, and disillusioned League members led by the formidable White Arachne. The League has villainized her, blaming her for humanity’s near extinction to divert attention from the Stygian Snake.
The League has established itself as a formidable magical menace, willing to traverse the boundaries of universes and meddle in the affairs of other realms. Their ambition knows no limits as they seek to extend their influence beyond Glint, exploiting the resources and vulnerabilities of parallel worlds for their gain. A notable aspect of their governance is the frequent use of exile as punishment; dissenters, criminals, or perceived threats are banished to distant universes.
THE.BROTHERHOOD
"In Tenebris Fortitudo."
. . . .
The Brotherhood is a secretive order of knights founded during the medieval era of Europe, a time marked by superstition, fear of the supernatural, and rampant violence wrought by malevolent Apparitions and Aberrations. A coalition of brave warriors, scholars, and clerics gathered to ally to safeguard humanity from these dark forces. They established their first sanctuaries in the crumbling ruins of ancient monasteries and hidden cathedrals, drawing upon knowledge and ancient texts to develop their combat techniques and magical practices. This early formation emphasized martial prowess and the understanding of magic as a force to be respected and wielded responsibly. Over the centuries, as Europe transformed through the Renaissance into the modern age, the Brotherhood adapted, remaining vigilant against evolving supernatural threats and maintaining its mission in an increasingly skeptical world.
Recruitment into the Brotherhood is a selective and often tricky process. Candidates are typically individuals who have encountered the supernatural firsthand, whether through personal tragedy, the loss of loved ones to Aberrations, or as witnesses to horrific events. Prospective members often come from diverse backgrounds and initiates undergo rigorous trials that assess their resolve, intellect, morality, and ability to wield magical artifacts. Those who pass are bestowed the rank of Acolyte, tasked with learning the Brotherhood’s ancient rites, combat techniques, and magic secrets.
The Brotherhood’s hierarchical structure consists of several ranks, each representing different levels of mastery and responsibility. At the pinnacle is the Grandmaster, a figure shrouded in mystery, believed to possess extensive knowledge of the Paranormal and unparalleled combat skills. Beneath the Grandmaster are the Councilors, seasoned knights who advise on strategy, recruitment, and training. The next rank, Paladins, represents the elite warriors of the Brotherhood, skilled in martial combat and the use of magical artifacts, including legendary weapons such as the Vampire Hunter and the Undead Hunter. These artifacts are steeped in the order’s history and designed to combat the undead and other dark forces. Paladins lead missions and are responsible for confronting powerful Apparitions, while the Acolytes, still in training, gradually take on field assignments under their guidance. The lowest rank, Novices, are the newest recruits who have yet to prove their worth.
The Brotherhood's operations are often shrouded in secrecy, with members conducting missions that range from small-scale reconnaissance to full-scale assaults on strongholds of evil forces. They combine traditional combat techniques and magic, often relying on artifacts steeped in their order's history. These artifacts are carefully guarded, each possessing unique powers that enhance the wielder’s abilities and safeguard against dark forces. The Brotherhood also gathers intelligence, maps out areas where Paranormal occurrences are reported, and tracks activity to strike before chaos ensues preemptively.
Some members advocate for a more aggressive approach, arguing that striking decisively against Apparitions and Aberrations is the only way to send a clear message and deter future threats. Conversely, others within the Brotherhood urge restraint and deliberation. This philosophical divide creates tension during council meetings, where strategies are debated and missions planned, reflecting the Brotherhood's struggle to balance aggression with caution in an ever-changing world of supernatural threats. The membership primarily consists of Adepts, and there is a stigma against Aberrations, including those who are Adjoined, Abominable, and Afflicted, further complicating the dynamics within the order.
The Brotherhood's arsenal includes a cornerstone weapon known as the Knight's Edge, a mass-produced artifact that serves as both a sword and a versatile tool. Forged from a unique alloy with magical properties, it can adapt to the wielder’s needs, shifting between forms such as a traditional blade or a ranged whip. It is customizable to imbue it with elemental properties or temporary enchantments. Alongside the Knight's Edge, members employ specialized weapons like enchanted crossbows, spears, axes, shields, etc. As time progressed, the Brotherhood transitioned to more modern weaponry, integrating firearms enhanced with enchantments to maintain their effectiveness against supernatural foes.
While the Brotherhood primarily operates within Europe, its influence and reach extend to other continents whenever the threat of Aberrations arises. This expansion is marked by careful planning as they connect with local groups and individuals who share their mission. Through meetings and cooperation with other factions, the Brotherhood ensures that the knowledge and tools required to combat supernatural threats are shared, creating a web that spans borders. This adaptability reflects their understanding that evil knows no bounds and that their vigilance must extend beyond the confines of Europe to protect humanity from the encroaching darkness.
ARAMINTA,.PA
............................................................ "The Hidden Crossroads."
Araminta, Pennsylvania, sits in the northern center of Williams County, just a stone's throw from the New York state border. Founded in the 1700s by Richard Williams, who named the city after his cherished daughter, Araminta started as a strategic military base during the French and Indian War and the Revolutionary War. Once the wars ended, the base fell out of use and became a tourist draw.
Today, Araminta's primary claim to fame is its once-bustling railroad system. As the central hub of various Pennsylvania railroads, the city was a vital transportation nexus. However, many of these railroads have been retired, leaving their tracks to wind through the town like forgotten veins. Now a haven for dredges and degenerates, the train yard adds a gritty edge to Araminta's quaint suburban facade.
The city is predominantly suburban, with its urbanity confined to a modest downtown area. Despite its small-town charm, Araminta boasts a range of businesses and well-kept homes, attracting those seeking a respite from the relentless pace of city life. It’s known for its attractive houses, which draw retirees and families alike. However, beneath this serene exterior, Araminta grapples with significant issues. Like much of Pennsylvania, the city suffers from a severe drug problem. The drug trade is concentrated in the more rundown areas, where the discrepancy between the city's outward appearance and its inner struggles is stark.
A large portion of Araminta’s area is covered by dense woodlands, where remote houses and hidden places harbor the city's misfits and addicts. The train tracks running through these woods serve as gathering spots for those on the fringes of society. The woods are mysterious, hiding secrets the city’s veneer often obscures. Geographically, Araminta is not highly urbanized but is strategically located near the Williams River, a significant waterway branching from the Schuylkill and Delaware Rivers. The river’s namesake is a nod to the city's founder, Richard Williams. Demographically, Araminta is predominantly Caucasian, with notable populations of Asians and African Americans. Hispanics, Middle Easterners, and Pacific Islanders are relatively rare. Despite the drug issues, Araminta enjoys relatively low crime rates, with most incidents involving petty crimes and drug possession; violent crimes are infrequent.
Araminta's Paranormal scene is a tangled web of intrigue and hidden power, overshadowed by the city’s mundane exterior. Beneath the surface of its suburban tranquility, the town harbors a quiet but potent undercurrent of magic and supernatural activity. The old train yard is a hotspot for Paranormal dealings and secretive gatherings. The dense woodlands surrounding the city are a haven for Abominable and Apparitions, along with cults and witch Covens lurking in the shadows. Araminta is one of the Paranormal Hotspots in the northeastern parts of the US, alongside New York, Philadelphia, Boston, and Ravenscroft.
MIRAGE.SPRINGS,.NV
............................................................ "The Mirage Metropolis."
Mirage Springs, Nevada, is a city where the allure of Las Vegas is mixed with a distinctive supernatural vibe, creating a vibrant, otherworldly playground nestled in the heart of the Nevada desert. Designed to capture the grandeur and allure of its more famous cousin, Mirage Springs, with its neon-lit streets and lavish casinos, exudes an air of enchantment that extends far beyond its surface glitz. The city has always been a melting pot of entertainment and magical intrigue, but its true essence lies in its paranormal history and current tumult.
Originally envisioned as a glittering oasis in the desert, Mirage Springs quickly attracted attention for more than just its extravagant attractions. The city’s supernatural scene was once dominated by The Society, an influential faction led by the powerful Apparition known as Morningstar and his elite cadre, the Endless Seven. The Society’s grip on Mirage Springs was absolute, turning it into a nexus of magical power where secret rituals, magical dealings, and hidden societies thrived behind the facades of its luxurious casinos and neon-soaked avenues.
However, the fall of Morningstar and his lieutenants marked the beginning of a turbulent era for Mirage Springs. The city plunged into a fierce civil war as the remnants of The Society splintered into more minor factions that sought to dominate the supernatural scene. In contrast, new factions surged into the power vacuum. The struggle for control has left Mirage Springs in flux, where the once-unified magical community is now fractured into utter chaos. Despite the upheaval, Mirage Springs thrives with a vibrant magical theme that infuses every city corner. The town is a grand stage where enchantment and whimsy are part of its identity. Mirage Springs presents a façade of spellbinding charm and fantastical allure, from dazzling casinos to quirky nightclubs.
The city's businesses capitalize on this magical theme, with neon lights casting an otherworldly glow and venues styled with elaborate, otherworldly décor. While not truly magical, the casinos feature immersive, fantasy-inspired experiences designed to captivate and enchant their visitors. The nightlife is a spectacle of theatrical flair, where performers and shows play up the illusion of mystical wonders. Even the street performers, dressed as wizards and mythical beings, contribute to the city’s whimsical persona. Mirage Springs is a city of contrasts—a glittering facade hiding a tumultuous underworld. The intersection of luxury and the supernatural creates a unique ambiance where the line between spectacle and sorcery is as thin as the mirage that gave the city its name.
RAVENSCROFT,.MA
............................................................ "The City of Shadows."
Ravenscroft, Massachusetts, thrums with dark, arcane energy, where the supernatural intertwines with urban life. Cloaked in gothic grandeur and shrouded in an eerie charm, the city serves as a battleground for an array of witch covens, mystical cults, secretive societies, and formidable magical crime families. Each entity exerts its influence, creating a complex and ever-shifting landscape.
At the heart of this magical chaos stands the Homunculus Factory, a concealed stronghold shrouded in mystery. This shadowy organization is led by a reclusive and enigmatic figure whose name is only whispered among Ravenscroft's hidden circles. The Factory’s leader is rumored to have discovered a method to channel and harness Lux, infusing it into their creations. This obsession with power and forbidden knowledge drives the Factory’s secretive and often dangerous operations.
Ravenscroft's magical factions are diverse and intertwined, contributing to the city’s chaos in their unique way. With their practices and shifting allegiances, Witch covens pursue hidden agendas, leaving their mark in the city’s shadowed corners. Some engage in clandestine rituals, summoning ancient forces and performing ceremonies. Alongside these covens are various occult cults dedicated to their enigmatic goals. Some cults are known for their elaborate ceremonies to invoke ancient powers, while others worship multiple beings. In addition to these mystical players, Ravenscroft is home to a network of powerful magical crime families. These families operate like a dark mirror to traditional organized crime, employing supernatural methods to control their territories. Their criminal enterprises range from trading illicit magical substances to manipulating the city's magical underworld for their gain. The families are deeply entrenched in the city's power struggles, often clashing with each other and other supernatural factions.
She/Her | 25 | French/Caucasian | 64 in. | 99.5 lbs. _______________________________________________ Night-stalker _______________________________________________ Skills & Talents "If you see me, it’s already too late." ___________________________________
Trailing ⫻ Once she has settled on a Blind target or weak Apparition she likes, she can follow them at a distance all night. This includes staying out of sight, stalking, and blending into the environment around her. She can also pick up on subtle cues that give an indication as to where her target goes, especially if spooked. For example, she can see a window shutter waving in the wind and deduce that her prey has lept inside. Silence ⫻ She is able to move with the least amount of noise possible, placing her weight carefully so she doesn’t shuffle her clothing or disturb creaks in the wood of the floor, or scatter stones. This enhances her ability to trail a target. Parkour ⫻ The city is her oyster when she takes to the rooftops. Able to maneuver in front and back flips, rolling falls, careful foot placement, and hoisting herself over a ledge, she can navigate the maze of structures like a dancer.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Do I look normal?"
Stands at 5’4 feet with a slim, leaning on thin, build. Her skin is ivory and freckled, like she doesn’t often see the sun. There’s endurance in her muscles, but it doesn’t show much in her build. This endurance allows her to leap from structure to structure when scaling the city’s skyline. There are a series of scars starting from her right collarbone down to her hip in the shape of bite marks, with scars mirroring on her back. Theses scars are from when she was bit by the Stygian Snake. She has silver rings in her pierced ears.
Depending on her mood, she prefers hoodies and casual wear to obscure her face when trailing. When she’s not trailing, she dresses well in silk blouses and slacks.
Psychology ▔▔▔▔▔▔▔▔ "I don’t think it’ll ever get better."
MAIN GOAL ⫻ She hopes to understand more about her apparition and how she can protect herself so she doesn’t have to night-stalk at its bidding.
PHILOSOPHY ⫻ She believes it’s better to be feared than loved.
SECRETS ⫻ She hides her insatiable thirst for entropy. She tries to blame it all on her apparition, but somehow, the thirst has become her own.
SEXUALITY ⫻ She is innocent, without thoughts of the such.
FEARS ⫻ She fears being alone and being trapped.
REPUTATION IN OLD COVEN ⫻ When it became known that she had fallen into the habit of night-stalking, she wasn’t well-liked. It often led to heated arguments when she refused to change her ways. It is likely that her inability to find an agreement with the heads of the Coven played a part in the dissolution.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ She gripped the Snake in her phantom hands and sapped it of its strength, helping aid the battle and weaken it.
FLAWS ⫻ Her indecisiveness. She doesn’t want to give in to her thirst or her apparition’s demands wholeheartedly, yet she also doesn’t stop herself or seek help.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Being banished was the worst day of my life."
She was very young when she had dreams of walking through a dark place, what she would later learn was the Void. One of the times she walked, a being approached her, dark and smothering in its presence. It held out a phantom hand, and she, unknowing of the consequence of her action, held it.
When she awoke, the same apparition, albeit in a smaller form appeared before her. Ts voice was in her mind, and its desires were grappling with her own. They fought, and she managed to draw a figurative line between them, keeping control of herself and her body. However, its incessant thoughts and whispers continued to try and mold her to its will as time went on.
She was the only daughter of a father who was a wealthy businessman, and her mother had passed from illness early on. With a business opportunity presenting itself in St. Portwell, her father moved the family from Paris to St. Portwell. The change was difficult for Alizée, which her Void Heart took full advantage of.
During one particular night, she was battling with her apparition after she refused to use Void Entropy on a young girl, a similar age to her, who was lost in the city. The battle became rather violent and chaotic, with buildings getting knocked out and glass shattering. Luckily, Ashley Stone and a few others found Alizée before the police did, and managed to subdue both her and her apparition before things got out of hand. That was how Alizée made her first introduction with the Coven, and was soon inducted after that.
During the battle with the Stygian Snake, she sapped it of its energy and worked with her Coven to defeat it.
Tensions raised in the time after the great battle, as Alizée slowly changed. Despite being in a supportive environment, the whispers of the Void Heart were getting stronger and stronger. It was the 12th night in a row she had gone night-stalking when Ashely Stone followed her and uncovered her dirty little secret: Alizée was preying on the Blind, harming them, and causing them weeks in the hospital to recover from Void Entropy.
When Ashley confronted Alizée, she merely dismissed her accusations, trying to gaslight her. As Alizée continued to deny Ashley’s accusations, the room became more heated, and eventually ended in a physical fight where everyone intervened, holding the two girls back.
Ashley banished Alizée from the Coven, telling her Alizée wouldn’t be welcomed back until she stopped preying on the Blind. In hot, angry tears, Alizée swore she'd never return, and stormed out of the room. Little did she know those were the last days of the Coven before dissolving.
In the dissolution of the Coven afterward, more angry tears were shed. The Coven had been the one place where she felt she had family, despite their differences. And now, she was left to wander alone, with the apparition’s will crushing her at every given opportunity.
Without much to go off of, she returned to her father’s side and began learning his trade as a businessman. He owned a factory, producing different kinds of products based on the market demands in their city. She began learning more about how to run his business, even going as far as to become his official Junior Vice President when she turned 23. He had said many times he hoped to entrust her with the family business when she was ready. And if her life would be mundane and Blind, this was likely where her path would lead her.
Alas, life for the paranormal was never so cut and dry. Just a few years later, after her 25th birthday, Auri’s call reached Alizée in the form of a sealed letter, stamped in red wax with the seal of the Sycamore Tree Coven. When Alizée read the contents of the letter, she was in shock. Who was targeting them? Why? And how would the remaining Coven protect itself?
Yes, old wounds never healed, and she still held many grudges. But many of the people who were the source of her grudges, namely Ashley Stone… were dead. And death had a funny way of healing old scars, or at least numbing them, near-instantly.
Regardless, it went without saying that, despite their differences, she knew where her loyalties lay and made her way to the Coven’s lair, the abandoned church.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "It’s not just me in my head, you know."
TYPE ⫻ Aberration (Adjoined)
ABSTRACTION ⫻ Void Light: The seams of the Void that yearn for entropy, sapping strength away.
ABSTRACTION DESCRIPTION ⫻ A purple and dark, smoky light that appears around her being whenever she uses her abilities. Also the main color of the Void Hands. If phantom hands are summoned, there is enough strength in the Void Light to bend steel rebar, which she uses to suppress the struggles of her victims. Both she and the apparition can use Void Light.
Subcategories: - Void Eyes: Appears as purple irises with a red ring around the pupil. Cosmetic when she uses her Void Hands. - Void Heart: Her apparition from the Void, usually floating a couple of inches above her shoulder. A ball of void light with Void Eyes. Has a thirst for entropy. Is able to use the Void Hands on a whim, and has been known to use Void Hands on Alizée on occasion when it doesn’t get its way. Being chained to her soul, the Void Heart can immediately take in and absorb any energy she siphons off using Void Entropy. This is how it eats, and it’s always hungry. Being connected to the Void, it has a special affinity for being in the in-between places of things, like dreams. The last time it dream-walked was when it was haunting Alizée before their souls became adjoined. Its haunting desire translates to Alizée’s continuous night-stalking as she ‘haunts’ her victims before siphoning off their energy. - Void Hands: Claw-like phantom hands, made entirely of Voild Light. Can change in size from regular human-sized hands, to as large as a refrigerator, allowing her to grip humans and smaller apparitions with ease. To be touched by physical Void causes an immediate weakness in the body. Prolonged exposure saps all the energy of the target. Eventually, this is enough to slow and stop the heart, however, due to Emotional-Fields, it does not allow her to stop the heart outright, only bring it near. - Void Entropy: Any strength that is sapped away by being in contact with her void light causes her to instantly absorb said energy, which can be used to sate the desires of the Void Heart. She must be in physical contact with her victim to sap its strength and energy. This is why her normal attack is to enlarge her hands and hold a victim by their torso with a death-like vice grip. She enjoys it when they try to struggle, but soon enough, white light in the form of energy is siphoned from their being, drawn past the hands, and coalesces through Alizée before being sucked into the cragged jaws of the Void Heart. Due to the nature of their entwined souls, the apparition’s sated thirst translates to her own phantom thirst’s satisfaction.
LIMITS ⫻ Being able to sap a person or thing of its energy does not mean she can outright kill them. The Emotional-Fields prevent her from doing so.
WEAKNESSES ⫻ Accessing the Void Light opens Alizée's eyes to the Void itself... and over time, by utilizing the Void Light, she will begin to see hallucinations of the horrors of the Void. Eldritch abominations and people lost to the Void will appear alongside the mundane universe that Alizée is used to, attacking her mental state and making her doubt what is real and what is fake. The more Alizée (or the Apparition she's adjoined to) uses her abstraction, the worse this effect gets so that she will be functionally blind if she goes all out (as she'll see into the Void). This effect wears off over time, but its effects on her mentally will not. However, sapping away someone else strength and energy also begins to drain away at her - it won't be as dramatic as on the victim, but if she does this a lot, she can stop her own heart. An Abstraction like this will unnerve others and make it difficult for people to trust her.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I just want to feel in control sometimes, you know?"
She/Her | 17 | French/Caucasian | 64 in. | 99.5 lbs. _______________________________________________ Night-stalker _______________________________________________ Skills & Talents "If you see me, it’s already too late." ___________________________________
Trailing ⫻ Once she has settled on a Blind target or weak Apparition she likes, she can follow them at a distance all night. This includes staying out of sight, stalking, and blending into the environment around her. She can also pick up on subtle cues that give an indication as to where her target goes, especially if spooked. For example, she can see a window shutter waving in the wind and deduce that her prey has lept inside. Silence ⫻ She is able to move with the least amount of noise possible, placing her weight carefully so she doesn’t shuffle her clothing or disturb creaks in the wood of the floor, or scatter stones. This enhances her ability to trail a target. Parkour ⫻ The city is her oyster when she takes to the rooftops. Able to maneuver in front and back flips, rolling falls, careful foot placement, and hoisting herself over a ledge, she can navigate the maze of structures like a dancer.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Do I look normal?"
Stands at 5’4 feet with a slim, leaning on thin, build. Her skin is ivory and freckled, like she doesn’t often see the sun. There’s endurance in her muscles, but it doesn’t show much in her build. This endurance allows her to leap from structure to structure when scaling the city’s skyline. There are a series of scars starting from her right collarbone down to her hip in the shape of bite marks, with scars mirroring on her back. Theses scars are from when she was bit by the Stygian Snake. She has silver rings in her pierced ears.
Depending on her mood, she prefers hoodies and casual wear to obscure her face when trailing. When she’s not trailing, she dresses well in silk blouses and slacks.
Psychology ▔▔▔▔▔▔▔▔ "I don’t think it’ll ever get better."
MAIN GOAL ⫻ She hopes to understand more about her apparition and how she can protect herself so she doesn’t have to night-stalk at its bidding.
PHILOSOPHY ⫻ She believes it’s better to be feared than loved.
SECRETS ⫻ She hides her insatiable thirst for entropy. She tries to blame it all on her apparition, but somehow, the thirst has become her own.
SEXUALITY ⫻ She is young and innocent, without thoughts of the such.
FEARS ⫻ She fears being alone and being trapped.
REPUTATION IN OLD COVEN ⫻ When it became known that she had fallen into the habit of night-stalking, she wasn’t well-liked. It often led to heated arguments when she refused to change her ways. It is likely that her inability to find an agreement with the heads of the Coven played a part in the dissolution.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ She gripped the Snake in her phantom hands and sapped it of its strength, helping aid the battle and weaken it.
FLAWS ⫻ Her indecisiveness. She doesn’t want to give in to her thirst or her apparition’s demands wholeheartedly, yet she also doesn’t stop herself or seek help.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "The Coven dissolving was the worst day of my life."
She was very young when she had dreams of walking through a dark place, what she would later learn was the Void. One of the times she walked, a being approached her, dark and smothering in its presence. It held out a phantom hand, and she, unknowing of the consequence of her action, held it.
When she awoke, the same apparition, albeit in a smaller form appeared before her. Ts voice was in her mind, and its desires were grappling with her own. They fought, and she managed to draw a figurative line between them, keeping control of herself and her body. However, its incessant thoughts and whispers continued to try and mold her to its will as time went on.
During the battle with the Stygian Snake, she sapped it of its energy and worked with her Coven to defeat it. She was only seven at the time, but her apparition was wise, and she had knowledge beyond her years.
In the dissolution of the Coven afterward, angry tears were shed. The Coven had been the one place where she felt she had family. And now, she was left to wander the world, alone, with apparition’s will crushing her at every given opportunity.
In the years after, she became a private investigator of sorts, looking into the paranormal for those who were Blind, and chasing out apparitions that were causing trouble. These apparitions often became her next target, sapping them of their strength to ensure they took a long time to recover. Sometimes, the Blind who contracted her would also become her targets, if they were deemed worthwhile.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "It’s not just me in my head, you know."
TYPE ⫻ Aberration (Adjoined)
ABSTRACTION ⫻ Void Light: The seams of the Void that yearn for entropy, sapping strength away.
ABSTRACTION DESCRIPTION ⫻ A purple and dark, smoky light that appears around the hands or in beams, circular dots, waves, or other shapes. If phantom hands are summoned, there is enough strength in the Void Light to bend steel rebar. It can also be thinned down to a sharpened edge. Both she and the apparition can use Void Light.
Subcategories: - Void Eyes: Appears as purple irises with a red ring around the pupil. Able to see manifestations of magic or paranormal anomalies, whether hidden or not. Can dissect the vision in layers. - Void Heart: Her apparition from the Void, usually floating a couple of inches above her shoulder. A ball of void light with Void Eyes. Has a thirst for entropy. - Void Arsenal: Manifesting shapes of Void Light that can be used to attack. To be touched by physical Void causes an immediate weakness in the body. Prolonged exposure saps all the energy of the target. Eventually, this is enough to slow and stop the heart, however, due to Emotional-Fields, it does not allow her to stop the heart outright, only bring it near. - Void Warp: Can bend space between two points, passing between them in a flash of purple and black light. It allows her to warp to any location that she can physically see with her eyes. - Void Entropy: Any strength that is sapped away by being in contact with her void light causes her to instantly absorb said energy, which can be used to sate the desires of the Void Heart.
LIMITS ⫻ Being able to sap a person or thing of its energy does not mean she can outright kill them. The Emotional-Fields prevent her from doing so.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I just want to feel in control sometimes, you know?"
Wow, you're fast; I like how you correctly used Emotional-Fields and mentioned the Void. I see where you're going with this, but this character could use just a little work:
1. First, backstory! My first (and biggest) issue was that she's way too young to have been in the original Sycamore Tree Coven - the youngest member I mentioned was ten, and even that got a lot of flack. But, a seven-year-old... I live with a seven-year-old, and I don't even trust her to be by herself for more than five seconds, and I think she would be more harm than good in a fight against a borderline eldritch abomination — abstraction or not.
Also, a teenager being a private investigator? lol
2. Speaking of the backstory, it could use some expansion because of some holes. You don't explain how she got roped into the old Coven; just cuts to her fighting the Stygian Snake. You mentioned that the old coven didn't like her due to night stalking but never expanded on that. The backstory also seems to cut off and doesn't explain her returning to the Coven (or why).
3. As for her abstraction... I'm unsure how I feel about it; it seems to be all over the place. She can summon hands that can bend steel and sap strength away (which is good enough on its own, to be honest). Then she can also detect magic and paranormal beings, create weapons, and teleport anywhere she can see. If you want to keep all of these abilities, she could be like a master of none - where she can do many different things but isn't super good at it.
Could you also elaborate on the sapping strength part?
4. Maybe also expand on the Apparition because it's very vague.
The character has potential to be good, but I think she needs a little bit of work.
Alright, here we go! Created over the course of several over-nighters, so let's hope there's not too many errors in there.. I'm sure Ghost will be happy that there's no furry material inside.
[Student of the sciences] ⫻ Eksa is very well-educated. With multiple degrees in scientific fields such as medicine, chemistry, and biology, she has devoted significant amounts of time to her own intellectual betterment. As such, she is quite knowledgeable on matters pertaining to the aforementioned topics. [Sharp Mind] ⫻ Knowledge does not equal wit, but Eksa possesses both in spades. She's sharp - not only is she attentive, adaptive, and open to learning, but she does such things quickly. Her mental acuity is her strongest asset, most would say. [Steel-willed] ⫻ Eksa is not one to fold under pressure. As a technical medical professional, panicking isn't something she can afford, nor something she is prone to do. Aside from an unshakable psyche, Eksa is also one to detest surrender. She won't give up - and that is evident from her past. No matter how hopeless something seems, you can count on Eksa to be one of the last to admit such a thing.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "They always give me that look.."
Initially, Eksa doesn't appear too out of the ordinary. She stands a bit taller than average at 5'8" and weighs about 137 pounds. Her hair is a thick, dark brown mane which she infallibly wears in side-swept twists. Her equally-dark eyes sit behind a pair of thin-framed, circular spectacles that sit lightly over her broad nose and defined cheeks. Her high cheekbones and angular jaw shape, accompanied by the smooth, clear, light-brown tones of her skin lead her to generally be seen as rather attractive, conventionally.
Aside from her face, Eksa is similarly blessed with a womanly figure, though her wardrobe tends to conceal this - with the overcoats she always wears being the main culprits in such an act. Her general attire generally consists of darker shades; black, brown, khaki, etc., and is more often than not business-casual in style, with blazers and turtlenecks being a favorite of hers. Notably, Eksa does possess a bit of a quirk when it comes to her outfits - that being that she always wears an overcoat. She doesn't usually actually wear the sleeves, however, and just lets it hang from her shoulders. This article serves one purpose for Eksa, and that is to conceal her left arm - or lack thereof. Being that her arm was amputated a couple inches above the wrist, her partiality for overcoats stems from her self-conscious nature. Though this technique is only successful for preventing stares from passersby, and those who don't interact with her for long, in her experience.
Finally, aside from how she looks, there is one thing to note about Eksa that is inescapable - that being her voice. Due to an accident in her past, Eksa's vocal cords and lungs have been irreparably damaged. This has caused her to develop a croaky, pained vocal structure whenever she speaks. This, alongside her insistent, unpredictable coughing fits has led many-a stranger to ignorantly surmise her a particularly persistent smoker. Unlike her arm, however, this is something which she can't really hide - a fact which causes her much distress.
Overall, despite her pretty appearance, it is the focused nature of her expressions, her off-putting voice, and her broadened silhouette that has led some of her colleagues to dub her intimidating, of all things.
Psychology ▔▔▔▔▔▔▔▔ "Ahh, I'm nae that kinda doctor, unfortunately."
MAIN GOAL ⫻ Immediately, Eksa's goal in life is to help others. Though, in truth, she isn't really the kind to stew too much on what she should be doing with her life - but being that she has achieved a healthy education that now allows her to operate in pharmaceuticals, this aforementioned goal could be considered well underway. If she were to really think hard on it though, she could suppose her life has other purposes. She has always had an interest in the paranormal world she's involved with, but has had little extra time to explore it to a deeper extent. Acclimating herself further to such a realm could be a worthwhile adventure.
PHILOSOPHY ⫻ Eksa's philosophy is straightforward, yet compassionate. Oftentimes, things just.. happen. Not particularly because they're supposed to, or because someone or something deemed it so - but because they just do. And it can be unfair, and often is. But no matter what happens, perseverance is key. There is always a path ahead, no matter how hidden or treacherous. And there is always a second chance. And there is always someone out there who will stand by your side. Somewhere.
SECRETS ⫻ Eksa has.. a complicated relationship with who she is. Her personal deformities haunt her, and make her extremely self-conscious. Gazes and glances unnerve her, and talking in front of groups is.. unpleasant, to say the least. She doesn't trust others not to judge her for her distorted self, and as such, tries not to get too attached to people. Additionally, Eksa blames herself, in part, for her mother's passing.. if only she had been more careful, or.. been better, her mother would still be alive.
SEXUALITY ⫻ Eksa is bisexual, with a lean towards women. Though she could never see somebody liking her back, given her condition.
FEARS ⫻ Eksa is plighted with a few irrational fears, due to her past disturbances. She's an insomniac - she dreads sleeping, as she once suffered a coma that left her unable to help her mother in her most difficult moments - a fact that has lead to countless sleepless nights. The thought of never waking up terrifies her, as well. She also has a bit of an aversion to open flames -- not as severely as she fears sleeping, but enough to make her want to distance herself physically from such things. Additionally, she also fears that she will never be seen as normal. After her accident she has, in part of her own doing, never really re-acquired any friends. This has altered her perception of herself.
REPUTATION IN OLD COVEN ⫻ Eksa' reputation with the old coven was pretty amicable. She was a friendly, adventurous sort with a fondness for learning about the other coven members and their paranormal features. She wasn't one to make many enemies.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ Eksa's abilities as a black-lux adept were rather helpful in the battle against the stygian snake. With a penchant for manipulating apparitions, Eksa was quite influential in their skirmishes with the snake's abominables and apparitions.
FLAWS ⫻ Eksa is, moreso than others, secluded. She has trust issues, is quite self-conscious of what others thing of her, and has made no real bonds with anybody since she was a teen. Her issues and anxieties have warped her since her childhood and have her sheltering her adventurous, fun-loving nature in a shroud of cagey uncertainty. Furthermore, she has been secluded from the paranormal world for a time, in favor of her education and work. She has, however, ensured her own paranormal abilities never get too dull.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I'd.. rather nae relive it.."
The tale of Eksa's life stems from a simple, if tragic, set of circumstances. The tale of two lovers - Ava Thresh and Mac Grieves - who knew no true love. In truth, Eksa's conception was unintended, brought on by the aforementioned two while Mac was visiting The States from Scotland. After his departure, it was brought to his and Ava's attention that she was pregnant. But where Mac had no intention of being a father, Ava was excited -- she had always wanted a daughter.
But fate would have it that she was ill-suited for motherhood. Her history of addiction and substance abuse wasn't something that was so easily cleansed by the pure-hearted desire to be a mother - no, in fact, the stresses of pregnancy and impending motherhood were vectors through which she would collapse to her old vices. She would, once again, enter a state in her life where her cares were few and irrational. Which left Eksa, newly-born, effectively motherless.. But she was fortunate enough that Mac, hesitant as he was to be involved in paternity, was not without a heart. He was her biological father, afterall, and he would see to it that she wasn't left to the mercy of the system, or some relative he'd never known.
And so Eksa grew up under his care in Glasgow, Scotland. Into her teens she would be seen-to by Mac Grieves and the company of his estate. Mac was a wealthy man who, although initially reluctant to raise a child, had a big heart, and accepted nothing but the best for his daughter. Their home - a mansion. Her schooling - the best. Her hobbies - droned over by her father, when he had the time. Luckily for her, his time was often consumed by his work as some sort of medical professional, as he said. So, while the circumstances behind her birth were perhaps contemptible, she grew up cared-for better than most. And this peacefulness of sorts lasted well into her teen years -- until she received unexpected correspondence - from her mother.
Over the almost-fifteen years of Eksa's life, she had never met Ava. Mac, in protection of his daughter who had been endangered by Ava's actions, hadn't allowed it. It was something daughter and father had argued over sometimes, but it had never really been a real issue, or something that even mattered that much, until now. With the correspondence came a request - Ava wanted to see Eksa, and not just for a meet-up. She wanted to be back in the girl's life. After almost an entire year of arguing, bickering, and the arduous convincing of Eksa to Mac, he finally folded. The decision was reluctantly made - the girl could, temporarily, move to The States and spend a semester with her mother.
And so she did - and one semester turned into several, even.
Eksa moved to St. Portwell, Oregon, and she.. liked it. It was weird, living with a woman who she.. never really knew, and was supposed to be her mother, but.. she did like it, nonetheless. The States were an adjustment, sure. But she grew to form a bond with her mom than one might expect of a daughter-mother combo. And while the schooling adjustments were equally, if not moreso, difficult, she found the people of St. Portwell to make good friends.
And even amongst all the acclimations she had to do, there was something more important, still. She had to hide her paranormal status from her mother. Being paranormal was something that she had ascertained only a year or two before moving to the U.S., triggered through a kindling event stemming from an exceedingly heated argument with her father over whether she should really see her mother. Fortunately, Mac himself had a hand in the world of the paranormal, and was there to guide her. Now was the first time she would have her own independent responsibility over her paranormal side, away from her father. And what better time was it to find similarly-afflicted individuals? It was during this period at St. Portwell that she'd make a number of advancements in her own paranormal abilities, as well as a few friends.
And for a time, her life was pretty happy, if weird. But fate always had its ways to turn the tables.
Towards the end of two years spent in The States, events took place that would quickly spiral Eksa's life into tragedy. The town was plagued by a paranormal enemy the likes of which Eksa could never have imagined - something that would spell the end of all she grew to know, should it not be stopped. But there were those who wouldn't just stand aside for such a fate- and those few managed to form a group called The Sycamore Tree Coven, which Eksa was recruited into. And for the purpose of stopping this enemy, Eksa made a sacrifice that would scar her for the rest of her life. In the battle against The Stygian Snake, Eksa fought hard.. and fell harder. She, at a point, managed to find herself outmatched by one of the Snake's abominables, and was struck unconscious in the midst of a burning building. She was fortunate that, in the chaos, someone was able to get her out of the danger, but by that time, the damage was done. Smoke inhalation and heat-damage had her hanging onto her life by a thread.
After then, she was rendered unconscious for months. Her father, upon hearing the news, immediately had her seized from wherever she was being treated and took her under the care of one of his own personal facilities - though not before doctors at a St. Portwell hospital deemed that Eksa's circumstances seemed insurmountably grim. Which was simply too much for her mother to handle.
By the time Eksa awoke, months later, her mother had fallen to her vices once again. And this time, they took her life. Eksa was stricken with overwhelming grief at the news, even as she spent the next few months in physical rehabilitation. It took some time for her to recover, both physically and mentally, but she could only imagine that her mother would wish the best for her and would want nothing more than her to live on.
And that she did.
In fact, Eksa was far from one to allow her tragedies to define her. Even before her final steps to recovery, the girl took it upon herself to continue her education - and her education was promising. She had always been a bright girl, but the vigor with which she applied herself after she got back into schooling was.. galvanizing, in a sense. She continued her path from where she left off - seeking virtuosity in the field of medicinal sciences, like her father.
And like her father, she would succeed. She was a quick learner, deft worker, and attentive colleague as she worked her way into the field as she, after many years, graduated from a Scottish university with several degrees - a doctorate among them. And from there she achieved her "dream profession" of becoming a pharmaceutical chemist.
Present day, Eksa enjoys a comfy lifestyle and a flexible job, and lives peacefully in Glasgow, Scotland.
Though, with a recent revelation brought to her attention by Auri Auclair, who managed to track her down, the members of her former coven were being.. murdered. Why? Who knew. But she doubted that someone so unhinged as to systematically kill a group of people would be hindered by the fact that she no longer lived in the states. No- that was little comfort, and as such, it seemed she'd be revisiting the states once again, to meet up with Auri and whoever else she'd gathered. The idea of getting brutally murdered wasn't one that was on her bucket list, so it was up to them to figure out how to stop it.
ABSTRACTION ⫻Black Lux. Eksa's channeler is her mother's medallion.
ABSTRACTION DESCRIPTION ⫻ Eksa is a Black-Lux Adept with a strong aptitude for manipulating apparitions. She has dabbled very lightly in the black lux's necromantic side, but never developed it much.
Dominion ⫻ One of Eksa's most practiced spells is one which allows her to physically seize an apparition's body, or whatever sort of form they possess. Doing so engages the two in an ethereal grudge-match of sorts that renders the both of them quite occupied, as they wrestle for control of the target's body. This ability is useful for restraining an apparition or potentially even causing it to attack its allies, depending on how strong-willed it is.
Amplified Sealing ⫻ Eksa is a rather proficient sealer of apparitions. Sealing rituals that Eksa blesses with this spell are easier to manage, more efficient, and can imprison stronger apparitions. Overall, this spell empowers sealing procedures by a significant deal.
Seek Apparitions ⫻ Seek Apparitions is a rather self-explanatory spell. Eksa focuses her mind and reaches out, probing for an apparition through the world around her. Such a search can expand several miles, with time, and can divulge the location of even apparitions who are actively trying to conceal themselves. She must be looking for a specific known apparition, an apparition capable of a specific notable feat, or an apparition with which she or her companions are partially familiar.
Black Pact ⫻ Black Pact is an odd spell with interesting applications. The main crux of the spell is that it allows Eksa to communicate with otherwise unintelligible apparitions, and make pacts with their kin. Said pacts are a form of intellectual contract enforced by the magical powers of both Eksa and the apparition in question - meaning that said contracts are binding regardless of nefarious intent or askant power-disparities between the two participants. Such pacts are capable of performing rather unique feats in order to maintain their soundness; for example, an apparition could form a pact with Eksa to be freed from a sealing for a limited time before it is automatically shunted back into its prison. Another example could see the apparition lending its abstraction or other supernatural abilities to someone else.
Black Shroud ⫻ The Black Shroud is a spell made specifically to combat apparitions, and it has two primarily applications. The first is its ability to veil the user from the perception of all apparitions - be it vision, smell, hearing, or some sort of paranormal perception, this effect would render Eksa imperceptible to apparitions. The second application is an enhancing effect that braces Eksa's Emotional-Field against any effects stemming from an apparition. This simply causes her to be more durable and resistant to an apparition's abilities or attacks.
LIMITS ⫻ Eksa's Dominion is a spell which requires most, and sometimes all, of her focus, and engages her in a metaphysical battle with the target. This means that particularly strong-willed apparitions can overcome its effects, in which case her most potent spell is rendered ineffective. Amplified Sealing, due to it simply enhancing a sealing ritual, is obviously useless without the prep time required to set up the process. Seek Apparitions, while wide-sweeping and thorough, requires Eksa to define specific parameters -- she must look for a specific known apparition, an apparition capable of a specific feat, or an apparition with which she or her companions are partially familiar. The Black Pact is a spell limited only by its application - it serves only to ensure one keeps their word, even if they don't intend to. All participants, of course, must be willing and knowledgeable of all caveats, and are supernaturally informed of such things once a proposal is made. The Black Shroud is limited mostly by its specificity as a tool against apparitions. In any other capacity, it is useless. It is also noticeable that Eksa cannot use Dominion while using the Black Shroud for obscurity.
WEAKNESSES ⫻ Below are weaknesses for each of Eksa's spells.
Dominion ⫻ The act of casting Domination causes Eksa to remain stationary, and she can easily be injured and knocked out of the spell. If she loses the Dominion grudge match, she can lose control of her body, making this a high-risk, high-reward spell.
Amplified Sealing ⫻ This Spell requires prep time and leaves her vulnerable while she prepares it.
Seek Apparitions ⫻ This Spell is a two-way door that reveals her location to the Apparitions around her as well.
Black Pact ⫻ Eksa must also abide by the conditions she sets or else she will lose access to all of her Spells for a day.
Black Shroud ⫻ While the Black Shroud is active, it also prevents boons from Apparitions such as healing or teleportation.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Hrm."
Eksa is accompanied, without fail, by a companion-apparition.
Marma
Age unknown | Marma | They/Them "..."
Description:
Marma is a benevolent, if completely reticent, apparition. Despite its refusal to really communicate at all with Eksa beyond a couple very rare occasions, it has deemed its place to be at her side. It has, over the years, been a boon to Eksa and a stalwart presence where she was otherwise completely alone. This has led to a bit of a bond forming between the two, despite Marma's unresponsive nature. Eksa has only seen Marma's true form one singular time, as the apparition disguises itself by possessing an article of clothing Eksa wears in the form of a leather cuff on her left bicep.
Abstraction: Black Bough
Marma's abstraction is called Black Bough, and this allows it so summon an inky, black limb to aid it in its needs. Said limb is usually rather herculean in strength, and can take many different forms, be they that of a tree branch, a tentacle, a paw, or even a regular hand - though all forms are befouled by a dark, smoky visage that betrays their true paranormal nature. While Marma seems to have no true purpose, this ability is one that it often uses to assist Eksa in her intents. Though, of course, this is usually kinda rare due to their need to shroud paranormal things from most of their surroundings.
"If the worst hadn’t already happened there’s no way I’d be back here with these people."
_______________________________________________ Linqian Han
She/Her | 26 | Chinese-Congolese | 5’6” | 126lbs _______________________________________________ Fickle _______________________________________________ Skills & Talents "My brother stole all the brains in the womb, hah." ___________________________________
Chinese & Kituba ⫻ Chinese is Linqian’s first language, and the one that was primarily spoken in her household and with her two brothers. She is fluent in speaking and reading, but not so much in writing. She also speaks conversational Kituba, taught by her mother and used in the few years they lived in the Republic of Congo.
Cooking ⫻ Linqian learned to cook from both her parents, and is the only one in her remaining family with any skill for it (her brothers burn most things they cook). She is surprisingly talented at it, going beyond cooking out of necessity to being able to cook fancy meals (when she feels up to it).
Bartending ⫻ Linqian has worked in bars since she was legally able to, to help keep her family afloat. She’s good at making drinks, and passable at service - with time, she’s gotten better at keeping control of her emotions in front of customers, at least.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Don’t look too hard."
The first thing noticeable about Linqian is that she has a resting bitch face, eyes slightly narrowed and lips turned down. The second is that she’s clearly mixed, between her coily hair and hooded eyes. She’s a bit taller than average - though where she’s originally from in China, she’d be counted as tall. She’s relatively slim thanks to working on her feet and cutting costs by cutting down on the meals she eats. Her body is pear shaped, with a relatively flat chest but more curves towards her hips and legs.
Linqian’s hair is formed in tight coils that fall just below her shoulders. She styles it in a few ways, most often a bun or low ponytail, but quite often will leave it loose. She used to straighten it, but has stopped since she grew to love her hair type more. Linqian’s eyes are round, with a gentle upturn at the outer corner. They are dark brown in colour with a hooded, double eyelid. The bottom lid creases up when she smiles, making her eyes much narrower - she looks prettier when she smiles than when she doesn’t (there just isn’t much to smile about right now). Overall, though, she views herself as attractive (and she is) - even if not conventionally.
Clothes wise, Linqian will normally wear tight shirts tucked into waist high shorts or loose trousers. When it’s colder she’ll wear a thick fleece jacket over the top. She enjoys wearing dresses and skirts, but rarely finds an occasion to. She dressed mainly in shades of blue, black and white with the occasional brighter colour thrown in - namely red, orange or yellow. She has her ears pierced, but doesn’t always wear earrings. On her right hand she has always wears a pair of wedding rings.
Psychology ▔▔▔▔▔▔▔▔ "I never said I’d keep liking you.”
MAIN GOAL ⫻ Linqian’s primary long term goal has always been to fall in love and start her own family (surprising many, as she isn’t particularly maternal or even nice) eventually - though right now the thought of settling down terrifies her. Her shorter term goal is to see her younger brother through college and into independence before she can concentrate on her own life. Currently, her goal is to destroy the piece of shit that killed her twin brother.
PHILOSOPHY ⫻ Family is more important than anything else. Linqian believes in always prioritising her family over any other relationships and sometimes herself. The bond between close family is incredibly important in her eyes - but she also doesn’t believe it extends to distant relatives. She also thinks that others opinions (outside of family) don’t mean shit, if they disapprove of what you do then fuck them. People that hate you are just jealous, and if anyone causes you problems you should just cut them out.
SECRETS ⫻ How she always felt inadequate next to her much smarter twin brother. Sometimes she resented him. She has insecurities that come from this, deep down not feeling good enough, but she’d never let anyone know that.
SEXUALITY ⫻ Pansexual, with commitment issues. Linqian had a difficult breakup with a former coven member, which was the breaking point for her leaving the coven, and then was cheated on by her next partner. She tends to keep things casual nowadays, and has slept around quite a lot the last few years - but never with the same person twice.
FEARS ⫻ Linqian’s worst fear has already come true - losing her twin brother. Second to this is losing the only family she has left, her younger brother. She’s scared of commitment. She also has a much more mundane fear of dogs.
REPUTATION IN OLD COVEN ⫻ Linqian’s reputation was mixed. On one hand, she was friendly and charming, especially when she first joined the coven. On the other hand she was fickle, quick to decide she disliked someone, and incredibly argumentative. There are plenty of members she got into heated fights with, and others that she gave the cold shoulder for seemingly no reason. While some might have neutral or positive opinions on her, there aren’t any that saw her as a close friend - any friendships she had were surface level only. Linqian left the coven explosively after being broken up with by her partner of the time. She wasn’t there when it dissolved, but caused enough fights after the battle that she definitely had a hand in it.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ Linqian fought against the Stygian Snake’s minions, and the apparition itself, from relatively early on. While she was nowhere near the strongest, she’d had her abstraction long enough to know how to use it and help. In the final battle she helped weaken it, lowering her body temperatures to deadly levels and using that to damage and fight its darkness constructs.
FLAWS ⫻ Linqian is quick to change her opinions, especially in relation to other people or her emotions. One day she can be incredibly nice to someone, the next giving them the cold shoulder due to some perceived slight. She’s incredibly ‘hot and cold’ when it comes to relationships outside of her family. She also doesn’t hold back her opinions, often being quite blunt and harsh. She won’t back down on her opinions and is incredibly argumentative if someone disagrees with her. Once she loses her cool it's difficult for her to see reason, and normally it was her twin brother who reeled her in. For all she would deny it, she was incredibly dependent on her twin, and now that she’s gone it’s left her struggling.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Only one thing’s ever been constant in my life… Now he’s gone. Fuck."
Linqian was born in Tangshan, China just ten minutes after her twin brother, Jinhai. She spent the first seven years of her life there, relatively peacefully - until suddenly her dad had a falling out with his parents, cutting off all contact. Their family moved to Pointe-Noire, in the Republic of Congo, where her mum’s family was. The sudden move was a shock to Linqian and not one she took well, being in a different country speaking a language she struggled with, surrounded by family members she’d never met. Her and Jinhai grew even closer than before, practically becoming inseparable.
Half a year later her younger brother was born, then less than two years later they were moving again. This time to St Portwell in the USA. Yet another new country and language, but this time it was only their family of five. It took a while to settle in, and for a long time Linqian missed her original home, but eventually she managed and all was peaceful again.
Then at age fifteen Jinhai had his kindling event - and immediately after it he used his abstraction to freeze Linqian’s hair when she’d just come out of a shower, triggering her kindling event. It was fucking weird talking to a great grandmother she’d never met, who was convinced that she should already know about Lux and how their family line could use it. Unlike Jinhai, who’d taken to it easily, Linqian was freaked out and confronted her parents over it. If she should know, they should too, right?
Turned out, both her mum and dad came from a long line of Adepts - in fact, it was because of this their dad had cut off his family and thus been severed from his lux. His parents believed in the purity of their line, trying to keep marriage between those of red lux only. On the other hand, her mum’s family was much more relaxed - most of her relatives were green lux but there were a few mixed just like Linqing and Jinhai. For some reason they’d made the decision to not teach their children about this, even though their mum still had her abstraction. So suddenly Linqing was not only in the midst of puberty and petty highschool drama, but she also had magic. Her and Jinhai started practising together whenever they had time - frustratingly, as with all things, he was better than her.
Then, the Stygian Snake appeared. Linqian’s dad, who was only one-eye-open now, was enthralled by it and tried to kill the rest of his family. Her mother used her abstraction to stop him, sacrificing herself in the process so Linqian and her brothers could get away. While fleeing they bumped into a group called the Sycamore Tree coven. Jinhai made the decision there and then to join, which Linqian followed (reluctantly). Their brother, only one eye open and eight years old, was sent to temporarily live with a distant relative in a different city.
Linqian used her abstraction to participate in each battle with the Stygian Snake and its apparitions, primarily focusing on taking out the apparitions and thralls it created. She was always in a group with Jinhai - and always following his decisions over others. He was intelligent, and one of the group members who took part in planning with the information provided by those more knowledgeable about magic (namely Britney). Linqian, on the other hand, was there to help with the fight and cause unnecessary problems.
Somehow, in amongst all this Linqian managed to find love with another coven member. She started to drift from Jinhai, spending time with her partner in the small moments in between battling the Stygian Snake’s minions. It was her first relationship and she fell hard very quickly. It caused tension in her relationship with her brother, which they resolved after multiple arguments and before the final battle.
On the day of the eclipse Linqian helped defeat the Stygian Snake by manipulating her body temperature to deadly cold levels, using this to distract and weaken it to help Ashley deal the finishing blow, even when it required her to get close enough to touch it - sustaining injuries in the process. She was drained and hurt after the battle, barely aware of the apparition being sealed and agreeing to have her memory wiped. Then, she joined the brand new coven afterwards.
Linqian played a big part in the petty arguments and fights the coven members had afterwards, and had no interest in going after other apparitions. They’d already done enough, surely? Honestly, she was only still there because of her partner and her brother still holding some interest in it.
Then, her partner suddenly broke up with her - over text on the day of a meeting no less. Angrier than she’d been in a long time Linqian confronted them when the coven met up, and what started out as petty insults and angry words turned into her being practically dragged out by Jinhai when she tried to use her abstraction to burn her ex. She never went back. She probably would’ve been kicked out anyway, and the coven dissolved only a month later.
Linqian moved on - well, as much as she could when her parents had died. She dropped out of highschool to start working, first in supermarkets then in bars when she was old enough. Together her and Jinhai moved for his college, and their younger brother moved back in with them now that they were legal adults. It was difficult, but between her job and Jinhai working part time around his degree they made it work.
Finally, after years of being the main breadwinner of the family, her brother graduated his law degree and passed his bar exam. Her younger brother was finally in college too. From now on things would be easier for Linqian. She wouldn’t have to work herself to the bone. The night after her brother got a job at a well known law firm she went to work with this knowledge, more relaxed than she had been for a long time, and looking forward to a drink with him once she was done.
Instead she came home to his unmoving body in their living room, blood staining the ugly cream carpet. He had been stabbed to death, and the only pointer towards who’d done it was a wolf idol she found hidden in his bedroom.
Linqian lived in a daze for a week after that, sorting out everything that needed to be done when someone died, and continuing as if she hadn’t lost one of the most important people in her life. It was as if she wasn’t quite there. She felt emotionally numb, but also incredibly volatile at the same time.
When Auri reached out to her about the string of murders that were happening - murders including her brother - Linqian didn’t hesitate to return. Under any other circumstance she’d decline (especially with the risk of seeing her ex again), but not for this. She needed to find whatever had done this, and make sure it died just like her brother had.
Paranormal-Abilities ▔▔▔▔▔▔▔▔▔▔▔▔▔ "You think I’m hot? Well, you’re not wrong."
TYPE ⫻ Adept
ABSTRACTION ⫻Red & Green Lux. Channeler: her mother’s wedding ring
ABSTRACTION DESCRIPTION ⫻ Linqian has a primary affinity towards thermokinesis, especially of her own body. She also has an affinity towards fire and transformation, which she hasn’t discovered due to not exploring outside of her primary affinity.
Body Temperature Manipulation ⫻ The spell Linqian is most skilled with, she can manipulate her own body temperature to harmful and possibly deadly levels. This results in her touch being damaging. Along with this it means her body radiates heat or the cold. This change is visible, causing her to glow orange if she heats herself up or to get paler if she cools herself down. Her own body temperature can go up to 100°C and down to -30°C. With more concentration she can change the temperature of specific body parts, rather than her whole body.
Heat Manipulation ⫻ Linqian can cause the air temperature in a radius around her to increase up to 40°C (104°F), a heat which other humans can survive but that can also cause hyperthermia. She can control what temperature she manipulates it to, to a certain degree (she will never know the exact temperature but could roughly guess by making it from “somewhat hot” to “extremely hot”).
Cold Manipulation ⫻ Her cold manipulation is similar to heat manipulation, with different temperatures. She can decrease the air temperature around her to around -15°C (5°F), a survivable but possible dangerous temperature and can cause hypothermia.
Ice Hands ⫻ Taught to her by Jinhua, Linqian can turn her hands into ice and manipulate them. She’s not very good at this spell, as she doesn’t have much of an affinity with it.
LIMITS ⫻
Body Temperature Manipulation ⫻ She’s limited by temperature, between 100°C and -30°C. This isn’t exactly precise, Linqian can control from deadly hot to deadly cold and some variety in between but not specification temperatures. She can only keep her temperature outside of normal for ten minutes, then needs to rest for at least five. She can push herself to do it longer, but it will start damaging her. Due to emotional fields she can’t just kill other paranormal beings by, say, boiling their blood (though she can damage them). She can’t heat up one body part and cool down another at the same time.
Heat & Cold Manipulation ⫻ She can change the temperature from -15°C (5°F) to 40°C (104°F), and this isn’t precise. The radius is limited to five metres around her, and it will always be the whole radius. Like above, emotional fields dampen the effect of this. She can hold the temperature for about twenty minutes at a time.
Ice Hands ⫻ If the ice her hands turn into is damaged, her actual hands are also damaged. She can only do it for five minutes at a time.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I never wanted to see these people again."
Nothing
And her dead brother's NPC sheet
Jinhai.Han
26 | Jinhai Han | He/Him "You’re just my stepping stone to success."
Description:
Linqian’s (slightly older) twin brother, Jinhai was the self proclaimed leader of the Han siblings (something Linqian protested, even though she always ended up following him). He was very, intensely, close to Linqian. Jinhai was charming and diplomatic on the outside, incredibly intelligent and well spoken. However this was only on a surface level - Jinhai was incredibly self serving, forming only superficial relationships for his own benefit outside of the few he was close to (his sister, younger brother and a few friends). He was a natural leader, arrogant and proud along with it, which led to him clashing with other coven members frequently. But he knew how to smooth things over, and was often the one stopping Linqian from causing a scene.
Jinhai joined the Sycamore Tree coven along with Linqian after their parents were killed during its rampage, and the two of them along with their younger brother barely escaped. He was the one that made the decision to join the coven. With his people skills, ability to plan and abstraction he helped bring the Stygian Snake down… But he made sure not to put himself at risk. People had mixed opinions of him thanks to this, and he left the coven when Linqian chose to over a breakup. He moved on and went to college, aiming to become a Lawyer. He had just passed his bar exam when he was killed by the Stygian Snake.
Abstraction: Adept - Green & Red Lux. Channeler: His Father’s Wedding Ring
Ice Transformation: Jinhai could turn himself into ice - this could be localised, such as just his hands, or his entire body. He could control the ice that was part of his body and could freeze things by touching them, but he couldn’t control external ice.
Thermal Resistance: A spell Jinhai had to develop purely to avoid boiling or freezing in his sister’s company. It allowed him to resist extreme temperatures, both natural and unnatural, so that he would barely feel the changes in temperature.
Self-healing: Due to his selfish desire to protect himself above all else, Jinhai could heal himself slowly - he would recover from most wounds, as long as they weren’t serious enough to cause him to bleed out in minutes.
Haven't decided yet if I'll make her ex-partner dead, a not rejoining NPC, or my other character (tbh its also open if anyone wants some fun past dramatic character relationships)
I've updated the CS, please let me know how to looks.
Much, much, better.
Accepted. Move her to the character tab.
WEAKNESSES ⫻ Accessing the Void Light opens Alizée's eyes to the Void itself... and over time, by utilizing the Void Light, she will begin to see hallucinations of the horrors of the Void. Eldritch abominations and people lost to the Void will appear alongside the mundane universe that Alizée is used to, attacking her mental state and making her doubt what is real and what is fake. The more Alizée (or the Apparition she's adjoined to) uses her abstraction, the worse this effect gets so that she will be functionally blind if she goes all out (as she'll see into the Void). This effect wears off over time, but its effects on her mentally will not. However, sapping away someone else strength and energy also begins to drain away at her - it won't be as dramatic as on the victim, but if she does this a lot, she can stop her own heart. An Abstraction like this will unnerve others and make it difficult for people to trust her.
@Bartimaeus Accepted. Move her to the character tab.
Dominion ⫻ The act of casting Domination causes Eksa to remain stationary, and she can easily be injured and knocked out of the spell. If she loses the Dominion grudge match, she can lose control of her body, making this a high-risk, high-reward spell.
Amplified Sealing ⫻ This Spell requires prep time and leaves her vulnerable while she prepares it.
Seek Apparitions ⫻ This Spell is a two-way door that reveals her location to the Apparitions around her as well.
Black Pact ⫻ Eksa must also abide by the conditions she sets or else she will lose access to all of her Spells for a day.
Black Shroud ⫻ While the Black Shroud is active, it also prevents boons from Apparitions such as healing or teleportation.
Body Temperature Manipulation ⫻ While heated up, Linqian is more susceptible to water and other factors that would cool her down. While cooled, it's vice-versa; she is far weaker against fire and the heat. She's not entirely immune to the effects of heat/cold, and going too hard can cause injuries. This does not differentiate between friend and foe; she can accidentally burn or freeze a friend touching her. If Linqian quickly shifts from one temperature to another, she can induce thermal shock in herself and possibly die.
Heat & Cold Manipulation ⫻ These Spells do not differentiate between friend and foe and can be risky during team-based combat. This Spell can also cause her to overheat/overcool faster if she uses it with her Body-Temperature Manipulation.
Ice Hands ⫻ This Spell weakens her against fire/heat-based attacks and can cause her actual flesh to melt (not pretty).
_______________________________________________ Sloane Aiesha Faris
She/Her| 27 | Syrian American| 5’2” | 105 lbs _______________________________________________ Severe _______________________________________________ Skills & Talents "Not everything I do is work." ___________________________________
[Sailing] ⫻ Sloane was never too far from the harbor growing up with her parents sharing their passion for sailing with their child. She knows how to pilot and maintain most civilian level sea vessels, and is above average when it comes to navigating, knot tying, fishing, and elbow rubbing the rich douchebags sipping back martinis at the yacht club. [Cardio] ⫻ Sloane has woken up and gone for a jog almost every day since she was thirteen years old, excluding that awkward time in her life where the world was kind of ending. She could not only get up and run a marathon this moment, but she would probably finish close to first. [Fencing] ⫻ A newer hobby of Sloane’s that she has only taken up in the past couple of years. She isn’t the greatest fencer in the Oregon scene by any means, but she has yet to hit her ceiling. [Antiquarian] ⫻ The woman has always been fascinated with history, and there is nothing that interests her more than an old object with a high price tag. Sloane is not only good at identifying vintage antiques from counterfeits, but she has a knack for finding the rare, expensive collectibles her discerning customers ask her to acquire. Sloane currently owns two antique stores: a high-end, expensive place Faris Imports catering to the wealthier clientele, whom she is excruciating picky with when it comes to who she’ll deal with, and a tourist trap in the mall called Curious Curios where she offloads bad incense, packs of tarot cards, and bins upon bins of “haunted” dolls. [Cartomancy] ⫻ It’s a little insane not to believe in the power of the occult or the existence of fortune telling after you’ve seen the things Sloane has seen. While Sloane dabbles in astrology and other pseudosciences to help determine the right path, her preferred method of divination is through tarot reading.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Clients expect a professional. I dress to meet expectations."
Sloane is composed almost entirely out of sharp angles, crossed arms, and huffed sighs. Her face appears to be carved from granite with pronounced cheekbones, a pointed nose, a cleft chin, and a jawline so strong it could crack diamonds. She puts a clear effort into her appearance, plucking her eyebrows to perfection and picking shades of shadow to accent her dark eyes. Her olive tone skin is healthy and hydrated. Her ears are pierced with tasteful and expensive earrings that are hidden behind her straight hair, which is long and black with faint streaks of premature grays running through it.
She’s petite but holds herself with a quiet intensity that makes her feel more imposing than she actually ever could be. Sloane has decent curves and is overall fairly fit, but it isn’t her physique that makes her stand out from the crowd and turn heads: it’s what she’s wearing. Sloane has an impeccable fashion sense, shunning the latest flash-in-the-pan trends and instead committing to a timeless look with tailored clothes made to work with her small frame. She leans heavily on sophisticated sweaters, simple button-ups, wide leg trousers, and long coats to fill out her silhouette. She also typically has some type of gloves close on hand. Sloane almost exclusively sticks with a mix of black and white, but if she’s feeling especially wild she might pull out something beige, brown, or, if she’s feeling real frisky, navy. She keeps the jewelry to a minimum but always wears an old, expensive wristwatch on her right wrist that hides an old burn, the face rotated around to her inner wrist to protect it from scratches.
Sloane overall appears very stoic and unflappable, but she doesn’t always look unemotional. In fact, she has perfectly mastered expressing not just one but two emotions: bored, her go to default for most occasions, and annoyed, which is just her bored face but with more rolling her eyes up to the ceiling. Her smiles are a thing of rarity and a popular game amongst the Coven after the defeat of the Stygian Snake was seeing if anyone could make Sloane laugh harder than a sharp breathing out of the nose and a soft hmph. When she speaks, Sloane has as much charm and inflection as an early text-to-speech program.
Psychology ▔▔▔▔▔▔▔▔ "I don’t need to do everything myself. I just like seeing things get done right."
MAIN GOAL ⫻ Sloane believes it's her responsibility to protect the people of St. Portwell. While she would coordinate with people who hunted rogue Apparitions, Sloane focused less on combating paranormal beings and more on control and prevention. Sloane is working to keep artifacts and Apparitions out of the hands of people she deemed too dangerous to have them, which is essentially anybody who is not her, and hopes to mass a collection of Artifacts and sealed Apparitions she can distribute as needed whenever St. Portwell faces another Stygian Snake level of crisis. Although her intentions are well-meant, there is little denying that she is basically seeking to hoard power.
PHILOSOPHY ⫻ Sloane was raised on the principle of noblesse oblige, the idea that because she has privilege and power she is required to use it for the greater good. She wholeheartedly believes in annoying little ideas like duty, honor, and morality. She was harshly critical of the Coven members who severed their Lux or sealed away their Apparitions, as she saw it as an act of cowardice. Frustratingly enough, Sloane falls into the same trap plaguing privileged people before, believing that her good intentions justify a hunger for power and a demand for respect.
SECRETS ⫻ Sloane stays fairly hush-hush about essentially being little more than a paranormal cat burglar, even if she is only stealing artifacts from people that she believes have ill will towards St. Portwell. Likewise, she has yet to inform any of the old Coven members that her collection of sealed Apparitions and magical artifacts has been stolen.
She also highly resented Ashley, Daisy, and Auri during her time in the Coven and was jealous of them. Sloane was potentially one of the final members to see Ashley alive, having gone to visit the woman the same week she had been murdered and ending the visit in an argument regarding how Ashley should no longer be the one to keep the Apparition Killer.
SEXUALITY ⫻ Sloane is a straight and currently shifting through the cesspool that is dating apps because, as it turns out, not a lot of eligible bachelors are into antiquing and too many “totally separated” men are into sailing.
FEARS ⫻ Vulnerability. The idea that showing vulnerability is a sign of weakness and that if she is weak then she has no value is rooted deeply inside of Sloane’s brain. The task of showing any emotional intimacy to people, even those that are close to her, is herculean. She is so afraid of being open that even other people being candid about themselves and expressing their feelings makes her uncomfortable.
REPUTATION IN OLD COVEN ⫻ Opinions about Sloane are mixed, but everyone would agree on one thing: Sloane needed to lighten up. Her seriousness was appreciated during their conflict with the Stygian Snake, but Sloane proved to be a wet blanket when it came to the Coven trying to enjoy the life they’d earned. Some members would remember the good in her: she was clearly devoted to the group, helped when she could, refused to play favoritism by serving as a neutral party when it came to votes, and kept their hideout tidy and stocked with snacks. Others only recall the negative: she demanded respect but rarely returned it, would huff and roll her eyes when the Coven would squabble but almost never do anything to stop it, and held members to unachievable standards. It was clear to everybody that Sloane thought she should lead the Coven, but she was smart enough to realize that she wouldn’t win the popular vote.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ Sloane believes that she was useless because her spellbook was limited at the time. However, just because she wasn’t dishing out the damage to the Stygian Snake or its minions did not mean that she didn’t help. Her eventual creation of a cursed lie detecting ring allowed the Coven to fight back against the doubts and mistrust the Stygian Snake had snuck into their minds, allowing the Coven to work together more cohesively. In the final fight she served as a distraction for the Coven by carrying a fake version of the Apparition Killer to draw the Stygian Snake’s focus away from Ashley, a ploy that nearly got Sloane killed if it were not for Jade’s healing.
FLAWS ⫻ Sloane’s aloof and typically detached behavior firmly shifts her from the camp of ‘all business’ to the fortified castle of ‘seriously stuck-up bitch’. Perhaps it wouldn’t be so bad if Sloane was just always distant and stayed firmly in the territory of acting like she was better than everyone because then it could at least be ignored. Unfortunately, Sloane feels compelled to speak up when someone says or does something that either fails to meet or goes against her standards. Often she wields her critiques with the same delicacy and gentleness of a baseball bat covered in bent nails being swung straight at a skull. To put it plainly, Sloane is simply harsh.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "History is what gives something value."
Sloane’s parents were exorbitantly wealthy art and antique dealers. They gave her everything: a private education with the best tutors, a trust fund ensuring that she was set for life from the day of her birth, and a daily flurry of reprimands reminding her exactly how a daughter of theirs should act and that everything they do must be for the greater good. Yet more often than not her parents were background characters, showing up only to take her on the occasional sailing trip, with the role of mommy and daddy played by nannies, butlers, and drivers. She was raised to be prim, proper, and puppeted, her sole purpose on this Earth to serve as the legacy of her mother and father. Sloane was the final piece of art they could offer to the world after they passed, and perhaps she could offer up a spare kidney if one of her parents were to fail before that time came. Despite their distance, Sloane could never claim to hate them, because to hate them she’d have to know them.
Sloane was shifted from private tutelage to public education after elementary school. She imagined her parents thought it would be best for her to know how other people lived. Sloane immediately slid into the role of an outsider, because as it turned out spending her entire childhood only surrounded by other adults meant she didn’t know how to connect with other kids. Apparently most twelve year olds didn’t have an interest in abstract expressionist paintings or pottery from the Qing Dynasty. In high school she’d eventually find a social refuge amongst the goth kids, who could at the very least appreciate the intense sadness of 19th century Russian literature and teach her the ways of mocking the jocks like Sully McPherson and the cheerleaders like Ashley Stone that, in retrospect, never were as truly awful to her friends as her friends were to them.
The Stygian Snake showed itself to Sloane on the day she went shopping with her friends for tarot cards at the Coastal Harbor Mall. Violent crimes were on the rise the days leading up to their little shopping trip, and while the squares hid inside her friends had all joked that it’d be pretty cool to witness a stabbing. As it turns out, getting stabbed might’ve been preferable. Instead, Sloane had the horrifying experience that still haunts teens to this day—seeing her mom and dad out in public while with her friends. While she was balking at the idea of her folks suddenly wanting to get more involved in her life, her parents dragged her into a family restroom where her mother reached forward, touched a mirror, and opened up a portal back to their estate.
Sloane underwent a Kindling Event as her parents pushed her through the portal. She saw visions of ancient ancestors, the supposed noble warriors, kings, and queens her parents claimed they had in their blood. She didn’t see any heroes. She saw poisoners, killers, and thieves. She saw them summoning ghouls and demons out of blue portals and unleashing them upon foreign kingdoms in foreign worlds, she saw them wielding weapons of blinding orange light as they ransacked tombs and castles and cut down any who got in their path. She saw her parents using magic to counterfeit art, steal from museums, and curse any who question them. She saw them sealing strange creatures inside of objects and then selling the items to dictators, insurgents, and CEOs.
Sloane saw her parents' hypocrisy and then they showed her their cowardice. Something bad was going to happen to their city and they were going to run. They didn’t care about the greater good, they cared about their own: anything was okay as long as it benefited her family. Sloane came back to the sound of a gunshot, screaming at the sight of their family butler Warren lying on the ground as blood pooled out around him, her father holding the gun. Her father gathered some bags as her mother tried to convince Sloane that it was okay, Warren wasn’t special like them. He would’ve died no matter what. The staff, her teachers, her friends, they would all die, but Sloane would be okay because she had the same magic her parents did.
Her father returned with the bags, her mother opened another mirrorway, and her parents passed through. Sloane hesitated and as her father turned to pull her through she lashed out and touched the frame of the mirror and cast her first hex. Blue and orange flames wreathed around her wrist and boiled her flesh as the mirror glowed and then shattered upon a second touch, her parents separated from her within a blink of an eye with the exception of four bloody fingertips lying on the floor. She fled her house and searched for her friends. Her parents never even attempted to look for her.
She was too late when she arrived, the mall a scene of chaos by the time she returned. A shooting, as she was told by onlookers behind police barricades while she stared in horror at the wriggling mass of shadows obscured behind the buildings. Sloane was pulled from the crowd by Sully McPherson as one of the policemen turned on the onlookers and opened fire. Sully introduced Sloane to the Coven after she kept asking him if he’d seen whatever that shadow thing was, and when Ashley explained everything to her Sloane did not even hesitate to accept. Her parents might’ve been liars, but that didn’t change the fact that they’d surrounded her by common people whom she’d been led to believe that they were doing a great service to by providing them with something they would otherwise not have. If being part of the Coven could actually help people unlike that trickle down bullshit then she was in without question.
Sloane once again felt like she was the outsider while inside the Coven. The leaders were made up almost exclusively of the types of kids her friends used to make fun of, causing Sloane to be uncomfortable and quiet around the others as she realized that most of the people they’d shitted on were a lot like them. She also felt an intense drive to make up for the selfish actions of her family, fully committing herself to the cause with a zealot’s devotion. Sloane helped where she could, slowly learning how to craft cursed counterfeit items with her abilities to help the Coven and volunteering herself for any and all things when given the opportunity.
Her dedication nearly got her killed, saved only by Jade finding her before she bled out after the final confrontation with the Stygian Snake. Sloane tried to make the Coven work after their common enemy had been defeated, but it’s quite possible that her over dedication to the cause might’ve led to the Coven collapsing sooner rather than later. Her open criticism of people who wanted to leave, sever their Lux, or seal away the thing that made them Aberrations drove wedges between friends and drew lines in the sand.
However, nothing was more damaging to the group than the lie detecting ring she’d created, lovingly referred to as the Bullshit Ring by the Coven. What had once been used to counteract the mind games played by the Stygian Snake was now used in misguided attempts to solve disputes and squash beefs. As it turned out, sometimes a little bit of dishonesty was better for team spirit than the reality of harsh truths. It was hard to like anyone when you could immediately demand they give you their honest opinions and assume the worst if they refused. Sloane had offered to find a way to destroy the ring but the idea was met, as with every idea in the Coven those days, with divisiveness. She retracted her offer, but a day later the ring was stolen.
Sloane should’ve left after she became the main suspect for the theft, but instead she stuck around until they eventually voted her out. She swallowed her bitterness and anger, instead using the energy to focus on continually protecting St. Portwell by herself. She knew she couldn’t go toe-to-toe with Apparitions like Drake or Lionel, but she could still do some good by going after the kind of people her parents had been wheeling and dealing with. She used her inheritance to start an antique empire, luring and stealing from those who desired to abuse the power of Apparitions and artifacts, all the while learning new spells and curses she could use to defend her city.
Yet Sloane knew she could not trap that many insects in her web if she only had just one thread. Over the years she kept in touch with the like-minded individuals of her former Coven, reaching out to provide them with information regarding dangerous Apparitions that were a bit too hot for her to handle. Likewise, she would contact members who had quit, especially those that had been Agents, starting under the pretense that she just wanted to reconnect before revealing her hand and asking for them to hand over their artifact, willingly of course. Despite what the Coven thought, she was not her parents. She might’ve been a thief, but she didn’t steal from her friends.
The past year has been particularly busy for Sloane, who after a chance run-in with her mother became aware of an organization called the Elite. Despite her parents' efforts to sabotage her, she had almost found a way to infiltrate the group when a massive heist derailed Sloane’s efforts. The woman had discretely acquired a small collection of magical artifacts and sealed apparitions which she had kept safely vaulted away from the world. The collection was spread out between hidden safes in her high rise condo, highly secured cases at her business, and bank safety deposit boxes kept behind massive vault doors. All of them had been taken without a trace, the thief completely avoiding curses, cameras, and eye witnesses.
Before she had a chance to track down her missing artifacts she received word that a friend of hers had been murdered. And then another, and another, and another until she received the call from Auri. The two had never been close, Sloane’s serious gloom clashing heavily with Auri’s cheerful sunshine and she did not like how plastic the girl felt, but she knew exactly why Auri had called. She answered the phone by saying she was in before Auri even had a chance to give her spiel. A brief conversation about their lost friends followed, and by the time they had said goodbye Sloane was beginning to reconsider her opinion of Auri when the girl sliced open an old wound as, right before she hung up, said: “Bring the ring.”
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Possessions can become quite the burden."
TYPE ⫻ Adept
ABSTRACTION ⫻ Blue and Orange Lux. Sloane’s channeler is a faded Queen of Swords card from an antique tarot deck.
ABSTRACTION DESCRIPTION ⫻ Sloane exclusively blends her Blue and Orange Lux together with affinity for cursing inanimate objects. The complexity of weaving the two divergent Luxes together makes it quite difficult for Sloane to develop or learn new spells, but she has remained dedicated to her craft over the past decade.
Hexmark ⫻ Sloane curses an object to malfunction by touching it and marking it with her Channeler. Sloane weaves the how and when the object breaks in the casting of the spell, allowing her to make the breaking of an object appear to be purely accidental. A blue circle crossed by an orange X mark appears on the hexed object, invisible to the Blind. The size of the mark depends upon the size of the object, ranging from being as tiny as a pea to as large as an area rug. Sloane has variations of this spell depending upon the object. The bigger the mark the longer it takes her to cast the spell as she has to draw it with her Channeler. The curse can be broken by purifying the mark with either salt, fire, or holy water. She has three variants of the curse:
Fragile: A basic version of her Hexmark, Sloane curses an object to become brittle. The object breaks upon usage, triggered simply by touch and often shattering into several pieces. Casting Fragile on large objects is a bit complicated, as the spell specifically targets the part and not the whole. For example, casting Fragile on a car might make the door handle break or the entire door to crumble to pieces but it wouldn’t completely trash the car.
Glitched : A more advanced version of her Hexmark, Sloane curses an object to function improperly. The object breaks depending on a trigger set by Sloane, be it immediately, when someone observes it, etc. Sloane also determines how it breaks. For example, a Glitched car might not start, or might constantly honk and flash the lights and scan for stations, or might do something as extreme as ignite the gasoline tank and eventually explode.
Possessed: The most advanced version of her Hexmark, Sloane curses an object to behave impossibly. The object acts as if it were haunted, such as turning on when it's unplugged, functioning by itself, or even throwing itself through the air assuming it would be light enough to be thrown by a person. Sloane can directly manipulate a Possessed object, allowing for precise control over how it behaves, but she must be able to see the item to control it.
Object of Obsession ⫻ Sloane quickly infuses a mundane object with Blue Lux by touching it with her Channeler, shifting its appearance to make it look more esoteric and turning it into a cursed item. Once released from her hands the curse activates, causing any being to lay eyes on it to become obsessed with the object. Alternatively, she can alter the spell to target only one individual. They are compelled to pursue the object and pick it up, carefully cradling it in their hands. Once one being picks up the object all others immediately lose their obsession with the object. However, the holder refuses to drop the object for as long as the curse lasts.
Creatures without an Emotional Field are immediately enthralled by the object, incapable of doing anything but sitting, breathing, observing its beauty, and mumbling about how great their new toy is if anyone questions them. They will even ignore the need to eat or sleep; all they want to do is to look at the object. Creatures with an Emotional Field can fight off these urges, or temporarily succumb to the object to sate their obsession for a moment and then function almost like normal. Still, even if they become aware of being cursed by the object they will continue to refuse to put it down.
The curse is simply broken by letting go of the object. However, this usually requires another person to come by and struggle to get the object out of the hands of the cursed. Once the object is removed it returns to its mundane self.
Counterfeit ⫻ Sloane crafts a convincing duplicate of a mundane or magical item out of Orange Lux that is either cursed or capable of cursing. During crafting she must be able to touch the original piece with her Channeler. The Counterfeit is so well made that most forms of magical detection will falsely identify the item as the original. A mundane Counterfeit can only be cursed with one of her Hexmarks or a variation of her Object of Obsession curse: it does not compel anyone to grab it, but the person who grabs it is subjected to the same crippling obsession. It takes up to a handful of minutes to Counterfeit a mundane object, but a magical item can take several hours, days, weeks, or even months of channeling Lux to make a proper Counterfeit depending upon the complexity. However, magical Counterfeits acquire unique curses specific to that item.
Sloane has crafted a few of these Unique Counterfeits, but currently is in possession of none.
Aspiration Killer: A Counterfeit of the Apparition Killer, the Aspiration Killer shifts its appearance to match the wielder and cannot physically damage humans, instead phasing through their flesh. Unlike the Apparition Killer, this weapon can be wielded by Apparitions, does not harm Apparitions, and in fact only harms the psyche of humans. Victims cut by the Aspiration Killer are cursed to experience a loss of hope and ambition. In normal humans this can make them immediately lose interest in their current goal and eventually lead to a complete mental shutdown that ultimately renders them in a permanent state of stupor within a few weeks. Paranormal humans cut by the blade are immune to the complete erasure of their drive. Instead, their Emotional-Field begins to greatly weaken overtime, allowing them to become more and more susceptible to other Abstractions. Cursed victims appear to have a black branding on where the blade cut them, but the mark is painless. Certain spells can counter the effects of the curse on people, and experiencing a Recollection focused on the victim before they were cursed will completely reverse the effects. When wielded by Sloane, the Aspiration Killer looks like a gold fencing foil. She can use her Channeler to transform the appearance of the weapon, often hiding it on her person as a gold wristwatch. The Aspiration Killer was stolen from her wall safe.
Phony Club: A Counterfeit of the Oni’s Club, the wielder of the club can set their eyes on a victim and summon three club-wielding demons to torment them. The demons are merely illusions, visible only to the victim and the wielder of the club, but the victim will react to any of their attacks as if they were actually hurt. For example, if one of the phonies “crushed” the hand of a person, they would act like they couldn’t use that hand until the curse ended. The phonies are mindless illusions and thus must be constantly conducted by the wielder of the club or they will only stand their ground. Their appearances often change to some kind of bastardized mockery of their target. The club has the unfortunate side effect of cursing the wielder as well. As long as the phonies are summoned the wielder can only see their victim, their summons, and themselves. Otherwise, the world around them is covered in smoke as if they were in the center of a raging fire looking out. Likewise, they cannot hear anything but the roar of burning flames. The curse ends for both the victim and the wielder when the wielder lets go of the club. The Phony Club was stolen from her work vault.
Chrysalis Staff: A Counterfeit of the Butterfly Staff, the wielder of the staff can target their victim and curse them to begin to transform. While transforming, the victim's skin hardens and they start to lose the ability to move their body, eventually turning them into a colorful and unmoving chrysalis. This chrysalis protects the victim from any physical harm, but most Abstractions can pierce through the shell. It can of course be resisted by Emotional Fields but if a victim wills it they can force the transformation to be immediate, allowing the Chrysalis Staff to defend them. If the wielder attempts to protect themselves with the staff they will permanently be stuck in the Chrysalis, as they will be unable to move their arm to stop targeting themselves. The curse is only temporary. Once the wielder points the staff away from the victim the chrysalis around them rapidly begins to fade, returning motor functions to them within less than a minute. The Chrysalis Staff was stolen from her work vault.
BS Ring: A Counterfeit of the Bull’s Ring, the ring was cursed to glow red hot and burn the wielder whenever they were directly dishonest. The ring would then lock on to the wielder’s finger and continue burning the victim until they spoke a true statement. As this was Sloane’s first Counterfeit there is a flaw in the design: the curse only activates when the wielder is intentionally lying, so they will not be burnt if what they believe is true turns out to actually be false or if they had lied by omission, and the burning would stop if they say any true statement. Also, the curse of the ring could easily be mitigated by removing the ring before lying or simply not answering. The ring allowed the Coven to fight back against the seeds of doubt planted by the Stygian Snake, but soon proved to be problematic after the defeat of their enemy. Sloane had originally called it the Covenant Ring, but gave up trying to correct people after everyone in the Coven started to only call it the Bullshit Ring. The BS Ring was stolen around the time the Coven collapsed, and Sloane never was able to recreate another before Daisy went missing.
LIMITS ⫻ All of Sloane’s spells require her to make some kind of physical contact with the object she is targeting. Hexmark requires Sloane to “draw” the magic symbol upon the object. Larger objects require larger symbols, while more powerful or intricate hexes require the symbol to be tweaked by drawing additional runes. This means that the casting time of Hexmark can fluctuate, with quick Fragile spells on something small requiring just a second or two while detailed Glitched spells taking upwards of a minute to cast. Recasting Object of Obsession immediately ends the prior instance of the spell, excluding objects cursed by her Counterfeit spell.
As previously mentioned, Counterfeit takes several minutes for Sloane just to create a cursed copy of a mundane object while Counterfeiting something magical can take up to weeks or months to complete. The time it takes is greatly shortened if she has previously Counterfeited the object but still significant. While creating a Counterfeit magical object Sloane begins to develop an idea of the abilities and curses the item will have, but she is incapable of changing them. She is less of a designer and more of a conduit. Once a Counterfeit is in the stage of being crafted, that is the only form it will ever take—for example, anytime she Counterfeits the Apparition Killer she will only ever produce an Aspiration Killer. Only one Counterfeit of a specific object can exist at a time, with the previous Counterfeit turning into dust. Due to this, Counterfeits cannot produce more Counterfeits.
WEAKNESSES ⫻
Hexmark ⫻ The Curse can be broken by throwing salt, fire, or holy water onto the cursed object. While casting the Spell, Sloane is left vulnerable and is not wise to use this Spell in a fight.
Object of Obsession ⫻ There are no weaknesses or drawbacks of note.
Counterfeit ⫻ There are no weaknesses or drawbacks of note.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Theft will be punished."
Currently I don't have anything planned for the Coven's precious Bullshit Ring, so I'm open for ideas.
@Atrophy Accepted homie, move her to the character tab.
Hexmark ⫻ The Curse can be broken by throwing salt, fire, or holy water onto the cursed object. While casting the Spell, Sloane is left vulnerable and is not wise to use this Spell in a fight.
Object of Obsession ⫻ There are no weaknesses or drawbacks of note.
Counterfeit ⫻ There are no weaknesses or drawbacks of note.
@Atrophy I absolutely adore Sloane and what you've done with her lux. I can't wait to play alongside your character, they're very unique and enjoyable to read! ^^
@Atrophy I absolutely adore Sloane and what you've done with her lux. I can't wait to play alongside your character, they're very unique and enjoyable to read! ^^