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Wisteria [INTEREST CHECK//Need development help]


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logo credits thanks to LC

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OPENING THEME

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It's a cold winter in the kingdom of Alleria, though that doesn't seem to have too much of an effect on the town of Vale.  They're used to it.  It's night; the townsfolk are all shut in their homes, safe and sound.  Everyone is asleep, bar the two night watchmen guarding the northern and southern entrances to the small village.  The perimeter is lined with walls, glowing with light enchantment.  It's a rather peaceful night, with the moon bright above, and the stars twinkling about in the sky.  Clouds slowly drifted by, sleeping, soft giants through the sky.

 

The peace is broken by a howl, coming from one of the small huts near the edge of town.  A flash of red floods from windows, followed by the smell of burning hair.  A strange, oddly loud ripping sound is heard, followed by silence.

 

It was enough to alert the southern guard.  It wasn't every day that he was able to do anything; Vale was an amazingly peaceful place to live, so he worried not about this.  As part of his duty, however, loud noises in the middle of the night mustn't be ignored, and this call wasn't an exception.

 

As he edged closer to the entrance of the humbly-adorned abode, he stopped.  The smell of burning hair.  The eerie, red glow coming from the windows.  He had heard stories of these sorts of things, mainly from the older members of the community.  Of course, those were just fairy tales, right?  He gripped his sword, steeled his resolve, and opened the door.

 

Standing across from him, drenched in that eerie, red glow, was a little boy.  The bodies of two other people, a young girl and an older man, lay at his feet, motionless.  The boys eyes were hollow, and he was staring at the ground.

 

"Not here," whispered the guardsmen, who backed away from the house.  The boy looked up and whispered something, but the guard was too far away to hear it.

 

No scream was heard, yet another ripping sound sound was.  This one was quick, and near-silent.  Childish laughter rang through the night, and the town slept calmly evermore.

[divider1]

Wisteria.  The organization whose members are known by many names.  Tongue takers.  Witch hunters.  Demon slayers.  A society whom holds absolute power over the citizens of Alleria, whose words and actions become the law.  Guardians of the normal, protectors of the meek.  Among those accursed outcasts who live in the exalted zones, outside of the law, they're known only as the hunters, individuals to be avoided at all costs.

 

They have but one job.  Hunt the exalted, colloquially known as 'witches'.  Cut their tongues out, thus stripping them of all magical power they have, and imprison them.

 

You are a hunter.  You kill the exalted with zero remorse using the tools you are given by Wisteria.  If someone shows signs of turning, you kill them immediately.

 

Such is the life of a hunter.

[divider1]

[spoiler=Rules]

I shouldn't have to make something for rules, but I have to.  Many of these go without saying, and as such, should be pretty easy to follow.

  • No powerplay, especially if you're trying to kill a witch.  If anything, downplay your character's strengths.  You are almost nothing compared to your enemy.
  • I reserve the right to reject your application under any circumstances.  If I don't like it, don't expect to get in.  There could be a multitude of reasons, but I think the biggest one is that if your character feels sue-ish, exit stage right.
  • Read the damn rules for the roleplay section and the character creation guide.  Live them.  Learn them.  I expect you to copy paste the third paragraph/rule set of each topic (respectively) and paste them at the end of your application.  You're not getting in if you don't, because it shows a lack of respect and effort on your part.
  • What I, and my co-host say, goes.  That's final.
  • You are given a small amount of worldbuilding and history-making, when it comes to towns, cities, and the such.  Use it, and I'll retcon anything that wouldn't fit.

[/spoiler]

[spoiler=Plot]

This is detailed in the chapter list below, but I'll summarize what's going on at the start here.  You are a member of Wisteria, an elite squad of witch hunters.  Specifically, you belong to a special operations squad known as "Amen".  That name carries quite a reputation with it; as such, much is expected of you and the other members during the mission, even though the greater bulk of you are newer recruits as the squad had a run-in with disaster a few months prior to the start of the story.  Many of you are relatives to past members of Amen, and each of you know each other member almost personally at this point - a requirement of the job, one would say.

[/spoiler]

[spoiler=World Information]

[spoiler=Terms]

  • Wisteria:  Also known as witch-hunters, this is an elite group of assassins formed for the sole purpose of silencing and disposing of witches.  The organization is rather secretive and its actions are usually overlooked by the law, but everyone knows its name and the weight it carries.
  • Witch:  A being of magical power of any level.  All witches require sustenance through feeding off of the blood of living things, else their power will begin to fade over time.  All witches are immortal and have access to an array of specialized magics, usually related to the personality or experiences that a witch has had over their lifetime.  Any living thing can become a witch, but it manifests more in humans than it does in animals.
  • Silence:  To silence means to cut the tongue out of, thus stripping of all ability to speak.  Doing this to a witch will strip them of the power to utilize their magic as well, as magic is spoke in incantations, thus rendering them as helpless as any other similar being.  However, doing so will not strip them of their immortality.
  • Bury:  The most popular method of witch disposal, a witch would be taken captive and buried alive in the Big Grave, a huge tower located in the center of Witchhaven.
  • Domin:  The god of Alleria's monotheism Dominity, Domin is said to watch over all and protect those who praise his name.  A parallel to the God worshipped among Abrahamic religions.  Domin was a real person, however, and did indeed have a small amount of magical powers. He was the very first witch slayer and founded the group known as Wisteria shortly before silencing Hazel.
  • Hazel:  The antithesis to Domin, Hazel was the first witch and was very, very real, having nearly destroyed all of humanity at the peak of her power.  Hazel was silenced by Domin over ten-thousand years ago, however, and is currently buried at the top of the Big Grave.  Many members of Dominity visit her grave to as part of their pilgrimage.
  • Exalted Zones:  A place deemed unsafe due to the presence of a witch.

[/spoiler]

[spoiler=Places]

  • Alleria:  The kingdom in which this roleplay takes place.  Easily the largest kingdom of its time, Alleria is the hub of religion and worship.  It is a heavily religious place, ran by a governing body called Congregation, which acts as a sort of parliamentary system ran by the nobles of the country.  The capital of Alleria is Witchhaven.
  • Witchhaven:  The largest city in the world, Witchhaven is a beautiful city made of marble.Located in the dead center of the country,  it's famous for the ivory tower in the center of the city that reaches for the clouds known as the Big Grave.  This city also acts as the hub for both the Congregation and Wisteria.  The majority of the population is made up of middle-to-higher-class citizens.  Very few in the city are poor due to the Congregation's work in making members of its own religion well-off.
  • The Big Grave:  An ivory tower located in the center of Witchhaven.  Most, if not all witches are buried here.  A major pilgrimage place for members of Dominity, they make their way to the top of the tower to pray to Domin on the grave of Hazel.
  • Vale:  A small town located about sixty miles from Witchhaven, Vale has had a peaceful record in the past, but is now uninhabited thanks to the work of a newborn witch.
  • Solace: The second largest city in Alleria and the world, it is located on the eastern side of the country and is a massive nexus for trading routes. Someone once said that all goods eventually passes through Solace. Although not quite as large as Witchhaven and nowhere near impressive as that marble city, it is much newer, and is the fastest growing city due to its thriving economy. The Congregation is attempting and failing to keep a heavy eye on the place as, due to its sheer size and exposure to far-off foreign influences, there is a rising population of pagans, heretics, and atheists. What the Congregation is underestimating in their quest for religious dominance, however, is the gradually rising power of the various merchant companies who will eventually hold enough power to sway the country.

[/spoiler]

[/spoiler]

[spoiler=Things you should probably be aware of]

[spoiler=How one comes to be a member of Wisteria]

It's no secret that those who come to be operatives for Wisteria have been around witches all of their life.  Many members of the group either come from families who've been members for ages, or are survivors from exalted zones who saw their own family die by the hands of a witch. Regardless, those who are members usually got their start after finding another member to take them back to Witchhaven, where after a physical and mental evaluation, were given the chance to begin training to become a hunter.  

[/spoiler]

[spoiler=What is the general era of the roleplay?]

Dark ages, swords and shields, and mages.  Knights and such.

[/spoiler]

[spoiler=Ranking in Wisteria]

Each member of Wisteria is given a rank signifying their level of power and prestige relative to others.  The rankings go as such:

  1. Dominus/Domina/Domini: The only one to possess this rank is the current leader of Wisteria.  The current Domina happens to be Nikkita Ashford - though members rarely hear from her, instead reporting to the many Radiants she has deemed fit to lead individual companies.
  2. Radiant:  A rank given to those who have proved themselves time and again to be leaders both in battle and through struggle, a Radiant is one who is trusted with near-absolute power over their companies by the Domina.
  3. Scry:  Ranking slightly above Knight, Scrys serve as the right hand men or women to Radiants, and are personally selected based on their combat abilities and knowledge pertaining to the company.
  4. Knight:  The rank that most members of Wisteria attain.  Knights serve in companies under Radiants and are the footsoldiers and field officers.  Most witches are disposed by knights.
  5. Hand:  A mirror to the position of Knight.  As opposed to Knights, who work in companies to kill witches, a Hand works alone and carries out the deed incredibly quietly and quickly.  The work of a Hand is incredibly dangerous, and only made up of those who volunteer for the position.
  6. Squire:  A newblood in Wisteria, being trained in the ways of a Knight.  

[/spoiler]

[spoiler=How a witch is formed]

When it comes down to it, there's no real answer to this question; some people become witches, most people don't.  A theory posted by some of the witch historians in Wisteria is this:  Witches are the product of stress, with people driven to turn through traumatic events.  How a person turns and just what exactly the kind of witch they turn into is up in the air based on who they were as a person.

[/spoiler]

[spoiler=What is a witch like?]

  • In your character's experiences?  Downright terrifying.  A witch carries a certain aura around it that just radiates fear and hopelessness, which makes it so effective at feeding off of humans who have not trained against such a thing.  It drives humans who haven't mentally prepared for such a thing to madness and catatonia.  This effect ends when you cut the tongue out of a witch, which usually returns the witch to a more human-esque state.
  • A witch, with the more powerful it grows and the more humans it feeds on, may begin to change appearance into something more terrifying and hideous.  Sometimes this can make the tongue more difficult to access, making powerful witches harder targets.
  • The longer a witch goes without feeding, the less able it is to function as a living being - if a witch goes without feeding for a full year, tongue or not, they enter a dormant state similar to death.

[/spoiler]

[spoiler=Are there powers in this roleplay?]

For the most part, no, there are not.  Magical powers are strictly restrained to witches.  The only remotely magical thing are the enchanted culling blades made to cauterize the tongue of a witch when it's cut out.

[/spoiler]

[/spoiler]

[spoiler=Character List]

[spoiler=Rade Cathos, Radiant Hunter]

Rade is a Radiant ranking officer of Wisteria.  A known descendant of a close follower of Domin, the Cathos line has been closely tied with Wisteria for generations.  An expert on witch hunting and an all around knowledgeable person on most subjects, Rade is more than fit to be the leader of Amen.  However, lately he has been sick and confined to his bed, instead sending his second in command, Kruscha, to see over most of the newer missions.  He's been depressed since losing his wife, a fellow member of Amen, in a raid on an exalted zone a year prior to the start of this roleplay.

[/spoiler]

[spoiler=Arthur Pendragon]

Arthur Pendragon is a Hand of Wisteria, and was at one time the Radiant charged with leading Amen.  Though the Pendragon line has only recently become affiliated with the organization, the relationship has proved mutually beneficial.  Arthur himself is a knowledgeable man and a sound tactician, having led over a dozen successful hunts in his time.  Since becoming a Hand his successful hunts have come more slowly, but each time he leaves Witchhaven he inevitably returns with a freshly silenced witch in tow.

[/spoiler]

[/spoiler]

[spoiler=Application  Outline]

Name:  [ Insert name here. ]

Age:   [ Insert age here. ]

Gender:  [ Male, female, or non-binary.  Intersex characters will be accepted, however, if I don't feel like you can safely play one, then I will deny you.  I'm looking at you, certain person.

[spoiler=Appearance][/spoiler]

[spoiler=Backstory][/spoiler]

[spoiler=Personality][/spoiler]

[spoiler=Combat Skills/Specializations][/spoiler]

[spoiler=Misc. Information][/spoiler]

NOTE:  These applications have standards.  I fully expect you to set incredibly high standards for yourself regarding your writing.  I want to feel like your character is a person who would easily be a member of Wisteria, having dealt with all that the job comes with.  It's not easy.  It's not for the faint of heart - and on that note, I leave everything with this application up to you, and if I think your application isn't enough, then I'll deny it.

[/spoiler]

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CHAPTER LIST

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CHAPTER 1 - AMEN, VALE

[spoiler=Part 1]

A courier had been dispatched to Vale to deliver messages to the mayor of the town directly from Witchhaven but never returned - a second one was dispatched and she, too, never returned.  An incident like this was reported to the authorities, who dispatched Amen from Wisteria along with two other members from the courier company to check on the town - situations like this often signify witch attacks, which usually leave no survivors.

[/spoiler]

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ENDING THEME

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This is where all the miscellaneous stuff (stories, etcetera) go.

Character Biographies and Stories

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[spoiler=The Town of Vale]

Vale.  A quiet little village located about sixty miles north of Witchhaven sitting at the base of Mount Bandertoss.  Not well-known due to its  relatively low population and lack of any real exported goods, it seems to be a ghost town with only about a hundred residents to its name.  In the far past, Vale had been a popular mining town, when Bandertoss still provided iron much-needed by Alleria during the War of Antse nearly two hundred years ago.  These days, however, it has sat in lonely silence, with only occasional ruckus coming from the youth pulling stunts or going too far with rough play.

 

Many of its residents are either aged or very young, with parents sending their children from Witchhaven to live with the grandparents in Vale.  In this sense, Vale seems to be a bit of a half-retirement, half-babysitter community.  There is no school in Vale, however, which means that about half of the population seems to flock back to Witchhaven thanks to the kingdom's mandate on the schooling of young children.

 

In those days that the children are there, however things seem to get lively - if only a little bit.  This is when Vale is at its most interesting.

[/spoiler]

[spoiler=Tangleshell]

The wilderlands.  A rather unexplored haven for heathens as far as the eye could see.  It really was the perfect place for a witch; many of the barbarians that roamed its lands often sent witches blood sacrifices, to which they gladly accepted.  It was a sort of toxic symbiosis that would make one wonder about the true nature of witches; how were they able to work with barbarians instead of mindlessly killing them?

 

Silas Tanglethorn, a Scry serving under Amen's company, wondered.  A scribe-turned-combatant, Silas used his vast amount of knowledge concerning witches to effectively silence them, one after another - many of them on his lonesome.  But this mission?  This mission was different.

 

One of his fellow Amens had turned the night before, a girl named Ana.  She was a beautiful lass, sixteen years of age and amazingly adept with her chosen weapons, far more so than other Knights of her caliber.  She had multiple witch slayings under her belt and had the potential to go far in the organization, until she turned.

 

She had just come back from another mission, having killed a rather powerful witch; however, her group suffered multiple casualties, among which one of was her brother.

 

The shock changed her.  She came back to the headquarters, almost in a trance, barely even recognizing the praise she had garnered for killing the witch.

 

It's a wonder that none of the officers decided to kill her then, Silas thought.  She had been exhibiting the signs of turning, which Silas had taken note of when she returned from the 

 

[/spoiler]

 

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Dossier on currently known Witches assigned to Amen

HIGH RISK

-------------------------------

[spoiler=Cupid]

Former Identity:  Unknown

Incident Location:  Vale

Observed Threat:  Extremely high.  The assigned Hand (Hans Bugosi) has reported a monstrous mass of tentacles extending from the eye sockets of a small child - the tentacles, which number in the hundreds, are pencil thin and seem to individually skewer each one of the victims through the eyes.  As of last observation, the victims still seem to be attached to the child by way of impalement through each appendage.  The target seems to be about seven or eight years old and remains docile and unmoving while the tentacles writhe tirelessly. 

This witch seems to have fed on at least eighty victims.

Dispatched Group:  Amen

[/spoiler]

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What sort of development help do you need? How does one become a witch exactly?
 
Might join. Creating an app. I just like creating apps and haven't done so in a while.
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[spoiler=Midas - Finished]
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"Mother, you were a wonderful and beautiful woman to have birthed such a beautiful son... Will you continue to watch over him from above?"

~Midas, to the heavens


[hr]Personal Information
[hr]Name: Midas
Age: 18
Gender: Male
Rank: Knight
[hr]
[spoiler=Appearance]A dark-haired boy, standing at 5'5" and weighing 130 lbs, with an innocent prince-like appearance straight out of a fairy tale. The gold marks on his body and his eyes are due to the supernatural power he was infused with. His height is actually quite average for a commoner, but amidst the nobles he's rather short. Under his fancy clothing, he's slim and lightly toned.
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Picture credits: http://sakonma.deviantart.com/[/spoiler]
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[spoiler=Personality]To observers, he has the noble bearing of a prince, serene and noble. Midas takes great pains to maintain outward appearances, using his money to buy expensive and not altogether practical clothing while acting in an extremely pretentious manner. However, beneath this calm and collected facade, Midas is easily angered, spiteful and petty. Self-entitled and arrogant, he is the result of poor parenting and excessive praise during his upbringing. The death of his mother and his experiences as a witch hunter seemed have mellowed him, however, in truth he retains an extreme selfishness and superiority complex that is merely suppressed on the outside but rages on within him to such an extent that he resents it when others are praised.

If he has no ulterior motives to approach others, Midas avoids social interactions as he considers people beneath him and he is too ignorant to realize the aching loneliness that opened within him after his mother died. If anyone suggested he may be lonely, he would go as far as to consider their words blasphemous. The only times he satisfies his need for other people is when he hears someone praise him (which happens often due to his beauty), which then he may approach them to hear them freak out over him. He naturally draws closer to those who treat him well.

In terms of morality, Midas is actually very naive. He places self-preservation above all else, but otherwise, he is easily appalled by immoral acts and lacks callousness despite being placed in numerous dark situations. Upon joining Wisteria, he has begun believing in noblesse oblige, and that it is his duty as one with greatness to help those beneath him by protecting them from witches. However, this seems more like a self-satisfaction sort of thing rather than true empathy. As someone who believes himself to be above other humans, empathy is a difficult thing for him, but he is not actually sociopathic. It is merely difficult to earn his respect.[/spoiler]
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[spoiler=Backstory]The story starts like a fairy tale. In the wondrous city of Witchhaven, a beautiful and kind maiden caught the eye of a beautiful and rich young noble. They fell in love and it became only natural that their offspring was beautiful. Midas was said to be the most beautiful child in the world. Despite that he was an illegitimate child, an idyllic life for him lasted until Midas was seven, when his father married a woman of his proper social standing. Jealously, this new woman managed to coerce the noble to cast his mistress and his illegitimate son from Witchhaven and cut all ties with them.

They landed in the second largest city in the world and mercantile metropolis, Solace. Here, all the spoiled brat, Midas, would do was complain to his mother, who had to prostitute herself to make a living. His mother loved Midas more than anything in the world, and doted on him to no end while bearing his relentless verbal abuse and complaints despite that it tore at her heart. What broke her, however, was not his complaints, but when Midas, at the age of 15, matured and stopped complaining. Midas suddenly realized that his complaints were ultimately useless and undignified, while his mother believed he was acting out of concern for her. She suddenly lamented all the more that she had to subject her beautiful son to this lowly lifestyle.

It was then which she manifested into a witch. She gained the power to create gold out of nothing and was finally able to give Midas a lifestyle reminiscent of nobility. She hid herself away in the sewers and slept to control herself while Midas freely used the gold she created. Using this money, Midas rose to prominence in the merchant city Solace. Because all of her focus was on her son, he managed to be infused with some of her magical power, and gained the ability to turn things into gold by touching them with his left hand.

This did not last more than six months, for she had gradually been losing control and had caught the attention of Wisteria. Midas was with her when the witch-hunters attacked. Both understanding what was happening and realizing that the witch didn't stand a chance against the elite unit Amen, Midas turned on his own mother out of self-preservation so not to be taken as one of the witch's thralls. Taking the blade of a fallen Amen member, he confronted her, and out of love, she did nothing to stop him. He cut out her tongue before all of the members of Amen.

Amen took him and his mother back to Witchhaven in chains, and on that miserable trip beside his mute mother, Midas became full of remorse. Looking upon her terrible state, he realized his selfishness, his mother's infinite kindness, and ultimately his love for his mother. However, at this point, she had gone over the edge and was no longer herself.

Midas was there as his mother was buried at the Big Grave. He had asked to be there himself, despite being a prisoner, and Wisteria granted his request as they were still in the process of contemplating what to do with him. A number of spectators had come out to watch, including Midas's father's proper wife. Still full of jealousy from years before, she scorned the Midas's mother during the burial. Overhearing her, and becoming full of rage, Midas managed to catch his guards unawares and slip past them as they were watching the burial, to reach the noblewoman and began beating and strangling her with his chains. He barely got anywhere when the woman's guards stopped him. Wisteria won back custody over him despite that he was now deserving of capital punishment for attacking the wife of a member of the Congregation.

Midas became a member of Wisteria to become above the law and avoid death. He eventually became assigned to Amen when Wisteria realized he had the power to sense witches as his power resurfaces whenever they are near.[/spoiler]
[hr]
[spoiler=Combat Info]Midas's main role in Amen is to detect the presence of witches or play as bait as his beautiful and innocent-looking appearance is incredibly enticing to witches. Otherwise, he is a sniper who shoots the witch from afar using a powerful but compact crossbow.

Gold Touch: Whenever witches are near, Midas's left hand begins turning anything it touches into gold. Because of this, Midas wears a thin silk glove that begins to turn to gold thread when witches are near. The closer they are, the stronger the power gets, until it literally starts making the gold grow larger. While Midas is still sapping power from a witch, things turned to gold will remain gold. However, once Midas is no longer in the vicinity of an active witch, things can be turned back to normal by running water over it.

Dagger: A weapon meant for fast surprise attacks in close quarters to instantly lop off a witch's tongue. It's carried in Midas's right sleeve and he can flip it out with practiced ease.
[/spoiler]
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[spoiler=Miscellaneous]

https://www.youtube.com/watch?v=n-4SVb8ZoIU


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In-character (IC) posts and threads belong in the main forum, while OOC posts and planning/registration threads go in the OOC subforum. Don’t get them confused.

Depth of Explanation: Also known as, “how much should be left unsaid?” This mainly depends on what franchise your RP is based off of, if at all. Something like Yugioh or Pokémon is commonly known; thus, you probably don’t have to write up a five-page guide detailing how to duel or have a battle. Something like Golden Sun, however, may require some extra information about alchemy and Psynergy. It’s also not a bad idea to find a link to a wiki (just Google the series name followed by “wiki”) so members can read up on any information you may have missed. However, one thing you do not want to do is overwhelm potential RPers with information. If something isn’t necessary for them to know in creating their application, it’s not a bad idea to leave it out until it crops up in the RP.[/spoiler][/spoiler]
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Let me know if I need to make any changes.

[spoiler=Mordred]

Name:  Mordred Pendragon

 

Age:  19

 

Gender:  Male

 

[spoiler=Appearance]tumblr_m59pgvDQqE1qzyhb5o1_1280_zpsxapqi

Height:  1.9m (6'2")

 

Weight: 75kg (165lbs)

[/spoiler]

 

[spoiler=Backstory]

Mordred's tale is a somewhat complicated one, notably because of his origins.  In truth, it begins with the courtship of Arthur Pendragon, a Knight of Wisteria at the time, and Morgan la Fey, sometimes called Morganna.  Morganna is a witch, and Arthur was a part of the Amen squad, who had been tasked with silencing her.  They chased her for a number of years, but were always a few steps behind in capturing her.  Eventually, the squad was assigned to other tasks.  Arthur refused to give up the chase, and volunteered to become a Hand to chase her down.  The leadership of Wisteria agreed, and he was allowed to pursue the witch.  On his own, he came close to her a number of times and despite the both of their best efforts an attraction began to grow between them.  This attraction steadily grew, with each finding the other at their mercy a number of times and themselves unable to finish them off.  This was partly due to Morgan's skill as an herbalist, which allowed her to brew potions which prevented her from losing control.  The two eventually came together, and formed a plan.  Arthur would catch another witch and claim that it was the one he had been chasing, which would allow the two of them to court in relative peace.  The plan was enacted, another witch silenced and buried in the Big Grave, and the pair managed to make something of a life together.  Of course the nature of the two meant that they could never truly settle down, and so Morgan would travel the kingdom and find Arthur whenever his duty as a Hand took him about.  Eventually, the Witch became pregnant.

 

This was problematic for a number of reasons, the least of which being that the boy could become a witch himself.  After many stressful weeks, the pair came up with a plan.  Morgan was to go into hiding, give birth, and raise the boy in secret at the edge of the kingdom where a witch could go unnoticed if she did not use her powers.  Arthur would return to Wisteria, continue hunting witches, and visit when he could.  It was not an easy time for either of them, but after nine months Morgan gave birth to a son and named him Mordred.

 

Mordred lived a simple life, his mother having settled in the forest near the village of Khorvhal which was settled mainly of hunters.  He learned to walk, speak, and Morgan even taught him to read and write.  Of course he was ever a curious boy, and often wandered about in the forest or got himself lost on trips into town.  It was during one of those trips into town that he met a man by the name of Durgan, who had once been a hunter in that community and had never married.  Durgan became the young boy's friend, and taught him to hunt like the other young boys in the village.  Mordred proved to be a fast learner, and was easily the equal of the other boys by the time that he was ten.  His father visited the village as well, though infrequently as it was far from Witchhaven and there were few excuses for him to make the trip.  Still, Mordred loved the days when Arthur was around and would spend hours showing his father what he had learned.  To the great relief of his parents, the boy never showed any signs of developing the powers for which Witches were known.

 

Unfortunately, things became complicated around the time of Mordred's sixteenth birthday.  Another witch came to Korvhal, and began terrorizing the townsfolk.  Morgan did her best to keep Mordred hidden, telling him to stay in their home until things blew over while she tried to reach his father.  One night, Morgan left the house in hopes of getting to a larger settlement where she could get the word out more easily.  Unfortunately, Mordred awoke and found that his mother was gone.  Thinking that she had been taken, he took up his bow and his arrows to go and save her from the witch.  He came upon his mother on the road out of town just as she was being confronted by that witch, and loosed an arrow to try and slay the one he believed was attacking his mother.  As expected, this did little more than piss it off.  He found himself struck by a spell, and he would have been slain were it not for his mother's intervention.  He saw her struck by another spell, and saw her fall.  He would have died then, were it not for the timely arrival of Amen, who had already been hunting the witch.  He did not see the confrontation, he fell unconscious due to his wounds, but when he awoke he was surrounded by the Witch Hunters.  He asked them where his mother was, describing her to them, and he was told that she was slain.  In truth, Morganna had faked her death so that she could escape and her son be spared learning the truth of his origins.  Regardless, the boy was devastated by this revelation.  When the Witch Hunters asked if he had any family, he told them about Arthur and there was consideration.  Ultimately, they decided that he would be taken back to Witchhaven where he would be tested to see if he could join the order.

 

He arrived at Witchhaven, and was subjected to the physical and mental tests necessary to become a hunter.  He ultimately passed, and was allowed to begin his training, with his father stepping forward to mentor the boy.  Mordred attacked his lessons, putting all of his passion into becoming the strongest hunter he possibly could.  His skill with a longbow increased dramatically, and under his father's tutelage he gained a great deal of skill with many melee weapons, though he preferred the hand-and-a-half sword.  Shortly after beginning his training, he took his father's surname to avoid accusations of being a bastard.  Recently, the squire has been brought into the Amen squad in the aftermath of the loss of many of its members.  Having only recently been elevated to the rank of Knight, he sees this as the ideal opportunity to deal with his first witch.[/spoiler]

 

[spoiler=Personality]

Mordred is something of a quiet young man, not the type to speak up and try to make friends.  The only ones he really speaks to are his father and those who are in direct command of him, and then often only to confirm that he understands what he has been told.  He doesn't seek to make friends in Wisteria, seeing the organization as a tool he can use to hunt down the witches of the world and by doing so take revenge on those that took his mother from him.  He does not care much about his personal rank, with his goal to simply get as high as necessary to effectively hunt down witches.  However, he has no ambition to become a Hand like his father.  He disagrees with the idea of hunting witches alone, believing instead that it is a better idea to work as a member of a team to take down a target.  It is simply the method with the higher chance of success, in his eyes.

 

Despite not being especially personable, Mordred places a great deal of importance upon trust.  He believes that in order for a group to effectively work together, they must be able to trust one another.  Because of that, he has a simple oath which he recites upon joining with a group of Witch Hunters.

 

"I shall be your shield and sword, just as you shall be mine."[/spoiler]

 

[spoiler=Combat Skills]

Archery:  Having been an archer since he was very young, this is arguably the type of combat in which Mordred is the most proficient.  He practices daily with his long bow, firing at human sized targets from fifty paces away for hours on end.  He doesn't miss often.  His current bow is one he recently acquired from a merchant, who claimed it was made by elves.  Whether its origin truly is that fantastic or not, the bow has proved to be quite a fine piece of equipment.

 

Riding:  A skill he has recently begun practicing.  Mordred has proved to be talented in riding a horse, to the point that he can fire his longbow while mounted.  His preferred mount is Vigilance, a red roan stallion gifted to him by his father upon his knighting.

 

Swordsmanship:  While Mordred is fairly skillful with a great deal of melee weapons, he is at his best with a sword in his hands.  A hand-and-a-half is his preferred weapon, and he is seldom beaten when sparring with other members of Wisteria.  He frequently wields his sword in one hand, wielding a kite shield in the other.  The heraldry of the shield has led to a few members of wisteria calling him "the bloody."[/spoiler]

 

[spoiler=Miscellaneous Information]

Mordreds favorite food is venison stew, something which his mother frequently made for him when he lived in that hunting village.

 

[spoiler=Rule 3]

Of course, if you’re making an original RP, you can’t just leave a lot of stuff to guessing. The more detail, the better. You always can let players fill in the blanks on minor information, such as hometowns or specific spells, but the overarching mechanics you can’t leave up to chance. Otherwise, you’ll get people trying to wiggle around them; and if that happens too much, the RP may likely collapse.

 

Gender: Male or female. There’s really not any grey space here, unless you take the rare approach of a biological asexual or intersexual. In that instance, be careful and respectful with how you play this, and don’t make it into a punch line. You can also cover sexuality in this section: although statistically the majority of the population is straight, taking another option can make for interesting character-based drama.

 

ROLEPLAYING

  1.  
  2. Avoid godmodding (performing actions that cannot be defended against or giving oneself inordinate amounts of power), metagaming (using information that couldn’t be known in-character), and powerplaying (controlling another player’s actions without their permission). These are all grounds for forced expulsion from the roleplay by the mods.
  3.  
  4. Do not use chat speak or smilies in IC posts. Spellcheck and proofread for grammar and spelling mistakes before posting.
  5.  
  6. The use of "Zalgo text" is allowed, as long as you don't go overboard.
  7.  
  8. All roleplays must have the following rules posted so that they are clearly visible in some form, and all members must follow said rules without argument. Failure to do so will result in a warning, and not adding them within 24 hours of the warning will result in a lock. (These are collectively known as the Advanced Clause.)
  9.  

a. All IC posts require at least 4 lines of text, or roughly 100 words at standard formatting.

b. Posting in script format is forbidden.

c. Copy-pasting or “expying” characters without tailoring them to the new roleplay is forbidden.

[/spoiler]

[/spoiler]

[/spoiler]

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Worldbuilding - Places

  • Solace: The second largest city in Alleria and the world, it is located on the eastern side of the country and is a massive nexus for trading routes. Someone once said that all goods eventually passes through Solace. Although not quite as large as Witchhaven and nowhere near impressive as that marble city, it is much newer, and is the fastest growing city due to its thriving economy. The Congregation is attempting and failing to keep a heavy eye on the place as, due to its sheer size and exposure to far-off foreign influences, there is a rising population of pagans, heretics, and atheists. What the Congregation is underestimating in their quest for religious dominance, however, is the gradually rising power of the various merchant companies who will eventually hold enough power to sway the country.
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Korvhal:

A village located far on the western border of Alleria, deep in the forests of the Wilderlands.  Those that live here are hardy folk, and a close-nit group of people.  Quite accepting of outsiders, so long as they behave themselves, this is one of the few places in the harsh forest where the odd traveler can find rest.  Most of those travelers that pass through or enter Korvhal are Witch Hunters, tracking their prey into the Wilderlands beyond.  Due to the higher than average traffic in Witch Hunters Korvhal sees, its inn has been named "The Severed Tongue."

 

The Wilderlands:

The common name for the lands stretching out to the west of Alleria, this is a great stretch of unexplored wilderness as far as the eye can see.  Rumors abound that there is a great golden city somewhere within them, inhabited by warriors capable of permanently slaying Witches.  Of course these rumors are widely dismissed, especially by Wisteria who do not want their preferred method of dealing with witches undermined.  They also wish to keep folk from wandering out into the Wilderlands, as they know well what lies within them.  The least of one's worries are the roving tribes of Barbarians, worshiping heathen gods and performing all manner of profane rituals.  These tribes hold Witches in high regard, believing them to be the agents of their gods sent down to the world.  As such, Witches often flee into these lands to escape the arm of Wisteria and maintain freedom.

 

Those few encounters with witches in the Wilderlands that are part of or have been accepted into these tribes of barbarians have noted that they do not seem to exhibit violence to the barbarians themselves.  The reason for this is not known, though there are a dozen different theories which exist to possibly explain them.

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[spoiler=Hayden Flint - Finished]

Personal Information:

Name: Hayden Flint

Age: 28

Gender: Male

Sexuality: Homosexual

 

[spoiler=Appearance]

francis_colored_by_zoidsfan507-d5uj27m.j

Hayden stands at an underwhelming height of 5'5", short even by commoner opinion. Likewise, he is not overly muscular, weighing in at around 130 lbs, but what muscle he does have is perfectly toned. Covered up by the bandaging depicted above, Hayden has a number of tattoo-like markings that decorate his back and wind their way up Hayden's right arm. In addition to the garb depicted above, Hayden carries two sash-belt-like pieces of leather that hold into place a total of 18(9 each) medieval bombs* from his left shoulder to the right of his waist. Additionally, while he does wear sandal-like footwear, they are a bit sturdier than those depicted above.

 

*Note: the picture used for the medieval bombs is not accurate to the size or function of the bombs used by Hayden. For further information, see [Weapons/Inventory] detailed below.

 

[/spoiler]

[spoiler=Personality]
Hayden is a guarded individual, as most witch hunters are. After all, you don't get to be a member of Amen on good looks alone. Usually, you have to go through some pretty serious s***. This remains true for Hayden. Haunted by the prejudice he has faced for most of his adult life, he has trouble opening up to anyone. Also a resultant of his past, Hayden suffers from a form of PTSD that almost made it impossible for him to join Wisteria. When confronted with wild animals, usually only those of a canine variety, Hayden often acts unpredictably and detrimentally, both to himself and possible teammates. His responses range from being paralyzed with fear to fleeing in terror to going into a berserker rage that threatens anything that moves. Fortunately, he has learned to cope with his condition, to a point where he can function fairly normally around domesticated dogs and is able to manage his symptoms when confronted with a wolf or coyote. In contrast, Hayden seems to have an almost unhealthy fixation on fire since his incident, despite the fact that it played a large role in his trauma. 
 
Hayden's withdrawn and guarded personality is a conditioned response to the practically unending stream of prejudice he has faced. However, it is not his true personality. When Hayden was young, he was quite the trickster and trouble maker and he maintains a part of this in the person he is today. A fan of pranks and jokes, he appreciates humor in many forms and will often come out of his shell when conversing with a lively bard or jester and especially when intoxicated(he gets drunk very quickly). Likewise, when Hayden feels completely comfortable around a person, he becomes a much more lighthearted and spirited individual. 
[/spoiler]
[spoiler=Backstory]
Hayden grew up in a decent-sized village within half a days travel from Witchhaven, Harstrad. As previously mentioned, in his youth he was quite the prankster. The elders in Harstrad pretended to hate him(but secretly admired and envied his youth) and while the rest of the village got annoyed at time, in general he was widely liked. The fellow children especially adored him for his daring and whimsical attitude. One of these children was a good looking boy by the name of Elric. Elric and Hayden were as thick as thieves...and there were many times in which the WERE thieves(of course all in good fun). 
 
When Hayden was 15 he realized he had intense romantic feelings for Elric, which was taboo according to The Congregation. That didn't stop Hayden from confessing such feelings to Elric, who, fortunately, responded in kind. The two began to court one another in secret, and for two years they managed to keep their relationship a secret. However, it was only a matter of time before they were caught. And in a fit of desperation and self-preservation Elric lied and said the relationship was one sided. 
 
From there on, Hayden was constantly a victim of hate. His parents barely looked at him, his friends scorned him, and strangers spit at him. It wasn't long before Hayden moved south, coming upon a village, if it could be called that, that was far removed from most of civilization. From there Hayden planned to live out his life in relative silence.
 
Unfortunately, that plan came to a close when a horrible fire lit up the surrounding forest. Worse; the fire was the product of a witch, and an unusual one at that. While animal witches, or Beast-Witches, are fairly uncommon, they aren't unheard of. And such was the case here. A creature emerged from the wilderness, spitting black flames and devouring the villagers one by one. Fleeing from the monster, Hayden nearly escaped unharmed, but his luck refused to hold. Struck in the back by the black flames, he suffered dangerous burns.
 
Able to make it away from the creature, Hayden still was in grave danger. The flames that he had been hit with were a form of powerful Witch Fire, a type of magical flames that only fully dissipates when the witch that cast it is dead. So far removed from society, by the time that hunters from Wisteria heard word of the attack, the witch had escaped elsewhere. That meant that Hayden's back continued to blister and burn as he stumbled towards help.
 
He was lucky enough to pass out near the house of a nearby healer, who had encountered such a problem before. There was a ritual that could be performed that would seal the magic that kept the flames alight into a number of sigils that would imprint themselves on Hayden's burn wounds. After being treated, there was an unintended side-effect*. 
 
After recovering from the attack, Hayden moved back up north to Witchhaven to join Wisteria. Explaining his background, they agreed to test his mental and physical capabilities. Just barely passing the mental examination, Hayden was able to make it as a witch hunter. Unfortunately, he wasn't very popular among the ranks of Knights. Due to his 'gifts'* he was subject to names like 'Witchling' or 'Witch-Spawn', despite the fact that he has never displayed signs of blood lust. 
 
In his short time of reaching the rank of Knight, he has already applied to be a Hand a total of four times, each time being denied on the grounds that he is not stable enough for his commanding Radiant to let him out on his own in good conscious. 
 
*Note: These side effects or gifts consist of a supernatural ability to conjure scarlet flames from his hands. For more information, look to [Powers/Abilities] detailed below.
[/spoiler]

 

Combat Information:

Rank: [acronym='currently has his fifth application to become a Hand']Knight[/acronym]

[spoiler=Weapons/Inventory]

Medieval BombsThese are a unique weapon that Hayden developed himself. The outside shell is made up of hardened leather and is filled with a powder, that when exposed to fire, reacts explosively. These don't pack much of a punch, but emit a lot of light and sound that can be used to cause discord in a battle. Additionally, if used near plant-life, it is likely that the explosion would cause small fires to spring up in the area. (The image attached is purely a visual and should only be used as a guide...in other words, I am not using medieval atomic bombs)

Simple Falchion: A simple, one-handed blade that Hayden has moderate proficiency with. It is a light weapon so as to not impede Hayden's quick and light battle style. 

Buckler Shield: A small shield that Hayden keeps over his left shoulder blade when not in use, so as to stop in arrows from behind that may pierce his heart. It can be unslung quickly for use in battle.

Hunting Dagger: Sheathed opposite his sword, Hayden keeps a hunting knife should he find himself in the need of it.

[/spoiler]

[spoiler=Powers/Abilities]

Fire Conjuration: After being hit with Witch Fire, a ritual was performed to seal the fire in sigils on Hayden's back. An unforeseen product of this ritual is Hayden's ability to conjure scarlet flames from his hands. These flames, aside from coloration, display no signs of supernatural characteristics. This ability is usually utilized in the form of fireballs or occasionally streams of fire. Each time Hayden uses these abilities, the sealing ritual grows weaker, and if broken, would result in the Witch Fire reigniting on his back(which could prove fatal if not treated quickly). Due to this, Hayden tries to use this power sparingly and is always sure to restore the sealing upon returning to Witchhaven with a resident healer. 

Fire Manipulation: Hayden has shown signs of being able to manipulate fire after it leaves his hands, albeit to a very minor degree. This only applies to fire that he himself conjures, and not any natural flames. A few scholars that Hayden has conferred with speculate that this ability would grow stronger if Hayden worked to develop it.

Fire Resistance: The flames that Hayden conjures do not harm him in any way, even after leaving contact with his body. This ability only applies to his own flames.

[/spoiler]

[spoiler=Fighting Style and Combative Skills]

Hayden has acquired adequate proficiency in the art of the blade and shield, but is by no means adept at the task. As a result, he prefers to disorient and distract his opponents with the use of his bombs. He then takes advantage of the discord by landing a series of quickly stabs to his opponent before finishing them off in their weakened state. 

 

Hayden is very quick and agile, making him an ideal scout. Unfortunately, if directly confronted with an experienced swordsman, or a heavy weapon user, he would quickly fall prey to their superior experience and skills. As a result, he avoids direct confrontation at all cost.

[/spoiler]

 

Miscellaneous Information:

> Hayden is a name derived from Haydn, which is Welsh for fire. Similarly, the surname 'Flint' is a reference to the hard quartz rock that is often used to start fires.

> Hayden is attempting to keep the fact that he is gay a secret. Unfortunately, the number of attractive knights he is around makes that difficult at times. ;)

> Image credit of character goes to dA user SNEEDHAM507

> Image credit of the Witch-Beast to dA user sandara

> Image credit of the medieval bomb to dA user TickTockMan92

 

[spoiler=Rule 3]

 

 

Gender: Male or female. There’s really not any grey space here, unless you take the rare approach of a biological asexual or intersexual. In that instance, be careful and respectful with how you play this, and don’t make it into a punch line. You can also cover sexuality in this section: although statistically the majority of the population is straight, taking another option can make for interesting character-based drama.

 

 

ROLEPLAYING

  1. Avoid godmodding (performing actions that cannot be defended against or giving oneself inordinate amounts of power), metagaming (using information that couldn’t be known in-character), and powerplaying (controlling another player’s actions without their permission). These are all grounds for forced expulsion from the roleplay by the mods.
  2. Do not use chat speak or smilies in IC posts. Spellcheck and proofread for grammar and spelling mistakes before posting.
  3. The use of "Zalgo text" is allowed, as long as you don't go overboard.
  4. All roleplays must have the following rules posted so that they are clearly visible in some form, and all members must follow said rules without argument. Failure to do so will result in a warning, and not adding them within 24 hours of the warning will result in a lock. (These are collectively known as the Advanced Clause.)

a. All IC posts require at least 4 lines of text, or roughly 100 words at standard formatting.

b. Posting in script format is forbidden.

c. Copy-pasting or “expying” characters without tailoring them to the new roleplay is forbidden.

[/spoiler]

[/spoiler]

 

---

 

x393wz.jpg

TO BE ADDED TO THE <Dossier on currently known Witches assigned to Amen>

x393wz.jpg

[spoiler=Lycaon]

Former Identity: Suspected to be a wolf

Incident Location: [acronym='Destroyed in the attack']Ravencrest[/acronym] and suspected of several other attacks in southern villages of Alleria

Observed threat: High. The sole survivor of the only confirmed attack(Hayden Flint) reports a large canine shaped creature that has undergone physical, supernatural changes. Reportedly able to conjure a form of black flame henceforth to be referred to as 'Witch Fire' that [acronym='Similar cases reveal the fires may be extinguished if the witch is silenced.']is impossible to extinguish. [/acronym]. Described to be dangerously fast and strong, even when silenced, this creature may pose a significant threat. Handle with extreme caution. Thought to have fed on several dozen individuals as well as an incalculable amount of wildlife. Exact location is unknown, speculated to be in the southern region of Alleria. 

Dispatched Group: Amen

[/spoiler]

x393wz.jpg

 

 

 

 

 

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Arthur Pendragon is a Hand of Wisteria, and was at one time the Radiant charged with leading Amen.  Though the Pendragon line has only recently become affiliated with the organization, the relationship has proved mutually beneficial.  Arthur himself is a knowledgeable man and a sound tactician, having led over a dozen successful hunts in his time.  Since becoming a Hand his successful hunts have come more slowly, but each time he leaves Witchhaven he inevitably returns with a freshly silenced witch in tow.

 

I'll add an image to this later.

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Witchhaven Bestiary (records as of third lunar sweep of the year XXXX)
 
The following accounts for all Exalted individuals (human and non-human) collected and buried in the present year. Detailed within are former identitieslocation of the incident, known powers prior to silencing and slayer, as well as total death toll registered. Any changes to the record are to be approved by at least one Radiant.
 
[spoiler="Thaesa"]
Former identity - Elizabeth Berrick
Incident occurred in a small plantation settlement south of Solace.
Powers: Survivors of the onslaught describe the magic as "an aura of nothingness". No sound would be produced, and suffocation would instill within roughly ten feet of the Exalted. Anything living around the individual would die, including plants. No other active offensive capabilities were noted.
Slayer was late Dorian Gallister, suffocated by Thaesa's aura shortly after silencing.
Total death toll 154 aprox.
[/spoiler]
 
[spoiler="Mycelius"]
Former identity - Jonathan Troth
Incident occurred in the town Greenkeep, at the base of the Northern range.
Powers: Upon chanting, ground and Exalted's arms would be covered in a nondescript brown substance, henceforth to be referred as "creep". Instances of Exalted weilding creep-like abilities are not uncommon, often causing corrosion of the flesh or infectious disease upon exposure. Mycelius lashed out expertly at unplated sections of close-quarters hunters before they were finally immobilized for silencing.
Slayer is Veron Raphael Lanius, who survived infection after indirect contact through cloth. Presently serving as Hand in the Wilderlands.
Total death toll 367 aprox. Town was deserted upon arrival.
[/spoiler]
 
[spoiler="Dionea"]
Former identity - Henrietta Cernity
Incident occurred in the coastal town at cape Crescent.
Powers: Exalted displayed minimally threatening powers, manifesting mostly in the form of intense sexual arousal in individuals around a wide area.
Slayer is Yara Arrendows, currently apprehended for charges of civilian murder.
Total death toll 5.
Additional information - Dionea was found tied down in a flooded basement below a local brothel. Apparently the Exalted's powers were being exploited, a situation unheard of in previous bestiary reports. All five deaths occured under Dionea's influence of Yara Arrendows, whose arousal at the sight of blood was intensified to the point of madness. Five of the brothel's employees were slain before the owner led Yara to the Exalted.
[/spoiler]
 
[spoiler="Gallardus"]
Previous identity - unknown. Exalted was a house cat, no claim of ownership was ever made.
Incident occurred in a town just east of Witchhaven.
Powers: Exalted's purring demonstrated sleepmaking faculties. Eye contact would also result in immediate loss of consciousness.
Slayer was Jeremiah Hersh, who immobilized the Exalted with an arrow and avoided the stare after being warned by the townsfolk.
Death toll 0. Gallardus's small constitution made it a negligible threat. Circumstances that would cause an animal enough stress to Exalt them remain unknown.
[/spoiler]
 
[spoiler="Reshef"]
Previous identity - unknown. Exalted was a male, unregistered, currently believed to be a Coran refugee.
Incident occurred  in a coastal settlement at the Coran border, at the mouth of river Cadence.
Powers: Survivors noted a constant chanting from the Exalted. Reshef would scream a single string of words before returning to his mumbled chant, at which point a hot airwave would spread in all directions. Hunters no closer than 100 feet received severe burns. Jaw was dislocated and hanging, the Exalted had swallowed its tongue and the source of the incantation is unknown, with similarities to the year XXXX's Tetra and XXXX's Fehndina. Estimaded humans consumed exceed the hundred.
Slayer is Timothy Scren, who silenced the Exalted through accessing the tongue after beheading them.
Death toll 635 aprox with several dying of burns weeks after capture.
[/spoiler]
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Before I can read over your application, there is a glaring issue.

 

You're not magical in any way.  Being hit by some witch-fire ain't gonna make you a special snowflake, it's gonna burn the heck outta you.

 

Fair enough, thought it'd be worth a shot though

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I'm in this to win it, Mademoiselle! 
 
[spoiler=Julia Westenholz]
Name:  Julia Westenholtz
Age:   25
Gender:  Female
 
[spoiler=Appearance]
hRFcj6k.jpg
[/spoiler]
 
[spoiler=Backstory:] Julia was born tragically to a widowed mother whose life had already been plagued by witches before Julia’s birth. Stripped of her father prior to life, Julia was alone with her mother who sought a new home to raise the last reminder of her deceased husband. Most of her formative years took place in Solace, while her mother found work in the lowest end of the economy as a type clerks and low-end file management for merchant guilds to make a living for her daughter. Julia herself was of greater interest to the Wisteria than her mother, they studied her through the education offered. In the Wisteria puppet academy, they found her to be rather apt at most subjects she tackled and displaying an unusual adaptiveness to her surroundings despite her emotional instability. When Julia turned 16, she was offered a starting position within Wisteria in exchange for room and board for herself and her mother. There, Julia was taken under wing of the organization, not as a Witch Hunter, but as a messenger and intermediary for the Witch hunters on the frontiers and on missions. Given a more formal education in hunting as well, Julia spent years learning what she had been unable to do in her youth, explore and learn. For 3 years, she learned how to move in shadows and in haste as well as the habits, and strategies that were shown to her by her hunter clients. When Julia turned 19, she officially became an apprentice of an older hunter versed in the devastating effects of hand-to-hand combat and copied the techniques and mentality of her master. Since then, she has served in a variety of low-rank missions and weak witch hunts serving the vanguard position both in teams and in smaller solo operations. She was only recently selected to join Amen and she hopes to finally move into the real fires of combat. [/spoiler]
 
[spoiler=Personality:] Julia is a spark plug of emotions that tie from her fear of appearing weak or incompetent. She tends to reflect an over aggressive, almost cruel, approach to combat and her social interactions, making it too easy for her to steamroll over people with weak personalities. That said, she has a taste for justice and prefers to only make enemies of those she sees as unfit or morally disgusting but it willing to cross the line for those who aggravate or present themselves as too neutral. In team settings, she tries to accept the leadership role but finds it just as easy to follow since her positon tends to place her on the frontlines. Her emotional instability was a concern as a child where she burst into fits of rage or sadness when she began too stressed to control herself, however these concerns have been minimized by years of training at Wisteria. [/spoiler]
 
[spoiler=Combat Skills/Specializations:]
Hand-to-hand combat: Taught by an older master, her techniques of hand-to-hand combat are not the fancy martial arts of fighting humans but the ability to utilize one’s body and mass into a deadly and efficient weapon to shut down or prevent counter-attacks from delicate witches. Weaknesses include it’s short effective range and dependency on Julia’s physical health. The strengths, however, are quick bursts of damage that can exploit holes in witch’s defense and low reliability on Julia’s equipment at the time, but she does bear iron knuckles on occasion to improve her attacking ability. 
 
Damage Evasion: Due to the short range of Julia’s combat style and the need to close distance quickly, she has honed her body to be fast and reactive since she joined as a messenger. Because of this sh, she is effective at dodging relatively slow or inaccurate witches when she possesses a clear advantage and maintaining retreat or repositioning on more difficult targets. 
[/spoiler]
 
Misc. Information 
[spoiler=Rules are Rules]
  1. 3) In-character (IC) posts and threads belong in the main forum, while OOC posts and planning/registration threads go in the OOC subforum. Don’t get them confused.
  2.  
    Gender: Male or female. There’s really not any grey space here, unless you take the rare approach of a biological asexual or intersexual. In that instance, be careful and respectful with how you play this, and don’t make it into a punch line. You can also cover sexuality in this section: although statistically the majority of the population is straight, taking another option can make for interesting character-based drama.
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  • 3 weeks later...

[spoiler=Faye Memory]

Name:  Faye Memory

Age:   19

Gender: Female

[spoiler= Appearance]

Faye is slender with red hair the reaches to the small of her back. She's of average height, around 5'6" and incredibly pale. She has big green eyes and a cheeky, mischievous smile. She dresses in light leather armor and carries a scythe as her weapon. Usually her hair is back in a braid, keeping it out of her face. Disfiguring her arms are massive burn scars.


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[spoiler= Backstory]
Faye was born in a small town near the coast. Whens he was twelve the witch Reshef attacked her village, leaving her and a handful of others alive. Faye was close enough to him to receive severe burns on her forearms. Faye spent the next seven years learning how to fight under the tutelage of a family friend who retired from Wisteria a decade before. She was trained to wield scythe, kusarigama and daggers. She doesn't fight for vengeance, but rather for justice, and she refuses to see anyone die by a witch's magic.

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[spoiler=Personality]
Faye is a serious person, but she still has a heart. It takes a lot for her to trust someone, but when she does, she grows very attached and will lay down her life for the people she loves and trusts. Her innocence disappeared long ago, after seeing almost her entire village killed by a witch. Because of this, she does harbor an intense hatred of witches, but doesn't want vengeance. She merely wants to save lives, and as such will do anything to save a life.


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[spoiler=Combat Skills/Specializations]
Faye wields a scythe like an extension of her body, fluidly and easily. She fights mid range with the scythe, long range with throwing daggers, and close range with a kusarigama. She has lightning fast reflexes and an almost uncanny ability to predict her opponents next move. 
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[spoiler=Misc. Information]

Faye love sweets, and using those is a great day to break the ice and get her to talk to you
She's a simple person who hates drama.
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