Return of the Druids
When your parental guardians packed you away in an old stagecoach, you were miffed. You thought you were going on an introverted trip to Victoria's School for Wayward Girls, a boarding school specifically designed for rebellious young women. There, you were to learn some manners. You were to discern what fork to stab your peas with, and you would master the art of lady-like walking and talking. "Chasing black cats is superstitious," your mother had said with a wag of her finger, "How will you ever find a husband like that, dear?"
After crossing your arms rather than raising your parents good-bye, your stagecoach strayed off the main road to favor a long, winding path along the coast. All of a sudden, the trotting of hooves had ended at an abandoned-looking dock. You feared the worst as the driver hopped off the coach and whisked you onto a rickety old boat, where you sat shoulder-to-shoulder with other frightened girls. Was this a kidnapping? Across the intrepid ocean you all went, rowing in timid unison. You silently contemplated the odd, striped leggings that covered the driver's ankles, just below the poof of her dress.
As an island came into view, that driver began to talk of things. At first, she sounded mad. She spoke of a magical wonderland for witches with wild hearts. She spoke of a place without the boring mannerisms of the Victorians, where girls were free to be girls. You were envious when she spoke of animals to befriend, of mushrooms to be foraged, and of festivals that honored the tidal pull of a bright full moon. You always wanted to master the arcane arts.
What if this woman's honeyed words and extravagant stories were all true? What you thought was going to be the worst summer of your life has just turned into a magical wonderland for witches with wild hearts!
You're fresh off the boat when a hear a voice say,
"Welcome to Druid Isle, a home for wayward girls. This place is filled with raw, magical energy and powerful artifacts that have yet to be discovered." An ancient-looking woman named Rose spoke with importance and dignity as she raised a vine-covered staff skyward. "If a classroom is what you're looking for, you will not find it here. All of the answers you seek are within you. It's up to you to find them, out there." The top of her staff pointed all around to the mountains, to the forests, to the oceans. "It can be dangerous in the wilds, sisters. Though these earthly places may hold the answers you seek, you do not travel alone. Knowing a bit of magic may come in handy for you and your peers. It may even save your life."
"Oh, hush now. You'll scare them." said Zelda, a smooth-skinned witch with an ageless aura around her. As she blinked, her eyes changed colors. "We'll teach you the little bit of magic you seek so that you may have fun here on Druid Isle." She laid her hand over her chest, gracefully. "As you can tell by the color of my stripes, I am a Blue Witch. My wisdom is that of illusion. Through my emblem, you may contemplate perception versus reality. You may learn telekinesis, telepathy, and other powers of the mind. You may harness the ability to alter your physical reality, if you try hard en—"
"All right, that's enough you! Don't get all fancy on them." Rose snapped, capturing your attention once again. "I am a Green Witch," she said, blooming a flower in the palm of her weathered old hand. "My wisdom is that of the birds and the trees. Through my emblem, you may speak to animals and understand the healing properties of plants. You may be an herbalist, a tamer, or an excellent witch in the kitchen."
"And I am a Red Witch," Eleanor said patiently, taking a confident step forward. She had a strong jaw and biceps so defined, that you had never seen them before on a woman. "My wisdom is that of elemental strength. Through my emblem, you may harness the power of the sun and moon. You may command fire and ice, and all the respective elements belonging to hot and cold. My emblem requires a steady hand and mastery over one's emotions."
Rose cleared her throat and leaned her weight heavily against her staff. "Yes, well, choose your emblem wisely, sisters. This is, by no stretch of the imagination, all that you can do. Perhaps you may even discover a new use for your magical abilities. However, we have one rule here on Druid Isle. There is absolutely no use of DARK MAGIC. Such magic can only lead to pure chaos." Finally, she nodded to a wooden trunk full of these emblems, and your choice of leggings/stockings in assorted colors (optional)
The Blue Witch emblem is a crystal, which you wear around your neck. Your choice of witches' stockings are blue/white.
The Green Witch emblem is a feather, which you pin to your hat. Your choice of witches' stockings are green/white.
The Red Witch emblem are satin, wrist-length gloves, which you slip over your hands. Your choice witches' stockings are red/white. (Though, I suppose you could dye the lighter stripes black, like a witch of dark magic...)
Now, which emblem will you choose?
The Lay of the Land
This world is loosely based in the Victorian Era, but also inspired by fantasy and fairytale-like aesthetics. This is set in a time period before cell phones, TVs, or other extravagant forms of technology. The main point of transportation is horse and carriage, bicycle, or broomstick. Remember, this is your world! Imagine it how you see fit.
An enchanted home for witches to relax in during their stay on Druid Isle. This is your starting home base. Everyone has their own bed to rest in, and their own chair to dine on. However, the cupboards are frequently lacking ingredients. If a recipe calls upon it, you must forage what you need, collect from the farm, or scurry to the shops in town.
A land full of rolling meadows, mountains, and forests. Rivers, streams, and coasts grace this land. For the adventurous hearts out there, what may you find nestled in the deep Wilds? What secrets will you uncover in the belly of Druid Isle?
There is one small town in Druid Isle, several kilometers from your cottage homestay. Idyllic "Castmere" is home to fine artisan garments and goods. The scent of freshly baked bread wafts through the cobblestone streets. You may choose to do your shopping at the local markets, or enjoy a latte at the café. There are many fun pursuits to be had in town, if you have the coin for it. Due to the amount of nocturnal residents in Druid Isle, most of the businesses in town are open late, including Café Veronica. You may even choose to buy your very own home in this city. However, you must never bring townies of any gender to the Witches' Cottage. This is a strict rule of Druid Isle. Romantic affairs are to be had out of sight of communal living.
Code provided by: Ambiloquous