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Realistic or Modern If December Freezes: The Details

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Characters
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Lore
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Out Of Words

GM of If December Freezes
Roleplay Type(s)
IF DECEMBER FREEZES
Season Two of The Ravening
The Details


Current Status: Full!

The Story

Our main characters were gathered by someone claiming they were key to stopping the strange, unexplained bleeding of the moon. Once gathered, secrets were revealed, during one of the best barbecues around, and plans were made. They needed to reach Mount Chimborazo in Ecuador, Earth's closest point to the moon. Only, as plans tended to go, things went awry. Turns out they were already inside the mountain, and the best barbecue in Texas had been a shared coma experience.

A smaller group wound up being 'forcibly employed' by The Coven, a group of powerful magi, who claimed they were the true ones out to save the world and stop the bleeding of the moon. At least one mind was blown, literally, and they made their way to Ecuador as well.

It was soon revealed the cause of the moon's illness was the Coven, and they were siphoning the energy of other supernaturals to power their own magic. Magic which rose to a cataclysmic level, sending the main characters through a portal of time, maybe even space itself.

Waking up, they realized they were no longer in 'Kansas', much less anywhere near the modern age. They were now in a village besieged by repeated attacks, the last raid used 'Realmwalker' magic. As a result, they now occupied bodies that were not their own. Time was not their friend, for they were in real danger of losing who they were, of being assimilated by the last vestiges of the bodies' previous occupants.

A magic ritual involving attuned crystals would restore their core to the correct body and timeline. At least, that was the plan. Instead, the main characters found themselves in the correct bodies, and while the timeline matched, date wise, it didn't seem to be the same world they started out in.

Season Two begins in a village somewhere on the coast in New Zealand. It is a quaint village with an active and prosperous trade route. The town has roots and history boring deep into the ground, roots steeped in tradition and routine from hundreds of years ago. While elements of the modern era have made their way into Marasong Harbor, several buildings retain stone foundations from as far back as the medieval period.

Here, the Uskah Community is thriving. Officially founded in the 1800s, the members have long shunned the industrial revolution, believing it would halt the return of the messiah by entering civilization into an irredeemable state of sin and temptation. While the religious aspect has long since faded, they still hold fast to a simpler time, where one lived off the land, hard work was its own reward, and a community cared for its own above all others.

With a population of approximately 450, it is a close knit community, where everyone knows everyone else, or believe they do. However, every town has its secrets, and Marasong Harbor bears several. Humans remain ignorant of the supernaturals living alongside, tilling the same soil, fishing the same waters, helping the small trade harbor operate. The supernatural beings who choose to live here, do so with the agreement to keep their true nature secret. In return, they will always have a home in Marasong Harbor.

Deeper secrets, buried for centuries, simmer just below the surface. Time will tell if such secrets remain undiscovered, or if they fester and boil over, disrupting the way of life for everyone in Marasong Harbor.





For New Players

Once approved, you will be playing a character drawn to the small town of Marasong Harbor. The reason why isn't clear, it's a gut instinct, a strange craving inside, something has led you here. Perhaps you traveled here on a small ship full of trade goods, and as soon as you set foot on land, you knew this was where you wanted to be. No, needed to be. Perhaps you were visiting New Zealand, and in your exploration auto-pilot took over, and when you 'woke up' you knew Marasong Harbor was a place you could settle down in. Regardless of the reason or method, you will be a new visitor to the village, and the community therein.

Please keep in mind, I plan on the RP lasting several months. For reference, Season One started May 2, 2020, and concluded February 24, 2021. I'm in it for the long haul, and I expect the players to be as well. There are several players returning from Season One and they will be starting immediately. If you have any questions regarding the roles, the lore, or character creation, you can either reply in this thread, or send me a direct message via RPN.





As The GM
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As the GM, I will have a wide variety of NPCs for each player to interact with. They will help provide hints, foreshadowing, and all around add more life to the story as we write it. I will have any GM/NPC posts on Sunday, allowing you to reply throughout the week. If for some reason, a player is unable to reply that week, their character may be moved along (in a progression that makes sense) with the GM's Sunday post.

The story is not solely written or plotted by myself, I prefer a collaboration with all involved. While I may have a core plot in mind, I adapt situations based on the players' posts, and sometimes what I have in mind might never see the light of day. The story is not about only one character. I want each player to have their own moments to shine in this journey we're about to take. My goal is to have the story we write together be entertaining for all involved.





Roles
Click Here for Lore of the Roles
  • Magicians:
    • Witches, Warlocks, Mages, Sorcerers, Wizards, and more. Any being who relies upon magic to cast spells.
  • Shifters:
    • Werewolves, Bastet, Kitsune, Corax, Gurahl, Nuwisha, Ratkin, and more. Any being who has a human form, and an animal form.
  • Vampires:
    • Blood vampires, Psychic vampires, Nosferatu, Mortal vampires, and more. Any being who has to live by draining something from another.
  • Non-Humans:
    • Elves, Fae, Dwarves, Gnomes, Ogres, Trolls, Merfolk, and more. Any being who is not human, shifter, or vampire. Some Magicians may be non-human with approval.
  • Humans:
    • Humans without any magic, or other supernatural ability.




Rules
  • Follow RPNation rules at all times.
  • Common Sense: Fade to black for anything not in accordance with RPNation rules, no killing/controlling/etc other player characters without their consent.
  • If you want to use code for the character sheet, or IC replies, please make sure it is mobile friendly (or you must include a non-coded version behind a spoiler tag).
  • Characters must be approved before they can enter the story.
  • All characters should be 17 or older, all players should be 18 or older.
  • One post per week. GM Posts (including NPCs) will occur every Sunday, giving you that authentic 'once a week' series experience. :)
  • Please post a minimum of one paragraph (3-5 sentences a paragraph), third person POV.
  • Please check your spelling, punctuation, basic writing etiquette.
  • Discord will be used, from OOC chat, to story plotting, lore and world building, to In Character sessions (very useful to take quick dialogue and compile it into one post). The main RP takes place on RPN.
  • Discord invite will be sent out upon approval.




Links


IF DECEMBER FREEZES
A story by Out Of Words
Season One: A Night Bleeds
 
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If December Freezes: Character Sheet
IF DECEMBER FREEZES
Season Two of The Ravening
Character Sheet

Current Status: Full!






No Placeholders - Completed Character Sheets Only

Post your completed character sheet in this thread.
Don't worry about gender or role balance. Play what you want to play!
You may include more than what is listed in the Character Sheet, but it isn't required.
Have an idea for a character concept not listed in the roles? Message me and let's talk about it!

Returning players will start ASAP, new players will start once the character is approved.


NAME:
NICKNAME:
AGE | HEIGHT | WEIGHT:
ROLE: (example: Magician: Witch or Shifter: Skinwalker)
APPEARANCE: (A photo is not required, but if you use a photo, keep it realistic, otherwise a detailed description is fine. As long as we can tell hair and eye color, etc.)
PREFERRED CLOTHING STYLE: (What does your character like to wear the most?)
USUAL DEMEANOR: (If someone was to look at your character, what sort of initial impression do they give off? Aloof and casual? Lost in thought? Snobbish? Etc.)
HABITS/QUIRKS: (Does your character rub the back of their neck when thinking? Do they fidget with a sleeve when nervous? Please list only physical quirks others would be able to see or notice.)
ROLE HISTORY: (Give me some information on how your character became what they are (shifter, vampire, magician, etc). Just a couple of paragraphs is fine, more is just a bonus.)
ARRIVAL INFORMATION: (Give me a general run down of how you arrived in Marasong Harbor. Was it via the trading ship? A tourist exploring New Zealand? Maybe you know/knew someone in the community and wanted to see what all the hubbub was about.)

BONUS CONTENT: (Please include a couple of paragraphs with general information about your character. For example, describe something in their life that had a profound affect on why they are the way they are. Or a favorite memory, and why it is a favorite memory. Etc. Be creative, give me a peek into your character.)

NOTE:
You do not have to use the character sheet below, but please include all the information requested.

Code:
[font=Montserrat][COLOR=#daf0fb][size=15px]
[color=#97c6fb]NAME: [/color]
[color=#97c6fb]NICKNAME: [/color]
[color=#97c6fb]AGE | HEIGHT | WEIGHT: [/color]
[color=#97c6fb]ROLE: [/color] (example: Magician: Witch or Shifter: Skinwalker)
[color=#97c6fb]APPEARANCE: [/color](A photo is not required, but if you use a photo, keep it realistic, otherwise a detailed description is fine. As long as we can tell hair and eye color, etc.)
[color=#97c6fb]PREFERRED CLOTHING STYLE: [/color] (What does your character like to wear the most?)
[color=#97c6fb]USUAL DEMEANOR: [/color](If someone was to look at your character, what sort of initial impression do they give off? Aloof and casual? Lost in thought? Snobbish? Etc.)
[color=#97c6fb]HABITS/QUIRKS: [/color](Does your character rub the back of their neck when thinking? Do they fidget with a sleeve when nervous? Please list only physical quirks others would be able to see or notice.)
[color=#97c6fb]ROLE HISTORY: [/color](Give me some information on how your character became what they are (shifter, vampire, magician, etc). Just a couple of paragraphs is fine, more is just a bonus.)
[color=#97c6fb]ARRIVAL INFORMATION: [/color] (Give me a general run down of how you arrived in Marasong Harbor. Was it via the trading ship? A tourist exploring New Zealand? Maybe you know/knew someone in the community and wanted to see what all the hubbub was about.)

[color=#97c6fb]BONUS CONTENT: [/color](Please include a couple of paragraphs with general information about your character. For example, describe something in their life that had a profound affect on why they are the way they are. Or a favorite memory, and why it is a favorite memory. Etc. Be creative, give me a peek into your character.)[/size]
[/color][/font]


IF DECEMBER FREEZES
A story by Out Of Words
Season One: A Night Bleeds
 
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NAME: Aódh (pronounced 'AWD') McFaol
NICKNAME: Audi (by just adding the suffix -y to the way his name sounds).

AGE | HEIGHT | WEIGHT: 6'1 in height, 81.65 kilograms in weight.

ROLE: Shifter: Werewolf.

APPEARANCE: Aódh has quite the pale visage, as is often the case with people coming from Ireland. He has quite the symmetrical face, bars a slight squint in his right eye. The young man's eyes are a shade of blue tinged with a ring of green around the pupil or he has central heterochromia in short. He has short hair, chestnut-brown hair, with a single lock hanging over his forehead, Superman-style. His lips would be described as being full with a pink colouring to them. Aódh nose would be described as being rather a rather straight nose, of the type commonly called Grecian. The shape of his eyes would be described as being almond-like. Like some people, Aódh has dimples when he smiles. As regards to his physique, Aódh would have thin build, though not in such a way that he lacks muscle, moreso that it's very taut as opposed to being pronounced and stocky; in short, he possesses an ectomorphic build. Being so, the proportion of length between his arms and legs is actually quite even. Aódh possesses a number of scars on both his hands, resulting as they were from inexperience and shock associated with his first transformation.

PREFERRED CLOTHING STYLE: If wishing to be a bit more formal, Aódh would dress himself into a light-blue shirt, over which is placed a black, round-neck jumper, alongside some dark-grey dress pants and a belt, which were finally complemented by some black Oxford's. Supposing he were just looking to relax, the young man would wear polyester t-shirts of various colours (usually of the darker sort), sweat pants that tend to be white or grey and a pair of black Nike's.

USUAL DEMEANOR: Aódh would be someone that, with straight-posture and a forward-piercing gaze, you'd describe as being self-assured. He's quick to give his opinion on matters once he's finished collating all the various bits of information with the task at hand. Despite his giving off something of a staid aura, the young man has an awful habit of being giddy in the most serious of moments and indeed, it takes a great deal of control in order that he not burst out laughing, though an idea of his excitableness can be gleaned from his somewhat twitchy and nervous hankering about.

HABITS/QUIRKS:

  • If he's talking to somebody on the phone, he never sits down and instead moves around the room in circles for the duration of the call.
  • When thinking about something, he taps his index finger against his temple repeatedly.

ROLE HISTORY: Aódh had a rather regular childhood; firstborn, elder brother to two sisters, spoiled a decent bit and fattened up by his grandmother, as a good bunch of Irish children are. As he was born in Co. Galway, there was always a proclivity there, encouraged by his father Liam, a former inter-county player, to pick up either Gaelic football or hurling though the young Aódh, at the age of seven, decided to do both and ended becoming a dual star. He ended uo becoming well-known in the parish for being a lean, pacy half-back (in both sports) and was keen to make interceptions especially and for shutting down counter-attacks by the opposition.

It was on one of these occasions, as he was returning home from a match in October, that the young lad of thirteen was met, in near-pirch darkness, by something crawling on all fours. Whatever this thing was, by its sheer size and the intimidating snarling coming from it, it certainly didn't take long for Aódh to leg it in the other direction. Unfortunately for the teenager, the creature was too quick for him, the werewolf's talons slicing through his t-shirt and leaving a sequence of four markings across his back. The beast would have surely devoured him were it not for the sudden passing-by of a truck in the opposite direction to the boreen, which startled the creature into escaping from the road. Aódh would writhe in agony for a time after the attack, up until a neighbour of theirs, a farmer called Conall, found the lad in a miniature puddle of his own blood and rushed him to the nearest hospital, which was in Tuam; his parents were consequently informed of the incident.

The attack was the subject of much media-focus in Ireland at the time, being that such wounds, inflicted as they were thought to be by a wolf, which have been extinct in Ireland since the 18th century, were well beyond any predator currently native to the country. It was a nuisance for the then-turned fourteen-year old, who spent a decent time off of school and sport as a result, notwithstanding ghe constant questionings of reporters from the locality as well from the more national papers in Dublin.

Then, one night, the night before he was to return to school, Aódh found himself having difficulty sleeping and indeed, it felt like he had something of a fever. Stepping outside for a moment, quietly, so not as to wake his family, the young lad thought he would feel a bit cooler only for this febrility to spread all over his body. Inexplicably, such was the heat of which he was awash, the young lad stripped to the nude and fell to all fours. It was at that moment that a simultaneous crackling of his bones occured, forcing the young lad to roll around the patio in writhing agony, as he felt his limbs and muscles, elongate and expand respectively. In the moonlight, he could the sudden sprouting of vast amounts of hair, as well as the blackening of his skin. After a few more minutes, and in his panic, scratching at his hands with newly-minted claws, Aódh's transformation was complete. While the panicked-wimpering continued for some time as he felt around his newly-endowed body, the anxiety eventually led to curiosity, and the lad sought to test his new form, going on something of a marathon around the parish, aware to the passing of cars on nearby roads lest they HE be the accused of attacking himself on that night a few months ago. As he returned to the house, it was though he could feel this new form slowly receding back into his normal human body, and as the cold of the night fell over him as stumbled to the backdoor, Aódh quickly dressed himself back into his pyjamas and returned to bed.

The young man's time thereafter would be spent much as he did before; going to school, playing hurling and Gaelic, hanging out with friends doing homework. But, as night came around, Aódh would take on his lupine form and experiment as to what he could do in this form, whether it be velocity, vertical leap, dexterity amongst a plurality of other tests.

ARRIVAL INFORMATION: Aódh arrived in New Zealand for a week on a journey around the world during his gap year, as he decided as to what he wanted to do with himself going forward, whether to go to college or to take on a job in town. Taking himself to bed on his first night in the country, a deep feeling in his chest roused him to go off and find the source of this panging.

BONUS CONTENT:
  • Aódh is left-handed or a cithóg as he would be called in Irish.
  • The young man disliked his name for a time, given that it's not a common Irish name, and would have been teased about it on its difficulty in being pronounced. However, Aódh has come to take pride in the name as the years went on.
  • Aódh has been called "quick-on-his-feet" and is said to possess a "good eye for a pass", alongside a great ability to discriminate when and where a person is going to pass the ball or sliothar, in Gaelic football or hurling respectively.
  • He has a very high-pitched laugh
 
NAME: Beatrice Welles
NICKNAME: Bee
AGE: 22
HEIGHT: 5'2" ft
WEIGHT: 135lbs
ROLE: Magician: Witch

APPEARANCE:
Hair: Naturally dark blonde with a bit of a wave to it. Beatrice prefers to dye it a lighter blonde and keep it below her shoulders. She'll also generally straighten her hair, although not always
Eye Colour: Light blue
Notable features: She's got freckles that are around year-round, however over the summer her cheeks will be covered in them.
Faceclaim: Elle Fanning

PREFERRED CLOTHING STYLE: Beatrice enjoys simple and casual clothing. While she will occasionally dress herself up, she's generally not a fan. She adores wearing bold colours and patterns, or going the complete opposite route and keeping things neutral with lots of blacks, whites, and occasionally greys. Her style changes with the seasons, however it is generally always simple. She's generally a sneakers and docs all year round kind of person, although she'll always jump at the opportunity to put on her bright yellow rain-boots.
WINTER FASHION In the winter, Beatrice enjoys bold coloured sweaters and thick corduroy pants. She'll also often be seen dawning turtlenecks. However her most notable winter attire is her mother's ski jacket from the 80s, which consists of a patchworks of bright purples, neon greens, and yellow trim. She'll also sport her favourite pair of beaten up black classic Doc Martins, much to the dismay of her mother who felt it wasn't appropriate for the weather... or good for the shoes.
SPRING FASHION: During the Spring, Beatrice's style goes through a transitionary period where she'll start wearing lighter sweaters and as it gets warmer swapping her corduroy pants for jeans or black leggings. She'll also change out her Doc Martins and swap them in for her classic white Adidas sneakers.
SUMMER FASHION: Beatrice loves the summer. She'll generally be seen in shorts with funky patterns and plain crop-tops, or crop-tops with funky patterns and plain shorts. She likes to keep it light and airy during the summer, although she will generally bring some sort of sweater with her incase she needs to go somewhere inside that has air conditioners.
AUTUMN FASHION: During autumn, Beatrice goes back to her big sweaters and leggings. She also pulls her Docs out and brings them back into commission. Beatrice personally loves her style in the Autumn the most, as she finds it the most comfortable and she can pull of lots of different outfits with her combinations of sweaters, pants, skirts, and button downs.

USUAL DEMEANOR: Beatrice is a very upbeat and positive individual. She tends to find the good in most things and is often smiling. However, this upbeat attitude can often lead to people thinking there isn't much going on inside her head, and as such she tends to struggle with being taken seriously. However, Beatrice is smart. Perhaps not amazingly so, but she's a big reader and can hold an intelligent conversation well enough as long as she doesn't feel like she has to prove herself. When it comes to her attitude, it can come as a surprise that Beatrice is somewhat reserved in terms of sharing her actual feelings and accomplishments, especially since oftentimes Beatrice has a major case of "imposter syndrome" which leads her to doubt herself and her abilities and often ends up in Beatrice feeling wildly embarrassed, so to counter that she puts on an even more happy front.

HABITS/QUIRKS: Beatrice tends to hum to herself quite often when she is doing things that don't require much (or any) thinking. She also has a bad case of the jiggle-y leg, which shows itself most when she's nervous. If she's feeling really out of her comfort zone, Beatrice will often chew on her nails, occasionally leaving them bloody. Beatrice also has a habit of smelling the books she reads, and she keeps a stack of the best smelling books by her bed.

ROLE HISTORY:
Beatrice comes from a long line of magicians on both sides of her family. She grew up hearing stories of the heroic feats her family had accomplished using their magic, and she watched as her older sister, Elizabeth, grew more and more powerful with each passing day. Beatrice, however, didn't really seem to have that "spark" the rest of her family did. Everyday her parents would see if Beatrice's magic would appear, and for a long time it simply didn't. As Beatrice grew from infant to toddler to small child, her hope of one day developing the magic that has been in her family for generations began to dwindle, and with it her parents hopes began to fade. By the time Beatrice was eight years old, it was speculated that she would realistically be the first individual born into the Welles family that wouldn't be magically inclined. This completely devastated Beatrice, and her feelings of failure grew more and more by the day. She would often spend hours alone in her room crying as she tried to force magic to leave her fingers, to no avail. Her parents and her sister constantly tried to cheer Beatrice up, however when it came to having the hard talks about the ways her life would be different, and the feelings of isolation Beatrice felt about lacking magic, nobody could step up to the plate, making Beatrice pull her feelings even further inwards. To retaliate against the constant looks of sadness on her parents' faces and the pity her older sister extended to her, Beatrice would put on an incredibly happy front. She began smiling and laughing more, refusing to let anyone see her in a bad mood, until nobody around her speculated the heartbreak she was feeling.

Just as Beatrice had begun to finally accept that she was just an ordinary human, at twelve years old Beatrice showed signs of possessing magic. To say she was overjoyed would be an understatement, and when her parents and sister found out, they all shared in happy tears. Beatrice's parents even threw her a party where all of her extended family came to rejoice and celebrate. To Beatrice, it felt like a high she would never stop riding. However, these feelings soon began to dim down as Beatrice was thrown into intensive magic lessons to try and recover from all the lost time. Unfortunately Beatrice struggled greatly with magic, and even when she did things well she felt like it was a fluke. These confidence issues bled into the rest of her life, from her regular schooling into the relationships she made, and she retaliated by continuing to push the narrative that she was always happy, even if it was far from the truth.

While these confidence issues began to lessen with time and as Beatrice grew better with magic, she still felt as though she would never live up to the names of her parents and older sister, and often struggled to recognize her achievements as notable or worth discussing. However, while she still struggles with extra hurdles in terms of developing her magical abilities, even if Beatrice can't see it she has become proficient and even pretty good at her ability to use wind elemental magic, and her talents in being able to control electricity aren't something her parents shrug their shoulders at.

ARRIVAL INFORMATION: Beatrice's arrival in Marasong Harbor was both a spur of the moment decision and something she had planned months in advance for. The trip was originally sparked by her desire to take a break from her family, as she had decided that the pressure of performing to their standards was becoming too much to handle, and she needed a break. She had decided that New Zealand was the place to go, as it was more than a twenty-four hour flight away from her hometown, and her parents wouldn't be able to just track her down and drag her back to her studies. Beatrice had originally flown out to Victoria, excited to enjoy her month-long vacation. However, as she was leaving the airport, a tattered up travel brochure for Marasong Harbor blew directly into her face. Beatrice read the brochure, which looked like it hadn't been updated much since the 90s, and decided that since the wind literally gave it to her that she should probably go check this place out. The detour took more time than Beatrice was expecting, and during the trip she discovered that boats make her rather sea-sick and it cancellation fees for hotel rooms are way higher than they should be, but none the less she persisted and eventually found herself in Marasong Harbor, with no idea what the hell to do next.

BONUS CONTENT:
Beatrice was bored. Really bored. Algebra sucks and she was sick of listening to the explosions and laughter coming from her grandmother's garden. She hated weekends. Every Friday afternoon her family would travel to her grandparents' home outside the city to stay for the weekend so that Elizabeth could practice magic without worrying about anybody human seeing. Since Beatrice didn't have any magic abilities of her own, all she could really do was work on her very human homework or wander around the house for the millionth time. She wished they had some sort of television set, hell she wished they had Wifi. But alas, her family was old-school and her grandparents would've sooner died than let that happen. So there she was. Beatrice splayed herself out on the guest bed that she had claimed as her own and covered her face with her algebra textbook. While she hated the subject, she loved the smell of the old textbook, especially mixed with the cool early summer air that was softly blowing into her room. As she began to drift off, the explosions from outside grew louder, which made Beatrice feel both annoyed and jealous. She let out a sigh and tried to ignore it. However, as she did so, something strange had happened. Beatrice felt her algebra textbook move. More than it should with the breath she took. Her heart started to beat faster, and a lump grew in her throat. However, this feeling wasn't new for Beatrice, and she tried to shut down the feelings of hope quickly as it was far less painful than prolonging them enough to meet the inevitable disappointment. Another explosion went off, and Beatrice felt even more angry. Why wasn't she born with magic too? Everyone else in her family was. Even her annoying younger cousin who liked to chew on her sleeves. Beatrice clenched her fists and closed her eyes, trying to will away the anger she felt. As Beatrice lay in bed, she began to take deep breaths in and out, hoping that the advice she'd read online about it being the "key" to calming down wasn't a total lie.

Deep breath in... deep breath out. She did this four times. However, on her fifth exhale something she couldn't believe happened. Her textbook flew. Beatrice was so stunned that all she could do was stare as the textbook came flying down, hitting her smack in the nose. There was blood everywhere. But Beatrice wasn't screaming or crying because she was in pain. On the contrary she couldn't feel a thing. Instead there was simply ringing in her ears and a rush of excitement like no other. Beatrice ran down the all too familiar hallways, which now looked brighter and shinier than ever before. In her right hand she clutched her textbook, in her left she slid her fingers down the walls as she ran down the large oak staircase just as she had done so many times before. She propelled herself down those stairs with enough force she felt like she was about to fly, and as she ran into the kitchen where her mother and grandmother sat, watching out over her older sister, Beatrice nearly slipped on the black and white checkered tiles that adorned the floor. Beatrice's mother turned to see her twelve year old daughter looking wild. Beatrice's cheeks were caked in blood, with more dripping down her nose at a steady stream. Her eyes were wide and her hair was a mess. Her yellow tank-top and dark blue shorts were covered in blood, and Beatrice's hands were shaking as she clutched her textbook until her knuckled had turned white. Her grandmother's mouth was gaping open, shocked at the sight. Her mother's face was painted with worry, and she began to stand to help Beatrice. However, before anyone can get a word out and ask what happened, Beatrice's voice echoed through the room with a sense of pride and accomplishment that nobody had ever seen before, or would see again.

"I've got magic!"

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  • Beatrice Welles

    Basics
    NAME Beatrice Welles
    NICKNAME Bee
    AGE 22
    ROLE Magician
    SUB-CLASS Witch
    ORIGINALLY FROM Canada
    Sexuality Queer
    Pronouns She/Her




NAVIGATION

BASIC INFO

APPEARANCE

PERSONALITY

BIOGRAPHIES

BONUS CONTENT

ALBUM








MZbBkDX.jpg


 
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NAME: Rawiri Reaves

NICKNAME: Wiri, Riri, Reaves

AGE | HEIGHT | WEIGHT: 23 | 5’11” | 144 lbs

ROLE: Shifter - Taniwha

APPEARANCE: Wiri is a little on the dusky side, with black hair trimmed down in a buzzcut and a short, full beard. He has deep-set green eyes, almost casting a shadow over his eyes and giving him something of a stern resting expression. His hands and arms are covered in tiny scars, from a life of physical labor. Outside of his face, he has nothing in the way of body hair.

PREFERRED CLOTHING STYLE: Wiri is typically seen wearing heavy work boots, black short-shorts, a simple blue or green wife-beater and a navy blue bucket hat. In colder months, he dons a pair of dark cargo trousers and a yellow or red plaid shirt and a dark blue beanie. Whatever the weather, Wiri can typically be seen with a tool belt around his waist and a leather backpack on his back.

USUAL DEMEANOR: Wiri can be temperamental, and flips mood at the drop of a hat. Typically he’s a textbook lighthearted, salt-of-the-earth bloke who likes a bit of cricket and some beers on the beach. He comes across as a bit distant and distractible, as he tends to zero in on seemingly random details. When he does, it typically takes a couple of tries to get his attention again. But when he flips on, he flips like the safety on a fucking rifle. Intense, no-nonsense, no bullshit - he makes a plan and follows through. He’s ever-alert to his surroundings, and when he suspects something’s wrong he doesn’t take chances. He works hard and plays hard - though sometimes his ‘work’ seeps into his personal time. He’s particularly temperamental on the full moon - not because of the moonlight itself, but due to the full moon’s effect on the tides. Storms and major earthquakes similarly affect him; anything that significantly affects the seas will affect his mood.

HABITS/QUIRKS: Wiri holds his right wrist in his left hand when he’s on edge, squeezing tightly. He habitually shuffles to a wider stance when he feels something is wrong, as if anticipating an attack. He talks and gestures slowly and deliberately when meeting new people as if being careful not to make sudden movements, but once he’s familiar with a person he regresses to being his usual blunt self. He swears like a sailor - often without realizing it - which typically results in a lot of apologizing to other townsfolk.

ROLE HISTORY: Rawiri’s situation is hereditary, passed on by his father - Te taniwha o Tekapo.
Rawiri is a sort of taniwha, a monstrous creature that claims kaitiakitanga - guardianship - over bodies of water, serving as fearsome guardians over their domains. He is bonded to the coastline of Marasong, which is his domain. His alternate form manifests when he comes into contact with salt water from his domain. In small doses he might manifest gills, sharp teeth or just enhanced strength. But when fully submerged, he transforms into a huge serpentine creature much like a naga in appearance, but with a finned tail like that of an eel, talon-tipped claws on the ends of his fingers, and a pointed head halfway between a shark and a dragon, and full of razor teeth. When transformed he reaches a total of 30 feet long from head to tail. He’s stronger than usual on the full moon as solar and lunar tides interfere, though this comes with some often-nasty mood swings.

ARRIVAL INFORMATION: Rawiri was born in Tekapo, and he was never under any illusions as to his future. He moved to Marasong at the age of ten after a prophetic dream showed him what would become his domain. His mother accompanied him, but his father had to stay with his own domain. He’s lived in Marasong for 13 years since.


BONUS CONTENT:
- Wiri works as a courier, based out of a fuel station and post office on the edge of town. He typically supplies fuel to visiting ships and handles the ordering and delivery of spare parts, tools and other supplies to town or the nearby farmlands. He has an old laptop (kept out of town and at the station, of course) which he uses to make orders online. Twice a week on Wednesdays and Sundays, he drives an hour north to pick up his orders from the next town over in his pickup truck. He typically unloads back at the station and brings supplies into town on his bicycle, making frequent trips across the week.
- Wiri’s unofficial “job” in town is to keep an eye on the local land and sea. He’s a “park ranger” of the masquerade, keeping natural and supernatural entities from causing chaos and otherwise maintaining the tentative state of balance in town. He does odd jobs (sometimes extremely odd) for folks in need of a helping hand, and he has a reputation for being precise and asking minimal questions, no matter how strange the job may be.
- Wiri has a hard time keeping a committed relationship. He’s had two girlfriends in the past, but years of watching for changes in the natural and supernatural environment mean that he’s quick to pick up on changes of behaviour in people around him. Unfortunately, as adept as he is at noticing changes in behaviour - he’s not nearly so adept at deciphering why people act the way they do. He has a tendency to overanalyze and assume the worst, and he pushes for answers when people act unusually. He’s driven away plenty of people he cares about with his aggressively overprotective nature.
- Wiri’s work-hard-play-hard attitude comes from his dad, Tane Reaves. Because the two claim kaitiakitanga over bodies of water which are far apart, their responsibilities mean they rarely get opportunities to see one another. When they do, these meetings are usually short-lived - so the two have to make the most of the time they have together, which typically entails a lot of alcohol and playing sports on the beach. Life is short and precious. Though, this means he’s quick to succumb to his vices, and is a frequent drinker.
- Wiri’s mother, Marianne Reaves, works in a clinic in town - Marasong Health Local. She’s seen some shit over her fifty-one years, and she’s patched up more than just humans in the last three decades (but mostly Rawiri’s dad). She takes her job very seriously, and she takes pride in her confidentiality. Even Wiri has a hard time getting anything out of her if it pertains to her patients. Like mother like son, the two have a reputation for keeping their mouths shut. The most Wiri gets from his mother about her “patients” is the occasional tip that he keeps an eye on a certain residence or area. As the parent he has frequent contact with, Wiri is a little overprotective of her and tends to snoop around her house to make sure nothing with ill intentions is getting too close to her. He’s quietly marked the boundaries of her house with small carved symbols to warn away any potential threats.
- Wiri claims that he nearly drowned as a child, and ever since then is afraid of swimming; a statement which is absolutely untrue, but necessary to maintain his illusion of humanity. It provides a convenient reason for why he refuses to be on any boat except ones which are docked. He can delay his transformation for a short time in case he falls in the water by the docks, but if he fell into the water while out at sea he would likely be unable to make it out of the water before his transformation occurred.
- Rawiri has sunk two boats in his life. The first was when he was fifteen, a boat helmed by a pair of men new to town who quickly got into a habit of overfishing. After the men continued despite warnings, Wiri overreacted; he crushed the ship and killed both men on board while they were out at sea. This memory scarred him, and he saw how the news rippled through town and disrupted people. He’s since vowed to treat violence as a last resort - though that hasn’t stopped him from preparing for it, should he need to. The second ship saw a similar situation, when Wiri was eighteen. He took a more tempered approach this time, quietly ripping apart sections of the hull so the ship sunk slowly. The men on board had time to escape and signal for help. Since then, Wiri has kept a close eye on boats in the region - both from Marasong and elsewhere - and he has shredded dozens of fishing nets in his years, ripping apart buoys and scattering shredded nets across the ocean floor where they can catch nothing. He tells himself that the men needed to be stopped so they wouldn’t hurt the ecosystem - and in telling himself this, he’s developed something of a callous attitude which rears its ugly head when his domain is threatened. He tends to think of the big picture when considering consequences and outcomes of his plans, and he will readily tread on individuals when executing these plans. This means he also has a hard time keeping friends, since he’ll quickly cancel plans without any sign of remorse if something important comes up. He tends to forget that despite his usually-noble intentions, he has a bad habit of hurting people along the way.
- Wiri punched a shark on two occasions. It was kinda rad.
- Wiri is friends with a dolphin - though only one. It took many years of coaxing to convince this particular dolphin that the thirty-foot-long monstrosity had no intention of eating it. Nowadays Wiri knows the approximate area the dolphin likes to swim, and will often join it for dives in the evenings.
- Wiri lives in a small house at the edge of town, not far from the station he works at. Every door and window is warded with symbols to deter unwanted visitors. He has a surprisingly dense bookshelf filled with tomes and tales of supernatural creatures from all over the world.
- Most of Wiri’s paycheck goes toward living costs, beer, ordering occult books and engineering manuals to be shipped in, and Lego. Wiri has over $1000 of Lego technic kits stored in several containers, which he toys with in his spare time to sate his engineering itch.
- Wiri takes apart, cleans and maintains his bicycle and his hunting rifle every morning. He’ll often cycle up into the hills on the weekend for target practice.
- Wiri likes to be prepared, and has contingencies for dozens of situations packed away in the back of his pickup truck - from objects designed to ward off fey, to holy symbols of several faiths, to custom kits dedicated to lycanthrope, vampire or monstrosity slaying equipment. Most “slaying” kits incorporate pipe bombs. Turns out that explosives are a pretty good catch-all deterrent. He’s always seen with his backpack, which contains basic survival gear and a first-aid kit. His mother has ensured that he knows his first-aid.
- Wiri has dealt with suspected fey creatures in the past, which was an unsettling experience, even if unconfirmed. Ever since, he’s careful to be polite and deliberate whenever he meets a new person - at least until he’s certain they aren’t a contractual creature who might take his words literally.
- Wiri is standoffish when challenged or threatened, and is more than willing to throw a punch. While he typically tries to use violence as a last resort in his guardianship over the area, he’s aware that he needs to establish dominance over his domain. He needs to prove his willingness to kick someone’s ass from time-to-time if they’re a troublemaker.

 
Lovely! I'll look it over and message you with any questions or additional details I might need!
 
NAME: Hatsu Black

NICKNAME: None

AGE | HEIGHT | WEIGHT: 22 | 4'11" | 101 lbs

ROLE: Human

APPEARANCE: The first thing many people realize about Hatsu is that he is short. The second is that he probably doesn't own a brush. The third - I should probably should not talk to him. All of which are true! Hatsu doesn't own a brush - his hair is low maintenance. No matter how many times he puts a brush against his head it always seems to curl and look like a slight mess. Besides, his hair is also short enough to not tangle, so the need for a brush is out the window. And he thanks whatever forces are out there that he has a resting bitch face. He doesn't like talking to people he doesn't know and it helps keep people away - for the most part. Somehow, he's luck kept up and he ended up with blue eyes, which is pretty rare especially since he's a mix kid. His mom was Japanese and his dad was white. They still have no clue how he won the gene pool. However, he does not have muscles. He's pretty thin and doesn't really look like he could win at most physical fights.

PREFERRED CLOTHING STYLE: It's a complicated relationship with appearances when it comes to Hatsu. Although he values looking good he often finds himself not in the mood to put forth the effort. It diminishes even more if he's running late. So, he's closet is simple and full of neutral colors- with a few expectations. Often, it's a simple t-shirt with a flannel thrown over. And he basically only own jeans - and like 3 pairs of shorts. He has a few leather jackets. And a few jackets that are long enough to keep his entire body warm during winter. He owns 2 pairs of sneakers (a pair white and a pair black) and 3 pairs of thick soled docs (white, black, and brown). He has formal wear as well, but they tend to be simple suits.

USUAL DEMEANOR: Normally, he's just quiet. He sits and listens, and he's a bit awkward and polite when he first starts to warm up to someone. After that grace period, it becomes very clear that he's honestly a pretty good person. Hatsu is normally there to listen to his friends and talk to them giving them advice and just being there. Extremely loyal to the core and will stand up to them. However, he has a hard time biting his tongue and he's pretty impulsive - rarely taking a second to think of if he's saying is a smart thing.

HABITS/QUIRKS: He does a few things, most of the time it's holding his phone and playing with the popsocket on the back of it. He does it when he's thinking or just needing something to do. If he's phone happens to be in his pocket when he talks to someone - most of the time he rubs his wrists or play with his fingers. And when he's stressed his hand goes through his hair.

ROLE HISTORY: Sadly, he doesn't really have an exciting story on how he became human. If anything, it's just the birds and the bees talk. He doesn't really seem to care about the "supernatural". He wouldn't doubt it if they exists but he also wouldn't doubt it for they didn't. There's always a reason to explain things be that science or something else- but most of the time it's science.

ARRIVAL INFORMATION: Listen, he wasn't planning on staying in New Zealand. He swears by it. Hatsu called his trip, "The Short Tour Around the World" - when he really wasn't going around the world. Just to Japan, some layover country to spend a few weeks, then back to the US. It was only going to be a week or two vacation in New Zealand before he caught another flight back to the States. It just so happened, that the jet lag and the nights of staying out too late finally caught up to him. And he overslept- missing his flight. Okay well, what's another week here. And then he stumbled upon the simple town of Marasong Harbor. It was hard to describe why he felt drawn here. Normally, harbors and large bodies of waters made him a bit uncomfortable (the whole undiscovered parts of the vast ocean and the idea of drowning always scared him away) - but something about this town made him feel calm. It grew on him and eventually, instead of looking for plane tickets he did research on the cost of living and local restate for sale. New Zealand was better than the States, better health care and overall just better. So he started to figure out visas and green cards. And eventually just stayed - it's been about 4 and a half months since he's been here.

BONUS CONTENT:
  • Hatsu knows he is pretty lucky. He's family owns a pretty well known company that focuses on electronics and the code that goes inside them. It's caused them to have a lot of money and for the most part, it's all his money. Although he has it, he doesn't really know how to spend it, but he keeps it to spite his dad- after all he wasn't going to let that asshole take the company after his mom died
  • Since he has a lot of money and not much to do with it, he's a sucker when it comes to his friends wanting things. If they so dare mention about wanting something they are most likely going to get it for their birthday, Christmas, or some other random holiday.
  • He doesn't really talk about his mom or bring her up often. She died when the two of them were involved in a car accident when he was 14. He blames himself for it and his dad also blames him- but it did result in Hatsu being an owner of a wealthy company when he came of age - yay?
  • Hatsu does not want nor have a relationship with his dad. After his mom's sudden death the two became more hostile to each other - and neither really cares about what happens to the other
  • Cats are not allergic to Hatsu but Hatsu is very allergic to them - he curses the universe for it every day
  • His birthday is December 23 making him a Capricorn
  • He doesn't really like the ocean - the unknowns that are hidden in it and the idea of drowning and never being found has normally kept him away (this has also kept him away from any large body of water and he will not get into a pool without a float)
  • He doesn't know how to swim and won't admit
  • Hatsu doesn't really drive cars, he has a license- but that's only because he wants to eventually learn how to ride a motorcycle. It's a lot less stressful since you only need to worry about yourself on a motorcycle. For now he walks or ubers everywhere he needs to go
  • The life of having money means that you never really had to cook a meal. So he doesn't know how to cook - unless its ramen, rice, or something that can go into the microwave.
 
NAME: Elizabeth H. McNemara (she/her)
NICKNAME: Bill
AGE | HEIGHT | WEIGHT: 25 | 5"8 | ~70kg
ROLE: Witch

APPEARANCE: Slightly heavyset, with a round face, round nose, and wide brown eyes. Her face is covered in little scratches from when her sister pushed her into a rosebush when they were both about five. She's relatively pale, with thick, messy black hair that sticks up in an untamed ponytail most of the time.
PREFERRED CLOTHING STYLE: She dresses practicaly - Jeans, workboots, coveralls, courdoroy jackets. A little eyeliner, a little lipstick, but is generally too preoccupied with various other thoughts to really doll herself up. She wears a necklace given to her by a friend from home but beyond that doesn't pay too much attention to how she presents herself.
USUAL DEMEANOR: She comes across as a little standoffish and perhaps unecessarily aggressive, talking very loudly and interrupting people with seemingly little thought. In general though she's genuinely generally quite easygoing, just doesn't sugarcoat things in a way other people might usually expect.

HABITS/QUIRKS: She's a terrible nail-biter, and her nails are warn down to little more than nubs. She's always moving, bouncing her leg, cracking her knuckles, tapping her foot, drumming her nails on the table. She talks maybe a little too loudly and a little too quickly. When she's especially nervous, the movements get quicker. When she's discussing something serious, she's perfectly still. She doesn't laugh so much as cackle.

ROLE HISTORY: The sixth daughter of a sixth daughter, Bill was destined for...something. Coming from a small village in Scotland (Kiltarlity) that sat at the juncture of two leylines, she grew up around magic her whole life. The town had a proud tradition of magic users, and as she learned maths and science in school, she and her siblings were taught magic after school at their elderly neighbour's house. Her Dad was the closest thing Kiltarlity had to a doctor for about 80 kilometers, brewing potions and magical ointments. She and her siblings learned this skill carefully, some heading into the cities to set up shop but most staying local. She loves being a witch, is very proud of it, and will talk at length about what it's like to anyone who even vaguely asks.

ARRIVAL INFORMATION: She doesn't like to talk too much about it. She turned up one day with a visa and an accent and stuck around ever since.
(What she doesn't like to talk about: With seven siblings, fights are bound to happen. Bill's still not sure why this one was so bad, what it was she had said or why it had gotten under Murdina's skin so badly. One second they were accusing each other of theft, and the next she was flat on her back, a curse ringing in her ears and her sister's wand in her face. They both stared at each other in blank shock. Bill stuck around just long enough to make their bond right again before jetting off, looking for somewhere new to lay down roots. The curse wore off, but the tension never quite did. Bill didn't want to see what she herself would do the next time any of her siblings started to irritate her, never mind what her seven more powerful siblings could conjure up. And besides, it was starting to get a little too crowded in Kiltarlity for her liking anyway. After living in a few big cities that never felt quite right, she was ready to settle in a small community again. God willing this time it'll go smoother.)

BONUS CONTENT:
She's the second youngest of eight. Growing up in a household like that, you learn to interrupt in order to get a word in edgewise.

She likes spicy food and strong beer, but hates whiskey. (She jokes her Dad disowned her for this)

One of her favourite memories from Kiltarlity is from when she was about 22 and getting ready to leave. She'd wandered around her town in the early light of dawn and for the first time really noticed how beautiful the highlands she'd grown up in were. It was like everything had taken on a new character, separate from all the people who wandered in and out of the spaces

One of the most unpleasant memories she has (other than the curse incident) was when her older sister Evie had gotten pregnant out of wedlock. The gossip had been absolutely insidious, and had made Bill's ears burn with shame (even though she, herself, did not particularly care who had gotten Evie pregnant or why they weren't around any more). She'd never forget walking into the grocer's and hearing the whispers fall deadly silent as a dozen hungry eyes turned to her.

She doesn't have a favourite sister, but it's definitely Grace. Grace is three years older than her, and growing up they'd been thick as thieves. One night they'd snuck out with Grace's friend Lachlann and gone looking for foxes. It had gone great until Lachlann had fallen in a ditch and the two sisters, convinced they were a million miles from anywhere, started screaming bloody murder. It turns out they'd not been a dozen yards from old Mr. Thompson's house, and they'd been marched back to their parents', dragged by the ears.

She does have a favourite brother, and it's Harris. Harris is the eldest of them all, a full eleven years older than her, and is currently living a quiet married life running an apothacary in Aberdeen. When she was six a boy pushed her and laughed at her for having a boy's name when they were lining up at hometime, and before she could even take a breath to start crying Harris had picked the kid up by the back of his collar and started shaking him around like a ragdoll. He'd gotten in quite a lot of trouble but it was the last time Bill had any trouble from him. To this day she cites it as one of the best days of her life.

She's not on speaking terms with her younger brother Laith. He had never taken any interest in magic. They'd woken up one morning to discover he had left in the dead of night, dropped completely off the map for a full month until he decided to pick up the phone and inform them quite calmly that he'd moved to France. Her mother had been in hysterics. She'd no patience for irresponsible people like that, and didn't like that he hadn't so much as appologised for it.

She's lived in five different nations (Scotland, Ireland, Russia, India, Australia) in the last three years. Her favourite (other than Scotland) was Australia. Her least favourite was Russia. New Zealand is her sixth and hopefully last one, at least for a little while.

She has a pet cat named Mary. She was a stray she found digging through her trash and informally adopted. She's a grey cat with a docked tail and one eye, and a notoriously awful personality.

She's asexual biromantic.
 
Fazla Bilinmeyen Kız Karakter Önerileri - Sumru Özden.jpg

NAME: Dominique Fournier
NICKNAME: Four

AGE | HEIGHT | WEIGHT: 271 | 5'10 | 65kg

ROLE: Elf

PREFERRED CLOTHING STYLE: Casual formal/biker fit.

USUAL DEMEANOR: She has a weird cluelessness about her, like she's always thinking if she should dip. But she's simultaneously looks about like she owns the place.

HABITS/QUIRKS: Can't help but give an offending character a once over, evaluating if they should continue to be in her vicinity for prolonged time. But manages to restrain herself with nothing giving away her intentions but a derivative snort.

ROLE HISTORY: Harper Dynasty didn't thrive because of compassion, it's continued existence and growth can only contributed to the willingness of it's members to do what was necessary. Enforcers were no different, one could say they were the gears that kept everything else spinning--or else. Four is one of them. Auditor, analyst, inspector--whatever you wanted to call her. She was the one that came knocking on your door late at night for that document you forgot to scrub, she's the one that sends deviant employees straight to the sawmill, and perhaps... Once in a blue moon, she is the one that gets sent to search for the Harper Heiress.

ARRIVAL INFORMATION: New Zealand was the last place she'd thought the heiress would be, never the less, all evidence she'd gathered so far pointed to the small country.

BONUS CONTENT:

  1. She appears to have a lack of respect for the chain of command, or seems to give excuses to circumvent rules.
  2. True to most elves, she's still considered a pretentious bastard by clueless humans in lower management.
  3. But they'd soon find her to be tolerable compared to her peers.
  4. She's learnt to play the human 'game' as she calls it, pretending to act, feel and talk like them but would no sooner stab you in the back a second later with a rusted knife.
 
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