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Author Topic: Malleus Maleficarum [Puritans, Supernaturals, Witchcraft and more! | LGBTQIA+]  (Read 12473 times)

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Offline FaustusTopic starter

  • Soul Seller || Stygia's Nostradamus || Deposed King
  • Liege
  • Enchanter
  • *
  • Join Date: Dec 2011
  • Location: Why this is hell, nor am I out of it.
  • “I am not omniscient, but I know a lot.” - M.
  • View My Rolls
  • Referrals: 0

In 1629, a ship intended for the colony at Plymouth was blown slightly off course and landed near the Massachusetts Bay. Despite finding themselves in unfamiliar land, the Puritans gave thanks to God for their blessings: they had fertile soil that would yield abundant crops, a river that flowed with fresh water and was brimming with fish, and an open land that was practically begging to be settled. Perhaps God had different plans for them…

These Puritans created what came to be called the Magna Anglia Colony of Massachusetts.

The Colony of Magna Anglia found everything they could have asked for, but at a small price: the woods that surrounded the outskirts of their settlement. ‘The Devil is in those woods,’ they would whisper to one another as they warily built their walls. ‘We should never venture beyond our borders.’

Little did they know how right they were.

Lurking inside of the woods surrounding New Hope are the Supernatural – Witches, Warlocks, and an assortment of creatures that the Puritans have never encountered before. The first encounters began within a year or two of being settled, with children disappearing, or men returning from the woods bewitched by madness. Frightened, the Puritans did the only thing they could think of: they wrote back to England – much as it pained them to do so – and begged for the Hunters to be sent. Someone had to drive these beasts back.

The Hunters arrived by 1630. It did nothing to deter the supernaturals. The native Wampanoag Tribe – a wary, but amicable group of people – gave the Puritans the best warnings they could when they would trade, but it fell upon deaf ears. After all, what did these “savages” know? Maybe they had made deals with these creatures….

It is now 1639. Hunters stalk through Magna Anglia Colony. The Puritans thrive, but they fear the unknown in the woods. The Wampanoag relations are tense and strained. Witches and Warlocks walk among them.

The woods wait. And hunger.


Welcome to Malleus Maleficarum

Personal Disclaimer and Notes Regarding Game
Due to the content of the game, I feel the need to note a few items.
  • The GM recognizes that this game is based upon a very real portion of World History.
  • The GM also recognizes that the method in which Witches are approached in this game is a very supernatural-esque fashion, and does not mean any disrespect to those of the Wiccan faith who do not function in a similar manner. The GM asks that you suspend your belief in reality when approaching this game and take it as is: a roleplay game that is for fun.
  • The game will touch on subjects that may be uncomfortable for some, such as the presence of slavery, racism and negative elements of religion. All elements should be tagged by players in their post headers to help avoid any potential triggers of players. If you have something that bothers you, please contact your GM who will make sure players tag for it.




●   Table of Contents   ●




« Last Edit: December 28, 2016, 11:51:37 am by Faustus »

Offline FaustusTopic starter

  • Soul Seller || Stygia's Nostradamus || Deposed King
  • Liege
  • Enchanter
  • *
  • Join Date: Dec 2011
  • Location: Why this is hell, nor am I out of it.
  • “I am not omniscient, but I know a lot.” - M.
  • View My Rolls
  • Referrals: 0

Disclaimer: We reserve the right to add rules as necessary.

  • Be excellent to one another. Do not fight. Do not squabble. If an altercation between players occurs, please bring the matter to myself or my residential co-GM (if applicable at the time) who will forward the information and proposed resolution to me in the event that I am unable to immediately answer. Your GM team will be perfectly happy to sort out the discrepancy between the players and arrive to the most fair and just solution allowed. Do not turn us into a broken family.
  • Do not God Mod another player's character! Due to some of the content material of this game, it can be easy to accidentally cross into this territory. Please do not control another player character's actions. YOU control YOUR character. On that same tangent please do not make yourself invulnerable to everything. Nothing more boring than a “perfect” character. If a fight happens between two characters, you will not be slowing time down a-la Neo in the Matrix to dodge each attack. Be realistic with your character's skills, abilities and strengths.
  • NO PLAYER CHARACTER MAY BE KILLED WITHOUT PLAYER'S EXPLICIT PERMISSION TO DO SO. There is no leeway to this rule. Don't do it. NPCs that YOU have created you MAY maim, destroy, kill whatever. They are your property. Do NOT kill another player's NPC unless they have stated you may.
  • Never, EVER do something to a player's character the player does not like. Consult with the player before making a decision that you think might be a bother to them, even if they list it as okay in their Ons and Offs. Communication is paramount between players! Please use it. We will not tolerate a player making another one uncomfortable intentionally. If the player says no, then it is a no.
  • Communication is important. If you are going to be gone longer than a week, please try to notify the GM(s). We are very understanding about outside life – Trust us. Sometimes your life gets busy. Sometimes outside forces influence us into not being able to post. Sometimes our muse just bites it and won't let us turn out anything. Everyone understands this and is perfectly happy to wait! But if you disappear for greater than a week without informing us you were vanishing, we will worry about you. :c Do not make us worry. Just tell us what's up!
  • You are not expected to post once a day. While it isn't expected of you, more posts are undoubtedly usually appreciated by your fellow players. The hard and fast rule for this group game is that you attempt to post at least once per week to ten day period. Sometimes, that just isn't going to happen. That is FINE. In individual one-on-one scenes, you may move as slowly as you and your partner desire. In large group threads, we do ask that you try to adhere to the once-per-week minimum to keep from slowing down other players. Again, this is not a solid requirement for entry into the game, merely a suggestion. We are a low-stress game and desire to keep it that way.
  • Please have a good grasp of the English Language and Grammar Structure before applying. We fancy individuals that use complete sentences, full thought, and detail their posts with enough for another character to react to. We are not tying certain post lengths to this game, but we beg you not to use one to three line posts. That would be VERY difficult for another player to react to. Use your best judgment, but give enough for the players to respond to. Multi-Paragraph (often 3 – 5+) is best. Remember, a paragraph is a construction of thought usually ranging between three to five sentences.
  • Do not discriminate against players based on their sexuality, presented label (Lady, Liege or Lord), first language, self-identification or otherwise. We do not play around with this. You discriminate or otherwise act like an ass to someone, you are gone. We do not tolerate this sort of behaviour.
  • Possessive behaviours to players will not be tolerated. As per Elliquiy rules, players are not to get “possessive” or jealous of a player writing with another one. Don't do this. If you begin to exhibit symptoms of this you will receive a warning. Repeat offenses will have much stricter consequences – namely expulsion and probably a Board Moderator being contacted.
  • Incivility is against Elliquiy rules and will be reported. If you are uncivil to players or GM(s), you will be reported to Moderators. Incivility goes against the Elliquiy ToS and is not tolerated.

Offline FaustusTopic starter

  • Soul Seller || Stygia's Nostradamus || Deposed King
  • Liege
  • Enchanter
  • *
  • Join Date: Dec 2011
  • Location: Why this is hell, nor am I out of it.
  • “I am not omniscient, but I know a lot.” - M.
  • View My Rolls
  • Referrals: 0

On Setting and Locations

The Magna Anglia Colony

Founded in 1629 by accident, the Magna Anglia Colony is home to Puritans who have sought refuge against England's religious views. The settlement gives them everything they could ask for: fresh water and fish from the Neponset River, lumber from the forest, fertile soil, and bountiful game. While much of the settlement is surrounded by walls or building structures that act as walls, portions of it are not. The richest and most important people in the colony live inside the strong walls, while the poorer class live slightly outside of it in the thin forestation. The most important feature of the entire colony is their church, which has over two floors to accommodate. It is curiously large, and the exterior does not match most of the other buildings in the colony. It is evident where they put the most importance.

Otherwise, the settlement has everything one could ask for -- a merchant shop, square for trade, and easy access to the Neponset River that provides deep enough waters for boats to access the ships from England in the Bay that arrive every few months to resupply the colony. Life is good for Magna Anglia.


●   ●   ●

The Neponset River

Every settlement needs water for life, and Magna Anglia is no exception. The Neponset feeds directly into the Massachusetts Bay. Although not deep enough for ship access itself, the river connects close enough that Magna Anglia send men on boats to receive their goods with ease. The river runs deep into Massachusetts and has numerous branches from it, with most being deep in the woods.

There is one branch that is used as a territorial marking for the Magna Anglia colony and the horror of the Deep Woods. Although shallow by comparison, no villager in their right mind will cross The Devil's Branch. Beyond the Devil's Branch lies completely uncharted and unexplored Deep Woods territory. Only the Hunters tend to be brave enough to go in there -- and some do not return.




●   ●   ●

The Deep Woods

A source of mysticism, fear, and paranoia for the Magna Anglia colonists, the Deep Woods are rumoured to be home to Satan himself and all creatures that he has blessed as his own. Magick Covens are said to meet in the Deep Woods and commune with devils while constructing elaborate ways to curse the colonists. Wolves can be heard howling through the night. Glowing eyes watch from the depths of the dark.

Only the brave Hunters tend to wander into the Deep Woods, or a desperate villager looking for hunting game. All too often those that go into the woods never return, and so it is forbidden to those of the Magna Anglia colony.

The Wampanoag Tribe also lives within the Deep Woods, coexisting perfectly fine with the world around them. They seem un-phased by most of the creatures, but speak of their own fears in hushed voices around bright fires meant to ward away the bad spirits. Even they seem to fear something deeper in these Woods. Somewhere beyond the swamps...


●   ●   ●

The Wampanoag Village

Home to the Wampanoag Tribe, the village itself is located along the shore of the Neponset river, tucked into the Deep Woods. The village is celebrated for how well it is thriving despite the harsh sickness that rolled through the numerous groups of Wampaoag merely a few years ago. This village houses a very small population of the Wampanoag people, with only around one-hundred and fifty peoples. Despite this, the tribe is going strong and making the best for itself that it can.

The village is not fortified, allowing the people to come and go as they please. Many are often out in the Deep Woods on hunts or forage collection, while others remain back in the central portion of the settlement to work on crafts that will be taken for trade to the Magna Anglia colony in exchange for items that they cannot easily obtain themselves.

The Wampanoag's are also beginning to use horses in this tribe, allowing for faster travel. Previously, due to a stationary lifestyle, they did not have as much use for them. It is a very high commodity trade with the Puritans, along with weapons and firearms from England.

Available Character Types and Information

Puritans and Slaves
The Puritans were reformed English Protestants who desired to purify the Church of England from its Catholic practices – when ultimately barred from obtaining what they wanted, many Puritans retreated into America with the new Colonies to begin their own settlements in their religious image. They were staunchly religious in increasingly zealous ways: they believed they were born in sin and had to be purified, that the world around them was inherently evil, feared the woods surrounding their settlements for the Devil had taken root there, persecuted others as witches, rejected pleasurable activities…

Y’know – the basics.

A Good Puritan will remain within the boundaries of the village, obey their elders, listen to their parents, attend church, only become intimate with the goal of bearing a child, never stray from God’s Divine Path… But where’s the fun in being good all the time when being bad is oh-so-tempting?

As for Slaves, many of these are Persons of Colour that have been acquired through trade. It is currently not legal to keep slaves in the Colony, but that does not stop the Puritans from keeping those that are different from them and looking down on them. While kept in the home, Slaves are regarded as inferior and not “of God’s visage” like the white Puritans. You can easily see the problem this caused…

Some Suggested and Taken Roles
  • Head Minister:  Open to 1 Position
    • The Head Minister of the Colony. He would be the individual that the entirety of the Colony would defer to in terms of religious decisions, but would also be seen as a leader of the community. Pretty much one of the most powerful positions in the Colony.
  • Family of the Head Minister:
    • Every good Minister will have a family, won’t he? Or maybe not… That would be up to you players to decide!
  • Supporting Ministers: Open to 3 Positions
    • There was not only one Minister in a Colony – they were supported by other Ministers that would teach in the Church and the Colony would look to for guidance and care. They report to the Head Minister and serve the community when he cannot.
  • Family of the Supporting Ministers:
  • High Positions in the Community: Always open to others.
    • What does this entail, exactly? We’re looking at Merchants, Judges, other government workers, etc. Basically, if they could be seen as holding any form of power, they might be considered in a higher position. Remember: women are not supposed to be in power, but for the purposes of this game may if they are widowed or inherited from a deceased family member.
  • Lower Community Positions: Always open to others.
    • Think farmers, ranchers, fishermen, common labour worker, etc. These would be the “poor” people of the community.
  • Outcasts: Open, but on a slightly more limited basis than the others
    • These are people that the community has pushed to the fringes of the Colony for one reason or another. Perhaps they were accused of – then acquitted for – Witchcraft. Maybe they just don’t act “the same” as everyone else. Think of them as the outlying black sheep of the colony.
  • Slaves: Open
    • Generally minorities, these are people who have entered into servitude in someone else’s home. If applying for a slave, you’ll need to get with another character to serve them/their family. You don’t need to have this already worked out during creation, but we’ll need to get you with one. <3
   |   
Wampanoag Peoples
A mostly stationary group of people, the Wampanoag Tribe have recently been coming off having a wave of sickness wash through their groups. Their numbers have been thinned dramatically from this illness, and they do not have the numbers to actively pursue (on their own) against the Puritan colonists. Instead, the Wampanoag have decided to coexist as peacefully as possible with their neighbors, and are primary sources of trade with them. They are not heavily liked by the Puritans, but are tolerated as a necessary evil that exists in the Devil’s Woods.

In terms of their culture, the Wampanoag are primarily peaceful by 1639 and exist in their small groups. Much of their days are spent farming, fishing, and creating their crafts (that are then often sold or traded to the Puritans).

Connected with nature and the spirits, the Wampanoag are fully aware of what lives within the woods. Many of the supernatural creatures are on good terms with the Wampanoag people due to the mutual respect shared, while others do hold more animosity. The Witch Covens, in particular, appear to be at war over whether the natives are good or not. Two of the groups are fine, but one does not trust the Wampanoag…
   |   
Hunters
Hunters are an interesting breed of human with an equally special skillset that they come with: they have been trained and ordained by the church to recognize, track, hunt and eliminate the supernatural threats plaguing the humans. Men and women both have been taken in and taught this specific skill due to the “overwhelming” problem that the church has recently found themselves in, and an unprecedented amount of new problems has been showing up in the American colonies. Due to this, many are being sent with the colonists – or sent after – to handle and tend to all of their problems.

Most are in the business because it puts food on their table, or because they owe their lives to the church for taking them in when others would not. Some just like the thrill of the hunt. Others? Others have the burn of religious conviction in their hearts.

Regardless of their reasons, Hunters exist to curb the supernatural problems. But they are only human. . . And humans are so easy to corrupt, aren't they?
   |   
Witches and Warlocks
Witches are the most common supernatural “creature” encountered by the Puritans in the colonies. Why wouldn't they be, after all? They look like any other human being, but they're not “right” according to the colonists. Some say they commune with the devil to maintain their magic. Some are rumoured to eat children or bathe in their blood. Some curse crops out of petty vindictive spite. The Puritans – and the church – have fabricated a whole book of strange ideas they have on Witches and Warlocks, and believe them to be the source of so many of their troubles and plights in this new world. They accuse their neighbour without knowing they so often accuse wrong. . . And who knows what lives in the Forest beyond the borders of the village?

In all reality, there are different kinds of Witches, but good, bad or in-between. . . All are feared and pursued by the church and the Hunters.

Witches may be a part of a coven, or they may be solo, all depending on their individual circumstances. Some Witches are born, others are made by selling themselves to a devil. Even the born Witches sometimes decide to work with a devil to increase their strength and ability. It is up to you which sort you choose to be.

  • Current Covens and Members:
    • Coven Daingean
      • High Priest/Priestess: High Priest: Douglas Faulkner; High Priestess Open
      • Members:
        • Lesslyn Faulkner
      • Witch Types Accepted: All.
        • Coven Daingean is primarily a group of Irish, Scottish and Welsh Witches that have escaped to the American colonies for safety from their homes. The group consists mostly of Grey and Black Witches, but they do not cast aside Green or White Witches that adhere to their principles. Of the Covens, they could be considered the chaotic neutral of those established, and have little qualm with harming others in order to get what they need.
    • Coven Kresla
      • High Priest/Priestess: Both High Priest and Priestess are open
      • Members:
      • Witch Types Accepted: Black Only
        • Coven Kresla, unlike the other Covens, is one that only accepts Black Witches. It does not care what your nationality is, nor do the members have any care for bloodline. They care about one thing and one thing only: Black Magic. Not to be messed with, Coven Kresla will not hesitate to kill, curse or otherwise harm anyone at the blink of an eye. Their services may even be purchased by those in need, with the understanding that if someone reveals the Coven. . . They will suffer for it.
    • Coven Ion
      • High Priest/Priestess: High Priest and Priestess are both Open
      • Members:
      • Witch Types Accepted: White Only
        • Coven Ion is the gentlest of the established Covens, seeking only to help those in need. This Coven gathers only White Witches together with the intention to do good, be it for the colonists, the Wampanoag or nature. They seek to hold the balance and fix where the more chaotic creatures intend to destroy everything.

Witch Types and Magic Information
The Two Breeds
  • Born Witch: A born Witch is simply one that was born with innate magical ability. They may come from a long line of Witches, or they may be the only one in their family who has shown skill. Regardless of duration of skill, what unifies this sort is that they have always had their magic. Some consider themselves superior to the secondary breed of Witch because of this.
  • Contracted Witch: A contracted Witch is one who gained their magical ability by making a contract with a demon or any other supernatural creature that may grant magic. They are not born with this ability and gain it quite abruptly with their contract. Due to their unfamiliarity with it, their magic is often unreliable at first and they need time to adjust to it.
The Four Types
  • Black Witch: A Black Witch deals primarily in “evil” magic, such as curses or magic that intends to harm. This can include elemental magic, but instead of using it gently – like how any of the other classes of Witch may – Black Witches tend to use it aggressively to attack. These are the bad sort that have given the entire Witch race a bad name with the Puritans.
  • Grey Witch: A Grey Witch walks the line between Black and White. They know a little of both trades and dabble in each. A Grey Witch is the equivalent of a Neutral alignment, often leaning on Chaotic Neutral.
  • White Witch: A White Witch is the true “good” of the Witches. Gentle, and often pacifists, White Witches are more interested in healing and tending to others. They are masters of healing and light magic and would actively love to change the Puritan beliefs about them.
  • Green Witch: The last type of Witch is the Green Witch, who deals mostly with flora and fauna. While they also dabble in other magic, their true passion lies to tending gardens and communing with animals.
   |   
Supernatural
The Supernatural covers all species outside of the Witch and Warlock subclass, and may extend to anything not “human.” Some are good, some are bad and some are just trying to get by in this new world with the strange colonists. Those that are good at hiding may actually live within the village itself with the other people, while the ones that cannot conceal themselves so well may live outside of the village and inside of the forest where most Puritans are too afraid to go.

Most Puritans are terrified of the supernatural and will not respond well to interaction with one. They may also alert one of the Hunters in the colony to hunt (and eliminate) the terrifying threat. Survival, thus, depends on trying to blend in or hide. Or convincing the Puritan to not tattle on you. . . Or eliminating the Hunter first.

Although it is mentioned again below, we would like to limit the number of supernatural/folklore creatures that do not originate in either the Americas or one of the nations that has a lot of interaction with the colonies in 1639. This is due to the fact that players will need to explain how a creature that originates and is primarily found in Egypt (for example) has gotten to a small colony in Massachusetts.

  • Current Groups:
    • There are no current groups or packs. We are currently accepting new ones!

Suggested, Limited and Unavailable Races
  • Some Suggested Races:
    • Wendigo, Skin Walker, Vampire, Werecreature (not limited to wolf!), Fae, Merecreature (Maid/Man/Whatever), other humanoid-based creatures. . .
    • Just because you do not see it listed does not mean that it is not welcome. There are so many! Just ask~
  • Limited Races:
    • Angels, Demons
    • There is also a limitation on creatures with roots in countries that did NOT have interaction with the American colonies by 1630. If you desire to play something like this (for instance: a harpy, which originated in Greek and Roman lore), you will need to explain how your creature got to America (did they blend with the English when Rome fell and then went over during colonization? Cool).
  • Unavailable Races:
    • Gods, Elves, Dragons, Zombies.




●   The Spellbook for Malleus Maleficarum   ●

Spellbook

In Malleus Maleficarum, there are four distinct types of Witches and Warlocks: Black, White, Grey, and Green. Each of these types use their own form of magick and spells. A Black Witch uses Black magick. A White Witch uses White Magick. So on and so forth. For the most part, each of these users are not selectively limited to their own type of magick, and may dabble slightly in what another type may use. This is not always the case, as the strongest of the White and Black magick users will never be able to use the strongest magicks of their opposing type.

This, of course, is only a very broad overview. Each Witch may approach these spells in their own unique fashion. The magick is constantly evolving and changing, and those from other cultures may also come with even more types of magick to learn.

The highest levels of magick are not automatically granted to any Witch or Wizard. They will not be born with the talent immediately available. It is not obtained without many years of practice -- and even then, often require a pact with a higher creature (demon, angel, other creature, etc) to obtain the strength to use the high-levels of any form of magick. Please keep this in mind when using magick.

Rule of Thumb with Magick: When playing a Witch or Warlock character, if you have a question about their magick or a spell you want them to use but are uncertain if it is okay, ask the GM. Chances are pretty high that you're fine.




●   Black Magick   ●

Black Magick is used primarily by Black Witches and Warlocks, and is often considered the most "evil" of the magicks to be used. The Witches that practice Black Magick are often contemptful towards others and will use their magick in an offensive fashion to attack and injure. When the Puritans think of magick, it is generally Black Magick that they think of -- curses, plagues, blood magick, necromancy... It all feels wrong to them, and so the wrongs of a few have condemned the lot.

Not all Black Magick is inherently evil. The weakest forms of it can be beneficial, and it is often this type that Grey, Green, and even White may occasionally use to defend themselves. Black Magick is also generally the source of many types of elemental magick, further proving it is not always evil. Sample forms of Black Magick have been known to include:

Elemental Magick
  • In the base form, elemental magick is simply the manipulation of the elements. Many may use this magick to light a fire, freeze food for longevity, warm water, etc. This form is shared by all four types of users, and is generally something tapped into to make getting through the day easier.
  • In a slightly more advanced form, elemental magick can be used offensively against others. A user may create a ball of fire in their hands to throw at an attacker, or call lightning to strike their foe. While black (and sometimes Grey) Witches will often use this offensively, White will not unless provoked and needing to defend themselves. They do not favour using it to harm.
  • Elemental magick may also be used defensively. Perhaps a Black Witch is attacking a White Witch with ice. A thin shield of fire would melt the ice long before it could touch the intended target.
  • The strongest of elemental magick users can call down entire storms, bring early frosts and winters over small areas, manipulate rivers, and burn villages to the ground.

Curses
  • The bread and butter of Black Magick for a Black Witch, Curses have been written extensively about in the Hunter's guide to witchcraft: the Malleus Maleficarum. It is one of the more contemptible forms of magick, so much so that White Witches refuse to use it for fear of tainting their pure magick. Grey Witches will occasionally dabble in it, as will the errant Green from time to time.
  • A low-level Curse can be something simple, such as ruining your neighbor's window garden. It isn't going to bother them that much in the long run, and it isn't causing them any extreme damage, but it is a passive-aggressive way of getting back at them. It might also include cursing them to where they lose a tool they need to garden with, or developing a minor - but very annoying - constant drip in their roof when it rains. It is mostly harmless.
  • More intensive Cursing involves causing a wider spread of damage. A Witch may Curse they neighbor's crops and wither the lot. This is significantly worse than destroying a window box, as the neighbor needs that food to survive. Maybe they Curse the neighbor's cattle and they all die of infection? Or they Curse the person directly, causing a grave illness to begin in the household (but is contained to said house). At this point, White Witches refuse to use Curses. Grey and Green may, but most err away from it.
  • The worst types of Curses are the darkest and most damaging, effecting entire populations. Famine. Pestilence. Plague. You get the picture. Only Black Witches will use this level of Curse. No other type would even THINK about doing this.
Necromancy and Blood Magick
  • Necromancy is the art of raising and manipulating the dead. For Witches, it is not limited to corpses and may extend to the calling and summoning of Spirits as well. Blood Magick is any form of magick used with blood as a primary ingredient. Their own blood, blood of another, or sacrifice are all included in this category. This form of magick is almost exclusively used by Black Witches as well, as much of it can lead to tarnishing the soul.
  • In the simplest form, Necromancy is simply the calling or summoning of a Spirit to commune with it and possibly ask for assistance. It is not malevolent in origin, and the Spirit is not called from the beyond -- it is still on earth and has not passed on. Blood Magick at this stage may be small blood pacts/bonds that are mutually agreed upon with one another, or the manipulation of blood in the body for healing purposes only. This is the only level of Necromatic or Blood Magick that a White Witch will participate in. The other three types may use other, stronger ones depending on how much they are willing to potentially taint themselves.
  • At the mid-level, Necromancy involves the actual raising of corpses or the summoning of Spirits that have passed on. The corpses can be manipulated to the Witches will, and may be used to do their bidding. The Spirit may be harnessed, or even trapped and used for other purposes. Blood magick is no longer limited to small uses and usually involves sacrifice -- whether that of an animal or a human for their purposes. A great many higher Black Magick spells require the use of sacrifice (such as shapeshifting, life extension, etc). The larger the animal, the more blood, the more powerful the spell.
  • At the highest, Necromancers can raise multiple corpses to do with as they wish, or summon multiple Spirits at the same time. Blood magick may manipulate the blood in another person to where they can control their movements, or rip it completely out of their body. It gets nasty. By the time Witches are using this level of magick, they are completely tainted without hope to return.

Shadow Magick
  • In short, shadow magick involves the manipulation of the shade and shows to suit the user. This is often associated with the Black Magick category, though as with most magicks it can be used by multiple types until the higher levels. A Witch practicing shadow magick may call for the darkness around them to become impenetrable, or manipulate the shadows into tendrils with which they can attack or defend themselves with. The downside with stronger shadow magick is that the shadows must feed, and so blood magick is often used to keep them satiated.
  • In an example: a basic manipulation of shadow to cloak someone would not require sacrifice, but the user would need to understand how the magick works rather well. However, turning the shadows into tendrils or tentacles to attack their opponents with would demand a form of exchange from the Witch -- whether they pay with their own blood, or the blood of another does not matter.




●   White Magick   ●

As the name would imply, White Magick is the purest and holiest form of magick that any Witch or Warlock uses. It is the specialty of White Witches, and is a form of magick that comes with little to no consequence upon the user. If Black Magick focuses on the evil and negative walks of life, then White is the polar opposite -- it seeks to bring balance, harmony, peace, and healing to the world and those that choose to walk it's path. Inherently pacifistic, masters of this magick hold a tendency to try to teach the good of witchcraft and tend to others instead of hurt.

This is not to imply that a White Witch -- and by proxy White Magick -- is not without it's own arsenal. Certain spells may be used or manipulated into being offensive against the right opponent. Defensive is the preferred method, but some occasions simply call for more aggressive actions.

Healing Magick
  • Healing magick is rather obvious -- it is magick that is geared to the healing and support of the self and others. Black Witches have a difficult time with even the most simple of healing magick spells because it is a mostly selfless act to heal another. Healing magick draws from the magick around the user, the positive energy, the lifeforce... Whatever word you want to put to it. In an emergency situation, this magick may draw directly from the user's own energy, leaving them exhausted.
  • Healing magick is learned in stages and through extensive practice. A Witch starting out will not be able to mend a broken bone, but they may be able to get a wound to clot. The longer someone practices in this art, the easier and more effortless healing magick will be for them to do. White Witches have the easiest time with this sort of magick because they have trained almost exclusively in this art.
  • As a Witch gets stronger in their White Magick, they can eventually get to the point that they can brush scratches away - literally - and be fine. They will still need time and concentration to heal major wounds, but it is progressively easier. The strongest, and most adept, Witches in the White Magick art can heal multiple people at once...but at a cost of their own exhaustion and drain.

Light/Holy Magick
  • Light magick will always exist as the polar opposite to shadow magick. Where a Black Witch may use shadow magick to attack someone, a White Witch may use light magick to dispel the dark. This sort of magick is one that once a Witch has fallen into the depths of Black Magick is barred to them, for their souls are too impure to use the light. As with other forms of White Magick, the longer one has been involved in White Magick and the purer their soul, the stronger their magick will be.
  • Low-Level light and holy spells may be used to bless an area, push the darkness back, intensify the light being put off from a light source (torch, for example), or form a weak shield made of pure light to protect themselves. An area that has been blessed with light or holy magick is almost impossible to re-taint again with black magick, especially when conducted by strong Witches. However, these spaces must be tended to and consistently reinforced with light magick and can fail without vigilance. This is why blessed spaces are often small, like a home.
  • Higher-Level users may actually be able to call light into their hands directly and bend it to be used as an attack -- like a beam of light. This is particularly useful against shadow magick, as light will almost always be able to dispel the darkness. Their shields are stronger and larger (sometimes even able to cover two people), and their blessings are more powerful.
  • The strongest are able to drive the darkness back with more practiced ease, use the light as a weapon, and cover multiple people with shields of light. This level of magick is often only obtainable by making a pact with an angel or other holy creature.




●   Grey Magick   ●

Whereas White and Black Magick are straightforward and clean-cut as to what is what, and who does what, Grey Magick is not so easily defined. When black and white are mixed together in paint, they create grey, and the same concept is applied for grey magick. Neither pure nor dark, Grey Witches and their magick walk the fine line between the two sides. It is the neutral magick, performed for beneficial purposes but not with negative intentions straight-away. It is the one magick made to "keep other guessing" and those who have chosen to follow the path of the grey embody this perfectly. While for the most part, a Grey Witch uses only Black and White magick, there is a handful of spells and magick that is uniquely "grey."

Transformation
  • While shapeshifting is often considered a Black Magick arte, the initial form of shapeshifting is a more morally grey one. A Grey Witch may choose to dabble in the practice of transformation, dealing with both themselves and other objects. Transformation is not a skill inherently known, and must always be worked with in order to improve. As with other forms of magick, the highest levels require not only an intense amount of work, but usually needs either a pact or bond with a higher creature in order to obtain enough strength to perform them.
  • At the lowest-level, a Witch may use transformation magick to change the initial shape of something into something else. This is transfiguration at it's finest. However, it is not that simple. At the lowest-level, grey magick cannot change the basic chemical properties of an object. For example: one cannot change a rock into gold. They are not the same. But they could change the shape of a rock from river-rock to a bowl. They also cannot take something animate and with life and change it into something inanimate without taking the life of that creature. An example of this would be the inability to change a bird into a hat. A bird is alive, a hat is not. The bird would die.
  • At the mid-level, grey magick allows for the transformation of the self into basic forms without sacrifice. While entire shapeshifting into an animal or another person would require blood sacrifice -- and always will no matter the level -- mid-level grey magick allows the user the ability to transform themselves into wispy black smoke. This can be highly useful for escaping situations that one would rather not be in, or sneaking around. Transformation of objects is also easier at this stage, allowing the ability to change the basic chemical properties. A mid-level grey witch really can change water to wine, or stone to gold.
  • At the highest point (and with a proper contract to a higher creature) transformation magick can allow the transformation of something alive into something inanimate without killing the creature. It can then also shift back again. Useful for smuggling.

Time Magick (Seer and Astral)
  • One of the most curious magicks that is considered grey in nature is that of Time Magick. While the name suggests that users are able to bend and manipulate time to their wills, this is not the case. A user of this grey magick will be able to see brief glimpses of the future -- be it an event, a place, a time, a person, etc. -- occasionally. This type of time magick is referred to as being a Seer. As for Astral magick, it is the art of taking one's spirit and moving along the astral plane to walk freely. They may observe in other locations and return their spirit to their body upon completion. As both of these abilities are neither inherently good nor evil, and require the user to make their own moral decisions, it is considered the ultimate grey arte that can be used across the Witch spectrum.
  • Seers are rare. It is not a talent that may be learned, but it is one that a Witch is born with the ability to use. There is no real practicing with being a Seer either, as it is usually uncontrollable when they are able to See a vision. Having said this, a Seer may make a pact with a creature to gain further control over the gift and may be able to use it more frequently at their own command.
  • Astral Magick, like all other magicks, may be consistently worked on to get better with. At first, users will only be able to use astral projections for brief periods of time. They may not get very far from their body. But as they work at it they will be able to hold it longer and wander further away. The most talented may wander continents away for hours before returning to their body. But all users best be very wary when using Astral magick -- when the spirit is unbound from the body, it is vulnerable. The damage an astral projection suffers will reflect on the body, and if it is killed the Witch will die.




●   Green Magick   ●

The final type of Witch is the Green Witch. Neither selectively good, nor evil, a Green Witch is most often a solitary or introverted type of Witch, preferring to keep on their own to practice their green magick in peace. They excel at working with flora and fauna, and their green magick is geared in this direction as well. Green Magick is much like grey in that it is neither inherently beneficial or harmful, but can be used for either depending upon the user behind the magick. Statistically speaking, most Green Witches are very docile with their magick, and have a tendency to use it to benefit others instead of harm.

Green Magick is always used with the forest, plants, and animals in mind. A Green Witch will never willingly hurt an animal, unless hunting for food. A slain animal will always be honoured by a Green Witch as well. Users of green magick may also have a higher affinity with the supernatural creatures, as they have a tendency to be more understanding and willing to accept the creature as they are. Curiously, green magick appears to be the most difficult for non-Green Witches to use. Whether this is because of required training or affinity is unknown. Green magick is certainly one of the oldest forms of magick, but it is one of the least understood.

Plant Magick
  • As broad as the term is, plant magick focuses on magick derived with flora in mind. This magick has a multitude of uses, ranging from manipulating plants into growing better, assisting in the transplant of plants from one location to another, identifying a plant and it's toxicology, or using a plant to create medicines and potions. A Green Witch may use plant magick for any and all of these purposes.
  • Green Witches that use plant magick may also manipulate the plants to their will. They can grow the plants at alarmingly fast rates if need-be, at the exchange of their own energy. They can bend and twist the branches of a tree to shield them, or use vines to grab an attacker. The degree that they are able to manipulate these plants is based completely on how long they have been training, how much energy they expend, and if they have made a bond or pact with a creature of the forest.
    • Unlike other Witches, a Green Witch will benefit significantly more from making a contract with a nature spirit or other creature of the woods as opposed to a traditional demon or even a holy creature. This is because of the nature affinity.

Animal Magick
  • While green magick works with flora, it also focuses heavily on fauna. This magic is different in that it does not hold the same manipulative properties that many other kinds of magick does. Animal magick never forces an animal to do the bidding of a Witch, unlike with the elements, humans, or even spirits. Instead, all animal magick appears to be based on a mutual understanding and respect between the Green Witch and the creature.
  • In the lowest form, animal magick is simply a natural affinity for being around creatures. Animals may not startle as easily around a Green Witch, or may be comforted by their presence. They are more likely to allow a Green Witch to tend to them than a normal human, or even another Witch in many cases. Basically -- it's a mutual comfort between the two.
  • As one gains a stronger affinity, the animal based magick progresses into being able to interact with animals on a better level. They may have birds that run errands for them, or dogs that bring gifts. A Green Witch may speak with the animals and be understood, but they cannot understand when the animal speaks back. They can feel if it was a positive or a negative reception, however.
  • At the highest level (and often through aid of a pact), the animal magick grants them the ability to actually call and summon creatures to their aid. This may happen by sheer accident at lower levels, but it is a conscious ability by the highest.

Earth Based Elemental
  • While elemental magick is mostly a black magick, green magick users will have a natural boost in terms of earth based elemental magick. It progresses in the similar levels as other elemental magick, but this may be their go-to element of choice.
« Last Edit: January 18, 2017, 11:15:41 pm by Faustus »

Offline FaustusTopic starter

  • Soul Seller || Stygia's Nostradamus || Deposed King
  • Liege
  • Enchanter
  • *
  • Join Date: Dec 2011
  • Location: Why this is hell, nor am I out of it.
  • “I am not omniscient, but I know a lot.” - M.
  • View My Rolls
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●   On Creating a Character   ●




As of current, there is no limitation on number of characters that you may have as a player. It is advised that you take on no more than what you can personally handle at a time -- you don't want to be swamped, after all! However, I am going to adopt a practice I have seen other games use: characters will be on a "trial basis" until one in-game month has passed or three real-life months (whichever comes first). If by the end of the trial period the character has not been used then they will be denied permanent residence in the game.
          ››› Why do this? It prevents FC Hoarding, but also grants leeway for when an idea that started out thrilling just doesn't end up sticking as a muse. It happens to all of us, and this makes it a little easier on the player.

It is requested that for every Supernatural creature (Witches and Warlocks are included in this), you create one HUMAN.
          ››› Obviously, we don't mean that you must be running two characters in order to participate in the game! That would be silly. What we mean is that if your first character is a Witch, your second character should be a Human (Puritan, Hunter, Wampanoag, etc). Your third, then, may be a Supernatural creature again. This keeps our Supernatural numbers balanced, but also offers a wealth of humans for them to torment interact with. Variety of life and all that!

When submitting your Character Sheet, please submit only your completed sheets to Faustus via PM. In your title, try to include "Malleus Maleficarum" so I know what you are submitting for. You may use the Interest Thread to store WIP Character Sheets, however. I don't mind!

Reservations may be placed for a Face Claim. Reservations will last for seven days from date of request (either via the Interest Thread or PM to Faustus). If you are unable to complete your CS within that period of time, that's okay! Just PM Faustus and ask for an extension. Real Life happens all the time.




●   Current Face Claims and Reservations   ●




Male and Male PresentingFemale and Female PresentingOther PresentingOn Reserve
Björnsson, Hafþór Alexander, Jaimie-Suárez, Mayra [@Lady Sakura until Jan. 23rd]
Byars, JayAthif, Raudha-Ecklund, Michael [@Madmartigan until Jan. 25th]
Driver, AdamQuinn, Molly--
Egerton, TaronSelezinko, Nikola--
Mikkelsen, Mads Tonkin, Phoebe--
Mora, Rick ---
Sewell, Rufus---
Wirth, Billy---




●   The Character Sheet   ●




 
Insert Character Name

Player Username: Please provide your username.
Player Preferences: Do you have any problems writing opposite a character who is not being portrayed by an individual who matches their colour label? This is not grounds for denial into the game, but it is something players need to be aware of. If you do experience difficulties, is it during any form of interaction, or only sexual scenes? Please be honest and upfront in this matter to save stress later.
Character Status: Please mark as “Trial” when first submitting the character. Remember – this will change later.

In the Deep Dark. . .
Full Character Name: Given and surname, please. Middle is not required, but if your character has one we would love to know it!
Alias and Nicknames: Does your character have an alias we should be aware of? Any nicknames that are used by others?
Age and Birthdate: All characters for the purposes of this game should be aged eighteen or older. In the event that you are playing a Supernatural creature that is older than they appear, please include both – their actual age as well as APPEARANCE age. For birthdate, please provide month and day. Year is not required, but if you want to do the calculations that is awesome. Remember: the year is 1639.
Identified Gender: Does your character identify as male? CIS-Female? Female to Male? Male to Female? Genderfluid? Feel free to state their preferred pronouns as well, if desired.
Country of Origin: Was your character born somewhere other than America? Please state that. For those born in America [Wapanoag and Supernaturals], feel free to include where in America your character hails from. All humans OUTSIDE of Wampanoag will obviously have not been born in America, as the colony has only been established for ten years.
Occupation: What does your character do? This may not be applicable for all characters [such as some of the Supernatural characters], but most have some sort of occupation – even if it’s just “Gatherer for Food” or “Housewife.” Get creative here as well if you want!

Only the mirror knows. . .
Character Type: Is your character a Puritan Human? A Witch? A different Supernatural being? From the Wampanoag Tribe? A Slave? A Hunter? Remember – You can be more than one. You can be a Puritan and be a Witch. A Puritan and a Slave. From the Wampanoag Tribe and a Windigo. Etc.
Height: How tall? Both systems of measurement are accepted.
Hair: What colour? Length? Style? What about elsewhere that isn't just on their head?
Eyes: Color? Do they wear glasses? Remember: not everyone has access to glasses, such as the Wampanoag people.
Body Type: How, exactly, would you describe the body type of your character? Slim? Average? Chubby? Overweight? Trim? Stacked like a brick shithouse?
Piercings or Tattoos? Does your character have any piercings or tattoos on their body? If so, what are they? Where are they? While not required, something to think about might be why your character got them. Remember the sort of tattoos that would be obtained in the 1600s.
Other Physical Characteristics: Does your character have any other physical characteristics that should be noted? Do they have any noticeable scars? How did they get them? Do they have freckles? Does the faceclaim you have used for your character differ in any other way from what you picture in your head that should be noted? [For instance, does your character have a crooked nose in your head, but your faceclaim has a perfect nose? Note that here!]
Faceclaim: Did you use an identifiable actor, model, musician, etc.? Feel free to give their name here! If not, no worries – This is not required.

Dig a little Deeper. . .
Personality
The most critical aspect of a human being. Maybe. Who knows? What you should consider for this section is who your character is. Think about how you can describe this to someone else. You should strive for at least one good, solid paragraph describing your character's personality.

History
A novella isn't required here, but again we are looking for a few good paragraphs describing how your character has gotten to where they are now. Where did they come from? How have they progressed? Now is a good chance to explore what has made your character into the person they are. Enjoy yourself and have fun!

Sins of the Flesh. . .
Sexuality: What is your character's sexuality? Heterosexual? Homosexual? Asexual? Pan? Grey? Something else? Can't identify? Sexuality is a broad and complex thing to approach, so feel free to explain in detail.

Are you willing to allow your character to participate in non-consensual acts? Please confirm for us if you are willing to either have your character receive a non-consenting act or instigate this. You absolutely may reserve the right to say “No” and this will, at all times, be obeyed.

Anything Else? Is there anything that we have forgotten? Please feel free to add that here.


Developing Relationships. . .
Chances are, this section will not be applicable to your application in the beginning and should only be used as a placeholder. As you progress through the game, your character will meet others, develop friendships, rivalries, enemies, and maybe even a steady love life. This section may be used to keep those sorted! We suggest updating periodically. However, if your character comes in with a pre-set relationship [such as a sibling, friendship, etc] you can note this from the start. Detail as much, or as little, as you desire over the course of the game.


Easy Copy+Paste Code Beneathe the Cut
Code: [Select]
[center][b][i][size=18pt][font=georgia][glow=blue,2,300]Insert Character Name[/glow][/font][/size][/i][/b][/center]

[floatright][img padding=5](Please replace with URL to your character image. We request it remains no larger than 250px in width.)[/img][/floatright][b]Player Username:[/b] (Please provide your username.)
[b]Player Preferences:[/b] (Do you have any problems writing opposite a character who is [i]not[/i] being portrayed by an individual who matches their colour label? This is not grounds for denial into the game, but it is something players need to be aware of. If you do experience difficulties, is it during any form of interaction, or only sexual scenes? Please be honest and upfront in this matter to save stress later.)
[b]Character Status:[/b] (Please mark as “Trial” when first submitting the character. Remember – this will change later.)

[b][i][size=12pt][font=georgia][glow=teal,2,300]In the Deep Dark. . .[/glow][/font][/size][/i][/b]
[b]Full Character Name:[/b] (Given and surname, please. Middle is not required, but if your character has one we would love to know it!)
[b]Alias and Nicknames:[/b] (Does your character have an alias we should be aware of? Any nicknames that are used by others?)
[b]Age and Birthdate:[/b] (All characters for the purposes of this game should be aged eighteen or older. In the event that you are playing a Supernatural creature that is older than they appear, please include both – their actual age as well as APPEARANCE age. For birthdate, please provide month and day. Year is not required, but if you want to do the calculations that is awesome. Remember: the year is 1639.)
[b]Identified Gender:[/b] (Does your character identify as male? CIS-Female? Female to Male? Male to Female? Genderfluid? Feel free to state their preferred pronouns as well, if desired.)
[b]Country of Origin:[/b] (Was your character born somewhere other than America? Please state that. For those born in America [Wapanoag and Supernaturals], feel free to include where in America your character hails from. All humans OUTSIDE of Wampanoag will obviously have not been born in America, as the colony has only been established for ten years.)
[b]Occupation:[/b] (What does your character do? This may not be applicable for all characters [such as some of the Supernatural characters], but most have some sort of occupation – even if it’s just “Gatherer for Food” or “Housewife.” Get creative here as well if you want!)

[size=12pt][b][i][font=georgia][glow=teal,2,300]Only the mirror knows. . .[/glow][/font][/i][/b][/size]
[b]Character Type:[/b] (Is your character a Puritan Human? A Witch? A different Supernatural being? From the Wampanoag Tribe? A Slave? A Hunter? Remember – You can be more than one. You can be a Puritan and be a Witch. A Puritan and a Slave. From the Wampanoag Tribe and a Windigo. Etc.)
[b]Height:[/b] (How tall? Both systems of measurement are accepted.)
[b]Hair:[/b] (What colour? Length? Style? What about elsewhere that isn't just on their head?)
[b]Eyes:[/b] (Color? Do they wear glasses? Remember: not everyone has access to glasses, such as the Wampanoag people.)
[b]Body Type:[/b] (How, exactly, would you describe the body type of your character? Slim? Average? Chubby? Overweight? Trim? Stacked like a brick shithouse?)
[b]Piercings or Tattoos?[/b] (Does your character have any piercings or tattoos on their body? If so, what are they? Where are they? While not required, something to think about might be [i]why[/i] your character got them. Remember the sort of tattoos that would be obtained in the 1600s.)
[b]Other Physical Characteristics:[/b] (Does your character have any other physical characteristics that should be noted? Do they have any noticeable scars? How did they get them? Do they have freckles? Does the faceclaim you have used for your character differ in any other way from what you picture in your head that should be noted? [For instance, does your character have a crooked nose in your head, but your faceclaim has a perfect nose? Note that here!])
[b]Faceclaim:[/b] (Did you use an identifiable actor, model, musician, etc.? Feel free to give their name here! If not, no worries – This is not required.)

[size=12pt][b][i][font=georgia][glow=teal,2,300]Dig a little Deeper. . .[/glow][/font][/i][/b][/size]
[b]Personality[/b]
(The most critical aspect of a human being. Maybe. Who knows? What you should consider for this section is [i]who[/i] your character is. Think about how you can describe this to someone else. You should strive for at least one good, solid paragraph describing your character's personality.)

[b]History[/b]
(A novella isn't required here, but again we are looking for a few good paragraphs describing how your character has gotten to where they are now. Where did they come from? How have they progressed? Now is a good chance to explore what has made your character into the person they are. Enjoy yourself and have fun!)

[size=12pt][b][i][font=georgia][glow=teal,2,300]Sins of the Flesh. . .[/glow][/font][/i][/b][/size]
[b]Sexuality:[/b] (What is your character's sexuality? Heterosexual? Homosexual? Asexual? Pan? Grey? Something else? Can't identify? Sexuality is a broad and complex thing to approach, so feel free to explain in detail.)

[b]Are you willing to allow your character to participate in non-consensual acts?[/b] (Please confirm for us if you are willing to either have your character [i]receive[/i] a non-consenting act or [i]instigate[/i] this. You absolutely may reserve the right to say “No” and this will, at all times, be abided by.)

[b]Anything Else?[/b] (Is there anything that we have forgotten? Please feel free to add that here.)


[size=12pt][b][i][font=georgia][glow=red,2,300]Developing Relationships. . .[/glow][/font][/i][/b][/size]
(Chances are, this section will not be applicable to your application in the beginning and should only be used as a placeholder. As you progress through the game, your character will meet others, develop friendships, rivalries, enemies, and maybe even a steady love life. This section may be used to keep those sorted! We suggest updating periodically. However, if your character comes in with a pre-set relationship [such as a sibling, friendship, etc] you can note this from the start. Detail as much, or as little, as you desire over the course of the game.)
« Last Edit: January 18, 2017, 11:13:57 pm by Faustus »

Offline FaustusTopic starter

  • Soul Seller || Stygia's Nostradamus || Deposed King
  • Liege
  • Enchanter
  • *
  • Join Date: Dec 2011
  • Location: Why this is hell, nor am I out of it.
  • “I am not omniscient, but I know a lot.” - M.
  • View My Rolls
  • Referrals: 0

Q. How well do I need to know American history to be involved in this game?
A. No one is going to be breathing down your neck about being 100% historically accurate. So long as you are getting the main points as addressed by the game and character archetypes, then you will be fine. Also: no laser mounted velociraptors in 1639. I can hear you all pouting now. Basically: just stay within the basic realm of accurate without being ridiculously inaccurate (see previous example) and you're good.

Q. I'm playing a Puritan -- Can I still have them be a member of the LGBTQA community?
A. Of course! There is absolutely nothing stopping you. Just because they are a member of this religious group does not mean their identity as an LGBTQA member is erased. It does, however, make things more difficult for them. They can't very well be caught having homosexual experiences, so you better do it on the sly. ;)

Q. I want to play a Trans character who is also a Puritan. Any suggestions on how?
A. A simple way would be to have them as a new arrival into the colony presenting themselves by their desired gender. They're going to need to work hard to hide it, but it is completely possible!

Q. I really want to play a POC! Given the time period, do I have to play them as a slave?
A. No! Slavery was not legalized in Massachusetts until 1641, and this game takes place a few years prior to that. Yes, there will still be slaves -- there is no avoiding that -- but POCs may also be free (if albeit regarded with disdain and/or suspicion) men and women. You may also play them as one of the many supernatural creatures/witches, which keeps them from being inside of the colony. Or, heck, play them as a Hunter! That could be really interesting, especially if you choose to bring their own cultural flair to the entire process. And, of course, the Wampanoag are POC from the start.

Q. Does a Witches Coven need only one High Priest or Priestess? Shouldn't it have both?
A. I am open to Covens having both a High Priest and Priestess, but they can function with only one. :D

Q. Should the High Priest and Priestess be a couple?
A. Not necessarily, but they would work in close unity with one another, so it would be best if they at least got along. ;)

Q. I want to play a Dragon as a Supernatural creature. Can I do that?
A. Not in the traditional sense. You can't play a standard western dragon, which is probably what most immediately think of when they picture "dragon." Eastern Dragons are also right out. What you need to think if you want a "dragon" is something closer to the Piasa Bird, or a Thunderbird.

Q. I'm having problems thinking of a Creature I want to explore. I really like (INSERT CREATURE), but I want a North American equivalent. Can you help me?
A. Chances are, yes I can. If you're having problems thinking of a character, a creature, a concept, finding a North American equivalent of a species, figure out how your European-based creature got to America, or just want to bounce ideas, don't hesitate to ask me! I'm really happy to help in every way that I can, and you'll find I'm pretty accommodating too.

Q. I'm playing a Puritan. Do I have to have them obey the Puritan principles?
A. Nope!Corrupt Puritans are VERY welcome in this game. Of course, if they want to get on in society, they should act like they live by the laws in public... ;) Who's to say about behind the scenes?

Q. How will you go about making sure characters who are created as slaves are put into a home?
A. There's a few ways this can be done:
  • When you create this type of character, you can NPC the family they work for.
  • You can approach another player and ask if they would like their family to have a slave and work the backgrounds together in a collaborative effort.
  • You can create the character and note that the rest of their character history is TBD after finding a family to station them with. Your GM is happy to help get you with someone who is seeking to have their character/character's family keep slaves, and that part of the history can then be filled out.

Q. Can I play an escaped slave?
A. Sure! They probably wouldn't be inside of the colony walls, though, so keep that in mind. They might be able to take up with the Wampanoag tribe, though~ Or any of the supernatural groups! The possibilities are endless.

Q. I'm not sure if my idea is too crazy. What should I do?
A. When in doubt, PM me or ask in the Interest Thread. :D I'll be happy to help and answer your questions! Chances are, whatever you propose to me will probably be fine. If not, we'll tweak it together until we've got what can work.

Q. You said that if my first character is a Supernatural, my second needs to be Human. But you also say in the CS that characters can be multiple types. Can you explain better?
A. Sure! A human character is just that -- only human. They can be a Slave, from the Wampanoag Tribe, a Hunter, a Puritan, an outcast of society... whatever. But they are only human with no traces of supernatural-ness about them.

There can be supernaturals living among the humans, though, DISGUISED as humans. Witches are an easy example because they appear inherently human. But others can conceal themselves among the humans. Heck, they might actually believe what the Puritans do and are trying so hard to deny their real selves. It's all up to how you want to play them.

Q. I am playing a Witch. Do I have to join a Coven?
A. No, you are not required to join one. It's good for easy connections to other Coven members, but is definitely not something you have to do. Solo-Witches are just as important as Coven-bound ones.

Q. I think I remember reading that the Puritans mostly wore black. Do I need to make sure my FC image is wearing all black?
A. Nope -- I'm really not being a huge stickler in terms of the images you use for your FC. It can be difficult to find just the right image, and I more than understand that.

Q. Can I play a Hunter from a different culture? What about one that wasn't trained by the Christian church?
A. Yes! I would love to see a variety of Hunters from different societies, cultures, and religions called to handle the problems the Puritans are experiencing. This would be perfectly fine - and encouraged - by me in terms of playable characters. However, don't forget that the Puritans viewed their religion as the ONLY correct one, and saw other races as inferior to them. You'll need to keep that in mind in terms of character interactions, but that definitely shouldn't deter you! If anything, it gives you a potential venue for exploration.

Q. Are the Witches limited by their type of magic? For example: can White Witches only learn healing and protective, or can they learn magic to defend themselves?
A. The three types of magic can be viewed as "lifestyles." White Witches live a pacifistic lifestyle, and have chosen to follow the healing arts instead. This does not mean that they are unaware of Black magic or Green magic, but they are BEST at White. A White Witch will never be able to use some of the Black magicks because...well, it's Black magic and wicked by nature. It would taint them. But they have their own forms of offensive magick to protect themselves if absolutely necessary.

Q. Are Witches born as one type or another?
A. Not exactly. A born-Witch is simply born with magick ability. How they choose to hone and develop it over the years is how they decide if they are a Black, White, Green, or Grey Witch, although they may show more proficiency in one field or another. Black and White Witches are the two extremes to either side -- one very dark and potentially wicked, the other very light and blessed. The two will never be able to use the same magicks as one another without harm. A Black Witch will never be able to return to any of the other types after using certain magicks too. Green and Grey can use the basics of either if they chose. But a Green chose to explore the route of Flora and Fauna, while Grey is the perfect blend of White and Black.

In short: no, a Witch is not inherently born as one type and chooses it as they go through life.
« Last Edit: December 30, 2016, 10:16:17 am by Faustus »

Offline FaustusTopic starter

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●   Inspiring Images   ●

Puritan Homes and Village
   |   
Setting
   |   
Puritans
   |   
Wompanoag
   |   
Hunters
   |   
Supernatural




●   Links to help think on...   ●

Wampanoag Legends   |   Legendary Creatures of the Indigenous peoples of North America   |   North American Legendary Creatures




●   Game Threads   ●





●   Current Numbers   ●

Gender IdentificationSexual OrientationCharacter Type
CIS-Male: 10Heterosexual: 9Human: 5
CIS-Female: 6Homosexual: 2Human Hunter: 1
Other Presenting: 0Bisexual: 1Human Wampanoag: 1
Pansexual: 3Witch: 3
Other (Ace, Unknown, Hard to Say): 1Supernatural: 6
« Last Edit: January 18, 2017, 11:23:54 pm by Faustus »

Offline FaustusTopic starter

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Reserved for any Further Need

Offline FaustusTopic starter

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And with that I am finished! Please feel free to voice your interest, ask questions, or otherwise! 8D

Offline Intimate Ink

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This looks soooo aweesome... mmm... interest.  Hmmm.....

Offline FaustusTopic starter

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Oh, now you're just flattering me, Ink. <3 Glad to have your interest~~

Offline Amarlo

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Omg. I am super interested in this. O_O

Offline Neithriel

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This...this...I want to try...so badly. It would be my first group game! But I'm interested!!

Offline FaustusTopic starter

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Omg. I am super interested in this. O_O

Yesssss~~! Welcome to the club, Amarlo! I look forward to seeing what you think of~



This...this...I want to try...so badly. It would be my first group game! But I'm interested!!

Don't worry about it being a first! :D If you have any questions - even ones you think are silly - just ask and I'll see to them. I'm super relaxed as a GM, so no stress!

Offline Kuroneko

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Could be interested in a Wampanoag shaman, if that's an option.

Offline FaustusTopic starter

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Definitely an option! In fact, I would love to see the Shamanism aspect explored in this game.

Offline Amarlo

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Yesssss~~! Welcome to the club, Amarlo! I look forward to seeing what you think of~
So many options! I shall ponder it diligently. @_@

Offline WhatLiesAbove

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Color me interested! Always been fascinated with Native American roots!

Offline Kuroneko

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Definitely an option! In fact, I would love to see the Shamanism aspect explored in this game.

Awesome :-) Then I will work on a character sheet ;)

Offline FaustusTopic starter

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Color me interested! Always been fascinated with Native American roots!

Great to have your interest!! 8D



Awesome :-) Then I will work on a character sheet ;)

Take your time and enjoy the process~ Let me know if you need a Faceclaim reserved too. :D

Offline Vael the Destroyer

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Posting tentative interest. Will get to reading all the details soon.

Offline FaustusTopic starter

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Posting tentative interest. Will get to reading all the details soon.

Hi, Symph! <3 Take your time~~

Offline Totoro

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I'm definitely interested in this, looks really interesting.

Offline FaustusTopic starter

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I'm definitely interested in this, looks really interesting.

Thank you, Sun Wukong! I'm glad to have your interest.

Offline Vael the Destroyer

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Do you believe that there are Hunters in other cultures? Say, if I wanted to play a Hunter of Chinese descent that was purchased as a slave to a wealthy puritan that is trained in Asian defensive and offensive arts instead of those taught by the church would that be okay?

Offline Vael the Destroyer

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Also: do white witches only know healing and protective magic, or are white and green witches able to study forms of magic that could be used as self-defense in case they are attacked by black witches?