BluEndings
The One Called Blu
ENCHANT. ENTHRALL. ENTRAP.
Click Stars and Scroll
- EnchantOmens“”Superstition is the milk of fear and contempt.
In the days of yore, kin of old danced hand in hand with fae and whimsy. The land brimmed with bounty, and the people delight. When faraway conflict would threaten merry soil the very woods, and its denizens, served as bulwark and refuge. Extraordinary secrets and immutable promises, shared and forged to endow humble dwellings even a sliver of a chance. A chance against greed. A chance against hate. A chance forward.
But not everyone remembered it so. Few remembered it at all.
It was times wrought with iniquitous personage at the mercy of the unfathomable. Beasts that lumbered out from the thicket to snatch up unattended infants. Creatures with visages of fathers, mothers, and sons that lurked beneath everyone’s noses. Things that carefully wove deceit so that suspicion and contempt might spiral into murders and tragedies. Kin and neighbor, deluded by honeyed whispers. Their good-nature exploited and warped into evil scrawlings and incantations.
Little more than nonsensical babblings these days.
A forgotten, or even fabricated history. Stories shrugged off by the defiant youth, or extinguished by the murmurs of faraway politics. The Capital's dealings rarely landed at such a secluded place, but there were always echoes. Seeds of fear inevitably found the cracks, and its prey would cast away tradition, trust, and truth in favor of loathing.
Evil has taken root.
People had begun to go missing.
Strange runes appearing on cinder block.
Sightings of unusual creatures at the forest’s edge.
This place has weathered many ordeals on account of the secrets it stood upon.
But now the very same was threatening to tear it all down.
SecretsWalden is a roleplay about confounding mysteries, dark secrets, and the unfathomable other.
Players, such as yourself, will take on the role of common folk trapped in this humble, paranoid corner of the world. Your character might have lived in the town their whole life but succumbing to ever growing doubt. Maybe they were born here—their ancestors escaping at great cost—only for some unspoken providence to lure them back. Perhaps they’re an agent of the common faiths of the wider world, arriving with the aim to squash the rumored evil doings. Or maybe it was just the happenstance of an individual with no shared history. A most unfortunate stumbling.
Regardless of your origin, it will quickly become apparent that no one is able to leave. For some this may be a relief. For most this will be cause for great disquiet. With little more than the clothes on your back and the secrets under your tongue, you must leverage any and every dark truth you unveil. Dare to learn things that cannot be unknown or dance around them in hopes to leave as the person you arrived.
There will be action, turmoil and all that fun stuff, but understand that you’re not playing as powerful heroes. You can expect things like changelings, witches, demons, and the like. As well as people who may be willing to do whatever it takes to keep their skeletons tucked away. Violence may not be as reliable as negotiation, blackmail, and manipulation.
So don’t expect an axe to solve all your problems.
Not all things know death. - EnthrallPromisesDeurton, like many of her sister settlements, was a community built on trust.
The nowhere town had been through much, but had always managed to pull through due to its unwavering togetherness. For centuries, conflict, sickness, even dark whisperings, proved helpless against it. The small spot, too insignificant for the maps of scholars and lords, expanded with silent abundance. It was an innocent growth. Yet the kind that sang of exploration and innovation as much as it did ignorance and greed.
Many of the once humble family’s coffers had bloated. Not akin to their far off neighbors who decorated their affluent with titles and jewels, but enough. Enough to make many respected names unfettered by their labor and with nothing but squabbles on their mind. Small, petty quarrels that rolled down the hills of time into things much more grizzly.
It may have been the bakers, upset with the woodsmen for gods’ know why. Perhaps it was the mud they had a habit of tracking in, or a careless remark after an eating revealed an allergy unknown. Maybe it was something much darker—a sibling killed by carelessness and the grudge that followed.
It didn’t matter.
The town of today was a community only in writing. Welcome, tolerance, and generosity were little more than a facade that floated on the bed of something much much darker.Character CreationThere are two main paths for characters: Townsfolk and Outsiders.Secrets & Histories
In most cases, Townsfolk will be upholders of secrets and believers in tradition. They will have a skewed, limited understanding of something within the dark underbelly of the town. These characters may have some occult or fairytale flair. A child who was rescued out of the brush by the woodland creatures. Someone whose skin bears markings of the old oak tree by the forest’s edge. One who has miraculously predicted deaths, just a day before. Or just someone who had witnessed such things as commonplace.
A character with a suspiciously enchanting voice.
A character whose skin began to grow patches of fur.
A character whose muddied footprints always seem to sprout.
A character with dreams of a past life.
On the contrary, Outsiders will be inquisitive and doubtful. They will reject or even be outright hostile towards concepts alien to the beliefs of the outside. These characters come equipped with a more ‘sanitized faith’ or strong inclination towards science and reason. A doctor with more conventional means of treatment. Clergy or fanatics whose pious baubles or scripture react erratically to the town’s practices. A discharged lawman who plays hero, leveraging the firearm common only from Capital. Or maybe just a hapless merchant who went down the wrong road.
A character whose relative went missing in the surrounding area.
A character who uncovered an old family heirloom with dangerous origins.
A character hellbent on slaying a creature that insists on remaining a hazy memory.
A character with a grave illness or curse, chasing promises of a cure.
This isn’t a rigid structure. You could make an Outsider who bears a scar from a wicked beast or a Townsfolk who stumbled upon a terrible account from an outsider who vanished.
Curiosities are intended to be odd or intriguing details of note. Small facets for the character and not something to build their entire personality/history around (since they don't know all the details!). I’ll be weaving these into the greater mysteries and plot, so simple is good. But don’t shy away from asking if something works or not. It’s why I’m here after all.
Lastly, given the importance of character relations, I’d like to talk rumors & sentiments.Rumors & Sentiments
You will be required to create a certain amount of rumors for your character. Some will be true. Some will be false. You will inform me of which is which, but your fellow players will have to piece it together in the roleplay itself. The town’s community is cozy enough that mumblings have a habit of getting around, and most of the outsiders will be arriving together in the same caravan.
Sentiments are similar, but instead of unknown gossip floating around, it’s the way your character feels about their fellows. In short, it's a roleplay jumpstart.
It can be as loose as “Like, Dislike, Trust, Mistrust, Fear,” it can be mutual or one-sided, but the aim is to provide some soft connections. You’ll give a few, you’ll get a few, and there will be a cap to ensure a nice spread across the cast.
These sentiments are little blips of feeling/history. You may have a negative sentiment towards someone simply due to their personality, or even go as far as to define a shared event. I highly encourage the latter, but make sure to communicate with the other player! - EntrapRULESAll the usual RPN rules.1 | Standard
As always, you will be expected to respect your fellow rpers. This is NOT a competitive RP. The characters will not see eye to eye on everything. At the most extreme, they may even have conflicting goals. Conflict may arise, and that’s okay—in fact, that sort of drama can be a fun story beat for this kind of narrative.
Ensure that any and all contention is limited to the story itself. Any out of character problems should be communicated and handled promptly with one another. Likewise, concerns, suggestions, and the like can be brought to me at any time. I want to provide an enjoyable and engaging narrative.
To start off: Avoid real and AI generated face claims.2 | Requirements
Word count is loose. I'd say 200~ words minimum is reasonable, but not absolute. Rather than the length, I will be keeping an eye on consistency. A short post that arrives reliably is much more beneficial than a long one that may never come. The goal is to avoid having a single person lock down the pace. If circumstances pop up, or you could use some assistance let us know. Delays may happen, or we can guide your character along in a satisfactory manner.
Discord will be a requirement. A convenient centralized hub for communication makes things a lot easier on my end. You don't need to be a chatterbox. It's mostly for organization.
Due to the importance of secrets, I expect a certain level of 'finesse' when it comes to in-character knowledge. In order to keep things flowing nicely, I won't be obscuring details I don't need to. It is my expectation that this will not be exploited within the roleplay itself.
Characters can be harmed, and in extreme cases killed.| Peril
Risky and reckless decisions can and will have meaningful consequences. You should (within reason) be worried alongside your character when you contemplate a dangerous choice. If you're not okay with your character being potentially permanently altered, this may not be the RP for you.
Stakes will exist.
As I have beloved characters of my own, I recognize the amount of effort and fondness one may have towards their creation. I will do everything in my power to respect that. It is not my aim for you to be blinded by repercussions. “Choosing left or right” shouldn’t cause anything drastic unless your character had learned prior that “the left is full of toxic, organ crippling gas.”
Or you deliberately choose to try and fight a bear with your fists.
Stakes. Not gotchas.
Code by Ambiloquous