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Innistrad (Sign-Up Thread)

Discussion in 'Sign Up' started by Kamotz, Apr 4, 2016.

  1. Kamotz

    Kamotz God of Monsters

    Ascend into Darkness

    When the light fades and the moon rises over the land of Innistrad, humanity becomes the universal prey.

    Once, Innistrad had a savior, an angel who held back the darkness. Now humanity clings to the bottom of the food chain, struggling to survive in a world menaced by monsters. What do a priest's blessings mean when the dead walk the land? How can friends be trusted when they transform into beastly enemies? What does life mean when aristocratic immortals stalk one's lifeblood? The humans of Innistrad are beset on all sides by shadow, and unless they find a way to survive, shadow will envelop them.

    Packs of werewolves emerge like the tide, drawn out by the moon, their humanity washed away by animal rage. The vampire families bare their fangs at the scent of human blood. Hordes of the walking dead lurch across the manors and moors, driven by an innate hunger for the living. Alchemically created abominations twitch to life in alchemists' laboratories. Geists haunt the huddled human towns and terrify travelers along the dark crossways in between. From Innistrad's deeper chasms, powerful demons and impish devils plot humanity's downfall, their influence spreading into all echelons of human society.

    The humans of Innistrad have done their best to fight back. They form torch-wielding mobs to cleanse the abominations with fire. They train specialized holy warriors, called cathars, to strike back against the supernatural horrors. Most of all, they brandish the power of their faith in the Church of Avacyn.

    But the weapons of commoners, soldiers, and priests are all failing. Their whispered prayers and runic wards don't hold their same power. Talismans of silver no longer frighten nocturnal horrors. The holy symbol of Avacyn no longer keeps trespassers from disturbing the entombed dead. Things are getting progressively worse for humanity across the four major regions of the plane.

    The archangel Avacyn has vanished.

    Not a single denizen of Innistrad has seen her over the past few seasons. Since her disappearance, prayers have not spared remote villages from werewolf attacks as they once did. Holy symbols have not stopped vampires from preying on travelers in the high mountain passes. The dead are not protected from tampering by ghoulcallers and flesh-animating alchemists. If the elders in the Church know what has happened to Avacyn, they've given no word.

    It may be that Avacyn has truly dissipated. What was once humanity's greatest weapon has abandoned them, and the Church's power to hold back the dark forces of Innistrad is beginning to wane.

    The story begins with the players arriving in the village of Estwald. Some of them might be cathars (church warriors) or clerics accompanying a high priest to reinforce the village's wards. Perhaps the player is an Estwald citizen suffering from a terrible curse, waiting for the high priest's arrival. Maybe the player is a traveling mercenary, stopping through at Estwald for a job and a place to stay for the night. Perhaps they're something else entirely: there's a lot of freedom for character customization and the kind of role they take in the story.

    The players are inevitably drawn together by the events they take part in and witness that in Estwald, the catalyst for their journey across the rest of Innistrad. Along the way they'll uncover alarming trends in the nature of monster attacks and the monsters themselves, all the while working towards uncovering the truth about Avacyn and her disappearance...

    Has humanity's story come to its end? Only your choices and actions will tell.


    The known landmass of Innistrad is divided into four regions called provinces.

    The province of Gavony is where humanity remains safest and strongest. It is home to Thraben, largest city in the known world, which houses the mighty Cathedral of Avacyn, seat of religion in the world and the place where a great archangel once presided. Smaller towns radiate outward from Thraben across Gavony's rocky moors. Small copses of trees dot the landscape of rolling hills and heaths. Because more human dead are buried here than anywhere else, Gavony is more plagued by the undead than other provinces, and geists are more common as well.

    Innistrad's vast, wooded hinterland is called Kessig, a province in a state of perpetual autumn. The deep woods are king here, although small human communities have carved out farming villages, and groups of hunters and trappers venture into the forest to make a living. Even new arrivals to Kessig know not to venture out at night. Even if the wilderness weren't haunted, it wouldn't be safe—werewolves prowl the province, sometimes alone and sometimes in packs.

    Vampires control the province of Stensia, which covers the darkest and most mountainous parts of the plane. The evergreen forests here seem to always be half-dead and the roads always misty and deserted. Jagged hills hide isolated, wary human villages and vampire manors from each other. At the province's edges, the forlorn pines give way to high cliffs above which no human dares venture. In Stensia, the sun seems never to break through the strangely colored clouds.

    This coastal province is home to a number of small-to-medium port towns, most situated at the mouth of a river that leads further inland. Nephalia's sloughs, sea mists, and mysteries cloak its commerce and crimes; it is populated mainly by humans, geists, and vampires, all of whom seek business, secrets, or solitude. The province's silver sand beaches, punctuated with rocky promontories and sea caves, afford easiest access to its fog-shrouded ocean.

    Humanity's true religion on Innistrad is the Church of Avacyn. The central figure in the Church is Avacyn herself, an archangel so true and so mighty that she held back the darkness of Innistrad. Until recently, Avacyn's presence was so powerful that faith in her yielded true power for clerics and other faithful: prayers to her could cause evil creatures to turn away, silver weapons blessed by her priests could slay great horrors, and runes marked with her symbol could protect entire villages. The Church's efficacy was real and plain to see—a welcome weapon in a world of monsters.

    But the archangel has not been seen over the last few seasons, and her absence is beginning to tell. Since Avacyn has disappeared, prayers have not spared remote villages from werewolf attacks as they once did. Holy symbols have not stopped vampires from preying on travelers in the high mountain passes. The dead are not protected from tampering by ghoulcallers and flesh-animating alchemists called skaberen. If the elders in the Church, including Mikaeus, the ruling Lunarch, know what has happened to Avacyn, they've given no word.

    Cathedral of Avacyn
    Located in Thraben, it is a massive cathedral with three wings and a network of cloisters, courtyards, outlying schools, and forges. There are well-kept gardens and substantial training grounds for cathars (holy warriors). Outside of Thraben, churches are quite rustic, constructed from rough planks and often containing only a single room. The Cathedral is opulent by comparison.

    The Blessed Sleep
    A key tenet of the Church of Avacyn concerns the conditions of death. For the citizens of Innistrad, the goal of a good life is not to seek to live forever, but to have a restful "sleep" after death. The Blessed Sleep is an eternity of tranquil oblivion, much preferable to the shame of becoming a tormented spirit, mutilated corpse, or undead abomination, as so often happens on Innistrad. The Blessed Sleep is considered a reward for a virtuous and vigilant life. "May you spend an eternity in the ground" is a common blessing among the people of Innistrad.

    Theological Underpinnings
    Faith in the church of Avacyn actually works, but there are no formulas that are consistently successful. Saying the mystical words in the right combination will result in protective magic, but some days it works better than others. And sometimes the evil it's warding against is more powerful than other times. The unreliability of the wards and blessings has led to disagreements over dogma. Although there is still only one church, sects have emerged over disagreements about the right way to do things. The goal of the church is safety, not perfection. Humans want to live in reasonable safety until they die, and then they want to remain peacefully in their graves. Cremation is forbidden because it is believed to result in a restless, angry spirit.

    In the Church of Avacyn, there is no conception of heaven and hell. The humans of Innistrad do not believe in a heavenly afterlife to reward their past deeds. And their equivalent of hell is a very literal thing: there are actual cracks in the ground where demons dwell. Avacyn is not expected to eliminate evil in the world or to create a perfect life for everyone. Instead, she is the font of safety and protection. She is the authority to whom the faithful must go before something bad happens, to help ward off those evils that have always been a part of the world.

    Church and State
    In Innistrad, church and state are deeply interdependent; there is virtually no separation of the two. Local governments rely on the power of the Church to keep order and maintain public safety. Often the rule of law is adjudicated by the prelature, lawyers and judges ordained by the Church. All education is handled by the Church, although different sects sometimes establish their own schools and training grounds. Except for merchants and artisans, all professions are part of the Church. Even merchants and artisans are governed by fellowships, which must be sanctioned by the Church.

    Church Hierarchy

    The archangel Avacyn is the focal point of the human's worship. She is believed to be the source of all protective magic. It is thought that she controls the seasons and is the force that brings an end to the long and bleak Hunter's Moon. Adherents to Avacyn are called Avacynians, and their church is the Church of Avacyn, or the Avacynian Church.

    Avacyn's Host
    The archangel Avacyn has a host of angels who serve her.

    The Flight of Goldnight. These angels are associated with the sun, in contrast with Avacyn herself. Once a year during the Harvest Moon season, the sun will not dip below the horizon for two full days, and during this time the moon isn't visible. Known as the Feast of Goldnight, this is the holiest day for the humans. It is the time when the Avacynian enchantments are strongest throughout Innistrad.

    The Flight of Alabaster. These angels personify the Blessed Sleep and are associated with the Hunter's Moon season. They provide magic that wards against the desecration of dead humans.

    The Flight of Herons. These are the angels of birth and purity and are associated with the New Moon season. Their magic is said to ward humans against harm in life (as opposed to the Alabaster host, which wards against harm in death).

    Clerical Ranks
    Lunarch. The head of the church. This is a position elected by the council of bishops. Currently, it is held by a man named Mikaeus, who is searching desperately for the reason behind the decline of the church's power.

    Bishop. The highest order of clergy. They reside in the cathedral at Thraben as members of the Thraben Council, the governing body of the church.

    Mayor. Sometimes called the elder, this is the political leader of a parish. He or she has a mix of administrative and religious duties, but the day-to-day administration is left to the priests.

    Priest. Priests oversee the church and attend to parishioners' needs. They all use mana to weave spells, but with varying degrees of skill.

    Monk. These wandering priests are the lowest order of clergy. Some have been sanctioned by the church to seek out people living alone in the wilderness. But many are fanatics who are no longer formally part of the hierarchy, having said the wrong thing or enforced the wrong dogma and been cast out.

    Lunar-smiths. Blessed weapons are an important part of Avacynian magic, and these clergy are trained in the art of weapon-making. Certain blessings must be said at certain times during the forging process to make a weapon magically effective against a particular foe. Silversmiths are particularly revered because of the difficulty in imbuing the silver with strong magic, especially anti-lycanthropic magic.

    Inquisitors. Inquisitors are cathars who can be hired out to come help a parish if they have a particular problem with vampires or devils.

    Parish-blades. Cathars stationed in parishes serve as escorts along roads or protect the cathedral in Thraben. This is an ordained military force that assembles whenever the clergy demands.

    Runechanters. Runechanters are a specialized branch of the clergy that specializes in engraving blessings on material objects, including weapons. Everything from swords to axes to children's toys has words written on it in an effort to protect its owner. The best runechanters can write so small that hundreds of these blessings can be squeezed into a small space.

    =====The Creatures of Innistrad=====

    The everyday life of a human varies dramatically according to one's class. The wealthy families and clergy live in comfort and safety. Thraben clergy, in particular, have every need met by the church. The middle classes—artisans and merchants—are also quite comfortable. But the working class and farmers have a much shorter lifespan; they are more at risk from the dark things of the world, and they suffer from more sickness and famine as well. A farmer lives an average of forty years, while a bishop lives closer to seventy.

    Martial prowess is highly valued among humans. Cathars, particularly inquisitors, are highly revered. Poorer families have a harder time getting their children accepted to train at the Elgaud Grounds. When children show aptitude for spellcasting, however, they are accepted at the Fal Seminary no matter what their parents' status.

    The werewolf is a creature of duality, forever dragged between two worlds: it is both monster and man, nature and civilization, rational thought and raw savagery. Lycanthropy is a supernatural curse that causes the victim's spiritual essence to become mingled with the wild essence of nature, symbolized by the wolf. The lycanthrope in effect has two souls, or one split soul. These two essences constantly battle for control within the victim. When the wild wolf-essence triumphs, the werewolf change occurs. This may explain why werewolves hunt humans so often; the wolf-essence desires to destroy the human side and triumph over humanity, and does so symbolically by brutally slaying humans.

    A person afflicted with lycanthropy is forever in doubt of his or her own urges and instincts. In human form, a werewolf feels the pull of the wolf's essence within even while trying to integrate into polite society. A lycanthrope can feel the war of emotions in his or her heart, and as the moon grows full, the influences of conscience, religion, and personal restraint do less and less. The full moon makes the change inevitable, but in fact, any strong emotion or traumatic experience can trigger a lycanthropic crisis and allow the transformation to occur.

    Werewolves in canid form are beings of unparalleled savagery and strength. Their bodies are perfectly engineered for slaughter, with jaws capable of snapping bone and claws sharp enough to rip the entrails from a beast many times their size. Their minds are explosions of instinct and adrenaline, fed supernatural awareness from their heightened senses yet cognitively blind to almost everything but the kill. They can walk upright for manual dexterity or can lope on four limbs for speed. Their howl is said to release the wolf's spirit within, a harrowing sound that fogs the air and chills the night. Werewolves in beast form cannot speak human languages, but seem to be able to communicate with each other on matters of hunting, dominance, and social hierarchy, as canines do in the wild.

    Humans destroy known werewolves when they can; all lycanthropes are seen as abominations and mass murderers. But werewolves are dangerous creatures to face head-on, so wide-scale magical prevention is often employed to curb lycanthropy passively.

    Regular and repeated application of Avacynian magic can help prevent the change to canid form. Roadside shrines, prayer, angelic rites, the blessing of accomplished clerics, and the presence of holy symbols all help reinforce the werewolf's humanity, helping her hold on to her human form. Repentant werewolves often stay within the city limits, around their fellow man and the influence of religion, whereas wantons often venture into the wilderness, far from the wards and priests that keep their wolf essence in check. The full moon, however can overcome even powerful religious precautions. In addition, the power of angelic magic has waned in recent times, and werewolf transformations have become more common and harder to predict.

    Two distinct kinds of corporeal undead creatures plague Innistrad. The first are ghouls, sometimes called "the unhallowed," which are necromantically animated corpses. The second are the skaab, beings alchemically constructed from the dead.

    Necromantically animated zombies are more commonly called ghouls or "unhallowed" on Innistrad, because they're drawn forth from unhallowed graves. One of the duties of Avacynian clergy is blessing the final resting places of the dead to try to ensure "the Blessed Sleep." Now that Avacyn is no longer present, the dead can be more easily stirred.

    Necromancers on Innistrad are usually referred to as ghoulcallers, the black-mana mages that call forth the dead from graveyards, or "grafs." There are several varieties of graf, each of which draws forth a unique mix of the walking dead.

    Fengraf. A fengraf is one of the many flooded lowland graveyards. These sites were once hallowed ground, but have remained untended for many years. Fengraf ghouls are usually smiths, cobblers, brothel workers and other common and poor folk.

    Seagraf. A seagraf is a "fisherman's graveyard." Much like minor nobles, fishermen are often buried with their most prized possessions, such as nets, long harpoons, and large hooks for getting hold of a slippery catch. Seagraf unhallowed have not completely forgotten their trade even in death, and they will pursue victims using the tools and deftness they had in life.

    Diregraf. A diregraf is the site of a particularly gruesome battle. Unhallowed awakened from a diregraf carry the armor, weapons, and fatal wounds from their last bloody battle. Diregraf ghouls carry this lust for an unfinished battle within their fogged minds, and they often attempt to fall into military formations as they were trained to do in life.

    Once the dead have risen, the ghoulcaller then supplants all other addled thoughts of the dead with one single driving purpose in their minds. The near-mindless ghouls will call on what skills they have left to carry out the task, and the results are a grotesque parody of their lives. Blacksmiths attempt to "reforge" their opponents, fallen warriors emit rasping pseudo-cries, and undead murderers reawaken their taste for killing. Occasionally, fallen mages even show a limited ability to weave spells, but this often results in some aberration of the spell's original purpose.

    Necro-alchemy is much more of an art than ghoulcalling. One who practices the art of creating skaabs is called a skaberen. The true goal of the skaberen is to create life, an undertaking which usually produces malformed "offspring" rather than true life.

    Skaberen usually ply their trade in remote and inhospitable places, since they are viewed as blasphemers by commoners and clergy. Skaberen often become obsessed hermits who surround themselves with ancient scrolls and books, phials of rare noxious liquids, glass jars full of pickled organs, anatomical charts for both human and beast, rune-engraved skeletal remains, and small anvils and hammers for inscribing runes on brass and copper plates.

    Innistrad is a world filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective spirits of ancestors. Others are vengeful creatures bent on resolving conflicts they couldn't resolve in life.

    Geists have always been a presence on Innistrad, but before Avacyn, all such spirits were malevolent, manifesting on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. In Avacyn's absence, the malevolent spirits were counterbalanced by the appearance of many benevolent and neutral geists, from nurturing apparitions of family members who have passed on to inscrutable ghosts who seem to want to continue whatever duty they had in life.

    This new balance in the spirit realm resulted from Avacyn's function as psychopomp for the dead; her existence shepherded the souls of the departed back into the plane's Æthereal space. This metaphysical guidance from Avacyn enabled geists to elect to turn away from reunion with the plane's essence—a phenomenon that previously occurred only when a geist's anguish or regret overcame the pull toward the Æther.

    Geists exist in the space between the material and Æthereal realms, so to varying degrees they possess qualities of both worlds. Thus some are able to walk through walls and then slash open throats. Others use the beliefs of the living against them; victims believe in the spirit so completely that they harm themselves with the power of their own mind. Some use fear to literally scare the victim to death. Some spirits use cold to freeze opponents or reduce their temperatures down to hypothermic levels when humans become lost on the moors or wander too far into the bogs. Other, more powerful ghosts use their force of will or emotion to condense matter (called ectoplasm) around their hands or weapons for a split second when they attack. Some use psychokinetic power to wrap objects around them (e.g., brambles, chains, spikes, glass, etc.), and then wield them against their foes.

    Even in Avacyn's absence, divine magic is not impotent. With a combination of powerful faith and mana, clergy can banish geists in various ways, from dispersal of the geist's essence to functioning as a surrogate psychopomp to guide the geist toward its rest in the Æther.

    Innistrad's vampires comprise its only nonhuman civilization and the biggest threat to humans on the plane. Their existence represents a sort of externalization of self-indulgent desire; if werewolves are a symbol of repressed rage, vampires are a symbol of repressed desire. On Innistrad, vampire manor houses, courts, and even the occasional castle exist across the plane, and vampires themselves vary considerably in aggressiveness toward their human prey.

    Vampirism on Innistrad is neither a virus nor a curse, but what the vampires themselves somewhat euphemistically call a "condition of the blood." It is an anointing that persists and is perpetuated by magic alone, and few if any of its bearers consider it a curse. When reflecting on the nature of "the condition," vampires sometimes poetically call it an ablution, a washing of the self in blood that results in a new state of being. Innistrad vampires are not truly undead, although they have some undead traits (such as agelessness and skin that's cold to the touch).

    The most distinctive thing about vampires' appearance is their eyes. The sclera is black and the irises gold, silver, or other colors. The skin is pale and cool to the touch. The hair is often black but is sometimes deep purple, dark magenta, burgundy, or even dark blue-green. Some vampires wear wigs, however, for variety, novelty, or to disguise themselves more easily among humans. A vampire's canines are very slightly pronounced at all times, and when they bite someone, the canines extend about a quarter inch. Vampires also tend to have long and slightly curved fingernails.

    Humans have a multitude of tall tales about the evils and wonders of which vampires are capable. In reality, though, the vampires' universal suite of powers is limited to just three things: agelessness, slightly enhanced strength (approximately double that of a human), and a two-foot-wide aura of silence that emanates from them at will.

    That said, many vampires learn a uniquely vampiric form of glamer (quasi-illusion magic) that enables them to move among humans undetected. These are mind-affecting spells that alter what nearby humans think they're perceiving, rather than true illusion magic that changes the subject's appearance. As such, particularly strong-willed humans can sometimes shake off the effects of the glamer and see the vampire truly. Also, given time, power, and mana, elder vampires learn all manner of powerful magic, including flight, hypnotic gaze, transformation into other forms (such as that of a bat or a mist), and so on.

    All vampires inherit a set of weaknesses linked to the ritual that created their race. First, although they can be harmed or killed by any weapon, weapons of living wood have special efficacy—this is the so-called Dryad's Legacy (dead wood is inert, no more effective than stone or steel). Second, a vampire can't cross running water in which the moon is reflected, because of the link between water as the source of human food and the moon as the source of angelic power. Third, Avacyn herself can enchant water with the power to burn vampires like acid by touching it. But this water is scarce and becoming scarcer with each passing day.

    Because of the connection between Innistrad's silver moon and its angels, and because the ritual that created the first vampires required the drinking of angel blood, silver has special properties vis-à-vis vampires: it causes them to see how they would have been in normal, mortal life, ignoring vampire glamer and reality alike. Because of this, vampires go to great lengths to avoid mirrors (glass backed with a coating of silver), because mirrors reflect their mortal images rather than their actual ones. This is also the reason why vampires can't cross running water in which the moon is reflected. Although silver weapons aren't particularly deadly to vampires, the presence of silver unsettles them, putting them at a disadvantage.

    Avacynian holy symbols can induce in vampires a paralyzing fear and the desire to flee, although their ability to do so has significantly diminished in the last year (because of Avacyn's disappearance). Despite Avacyn's absence, however, the strength of faith alone imbues a degree of continued power in the symbols of Avacyn: the silver collar and the heron crest.

    Long ago on Innistrad, demons were a threat only whispered about, feared by vampires and humans alike. They were thought to be long dead, or mythical. But then Avacyn and her angels came, and with her presence a new equilibrium was reached. Vampires, werewolves, and the undead were driven back to restore the balance between humanity and the rest of the world's beings. But their retreat opened a space—an opportunity for Innistrad's infernal forces to manifest. The demons and their hosts of devils began to arrive, one by one.

    At first Avacyn ignored this new threat, but as the demons amassed power, she knew she would have to destroy them. One by one she would engage them in battle and defeat them. But each time she did, a new demon would appear shortly thereafter. It soon became apparent that the demons could be killed but would return in a different form, since they were beings created of pure mana. Realizing this, Avacyn decreed that "What cannot be destroyed will be bound," and thus her symbol became a silver collar, which was to be symbolically forged shut around the necks of all demonkind.

    The Skirsdag
    Born from ancient demon-worship, the Skirsdag are now a secret demon cult centered in the High City of Thraben. This secret organization has human members in all levels of the church, nobility, and the trades. Although small, it has been in existence for generations. When the demon Griselbrand rose in power to eclipse all other demons, the Skirsdag gained prominence as well. Griselbrand disappeared around the same time that Avacyn did, leaving the humans of the Skirsdag to further his ends in their lord's absence.

    =====Spells and Magic=====

    Spellcasters can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a creature to your side. But all magic requires mana. Mana is the magical energy that powers spells. Mana comes from the land. Mages must know a place to gather mana from it. Mana is scarce, so mages don't have infinite energy to cast spells. Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force of Innistrad itself. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak.

    There are five colors of mana, and each is driven by different values.

    White: White puts value in the group, the community, and its civilization as a whole. White's ultimate goal is peace, harmony, and perfection — a world where everyone gets along and no one seeks to disturb the bonds of unity that White had worked so long to forge. To govern and protect its community, White makes use of and puts value in a number of broad concepts; morality (ethics, grace, truth), order (law, discipline, duty), uniformity (conformity, religion), and structure (government, planning, reason).

    Blue: Blue is the color that looks on the world and sees opportunity. For Blue, life is a chance to contemplate oneself, and what is possible, and to bring about the best of both. Implicitly, in that general world view, Blue believes in tabula rasa: it sees in each thing, the potential for being anything. One need only understand how, to make the change. So with this ill-formed goal before it, Blue reasons that if it is to make itself better, it must become capable of everything it could be capable of, for that is to "merely add" to its own capabilities. Blue believes it can't possibly be bad to acquire the potential for any conscious action. Thus, Blue, believing it is capable of changing anything if it understands the change, and believing it is imperative that it acquire every capability it could have, concludes that it is imperative that it understand change. Moreover, Blue decides that it must understand everything; for truly, understanding can only improve one's effectiveness in any task. To gain understanding, Blue must acquire knowledge. Since knowledge itself will inform every other decision, Blue forms its principle goal: omniscience, the knowledge of all.

    Black: Black is the color of self-indulgence, parasitism, amorality and unfettered desire for power. It believes that the world is made for its taking and that the weak exist to be exploited by the strong. The essence of Black is to see one's own ego as so supremely invaluable, that the prospect of enslavement, of subordinating that ego to another, is utterly inadmissible. So, to be in accord with its perceptions and beliefs, Black simply must discard all obligations but to acquire power for itself. It can be no less than the one supreme being who is subordinate to no other, the possessor of all power in the universe - it must become omnipotent.

    Red: Above all else, red values freedom of expression. It wants to do what it wants, when it wants, to whom it wants, and nobody can tell it otherwise. It believes that life would be much more fun if everyone stopped caring about rules, laws and personal appearances and just spent their time indulging their desires. This leads into red's other core value: chaos. Red sees order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest. Finally, red is the color of immediate action and immediate gratification. If it wants something it will act on its impulses and take it, regardless of the consequences.

    Green: Green is the color of nature, growth, interdependence and instinct. It believes that obedience the natural order alone is the best way to exist and thus favors a simplistic way of living in harmony with the rest of the world. This can often lead to it be perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate.

    Summoning is the process by which a magic-user calls forth, or 'summons' a creature to do their bidding. summoning involves the creation of a faux entity based on the concept of that creature, which is pulled from the Æther. These summoned creatures have no will of their own, and vanish when no longer needed.

    Spells, are your standard magical fare. Each color alignment has a multitude of spells in its library. Some spells are easy, almost effortless affairs, while others require immense amounts of time, concentration, and mana to cast.

    Class represents the career or calling in life. There are as many classes as there are professions. Among them are archers, alchemists, artificers, assassins, barbarians, berserkers, bodyguards, clerics, knights, mercenaries, monks, mystics, rogues, shamans, soldiers, spellshapers, warriors, and wizards. And that's just scratching the surface. Within each class are a myriad of skills and specializations that are entirely up to you. A helpful guide or starting point can be found here.

    Official Rules:
    1. No god-modding.
    2. Two/three character maximum.
    3. Only control your own character unless given permission otherwise by the other character's owner.
    4. No killing other OC's without their owner's permission.
    5. If you wish to make an NPC with a large part then please just state that on the sign-ups so that it doesn't get killed. Otherwise it's open season.
    6. You must have good grammar! Get a proofreader for all I care! Use the spell-check! Anything, just make sure things make sense. I can tolerate some slip-ups, but nothing on a constant basis.
    7. Please try to post at least once every 2-5 days (unless you give me a reason why you can't). Any longer than that and we might lose you or leave you behind.
    8. No making up histories for characters (even NPCs) that aren't your own.
    9. I reserve the right to kick you out of this RPG if you break one of these rules seriously enough. I will, however, give you a chance to explain or redeem yourself so it won't be a "BAM goodbye" sort of deal

    =====Sign-up Form=====

    Species: (Must be human based)
    Class: (Or as close as you can pin it down)
    Color(s): (I'm not putting a limit here, but be reasonable: most individuals will typically align with 1 or 2 colors)
    Abilities: (Describe the types of spells, summons, and/or powers your character can use)
    Equipment: (Any sort of items or artifacts the character carries with him/her)
    Last edited: Apr 4, 2016
  2. TheCharredDragon

    TheCharredDragon Prince of Thieves

    Hmm... I have some interest in this, but uh...quick question, are dragons allowed? Or something similar? I don't mind if they're not though.
  3. Sketchie

    Sketchie it's about the CUBES

    *swooces right in* This looks pretty heckin. Do we need to make reserves? Because while I'm interested, I have zero ideas for a character. So far. (also, do i absolutely have to use magic?)
    Last edited: Apr 4, 2016
  4. Schade

    Schade Iron Defensive

    Yay, this happened! Can I throw down a reserve? If not, I'll have a Wip up soon. I have an idea for a werewolf Monk, struggling to keep his protective spells up. Would that be okay? If not, I have back-up ideas.
    Last edited: Apr 4, 2016
  5. Kamotz

    Kamotz God of Monsters

    Dragons: no.

    Magic: no you don't have to. You can be a purely physical character if you want.

    Werewolf priest: sure!


    I've compiled the official guide to Innistrad in this handy Google doc.
    Last edited: Apr 4, 2016
  6. Schade

    Schade Iron Defensive

    Long History section is long, Wow! Though I feel I got the lore right, I'm not 100% sure.
    Lemme know if I need to change anything.

    Name: Alain Irving
    Age: 19
    Gender: Male
    Species: Human Werewolf
    Class: Inquisitor for the Church of Avacyn
    Color(s): White and Green
    Appearance: Alain is a medium tall young man with a fairly slender yet fit physique due to regular training with most of the weapons that he forge. His skin is slightly tanned from training a lot outside, and contrasts his bright yellow eyes. Hie eyes normally look kind and warm, and always seem to have a certain glow to them. They are actually slightly glowing, as the spells repressing his Werewolf side are weakening, something he is unaware of himself. His hair is at medium length, and is black in color. He more or less always keep it combed in an elegant way, despite often wearing a hat. His face has overall symmetric features, and many consider him to be handsome, though he is very modest about it himself.

    For clothing, he normally wear standard outfits provided by the church. From the vast variety, he decided to settle with a red elegant shirt with folded up arms, a simple pair of black leather pants, and comfortable, armored brown leather boots. The boots are more comfortable and practical rather than elegant and stylish, as he does travel a lot. He also wears some simple leather armor on his forearms. For the colder weather. he wears a surprisingly thin, black leather coat over his attire, as he doesn't get cold so easily.

    When fanging out, his Werewolf form is taller than he is. He looks more or less like a normal Werewolf, with a widened, hulking chest and long, strong forearms ending in clawed hands. His lower body is slightly smaller, and his legs are shorter than his arms, yet very strong and agile. He also have a fluffy tail. His body is covered by pitch black fur. His head transforms into that of a canine, and he gets very strong jaws, with pointy, sharp teeth. His eyes are also now glowing yellow. Since transforming into his werewolf form more often than not rips apart his clothes, he now always bring several of the same outfit just in case he gets unlucky one night. Inspiration

    Personality: Alain is normally a pretty cheerful and kind guy. He is truly a believer of peace due to the church's influence on him throughout most of his life, and he has developed a kind nature because of it. He cares deeply for people he consider his friends, and even the ones he don't, he keeps a good attitude towards. He is very sociable and enjoys the company of others, allthough this has changed slightly lately. Despite his kindness, he doesn't wear his feelings on his sleeve, and it can be difficult to see what is going on behind that smile of his. He is a thoughtful person, and doesn't often reveal how he feels

    Truth being told, Alain is somewhat of a troubled person. He often has conflicting feelings he himself is unaware of, such as being the kind, helping guy, only to suddenly change into a more feral type of rage whenever he gets angry. He is used to these sudden mood swings as he has had them as long as he can remember, and he is pretty good at hiding it when it happens, though lately it has become increasingly difficult. People around him can pick up on this by noticing he's a little less selfless than usual. He does try to keep a straight face and keep smiling like he always does despite this though, which in the long run makes him tired.

    His normally cheerful attitude does change whenever he is working in the field for the church. This being if he is helping a village with an Undead problem, Ghouls, Vampires or anything of the like. He then enters a more serious and professional way of being. He's ruthless to his enemies, and never think twice about striking down a dangerous enemy, in the name of the Archangel, the church, or simply just for the people the monster has badly affected with its presence. He is thorough and skilled with his Rapier, which is his preferred weapon among his wide arsenal, striking down opponents with elegance and grace (And a few spells to back him up.).

    Despite doing what he does, he is fully aware of his true identity as a Werewolf, though this is something that is never spoken of. Only a handful of the mayors and bishops knows about this, as the situation is quite outrageous. Alain have always wondered why they kept him along, and didn't just kill him off like any other Werewolf, but he is nowhere close to an answer to this. The higher ups help him with his preservation spells, and have taught him how to do most of them himself. He does harbor a few identity-related crisises too, as he sometimes feels bad for slaying Werewolves in the field, something he is feeling more and more guilty of lately, presumably as a result of his spells weakening. This doesn't sway him from his cause though, and he knows well that if some day, the preservation spells stop working, and he fangs out, it would be cathastrophic for both himself and everyone around him. He hasn't really decided what he would do in such a scenario; if he would just run off and join a pack, or if he would have enough humanity left in him to kill himself.

    History: Alain was born in a small village in the outskirts of a big forest in Kessig. His family were farmers, and were neither poor, nor wealthy. A golden middle ground, perfect for Alain and his 3 siblings to grow up in, and to one day take over. They did have the occasional monster attack, but as long as people kept out of the woods, people were mostly left alone. Once they did get in trouble though, they would mostly get help from passing church members from a nearby holdup. Life was great! ish. Alain didn't get any schooling, as the village didn't have the resources to build and operate one. Instead, he often trained with some of the local hunters, so that he could become a hunter too when he grew up. Sure, it wasn't the most admirable thing to do, not to mention the safest, but providing for the village seemed enough for Alain, as he always wanted to do his best to help people out.

    One day though, when he was 7 years old, Alain was joining with a local hunter to track and take down a deer they had encountered earlier. Thinking this would be a good practice for his tracking skills, the man foolishly led the hunt through a smaller portion of the otherwise dense forest, to avoid the more major threats. The hunt was long, longer than they anticipated, and by the time they actually caught up with the deer, they hadn't noticed the eerie fog, or that it had started to become darker outside. When they finally caught up with the deer, they saw that, to their horror, that something else had gotten to it first. The deers head was apart from its body, laying a few feet away, and the body was in a grisly state of mistreatment. It was around that time that the hunter realized they had become the hunted, as he picked up Alain and ran for it back towards the village. They were close enough to see the lights coming from there, and by sprinting, getting there would only take a few minutes. While running through the forest though, the Werewolf jumped at them; jaws open; and knocked them both down. Alain doesn't remember clearly, but has a vague memory of the hunter crawling towards him, only to swiftly be swept away, followed by some ghastly sounds of bone breaking.

    Luckily for Alain though, he didn't get hurt, while the hunter wasn't as fortunate. while the Werewolf was busy on gnawling on him, Alain saw his chance to get away, which he took right away. The werewolf didn't pay him much attention, and he managed to put enough distance between them so that he was close enough to civilization for the wolf to not follow him. He managed to stumble into the village, and quickly got the peoples attention about what had just happened. The others only prized him lucky, and gave him a warning not to venture off too far again, of which he happily agreed.

    The next day went by rather normally, though Alain felt ill, probably due to the trauma. His parents let him stay inside that day, trying to get well. His parents were worried, and planned on taking him to see the doctor the following day if his trauma didn't get any better. The rest of that day went by pretty uneventful, and as evening approached, loud howling could be heard throughout the entire village, and everyone closed up shop early that night. It wasn't unheard of that many werewolves gathered on the full moon, but they had never experienced someone from their village being one of them. Alain then awoke to his senses at some point in the middle of the night. He was standing out deep in the woods, with a feeling of having sleepwalked. Around him were numerous glowing yellow eyes, and light snarling could be heard. As much as he was afraid and wanted to go home, his inner instincts had started to take over, starting to feel like he was home. This whole scenario is a faint blur to him in recent time, but the lycanthropy curse took hold as he underwent his first transforming into a werewolf.

    Not remembering anything beyond that point, he awoke in the village much later, alone. The streets around him were littered with bloody, mangled corpses of the people he once knew. Confused and in disarray, he ran home to his family, only to find his siblings brutally mangled to death in their beds, and his parents were nowhere to be found, though he presumed they were dead as well. In a state of total shock and trauma, the only thing he could do was to sit down in the main street, mind wandering, not knowing what had happened. He did have vague flashes and memories from the night before, but they all seemed more like fantasy rather than reality. He remembered himself murdering people. He remembered the others, murdering people. He remembered them leaving before dawn while he finished up in the village, only to pass out. As he was piecing the puzzles together, the sound of horse-steps approached, and as he looked up, he saw that members of the church had ridden into town. They were visibly shocked, which turned into confusion when they saw the little, bloody boy.

    These travelers were priests from the Church of Avacyn, and they took him in, not knowing he was the cause of all this. They took him to a nearby monastery where they fed, cleaned and gave him new clothes. As he didn't have anywhere to go, they decided he could stay at the church as long as he pleased. Though it didn't last for longer than a month, when the full moon once again triggered the lycanthropy within him. Luckily, no one died that night, as he was easily subdued until sunrise when he transformed back. After this, he was locked up for days while the others tried deciding what to do. As much as werewolves were dangerous, they didn't want the life of a child on their conscience. After a while, some bishops from Gavony decided to take him with them back to the Cathedral of Avacyn, where they hoped to use their blessings to repress the werewolf side of him.

    Giving him the name Alain, they sucessfully managed to halt the transformation from happening, though they did lock him up during the full moon just in case. His whole ordeal was secret, and no one besides a selective few knew of his true origins. The blessings worked, however, and after this it became easy to keep him from transforming and going crazy. They also provided him with an education, and proper training throughout his teen years, as he became a full fledged member of the church. His personality of wanting to help people hadn't changed, and he knew that this was what he wanted to do, though the dark thought of "What if" always clung to the back of his thoughts. Despite this, he excelled at combat, and he picked up an interest with the work of the Cathars, prompting him to choose that same path himself to become Inquisitor.

    The years went by better than he initially had assumed, until the Archangel, Avacyn, disappeared. It was no secret that the protective wards and spells the church used in order to vanquish evil was starting to become far less effective. Alain felt it himself, in how his feelings started to stir up, and by how difficult it was to remain sane during the full moon. He started taking precautions, just in case. He did fang out once when he was out on a job, which was what prompted him to bring changes of clothing on his trips. The wards were still effective, but more difficult to uphold. He knew that, if Avacyn didn't re-appear soon, he would be in deep trouble. With this goal, he set out to find the truth.

    - Since the spell repressing his Werewolf side is losing its effect, he has gained a very good sense of smell and hearing.
    - Due to the same reason, he is slightly stronger than the average human, and slightly more agile.

    - When in Werewolf Form, he has the usual attirbutes as his fellow woofs. This includes being a lot more agile, even stronger than usual, and hightened senses such as smell, hearing, sight, the werewolf howl, etc.

    - Though he is very skilled with his Rapier sword, he is also very skilled at hand to hand combat, more so lately due to his werewolf-reflexes.

    - Alain have learned a few unnamed preservation spells from the church in order to keep his Werewolf side at bay.
    - He has also learned a few offensive spells too, such as a strong flash of light to temporarily blind his enemies.

    - He carries a plain Rapier with a golden hilt around with him which he use for combat. This is imbuded with light magic to deal massive damage to monsters, though this, too, is affected by the weakening magic.

    Having little to no knowledge on how werewolves work, he is unaware of the side effects his state has on his personality. This is because he was raised with the church, and his condition was never spoken of, thus resulting in him lacking knowledge today.
    Last edited: Apr 5, 2016
  7. Vern

    Vern Why not both?

    Quick question: what do demons actually look like? Werewolves and vampires and stuff have a fairly standard appearance wherever you look, but demons can vary by a lot depending on someone's imagination.
  8. Kamotz

    Kamotz God of Monsters

    Name: Lance Donovan

    : 28

    : Male


    : Warrior

    Color Alignment
    : Black & Red (formerly White & Red before becoming a vampire)

    Appearance: Lance is rather tall, standing over six and-a-half feet. He's well built, with broad shoulders and well-defined muscles. His body is powerful but lean, emphasizing muscle tone over muscle size. Indeed, Lance's body looks and feels almost like it was chiseled out of stone or forged from steel. His inherent proclivity for magic means that his body is more resilient, and more resistant to injury and fatigue than a human of similar size and build. Due to his advanced healing factor, Lance's injuries are almost non-existent, though he still carries many various-sized scars from his life before his change. His skin, like that of all vampires, is pale.

    Lance's facial features are strong and defined, predatory in nature. He owes this to his vampiric nature. He has a thick head of platinum, white-gold hair; he's allowed it to grow out on his travels and it now hangs well-past his shoulders; it's now long enough for him to tie back in a low ponytail, though a few loose long strands hang in front of his face. His eyes are entirely black, while his irises glow a hellish fiery orange-red. His canine teeth on his upper and lower jaw elongate into fangs, and he is able to elongate his fingernails into razor-sharp claws. His long vampiric canine teeth are usually easy to hide and conceal, and appear normal unless Lance loses control.

    Lance will usually disguise himself with a powerful glamer spell. His features remain largely unchanged, and in fact resemble a more "perfect" version of his original human appearance. His hair is dark brown. His eyes, too, are a deep, dark brown and have been described as "soul piercing."

    Lance doesn’t wear any one outfit all the time, but is known to wear a layer of basic black leather clothes with a high gold-trimmed collared shirt, and a flexible armor chest-plate beneath a black, armor-reinforced, leather trench-coat, with metal plating on the shoulders and forearms. Slits in the lower half of the coat are there to not hinder his flexibility. He wears a pair of leather sword-belts on his waist.

    Personality: Lance is a rather unique character. He clearly enjoys his power and its uses; coming from a background in which his defining trait was his weakness, he sees the great power now afforded to him as a blessing.

    He is cunning, calculating, and deadly. He's self-serving and selfish. He has dedicated his existence to following his whims, and this easy life of pleasure has brought him detachment and easy confidence. He has become a sort of bon vivant, seeking novelty and new diversions. But despite his fundamentally hedonistic nature, Lance does feel the pull of more lasting concerns, and over his long life this tendency has resulted in an arcane schedule of engagements and forays to far-flung places. As a result Lance is a busy man, traveling frequently to pursue concerns known only to him. Lance always seems to have business elsewhere.

    He's become a charmer and a smooth-talker in this time, he has a vicious way with words and a critical eye that combine to make him extremely competent at picking someone apart and deducing what makes them tick. His ability to analyze and dissect people and situations mentally, combined with his physical nature and magic proficiency have made him an incredibly deadly individual.

    Lance relates to others as his playthings, as he's found few beings capable or worthy of gaining his respect. He's found immense pleasure in traveling the continent. Essentially, he's a narcissist, with an "I come first" sort of attitude. This is most apparent in his pursuit of women. He tends to seek out the nearest tavern and beautiful woman (or women if he can swing it). He's the ultimate lady-killer, using his good looks, charisma, charm, and status to win (and subsequently break) the hearts of women everywhere. He's a connoisseur of the one-night-stand and is prone to seducing women of nobility, "just for the challenge." But Lance's eye isn't for power; he appreciates beauty no matter what social class it's found in. He enjoys the perks of his status; especially the free drinks and attention it gets him from women.

    Upon going into battle, however, Lance changes completely. He becomes like a machine, unceasing, unflinching, and his unrelenting drive to kill. He is no longer either stoic or laid-back, but determined and focused. He becomes something else entirely, and it is in this "dark other" that his separation from humanity becomes most evident. In the blink of an eye Lance can turn from womanizer to a serious, hyper-lethal warrior. Lance becomes vicious, ferociously efficient and brutal. He shows no remorse or hesitation and has no pity for weakness and stupidity. In this mindset, it's clear that he's no longer an human, that he is indeed something terrifying, and it takes him some time to pull himself back from this state of hyper-awareness and hyper-lethality once his hunger is sated.

    "Hyper-lethal" is the most appropriate way of describing Lance. His true nature is that of a killer: unflinching determination and hedonism. Within him lurks his "Dark Passenger," a pseudo-aware aspect of his personality. The Passenger drives him to fulfill the Hunger and the Need, the primal urges of his vampiric nature.

    History: Lance's first memory is one of complete and utter agony; of awakening screaming in pain; of something ripping over his entire body, searing itself into his skin and bones. Everything was fire. Then there was nothing. Just weightlessness; days of emptiness; complete silence and loneliness. Then pain again. And more fire; more screaming and ripping and searing. But this time, there was something else after. No more loneliness. No more silence. But a single sound; a low chuckle - a whisper. The Passenger. It was there that Lance's Dark Passenger took his first breath, born in fire and blood.

    He awoke to find himself not-quite-alone, but confined to a dark cell, where he spent several days waiting and weakening due to lack of food and water. He wasn't there long; a cleric soon came and brought him to an orphanage without any explanation. The ten-year-old boy was concerned, but displayed no signs of fear.

    The orphanage took him in, but the darkness was already there. He lashed out angrily and with no regard for anyone else. He fought with the other children and even with the workers at the orphanage. Not a year later, a representative from the Church brought him to recruit him for a cathar training program.

    Lance was brought into the program and subjected to the rigors and difficulties they set up for him and the other recruits. They were taught all the arts of combat from the very first day, receiving training with all forms of weaponry and hand-to-hand combat. When Lance was eighteen years old he was immediately sent to the Cathedral at Thraben for formal training.

    Upon entering the Cathedral Lance realized how out of the ordinary he was. He was far more cutthroat than the other recruits. He tried to form bonds with his classmates and fellows and did everything he could to fit in, though it was almost completely on a very superficial level. It was there that he developed his outlook on life; he learned how to "enjoy" life, or at least appear as if he did. He developed his "charisma" hoping that it would help him to connect with someone.

    It was in the Cathedral that he first met the cathar Saint Traft. Traft was already a legend in his own time. They forged a friendship, albeit a wary one. Traft confided in Lance his musings about the status of the Church and Lance offered his own, far more pragmatic, views on the subject. Lance studied under Traft, journeying the land and intervening where they were needed. Lance and Traft fought the horrors of Innistrad, but Lance always felt an odd disconnect from the people they helped.

    Then there came the day when the demon lord Withengar rose up and threatened the existence of all Innistrad. Traft was lured into a trap by a sect of Skirsdag cultists and tricked into releasing Withengar. Traft was slain by the demon lord, but not before summoning the host of Avacyn to defeat Withengar. In the aftermath, Lance found himself alienated by the Church, pushed away and ignored. The only "home" he had ever known was pushing him away. He became more and more extreme in his methodology, utilizing his violent nature and abilities to tear away at the Skirsdag and the dark forces of Innistrad.

    One such venture led Lance to a vampire masquerade, where he was outnumbered and overwhelmed. He expected to be torn to pieces, but was instead incapacitated. When he woke up he was at the Voldaren estate, held captive by Olivia Voldaren herself. She informed him that the Church had abandoned him, that they found his violent nature repulsive. She, on the other hand, thought him fascinating, found his darkness enticing. And something about her spoke to the darkness within him. He found himself drawn to her, and the Dark Passenger roared ever louder in his mind.

    Enraptured by Olivia's mystique, Lance succumbed, he allowed her to turn him. Their vampiric nature called to each other, power calling to power, and the two began a torrid affair that lasted for several weeks. During this time, Lance embraced the Hunger and the Need, giving in to the voice of his Dark Passenger.

    Abilities: As a cathar, Lance trained in holy magic, spells that would purify individuals or purge the profane. Banishing bolts of lightning, holy fire - these were the real weapons in Lance's arsenal beyond his actual physical ones. Since his vampiric ascension, however, Lance abandoned the powers learned from the Church from those he learned under vampiric tutelage. The bolts and flames of Avacyn's divine power became infernal energies powered by his own bloodlust and the strength of his vampiric condition. But Lance's main proficiency is for Sangromancy, the magic of blood, a dark corner of black mana specialization. With this blood magic he can drain the lifeforce of other beings, place curses on enemies, and even possess the minds and bodies of others. One of his favorite methods of attack, however, is to create a "blood shadow", a deep-red shadow that forms around him, and with it, tear his enemies to pieces.

    As a vampire, Lance's strength is increased to twice what it would normally be. His reflexes are blindingly fast. Aside from the typical vampire abilites, Lance learned the advanced vampiric skills unnaturally quickly. He has shown proficiency in flight, mental manipulation, and transformative abilities, transforming into a bat.

    While his magic prowess is certainly significant, it is not the only thing Lance brings to the table. He's very skilled in hand to hand combat, though his chosen weapon is the long sword. Through the physical prowess provided by his vampiric abilities, he is a dangerous combatant.

    Equipment: Lance wields a long sword that has become completely attuned to his own flow of magic. In his normal mind frame, the blade glimmers bright silver, but as soon as he changes, so too does the blade. As the Passenger takes hold, his blade begins to turn black.
  9. Kamotz

    Kamotz God of Monsters

    Demons vary pretty extensively. Here is a collection of the demons known on Innistrad.

    @Schade: Lycanthropy is a curse transmitted not by bite, but as explained in the following: "The curse of lycanthropy overtakes a person over a period of one night. One or more werewolves howl in the night, calling out to the victim. Soon after, the victim finds himself in the wilderness, under the silvery moon, surrounded by eyes glowing in the night. The victim's will is compromised already, the wild essence entering him and doing battle with his human conscience. The victim and the werewolves crash through the woods together, and over the course of the night, they hunt and kill their prey—usually woodland game, but other humans or even another lycanthrope is not unheard of."

    That's the only thing that really needs editing.
    Last edited: Apr 5, 2016
  10. Schade

    Schade Iron Defensive

    Luckily, it didn't seem I needed to change much. Is it better now?
  11. cmats4020

    cmats4020 Well-Known Member

    Can I reserve a spot? I might not be able to participate in this RP though due to school and work, but I'll let you know.

    Also, would it be possible to be a vampire that sees vampirism more as a curse and wishes to redeem him/herself in the eyes of Avacyn? Let me know if that's bordering on "special snowflake" status! XD
  12. Kamotz

    Kamotz God of Monsters

    @Schade; looks good!

    @cmats; I always reserve judgment until after I see a sign up. It sounds VERY atypical for an Innistrad vampire, who basically gets super powers, immortality, and super good-lookingness from being a vampire. But like I said, reserving judgment until I see the finished product.
  13. Vern

    Vern Why not both?

    Hm... Since Vampires are ageless, is it possible to have, say, a 600 year old vampire with the appearance of an adolescent, or something like that? Can I have a reserve, as well?

    The character I have in mind is a Vampire (vampires are quite popular, I see) that is kind of world-weary and has a bit of a death wish. That should be fine, right?
    Last edited: Apr 6, 2016
  14. TheCharredDragon

    TheCharredDragon Prince of Thieves

    One more thing, do priests (and members of the clergy) in here take a vow of chastity?
  15. cmats4020

    cmats4020 Well-Known Member

    Okay, then what about a vampire who is a part of the church of Avacyn, and instead of embracing the life of a vampire, uses the powers associated -- along with regular abilities -- to fight for the church?
  16. Kamotz

    Kamotz God of Monsters

    @charred: no vow of celibacy

    @cmats: it's a little odd. Especially since the church is so vehemently against the monsters of the world. Also seems pretty similar to my own sign up. But like I said, I don't reall discount things until I can see the actual product.

    @vern: same thing. I'd need to see the sign up (or know more details) to make a real call
  17. Sketchie

    Sketchie it's about the CUBES

    Alright, here's a skeleton of something. I'm leaving for Cali later today, so if it gets done this week it'll be from mobile, i apologize for any formatting or spelling mistakes because of it.

    Name: Titania "Titan" Andronicus
    Age: 19
    Gender: Biologically female, presents male.
    Species: Human
    Class: Brawler, Inquisitor for the Church of Avacyn
    Color(s): Red and White and blue
    To one who doesn't know about Titan's past, it would never occur to them that he could be female. Titan is very tall, standing at 6'1. His figure is strong and lithe, sporting slimmer hips and broad shoulders. His breasts are small, so small that while he's binding it's impossible to tell they were there at all. He's on the thin side, and has little muscle definition, contrary to his strength. His skin is bronze and tanned, freckles splashed across his nose and shoulders. Small scars are scattered around his body, the most prominent on his forearms, a testament to his work. While his body is very androgynous (besides his chest), Titan a narrow waist, as well as defined hip and collarbones. His face is soft but sharp, his jawline smoothly sloping to a point, and nicely defined cheekbones. His flame red hair is cut short and tidy, complemented by a pair of striking green eyes. His eyes are bright and expressive, aided by smooth, thin eyebrows. His nose is softly sloped, and his lips are slightly pouty, colored a soft peach. Titan is a low tenor, and his voice is the kind of voice that's naturally loud and naturally projects.

    Titan wears primarily very simple clothing. While he wouldn't wear the same outfit every single day, he has created something of a look for himself. It consists of a sleeveless silk shirt, usually in white, tied at the waist with a brown leather belt. With that he'll wear a pair of tight black or brown pants, and dark brown leather boots that come to his mid calf. He always wears a scarf, and this scarf is very special to him. The scarf is striped horizontally, white-red-white. It's very thick, and tattered and torn, well worn. It is one of the only things Titan has of his own village.

    Personality: Titan runs under layers upon layers of irony and self-hatred. He's snarky and bitter and sarcastic, and loves a good sass-off. He loves being the best, and "proving his dominance," as he says. He's very in-your-face about everything, and doesn't like being wrong, or his ideas being shot down. He has a "you told me I couldn't do it so I'm doing it to prove you wrong" mentality, and is often motivated by spite. He wants to feel important, and feels like he has to fight to have a place in the world. He can come off as cold and angry. Despite having plenty of thorns, Titan is trustworthy and honest (sometimes brutally so). He fights to protect those he cares about. He's passionate about everything he does, passionate about his relationships, passionate about his work, his religion, anything that Titan considers a part of his world. He's very sociable, but too much can overload him and he has to take a break from it all. His emotions run high, and he's been known to overreact to simple things.

    When working, Titan's whole personality shifts. He becomes hyper-focused, dead set on finishing the task at hand. He's skilled in strategy and combat. He hates werewolves with a passion, and he's sworn revenge on the werewolf that destroyed his village. It's very hard to distract him, and he's tenacious in all his doings. He's strong and agile, and finds solace in the tree-tops. If he's overworked himself and needs to calm down, you will often find him hanging out high up in a tree. He can get a little reckless, but manages to keep everything intact at the end of the day.

    If you can get past his layers of irony and a stage personality, you'll find a very scared child. Titan is afraid of being weak. He's afraid of loss and abandonment. He's terrified that one day, he'll have to be strong, and he won't be enough. He's afraid of dying. He's afraid of being irrelevant. His stage personality is built up to hide all of his insecurities, to cover what he believes to be his weak spot. This is part of the reason why he takes on a male persona, he doesn't want anyone to believe he's weak because she's a she. Titan goes through periods of depression, where he runs out of energy to keep himself up and crashes. He'll lock himself away for days. If he has to be out, he's very quiet. While Titan fights to be relevant and important, he has never believed himself to be as important as everyone else, and can become very self-sacrificial. He truly believes that the world would be a better place without him, while believing that he can have nice things and be needed and important.

    But fear isn't all you'll find. You'll find the same passion from his outer shell, and you'll find empathy and love. Titan believes in love, and he believes in the Archangel. He's kind and sensitive, and wants the best for people. He doesn't want to hurt people, but he sees it as a current necessity to protect people. He wishes for a world where things will be okay, and everyone is safe. He wishes for friends and family, and wants a place that he can call home. As for hobbies and the like, Titan adores curling up with his sketchbook and drawing away. He's gotten very good at it, and has journals and journals filled with sketches stored away with his godfather. He loves music, and singing and dancing have always been part of his life. He loves hunting, and longs for the day when he can again take long walks through the forest without fear of an attack.

    History: Titania Andronicus was born in a small village in the outskirts of Kessig. Her parents originally came from Thraben, and were very well off, but due to some threats with neighboring families, they fled to Kessig. They started over as farmers, storing their money deep in the basement. Not long after, they had a beautiful, red-headed daughter, who loved to laugh as much as she loved to cry. The Andronicus's had good ties with the church, and was close friends with a young priest named Corinth. Corinth was made godfather to Titania, and whatever children the Andronicus's had afterwards. Corinth visited the family twice a year, and Titania grew to be very fond of him. It was made clear that at the age of seven, Titania was to be taken back to Thraben under the care of Corinth, so that she could be educated and eventually trained in whatever profession she wished. As Titania grew, she got along very well with the other children in the village, and proved to be exceptionally talented in games of skill and strength. She would often follow the hunters in the woods, learning to hunt as they did. Life was wonderful for Titania, a rough-and-tumble girl who wanted nothing but fun. Her parents had three other children after Titania, and she adored every one of her younger siblings.

    It wasn't long before Titania's seventh birthday rolled around. Her parents had a lovely celebration, and the date for Corinth to take Titania to Thraben was set for a month later. Her parents were increasingly worried, however, because of the monster attacks outside the village, and were considering sending all four of their children away with Corinth, for safety reasons. Titania didn't much care, as she was determined to one day learn how to vanquish the dangers of her world. Time passed quickly, as Titania waited in anticipation.

    In a distant land, three riders take off, their destination on the outskirts of Kessig. They are laden with swords of silver, with talismans blessed to keep evil far away. They have a town to check up on, and one has orders to take a young girl and her siblings back with them. They ride through the forest at a breakneck pace, praying that they do not fall into the clutches of some unholy beast.

    Oftentimes, when something is suspended in midair, several cords are put in place, so if one breaks, the object will not fall. But, sometimes, the universe rolls a 1, and every rope working together snaps simultaneously. In the blink of an eye, a metaphorical piano crashes and shatters, sending splinters of sharpened wood into hearts and minds alike.

    A village falls asleep under the light of a full moon.
    A red-headed girl runs into the nearby woods, high into the trees, trying to come to terms with the idea that she may never see her parents again.
    A mounted priest hurts his ankle, and asks the two other riders to continue on without him -- he'd catch up with them at a local monastery.
    A young boy finds himself surrounded in the center of the village, helpless as a curse changes the course of his life.

    The screams of a damned village are silenced by a blanket of forest, but not before piercing the mind of a tiny child in the treetops.

    The young boy awakens to ruins and the four riders, and is swiftly taken away.
    The red-headed girl slinks through the streets of a silenced town, wearing a scarf taken from the corpse of her father.
    The mounted priest arrives late to find the girl mourning in the streets, and holds her for hours before the two ride off.
    The village is now populated by mangled corpses.

    Corinth and Titania ride to the monastery, where Corinth meets up with his church friends. Corinth is told of the situation, and he decides to stay at the monastery for a little while with his group, while they make preparations to go back to Thraben. Corinth was filled in on the situation of the town, and they put their preparations on hold so they could soothe the boy and Titania. The two were kept away from each other, as they were worried that something might go off if they were to meet, so their meeting was postponed. Which was likely a good thing, as the next full moon came around, and the boy wolfed out once more. It was at this time that the three priests realized the boy's true nature. The three decided to return to Gavony, with both the boy and Titania, where the situation could be handled further.

    While Corinth stayed current on the werewolf boy's situation, his focused mainly on raising Titania and teaching her academics, combat, magic, and, of course, religion. Titania quickly caught on to what Corinth was teaching her, though, understandably, the grieving process was particularly difficult for her. She buried her emotions in her studies, and refused to talk about her emotions. Eventually, Corinth stopped trying. Titania found solace in the Church of Avacyn, and became a devout follower, going so far as placing her sights to becoming an inquisitor for the church.

    Titania became skilled in both red and white magic, and while she enjoyed a great many forms of combat, she favored a good old fashioned trident. When she was fifteen years old, Corinth taught her certain unnamed preservation spells, though he never mentioned why. All he said was that it was imperative for her to know, and that she needed to remember them... just in case. It was around this time when Titania began to be very paranoid, especially concerning her own power and her own shortcomings. Around this time she began to take on a masculine appearance, and asked to be called "Titan." It helped that she grew tall and lanky, without pronounced feminine features. Most people didn't really care. Corinth worried some, but supported Titan through this shift.

    Titan was trained as an inquisitor, and began to serve. He had a special trident commissioned for him, one with blessed silver prongs at either end. While the middle prong is simply pointed, the prongs on either sides are connected as blades. (I'll link a picture in equipment, because he still has this thing.) He specialized in werewolves, driven partially by duty, and partially by hatred. He was distraught when he heard the news that Avacyn has disappeared, and yearns to find her, though he can't see himself as a hero. He is still very close to Corinth, and often goes to him for guidance.

    - Though he is only human, he is quite strong and very agile.
    - He's been trained especially in sword fighting, archery, and trident... somethings. Listen, he can use the pointy stabby thingy. He's also one for hand-to-hand combat.
    - I mean, Titan's human, he doesn't get the ~*~ cool nifty abilities ~*~
    - He is a pretty great cook though, if that counts for anything.

    - Unnamed preservation spells, used to keep a werewolf from wolfing out, though he does not know why he needs to know them.
    - He has several passive spells, mostly healing and such, though he does have one to put things to sleep.
    - His favorite spells, though, are his offensive spells, which consist of a lot of fire.

    - Remember earlier when I talked about a rad trident thing? The one with the blade prongs? It looks a little like this. It's a tad longer than 5'5".
    - He also carries with him a small rapier, as well as a bow and several arrows. While the rapier is simple steel, some of the arrowheads are #blessed. He doesn't have many blessed arrows, so he makes sure to keep track of them.
    Last edited: Apr 13, 2016
  18. Schade

    Schade Iron Defensive

    Based on your character history and age, she could be from Alain's village?
  19. Sketchie

    Sketchie it's about the CUBES

    Oooh, I'm down for that. It could potentially make things ~*~interesting~*~. Would they have known each other? (as young'ins, or maybe later on in Life idk)
  20. Schade

    Schade Iron Defensive

    I'd imagine them being friends as kids. Alain was turned into a Werewolf at the age of 7, and I left room in my history section for people to have escaped the massacre that followed.
    It could be fun to see them reunite, your character not knowing Alain is a Werewolf.

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