"There is power in numbers and there is power in unity." — Dr. Martin Luther King, Jr.
In the town of North Bennington lies a little hill. On top of that hill lies a little district, much a miniature town of its own. This little plot of land is called Shipden Peak. With a small selection of shops, some living quarters and more land than houses, Shipden Peak is a wonderful place to settle down. There runs a little river down into a freshwater pond. To its north lies a thick forest, often covered in mist.
Shipden Peak is home to a witch coven.
Although the days of witch hunts are long past us, life isn't roses. While the upcoming election is threatening the witches with a potential anti-witch politician claiming the title of president, unrest is stirring in the corners of the world. A rise in threats has been detected - unnatural beings such as undead creatures, magical beasts, and other supernatural causes pull media attention and feed directly into an anti-witch campaign.
News report a rise in witch registrations, a rise in magical phenomenons, and - in some parts of the US - unusual weather situations.
Whether you have been a part of the Shipden Coven since birth or only joined recently, you are in fact now a witch of Shipden Peak.
"Get your ticket to the freak show, baby. Step right up to watch the freak go crazy." — Demi Lovato
Hello, newcomers!
I am delighted to see you found your way to my little roleplay. Please don't feel overwhelmed by the information at your disposal. Take a look around, peek into hiders, and when you're ready, leave a sign of interest. You don't have to read all of the information presented to you at once. I suggest you move ahead as follows:
1 - Read the Introduction if you haven't already 2 - Have a look at the Schools Of Magic 3 - Peek at the Act description 4 - Skim some of the Character Sheets in the Char tab
From this information, you should have a solid idea of whether this RP piques your interest or not. If it does, you're welcome to join our Discord Server. From here on, you may want to take a look at the Rules and the section on Character Creation especially. Another place of interest would be the section on the Universe Lore.
If you have any questions, always refer to the given information in the OOC first. Otherwise, I am more than happy to help you out and provide assistance wherever you might want it.
Rules ensure everything works smoothly. Respect them. You will be removed if you break them.
Rules for before and during the application process, including rules on character creation.
General
Before applying, make sure you read all the rules and information from the first OOC post.
Use the provided CS template for character creation, fill out all required information.
Use a unique color code for your CS (one not yet in-use). Please avoid colors that are a strain on the eye (like vibrant red). The color you choose for your CS will also be your character's dialogue color in the RP.
Choose an appropriate faceclaim. Faceclaims must be real-life images (no drawing, anime, etc.). A gif is preferred.
Post the CS in the OOC for review.
Once the CS is posted, do NOT perform changes without GM approval. I don't want to go back and re-read the sheet to see if I missed any information you added. Just let me know what you wanna change.
The GM can refuse your character for any reason and any decision on this is final.
Once approved, move your CS to the Char tab and put it into a hider. Please give the hider the character's name.
A relation sheet may be provided. If so, the relation sheet must be filled out and added beneath the CS in the Char tab into its own hider.
Character Creation - Limits
Your fist character must be a Shipden Peak member and can not be antagonistic. (Corruption arcs may be possible.)
Please make your Shipden Peak "hero" between the ages of 23 and 37.
Maximum of 2 characters per player, so choose wisely
You may make a villainous (side) character/an antagonist ONLY as a secondary character (note: villains and antagonists do not have a "right" to post, the GM and you will decide together when it fits to have them show up/interact with PCs or NPCs; an antagonist might pop up and reappear later). Your antagonist may be human, witch, or other.
No character can be a broody loner; you may have it be part of the character's traits but essentially, I need you to make a character that will want to engage with others on some level.
[center]First Name + Last Name[/center] [center][Img]pls use a real FC here[/img][/center] [center][i][color=EFD7AD]"Character quote"[/color][/i][/center] [color=gray][center]Trait 1. Trait 2. Trait 3. [/center] [color=EFD7AD][h2]Basic Information[/h2][/color] [list][*][color=EFD7AD][b]Name:[/b][/color] full name please, add nicknames if wanted [*][color=EFD7AD][b]Gender[/b][/color] gender, you may add "cis/trans" if you want to [*][color=EFD7AD][b]Age:[/b][/color] age [*][color=EFD7AD][b]Sexual Orientation:[/b][/color] how you roll? [*][color=EFD7AD][b]College Degree:[/b][/color] if any
[*][color=EFD7AD][b]Languages:[/b][/color] must speak English, may speak other languages as well [*][color=EFD7AD][b]Notable Skills:[/b][/color] explain those with your history later if needed [/list]
[color=EFD7AD][h2]Magical Abilities[/h2][/color] [color=EFD7AD][b]Years of Magical Education:[/b][/color] note: in the US you only start magical education earliest with 12 [color=EFD7AD][b]Schools of Magic:[/b][/color] you may choose up to 3
[color=EFD7AD][b]School of Magic[/b][/color] (put your skill level here, 10 is the highest you may choose) [list][*][color=EFD7AD]Name of the ability[/color] Describe how the ability works for your character. Additionally, you may describe how this ability looks like if higher advanced casters used it. Please add the restrictions to this ability. (e.g. "target must be in sight" or "requires concentration" or "can be undone by xy"). This does not need to be extensive. If you are unsure, we will figure it out down the line in RP. [/list] [list] [*][color=EFD7AD]Name of Ability[/color] Same as above. You may add more abilities than 2. [/list]
[color=EFD7AD][b]School of Magic[/b][/color] (skill level) [list][*][color=EFD7AD]Name of ability[/color] Description. [/list] [list] [*][color=EFD7AD]Name of ability[/color] Description. [/list]
[color=EFD7AD][h2]Personality[/h2][/color] [list] [*][color=EFD7AD]Trait 1[/color] You must choose at least 3 personality traits of your character you wanna share in the CS. You may choose to share more.[/list] [list] [*][color=EFD7AD]Trait 2[/color] Write a short description how this looks like for your character[/list] [list] [*][color=EFD7AD]Trait 3[/color] Write a short description how this looks like for your character[/list]
[color=EFD7AD][h2]History[/h2][/color]Write at least 3 paragraphs for your character's history. This must include upbringing, where they've lived most of their lives, and what they've done so far (roughly, details not necessary). Include how/why they ended up joining Shipden Peak.
[/color]
Rules for posting in the IC section.
General Restrictions & Rules
The world and the NPCs are controlled by the GM unless stated otherwise. Whatever the GM says, it happens.
Any and all player vs. player action must be discussed with each involved player (including the GM for NPCs) beforehand. This includes but isn't limited to physical attacks, theft, sabotage, behind-the-back talking/gossip, and insults.
The GM must be informed beforehand if any PvP scenes fall into "middle-major" categories. (Ex.: Char A steals the wallet of Char B - minor. Char A traps Char B in a closet for 10 minutes - minor. Char A attacks Char B with ice mist to start a fight - middle. Char A sabotages Char B's car to cause an accident on the main road - major.) -- I do not expect much PvP but follow this concept. If you aren't sure if an action is minor or not, let the GM know with a quick note.
If you feel uncomfortable with a scene at any moment, talk to the GM.
No racial slurs. You can write someone who is racist without the use of those.
Nudity must be kept to a minimum. (You may describe in a sentence how your character takes a shower, you may not write an entire paragraph on how they get dressed/undressed.)
Please put any sexual interactions past kissing where it belongs: fade to black and continue in PMs.
These topics are strictly off limits: Sexual abuse, drug abuse, self-harm, and excessive alcohol use.
Voilence can occur. No need to hold back. But please don't make a slasher movie scene for no particular reason.
In Every Post
Before posting, you must have read all previous posts. People are reading your posts. Spread the love and joy, read theirs!
You may not copy something from someone else's post and add it to your own. This includes dialogue.
Generally, each post should consist of two well-developed paragraphs.
Any post must be related to events stated in prior posts, include a reaction to all PCs present in the scene, and further the plot/scene. No "empty" reaction posts. Your post must add something new.
In addition to this, try to apply Chekhov's Gun to your writing: Details should provide a purpose and be relevant to the story. So if you write about something for an entire paragraph or more, make sure it is relevant information.
Each character post should begin with the provided heading.
Please use color code for your character's dialogue.
Posting Order & Organization
You are required to read every CS in the Char tab.
You are encouraged to post once every 7 days. You must post once every 14 days. Once your last post on the RP reads as 14 days ago, you will receive a warning. The second time this happens, you will be removed from the RP.
Once your last post on the RP reads as 14 days ago, you will be skipped so the RP can continue.
If you need an extension for posting or you're struggling to come up with a post - please reach out to the GM. There will be a solution.
You may not add or subtract any information or content from your post without GM approval.
Whenever PCs interact with each other, there will be a posting order for that group of characters. This is to ensure every character gets a word in, sometimes some players have more time than others. This should not result in two players posting back-and-forth while the third player is absent.
If you're in a quick back-and-forth scene with other PCs, consider writing a collab post.
If you notice that the collab is getting a little long, consider splitting it in two instead of posting an entire book.
Additionally, you must have a minimum of 2 posts between your last before posting again.
How To Be A Decent Human Being 101
Etiquette
Follow the rules of the guild - duh!
Be absolutely brilliant to each other! Treat everyone like a friend: with kindness, understanding, empathy, and some patience. I will not tolerate unkind behavior OOC.
If another player reaches out to you about the RP, have the decency to reply.
Please come to me when you start to feel uncomfortable with something. You do not need to wait for a "problem" to occur first. Let me know when something feels off.
If a problem with another player occurs, talk to the GM or a co-GM.
You may disagree with my or the Co-GM's decision or interpretation of things but you will have to stay civil and accept our ruling nonetheless.
Miscellanious rules? Why, yes.
Other
Rules and character sheet will be added to and changed as need be depending on problems or points that come up.
The Co-GM's ruling is to be followed. (Please don't "wait for the GM" if a Co-GM has already given you your answer.)
Ideas for sub-plots, main plots, character arcs, etc. are all very welcome. I especially encourage you to PM me if you feel a certain story arc or sub-plot is opening up/establishing for your character and their character development.
Before asking a question directly to the GM, please check the Q&A for an answer and the according section (ex. check the Application rules for questions about applications). If you can't find a satisfying answer after skimming, ask away!
If you see someone ask a question that you feel was answered by the GM previously, please point them towards that answer or paraphrase it for them.
All rules also apply to the discord server for this RP.
"The whole world is a stage." — Shakespeare or something
It's been three hundred years since the Salem Accord sealed witches fates and wild magic seemingly ceased to exist.
Now, reports of wild magic occurrences are resurfacing and disrupting the peace and harmony of society. Unrest is settling into the bones of the people as weather phenomenons rip through the states and long-forgotten beasts reappear.
With the sentiment on witches shifting and the country on the best path to another civil war, presidential candidate Emil Pearson edges humanity to "stay strong" in these trying times. Utilizing the growing trepidation of many citizens, Pearson is eager to win the election by any means necessary.
Meanwhile, witches see themselves met with difficult choices. Should they rebel and protest? Or upkeep a harmless neighborly image? In tense times such as these, the act of one witch may seal the fate of many. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
(This section will be updated as the Act unfolds.)
There are eight recognized schools of magic. Every witch theoretically has access to all eight of those schools. Usually, witches tend to show an affinity for one school and pursue that one as their main study of magic. It is most common to take on a secondary school of magic. Many witches also pick a third school to dabble in, this one is most often underdeveloped in comparison to the other two. A natural affinity for a school can't be forced or undone. A witch is born with their affinity and may try to either strengthen it or weaken it - weakening often leads to health problems down the line as the magic inside one is a force hard to keep at bay.
Aburation The School of Abjuration emphasizes magic that blocks, banishes, or protects. Casters of this school may end harmful effects, protect the weak, banish evil influences or heal living creatures. Extremely proficient and skilled castes are called abjurers and might be called upon when important locations need guarding against spying and when portals to other planes of existence must be closed.
Conjuration As a conjurer, you produce objects and creatures seemingly out of thin air. In reality, you have created a connection to a certain space in reality or (as an advanced conjurer) created a pocket dimension that allows you to conjure objects and creatures from it that have previously been stored there. You may learn the skill to teleport yourself and others.
Divination Divination magic concentrates on de-riddling the past, present and future. As a diviner, you strive to part the veil of time and space and try to tap into moments in time with your consciousness. Areas of expertise include spells of discernment, remote viewing, and foresight.
Enchantment This magical ability is all about entrancing and beguiling your target. You may be able to hypnotize, enthrill, control and create emotions.
Evocation This school of magic describes the control of one or more elements including water, earth, fire, air as well as light and darkness. You may as well seek control of the weather, making use of your powers to create bitter cold, intense heat, rainy clouds, stormy nights, etc.
Illusion With illusions, you may dazzle the senses, befuddle the mind and play tricks on even the wisest of people. Illusion is usually a subtle form of magic but can be used for great scenes and grand entrances (or exits) just as much. This school of magic is especially versatile.
Necromancy You explore the forces of life and death, you tap into the world of spirits, ghosts and souls. A necromancer may alter and adjust the energy known as life force and contact beings on the other side of the veil. Necromancers may specialize in raising the dead, creating undead creatures, or altering the life force by causing sickness, pain, and creating poison.
Transmutation This school of magic focuses on modifying energy and matter. To casters of this school, the world is barely in a fixed state. Everything is always in transmutation - figuratively, at least. You are able to transform physical matter such as objects. You may also specialize in a sub-category of this school of magic, such as Amalgamation, becoming an Animagus, or changing the state of matter.
Starting Point For young witches, starting to study their magic is often one of the most exciting moments in their lives. Over hundreds of years, studying magic has assumed many looks and systems. But the one in place for the last 150-odd years in the US resembles the human school system as closely as possible. According to current US law, witches must pursue a professional, magical education for a minimum of 3 years. To enlist into a school of magic they must be at least 12 years old. By the age of 18 - entering legal adulthood -, a witch must have had at least 3 years of magical education.
This has caused some problems for the witch community. Next to being unable to provide any magical education for ambitious young witches or those who struggle to control their powers outside of parenting, witches are met with witches who enlist in school at various ages. A witch may start school at the age of 12 or at the age of 15. Now, teaching a group of 12-year-olds is quite different from a group of 15-year-olds. Any and every magic school within the US is a boarding school. A witch can decide not to live at school if they have a legal guardian they can stay with close by.
Due to the differences in when witches enter school, every boarding school has a different set of rules. Most schools only accept students ages twelve/thirteen for starting courses and encourage students to stay in school at least until they turn eighteen. This would give them an education of six to seven years. This is considered the standard in the US. However, for those that have a late start, the US offers few boarding schools that allow admission into starter courses at a later age and specialize in teaching mixed-age classes.
Just like human schools, magic schools come with different rules and expectations. Some may enforce a student uniform, in this case often the colors of the different tracks are used on uniforms.
Teachers Any witch that may want to work at teaching young witches magic and become an educator is required to go through the mundane process of becoming a teacher. That is to say, a teacher for regular non-magical education. Additionally to this, a witch must have an education in magic of at least 8 years to qualify as a legal magical educator according to US law.
Teachers are not allowed to accept any money or gifts from students, parents, students' family members or other people that might want to endorse them. Teachers receive their income through the state. Hiring private teachers is forbidden by law unless specifically requested and approved by the state for special needs students. Naturally, teachers are scarce. This leads to many schools continuously struggling against closing some schools of magic for education.
Extended Study Most schools of magic offer a minimum of 10 years of magical education with students needing to excel at studies to continue after 6 years and again after 8 years. With the legal restriction to a maximum of 10 years of study lifted, some schools have started to offer various forms of further education. Namely, one may stay another two years in school after officially graduating to pursue further study in a minor. Another form of further education offered by some schools sees students taking on the role of teacher assistant for their main track of magic. Those schools that double as research and scientific facilities for magic may offer students a continued study as assistants in those areas.
Graduation After graduating and leaving school, witches may pursue a career or a college degree like any other human would. To work in a field, witches are held to the same standards and legal processes as humans. Even though a witch may have studied healing magic for 10 years, they would be required to have a medical degree on top of it.
When applying for college, jobs or otherwise a witch is not required to disclose they're a witch.
Part of witch culture and knowledge is the connection to different realms, planes, pocket dimensions, or otherwise. Throughout history, witches have been accused of having an innate connection to - or even being born from - hell. This, of course, is untrue. There are, however, other realms the witches do have access to. The most common being The Veil.
Witches have always had a different connection to death than humans. It is known that beyond the world of the living, there is a world of the dead. This world is shielded by a figurative wall called The Veil. Powerful Necromancers may have the ability to lift said veil to commune with the dead. Souls, spirits, and ghosts reside beyond that veil. This realm is none that the living can enter. Once a soul has passed through the veil, it is extremely difficult to retrieve it again, and witches generally do not attempt to.
Advanced Conjurers may "banish" or "hold" creatures in a sort of pocket dimension they've spent time creating and expanding bit-by-bit. Those pocket dimensions would start out as a small space fit for a single bug. The Conjurer would then practice pushing a bug into the pocket dimension and attempt to call upon it to pull it back out. Once mastered, they'd move up a size or try multiple bugs. This way the pocket dimension gets larger over time and the connection the Conjurer has to it strengthens.
Advanced Conjurers may attempt to summon creatures with the help of ritual magic. Witches know that there are other planes of existence and other dimensions which are inhabited by various creatures. The extent of those is unknown. Witches can not simply travel to those dimensions.
To no one's surprise, the idea of witches having access to heaven or hell has been met with both uproar and adoration. Those who suspect witches to have one foot in hell usually despise them and see them as unnatural, evil and devil-folk. Those who suspect witches can reach their fingers into heaven often have mixed feelings. Some have gone as far as to declare them angels sent by god and have begged witches for blessings and various forms of after-life help; including talking to a loved one, asking for help with passing over when becoming too sick and sending messages to deceased ones.
Whatever individuals may think of witches now, they do not have access to heaven or hell. Witches are just as clueless about the reality of those realms as humans. They may be religious or not. They may believe in both, one of the two, or neither. And they may envision those places individually, just like humans do.
More places may be added when needed, mentioned, or discovered in the RP.
Since witches are a rare occurrence compared to the massive amount of humans, they have been met with discrimination on various accounts. One of the biggest occurrences in the US has been the Salem witch trials in colonial Massachusetts between 1692 and 1693. Although witch burnings are long past us, witches still struggle against a society that controls their magical education and expression.
As most minorities do, witches have always come together to form societies on their own. Either within human settlements or far-off humanity. These communities were known as covens. Nowadays covens are registered within the USA and every witch is required to join a coven.
In general, covens are a community of witches. There are multiple covens all over the US but due to the scarcity of witches, covens with actual witch communities are rare.
Usually, a coven consists of multiple sub-covens. There may be a "CA Witches" Coven which in turn has multiple regional covens underneath its heading which it's responsible for. Those regional covens then have their own seating somewhere, this is usually a part of a small town that is only meant for witches. There you may find a witch's community including a school for witchcraft and a witch's town hall. However, a witch may also be officially registered with a regional coven but live outside the coven's seating. In this case, they would be surrounded by humans and likely have little to no personal contact with other witches due to the scarcity. Witches tend to flock to those small communities and live within their covens for various reasons.
Covens are under observation and regulation by the US government. Any sub-coven must have at least 50 witches registered to it at all times to be officially recognized. Any coven must have at least 300 witches registered to it at all times to be officially recognized. If the number drops beneath the required amount at any point in time, the coven or sub-coven is granted a 30-day period to fill the missing spots. If they can't, the witches within the coven must register with a legitimate sub-coven or coven or they will be randomly placed into one by the US government.
Even though witches are considered safe and welcome in the United States, history still bleeds through to this day, as history always tends to do. Casters, magicians, sorcerers, wizards, warlocks, witches, or whatever else one might have called them throughout the times, have always existed alongside humans. The history of witchcraft vs. humanity is long and dull and splattered with blood and betrayal on both sides.
Humans, having feared the power of magic users, have tried their best to secure themselves through various means: War, peace treaties, witch hunting. And witches, sometimes out of hunger for power, sometimes out of vengeance, and other times out of desperation, have done the same to the humans as they had to them. Whoever started has been lost to history.
Before the Salem Accord, magical happenings were more common. Albeit witches having always been in low numbers compared to humans, there were other magical influences in the world. Natural beings of magic, demonic creatures and unnaturally man-made beasts (such as vampires) were part of existence on Earth. Though many humans went all their life barely seeing any magical creatures apart from witches, society saw times where many would occur and times where fewer would occur.
In the years 1660 - 1690 a rise in magical phenomena could be detected. Already feared and hated in wide parts of the US, propaganda soon made witches responsible for those occurrences and demanded justice to be brought to those who practiced magic. Witch hunts and witch burnings became overly popular in those times, bringing death to both witches and humans.
After the Salem Trials saw over 200 witches burned alive and more waiting in prison for their trial, witches yielded. They thought it best to take the peace at any cost than see more bloodshed. They were fighting a war they were losing. Giving in to humanity's demands, the witches signed the so-called Salem Accord in May 1693. A legal document that stated the rights and restrictions of witches - including the total abolition of all use of magic within the United States. Any witch practicing magic would be detained and possibly executed.
With the Salem Accord in place, the raiming witches in custody were pardoned of their witchcraft charges and released from prison. Coincidentally, after the Salem Accord, the magical occurrences began to decrease. For over 300 years humanity has seen rarely any magical beasts, wild magic surges, or creatures of the dark and deep.
Nowadays, in the United States of America, witches and humans live side-by-side in peace. For the safety of humans and witches alike, laws have been established and are being implemented by the US government and law enforcement.
Rule No. 1: All US citizen witches must join a coven of their choice and register their name with the government upon turning 18 within the first 2 months of their adulthood. Prior to completing the 18th year of life, any underage witch and any witch's child must be registered in the Young Witch's Coven of the United States OR be registered to another coven of their legal guardians' choice.
Rule No. 2: No witch may intentionally or out of lack of responsibility and care use any magical ability, directly or indirectly, on another US citizen, including other witches.
Rule No. 3: Any witch may be drafted for military purposes at any point to protect the United States of America from threats foreign and domestic.
Rule No. 4: Any witch must follow the enforced rules of their covens and sub-covens at all times or stand trial before the sub-coven, coven and finally the US law.
Rule No. 4: Any witch may freely choose to change their registration to another coven with a 2-year-period of membership.
Rule No. 5: Any witch must attend a witch's school for a minimum of 3 years of study between the ages 12 and 18 additionally to the regular school requirements. The course of study of magical properties and abilities may not exceed a total of 10 years.
Rule No. 6: No witch may use any magical ability outside of their coven's seating at work, for work, for job applications, or otherwise in connection to professional employment, unless explicitly stated and granted within their contract of employment.
Humans and witches have shared historic events and moments. They have come together and fallen apart numerous times. As much as it is unclear how the original feud between humans and witches occurred, it is well known that traditions of witch origin have bled into human communities over time. Witches have always celebrated their magic, their connection to nature and their sexuality as part of their innate power in various ways.
Yule, also known as Alban Arthan, is a celebration of the re-appearance of the sun and the fertile land's rebirth. Over the centuries, it has evolved to include traditions such as bringing sprigs and wreaths of ever-greenery (such as holly, ivy, mistletoe, yew, and pine) into the home, exchanging gifts with one another (although this is not done by many witches) and using traditional divination means to get a glimpse into the near future. Most traditionally, one uses a Yule log which will get magical runes carved into it and then be tossed into the fire. The runes on the log then, upon being watched, are meant to give each person a short glimpse into their near future - usually, visions show moments within the following month and are rather minor. So this is more of a fun tradition than an actual serious way to use divination. Although it may have been that originally.
Imbolc traditionally marks the first stirrings of spring. It is seen as a time for purification and spring cleaning in anticipation of the year's new life. Traditionally on the day of Imbolc, witches begin their school years, use purification spells on their homes and grounds, and set out to eat healthy, nutritious meals. Often pledges and rededications for the coming year are made and witches receive their initiation into their covens, new positions (such as leadership positions) or otherwise.
Also known as Alban Eilir, this holiday is the second of three spring celebrations (the midpoint between Imbolc and Beltane), during which light and darkness are again in balance, with light on the rise. It is a time of new beginnings and of life emerging further from the grips of winter. For this celebration, witches often generate a show of light and shadow for entertainment and provide a traditional healing soup to cleanse the body. For the soup, nine herbs must be collected from nature - including nettle, garlic, dandelion and lesser celandine.
Beltane is a ceremony focused on the sexual attraction and energy between witches. It is an ancient ritual and celebration of the open-minded community and the physical connection of magical energies. Sexual energy has since the dawn of time been known to enhance a witch's abilities temporarily.
Even though every coven and sub-coven may celebrate Beltane a little differently, it is most usual to have a big group dance, a lot of food and music, a big ceremonial fire as well as witches leaving as a pair of two or more to join together physically as the night darkens.
For those not interested in Beltane, the celebration still invites them to dance and feast, but partaking is not mandatory.
Under US law, Beltane is a ceremony that any witch aged 16 or above may join in. Participation under the age of 16 is prohibited by law. (Not that the government actually checks.) It is usually held during spring.
Otherwise known as "Midsummer", Litha is the celebration that heralds the summer solstice. Once celebrated as the battle between light and dark, Litha has long since been beloved by those who practice Evocation. Like many of the celebrations of Spring, Litha is a celebration that invites gatherings with food and bonfires being the primary feature. This celebration is also often used as a place for those who practice Evocation to show off their skills with colorful and delightful displays of lights.
Litha is also quite known for being a good time for engagements between partners as it often represents love and moving into brighter, warmer days.
The beginning of the Harvest Season is an important event to all witches, it's a time to cherish what has been gathered and grown amongst their fellows. Lughnasadh is a celebration that's typical done with rituals and dancing, witches are invited to express their creative side through songs and folklore. The swapping of stories and playful, physical feats are a common practice.
This event is traditionally held atop a hill where the sunset can be seen quite clearly.
The Autumn Equinox is a somewhat somber time, it's an acknowledgment of what has been and what will be. With winter on the horizon and the crops all picked for the season, witches are encouraged to honor the passing of time and to welcome the cold that will surely follow. It's a time to give thanks for what they have and the tradition of speaking that gratitude out loud has been upheld for years.
Apples are often eaten at this gathering, this includes various ciders and pies.
Samhain is an ancient witch festival marking the end of the harvest season and beginning of winter or "darker-half" of the year. It is held on 1 November but with celebrations beginning on the evening of 31 October. During this night, The Veil is perceived as thinnest. It is a ritual for witches across the world to use this night to try and commune with a dead relative or loved one. It is highly unusual that of the deceived manifest but instead visions, fractions of visions or emotions may be conveyed. Many witches use this night to ask for guidance or assurance.
This is the only night of the year in which a non-necromancer may attempt to interact with The Veil or The Beyond.
Here you will find various questions that have been asked and answered. Please always browse this section first before asking a question.
Is North Bennington a big or small city? It is rather small. And Shipden Peak itself is just a district a bit further off on top of a big hill.
Wait, so witches can't use their magic on others? How does that work? The rules by the US are a bit... outdated. Technically a law exists forbidding witches to use magic on others. But in reality, some forms of magic are tolerated. Such as healing. Only with consent though. It is a slippery slope. The lived reality also includes that witches don't report witch-on-witch magic, especially within coven seatings such as Shipden Peak. There also is of course an exception for school - if you study magic, you can use your magical abilities on other witches with the permission of the teacher.
Would there also be workplace applications for magic? If the contract of employment specifies what kind of magic is being used and under what restrictions the witch may perform it, it is possible to use your magic in a work environment. For example in a hospital for healing purposes.
Can regulations/laws be different in other countries? Absolutely. In other parts of the world, laws and regulations on magic as well as performing magic may look different. The school system is essentially the same in all the western countries with maybe slight changes - a school system would most likely imitate that of human schools in a country. The performance of magic is also the same in western countries. (Example of a difference: In Germany, any law restricting the education of magic to certain years has long been outlawed, the US is slowly catching up here.)
What is the overall opinion on Necromancy? The essence of the widespread opinion on Necromancy is that it is (at best) a complicated balance of morality, ethics and restrictions. Moreover, it is seen as an invasion on the natural order of life and death, many moral questions occur and most believe Necromancy is best left alone. Most people, including witches, find Necromancy to be a complicated and perhaps unmoral form of magic. Mostly when it has to do with raising the dead in any shape or form or when it has to do with altering the life essence of a being. Necromancy is known to produce the most curses and can even on a relatively low level of understanding cause sickness and weakness in others. This is a big part of the reason why it is so strongly regulated in the US. It is also one of the hardest schools to master and study, alongside Amalgamation and Animagi (both transmutation).
So I can play two characters, right? Everyone can have 2 characters total. Each character must be approved individually. Your first character must be on the "good" side of things and part of Shipden Peak. Your second character may be anyone else of any age and any background or species, as long as I approve them in the end.
You mentioned side characters as PCs? There will later be the option to play side characters that pop in for a while and then depart to go their own way. You can make another side character once the first popped out and so on. Characters may pop in and out as the plot dictates. This is always at the GM's discretion.
Can I make other species, like a half-demon or fairy? No, I'm sorry. Those wouldn't work for this setting.
Can my character be an emissary from the local court? Any official court in the US would be human-ruled. Witches in those positions are highly unlikely. They're barely letting witches have a say in politics as it is. So in short: No.
Do characters have to be born in the United States? No. You may choose any country of origin.
How many abilities can I pick her school of magic? You may pick 2-4 abilities per school. However, please avoid actually picking 4 abilities for all three of your schools if possible.
What is an "ability"? "Ability" refers to a specific "move" or "spell" that falls into the school of magic which your character is really good at or specializes in. The idea is that every witch can (theoretically) perform all 8 schools of magic, but usually, you have a "skill" for 1 specific school and then choose a secondary school. Magic is a very broad thing in this world. It is unlikely that any one witch has the same skills as another, even if they have the same schools of magic. Mainly this comes down to personality, determination and simply the attunement you get born with.
Is skill level 5 the average? A skill level of "5" is average for a person who has studied the type of magic for 5-6 years. For your main school of magic, it is most common to have a skill level of 7-9. For your secondary, it is most common to have a skill level of 5-6. For your minor it is most common to have a skill level of 3-5. It depends a bit on whether your character concentrates on evenly studying the schools they picked or if they try to specialise in one or two things.
What does a higher skill level translate to? The higher your skill level, the more precise and controlled is your magic. With a higher skill level, you may choose more advanced abilities.
Just to be clear, witches are born witches? Yes. They are born.
How do I choose a name for my ability? You can go simple and name it as what it does. Or you could google and see if anything comes up that makes sense. Alternatively, our discord server is a good source of help.
Would it make more sense to have skills be useful or can it be whatever? Abilities can be anything. They usually have to do with personality, determination and an innate ability/skill for that specific ability.
Should we invest in offensive spells? Offensive abilities make sense but most of the time they aren't solely offensive. Something like melting someone's brain wouldn't be taught in schools. But something like making bone constructs might be taught for Necromancy and could be used offensively if done right. You could pick abilities that can be used offensively.
Can witches detect souls as part of Necromancy? Souls are protected by layers and layers of other "fabric". One of the outer layers being someone's aura. So detecting aura would be easier and likely more accurate. Souls can leave "imprints" which are a form of "aura" and can be detected by some witches. This would fall into Divination.
What is aura anyway? There are multiple layers of aura. The most easily detected (unless somehow protected from this) is the magical aura. Someone may detect your primary and possibly secondary school of magic because of your magical aura. This also goes for objects. Another layer is something like emotions. Yet another, very entangled with emotion, is intention/motivation. This one's a bit hard to discern cause emotions are easier to read, thinking of it like emotional aura being bright colors and intention being tiny little threads of dulled colors in-between.
Would a witch be able to identify the nature of magic if they were to touch it or study an object affected by it/an effect created by it? All magic creates a certain aura. Including those who practice magic. That aura is usually not strong on objects unless they're filled with extreme amounts of it (like curses or some very strong magical items). A witch might be able to identify the school of magic of a caster if that school is at least a 5/10. A witch might also identify an item or object as magical, infused with magic, or cursed. They might also identify the school of magic here. However, many magical items are actually made in a way that they do not emit magical auras, especially when cursed (duh!). Detecting those magical auras falls under Divination.
I'm thinking of Divination as a school, what should I know about it? Divination in western society is mostly done without "traditional" (aka stereotypical) assistance of objects such as Tarot cards, blood, bones, ashes, runes, tea leaves, etc. Those ways are seen as outdated. Still much used for divination are pendants for focusing, candles and some calming tea to still the mind. But not everyone requires these. Divination is rarely an exact thing. You may be able to see fractions of the past, present or future. You may spot magical auras. Divination may rely on star constellations or cloud formations, but those are often seen as superstitious and outdated as well.
Is it possible for abjurers to "block" certain kinds of magic? For example, could they purify a person/area to remove illusions, enchantments, alleviate curses, or keep the dead at rest? They can create certain wards to protect an area. Including against certain types of magic or creatures, depending on your skill level. Creating stable wards is something rather complicated as you would need to weave the magic around an area, hold it somehow and also dictate what it is meant to ward off. If you're looking to remove illusions, for example, that would be easier than actually warding an area against illusions. One is a dispel essentially and the other is an area effect you create and need to uphold.
Is a soul made up of life energy/life force No, it isn't. It is essentially the thing that ties the soul to the body. A soul is not made of life force. However, life force and souls are closely connected. By harming someone's life force via Necromancy, you can essentially rip the soul from someone's body. (This is highly advanced Necromancy as well as forbidden under US law, so schools would not teach this.)
Does life force regenerate over time if somehow lost/taken/used? Yes. Life force always tries to balance itself out. It takes some time but as long as the individual is not dead, it will attempt to regenerate.
How are magical objects created? I will not go into the entire process here. It depends. There are some rather "mundane" magical items - those usually just get imbued with a certain magical ability. It's a transfer of sorts that's happening. Those are easily made, easily detected and easily destroyed. Transmutation would work similarly. You use your magical energy to transform an object. Instead, when creating a magical object, you transform its innate aura and energy by placing magical "molecules" on top of already existing ones. To then make those magical molecules react in the way you want (for example, ward you from spirits or warn you if undead are near) you need to (a) have that skill yourself and (b) know how to layer it. Creating stronger magical items or even cursing them requires time, effort, and high skills (and oftentimes other ingredients such as the right runes). Your character would not be able to do that.
Are animagi capable of doing partial transformations? Would it be an easier or more advanced technique? Animagi can only turn into the full animal. However, it has been noted that on very rare occasions animagi have some featuristics that align with their animal form, such as the ears. As a rule of thumb, I would say don't give your character those characteristics. (I believe we already have one person doing this.)
What animals can an animagi turn into? An animagus can only turn into one animal. They don't "choose" which animal that is. The animal would be a representation of their personality. So someone who is generally shy wouldn't be able to turn into a lion or an elephant. Those would draw too much attention. If you wanna play someone who can use animagus magic, make sure to do some research on the animal you wanna pick.
Can transfiguration users be a metamorphmagus? They can. Metamorphmagus is limited to non-animalistic features. Any change of appearance would need to be upheld. This means 1) the changed features would fade away when asleep or unconscious and 2) smaller changes would require less energy and concentration than, say, pretending you're an entirely different person. Note: The character would need a separate ability to mimic voices or sounds, changing appearance does not include changes to voice or tone.
Does magic require somatic, verbal, etc. components or things like that, or is it largely just done? Magic always requires purpose and concentration (exceptions are the few passive abilities that might exist). Some use somatic components, some may use gestures, some may use runes (albeit this is outdated and very medieval times). Essentially, it comes down to flavour. Something like animagi doesn't require somatic or verbal components. But something like willing the wind to turn into a storm would require a chant or some other verbal component. At your discretion, you may make that call yourself. But please stay reasonable. The stronger/harder the magic, the more likely it is that the caster requires a little "assistance" through verbal, somatic or other means.
Can you elaborate on the "producing creatures" part of Conjuration, please? Calling: You are essentially able to call a creature to you from a space or sphere you know and can connect to. For example, if you're able to "banish" or "hold" creatures in a sort of pocket dimension/plane, you'd be able to call upon them to appear where you are. It also works with a physical spot that you've chosen and prepped. Say, you have a cage in your room and you magically bind it to be the spot that your calling ability calls upon - any creature within this cage may then be called to you. Creation: These spells manipulate matter itself to create an object or creature. Most, but not all of these spells require more magic to hold the creation together after it has been made and when the magic of the spell wears off, the creation simply disappears and the matter returns to its original form, whatever that may have been. (This is Transmutation more than Conjuration but thought I'd list it anyway.) Example: You turn a pile of sand into ants. Teleportation: You may pull a creature to you or into a closer radius of you by magical means as long as you can see the creature (for more advanced casters this might not require visuals but only the knowledge of the creature's location). This is more short-ranged. You could catch animals this way or summon all bugs from a tree to your enemy's coat... sorta like that. (Summoning also falls into this but is not really usable in everyday life or combat. It takes longer and it can only summon specific creatures - like a very specific demon for example. It wouldn't work on animals or the like. Disclaimer: I am not saying demons exist. It was the first example that came to mind.)
What is the difference between Conjuration and Transmutation? Conjuring is calling a creature or an object from place A to B. And transmutation is making thing A into thing B. Example: If the bird was a bird before and was somewhere else before, that's conjuration. If the bird is coming from a pile of sand in a pouch, that is transmutation.