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Fantasy Royal Witches, aka Mighty Magical Matriarchs vs Sinister Septic Savages

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Damon Dragoslav

One of the many children sired by the noble, black witch Dragoslav family, Damon immediately found the pressure to prove himself and make himself useful lest he be kicked out of the family. As a result of this, he joined the Wardens at the age of sixteen to serve as a medic for their injured.
 
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Anisi Verbena

The daughter to quite a noble Red Witch by the name of Pharah Verbena, Anisi is a rather reserved yet intelligent Blue Witch who holds true to her word despite being unwilling to act on it. Trying to string together what her older sister deserted, Anisi is only motivated by the promise she made to piece together back her family and repair their tarnished reputation.
 

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Bruno Fidele

Gender: Male
Age: 24
Color: Red
Occupation: Warden
Rank: Soldier
License: 3 Petal
Personality
Bruno is a man of few words, even fewer kind. He keeps himself largely to himself, sitting apart from many others. The only thing that drives him into activity is training to fight, or fighting. Slaughtering the Blight is his sole motivation, yet he approaches every battle calmly and methodically, ensuring his armour is securely fashioned and his blade is honed. When battle is joined, he will always be found making his way over to where the fighting is thickest, seeking to slaughter as many as possible. Despite his apparently uncaring demeanour, he will always step to the aid of a comrade on the field of battle - mainly because he wouldn’t give the Blight the satisfaction.

Appearance
Bruno stands slightly above average height at 1.9m. His dark brown hair falls down to his broad shoulders, though he ties it at the back of his head to keep it out of the way during a fight. His eyes are a dark brown, the colour not helping a perception that the light has, at least partially, faded from his eyes. Well built through a fierce training regime, he weighs 74kg whilst out of his armour.

History
Bruno was a young man of fiery passions. Quick, strong and volatile, he was the epitome of his Red heritage, even though his two parents had done nothing remarkable - his mother had served her two years, whilst his father had worked as a field labourer. The young Bruno frequently got caught up in fights and often came home with a black eye, before then running around the neighbourhood with the boy he had fought with earlier that day. Given this background, when he met the equally tempestuous red witch Ambra, it was no surprise that sparks flew (not all of them figurative). It was a whirlwind romance, a meeting of two kindred flames that caused each to shine brighter and fiercer. His parents were impressed that he had found a partner of significant magical talent, while hers were pleased with the strength of the Red bloodline flowing through his veins. Bruno was truly, blissfully happy. Even when she was called up for her service, the knowledge of their love was enough to keep him going.


That is, of course, until he received the news that she had died.


The flame that had burned so brightly guttered and flickered. He became reclusive, pale and withdrawn. He became emaciated, as even food lost its appeal. The flame almost died. It would've had Ambra’s mother not kicked the door in, slapped him silly and shouted directly in his face that he’d “become a pathetic excuse for a human being” and that her daughter would “despise seeing the abject mess you’ve become” and many insults that are only repeated in hushed, reverent tones around the village. It was enough. A spark rekindled a flame. A flame suffused with sorrow, with loss, with cold unflinching rage. Not the fiery rage of a berserker, lost in emotion. The rage of a man who will stop at nothing, and never stop, until their vengeance is satisfied. He began to eat, methodically. Train, religiously. Equip himself, carefully. Morning runs. Splitting logs. Swordsmanship. He pushed himself harder than he ever had before, seeking to forge himself anew. Once he was satisfied, he enlisted into the wardens, and was placed under the command of Balasar Hagermaus. He has fought the Blight on the front lines repeatedly in the three years that have followed. In his most recent engagement, his unit was almost completely wiped out, including their officer. He was sent to Sylvia to await reassignment, the timing just happening to coincide with the vernal equinox festival...

Relationships
None as of yet.

Skills
Skills: Stamina - As someone who regularly (even obsessively) trains, he can fight for a long time without tiring, even in heavy plate.

Expert Swordsman - Though he's by no means a true master with a blade, Bruno is capable of at least equalling many of the Wardens, and of besting quite a large number of those. He has the strength to wield the Zweihander sword to its potential, as well as the dexterity to exploit openings swiftly. The experience of a youth spent fighting also give him a keen sense for reading his opponent, allowing him a basic degree of anticipation.

Cook: Though by no means a culinary prodigy, he is at least capable of creating meals that taste reasonable and, due to his attention to detail, provide a reasonable nutrient balance.

Weapon: A simple, unadorned Zweihander, 180 cm long with a second hilt just above the crossguard that allows him to use it with greater flexibility in a close melee. At the top of this section are two hooks for parrying. It has been enhanced with a simple yet very effective force multiplying enchantment that, while placing greater strain on the wielder, allows Bruno to deliver devastating hits.
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Armour: A set of heavy plate, enchanted for lightness and ease of movement.

'Parting Gift': A pouch of gunpowder, combined with an enchanted rune capable of producing fire when given the correct command. Used only when it seems there is no other way out. The pouch has recently been replaced to be made of treated leather to keep the powder dry amidst the gore of melee combat.


Spells:
None

Writing Prompt

The sun beat down heavily on the field. On one side, an array of Wardens and Witches: the former shining as the sun reflected off heavy armour, and the latter dressed in a dazzling array of colours. On the other, a pack of Blighted creatures. This group had split off from a much larger one shortly before the Royal Army engaged and destroyed it, and it now faced a small detachment from that same Royal Army force, some still licking wounds from their prior engagement. In spite of their fatigue this was expected to be a straightforward engagement. There was more than enough battle power on the field to eliminate the pack with ease.

Bruno stood stoically, zweihander resting against his shoulder. Around him Wardens shuffled anxiously or fidgeted with weapons and armour. One or two could even be heard audibly praying. He had become accustomed to the anxiety of those around him prior to battle, understood it even. These were men who had something else to live for, be it wives, children, dreams of earning enough to become merchants and crafters...Bruno had heard it all, sat around the campfire. They fought for survival. He fought only to kill. So while they all went through their little rituals, he stood still, waiting for the inevitable order.

He did not have to wait long, as the trumpet blared its first signal. To arms. Bruno pushed his helmet down on top of his head, blinking as the clear view he had was reduced to a narrow slit. The second note on the trumpet sounded, and Bruno turned to see the commander of his unit, Matthias Angelo, motion with the standard to commence the advance. The trumpets had attracted the attention of the Blight at the far side of the field, and a dust cloud kicked up as they too began to move, a solid wall of filth and corruption. Bruno ground his teeth in his helmet as he marched. They would all die here today, by his hand if necessary. The two sides grew ever closer, Bruno able to identify individual corrupted beasts. His heart began to beat faster in anticipation.

The third trumpet and the signal to engage. Bruno charged, letting out a single bestial roar as he swung his blade in a mighty downstroke that cut cleanly through an abomination that may once have been a bear. Ichor flew from the corpse as he continued to swing, cleaving other abominations in a series of simple yet swift blows. To his left and right he could hear the yells of the other Wardens as they too began their work, along with the occasional scream that signified the inevitable casualties. All they needed to do was hold the lines and allow the witches time to obliterate the bulk of the pack. An upstroke opened the belly of what had once been a cow, while the subsequent horizontal slash lopped the heads off a pair of what could only have been humans. He cut and cut, waiting for the arrival of the magical artillery, a small smile on his face as the Blight fell. Yet the familiar impacts of spells did not materialise, and the howls from the other Wardens continued. Bruno could no longer see the others, lost in a sea of Blight as he cut and slashed. Forced to use the secondary hilt as they pressed in on him, he continued to fight even as blows began to hammer off his armour from multiple sides. He was surrounded, practically blinded by his helmet and exhausted. There was only one option left. Bruno's hands went to his waist, where a small enchanted rune sat attached to a pouch packed with a coarse dark powder. There was only one way out of this, and it would be on his terms. Gripping the rune, he shouted the phrase he had ordered two and a half years ago, when he first bought the rune. "IN MEMORY OF AMBRA!" The rune spat flame directly at the pouch of gunpowder and Bruno smiled grimly.

The expected explosion and instant oblivion failed to materialise however, wiping the smirk from his face. The bag had been soaked with blood, and the damp powder refused to ignite. Bruno howled in frustration, whirling his blade around in a vicious arc. It wasn't supposed to end like this. He couldn't let it end like this. Roaring like a man possessed, his sword traced brutal arcs in the air, blood flying from each victim even as he was rocked and shaken by countless blows on his armour. It was over. Just a matter of many he could end. A loud clang was all he heard as a much heavier blow knocked him to the ground, dislodging his helmet. Rolling swiftly, he managed to position his sword to block the jaws of the corrupted bear that aimed to tear out his throat. He could smell the fetid stench as it slowly pressed down, applying more force than his tired arms could oppose. Slowly, inexorably, it pushed closer. This truly was the end.

A gout of flame roared above him, the light blinding him even as the heat singed the tips of his hair. The bear screamed - an otherworldly howl as it was caught fully in the flames. As Bruno shielded his eyes, he felt the heat move away as the magic swept left and right, purifying a huge swath of the filth. Bruno lay gasping for breath as the last dying howls of the pack echoed and fell silent. Against all odds, he was still alive. The witches had stepped in after all, though he felt a searing irritation that they had not come sooner. Slowly clambering to his feet, he could see his unit's standard lying , the remnants of the flag still burning, next to the broken corpse of Angelo. All around him the dead and dying Wardens littered the field - those who, like him, had climbed to their feet were very much in the minority. Picking up his sword and helmet, he staggered back towards the camp on legs that threatened to buckle from exhaustion. There would be no burying the dead - their numbers were too great. As he walked, he passed many bodies of witches - from the carnage it would seem that a flock of blight eagles had descended amongst them. He felt a cold lance shoot through his heart at the sight of one, lying with her eyes torn out, with a shock of red hair surrounding her head like a halo. A lump rose in his throat - is that what Ambra had looked like when she-? Unable to bear thinking about it, he turned and staggered away, willing the image to leave his mind but knowing that it would haunt his dreams.

 
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Full Name: Arabelle Vandemeer


Gender: Female
Age: 29
Color: Blue
Occupation: Army Witch
Rank: Sergeant
License: 6 petals

Personality

Arabelle is, in a word, spunky. She is relentlessly upbeat, and a decade of military service in various bumfuck posts has done nothing whatsoever to kill that. She's also very curious and clever, both traits that have served her well in military intelligence. She's a very quiet woman, getting her to talk much about her past is like trying to pry open a clam.

Appearance

Arabelle is five-foot-seven, with a build slightly on the thin side. Her eyes are a grey-blue, and her complexion is somewhat pale. She has a large scar on her right shoulder from a wound received in army training.

History

Arabelle's family were farmers on Ophrysia. Her mother did her time in the army as a frontline witch and got out, while her father tended the crops for other families until they could afford a farm of their own. Arabelle was the couple's only child, and as such, was spoiled absolutely rotten.

When her blood came, she went to a nearby village, offering up a small piece of the harvest at shrine to the Blue Goddess. Then, her mother started training her, preparing her for the days she would spent fighting the blight. She developed a talent for spells of the mind, but kept her haughty attitude, which was promptly beaten out of her in basic training. Her spellset being what it was, Arabelle was sent to the frontier, to serve as military intelligence, which she has done with minor distinction. Her most recent posting is back in Sylva, keeping an ear out in this hotbed of intrigue.

Relationships

Marra Vandemeer, 56, Mother.

Jorvik Vandemeer, 57, Father

Lieutenant Farra Saar, 31, Red Witch, current superior officer

Anisi (played by Kou), childhood friend

Scarlet (played by KingHink), stationed together

Skills

Arabelle is a very stealthy individual, even without the use of magic. She is also trained in tracking, and can follow a trail for many miles, even if she's not the fastest runner. Outside of military matters, she is a surprisingly good cook.

Weapon: Her weapon is a thirty-eight inch shortsword, with an amethyst set in the pommel to act as mana storage.

Spells:

Telepathy- Arabelle's bread-and-butter spell enables her to read the thoughts of a single individual at a time. It requires about two seconds of eye contact to initiate, and other witches can sense her presence in their minds and even throw her out, but those without magic will have no clue she's invading their thoughts.

Farsee- Arabelle can enhance her vision greatly to see at vast distances, being able to pick out a single human at a distance of several miles. With further training, she could even see through solid objects.

Astral Projection- Arabelle can expel her spirit from her body, though this comes with a host of drawbacks. First, while other witches can see and hear her as a sort of ghostly image, non-witches can only notice her presence if she enters their body, which then becomes spirit-to-spirit communication. If she is outside her body for more than an hour, her connection to her body becomes weaker, and after twelve hours, the separation is permanent and irreversible. Her body is completely immobile while her spirit is away, requiring someone to watch over it. She also cannot use magic in spiritual form, and cannot interact with the physical world. Despite all this, she cannot be harmed by physical attacks in this form, and can walk through solid objects like they aren't there, making it useful for getting into guarded areas.

Illusions- Her only real trick against human foes is the ability to make extremely convincing illusions. She can't harm someone directly with these, but she can get them to guard against an attack that isn't really there, opening their defenses for a strike with her sword.

Domination- Arabelle can hijack the mind of a single nonsapient being, like an animal or a Blighted, turning it loose on its former comrades.

Writing Prompt

It was a new spell, but one of her mother's favorites. Astral projection- the ultimate tool for spying. Arabelle listened to her mother's instructions. "Still your mind. Think of yourself as your breath." Easier said than done for a normally active teenager. Arabelle tried to calm herself, thinking only of her breathing. There was a flash of soft, white light, and then she was outside her body... mostly.

She attempted to walk forward, but she felt a heavy weight on her right foot- something that shouldn't have been there. Turning back, she saw the problem. Somehow, her astral foot was still stuck in her body, and she was dragging it around. In desperation, she reached out towards her mother's hand. Arabelle's finger disappeared inside her mother's, and the spiritual conversation began.

Now that her mother could see her predicament, she gave a hearty laugh, like the sound of a bell. It helped ease Arabelle's embarrassment somewhat, and her mother was able to coax her back into her body. Arabelle was still red-faced, until her mother told her she had done the same thing her first time. At least she wasn't alone in her failure.
 
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Carlos Romano

The greatest food and drink maker to ever walk the face of the world bar none. Carlos is actually a pretty laid back guy, and is amicable to the point where he can get along with pretty much everyone. His job as owner of Green Sun's Zenith is something which he takes pride in, and he looks forward to making you a drink soon.


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Nen-Sala

A foreign girl from an alien culture, Nen-Sala is a scout with a lot of energy, and more than enough drive. Cheerful and easygoing, her nature contradicts her main objectives. Her land and her culture have been destroyed. Nen wants it rebuilt.
 
WIP


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Georgio Attano

Gender: Male
Age: 28
Color:
Occupation: Warden
Rank:
Personality
Not one to form strong attachments, Georgio prefers independence over companionship, and is proud of his own self-reliance and stoicism. He can be a tad abrasive, as he feels no need to curry favour with anyone, though he tends to form respect for those he deems deserving. When he's not abrasive, owing to being in a good mood or in the rare scenario of him liking/respecting someone, he'll be reasonably kind and generous - not a power trip, but something close to that. He likes the idea that even if others may rely on him, he relies on no one.

Appearance
Georgio stands at five feet and eleven inches, slightly tall for a man of this world. He is caucasian, with a slight tan owing to his parentage and time spent in the sun. His hair is dark brown, and his eyes are a bright green.

History
Georgio grew up in the south of the White kingdom, a place called Toscana. His parents were failures, for the most part - there was little warmth between them, and they did not teach him much at all. Their idea of raising him was throwing him out the door outside of meal times and bed time.
He was forced to raise himself, almost. He begged an old craftsman to teach him how to make bows and arrows, and eventually, the old man did, though he never saw the boy again afterwards. From then on, he did very little outside of sneaking around the forest near his home and honing his skill on wildlife and unsuspecting tree trunks.
At around twenty, he stopped living with his parents and moved out. He tried for a while to become a fletcher or a bow maker, but didn't have the skill to keep a shop running, didn't know the maths or literacy for keeping a ledger, and had none of the people skills one would need to talk to customers. After five years of struggle, he gave in and joined the Wardens.
He did reasonably well in training. He developed reasonable competence with the sword he was given, and his archery was top-notch. He was put into various squads as a scout and/or an archer, depending on what each one needed, but time after time he was convinced that so many commanders had it out for him, as they hated having such a poor team player.
Five further years later, and he was sent to Balasar's squad. Some thought it'd set him straight, others that he'd crumple under the man they saw the commander as. Only time would tell.

Relationships
Mr. and Mrs. Attano - Georgio has not seen his parents in twelve years, and neither party seems to mind.

Commander Balasar - his reputation precedes him, and Georgio anticipates him to be just the same as the other leaders he has worked under before now.


Skills
Skills:
- Archery: Robin Hood ain't got shit. Not only is Georgio able to fire his powerful bow, but he can do so with unerring accuracy. He could hit a bullseye at 50 metres, though he'd have difficulty doing the same with a different bow and/or arrows.

- Stealth: padded leather armour and boots augment Georgio's already impressive ability to move unseen and unheard. Be it through forests, towns or plains, his dark figure may seem to be nothing more than a shadow to all but the keenest of eyes.

- Swordsmanship: he is not exactly the Wardens' finest, but Georgio can swing his sword with enough skill to pass muster.

Weapons:
- Longbow: a huge yew bow with a heavy draw weight, making it extremely difficult for non-archers to even draw it back. Georgio uses it to fire deadly broadhead arrows that rend flesh and are difficult to pull out. Both the arrows and the bow were made by Georgio himself. In a pinch, he can use other materials for the arrowheads such as flint, or even just a fire-hardened wooden point.

- Arming sword: a little-used steel blade, though it's still kept sharp enough for battle.

- Dirk: a large steel dagger, razor-sharp and kept in Georgio's boot-sheath.


Spells:

- Mundane Missile

- Steel Strike

- Shadow Sneak

- Smoke Screen

- FIST


Writing Prompt
Your response to the writing prompt goes here. It should be as long as what you think you would typically write for a roleplay post. Choose one of the following four prompts to respond to in-character:

    • The love was unrequited.
    • You will never speak to this person again, so long as you live.
    • Something happened here. You hope it was a miracle… but probably not.
 
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Familiars, at this point in time, are not playable characters, nor are they human.
 
Your boss! What about animals familiars? Are they common and do they serve any benefit for the witch?
Honestly, I never even considered familiars. I'll mull it over. Right now, they aren't canon. But, as you can see, my setting thread is only 1/4 done.
 
Honestly, I never even considered familiars. I'll mull it over. Right now, they aren't canon. But, as you can see, my setting thread is only 1/4 done.
I feel like familiars are more of a "hubble, bubble, toil and trouble" sort of Witch, more... ancient and mystic. Familiars are meant to be ancient and incredibly powerful spirits (above the level of what white witches can really do, I reckon) bound into animal form by a pact with the witch. That doesn't seem particularly consistent with the whole theme and tone of the RP - magic is meant to be well-studied and ubiquitous, not archaic and vague.
 
I am now interested din this subject. 0-0
 


Premise
In the land of Arcana, only women are able to use magical spells. The most powerful of these women earn the title of “Witch”, and are enlisted in the Royal Army to protect Arcana from monsters beyond the border – especially the most dangerous threat of all, the Blight, terrifying monstrosities that infect and poison the very land they walk on.

So grab your spellbooks, charge your crystals, and sharpen your swords. The demons that fester within the Abyss hunger for blood and for magic. Witches like you are going to make this battle their last supper.

Overview
My original explanation was too long so I made a TLDR but the TLDR was a lot funnier than the original exposition, so have the TLDR as the official interest check instead.

Royal Witches is a fantasy RP that takes place in a later Middle Ages/Early Renaissance totally-not-Italian setting. There are dragons and goddesses and ghosts, but no elves or dwarves or nekos or cyborg ninjas. Only women are able to use magic, for womanly biological reasons. Players might think this is sexist. That is the point of the story, or at least one of them. There's also morals about pollution and corruption, maybe.

Women who are good at casting spells are called Witches. Spells can do a lot of cool stuff, but they can't heal wounds and they can't bring people back to life. Witches must serve two years in the Royal Army and fight zombie-demon monsters that come from a giant crack in the ground in the desert that used to be a sea (it's a long story). If you don't want to play a Witch, you can play a Warden - they're men and magicless women and they're all basically knights. They wear heavy armor and have big weapons because they don't have the luxury of throwing fireballs from a distance - unless they're an archer with flaming arrows, in which case carry on.

The magical energy that powers spells is called mana, and it comes in four flavors: cherry (red), blueberry (blue), black raspberry (black), and coconut (white). Your flavor is inherited from your mom (unless your grandma or whoever got a little sneaky with her flavors), and cannot be changed. You only get to be one flavor. Your mana flavor adds strengths and weaknesses to your spells. If you can't use spells, you still have mana, you just can't use it. But if you use an enchanted weapon that matches your mana, you still get your racial bonuses mana effects.

Extra badass Wardens who have slain a dragon get to make armor of out of its corpse. This armor repels magic, which is very important when fighting zombie demons and trying not to get hit by fireballs that your witch friends are throwing all willy-nilly. Also, it's badass. As a general rule, wearing the corpses of your enemies is badass, unless your enemy is a zombie demon monster that has every disease known to man, and some known only to llamas.

Come to think of it, that might part of the problem. Eh, whatever.

Anyways, the point is that this RP is about a magical matriarchal monarchal society, featuring Strong Women (and Men) in Armor versus Zombie Demons That Are Totally Not An Allegory For Anything. It's an excuse to pull out all your awesome pictures of women in reasonably practical armor, put them on the same badass team, and run around saving the world from biohazardous monsters that smell like bloody farts.

Additional Information
At the beginning of the roleplay, every player will be allowed to have one character. Since the focus of the story is combat first and drama second, it's highly advised that every player's first character is a witch or a warden, or becomes one rather quickly in the story. Once the RP rolls along for a bit, I'll start letting people make multiple characters.

I'm running another RP right now. Keep that in mind whenever things seem slow in this thread. I've been sitting on this RP for a long time, and it's got a lot more detailed worldbuilding than I usually go for. With that said, I'd like to get this started sometime later this month/early August.

If you're interested, submit your username here: Google Form. If you have questions, post them here.

I would love to join this. I have a character that is a spell caster that is more on seeking revenge. Maybe she could focus her revenge on monsters
 
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Ursa Noctua


Usually found in forests where loved ones are laid to rest, protecting the gravesite from those who wish to defile them Ursa is an odd little witch whose shrewd attitude has caused more than a little scorn over the years. A white mage who rarely speaks to people, Ursa defiantly a strange one.
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