Secrets of Candlewick (Supernatural Romance-Fae and WereCreatures-LGBT Friendly)

Started by Crash, June 08, 2015, 09:34:53 PM

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Crash


Candlewick Township and the Vale gather secrets.  Rarely is anyone as they seem and everyone is hiding some sort of secret.  Fairy Courts via for power as the seasons change and bind people with glamour-filled oaths. Werecreatures lurk on the outskirts of the vale hungering for the power that leaks into the vale from Arcadia and Vampires manipulate human puppets for their own mysterious reasons.  Humans still far outnumber the supernatural entities and while most do not believe such creatures exists the presence of so many creatures has given rise to enough lore that all residents have heard tales of cold iron, silver and fire.

You are…
Supernatural or Human and a resident of Candlewick Vale.  You may have been taken from Candlewick Vale by one of the True Fae when you were little and escaped or one of the many free Fae that have long lived away from Arcadia for fear of the capricious and amoral True Fae. The walls between Arcadia and Candlewick are thin allowing for escape from the insanity and Chaos that is Arcadia.  This thin vale has attracted other supernatural creatures and mortals searching eldritch power that they do not understand.  These other supernatural creatures are fewer and farther between than the exiled Changelings and the Fae Court does much to keep it that way.

The presence of so many unnatural entities has not gone unnoticed by the human population of Candlewick Vale despite the Courts efforts to conceal themselves from humans.  Residents born and raised in Candlewick Vale are often sensitive to the supernatural though they have no idea what it is that bothers them.  The current options for characters are fae members of the Changeling Courts, werecreatures, vampires or mortals.  Werecreatures and vampires are limited for availability as these creatures are volatile and often chased out of the Vale.

This game is…
a freeform sandbox supernatural mystery romance LGBT friendly game.  It will be very player driven and am looking forward to seeing where the players take it.  I have taken elements from other games such as Changeling the Lost and Dirty Secrets of Candlewick Manor to create the background and setting for the game and will probably poach more as the game progresses.  I plan to open threads with some descriptors and plot hooks that players can run with if they want or ignore and make their own.

Candlewick Vale
This is Candlewick Vale, a geologically and geographically unlikely valley somewhere in New England, though it has some distinctly Old England elements as well. It may be the 1930s. Cars are big and loud. Clothing is quaint. Children’s shoes are stiff and uncomfortable. Telephones are big and brassy. But it isn’t really the 1930s. It is a time when little towns in the boonies can stay isolated, get weird and inbred, when people are suspicious of outsiders and like things the way they are. So really, Candlewick Vale is a time out of time, and a place out of place. The Changelings like it this way.

The Vale is bordered by mountains, with a river running down the center. The river runs to the sea, as do the mountains, though they curve and jag north, creating sea cliffs. There’s a bog, a dark forest, a jagged peak nobody has survived climbing, and in the foothills wander sheep, farms, and the huge wound of the shale pits. From the mountain they used to mine silver and lead, but now only lead remains. At the shore fishermen fish and townsfolk take in the sea. Candlewick Township is itself a Byzantine sea of corruption behind smiling neighborly faces. And here and there, in the hidden places, in the cracks, beneath the cold blue sea, there are monsters, lurking, waiting . . . for a meal . . . or a friend.

Candlewick Township
The town is picturesque. Cobbled streets, flower beds, seasonal banners and flags. The Chamber of Commerce sees to it that all the businesses keep up a good appearance. It is bad if they don’t. Bad for them. Most folks in town are very keen on keeping it quiet, respectable, prosperous, and with keeping the damned property taxes low.

The main streets of the town are the north-south Elder Avenue and the east-west Old Run Road. Crossing the square in the center changes how people reference their address, “East Old Run Rd” or “West Old Run Rd.” Off these main streets is a warren of roads which grew up organically, as cow paths and walking trails were paved or graveled, and houses built. Most of Candlewick Township’s residents live within an easy walk of the square.


Supernaturals available
Changelings


Ranks within the Courts
King/Queen – Highest ranking court member (one of each court)
Prince/Princess – Sons or Daughters of the Ruler
Lords and Ladies – Nobles not the Royal Family
Knight – Soldiers, Police, Thugs
Other court positions: Jester, Seneschal…whatever the King or Queen wishes to create
Commoners – Everyone else

Changelings can choose to not have a court at all but will not have a mantle to start with.


Faceclaim
Eva Green is reserved for Tinkertoy
Marion Cotillard is reserved for Tinkertoy
Summer Glau is reserved for Loves
Beata V is reserved for Red Tempest
Rhona Mitra is reserved for Red Tempest
Sam Elliot is reserved for Crash
Ethan Hawke is reserved for Skyre
David Belle is reserved for Heartsink
Soo Joo Park is reserved for Niferbelle
Mathias Laurent is reserved for Niferbelle
Angie Everhart is reserved for bubby
Emilia Clark is reserved for Haloriel
Lena Fujii is reserved for Dhi
Zara Axeronias is reserved for Bloodied Porcelain
Lily Aldridge is reserved for Pixy
Mary Elizabeth Winstead is reserved for wigglebiscuit
Jonathan Rhys Meyers is reserved for Praxis
Alexander Skarsgard is reserved for cabalxxvi
Avril Lavinie is reserved for Ghostraven

Game Threads

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash

~Changelings~

Origins
The Fae of the Mortal world come in three broad types.  Those exiled from Arcadia, those that chose to escape Arcadia and those Fae born in the Mortal world.

Changeling Courts
The Changeling Courts rule over the supernatural entities of Candlewick Vale.  They are not large compared to big cities, but the thin walls between Arcadia and the Vale ensure an abnormal number per number of humans.  Rule of the courts change with the seasons, an Oath long ago bargained with the seasons to gain the Mantle each court possesses.  This also ensures that one court does not gain too much power and risk the delicate balance between humans and others.  The court with the most Fae at the start of game will be the opening rulers.  Some of the other supernaturals become members of the courts but do not gain the mantle unless they take an oath to the King or Queen of the court. A number of werecreatures have joined the Court of Summer and a Vampire or two have joined the Autumn and Winter Courts.

Court positions available to start.  They do not all need to be filled.
King or Queen of Spring Court - Haloriel
King or Queen of Summer Court - bubby
King of Autumn Court - Tinkertoy
King or Queen of the Winter Court - Red Tempest
Lords and Ladies of each court
Knights of each court

Court of Spring (The Antler Crown, The Emerald Court, The Court of Desire)

The Court of Desire serves as a support group for its members as much as a governing body. For every refugee who truly embraces the concept of living well in order to live at all, there are two who play the game and hide their shame. Being among others struggling the same way strengthens all of them, helps them go on. The reinforcement the Court provides is the reason it and many of its members have survived so long. So, what members of the Spring Court do, they do with style. They must enjoy life and steal Faerie’s thunder, which they do by making their existences beautiful as well as enjoyable. Changelings of this Court seek the most poetic aspect of any effort, from poignant stanzas and cleverly appropriate bargains to something as simple as walking gracefully to the bus. Bearers of the Emerald Mantle practice equal elegance in their interactions with others. Their wit and eloquence naturally attract allies and acquaintances whom, in a pinch, they can call upon or manipulate when necessary.

Changelings in a Spring Court pursue their every action with elegant grace, and they refuse to neglect their own pleasures. Many of them are very serious about seeing their own desires met, to the point where people might call them narcissistic egoists. Few admit that a Spring courtier has a very good reason to pursue his own interests, and that that pursuit requires an iron will and a self-control to rival any recovering addict.

A proper member of the Spring Court is devoted to meeting her own desires and doing so elegantly, but also to helping other members meet their desires. A changeling who can not just emulate Spring’s rebirth but help carry it to others is one who has the Court’s respect. A courtly Knight proclaims his love for the maiden in every artfully careless step and revels in it, but it is better if his proclamation gives the maiden the opportunity to gently swoon and become ravished just as she desires. A changeling scientist constructs her lab such that every Bunsen burner and bubbling flask speaks volumes about the sanity she delights in pretending is lost, but it is better if her research assistant has the opportunity to thematically rail against her madness before storming out the door in secret joy. Anyone is welcome to join the Spring Court

The Antler Crown displays itself extravagantly, holding little back. The Court’s colors are the vibrant blues and greens of its season — the green of new growth and the pale, infinite blue of an unclouded sky. Courtiers occasionally make use of the lighter tints of winter to signify the transition. Symbols common in Spring Court heraldry include an antlered crown (naturally), dawn, spring flowers or buds, the eastern direction, ribbons, a rapier and main gauche, a lance, the imagery of wings, a fox or rabbit, a robin or sparrow, a well-maintained phonograph or vinyl record, a lace handkerchief and a needle, among others.

Court of Summer (The iron Spear, The Crimson Court, The Court of Wrath)

To members of the Summer Court, everything is something they must learn to endure and overcome. But not alone. A changeling’s family, friends and kinship with humanity have been stolen from him, but the Court offers a new family. Enemies of the changelings are to be faced and defeated. Not all members of the Court are strong, but all of them see strength as the best means to achieving their security on Earth. Strength is an ideal for them, the ability to weather what the world forces on them and the power to shape events to the changeling’s best interests.

Courtiers who do not wield such strength pursue it, and the Court supports its members in their pursuits. The ideal manifests in many ways, from the simple brute who can take a punch (or a dozen) and dish it all out to the political fixer with the backup to stay connected and the clout to direct policy. For some, breadth of ability is another measure of strength. No changeling has the freedom to fight in only a single arena, so being capable in more than one is considered another expression of strength.

The Court’s need to test itself causes them to champion fae society in other causes as well, often without being asked. Members of the Summer Court stand between the Courts and other supernatural threats, such as vampires or mages, and they act to stop human institutions that would do the fae harm, for example, investigative reporters and paranormal conspiracies.

Changelings who join the Summer Court are usually the more direct, conflict-minded refugees from Arcadia. When they see an assault, their solution is to fight back. To such a person’s eyes, webs of intrigue and plotting nearly beg to be torn down around their weavers. Their instinct after their escape is to pick up what pieces there are, suffer what they must and spit the Fae’s hospitality right back in Their faces Some fae see those who join the Summer Court as leftovers from the other Courts. They aren’t elegant enough for Spring, inquisitive enough for Fall or crafty enough for Winter, so they end up in Summer. These are stereotypes too often applied and only partially correct. A changeling who is none of those things and also not a fighter remains Courtless. And all too often, the other Courts recognize the Summer Court as a changeling’s destination before any Summer courtier meets her. The fae has the strength and will to fight, yes, but also seeks a foundation for her wrath. She needs a knightly brotherhood sworn to defend the refugees and destroy their enemies, because that is exactly what she burns to do. Nearly all members of the Summer Court appreciate the direct application of force for its usefulness and elegance. Few restrict their study of direct conflict to brute-on-brute fights, though, and none of them ignore that most of their enemies use less straightforward tactics. One courtier knows exactly how to read the intricacies of politics, and exactly when to cut through them with truth like a knife. Another undermines others in arguments, unsubtly but very effectively, and can sway crowds to her whim. The strategist sees where the enemy commanders must move their troops, and stations her soldiers in the perfect place to stop them.

The Court of Wrath displays itself proudly, daring its enemies to approach. The Court’s colors are the rich greens of forests and open fields of grass, a spread of reds, from the succulent strawberry red of full summer to the red of hot metal and forest fires and the bright yellows and oranges of the sun at its zenith. Symbols common in their heraldry include an assortment of weapons (the spear, sword and mace are all common, sometimes all together), a shield, sunflowers, summer berries, a bright sun or a full moon, flames or fire, a mushroom cloud, a boar, a badger, an eagle, gold (the color or the substance), iron, a bloody pen or quill and a fist, among others.

Court of Autumn (The Leaden Mirror, The Ashen Court, The Court of Fear)

Autumn courtiers are the most likely to seek out the thinning walls between Arcadia and Earth and other places of power, because that is where there is more to learn. Every Contract is another sword to wield, another shield between her and the True Fae and another rainbow cast by the otherwise lonely rain. This Court encourages subtler solutions to problems that face fae society.

Autumn Court members rarely try to match their enemies eye to eye and fist to fist. One would much rather lead a foe into a trap or trick an opponent into attacking the wrong target — minimum force for the maximum result. To a degree, it’s just efficiency. It lets the changeling spend as little effort as possible and get back to other things. But it’s also common sense, honed by fear: when you’re fighting with your enemies’ weapons and don’t know exactly how they work, you use them as little as possible.

Autumn Court members often explore the boundaries of Arcadia, seeking a glimpse of its wonder. Others explore the limits of known pacts and their interactions with each other — some take a very scientific approach to such things, while others refuse to explain magic with reason. Daring Ashen courtiers try to effect new pacts, expanding the breadth of changeling magic and
developing Contracts that the Fae could not match.

There is more to the supernatural than just the Fae, and the Autumn Court knows that better than most. Its members explore — carefully, cautiously, with great (and very reasonable) reservation — the worlds of werewolves, mages and other supernatural
creatures. One never knows where one might find an ally. Or a new weapon.

Every member of the Ashen Court has a little voice that misses magical Arcadia. The best prospective members of the Court are
creative and inquisitive, but in the end, they are also in love with magic. There are creative ways to make war without magic, and there are questions one can ask that only concern earthly subjects. Changelings join this Court because they want to change the world obliquely by pushing through dimensions of trust and poetry that most people ignore. All eventually deal with the conflict of surrounding themselves with what the strove so long to escape, but it often takes some time. Courtiers of Autumn seek alternative solutions to surmount their obstacles. A member would rather sweep the legs out from an opponent than push him over, and luring him onto a patch of ice is more attractive than either. One might spread a rumor to draw out their enemies instead of planting real bait to attract them. Either way, changelings attracted to this Court generally lean away from the most direct path. Unless, of course, it’s the best.

Though all members of the Court involve themselves with magic, many specialize in certain fields and expand their mastery of other disciplines. Even those who relegate the study of magic to secondary importance apply the Autumn Court’s method of problem solving to the rest of their lives. The businessman who outsourced before outsourcing became “cool,” the scientist
who gives outlandish theories a chance and the teacher who neatly sidesteps the principal’s wrath are all people who could join the Autumn Court. But magic has a price. Changelings who practice too carelessly find themselves growing apart from Earth again. Worse, some of them don’t realize howmuch of their humanity they are giving up for their gramarye.

The Leaden Mirror is oblique in its symbolism. The colors of the Court are those of Autumn: the red, yellow and orange of dying leaves, mixed with the gray of a overcast sky or the brown of a bare tree. Symbols commonly used with the Autumn Court include fallen leaves and branches, wilting grass, falling raindrops, lightning, rising smoke, sheaves of wheat, bushels of harvested fruit, an owl, a raven and crow, a vulture, a blowfish, a snake, a spider, a bed, a vintage automobile, an eyeglass, looking glass or a magnifying glass, a book, a rowan wand and a candle burning down, among others.

Court of Winter (The Silent Arrow, The Onyx Court, The Court of Sorrow)

Winter's nature was beautiful violence, stark clarity, and killer instinct pitted against the season of cold and death—the will and desire to fight, to live, even when there was no shelter, no warmth, no respite, no hope, and no help.  Winter Fae are those most associated with the human legends of the Unseelie.  They are cold, sorrowful and seemingly unemotional until they unleash their anger is sudden bursts. They use subterfuge and guile in every aspect of their lives

When fitting into human society the Winter Court members become almost invisible. At a coffee shop, a Winter Court member makes an effort to be kinda hip and kinda pretentious. On the street at night, he’s just another fellow in a windbreaker with a baseball cap. Even in situations where nobody quite fits in — a diversity rally, for example, or an event where punk rockers mingle with the upper class — the changeling may not fit in, but he fits in more than that guy. The changeling’s not the stuffiest rich guy, or he’s not the most-tattooed, most-pierced punk, and he gets glossed over.

This is all part of the Court’s effort to go unnoticed by their enemies. Not fitting into human society is a dead giveaway, so the Winter Court makes a point of fitting in seamlessly. Even the other humans barely notice Winter Court members, but not
to the point of ignoring them. That would also reveal the hiding changelings.

The Onyx Court Lords very from coldly alien to starkly, perfectly human in look.  While the lesser court members true visages can be down right hideous.  Darkness and Shadows are the Winter Courts allies and they use it to their advantage.  You will not see a Winter Court attack coming until it is to late. 

Onyx courtiers manifest their callings in different ways. The commander manages to distract the enemy but never actually get caught in battle. Nobody notices the Winter socialite, but he’s there soaking up information just the same. They make excellent silent partners in businesses. And not all of them avoid notice — but even those that don’t influence others perceptions of who or what they are. A popular emcee may look harmless, but he’s shaping the thoughts of hundreds, thousands or more fans.

The Court’s colors are white and black. The Court occasionally mixes in a gray, but the colors are almost always highly contrasted. Some symbols commonly used by the Court are an arrow, a stiletto, icicles, holly leaves, a silenced pistol, a wolf, a mouse, a hare, a mole, a stark tree, a gray mist or fog, an eclipse or a waning moon, a bearded man and others.


Changeling Abilities

Love lived – Outside of Arcadia changelings are mortal though love lived.  Changelings need glamor to live and use their magic.  Glamour is gained from strong emotions or dreams and can be gathered in one of three ways.  Items from the outskirts of Arcadia such as goblin fruit contain glamour, but more commonly Changelings feed on the emotions of humans.  This can be done by leeching already present emotions from humans, stepping into a mortals dreams and stealing a little bit of their dream for yourself or reaping which is inciting quick burst of emotions.  Reaping is not as nourishing as leeching and can cause severe emotional trauma of done repeatedly.

Glamour – The art of making one thing look like another.  All Changelings have this ability to some extent.  Their true selves and all things made of glamour or from the hedge appear mundane to human eyes unless the human has been glamoured in which case they can see the Changelings as they truly are.  Many Changelings learn to expand their use of glamour to spin incredibly realistic illusions. 

Oath Spinning – The Changelings take oaths and promises very seriously.  A true oath will state what is expected of the Changelings and the thing they are oathsworn too and what the repercussions are to both parties should they break this oath.

Contracts – Powerful oaths the True Fae bargained for at the beginning of all things.  These Oaths were taught to the Changeling before they escaped Arcadia.
   
Example Contracts -

Contract of Dreams – Entering and Manipulating Dreams
Contract of Mirrors – Shapechanging and Appearance Manipulation
Contract of Artifice – Ability to magically create, destroy or repair items
Contract of Darkness – Control over Darkness
Contract of Elements – Control over an Element (Choose one element)
Contract of Talon and Fang – Take on animal characteristics
Contract of Stone – Gain the endurance and might of Stone
Contract of Desire – Manipulate Desire
Contract of Wraith – Manipulate Wraith
Contract of Fear – Manipulate Fear
Contract of Sorrow – Manipulate Sadness

Mantle – Changelings that chose a court gain some aspects of the season they chose.  The higher they go in their Court the stronger the Mantle gets and it manifests around them to other Changelings.  The mantle can be suppressed if the Changeling chooses.
   
Mantle of Spring – Manipulation of growth and rejuvenation.   Mantle originally manifests as something fresh and rejuvenated. Fragrant drafts of spring air are common, and images of slowly growing plants are far from unknown. Higher court members have Flowers grow up where they step and things appear more lively around them.
   
Mantle of Summer – Manipulation of heat and light.  The mantle demonstrate aspects of heat such as heat distortions and the sensation of a dry, warm wind are common.  Higher ranking court members make these manifestations stronger with non-glamoured humans able to detect the mantle can feel a physical heat rising from it and sometimes feel dried out.
   
Mantle of Autumn – Manipulation of harvest and weather.  The mantle displays the occasional dead leaf on the wind (moreso during the height of the season), lit candles or the vines of harvest-time plants. The mantle shows the lesser aspects with more frequency as the changelings rank grows and occasionally appears to kill nearby plants with frost, or at least make them wither. People who can  perceive the seeming also feel occasional chills, not usually associated with temperature.
   
Mantle of Winter – Manipulation of Cold.  The mantle simply looks stark, as if it were clearer or easier to see than others. When invoking a Contract, snowflakes may whisk through the image of the changeling.  Cold wind and swirling snowflakes may accompany a high ranking court member when using a contract.

Were-creature Abilities

Were-creatures will always have a bit of the animal peaking through even when in human form.  It is less than when in the other form but the heightened senses are always there, just better in animal form.  When in animal form they are more instinctual but still retain more intelligence and recognition than a normal animal would. The animal and human side is always there one is just more pronounced in a given form.


Mortal – Were-creatures have a normal lifespan

Shapeshift – Can change into the animal they represent or a half man half animal version of that creature.  In the half animal form they display heightened aggression.

Heightened Senses – In any form a were-creature has heightened senses.  This includes seeing changelings in their true forms unless hidden by a contract.

Heightened Physical Abilities – How this manifests depends on the type of animal.  A werewolf is strong and fast, but not as strong as a werebear or as fast as a werecougar. 

Full Moon Lunacy – Were-Creatures are unstable under a full moon.  The Changelings believe these creatures broke a contract with the Moon in ancient times and this is their punishment.

Hard to Kill – Must be killed with Silver or Fire.  Regenerates other forms of damage over time.

Fear – In their half man half creature form they terrify normal humans

Vampire Abilities

Immortal – As long as a vampire can feed and does not meet a violent end they can live forever

Drinking Blood – Vampires need blood to live.  A vampire recently topped off looks human.  A hungry vampire is pale and drawn to the point of looking feral.

Heightened Senses – Vampires can hear heartbeats and smell blood.  They can also see Changelings as they really are.

Mesmerize – Vampires have a strange pull over humans that can make the weak minded of them pliant to their wants.

Hard to Kill – Must be staked and burned or beheaded.  Regenerates damage with feeding.

Mortal Abilities

None normally but there are some options.

Sensitive – Sensitive mortals can sense of the otherness of supernatural creatures.

Hedgemagic – This covers most ritualistic forms of magic.  This is not throwing fireballs this is protection circles, hexes, exorcisms…etc.

Glamoured – This is a temporary situation where a changeling glamours a mortal so that can see the supernatural for what it really is.

Other supernatural abilities will be considered.


Changeling Character Sheet

[float=right][img height=400 padding=8]http://<insert image][/img][/float][b]Name:[/b]
[b]Player:[/b]
[b]Concept:[/b]  <What kind of Changeling are you?  Fairy Lord, Pookha, Tinkerer, Djinn, Succubus, Troll, Goblin…etc…>
[b]Dirty Secret:[/b]  <Everyone should have a dirty little secret.  It should at least be embarrassing, but could be dangerous.  I do not want a bunch of serial killers, but am interested to see where people take this.  Give it a lot of thought.>

[b]Court:[/b] <Spring, Summer, Autumn, Winter or Independent>
[b]Court Rank:[/b] <Does your Changeling hold a title in their court?>
[b]Sex:[/b]
[b]Age:[/b]
[b]Orientation:[/b]
[b]On’s:[/b] <Please include a link to your own On’s in addition to any On’s your character may have.>
[b]Off’s:[/b] <Please include a link to your own Off’s in addition to any Off’s your character may have.>

[b]Appearance:[/b]
Hair:
Eyes:
Height:
Weight:

[b]Description:[/b]
<Written description of character, images or both.  Include a description of your character’s Fae self and what they look like in human form.  Include a description of your mantle as well of you are a member of one of the courts.>

[b]Personality:[/b] <Give me five traits that describe your character’s personality and explain why each trait fits your character>

[b]Changeling Abilities:[/b]

[i]Long lived[/i] – Outside of Arcadia changelings are mortal though love lived.  Changelings need glamor to live and use their magic.  Glamour is gained from strong emotions or dreams and can be gathered in one of three ways.  Items from the outskirts of Arcadia such as goblin fruit contain glamour, but more commonly Changelings feed on the emotions of humans.  This can be done by leeching already present emotions from humans, stepping into a mortals dreams and stealing a little bit of their dream for yourself or reaping which is inciting quick burst of emotions.  Reaping is not as nourishing as leeching and can cause severe emotional trauma of done repeatedly.

[i]Glamour[/i] – The art of making one thing look like another.  All Changelings have this ability to some extent.  Their true selves and all things made of glamour or from the hedge appear mundane to human eyes unless the human has been glamoured in which case they can see the Changelings as they truly are.  Many Changelings learn to expand their use of glamour to spin incredibly realistic illusions. 

[i]Oath Spinning[/i] – The Changelings take oaths and promises very seriously.  A true oath will state what is expected of the Changelings and the thing they are oathsworn too and what the repercussions are to both parties should they break this oath.

[b]Contracts:[b] <Changelings can start with two contracts.  You can use any of the example ones or submit your own.  These should fit with your type of Changeling and your background.>

[b]Oaths:[/b] <If you enter an oath with someone it should be entered here.  All court fae have entered into an Oath with their court to gain their mantle.>

[b]Background:[/b] <What were you in Arcadia or have you even been their?  Have you lived in the Vale you entire life?  If so what was your life like?  If you did not grow up in Candlewick where did you grow up and how did you stumble onto the Vale?  Where do you work or how do you make a living?  I need at least three long paragraphs of background but prefer more.  If I think you are short on background I will ask you to expand it> 



Were-Creature Character Sheet

[float=right][img height=400 padding=8]http://<insert image][/img][/float][b]Name:[/b]
[b]Player:[/b]
[b]Concept:[/b]  <What kind of Were are you?  Werewolf, Werecoyote, Wereraven, Werecougar, Werebear…please only pick animals indigenous to the United States>
[b]Dirty Secret:[/b]  <Everyone should have a dirty little secret.  It should at least be embarrassing, but could be dangerous.  I do not want a bunch of serial killers, but am interested to see where people take this.  Give it a lot of thought.>
[b]Sex:[/b]
[b]Age:[/b]
[b]Orientation:[/b]
[b]On’s:[/b] <Please include a link to your own On’s in addition to any On’s your character may have.>
[b]Off’s:[/b] <Please include a link to your own Off’s in addition to any Off’s your character may have.>

[b]Appearance:[/b]
Hair:
Eyes:
Height:
Weight:

[b]Description:[/b]
<Written description of character, images or both.  Include a description of your character’s human, animal and half human half anima forms>

[b]Personality:[/b] <Give me five traits that describe your character’s personality and explain why each trait fits your character>

[b]Were Abilities:[/b]

[i]Mortal[/i] – Were-creatures have a normal lifespan

[i]Shape change[/i] – Can change into the animal they represent or a half man half animal version of that creature.  In the half animal form they display heightened aggression.

[i]Heightened Senses[/i] – In any form a were-creature has heightened senses.  This includes seeing changelings in their true forms unless hidden by a contract.

[i]Heightened Physical Abilities[/i] – Base these off of your were creature. 

[i]Full Moon Lunacy[/i] – Were-Creatures are unstable under a full moon.  The Changelings believe these creatures broke a contract with the Moon in ancient times and this is their punishment.

[i]Hard to Kill[/i] – Must be killed with Silver or Fire.  Regenerates other forms of damage over time.

[b]Oaths:[/b] <If you enter an oath with someone it should be entered here.>

[b]Background:[/b] < Have you lived in the Vale you entire life?  If so what was your life like?  If you did not grow up in Candlewick where did you grow up and how did you stumble onto the Vale?  Where do you work or how do you make a living?  I need at least three long paragraphs of background but prefer more.  If I think you are short on background I will ask you to expand it> 


Vampire Character Sheet

[float=right][img height=400 padding=8]http://<insert image][/img][/float][b]Name:[/b]
[b]Player:[/b]
[b]Concept:[/b]  <If you were going to describe your character in one sentence or less how would you do it?>
[b]Dirty Secret:[/b]  <Everyone should have a dirty little secret.  It should at least be embarrassing, but could be dangerous.  I do not want a bunch of serial killers, but am interested to see where people take this.  Give it a lot of thought.>
[b]Sex:[/b]
[b]Age:[/b]
[b]Orientation:[/b]
[b]On’s:[/b] <Please include a link to your own On’s in addition to any On’s your character may have.>
[b]Off’s:[/b] <Please include a link to your own Off’s in addition to any Off’s your character may have.>

[b]Appearance:[/b]
Hair:
Eyes:
Height:
Weight:

[b]Description:[/b]
<Written description of character, images or both.>

[b]Personality:[/b] <Give me five traits that describe your character’s personality and explain why each trait fits your character>

[b]Vampire Abilities:[/b]

[i]Immortal [/i]– As long as a vampire can feed and does not meet a violent end they can live forever
[i]Drinking Blood[/i] – Vampires need blood to live.  A vampire recently topped off looks human.  A hungry vampire is pale and drawn to the point of looking feral.
[i]Heightened Senses[/i] – Vampires can hear heartbeats and smell blood.  They can also see Changelings as they really are.
[i]Mesmerize[/i] – Vampires have a strange pull over humans that can make the weak minded of them pliant to their wants.
[i]Hard to Kill[/i]– Must be staked and burned or beheaded.  Regenerates damage with feeding.

[b]Oaths:[/b] <If you enter an oath with someone it should be entered here.>

[b]Background:[/b] < Have you lived in the Vale you entire life?  If so what was your life like?  If you did not grow up in Candlewick where did you grow up and how did you stumble onto the Vale?  Where do you work or how do you make a living?  I need at least three long paragraphs of background but prefer more.  If I think you are short on background I will ask you to expand it> 


Human Character Sheet

[float=right][img height=400 padding=8]http://<insert image][/img][/float][b]Name:[/b]
[b]Player:[/b]
[b]Concept:[/b]  <If you were going to describe your character in one sentence or less how would you do it?>
[b]Dirty Secret:[/b]  <Everyone should have a dirty little secret.  It should at least be embarrassing, but could be dangerous.  I do not want a bunch of serial killers, but am interested to see where people take this.  Give it a lot of thought.>
[b]Sex:[/b]
[b]Age:[/b]
[b]Orientation:[/b]
[b]On’s:[/b] <Please include a link to your own On’s in addition to any On’s your character may have.>
[b]Off’s:[/b] <Please include a link to your own Off’s in addition to any Off’s your character may have.>

[b]Appearance:[/b]
Hair:
Eyes:
Height:
Weight:

[b]Description:[/b]
<Written description of character, images or both.>

[b]Personality:[/b] <Give me five traits that describe your character’s personality and explain why each trait fits your character>

[b]Supernatural Abilities or Special Skills:[/b]
<Is your character simply a mortal or are the something a little more.  Are they a sensitive? A witch? Glamoured?  I am open to suggestions and player creativity here.>

[b]Oaths:[/b] <If you enter an oath with someone it should be entered here.>

[b]Background:[/b] < Have you lived in the Vale you entire life?  If so what was your life like?  If you did not grow up in Candlewick where did you grow up and how did you stumble onto the Vale?  Where do you work or how do you make a living?  I need at least three long paragraphs of background but prefer more.  If I think you are short on background I will ask you to expand it> 




   




   


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash

~Notable Vale Locations~

Valley Lowlands
Winding through the Vale, and defining its lowest point is the Bent Stick River, fed from creeks and streams running down out of the mountains, swollen with winter melt and spring rains, low and sullen during summer and fall dry spells. The township grew up on the river, as a waypoint for the mines and mills shipping their products downriver, to the waiting ships at the docks. That trade has mostly dried up, but the town still owes its existence to the Bent Stick. But the town isn’t the only thing in the Valley Lowlands.

Bent Stick River
The river itself runs a fairly short distance, but builds from a mere crick at the vale’s western boundary, growing quickly, and running clear over smooth rocks. By the time it reaches Candlewick Township, it’s navigable by shallow draught boats and barges, but it loses its clarity from all the farm runoff and the town’s semi-treated effluvia.

COLOR : The river changes for the worse when it meets the people of Candlewick, growing murky and picking up a certain odor in the summer. When it is young and innocent, just down from the mountains, it is bright and cold, running fast and carefree. It rushes past the township and carries filth and waste, and sometimes the dead, out and away to sea.

HOOKS : The Bent Stick is a frequent choice for adventurous field trips aboard canoes or inner tubes. It is considered very educational and bracing to be thrown into the freezing water when the boat hits a rock. Riding the Bent Stick all the way to the ocean is a good way to see the vale. It’s also a good way to drown. Nobody talks about how many have died in the Stick, but some call it the Bent Styx, and when they say it you can hear the “X” at the end.

Ironmonger Bog
A huge swath of the vale’s eastern end, mostly south of the river, is given over to bogland. Misty and mucky, treacherous, too. Before Mercer Standish bought it, it was just called The Bogs, but when they were dragging it for the body of Bethany Vandirmine’s boy, they came up with chunks of rusty iron, bog iron. And the bog was lousy with it. Somehow, Mercer Standish found this out, and using the acumen which made him his fortune, purchased the whole of the bog from Old Man Snap. The damage he’s doing to the bog, dredging it for iron, is incalculable.

COLOR : The reek of decay and rot, of bubbling bog water, and the earthy smells of lichens and moss. At night, marsh lights flit and flirt. By day, biting flies and mosquitoes swarm. And always, the sense of presence, as if every black pool holds some being, watching, waiting, judging.

HOOKS : Becoming lost in the Ironmonger Bog is the stuff of nightmares and frequent parental threats. “You better eat that, or I’ll take you to the bog and drop you in!” The mists that always seem to cling to it, even on bright days, makes it hard to see more than a hundred feet, and so it is possible to get terribly lost. The ground is treacherous, and hungers for human life. It’s a deadly horrible place.

The Shore
As the valley opens like spread hands, it dips into the ocean, the right hand flat, the left with fingers curled up. The mountains north of the vale curve with the ocean, running northwards to create the dramatic Tearmark Cliffs against which the ocean beats and thrashes. To the south, around the Bent Stick’s modest delta, the coast flattens out into a gentle shore. Here, along the river’s mouth, and further south where the land creates a protective cove, Candlewick’s still-vital fishing industry is based. Many enjoy their holidays at the seaside.

Killbyrne Island
Killbyrne would almost be a little fingerlike peninsula extending from the northern edge of the shore where it rises rapidly into the sea cliffs—but the violence of the waves undercut it eons ago, finally causing the last bridge of land to collapse into the hungry ocean. What remains is a rocky island with grottoes and culverts eaten away on its underside, which rises a hundred feet from the ocean. Tenacious trees have taken root in the cracks and crevices of the island, and hardy seaside grasses have smoothed its rough contours. Beneath the island, in the caves and hidden pools, local legend tells of a pirate ship run aground by its maddened and harried captain. Treasure always figures strongly into these legends. Generally, though, the island is home to gulls, midges, and daring young men trying to impress their ladyloves by climbing up from a boat at the base, to pluck one of the rare Killbyrne lilies from the rock and bracken.

COLOR : A testament to the ocean’s relentless power, Killbyrne is the skeleton of an island, eaten away by the tides and wind-driven waves. Gulls roost and caw and coo. The wind blows constantly, making the grass and trees sigh, and the whistling wind through the weird caves blends with the ocean bursting through channels in the rock, to give the whole island a moaning voice.

HOOKS : Talk along the docks tells of pirates, desperate men who strike on moonless nights, raiding ships and stealing cargo, and escaping with nary a trace. In town it is considered so much foolishness, but a trip to the shore shows how much fear prevails. And in the night, one keen-eyed individual might catch a glimpse of something on Killbyrne, a light like a campfire revealed in a gap amongst the windblown trees. Where better to hide, if you’re a pirate, than on the island said to be the final resting place to a famous one?

Shingle Beach
South of Killbyrne and the mouth of the Bent Stick, the coast flattens out and becomes a rocky beach. This stretch is under water with the tides, and hosts huge tidal pools filled with weird and exotic life. In areas with more gentle slopes, the stones have been worn down flat by the wave action, and are thrown up with a clattering when the waves come in strong. The place is named for these stones, called shingles locally. The Shingle Beach is a popular summer vacation spot for folk from all over the vale who come for the sun and the water.

COLOR : The clattering roar of the tide coming in, throwing the shingles all about. The exotic creatures lurking in tidal pools, like unfolding flowers, or lace, or fiery ribbon. Sometimes a Medusa’s Head jellyfish finds its way past the strong currents and come to rest in these pools, a great hazard to anyone caught in them. In the summer, bathers in folding chairs, children splashing, and the scent of tanning oils on the air. In colder, bleaker seasons, lonely folk walk, hunched in their wool coats, contemplating the end of all things, as the sea devours the land.

HOOKS : Sun, fresh sea air, and revealing bathing costumes, the slimy creatures in the tidal pools might
certainly be interesting.

Tearmark Cliffs
North of the Bent Stick’s mouth and the shore, cliffs rise quickly upwards, and the rolling grassy foothills of the vale terminate dramatically in a sheer drop down hundreds of feet into the thrashing ocean. The cliffs are stained with streaks like tears by the water, which carries iron and other minerals down the worn face of the stone. The Tearmark Cliffs have the notorious reputation as the Vale’s premier method of suicide, a practice romanticized in far too many soppy ballads and folk songs. It keeps giving people ideas.

It also spawned the dismissive expression, “Go scream it from the Tearmark!” which means something like, “Shut up with your complaining to me, and just go yell it at the ocean, or if you can’t get over it, jump off, you horrible little man.” The winds blowing off the ocean at this height are constant and quite strong, so carefully-barricaded meadows along the cliff’s edge host the annual Candlewick Township Kite Festival.

The Shoulderbone Hills
Aptly named, because the vale seems to shrug as one travels north towards the mountains, with increasingly bony shoulders. The Shoulderbone Hills are rough country but well farmed, and there are herds of sheep dotting the midlands, chased by monomaniacal shepherd dogs. Once there was also silver in them thar hills, but most of that’s been tapped out. Now, most of the old mines have been closed, though there’s still enough metal down there for a profitable local lead industry. The traces of silver help pad out the meager profits.

Childalost Forest
The Shoulderbone is gradually engulfed in forest as one travels westward. The Childalost Forest surrounds the Candlewick Estates and creeps up the Widowsrun. The trees are a transitional mix of hardwood and evergreen, favoring the evergreen as the altitude increases. The Childalost is old growth, and was protected by the Candlewick family until fairly recently, when Dr. Candlewick sold the bulk of it off to fund his Home for the Unfortunate and Unloved. The decision to sell has had consequences, and now the old Hackam mill is up and running again at full capacity and expansions are being considered. Childalost lumber is quite marketable, and the saws hiss, and the trees fall, and old sleeping things awaken and are not pleased.

Mumsigh Lake
Mumsigh comes upon a hiker like a gust of cold wind. Visitors break from the trees and the lake shines before them, cold as snowmelt, fed by springs. The lake is quite high up in the Shoulderbone, capping a hill, and it’s a surprise to find so much water this high up. There are no roads to the lake, only walking paths and animal trails. Some folk hike up to it with the intention of swimming or at least, plunging in it. In a warm parlor, with a brandy, and a fire, and good friends listening to the story you’d describe it as “Bracing!” Having just thrashed and clawed your way out of it, you would describe it as “OOOAHRHAHHHRGHHH!” Less articulate, but fundamentally more accurate. In the winter, the lake freezes, and a popular winter pastime is to hike up to the lake, and ice skate.

COLOR : The lake is a mirror when the sun is high, a black depth when it is not. It looks cold. Even on a blazing summer day, it’s still icy. Along its edge, deer, bear, coyote, fox, and sometimes, some say, wolves come to drink.

HOOKS : Mumsigh is truly isolated. A murderer could scarcely wish for a better place to do his deed: no witnesses, and an easy place to dispose of the body. Plenty of handy rocks to weigh it down. And the black cold waters, waters which don’t easily give up their dead.

Widow’s Run Peak
Dominating the mountains marking the northern reach of the vale is the Widow’s Run Peak, reaching fingerlike upwards, and incongruously jagged against the smoother, more rounded mountains. It is named for the rush of widows upwards to identify the mangled fallen body of another climber seeking its summit. The peak has never, so far as it is known, been successfully climbed, a reputation that brings daring climbers from outside the vale every few years, only to see the survivors skulk away in fear and chagrin. Nobody who has passed within reach of the summit has survived. Sir Reginald Bladderhorn, the famous British explorer and mountain climber, lived for a few minutes after his fall from the Widow’s Run. His final words were, “The stars. They danced like dragonflies.” His death only sealed the peak’s reputation, a reputation in which the people of Candlewick Vale take a gruesome pride. The Widow’s Run is also notable for some unusual features, other than its unrelenting power to deal death to any who dare challenge it.

~Sample Character~

Name: Dr. Miles Monroe Candlewick
Player: Crash
Concept:  Master of Candlewick Manor
Dirty Secret:  The Candlewick Family is very old and for a time owned the entire Vale.  It is his family for which the Vale and the Township are named.  It is unknown how old Dr. Candlewick really is though there are enough tombstones in his family graveyard to assure that he is not the original Candlewick.  Doctor Candlewick has taken an Oath with the very land of the Vale which gives him abilities not possessed by other Changelings in the area.  This Oath however is also his cage.  He cannot leave the Vale nor can he allow it to come to harm or his Oath is forfeit.  If it were to get out how he achieved this Oath it could easily be Dr. Candlewick’s downfall.  Also known to him it only extends to the lands not owned by others as his family relinquished their rights to them long ago.
Court: Independent
Court Rank: None
Sex: Male
Age: Late middle years
Orientation: Heterosexual
On’s: On’s 
Off’s: Off’s 

Appearance:
Hair: White
Eyes: Blue
Height: 6’ 3”
Weight: 240 lbs

Description:
Tall and striking. Dr. Candlewick is a vigorous man of late middle years, white-haired with dramatic side whiskers. He dresses impeccably, but his clothing is years out of fashion. He favors waistcoats of bright colors, and his watch chain is hung with weird charms and talismans. His eyes are kind, but his mouth is cruel. His ears are somewhat prominent (and indifferent of temperament). He speaks in a convoluted and rhythmic cadence which some find hypnotic.

Personality:
All of Candlewick Vale is laid out at my feet, the pieces set, the stratagems considered, and now come my orphans. What games we shall play, oh yes, and what lessons we might all learn in the playing, for the games of children are the laboratories where reality and identity and consciousness are tried and tested. Sometimes to destruction.

“We are all sailors on the stormy seas of fortune, my little ones. Sometimes we are dashed from the decks, and near drowned, only to find ourselves washed ashore upon stranger sands. I hope in time you may come to see these sands that we walk together as not so strange and unsettling, but as a place you can know and name and call home.”

Enigmatic – Dr. Candlewick is a strange one, like many Fae creatures.  He often speaks in riddles and contradicts himself.  He

Charismatic – Despite his oddities people find the doctor strangely engaging.  He seems to know what to say in any situation and has a presence that draws people in when the know damn well they should be wary of him.

Caring – Dr. Candlewick seems to care about his “Orphans.”  The Fae cast aside or disoriented by their escape from Arcadia.  This attitude does change once a Fae choses a court.  He is still polite and charming, but no longer as open and helpful as he once was to them.

Observant- Dr. Candlewick always watches.  As engaging and charismatic as he can be he does not need nor want to be the center of attention.  He enjoys watching his charges and indeed the rest of the Vale as if he is waiting for a sign only he can see.

Strangely Wise-Dr. Candlewick may be an enigma to the rest of the Fae in the Vale, but the bread crumbs of wisdom he doles out from time to time often lead to strange and exciting trails of adventure and self discovery.

Changeling Abilities:

Long lived – Outside of Arcadia changelings are mortal though love lived.  Changelings need glamor to live and use their magic.  Glamour is gained from strong emotions or dreams and can be gathered in one of three ways.  Items from the outskirts of Arcadia such as goblin fruit contain glamour, but more commonly Changelings feed on the emotions of humans.  This can be done by leeching already present emotions from humans, stepping into a mortals dreams and stealing a little bit of their dream for yourself or reaping which is inciting quick burst of emotions.  Reaping is not as nourishing as leeching and can cause severe emotional trauma of done repeatedly.

Glamour – The art of making one thing look like another.  All Changelings have this ability to some extent.  Their true selves and all things made of glamour or from the hedge appear mundane to human eyes unless the human has been glamoured in which case they can see the Changelings as they truly are.  Many Changelings learn to expand their use of glamour to spin incredibly realistic illusions.

Oath Spinning – The Changelings take oaths and promises very seriously.  A true oath will state what is expected of the Changelings and the thing they are oathsworn too and what the repercussions are to both parties should they break this oath.

Contracts:
Contract of Sorrow – Dr. Candlewick can manipulate the sorrow in others lessening it so that the individual can barely remember their despair or heighten it to the point of making someone catatonic with depression.
Contract of Dreams – Dr Candlewick can enter and manipulate dreams.  He can also remove dream things from dreams and bring them into the mortal realm if only for a time.

Oaths: Oath of the Vale – See Dirty Secret

Background:
Dr. Candlewick is the master of Candlewick Manor, and his family gave its name to the Vale. He has turned the Manor into a School for the Found and Unfortunate, and scours the world for those most suited to attend, all for his own mysterious (possibly sinister) reasons. He’s a looming enigma, distant but benevolent, yet also somewhat frightening. His motivations, goals and desires are all part of the mystery.

It has been many years since there was life in Candlewick Manor.  The home itself has always had an odd reputation.  Even in the time left without a master the Manor was staffed with caretakers.  But a few years ago the old home stirred once more and it sent ripples through both the human and supernatural community.  Dr. Miles Candlewick presented himself in Winter Court and declared his home would be safe place for any recently escaped Fae from Arcadia until they chose a court to join. 

The fact that the Queen at the time did nothing to challenge what many saw as an affront to her power was enough to make all Fae wary of Dr. Candlewick’s motives and power.  Since that time Dr. Candlewick has maintained his independence from court and has seemingly maintained neutral in the politics of the Vale.  Dr. Candlewick does entertain at his manor but tends to avoid court unless he has something of importance to say.

Many of the “younger” Fae, those recently from Arcadia owe much to Dr. Candlewick and those that remain independent sometimes stay on caretakers or teachers at the Manor seeing it as a safe place away from the politics of court.  Oh how wrong they can be.

Candlewick Estates
The Estates sit where the hills are deciding to become mountains, rugged and unforgiving terrain. Cedwick Candlewick, the ancestor of the line who built the house, chose the location of his grand home because, “The place spoke to me in a voice from elder time, from the depths of history, and promised wonders and fortune for all my issue.”

In Cedwick’s days the estates covered the whole Vale, but the promises he heard were not entirely true. His family has been in a slow decline ever since, and more and more of the Vale was sold off until the estates are just a small portion of the whole. The estates have fallen into a sad state, but of late Dr. Candlewick has invested a fair bit of the family’s remaining fortune into opening his Home for the Unfortunate and Unloved, and the estates have seen some improvement.

Candlewick Manor
A great gothic pile, suffering the excesses of a grim and romantic architect. Candlewick Manor is a huge, sprawling house, which if viewed from the air resembles a stumpy crucifix. Perhaps coincidentally, the patterns of moss and lichen on the roof slates bear an uncanny resemblance to a crucified dwarf Savior. The larger parts of the manor, the arms and foot of the crucifix, if you will, have been converted over to house the Home for the Unfortunate and Unloved, Dr. Candlewick’s passionate project. The last portion of the house remains closed, and reserved for the family. The manor is overgrown with ivy, and some of its floors list at slight angles, and it never seems to have the same number of windows when you count one day to the next.

COLOR : The clatter of something scurrying on the slate roof, the caw of ravens which roost in the gothic embellishments, and incongruously, the sound of changelings playing, and of laughter.

HOOKS : Is there something to the Manor’s distinctive architecture other than being a victim of the times?


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Loves

I'm very, very, VERY interested.

I'd like to play a human female who is very sensitive. She has grown up with her grandmother in Candlewick Vale, her parents "vanished"   

*nods, nods*

yuppers..... and maybe she is just a weee bit obsessed with finding out the truth about their disappearance
ON HIATUS AGAIN

Crash

Loves - Concept works perfectly.

I am not going to limit your character numbers either Loves so make what you want. ;)

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Loves

LOL

I'll have a thunk about it then... but for sure, one to start 
:D

ON HIATUS AGAIN

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Loves

ON HIATUS AGAIN

Niferbelle


Kendra

Thanks for the heads up on this Crash.
Might be very interested in vampire character but leave it with me, I've only been briefly scanning through it all throughout my work day.
will read it all properly when I get home tonight and put my feet up ;)

but sooo interested ;)

Crash

I hope you will Niferbelle.  It has been to long since we have written together.

Red Tempest - Look forward to seeing what you come up with.  I will mark you down for a Vampire and you can always change it later if you want.

I will get more information about setting and such up this week.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Kendra


Crash

The Candlewick game setting which I am borrowing heavily from is really pretty awesome.  I have to modify it to fit what I want but it is really moody and flavorful.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash

Please ask question.  I have left some information vague so players can add there own fingerprints on the game.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Niferbelle

My first ideas are for a winter fae and/or a human who is glamoured. No promises that I won't change my mind though!

Crash

Quote from: Niferbelle on June 09, 2015, 10:20:17 AM
My first ideas are for a winter fae and/or a human who is glamoured. No promises that I won't change my mind though!

Every woman's prerogative Nifer.  I won't hold it against you.  ;)

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Hazy Sky

Hey Crash, nice concept. I'm wondering if a vaguely Hunter: the reckoning human character might be suitable and useful? That is a human who is aware of the existence of the supernatural world and has taken it upon themself to defend humanity from the predations of these 'monsters'. This could obviously be taken in a more benevolent Marshall or Sheriff direction or a consumed fanatic direction.
The only defining feature of a Hunter is that they are aware of the supernatural world, although they do often manifest some supernatural abilities of their own. I can dig up more info if this would be useful and you're interested.
Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Crash

I have left room for Humans to have some supernatural abilities and have knowledge of the supernatural.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash

Nifer - Were you looking at Winter Queen or Winter Court member?

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Hazy Sky

Quote from: Crash on June 09, 2015, 11:11:03 AM
I have left room for Humans to have some supernatural abilities and have knowledge of the supernatural.

I will take this as permission to dig around. :)
Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Niferbelle

Quote from: Crash on June 09, 2015, 11:13:32 AM
Nifer - Were you looking at Winter Queen or Winter Court member?

I was thinking a knight...or Dame if you're using feminine titles for that position.

Loves

ON HIATUS AGAIN

Crash

Quote from: skyre on June 09, 2015, 11:17:20 AM
I will take this as permission to dig around. :)

Yep.

Quote from: Niferbelle on June 09, 2015, 11:25:54 AM
I was thinking a night...or Dame if you're using feminine titles for that position.

Dame would be the feminine title yes.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash

Doh realized I forgot to put the character sheet up in code form.  I will do that tonight.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Crash

I will try to add a bit more description of each entity tonight but feel free to ask more questions here and I will post answers when able.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious