"Never could trust you, I still got your location on, fell out of love, I delete all the nudes out your phone. Can't get a reaction out of me, that's what you want."
28 days ago
You have to live every day as if you've dropped your pants and told the whole world to suck your dick.
The story begins with the very first meeting hosted by Auri Auclair in her flower shop about the leads on Father Wolf, where After being pressed, she brings up the first lead: The Wolfpack. The Wolfpack's leader, Judas Bennet, uses Father Wolf as an alias and Auri thinks the Coven should investigate the Wolfpack further. Then explained that the Wolfpack hung out at a strip club named Veni Vedi Veni, and Judas' favorite stripper was a girl named Violet. However, Kali Mahendra came in, and flashed a badge explaining that he was a member of the FBI and they've come to help - making Alizée Altieri flee and head straight to the strip club. Auri pulled him into a side room to talk to him personally and he explained his reasoning for being so direct and managed to convince Auri to hear him out and speak to the group. While this went on Jack Hawthorne teleported into the room and was met with an electric sword from Drake Blackmore, and they are broken up by Simone Le Fay.
Everleigh Thorn wanders in, asking for a healer and makes small talk with Greyson "Edict" Devola before "Sully" McPherson heals her using the Chalice. Kali comes out and makes his plea to the rest of the Coven. However, he is met with mixed results, but ultimately, the Coven agrees to keep him.
Meanwhile, Alizée, at Veni Vedi Veni, confronts a bartender sitting next to a red-haired woman and begins questioning the Bartender on Violet. After the bartender dodges the questions, Violet comes on stage, and after Alizée threatens Violet, the bartender calls for security to remove Alizée. Alizée then decides to walk out with the red-haired woman, who turns out to be Jessica Rosefey - the Summer Maiden of the Greenwood Coven - who were posted outside in an attempt to ambush Judas. Several members of the Greenwood Coven see this and confront Alizée, but Leon Richoux comes to her side asking for an explanation from both sides. The Greenwood Coven jumps and battles Alizée in an attempt to free Jessica.
While this is going on Clancy Patrick attacks, interrogates and ultimately kills a member of the Wolfpack named Skinner Joe. He then wanders into the fight and that was enough to convince Alizée to release Jessica.
After working up the courage to enter, Britney Williams enters the meeting and is informed of the plan so far (which was to head to a strip club). However, Britney's appearance causes Edict to attempt to prod at everyone with his Pink-Lux and get thoroughly dunked before leaving in tears - Linqian Han follows behind him and they have a brief chat where she becomes his employee.Stormy Carson entered the Flower Shop and immediately threatened Britney for her past actions. However he is talked down by Auri and Sully, and the Coven splits up into two groups from there: One group of Drake, Sloane, Kali, Simone, and Luca Oliviera go to Dairy Queen (With Jack joining in), while another group of Sully, Britney, Everleigh, and Stormy head to Veni Vedi Veni.
At Dairy Queen, Sloane openly voices her disdain for Auri and her lack of confidence in her leadership, to which Kali agrees, but Drake defends Auri. The conversation shifts to Father Wolf where several theories for Father Wolf are thrown around. However, the entire tone of the conversation changes when Sloane asks Drake why he wasn't there to defend Jade, and Drake flies off the handle and punches Sloane in the face (Hurting Luca in the process). Feeling guilt, Drake leaves, and Jack leaves with Sloane as Lynn and Lila witness the whole thing and have a brief talk with Luca before they are confronted by former members of Sycamore - now 8th Street - Greta Faust, George Nelson, and Carol Doyle, who attempt to recruit the three into 8th Street before leaving.
At the strip club, the trio comes to the aftermath of the fight between Greenwood and Alizée, and Sully helps heal Jessica as Britney asks what happened. After some accusations were thrown, Alizée snapped and attempted to attack Stormy and Naomi (of the Greenwood Coven) - and Sully gets in the way of the attack. Bianca Manalo, who witnessed the whole thing, takes some pictures and sends them up to the PRA before she is confronted by Eve and ultimately attacked by her. A gunshot interrupts the whole shebang.
The Wolfpack arrived, telling everyone to stay put and wanting blood for Joe Skinner's death. However, Clancy wanders into Magnolia's view and she deduces that there is something up with him and shoots him dead on the spot - which triggers a huge fight between the Wolfpack, Greenwood Coven, and the few members of the Sycamore Tree present. Stormy erects a massive barrier, but he is swapped places with Sully, and Elodie captures him while Valjean is thrashed by Greenwood and Sycamore. Leon transforms into a werewolf, grabs Alizée, and attempts to flee before Alizée breaks free and breaks Elodie's hand - who launches Sully and turns her attention to Alizée, and a brief scrap ensues between Cyril, Elodie, and Alizée and the Void Heart.
Sully is accosted by Dean Walker, who asks for Tayla, and Wolfpack reinforcements appear, but they are killed by Clancy, and one lands by Dean and Sully, which gives Sully and the two Covens an opportunity to free Sully. At this point, Kashmira activated a massive healing field, and Elodie had the Void Heart pinned. However, Alizée went out to save the Void Heart, only to get shot dead by Cyril Noctis - who is taken to the Void by an enraged Void Heart.
Judas Bennet arrived with the Curs, as Britney, Eve, Linqian, and Leon leave with Alizée's body, and head to the Temple - where Leon asks what happened at the Britney and she gave a loose answer as the Temple take over Alizée's funeral services. After a conversation, Britney flees the Temple with her friends in tow. The Greenwood Coven teleported back home with Sully, while the PRA arrived to fight Judas while the rest of the Wolfpack escape. After a lengthy fight, Maximilian Cornell arrived and defeated Judas for the PRA. However, before he can detain Judas, Clancy captures Judas and interrogates him - and Judas is swiftly killed by Shayton.
Meanwhile, the Void Heart goes to his next host Layla Hyacinthus, and they call Auri, threatening her position as leader. Afterwards, Auri calls Britney who suggests that they seal the Void Heart, as Britney goes to meet Lila and Lynn about sealing her own Apparition. After a drunken night of debauchery, they seal the Crow Priestess(?).
The next day, the Void Heart meets with Jack about taking his side against Auri before the next meeting. At the meeting, Auri announces the deaths of Simone, Finn Reid, and Eksa Thresh, and the meeting spirals from there. Notably, Adora Phoenix-Prescott confronts Sloane about the location of her Trinity Rings, and Sloane begrudgingly admits that all the artifacts in her collection were stolen. Adora is talked down by Anya Baksh, before Auri snaps and then leads the group to their lair: an abandoned church. Auri, Stormy, and Britney disappear, as Layla attempts to rally the group to overthrow Auri before she is taken to the Void by Jack. The group chats for a moment before they are attacked by the PRA, who are out for blood for Bianca's attack last night. They are teargassed, handcuffed, and taken outside, where it is announced that Kali has been murdered last name and Meifeng Liao believes they are responsible for it all.
In the Shadowzone, Jack's personal realm in the Void, Layla and the Void Heart are ambushed by Auri, Stormy, and Britney. They manage to pin the Void Heart and Layla, but the Temple sent two of their agents: Furio and Clarissa, to intervene. After a messy confrontation where Jack is shot, and Auri is knocked out, the Void Heart surrenders and agrees to be sealed by the Temple. Britney and Stormy accompany Layla and the Temple to the sealing process, where the being's reign of terror is ended for good. Meanwhile, Jack teleports Auri back to the church...
Back at the church, Meifeng is eventually talked down by Cindy Keagan and Maximilian Cornell and releases the Coven. As a gesture of good grace, the PRA heals their injured members before they take Eve and leave the Coven to their business. However, Auri, Adora, and "Lyss" Burns summon the spirits of Ashley Stone, Lionel Hunter, and Kari Wilson, and discover that their Kari has been mysteriously switched with another one.
Meanwhile, 8th Street is searching the aftermath of a battle that took place in the woods for the Apparition Killer. They are confronted by Lynette Domínguez, who asks Jacqueline for help in dealing with Father Wolf. However, she declines help, and 8th Street searches the woods until they meet again later on that night and attack the mansion of a family that aspires to join the Elite, the Pendleton Family. 8th Street robs and brutalizes the family, coming close to killing them before Jacqueline and Miranda stop it. 8th Street leaves with the family's collection of artifacts, and the next day they reap the spoils.
One of the spoils is a rainbow-colored potion, and Maya and Phoebe take the potion to pour it into the water supply. While this goes on, Babylon the Great explains the story of Sunshine Jones and her Inner Circle before Meifeng confronts Emily about Eve attacking Bianca. Emily throws Eve and the Coven under the bus, and Meifeng leaves 8th Street to their business.
However, Maya and Phoebe go to the water treatment plant to pour the potion in, and instead of gaying the water, it creates a Gay Monster. Which chases them back to the 8th Street Mansion and proceeds to gay the entire 8th Street Coven (Except Carol). After they're done getting brutally gayed, Amy Nakamura comes out of hiding and finds Violet and Pink, and then finds a way into the 8th Street Coven.
After Judas' death, Shayton meets with Magnolia to discuss the state of things, then meets with Dean Walker. Shayton tells him the deal Judas made with Dollhouse: in exchange for Abstractions, the Wolfpack operates as the muscle for Dollhouse. He also tells Dean that he wants him to be the successor to Judas, which Dean accepts, and then assumes control of the Wolfpack.
Conrad, after Judas's death, goes to find the remnants of Das Sonnenrad: The New Thule Society. Conrad meets with Berlioz, who convinces him and his men to join the New Thule Society as Blake Schmidt has offered them a million-dollar deal: work for them.
The chapter begins with a Recollection of the past, a collective dream that they had about Sunshine Jones, leader of the infamous Inner-Circle Cult, who was banished to the Pit. However, the Recollection then switches perspectives to Raven Jones, who gets chased through the Pit, meets with a mysterious figure known as the Mother Will, and then is sent to a Temple where she finds Sully's Chalice. The Recollection left many confused; however, the Halloween Festival was today, and thus, many filled into Cracker Island, including the PRA, and the 8th Street and Greenwood Covens.
Noticing Emily in a ridiculous costume with her sisters, Lila and Lynn invite her for a chat, but things take a turn when Emily goes too far and then gets punched by Lila. Luca, Jasper, and Stormy enter the fray as Emily attempts to manipulate Luca, only to allow the rot to take over, but the Rot is dispelled by Stormy, and Emily is shooed off by the PRA. Stormy then takes the group of the present members of Sycamore and the PRA to a nearby bar to talk about what happened and manages to make peace between the two factions.
Meanwhile, a group of Britney, Layla, and Sabrina Vanburen are confronted by Vashti Nour of the 8th Street Coven, who wants Britney's head. However, they are backed up by Edict and Linqian, who manage to scare Vashti off, and after some irrelevant BS, they all decide to leave Cracker Island and head to Sabrina's place. A party ensues, however, Edict tells Britney that the House of Cards Mafia plans on killing her for her hand in Void's sealing.
To a different group: The Greenwood Coven teleports there after having a discussion on whether or not Cat Ears over regular clothes counts as a costume. Sully and Greenwood meet with the Blackmore family, and things degenerate from there as a massive conga line is formed, which eventually drags in the Greenwood Covens and, surprisingly, Emily and Vashti.
However, in the Toga party, Emily is passed the Chalice and decides to simply walk off with it. That is when she is confronted by Kenshiro, and a fight ensues that drags in Vashti, Leon, and Drake, and ultimately is interrupted by the PRA. Meanwhile, Naomi of the Greenwood Coven snatches the Chalice from Emily and is confronted by Jack before the rest of Greenwood interferes, and eventually, the two buff things out as Greenwood goes to return the Chalice to Sully.
The Halloween Festival goes on, as Greenwood and 8th Street leave Cracker Island.
A few days later, the group has another Recollection of Raven while they were asleep. In this Recollection, Raven is attacked by a strange creature that sprays a strange ooze on her before it leaves. Raven wanders the halls of the strange temple until she finds a book known as Walter's Book, and finds an exit. Afterward, Raven is confronted by strange mechanical golems known as Autoknights, which are destroyed by Sunshine, who saves her. However, Raven passes out, and Sunshine is forced to remove strange snake beings from underneath her skin as Mother Will looks on.
Auri assembles the group at Kari Wilson's house and explains her findings with Lyss - then announces her death. During a moment of silence, Sloane knocks down the front door, and after some bickering the group pushes on inside. However, Luna is spying on the group, but Tayla notices her, and Drake confronts Luna at halberd-point, demanding information on who Luna is working for.
Kenshiro leads the group to the basement, and then to a pocket dimension he made where Kari kept her sentimental items. It then turns out that her notes are missing, and Ken has a breakdown.
Paranormal-Expert ⫻ Due to her own experiences dabbling in the Paranormal and prowling her family's archives on all things magic, you can call her an expert. Britney's knowledge of the Paranormal is unmatched in the Coven and was instrumental in defeating the Stygian Snake. Her knowledge kept her around, despite them not liking her, and was the sole reason Auri recalled her.
Dancing ⫻ Britney was always a great dancer, from typical ballet to more risqué dances.
Gardener/Botony-Knowledge ⫻ Due to her abstraction, Britney knows a great deal about different plants and whatnot.
Modeling ⫻ Britney is a plus-sized model! This has made her great at striking a pose! It also gave her a keen fashion sense, confidence, problem-solving, adaptability, etc.
First-Aid ⫻ Britney learned First-Aid after the battle with the Stygian Snake to apply it to not just herself but to others in case another situation along those lines arises.
Leadership & Cunning ⫻ The girl is a natural-born leader and has a knack for picking the best decisions to make... at least, she believes so. The girl hides a cunning streak and will step on other people to get what she wants.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Enough about how tall I am...."
Britney has a bit of size to her body, mainly because she's so damn tall at six-three, a height that boys wish they had. Both her mom and dad were huge in height, and they said they were "big-boned," too, so they had a ton of mass on them. It's the first thing people notice about her, and it's not good because she's very insecure about her height. Unfortunately, that's just something that she lives with, but she loves it when people don't bring it up. The other aspect that makes her look big is her body shape; she has an oval shape primarily shaped by extra body fat that she can't shake off due to her genetics.
Britney has a bit of a gut, but it's not flappy or saggy at all, and she's happy she doesn't have a fupa at the very least. Britney. Puberty was tough for her, but she is very curvy. Inherited from her mother and father, her butt has always been big (the butt of many jokes, you may say), and she's chesty (at 44D) though they don't look that big because she's so damn tall. She is a woman. However, people think she is fat because of her body shape. While she is a bit heavier than other girls, she is far from morbidly obese.
Britney has a soothing and approachable aura, as she usually has a broad smile and rarely raises her voice. Britney is generally talkative and preppy but has a slight air of nobility about her - though she can sometimes sound condescending. If that confidence fades for whatever reason, something is very wrong. Britney is African-American, though she claims she has roots in the Dinka tribe, which is why she's so damn tall.
Psychology ▔▔▔▔▔▔▔▔ "No more secrets, I promise."
MAIN GOAL ⫻ Britney truly wants to forgive herself and be forgiven by the old Coven for her actions. In the battle with the Stygian Snake, she did some... not so great things (such as forcing curses and Apparitions onto people so they could join the fight). Afterward, the entire Sycamore Tree Coven hated her and eventually voted her out. Thus, in the ten years since, Britney has been working on herself and wishes to be forgiven.
PHILOSOPHY ⫻ Britney Williams believes in the power of compassion as the keystone of her life. She sees compassion as a virtue and a driving force that dictates her actions, decisions, and interactions with the world. Britney recognizes that people make mistakes, including herself. She believes in forgiveness and second chances (as she so desperately needs herself), always seeking to understand the reasons behind actions and offering support to those who genuinely want to change. Britney understands that small acts of kindness can have a significant impact on the world and the lives of others. She makes it a daily practice to perform acts of kindness, whether helping a stranger in need, volunteering, or simply offering a listening ear to a friend in distress.
Britney Williams believes in achieving the greater good, even if it requires getting her hands dirty, because she has seen that idealism has fallen short. Her philosophy involves doing everything necessary to keep the world safe for others, even if she has to sacrifice herself. While she has a compassionate side, her sense of justice can be unforgiving and brutal. She views sacrifice as something that just cannot be avoided, realizing that sometimes the needs of the many outweigh those of the few. This drives her ruthless streak, willing to cause significant collateral damage to protect the rest of the world and eliminate threats such as the Stygian Snake, the 8th Street Coven, etc. Britney believes that actual change requires hard choices, and sometimes you just can't pussyfoot when the fate of the world is at stake.
SECRETS ⫻ In the battle with the Stygian Snake, Britney held a lot of secrets... mainly that she had been purposely infecting people with Afflictions and Adjoining them with Apparitions to have more footsoldiers in the fight against it. However, after it came out, her reputation plummeted, and since then, Britney has dedicated herself to holding no more secrets.
SEXUALITY ⫻ Britney is pansexual, but she wants kids someday, so she leans a bit toward males. Other than that, Britney isn't all that picky, and she isn't above flirting with anybody.
FEARS ⫻ Britney, deep down, fears the world of magic and the Paranormal and that someday another threat along the lines of the Stygian Snake will arise. This time, they won't be able to stop it. Britney also fears herself because of a deep-rooted guilt in her previous actions.
REPUTATION IN OLD COVEN ⫻ Britney was... not very well liked. Originally, she was seen as instrumental in defeating the Stygian Snake, but after some revelations came to light about the lengths she went to defeat it... her reputation and relationship with the group plummeted. She was only kept around due to her knowledge of the magical, but even that was shaky. Shaky enough, she was voted out of the Coven a few months before their eventual collapse.
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ an essential part... as when Britney was brought in, the Coven had no clue of how to defeat the damn thing and were just throwing spells at it and hoping something worked. Britney told the Sycamore Tree Coven about the artifacts known as the Apparition Killer and the Bull's Ring. With Kari Wilson's help, they could travel to different universes and locate them. Britney was also secretly forcing people to join with Apparitions and cursing them to have more hands to battle the Stygian Snake - which was not well-received by the Coven when they found out.
FLAWS ⫻ While Britney is ultimately a well-meaning person, she has an issue with forcing her ideas of what is right and wrong onto other people (one could say it's a mild God-Complex). This means that Britney was willing to screw other people over to stop the Stygian Snake and justified it to herself by saying she was doing the right thing. Britney is ultimately helpful in doing whatever it takes to get the job done, but she cannot understand when she's infringing upon someone else's autonomy.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I... should have done more. At least to stop the Stygian Snake."
The Williams Family is a wealthy family that owned a lot of sway in the town of St. Portwell, as they hold plenty of businesses (primarily tourist attractions) that get plenty of foot traffic. They weren't millionaires, but they had amassed enough wealth to provide their daughter, Britney, with everything she needed. However, Williams held a dark secret: they were Adepts who used their magic to bully their business rivals and make people sell their businesses to them. Of course, Britney didn't learn about this until she was far older. Britney lived her early life as a loner despite her nature, as she was used to reaching out to people only to get used to her resources. Thus, she grew up keeping people at arm's length. Still, she kept herself company by digging into her family's archives, a massive library on the world of the Paranormal, and learning about different artifacts, Apparitions, and so forth. It was her hobby to dig into such a place, and it was her quiet place, as her family never bothered her.
This was between school, interacting with her few true friends, and dance class/ballet. As she grew up, she learned how to sort out the people who had no interest in her and kept her friend group small. However, when she entered high school, the Stygian-Snake's reign of terror began; Britney was spending time with some friends when one of them was enthralled by the being and forced to kill everyone else in the room - including Britney. When the girl came at Britney with a knife, she underwent her Kindling Event and activated her connection to the Red Lux... which was useless now. Britney managed to escape and immediately retreated to her family's library, where she found information on the Stygian Snake.
Britney saw herself as the only person who was capable of stopping the damned thing, so she completely locked herself off from everything (friends, school, etc.) and practiced casting spells. She discovered her affinity was towards plant life, so she kept at it and devised several plant-based spells. After deciding she was ready, she set out to battle the Stygian Snake... Britney knew that she was one girl, but she was going to do the best that she could. This led her to her friend Auri Auclair, who asked for Britney to be there under the Sycamore Tree when they formed. Making Britney one of the founding members, however, they weren't making any headway on the Apparition, and they were losing members one by one as if the thing was trying to dry them of all hope.
Britney took the role of "Magical Advisor" (and she was considered the defacto fourth in command) as she was the most magic-knowledgeable out of the Coven and told them everything she could find on the Stygian Snake and various artifacts such as the Apparition Killer and the Bull's Ring. She was a part of the brave group that ventured to the alternate universe to find both artifacts. However, Britney didn't have complete faith in their odds, even with powerful artifacts such as the Bull's Ring, so she did a little something... that was finding Apparitions and binding them to people without their consent, and even afflicting people with curses. She would "find" these people and rope them into the Sycamore Tree Coven, and one of them was "Queen Bitch" Emily G.Reed (in Britney's defense; nobody liked her, and it would make the world a better place if she died).
On the eclipse day, Britney helped defeat the Stygian Snake by binding the bastard in vines while Ashley put the finishing blow on the bastard. However, Britney overexerted herself and passed out; thus, she was not there when the Stygian Snake was sealed into the tree. Britney had her memory of the tree wiped and joined the Coven in their adventures, who would go on to do great things...
... and those "great things" were fighting over every little tiny thing, slinging shade at each other, and overall being useless. Worst of all, Britney's little "recruitment drive" came to light, and the Coven vilified her due to her awful actions. She became the group's punching bag because of her actions and was nearly kicked if it wasn't for the fact that she was so valuable. Emily G.Reed was the least happy about it and constantly antagonized Britney and the more generous members of the Coven. Britney hung in there because she cared about her friends and knew they would get themselves killed without her. However, she was ultimately voted out for the good of the group and accepted it. They completely dissolved a few months later, and everyone went their separate ways.
Britney moved on with her life, only maintaining contact with Auri as she knew that Britney had regretted her actions. She went to college, wanting to build a life without living in her family's shadow - but she wasn't sure what she wanted to do with her life. Eventually, Auri suggested that she could become a model, and Britney thought it was daunting (she was huge and didn't have that model built). However, Auri motivated her to go ahead with it, and she made a portfolio, found an agent, and became a plus-sized model! She appeared in food, appliances, and clothing advertisements for various companies around St. Portwell. However, she kept her ear to the ground to the events of the supernatural scene around St. Portwell, learning that Emily formed her own Coven, the extradimensional intrusion, etc. Britney had zero interest or agency in participating in it, so she kept to herself but knew the next threat was just around the corner...
However, Britney learned of the string of murders happening to the previous members of the Coven, and Auri put out the call to her - telling her that she was getting the gang back together. Britney was unsure of how the reception to her return would be, but she didn't want to see anyone else get killed.
Britney hesitantly accepted and attended their first meeting at Auri's flower shop...
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I can give you life."
TYPE ⫻ Adept.
ABSTRACTION ⫻Red Lux. Britney's channeler is her silver necklace engraved with the logo of the Sycamore Tree Coven.
ABSTRACTION DESCRIPTION ⫻ Britney is a very experienced Red-Lux Adept who has an affinity towards Nature Plantlife, Water, and Light due to her compassionate and fun nature. Britney has created three "modes" for her Spells that she switches between back and forth. She is proficient in her "Land-Mode" mode due to overreliance on it and neglecting her training. However, she is learning to branch out and tap into the potential that is "Mode: Sea" and "Mode: Sky."
MODE: EARTH ⫻ The style, or discipline, that Britney is the most proficient in. Mode: Earth represents the fusion of Britney Williams' mastery over Floramancy and Edafosmancy, creating a blend of plant and soil manipulation. With this disciplined approach, Britney manipulates the power of nature's elements to shape and control the landscape. Mode: The land embodies Britney's profound connection to the earth and its inhabitants.
Floramancy ⫻ The one spell group that Britney is most proficient in and most famous for using (Why she was called "Plant Mommy"). Her Floramancy embodies a profound connection to the essence of nature, granting her the ability to manipulate and command the very essence of plant life itself. Her mastery over flora extends beyond mere manipulation, encompassing a deep understanding of botanical biology. Whether she's shaping plants into intricate constructs, revitalizing wilted foliage, or telekinetically controlling vegetation with the power of her mind.
Bloom ⫻ Britney can create plant life on any surface in a thirty-meter radius around her. She can build any plant in the real world, from fruit to wood, limited only by her plant knowledge. She cannot make a tree appear, as the girl needs time to spawn plant life, but, given a few hours, she can create a skyscraper-sized tree... and immediately fall into a coma afterward. She can make weapons, barriers, and appendages, and her favorite technique is creating lengthy vines with bladed tips like a spear.
Verdant Bloom ⫻ An enhanced and chaotic form of her Bloom, and functions the same except as a touch-ranged and far more potent version. Britney channels her Floramancy to induce rapid and explosive plant growth upon touch. The Red-Lux surges forth, emitting vibrant greenery when she touches a surface or object, soil, stone, or even metal. Britney can create explosive plant growth in the area around her, creating a chaotic eruption of foliage. With Verdant Bloom, she can cause a tree to appear instantaneously and explosively, acting as a blunt weapon. Or she can create a beautiful field of flowers instantaneously. However, by using this, she expends far more energy.
Floral Sculpture ⫻ With a mere flick of her wrist, Britney breathes life into the surrounding vegetation, coaxing it to bend and twist to her will. She can shape plants into intricate constructs of her design. Britney commands the nearby vegetation to mold into anything limited by her imagination. Britney can produce weapons, barriers, and appendages, and her primary combat technique is creating lengthy vines with bladed tips like a spear. Britney can shape existing plants and the plants that she makes (including plants that others create).
Floral Revival ⫻ Britney's nurturing connection with nature extends beyond manipulation and control. This gentle yet potent spell allows her to breathe new life into dead or damaged plants, restoring them to their former beauty. Britney places her hands on the plant, channels her life force into its withered form, and an encompassing aura surrounds it. The plant is restored to normal with each passing moment until it is wholly fixed.
Floral-Transmutation ⫻ With this spell, Britney can alter the biology of a plant, manipulating its structure, properties, and even its very essence to suit her needs. With precise control and profound understanding, she can modify the plant's physical attributes, such as size, shape, color, and reproductive mechanisms. For example, she could transform a small, delicate flower into a towering tree, imbue a flower with poisonous thorns, or bestow a common vine with a bioluminescent bloom.
Florakinetics ⫻ Britney's telekinetic manipulation of plants grants her the ability to control and manipulate vegetation with the power of her mind alone. With a focused concentration, she can command nearby plants to bend, twist, and move according to her will, as if they were extensions of her body. This is how Britney manipulates the direction of plant growth in the plants she creates, and it is the most vital spell in her Floramancy Spellgroup.
Edafosmancy ⫻ Another spell that Britney has developed, Edafosmancy, the art of Soil Manipulation, channels the raw power of the earth itself, allowing her to command and shape the very soil beneath her feet. With a focused concentration, she extends her influence into the planet itself, causing it to respond to her mental commands. Soil bends to her will, creating tendrils, waves of soil, anything her imagination could produce, limited only by the amount of soil within her radius. She can use it as a direct weapon to make barriers, and Britney has learned how to ride on a wave of soil.
MODE: SEA ⫻ A new mode that Britney is seeking to experiment with. Mode: Sea marks Britney Williams' journey into harnessing the elemental power of water, which complements her Floramancy and Edafosmancy. With this evolving style, Britney delves into the depths of aquatic-based elemental magic, channeling the fluidity and adaptability of water to augment the rest of her Spellbook. Through "Mode: Sea," Britney can summon and manipulate bodies of water that dance at her fingertip and are limited by only her imagination. There is only one element that she is developing under Mode: Sea: Hydromancy.
Hydromancy ⫻ In her tentative exploration of "Mode: Sea," Britney's hydrokinetic abilities reflect her dipping her toes (Geddit?) into the realm of water manipulation. At the moment, Britney can only struggle to shape even the smallest droplets into rudimentary forms. Her efforts yield... less than satisfactory results, such as manipulating only a small glass of water at a time, creating only a handful of water. Despite this, Britney persists and dives headfirst into the realm of Hydromancy in hopes of causing more dramatic effects down the line.
Aqua Bloom ⫻ In Britney's early attempts at developing hydrokinesis with her, she practices a spell where she attempts to create water out of nothing. Britney channels the Red-Lux, trying to manifest water from thin air! However, at the moment, the amount of water she manages to materialize is barely more than a few droplets in her hands. At the moment, she can splash someone with it, annoying them. With practice, Britney can create far more water.
Floral Current ⫻ In Britney's early stages of learning hydrokinesis, she managed to manipulate a small amount of water! Britney extends her hands toward a water source, be it a puddle, lake/pond, or whatever comes out of the sink. Britney telekinetically lifts the water and manipulates it with her mind alone. However, she is no waterbender... her control is shaky, and her range is limited to a small area. She can splash someone with them.
MODE: SKY ⫻ As Britney continues to explore her Red-Lux, she delves into a new discipline known as "Mode: Sky." This is primarily a Mode she developed in the Old Coven, learning spells from Jake Valos and Elsa Connor - however, she didn't get a chance to flesh it out thoroughly and neglected this mode in favor of Mode: Earth. This style revolves around harnessing the power of light and weather manipulation. In her early attempts, Britney's control over this domain was fragile. She attempts to conjure light in various forms - Similarly, her efforts to manipulate the weather are met with limited success as she struggles to coax even a few drops of rain from the heavens.
Lumomancy ⫻ In her fledgling attempts at manipulating the element of light within "Mode: Sky," Britney struggles to harness its radiant energy with finesse and control. She attempts to conjure light flashes or miniature suns with tentative gestures and a hesitant focus, but her efforts are met with... uneven results. Instead of brilliant bursts of light, Britney's creations flicker erratically, casting a feeble glow that barely illuminates their surroundings.
Floral Beacon ⫻ A result of her early attempts into Mode: Sky... the plan was to create a devastating beam of light out of her hands that would annihilate foes. However, the result is a feeble beam of light that emanates from her hands like a makeshift flashlight. Her control is shaky; the beam she conjures flickers, wavers, and sometimes wholly goes out.
Luminous Blossom ⫻ Another of her early experiments into Lumomancy, she conjures a radiant ball of light out of her hands similar to a miniature sun imbued with a gentle warmth. The ball is around the size of a baseball and constantly flickers and dims. Britney can control its movement with her mind and occasionally uses it as a lamb.
Hyetomancy ⫻ The art of weather manipulation, Britney Williams finds herself attempting to force the forces of the sky to her will. With each step into this new Mode, she aims to shape and control the weather, but her abilities remain... pathetic, and her control is shaky at best. Britney's attempts to conjure rain, summon gusts of wind, or clear stormy skies yield inconsistent results, often disrupting weather patterns in minor ways.
Dewdrop Dance ⫻ The first spell that Britney developed under Hyetomancy, where she encouraged the formation of raindrops. However, the result is typically only a gentle drizzle over a small radius.
Floral-Whisper ⫻ The plan is to create a spell that manipulates the raging winds. At the moment, the result is a gentle breeze that could maybe knock over an empty water bottle.
MODE: MYCORRHIZAL NETWORK (Joint-Casts) ⫻ Not quite a discipline like Mode: Earth or Mode: Sea, Mode: Mycorrhizal Network is a collection of Britney's Joint-Casting Spells.
The Pink Lotus Blossoms ⫻ A Joint-Cast between "Edict" Devola, and Britney, and a simple combination of their two affinities into one potent effect. The Pink Lotus Blossoms create several glowing pink plants in the environment, which blossom and release a soothing glow. However, anyone in the vicinity of these plants is affected by an Emotion-altering aura, amplified by the Joint Cast, which bypasses Emotional-Fields. For example, the flowers can exude an aura of intense fear to scare someone off, or they can create an aura of overwhelming. Britney and Edict must decide on what emotion these flowers exude and have to be in harmony when this is Joint-Casted or else the flowers will immediately wither and rot away. They are immune to the effects of the flower.
Forest Glyph ⫻ A Joint-Cast between Britney and Lynette Domínguez, where the two of them create a glowing Glyph on the ground in the shape of a tree... and in the radius of this Glyph, the two of them gain incredibly potent Floramancy, as Lynette's Orange-Lux gives it a potent boost. However, while the Glyph is active, both of them can only use Floramancy.
Moonflower ⫻ By joining their hands together, Jack and Britney can mix their forms of red and purple Lux together to create a flower that glows in the light. A Moonflower floats around one or both of them, making them experience low gravity. With the spell active, Jack or Britney can move twice as fast, carry twice as much, and jump twice as high. Moonflowers can be given to others, and will wilt after 30 minutes.
Saturnian Glow ⫻ Jack and Britney combine their Umbramancy and Lumomancy spells to form a swirling orb of energy. The surroundings grow dimmer as it practically eats the light away. When fired, this “Saturnian energy” eats away at physical matter and energy alike, as if matter and antimatter had collided.
Winds of Midnight ⫻ Jack charges Britney’s Hyetomancy with purple Lux, allowing them both to fly in any direction that Britney wishes. To maintain this, they must stay within 15 feet of one another. Britney’s wind magic is capable of telekinetically pulling objects and people as if she were a purple Adept, so long as she is with Jack.
LIMITS ⫻
MODE: EARTH ⫻ Britney's Floramancy is limited by range and time; she has a far easier time manipulating existing plants as opposed to creating new plant life. If she wants the plants to survive, they have to be in an area where they can logically stay - so if she makes vines on concrete, they're going to die fast, or if she creates something that lives in a different biome than St. Portwell... it won't last long. Creating plants on non-soil-life also takes far more effort and time than it would on dirt. For her Floramancy and Edafosmancy, she has to be touching the ground (she can't, for example, be on a fire escape trying to manipulate a tree beneath her).
MODE: SEA ⫻ Britney's hydrokinetic abilities are practical only within a short range (around two meters). Britney's hydrokinetic spells have a limited duration before dissipating or losing effectiveness. Her skill is minimal, but she can push past these limits as the Spell group develops.
MODE: SKY ⫻ Britney's Weather and Light manipulation spells require a significant amount of stamina, leaving Britney physically and mentally drained after extended use. Britney struggles to control the intensity and direction of her light manipulation spells, leading to erratic and unpredictable results. She may inadvertently create blinding light flashes or fail to maintain a steady illumination.
MODE: MYCORRHIZAL NETWORK ⫻
The Pink Lotus Blossoms ⫻ Britney and Edict must be in a state of harmony when casting this spell. Any conflict or disagreement between them will cause the flowers to wither instantly, and cause it to be a waste of energy/resources. The emotion emitted by the flowers cannot change once selected; if the situation changes and they require a different emotion, they must recast the spell from scratch. The emission of the emotional aura drains energy from both Britney and Edict, and they can only maintain the spell for a maximum of 10 minutes before fatigue makes it impossible to go further. The flower has a range of twenty-five meters.
Forest Glyph ⫻ While the Forest Glyph is active, Britney and Lynette are limited to Floramancy spells. This restriction means Britney cannot access any spells within Mode: Sea or Mode: Sky and Lynette cannot use any of her other glyphs while the Forest Glyph is active. The radius for the Forest Glyph is set within a 20-meter diameter, and they cannot use any magic outside of it. Due to the high energy output, this spell has a cooldown period of approximately 30 minutes after it ends before it can be cast again.
Moonflower ⫻ Using a Moonflower can be awkward if one isn't accustomed to it. Experiencing gravity less when you aren't expecting it can cause you to trip easily, or misjudge how fast you are moving. The antigravity sensation of a Moonflower also doesn't take into account added weight a person might take on after the first assigning of one. Meaning it won't let someone pick up an extra hundred pounds a few minutes after receiving one. Moonflowers cannot be given to people with an emotional field unless they accept it willingly.
Saturnian Glow ⫻ Due to the weakness of Britney's Lumomancy, the Saturnian Glow is inherently weak, and often best for destroying things that need to be destroyed in a controlled environment. It isn't ideal for a fight in any way unless Britney improves her spells.
Winds of Midnight ⫻ Winds of Midnight was invented to compensate for Britney's weak wind magic. Therefore, their mobility is entirely dependent on her, meaning it isn't very fast.
WEAKNESSES ⫻
MODE: EARTH ⫻ For Britney to use her Floramancy, her primary Spellgroup, she needs to donate a bit of her life force to power it. The more she uses the Spell, the physically weaker she'll become, the paler her skin will get, the more sluggish, the hungrier, and she can even kill herself if she pushes herself too far. Other than that, her plants are as vulnerable to poison, fire, and ice as other plants. For Britney to use her Edafosmancy, she must be immobile (surfing on dirt doesn't count as she's using the dirt to move), which can leave her vulnerable.
MODE: SEA ⫻ While Britney's Mode: Sea grants her the ability to manipulate water with finesse, prolonged or intense use of her hydrokinetic abilities leaves her physically drained and dehydrated. Manipulating large bodies of water or creating powerful water-based spells taxes her body, causing fatigue, dehydration, and physical weakness. This vulnerability affects her ability to continue casting spells and leaves her vulnerable to physical attacks or other threats while weakened.
MODE: SKY ⫻ Britney's ability to manipulate light can overwhelm her senses, causing sensory overload and disorientation. When she channels intense beams of light or creates blinding flashes, she may experience temporary blindness, visual distortions, or headaches due to the extreme brightness. Britney's connection to the weather in Mode: Sky makes her highly sensitive to changes in atmospheric conditions. This sensitivity manifests as physical and emotional discomfort, exacerbated during extreme weather events such as storms or intense heat waves. Britney experiences migraines, nausea, or anxiety in response to fluctuations in barometric pressure, humidity, or temperature.
MODE: MYCORRHIZAL NETWORK ⫻
The Pink Lotus Blossoms ⫻ The emotions the Pink Lotus exudes are powerful, sometimes too powerful and can overwhelm people in radius. How is that a weakness? It can sometimes create reactions that are unpredictable and erratic, which can be detrimental to both Edict and Britney.
Forest Glyph ⫻ The Forest Glyph requires a precise pattern to work, and if the glyph is damaged the spell will end, causing any generated flora to wither. In addition, fire, ice, and posions, can damage the glyph and cause it to fade away.
Moonflower ⫻ The lower gravity caused by the Moonflower can lead to disorientation and nausea, which make it difficult to navigate or coordinate movements effectively. Britney is not super accustomed to it, so sometimes it leads to hilarious failures when she messes it up.
Saturnian Glow ⫻ Jack and Britney are not immune to the "Saturnian energy", and it can eat away at them as well if they are not careful.
Winds of Midnight ⫻ The mobility provided by Winds of Midnight is not fast or agile, meaning its comically slow and cumbersome and leaves Britney vulnerable.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Peace."
Britney likes to be nude when she's alone.
Drake.Blackmore
"If Jade couldn't get him to chill, who can?" _______________________________________________
Liability Rating:High. Hardheaded, impulsive, reckless, and obsessed with being the "hero". Jade probably tempered him, but now that she's gone, it's only a matter of time before he puts the rest of us on the line.
Drake and Britney rarely interacted with one another, and that was for good reason. Britney never particularly cared for Drake, and she always thought he was a reckless moron that lived in his fantasy world where he was the hero. Britney always thought highly of Victoria and Jade, and they were friends until the reveal of what happened. However, she was cordial to Drake nonetheless. She hoped that, in the ten years that passed, Jade could temper his ego and bring him down to Earth. She couldn't
Alizée.Altieri
"It was going to end this way, I suppose... It's better this way." _______________________________________________
Britney and Alizée initially did not interact much during the battle with the Stygian Snake. However, that changed after the dust settled, and it turned out that Alizee was hunting people. Britney, out of guilt for her actions and a desire to take some heat off herself, defended Alizée whenever she could. She stopped the other members from picking on her, pushing the leadership to help Alizée. There was a suspicion that the Void Light controlled Alizée, forcing her to night stalk. When Alizée had her climactic fight with Ashley, Britney was the one who tried to convince Ashley not to kick Alizée out, but when that failed, the two kept in touch. They became very close friends, and Alizée occasionally gets an invitation to any fashion show that Britney is a part of.
Liability Rating:Eliminated (Formerly extreme). The Void Heart had eroded her mental state to the point that she was beyond help, and she was only going to make things so much harder for them. The incident at the Strip Club is proof of that.
Britney feels deep-seated regret for what happened to Alizee, though she knows that, deep down, it was for the best. It was unlikely that Alizee could have been helped, and even if they had sealed The Void Heart, it would have resulted in Alizee's death.
"Funny, as stupid as she is, I feel like I can depend on her." _______________________________________________
Liability Rating:Moderate. She is stupid, but a stupid you can reason with. I can't let her die out of principle.
Britney and Linqian barely interacted with each other, but she had a very close relationship with Jinhai. Britney always thought Linqian was impulsive, idiotic, immature, and whiny, the opposite of Jinhai. Britney didn't feel one way or the other about Linqian but was cordial with her out of respect for Jinhai. After the Old Coven fell apart, Britney kept in touch with Jinhai, and she was saddened to hear that he had died. However, during the recent events at Vedi Veni Vedi and beyond, Britney has come to see Linqian as a friend and had silently vowed to watch out for her out of respect for Jinhai... even though it's obvious she has a lot of growing to do.
Luca. Oliviera
"One of my greatest mistakes..." _______________________________________________
Liability Rating:Ambulant, but who knows how far he's willing to go to get rid of the Rot.
Britney ruined Luca's life. She knows this. She can't sugarcoat it. She did it to have more footsoldiers in the fight against the Stygian Snake, and while he contributed plenty to the fight, it came to light what happened. Britney knows that the Rot is killing him and will eventually abscise him, and it is her responsibility to save him from this fate. However, she knows he doesn't want anything to do with her and thinks that's fair. After all, it was her fault, and he has every reason not to trust her. Thus, Britney avoids Luca.
Sloane.Faris
"She's not who she says she is; I wished people like Jack saw that." _______________________________________________
Liability Rating:Moderate. Power-hungry and controlling, she would rather have her artifacts be used against the Coven than admit that someone just robbed her. Eliminating her should be fairly easy, however.
Britney and Sloane were initially cordial with each other... or at least Britney tried to. She always thought that Sloane was annoying and a bit of a control freak - and only said "the Coven should protect the city" as a means of hiding what she really wanted: control of the Coven. However, once it came out what Britney did, she was vehemently critical of Britney and even did the unthinkable: sided with Emily. Britney was surprised she had even come but knew she couldn't be trusted. The fact she kept something vital from the group to protect her ego is proof of that.
Tayla.Choi
"Something happened to her, and I'm not sure if she even belongs here anymore..." _______________________________________________
Liability Rating:Ambulant. Britney has suspicions about Tayla and feels something is up with her. It's hard to tell what because she's the most distant and mysterious of the "reunited" Coven, and Britney hasn't had a chance to get a read on her. Her abstraction would be tricky, but killing her would be accessible without James acting as her crutch.
Tayla and Britney barely interacted with each other in the Old Coven, but Britney knows that James Madigan's death hit her hard. Hard enough that she disappeared from the Coven and returned as a whole new person, Britney has her suspicions about Tayla, but she is the most distant of all the Old Coven members... which worries her.
"Edict".Devola
"I pegged him with a cactus once." _______________________________________________
Liability Rating:Low. Okay, Greyson is a dick, but a harmless dick. And I may have to trust him either way.
Greyson and Britney had a tricky and complicated relationship... in the Old Coven, Britney always thought that Greyson was an asshole and a troublemaker. Still, he provided the Old Coven with resources that, if they didn't have, they would have been up shit's creek without a paddle. So, she was very cordial towards him when he wasn't being a piece of shit, but things changed after the Stygian Snake was defeated and Britney turned into Coven Enemy #1. The two gained a closer friendship, which eventually blossomed into a relationship... however, Greyson was still a manipulative asshole that used Britney for her abstraction. Eventually, she realized he wasn't good for her, and the two broke up, leaving Britney mentally scarred for life.
It doesn't take a genius to tell that Greyson still has feelings for Britney despite it all. While she said she was done with him, she was open to trying again if he changed. She's taking baby steps, but she knows that she may have to trust him if what he told her about the House of Cards mafia turns out to be true (if it isn't, then they're definitely done).
Jack.Hawthorne
"... Did he fucking enter the Void?" _______________________________________________
Liability Rating:Ambulant. Went into the Void. The creatures there could have affected his mental, and he is the best equipped to be Father Wolf. Needs further observation. He would be very difficult to kill.
Jack and Britney are close. They were close in the Old Coven, and ten years apart has not, and will not change that. She told Jack all about the All-Verse and, eventually, the Void, where he would find his true calling. He didn't defend her much against the rest of the Coven, and she couldn't blame him. Britney saw him off on his journey and was pleasantly surprised that he hadn't been killed during his adventures. He's loyal, dependable, and robust - However, Britney wonders if he can be trusted as much as he says. The Void may have affected his mind somehow, and Britney is never brushing that possibility aside. It is why Britney is beginning to develop her Mode: Sky spell group if she tragically needs to take care of Jack.
However, she does appreciate him letting her use the Noble Vow.
"Sully".McPherson
"I have Sully's back through and through." _______________________________________________
Liability Rating:Low. He's a bit of a goofball, but he never gave me a reason not to trust him.
A close friend of Britney, as she was the one that taught him how to use the Chalice (She was surprised that he even found the thing by dumb luck alone). He acted as a healer, saved her life and many others, and was one of the Old Coven's heroes. Sully was one of the few members of the Old Coven who defended her despite it all, and Britney appreciates that above all else. Though, she feels like she didn't deserve the kindness that he showed her.
Leon.Richoux
"He's a liability, and nobody knows about it." _______________________________________________
Leon was another member of the old Coven that Britney didn't interact with - but she knew his name as she made it her mission to learn every member of the Old Coven's names. However, Britney was there to assist Daisy in creating the seals for Lady Lelou and placing the Apparition inside him. Britney wanted to be the one to handle Leon, given that Daisy couldn't find her ass with two hands in regards to magic, but Daisy adamantly disagreed with this. Britney respected the choice, gave Daisy the reigns, and kept it one of many secrets. Afterward, however, Leon essentially gave Britney the cold shoulder due to her actions. However, with the disappearance of Daisy, Britney is starting to regard this as another wrong decision in a sea of them that she and the Old Coven made. Britney believes that Lady Lelou should be removed from Leon as soon as possible, and they need to find the channeler before someone else gets it, which makes Leon a problem
Liability Rating:Extreme. He is not one of us anymore; other people are pulling his strings. He should be eliminated immediately.
Britney always felt Leon was a disaster waiting to happen, but that was up until she had to interact with the Temple. It became dead obvious that Leon's loyalties lie elsewhere, and while he has nothing to do with it, Britney believes that he sent the Temple goons after her, Jack, Auri, and Stormy when they were sealing the Void Heart. Thus, Britney distrusts him and does not want him anywhere near the Coven and is actively planning to kill him.
Which is why she keeps a silver fork on her at all times.
Stormy.Carson
"An anchor, we need him. _______________________________________________
Liability Rating:Low. Depending on whether he can keep his hero complex in check. He will be difficult to beat in a direct fight.
Britney and Stormy never interacted much during the war against the Stygian Snake. He was a dependable asset, but the two had little in common. He also hung around Drake, so that was a negative. However, he was openly and violently critical of Britney's actions when they came to light, though she wondered if he was trying to impress the others. He was a massive part of why Britney got voted out towards the end of the Coven, and Britney was not looking forward to meeting him. This turned out to be fully justified when he threatened her in the first meeting... however after he calmed down after Alizee's death, he made it clear that he was willing to give Britney another chance, and she would do everything in her power not to let him down. He was a massive help in defeating the Void Heart and defending them from the temple, even accompanying her to the Temple when she was willing to go alone.
Anya.Baksh
"I know I can't trust her" _______________________________________________
Liability Rating:Ambulant. I'm not sure where she lands, but she's hiding something.
Britney has mixed feelings for Anya... It didn't take a genius to tell that she saw herself as better than everyone else, looked down on people, and lacked compassion. Britney knew there was something untrustworthy about her but was cordial towards her nonetheless. However, she defended Britney's actions, even though she didn't ask for it, and knew she made a wrong decision - despite being buddy-buddy with Sloane. Britney knows that Anya can't be trusted, but she could be helpful nonetheless. Britney will keep her eye on Anya to see if her suspicions are founded or if she must be eliminated.
Evelynn.Serenelight
"A great person all around." _______________________________________________
Liability Rating:Mimimal. She is stupidly overreliant on an abstraction that is unreliable. Could be disposed of without an abstraction.
Britney and Lynn were friendly towards each other, and she sees Lynn as a friend nonetheless. Enough to hang out with her and Lila and have some drinks. Britney always silently believed that Evelynn was useless and her abstraction was too broad to be useful. Though, she kept that to herself and still played along when the time came.
Lila.Blackwood
"She may already be dead, and there's nothing we can do to stop it." _______________________________________________
Liability Rating:Moderate. It's unknown how much of an influence the Crow Maiden has on her, and if the need arises, she would be extremely difficult to kill in a straight encounter.
Britney and Lila hardly, if ever, interacted with one another in the Old Coven, and she wondered if Lila silently disliked her for her actions (She did, but Britney was oblivious to that). However, their relationship was still good enough that Lila trusted her to seal the Crow Maiden when it began haunting her. However, Britney made a mistake, and their relationship is about to dive bomb yet again.
Jasper.Wilde
"I know how you looked at me. Why didn't you come and say something when you had the chance?" _______________________________________________
Liability Rating:Low. He's chill. Reliable... needs to drop his obsession with Sloane. Someone I should keep close... despite his friendship with Luca.
Britney sees Jasper in high regard. She sees him as a creative, laid-back, and great person overall. She and him talked and hung out a lot... though she knew that he always had a crush on her but was hoping for the day that he would get the courage to ask her out. Even though they didn't have the opportunity to interact during the post-Coven reform, she hopes to sit down and finally get a conversation out of him. However, she unintentionally avoids him because he and Luca are seemingly joined at the hip.
Despite not liking Sloane herself, Britney doesn't approve of his borderline obsession with her.
Adora.Phoenix-Prescott
"You contributed too much... and everyone just brushed you aside when you stopped being useful to them." _______________________________________________
Liability Rating:High. Regarding capabilities, she poses no direct threat to the fresh New Coven. However, she is functionally human and very obviously not in the right frame of mind to be here. She should have stayed away.
Britney and Adora were close friends in the Old Coven... Britney taught her the true capabilities of the Trinity Ring and somehow did the impossible and convinced Adora to stop being stubborn so they could use the ring's true capabilities. However, Britney didn't approve of everything Adora said and did; she still held a lot of respect for her. She was also friends with Lisa. Though, after the brutal death of Lisa, she understood what Adora was going through and wished to help her... but she didn't want anything to do with the Coven. Britney was surprised to see that she had decided to return, but she knew that she was not mentally stable enough to indeed be of any help. However, Britney will not push Adora away (as it's not her place to) and will help her.
Layla.Hyacinthus
"There are a lot of unknowns with her and that scares me." _______________________________________________
Liability Rating:Extreme. Possibly the biggest in the entire Coven, and I am planning to kill her. She was the backup host for the Void Heart, meaning she was either being built up as a backup in the event of Alizee's death, something else was going on, or she was that easy to manipulate. She is working with alien organizations plotting to kill me, a person that only had her best interests at heart, all because she let an Apparition feed her a lie. May have to eliminate her for the good of the group.
In the Old Coven, Britney had no clue that Layla existed. She was always distant, but there was something... off about her. They had bigger fish to fry and went on to all but forget about Layla.
However, she got pushed to the forefront when she became the Void Heart's new host.
Desperate to save her from the same fate as Alizee, Britney sealed the Void Heart with the help of Jack, Auri, and Stormy, but that left the issue of Layla. It's obvious that she is hiding something, and Britney wonders if it would have been best to let her kill herself. Britney doesn't trust Layla, even though she puts on the veneer of being friendly with her, as she is hiding something dangerous. Britney believes she is a threat to the rest of the Coven and should be eliminated immediately.
Luna.Inoue
"She just doesn't belong with us. Never have. Never will." _______________________________________________
Liability Rating:High. She is working with the organization that wants to kill me. I have to find some way to get her away from the group without killing her.
Luna and Britney were close as they often worked together. However, when it came to light that she was poaching members of the Old Coven to the Mafia, she was rightfully kicked out (What sane Mafia has kids working for them?). The issue now is the reveal that the House of Cards mafia is after her head; Britney will be adamantly against her worming her way back into the Coven. She is more intelligent than to kill her outright, though, as that would only piss them off more.
Aislin.Rose
"She never realized what we were up against. You can't wish everything away with the power of love and friendship and flowers...." _______________________________________________
Liability Rating:Moderate. Painfully naive. Doesn't understand the full potential of either of her Lux. She could endanger the group, but I doubt it.
Britney never liked Aislin much; she thought she was too idealistic and naive to be of any use. She couldn't see either of Lux's true potential, which was frustrating to Britney. Aislin was extra standoffish against her after the reveal, but so were many people. Britney's glad she didn't answer the call to return.
Kenshiro.Murakin
"I'm glad he's back at the very least." _______________________________________________
Liability Rating:Low. Dependable. Well-liked. An asset we need.
Britney always thought highly of Kenshiro... despite looking like he came out of an anime, he was an instrumental and valuable member of the Old Coven. He was popular and well-liked, and Britney never noticed a noticeable shift in his demeanor towards her. Britney is glad that he is back.
Ayrin/Aaron.Thorne
"A very unique but impractical method of utilizing their own Lux, I say." _______________________________________________
Liability Rating:Miminal. They are powerful and tricky to deal with if push comes to shove, but they have a great head on their shoulders. They are unlikely to threaten the Coven or our mission.
Britney always thought highly of Aaron/Ayrin... even if they thought locking spells to each form was hilariously impractical and had no usage. However, Britney sees Aaron/Ayrin as a friend and another reliable asset in the reformed Coven.
Amara.King
"She always wanted to be something she wasn't. She's playing an angle. She has to be." _______________________________________________
Liability Rating:Ambulant. I don't know much about her, but I have never gotten a read on her, and I doubt that'd change. I will be cordial towards her, but I have my suspicion and eye on her.
Britney and Amara worked a lot during the war against the Stygian Snake, and Britney found her abstraction fascinating. Though, despite it all could never get a read on the woman and thus always kept her at arm's length. However, she was one of the many who was mad at Britney for what she did... and Britney was happy to see that she wasn't at the first or second meeting.
The.Void.Heart
"If I go down, I can at least say you'll never hurt anyone again, you sick bastard." _______________________________________________
Liability Rating:Eliminated (Formerly extreme). Idiotic Apparition. He is too cocky for his good. His downfall was a longtime coming, but his defeat caused us more issues.
Britney never trusted the Void Heart, and then that distrust turned into outright hatred. She thought he was a sick bastard who turned an otherwise innocent young girl into his plaything and tool. Fortunately, he was always an idiot for his age, making eliminating him for good too easy. However, he had more connections than she thought.
NOTE. If you're going to make an NPC, PLEASE DO NOT REMOVE ANY OF THE CODING. This way, I can add your NPC to the appropriate section easily.
[row][cell][h2][b]First Name Here[color=2e2c2c].[/color]Last Name Here (If applicable)[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]NO ANIME, and try not to use an oversized ass photo please[/img]
[b]Age | Name | Pronouns [/b][hr//][i]"Optional quote here."[/i][/center][/cell][cell] [b]Description:[/b] [indent]Write their description here.[/indent]
Name: Aaron/Aryin Thorne. Status: Active/Alive. Pronouns: Any. Age: 26. Type: Adept. Abstraction: Green & Red Lux.
Character Name Here, or get a banner from 1001fonts.com
"Character quote here."
_______________________________________________ First Middle Last
Pronouns | Age | Ethnicity | Height (In Inches) | Weight (Pounds/LB) _______________________________________________ Single word that defines your character. _______________________________________________ Skills & Talents "Quote about Skills here." ___________________________________
[REMOVE THIS. A list of everything your character is good at... just, uh, keep it realistic. If I see one judo black belt with survival skills training, cooking, and rifle training, I'm gonna slap a bitch. REMOVE THIS.] [Skill name here] ⫻ (Brief (or lengthy) explanation of skill/talent here)
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about appearance here."
Essentially how your character looks. Be detailed here. Go over skin color, build, height, hair (including color, style, etc), scars, and other body alterations (Piercings, tattoos, etc). Along with describing clothing style but that's optional.
Psychology ▔▔▔▔▔▔▔▔ "Quote about personality here."
MAIN GOAL ⫻ (What does your character hope to accomplish in life?)
PHILOSOPHY ⫻ (What is your character's outlook on life?)
SECRETS ⫻ (What is your character hiding?)
SEXUALITY ⫻ (Your character's sexual preference?)
FEARS ⫻ (What does your character fear?)
REPUTATION IN OLD COVEN ⫻ (What was their reputation in the old Sycamore Tree Coven? Did they play a part in its dissolution? If they're new, simply place N/A here.)
ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻ (Basically, how did your character aid/hinder the against with the Stygian Snake? If they're new, simply place N/A here.)
FLAWS ⫻ (What holds your character back?)
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about backstory here."
Pretty standard affair. I'm not going to expect a super long essay here, just the basics and whatever.
Abstraction ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about abstraction here."
TYPE ⫻ (Put Adept, Apparition, Aberration (Afflicted/Agent/Adjoined/Abscised/Abominable), Blind or One-Eyed-Open)
ABSTRACTION ⫻ (Put the name of the Abstraction here, with a one-sentence description of what the Abstraction does. If Adept, put what Lux they have, and what their channeler is.)
ABSTRACTION DESCRIPTION ⫻ (Go in-depth with what exactly the Abstraction allows them to do. Please be as detailed as possible because if it's not in the sheet; they can't do it. If Adept, detail every individual spell.)
LIMITS ⫻ (What are the limits to their abstraction? The stronger/more complex the ability, the more limits I want. Remember Emotional-Fields will inhibit the use of certain abstractions on other Paranormal beings.)
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Extra Quote here."
Anyyyything else?
[hider=Character name here][CENTER][h1]Character Name Here, or get a banner from 1001fonts.com/[/h1][/CENTER] [i]"Character quote here."[/i] [table][row][/row][row][cell] [center][img]no anime[/img] [sup]_______________________________________________[/sup] [sub]First Middle Last
Pronouns [b]|[/b] Age [b]|[/b] Ethnicity [b]|[/b] Height (In Inches) [b]|[/b] Weight (Pounds/LB) [sup]_______________________________________________[/sup] Single word that defines your character. [sup]_______________________________________________[/sup] Skills & Talents[/sub] [i]"Quote about Skills here."[/i] [sup]___________________________________[/sup][/center][hider=] [sub][REMOVE THIS. A list of everything your character is good at... just, uh, keep it realistic. If I see one judo black belt with survival skills training, cooking, and rifle training, I'm gonna slap a bitch. REMOVE THIS.] [b][Skill name here] ⫻[/b] (Brief (or lengthy) explanation of skill/talent here)[/sub][/hider]
[/cell][cell][sub][b] Appearance[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about appearance here."[/i]
[indent]Essentially how your character looks. Be detailed here. Go over skin color, build, height, hair (including color, style, etc), scars, and other body alterations (Piercings, tattoos, etc). Along with describing clothing style but that's optional.[/indent]
[/cell][/row][/table][sub][b] Psychology[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about personality here."[/i]
[INDENT][b]MAIN GOAL ⫻[/b] (What does your character hope to accomplish in life?)
[b]PHILOSOPHY ⫻[/b] (What is your character's outlook on life?)
[b]SECRETS ⫻[/b] (What is your character hiding?)
[b]SEXUALITY ⫻[/b] (Your character's sexual preference?)
[b]FEARS ⫻[/b] (What does your character fear?)
[b]REPUTATION IN OLD COVEN ⫻[/b] (What was their reputation in the old Sycamore Tree Coven? Did they play a part in its dissolution? If they're new, simply place N/A here.)
[b]ROLE IN THE BATTLE AGAINST THE STYGIAN SNAKE ⫻[/b] (Basically, how did your character aid/hinder the against with the Stygian Snake? If they're new, simply place N/A here.)
[b]FLAWS ⫻[/b] (What holds your character back?) [/INDENT]
[sub][b] Backstory[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about backstory here."[/i]
[indent]Pretty standard affair. I'm not going to expect a super long essay here, just the basics and whatever.[/indent]
[sub][b] Abstraction[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about abstraction here."[/i]
[indent][b]TYPE ⫻[/b] (Put Adept, Apparition, Aberration (Afflicted/Agent/Adjoined/Abscised/Abominable), Blind or One-Eyed-Open)
[b]ABSTRACTION ⫻[/b] (Put the name of the Abstraction here, with a one-sentence description of what the Abstraction does. If Adept, put what Lux they have, and what their channeler is.)
[b]ABSTRACTION DESCRIPTION ⫻[/b] (Go in-depth with what exactly the Abstraction allows them to do. Please be as detailed as possible because if it's not in the sheet; they can't do it. If Adept, detail every individual spell.)
[b]LIMITS ⫻[/b] (What are the limits to their abstraction? The stronger/more complex the ability, the more limits I want. Remember Emotional-Fields will inhibit the use of certain abstractions on other Paranormal beings.)
[b]WEAKNESSES ⫻[/b] (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU) [/INDENT]
[hider=*Character Name Here*'s Relationships][table][row][cell][h3][b]First Name[color=2e2c2c].[/color]Last Name (If Applicable)[/b][/h3][/cell][cell][/cell][/row][row][cell][center][img]Picture of character here, try not to go too damn big[/img]
[sup][i]"In character quote about character in question here."[/i][/sup] [sup]_______________________________________________[/sup][/center] [color=2e2c2c]...................................................................[/color][/cell][cell]Write description of Character Relations here.[/cell][/row][/table][/hider]
. 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
_______________________________________________
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.
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
_______________________________________________
None to note.
ENEMIES
_______________________________________________
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.
"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.
[center][b]"You're a fine warrior. Call me sentimental..."[/b][/center][table][row][cell][img]https://64.media.tumblr.com/139ceac154751673f3ae0a9fe3c9db14/tumblr_n5ns5eDSUE1spjmjdo1_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/8de527f156d1dcdab59303529f9a2963/tumblr_n5ns5eDSUE1spjmjdo2_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/fdd81701556b497cef877cce8608411e/tumblr_n5ns5eDSUE1spjmjdo3_r1_400.gifv[/img][/cell][/row][row][cell][img]https://64.media.tumblr.com/f4c53df62090bdfc77fc8d4af49bd3bb/tumblr_mp19k0oeBn1spjmjdo1_400.gifv[/img][/cell][cell][center][img]https://i.imgur.com/tiUPmOX.png[/img][/center][/cell][cell][img]https://64.media.tumblr.com/973255b1496b1e15ea88881ee0842923/tumblr_n5ns5eDSUE1spjmjdo4_r2_400.gifv[/img][/cell][/row][row][cell][img]https://64.media.tumblr.com/92b4cd3f3f69445efc0b66dbf4040d4e/tumblr_mp19k0oeBn1spjmjdo3_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/076f8a0494600005276b223a9c34f4df/tumblr_mp19k0oeBn1spjmjdo4_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/91ef2adb4acfaae1ed6e5882900137f2/tumblr_mp19k0oeBn1spjmjdo2_r1_400.gifv[/img][/cell][/row]
[/table][center][b][url=https://www.youtube.com/watch?v=5oBfsNh4c_E]"...but I wish we'd met under different circumstances."[/url][/b][/center][hr][hr][center][img]https://i.imgur.com/RKmK4q0.png[/img]
[img]https://i.imgur.com/N7tTd5u.png[/img]
[youtube]https://www.youtube.com/watch?v=JpOgr4s3GrE[/youtube]
[img]https://i.imgur.com/hFWozfG.png[/img][hr][hr][img]https://i.imgur.com/1efdG4h.png[/img][/center][indent][indent][indent][indent][indent][indent][indent][indent]Currently updating...[/indent][/indent][/indent][/indent][indent][/indent][/indent][/indent][/indent][/indent][table][row][/row][row][cell][img]https://64.media.tumblr.com/f12910313dd47ea9cead1c314f8ab833/tumblr_ntbm31BkSa1sznb4xo3_250.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/fe472fa332e424f66ed2837f2eaf23c9/tumblr_ntbm31BkSa1sznb4xo4_250.gifv[/img][/cell]
[cell][img]https://64.media.tumblr.com/fb00b50c1dbf289d9140c30a7a332011/tumblr_ntbm31BkSa1sznb4xo8_250.gifv[/img][/cell][/row]
[row][cell][img]https://64.media.tumblr.com/ec26b8c0fcc1da9903b62bf0022ce62c/tumblr_ntbm31BkSa1sznb4xo5_250.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/468eaf4ed38d54774f2d3fd269296f74/tumblr_ntbm31BkSa1sznb4xo6_250.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/23bf4bb5ad09c631a81860f2f822ccce/tumblr_ntbm31BkSa1sznb4xo7_250.gifv[/img][/cell][/row][center][img]https://64.media.tumblr.com/30d05b58ba9137c6662a93a96bfa527a/tumblr_ntbm31BkSa1sznb4xo2_400.gifv[/img][hr][/center]
[center][b]"I'm a dominant..."[/b][/center][/table][center][hr][b][url=https://www.youtube.com/watch?v=v31J3arX5Kg]"... This is my job."[/url][/b]
[img]https://64.media.tumblr.com/e91570ee96f9a973747062884eeea1ce/tumblr_ntbm31BkSa1sznb4xo1_400.gifv[/img][hr][/center][table][center][img]https://i.imgur.com/XFCLhxV.png[/img][/center][row][/row][row][cell][center][b][color=forestgreen]REALLY PUNCHY GUYS[/color][/b]
[sup]_______________________________[/sup]
[b][@redbaron1234]
[@Kamen Evie]
[@KaiserElectric]
[@Drag]
[@KremeSupreme]
[@Megsychan]
[@Oddsbod][/b][/center][/cell][cell][center][b][color=forestgreen]THE DISAPPOINTMENT CLUB[/color][/b]
[sup]_______________________________[/sup]
[b][@Spoopy Scary]
[@Junkmail]
[@Maxx]
[@Luminous Beings]
[@Dragonbud][/b][/center][/cell][cell][center][b][color=forestgreen]OTHER SCRUBS[/color][/b]
[sup]_______________________________[/sup]
[b][@Zombiedude101]
[@Lord Wraith]
[@FernStone]
[@Atrophy]
[@Moth]
[@Skai]
[@silvermist1116][/b][/center][/cell][/row][/table][table][center][img]https://i.imgur.com/GXlptHc.png[/img][/center][row][/row][row][cell][center][b][color=forestgreen]SETTINGS[/color][/b]
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[b][url=https://www.roleplayerguild.com/topics/183613-the-tyrant-shell-universe]The Tyrant Shell Universe[/url][/b] - Mechapunk (Mecha and Cyberpunk mixed together).
[b][url=https://www.roleplayerguild.com/topics/183624-the-black-fall-universe]The Black Fall Universe[/url][/b] - Modern-Superhuman tale.[/center][/cell][cell][center][b][color=forestgreen]LINKS[/color][/b]
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[b][url=https://discord.gg/4FznNGS]The Collective[/url][/b] - My Discord Server.
[b][url=https://www.roleplayerguild.com/topics/183740-the-ghost-lounge-a-1x1-thread-thats-destined-to-go-places-bad-places]The Ghost Lounge[/url][/b] - My 1x1 Thread.
[b][url=https://www.roleplayerguild.com/topics/183358-the-ghost-archives]The Ghost Archives[/url][/b] - Character storage.[/center][/cell][/row][/table][table][row][/row][row][cell][img]https://steamuserimages-a.akamaihd.net/ugc/928186361494425545/93DB229F54AD7363FF943FAF9627A2056CE6A354/[/img][/cell][cell][center][img]https://i.imgur.com/wmKBNmF.png[/img][/center][/cell][cell][img]https://64.media.tumblr.com/aab171d51ab0877e8cb44ef26725c12f/tumblr_mmijotYZ851spjmjdo1_r1_400.gifv[/img][/cell][/row][row][cell][img]https://64.media.tumblr.com/a8b92dee73766c54e1c588067f7b05e9/tumblr_mmijotYZ851spjmjdo2_r1_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/c6db94e7f43a0116556b31237e9394cb/tumblr_oetl2fk7YA1r9ibuko1_400.gifv[/img][/cell][cell][img]https://64.media.tumblr.com/d85b9d9f883fcf1e71cad4d1b5c574e2/tumblr_oetl2fk7YA1r9ibuko2_400.gifv[/img][/cell][/row][row][cell][/cell][cell][img]https://64.media.tumblr.com/827528918c7f7bf2672681b30b851654/tumblr_otjspp0ccf1u0vn73o1_400.gifv[/img][/cell][cell][img][/img][/cell][/row][/table][center][b][url=https://www.youtube.com/watch?v=XnvqcSKho5w]"Oh, I'm afraid we have no allies. No allies nor enemies. I love EVERYONE!"[/url][/b][/center][hr]