Witches
Facts
✦ Ravenhurst witches are natural born witches.
✦ Witches bridge a balance between the natural and supernatural.
✦ Using energy will weaken a witch.
✦ No race can detect or sense a witch using their energy to prepare for a spell.
✦ A witch has his/her own power source however it is limited. The spells work the same regardless of experience.
✦ Witches come to Ravenhurst to try and tap into a power source that will make them stronger. They can sense power but can't access it.
✦ Witches protect one another and understand the importance of not outing their fellow magic users to other.
✦ A Witch the abuses his/her power or puts the other witches in harms way, run the risk of having their powers forever bound.
✦ Witches bridge a balance between the natural and supernatural.
✦ Using energy will weaken a witch.
✦ No race can detect or sense a witch using their energy to prepare for a spell.
✦ A witch has his/her own power source however it is limited. The spells work the same regardless of experience.
✦ Witches come to Ravenhurst to try and tap into a power source that will make them stronger. They can sense power but can't access it.
✦ Witches protect one another and understand the importance of not outing their fellow magic users to other.
✦ A Witch the abuses his/her power or puts the other witches in harms way, run the risk of having their powers forever bound.
The Silence
All supernaturals in Ravenhurst hide what they are from the humans. If exposed to the human world pitchforks and riots will ensue. The Supernatural Council holds authority in this matter and will final the say if the silence is broken. Therefore if a witch is found guilty of breaking the silence by showing any acts of supernatural ability or spells in the public view, they could risk having their powers bond and memories or face exile. (Remember there are human NPCS all over Ravenhurst in the public places.)
Abilities
✦ SENSE MAGIC: You may sense magic being used in the immediate area, though you will not know directly where it's coming from.
✦ CHANNELING: You may channel energy to or from other witches, though the latter may only be done with consent.
✦ SPELL CASTING: The act of changing and controlling events through the use of rituals or words of power.
*NOTE TO PLAYERS (Restricted Role)
The Elders of Ravenhurst are connected to the "Source" from which they can channel more energy than most witches are capable of. Allowing for greater feats of strength. This is not an role you can apply for. It is earned through roleplay, and only roleplay. An Inspired will contact you to talk about this if you have participated in roleplay and been active on the forums.
✦ CHANNELING: You may channel energy to or from other witches, though the latter may only be done with consent.
✦ SPELL CASTING: The act of changing and controlling events through the use of rituals or words of power.
*NOTE TO PLAYERS (Restricted Role)
The Elders of Ravenhurst are connected to the "Source" from which they can channel more energy than most witches are capable of. Allowing for greater feats of strength. This is not an role you can apply for. It is earned through roleplay, and only roleplay. An Inspired will contact you to talk about this if you have participated in roleplay and been active on the forums.
Flaws
✦ MORTALITY: You're a human. You break easy.
✦ FEAR: Whether the threat is real or imagined; the condition or feeling of being afraid could cause your powers to weaken, even to the point of temporarily losing them.
✦ INTERRUPTION: Magic takes focus and concentration. If someone distracts you or otherwise interrupts your casting your spell will fail.
✦ ANY USE OF MAGIC: After using your powers you will feel tired and even sick (think motion sickness) especially if you are alone. Over use of your powers can lead to disorientation, headaches, nose bleeds, nausea, unconsciousness, and - in extreme cases - death.
✦ IRON: While it won't injure you like it does the Fey, it can thwart your magic; being restrained by iron shackles will render you powerless until you are released. Being surrounded by a circle of iron powder will also render you powerless until you cross the boundary or scatter the powder.
*The flaws are not optional and should be shown in roleplay, you are not immune to them.
✦ FEAR: Whether the threat is real or imagined; the condition or feeling of being afraid could cause your powers to weaken, even to the point of temporarily losing them.
✦ INTERRUPTION: Magic takes focus and concentration. If someone distracts you or otherwise interrupts your casting your spell will fail.
✦ ANY USE OF MAGIC: After using your powers you will feel tired and even sick (think motion sickness) especially if you are alone. Over use of your powers can lead to disorientation, headaches, nose bleeds, nausea, unconsciousness, and - in extreme cases - death.
✦ IRON: While it won't injure you like it does the Fey, it can thwart your magic; being restrained by iron shackles will render you powerless until you are released. Being surrounded by a circle of iron powder will also render you powerless until you cross the boundary or scatter the powder.
*The flaws are not optional and should be shown in roleplay, you are not immune to them.
All About Energy
Witches are drawn to Ravenhurst because of the energy that flows through the island. It calls them to it. All witches have their own internal power source, the spells work the same regardless of experience. There are limits to ones own power source and it cannot be maintained long.
For all spells they use energy to cast upon inside of yourself. Casting spells can, therefore, be very draining - or outright life-threatening - if not used sparingly. This might sound harsh, but it's this limitation - along with the mortality and frailty of your human body - that allows this role to be so versatile with it's capabilities.
A group of witches doing spells and channeling energy together will be able to last longer and have a stronger result than a solo witch.
For all spells they use energy to cast upon inside of yourself. Casting spells can, therefore, be very draining - or outright life-threatening - if not used sparingly. This might sound harsh, but it's this limitation - along with the mortality and frailty of your human body - that allows this role to be so versatile with it's capabilities.
A group of witches doing spells and channeling energy together will be able to last longer and have a stronger result than a solo witch.
Spell Casting 101
Note: The word 'spell' can refer to two things in Ravenhurst; a ritual that is performed to produce a specific result, or a word of power that is spoken to activate a supernatural effect.
The spell starts after you have gathered and set up your materials.
*Note, all spells and incantations NOT on this website need to be moderator approved before you use them ICly.
It takes 2 post to do a ritual or use a word of power:
Ritual:
The first post needs to include drawing and focusing your energy to you. Using any of the materials such as burning herbs or lighting candles can also be done within the first post as well.
The second is performing the ritual action and saying an appropriate chant or incantation. (You are responsible for coming up with your own words to the chants and incantations. You can make up a little poem (rhyming or not) or - if you want - say that your character is speaking in an unknown language or whispering too low to hear.
Word of Power:
The first post should be focusing your energy.
The second is saying the word and unleashing the power.
At this point the spell is - hopefully - effectively cast. (A good roleplayer will not have every spell be 100% effective 100% of the time. Give room for your character to make mistakes. The dice may also be used to determine if the spell works or not. (This is player choice to use)
Practicing spells on your own or with other witches is encouraged. You are welcome to post your tries in the forum as a character journal. Again the dice may also be used to determine if the spell works or not. (This is player choice to use)
Once a spell has been cast it is up to the person you are roleplaying with to let you know how well the spell worked.
A player may use more than one word of power in a scene however after the first one is used. The player must used the dice to see if it works. This will be extremely dangerous to do and regardless of if the spell is effective some words of power will prevent a witch from being able to run away. The words of power are very draining unless otherwise stated and using multiple ones may lead to the witch blacking out.
The spell starts after you have gathered and set up your materials.
*Note, all spells and incantations NOT on this website need to be moderator approved before you use them ICly.
It takes 2 post to do a ritual or use a word of power:
Ritual:
The first post needs to include drawing and focusing your energy to you. Using any of the materials such as burning herbs or lighting candles can also be done within the first post as well.
The second is performing the ritual action and saying an appropriate chant or incantation. (You are responsible for coming up with your own words to the chants and incantations. You can make up a little poem (rhyming or not) or - if you want - say that your character is speaking in an unknown language or whispering too low to hear.
Word of Power:
The first post should be focusing your energy.
The second is saying the word and unleashing the power.
At this point the spell is - hopefully - effectively cast. (A good roleplayer will not have every spell be 100% effective 100% of the time. Give room for your character to make mistakes. The dice may also be used to determine if the spell works or not. (This is player choice to use)
Practicing spells on your own or with other witches is encouraged. You are welcome to post your tries in the forum as a character journal. Again the dice may also be used to determine if the spell works or not. (This is player choice to use)
Once a spell has been cast it is up to the person you are roleplaying with to let you know how well the spell worked.
A player may use more than one word of power in a scene however after the first one is used. The player must used the dice to see if it works. This will be extremely dangerous to do and regardless of if the spell is effective some words of power will prevent a witch from being able to run away. The words of power are very draining unless otherwise stated and using multiple ones may lead to the witch blacking out.
Rituals
✦ Locator Spell - Burn juniper berries and pour sand, ashes, or powder into a small pile on a map. As you say your incantation the powder will begin to form a line which will reveal the general location of the person or object you are trying to find.
✦ Truth Spell - Burn motherwort and hold a personal object belonging to the target you are trying to influence. Once you say your incantation this person will be unable to directly tell a lie. The spell won't force them to talk, but anything they DO say will be the truth. (The spell ends when you let go of the object, or the herbs stop burning.)
✦Healing Spell - Burn dittany and pour a drop of wax from a burning candle into your hand. Rub your palms together and hold them just above the injured area - so closely that you're almost touching it. As you say your incantation the injury will begin to repair itself. The spell staunches blood, closes open wounds, or mends broken bones. Multiple attempts may be necessary depending on the severity of the injury. This spell does not replace energy lost. It just heals the injured area
✦ Vitality Spell - Burn a rose of jericho. Recite your incantation over a vessel of water and feed it to your 'patient.' This will restore vitality to living beings who are weak from illness or blood loss, returning them to peak health. (Will also grant strength and abundance to plant-life.)
✦ Sanctuary Spell - Burn vervain and mark the boundary of the area you wish to protect with a line of iron powder. Recite your incantation. This will prohibit the use of supernatural abilities (including your own) within a designated area. (Lasts for one scene. May only be used on property you own, or otherwise have permission to cast on. The spell will remain effective even if the circle is scattered.)
✦ Boundary Spell - Burn dragon's blood resin and mark the boundary of the area you wish to protect with a line of salt. Recite your incantation. This will prevent uninvited guests from entering a designated area. (Permanent, though characters may break in if they spend four post turns attempting to enter. These attempts will weaken the ward, which will need to be "fixed" by re-casting the spell. May only be used on property you own, or otherwise have permission to cast on.)
**Ingredients for spells are hard to come by. It must be roleplayed out how you got them. No one has an endless supply so play accordingly.
✦ Truth Spell - Burn motherwort and hold a personal object belonging to the target you are trying to influence. Once you say your incantation this person will be unable to directly tell a lie. The spell won't force them to talk, but anything they DO say will be the truth. (The spell ends when you let go of the object, or the herbs stop burning.)
✦Healing Spell - Burn dittany and pour a drop of wax from a burning candle into your hand. Rub your palms together and hold them just above the injured area - so closely that you're almost touching it. As you say your incantation the injury will begin to repair itself. The spell staunches blood, closes open wounds, or mends broken bones. Multiple attempts may be necessary depending on the severity of the injury. This spell does not replace energy lost. It just heals the injured area
✦ Vitality Spell - Burn a rose of jericho. Recite your incantation over a vessel of water and feed it to your 'patient.' This will restore vitality to living beings who are weak from illness or blood loss, returning them to peak health. (Will also grant strength and abundance to plant-life.)
✦ Sanctuary Spell - Burn vervain and mark the boundary of the area you wish to protect with a line of iron powder. Recite your incantation. This will prohibit the use of supernatural abilities (including your own) within a designated area. (Lasts for one scene. May only be used on property you own, or otherwise have permission to cast on. The spell will remain effective even if the circle is scattered.)
✦ Boundary Spell - Burn dragon's blood resin and mark the boundary of the area you wish to protect with a line of salt. Recite your incantation. This will prevent uninvited guests from entering a designated area. (Permanent, though characters may break in if they spend four post turns attempting to enter. These attempts will weaken the ward, which will need to be "fixed" by re-casting the spell. May only be used on property you own, or otherwise have permission to cast on.)
**Ingredients for spells are hard to come by. It must be roleplayed out how you got them. No one has an endless supply so play accordingly.
Words of Power
✦ TENEBRARUM
--- Translation: Darkness
--- Effect: Causes the target's eyes to cloud over with temporary blindness
--- Duration: 2 post rounds
✦ SENSUM
---- Translation: Awareness
---- Effect: Revives unconscious individuals
✦ SILENTIUM
--- Translation: Silence
--- Effect: Prevents target from speaking
--- Duration: 2 post rounds
✦ SUSSURUS
--- Translation: Whisper
--- Effect: Prevents anyone who is not directly involved in a conversation from overhearing
--- Duration: Full scene
✦ DISCEDO
--- Translation: Go Away
--- Effect: Forcefully pushes the target away from you
--- Duration: 1 post round (target is unable to take action for that round)
✦ APERIO
--- Translation: Open
--- Effect: Opens doors and unlocks locks
✦ OCCLUDO
--- Translation: Close
--- Effect: Closes an object (a door, book, drawer, etc) so tightly that it cannot be opened.
--- Duration: 24 hours. May be broken with APERIO.
✦ EXIMO
--- Translation: Free, Release
--- Effect: Forces target to drop a weapon or release a hostage they're restraining
--- Translation: Darkness
--- Effect: Causes the target's eyes to cloud over with temporary blindness
--- Duration: 2 post rounds
✦ SENSUM
---- Translation: Awareness
---- Effect: Revives unconscious individuals
✦ SILENTIUM
--- Translation: Silence
--- Effect: Prevents target from speaking
--- Duration: 2 post rounds
✦ SUSSURUS
--- Translation: Whisper
--- Effect: Prevents anyone who is not directly involved in a conversation from overhearing
--- Duration: Full scene
✦ DISCEDO
--- Translation: Go Away
--- Effect: Forcefully pushes the target away from you
--- Duration: 1 post round (target is unable to take action for that round)
✦ APERIO
--- Translation: Open
--- Effect: Opens doors and unlocks locks
✦ OCCLUDO
--- Translation: Close
--- Effect: Closes an object (a door, book, drawer, etc) so tightly that it cannot be opened.
--- Duration: 24 hours. May be broken with APERIO.
✦ EXIMO
--- Translation: Free, Release
--- Effect: Forces target to drop a weapon or release a hostage they're restraining
The Blackmarket - Charms and Potions
The Black Market is the opportunity for witches to not only a place to meet other witches, but also to sell their wares or perhaps a certain skill to lend someone a hand. The Witches of Ravenhurst are allowed to set their own prices. This can be anything from money to favors or perhaps that herb that is hard to find. It will be up to the individual witch to sell their own things.
A few rules in regards to potions and charms that must be followed:
✦ The potion and charms below are to be SOLD only in the marketplace. These potions and charms aren't to be given freely and if it is found out a witch is doing this that could have their knowledge and ability taken away from them. Selling items give everyone a chance to play if you are given them away for free who will buy them.
✦ A witch can make one potion and one charm a day. These is due to constraints of using energy and haven't it effective. If one tries to make more then the potion will not work.
✦ Incantations are written by the witch making the potion or charm. It is so a player can look up the words or it can be their great grandmother's spell. (It is suggested to keep a notecard of the incantation and spells you do so that if you need to use them again you have them. This is considered your spell book)
✦ Making each potion and charm should be roleplayed out, the ingredients are not all easy to come by nor cheap.
✦ The ingredients are enough to make a small bottle. Meaning you can't pull out your cauldron and mass produce the potions.
✦ One bottle =one person. The potion can't be split. It is one time use and is enough for one person.
✦ A potion can only be used once a day by a person.
A few rules in regards to potions and charms that must be followed:
✦ The potion and charms below are to be SOLD only in the marketplace. These potions and charms aren't to be given freely and if it is found out a witch is doing this that could have their knowledge and ability taken away from them. Selling items give everyone a chance to play if you are given them away for free who will buy them.
✦ A witch can make one potion and one charm a day. These is due to constraints of using energy and haven't it effective. If one tries to make more then the potion will not work.
✦ Incantations are written by the witch making the potion or charm. It is so a player can look up the words or it can be their great grandmother's spell. (It is suggested to keep a notecard of the incantation and spells you do so that if you need to use them again you have them. This is considered your spell book)
✦ Making each potion and charm should be roleplayed out, the ingredients are not all easy to come by nor cheap.
✦ The ingredients are enough to make a small bottle. Meaning you can't pull out your cauldron and mass produce the potions.
✦ One bottle =one person. The potion can't be split. It is one time use and is enough for one person.
✦ A potion can only be used once a day by a person.
Potions ( Black Market use only)
Type
Sleeping Potion
Healing Potion
|
Goal
Help with Sleep.
Non-life threatening Injuries
|
Potion Effectiveness
Starts to work after 2 post rounds.
If sleepy the person will sleep hard. If awake when taken will cause extreme drowsiness. (awake/sleep type feeling) Last: 3 hours Starts working after 1 post rounds.
It will heal just one wound. Cuts ( two post) Broken bone (three post) (Does not heal poisons) |
Ingredients
Kava-Kava, Mulwort, sandalwood oil mixed with water or tea.
Energy to infuse the potion Incantation will be said once the mixture is made. (1 potions are remedied from this mixture) Seabuckthorn oil, witch hazel, Indian Pennywort , water
Blue Candle. Energy to infuse the potion Incantation will be said once the mixture is made. (1 Potions are remedied from this mixture) |
Who it works on?
Everyone.
Everyone
|
Side Effects
Hang over feeling for 12 hours
Healed area will remain tender and minor aches from it will be felt for 24 hours afterwards
|
Truth Potion
Memory Potion
Sun Potion
Moon Potion
|
Makes someone tell the truth
Helps a person recall a memory that they have lost.
Allows a vampire to spend one day in sunlight.
Allows a werewolf the chance to not have to change on the one night of the full moon
|
Start to work within 2 post rounds.
Person feels drunk/giddy and cannot help themselves when asked question Last 4 post rounds. Start to work within 2 post rounds.
The further back the lost memory was the less likely it will work. For best results are memories lost within a 48 hour time span. Older memories will just allow in glances. Potion will last for 4 post rounds. Works instantly and for 12 hours. Sunrise to sunset
Works instantly and last 12 hours
|
Moon Phase: Full Moon, Water,
Nettle, ChamomileYarrow, Honey, A cup, A Dark Blue candle, Matches or a lighter, A scrying tool (a reflective surface) Energy to infuse the potion Incantation will be said once the mixture is made. (1 Potions is remedied from this mixture) Wolf's Claw, Rhodiola, bacopa
water or tea A Black Candle Energy to infuse the potion Incantation will be said once the mixture is made. (1 Potion is remedied from this mixture.) The Noon sun
Witch hazel, lemon Balm, Sea Buckthorn Oil water/tea Hair from a vampire (added at the time it is drink. The hair will dissolve) Energy to infuse the potion Incantation will be said once the mixture is made. (1 Potion is remedied from this mixture) Ipomea (moon flowers), Nottingham Catchfly,
Dragon fruit flowers, water or tea Hair from a werewolf -in any form (added at the time it is drink. The hair will dissolve) Energy to infuse the potion Incantation will be said once the mixture is made. (1 Potion is remedied from this mixture) |
Everyone
wolves and humans
Vampires
Werewolves
|
The players tells all even if there are things you don't want to hear about they will tell you. The player will need to ask the right questions for the right truths to come out.
Dizziness, confusion, nausea for 4 hours afterwards.
Emotional damage as well if the memory is that bad. None
none
|
Charms (For Black Market sell only)
Things you must have to make a charm
Stone, trinket or even a bag full of herbs to push the spell in.
A cord, twine or rope so the charm can be worn.
Incantations- Somewhere in the words must be what the charms can do
candles
Focus to pull the energy and push into the charm
Charms can be used one time then they need to be recharged again
To use a charm: The user must needs to have the charm on him/her and place their hand on it. In the case of calling another being the user will need to say " I call forth......" while holding the charm.
Available charm types:
Summon a Fae - This charm will allow the user the chance to call a fae to them in order to
ask him/her for a favor. (Check with a Fae OOC to see if one is available)
Summon a demon -This charm will allow the user the chance to call a demon to them in order to
ask about a deal or make one. (Check with a Demon OOC to see if one is available)
Protection Charm- This charm will protect a person from having harm caused to them for 4 post rounds. Once the charm is activated the user stays where there at as a shield protects them for 4 post round ( the ward can take 4 hits before falling)
Lost charm - This charm will help the user find something that is lost. This will help locate items or people. (To track someone they most
roleplay it out and then once the person is fine must wait three post rounds before joining the scene.)
Stone, trinket or even a bag full of herbs to push the spell in.
A cord, twine or rope so the charm can be worn.
Incantations- Somewhere in the words must be what the charms can do
candles
Focus to pull the energy and push into the charm
Charms can be used one time then they need to be recharged again
To use a charm: The user must needs to have the charm on him/her and place their hand on it. In the case of calling another being the user will need to say " I call forth......" while holding the charm.
Available charm types:
Summon a Fae - This charm will allow the user the chance to call a fae to them in order to
ask him/her for a favor. (Check with a Fae OOC to see if one is available)
Summon a demon -This charm will allow the user the chance to call a demon to them in order to
ask about a deal or make one. (Check with a Demon OOC to see if one is available)
Protection Charm- This charm will protect a person from having harm caused to them for 4 post rounds. Once the charm is activated the user stays where there at as a shield protects them for 4 post round ( the ward can take 4 hits before falling)
Lost charm - This charm will help the user find something that is lost. This will help locate items or people. (To track someone they most
roleplay it out and then once the person is fine must wait three post rounds before joining the scene.)
Covens
Witches have found their powers are greater in numbers. Therefore many witches will search out one another to form a coven for the purpose of doing bigger and stronger spells.
Requirements for a Coven:
You need 4 or more active members and a leader (Active means: role-playing at least 1 or 2 days a week on sim).
Becoming a Coven means a big commitment to one another. The witches in each Coven choose their leader as well as binding their group together with a spell during the ceremony.
Witches that wish to form a Coven venture into the woods. There is somethings about being there draws them closer to it. ( Blood from each member can be used to strengthen the bond) Once a fire is built the witches join hands, combine energy and say the incantation (a pledge to one another, each is different as each group is different) As they say it the move around the fire in a circular motion 5 times before looking up to the moon. (any moon will work as long as it is visible.) This spell will bind the witches together. The witches then name the head of the coven and a trait that makes him/her a good leader. Once the process is done the witches will be tired but will have an energy high from sharing the power.
Why be in a Coven?
Security (strength in numbers), Safety, Reassurance, Unity.
Witches ability to do spells grows in strength with higher numbers. Their ability to use energy last longer and the spells are more intense.
Coven members together can produce the four times the potions and charms (the ones stated above), and work together to sale them
A newly formed Coven gets the chance to work together to create a new 1 potion, or 1 charm or learn how to make one that the elder witches have. (A new potion or charm will need approval before sold)
A Coven will also receive a special invitation (Moderators will let you know about this icly)
Head of the Coven Requirements
✦ Must be an active player (roleplaying at least twice a week on sim)
✦ Must have a coven of 4 or more and be willing to continue to grow it
✦ Run events for his/her coven once a month such practicing spells or magical ceremonies
✦ Seek out and help new witches on the sim
✦ Participate and Encourage the Coven to not only roleplay with just their coven but with the rest of the sim as well Example: sim events or Black Market
✦ Head of the Coven will be held accountable for being an active roleplayer. If the Head of the Coven goes missing without informing the Moderators or making arrangements with their coven members to continue playing in their absence, the Moderator may choose to allow his/her Coven to pick a new Coven leader. If the Missing leader returns they will be allowed to return to the coven however they will lose the perks that they did gain with that position.
✦ The man or woman in charge
✦ Using a map and crystal they will be able to locate a missing Coven member.
✦ Decision maker within the Coven
✦ He/she will be the representative the Coven as a member of the Witch Council once it is formed
✦ Will lead the way in making a new charm and potion
✦ Hidden perk - please see a moderator to see what this perk is once the ceremony has been roleplayed out.
Requirements for a Coven:
You need 4 or more active members and a leader (Active means: role-playing at least 1 or 2 days a week on sim).
Becoming a Coven means a big commitment to one another. The witches in each Coven choose their leader as well as binding their group together with a spell during the ceremony.
Witches that wish to form a Coven venture into the woods. There is somethings about being there draws them closer to it. ( Blood from each member can be used to strengthen the bond) Once a fire is built the witches join hands, combine energy and say the incantation (a pledge to one another, each is different as each group is different) As they say it the move around the fire in a circular motion 5 times before looking up to the moon. (any moon will work as long as it is visible.) This spell will bind the witches together. The witches then name the head of the coven and a trait that makes him/her a good leader. Once the process is done the witches will be tired but will have an energy high from sharing the power.
Why be in a Coven?
Security (strength in numbers), Safety, Reassurance, Unity.
Witches ability to do spells grows in strength with higher numbers. Their ability to use energy last longer and the spells are more intense.
Coven members together can produce the four times the potions and charms (the ones stated above), and work together to sale them
A newly formed Coven gets the chance to work together to create a new 1 potion, or 1 charm or learn how to make one that the elder witches have. (A new potion or charm will need approval before sold)
A Coven will also receive a special invitation (Moderators will let you know about this icly)
Head of the Coven Requirements
✦ Must be an active player (roleplaying at least twice a week on sim)
✦ Must have a coven of 4 or more and be willing to continue to grow it
✦ Run events for his/her coven once a month such practicing spells or magical ceremonies
✦ Seek out and help new witches on the sim
✦ Participate and Encourage the Coven to not only roleplay with just their coven but with the rest of the sim as well Example: sim events or Black Market
✦ Head of the Coven will be held accountable for being an active roleplayer. If the Head of the Coven goes missing without informing the Moderators or making arrangements with their coven members to continue playing in their absence, the Moderator may choose to allow his/her Coven to pick a new Coven leader. If the Missing leader returns they will be allowed to return to the coven however they will lose the perks that they did gain with that position.
✦ The man or woman in charge
✦ Using a map and crystal they will be able to locate a missing Coven member.
✦ Decision maker within the Coven
✦ He/she will be the representative the Coven as a member of the Witch Council once it is formed
✦ Will lead the way in making a new charm and potion
✦ Hidden perk - please see a moderator to see what this perk is once the ceremony has been roleplayed out.
Witches Now
The witches during the Purge either chose to fight or remain hidden. The all had their own reasons for making that decision. Those that fought worked in large groups of witches, some were known Covens while others were independent witches. They used their powers to build wards and cloaks that hid the battles from humans. (Most battles took place in remote places). Those that chose to stay clear of the fight blending in with the others humans and remained hidden. Once the dust settled the witches found themselves learning more about the races that weren't widely known however in following the supernatural accord, they respected the decision to remain unknown to the human populations. Witches that have heard about Ravenhurst arrive on the island hoping to connect to the hidden power source hidden within the island.
Roleplay Perks
To encourage role-play on the sim we are offering ways to increase you character's skill.
How to earn the skills?
1. Choose a task.
2. Role-play.
3. Copy scene and paste it on forum.
4. Contact an Inspired when task have been completed.
5. The Inspired then will approve your new skill.
Tasks to choose from.
✦ Seek out a three new RH Witches in character and help them get acclimated to the island. (Find them in the black market).
✦ Practice a spell five times and post it on the forum.
✦ Participate in a Coven gathering.
✦ Start and run a black market stall in the supernatural black market for two months.
The perks to choose from:
✦ A chance to discover a new spell.
✦ A crystal with extra energy in it. (The crystal's energy will be attached to a spell that the witch chooses and will always work for that spell)
✦ A new magic trick.
* After two months of roleplay an Active player that continues to work for the roleplay perks will get the option to learn others.
**Contact a Moderator.
Copyright © 2012 the Fab 3, Collectively with Team Inspired 2014.
How to earn the skills?
1. Choose a task.
2. Role-play.
3. Copy scene and paste it on forum.
4. Contact an Inspired when task have been completed.
5. The Inspired then will approve your new skill.
Tasks to choose from.
✦ Seek out a three new RH Witches in character and help them get acclimated to the island. (Find them in the black market).
✦ Practice a spell five times and post it on the forum.
✦ Participate in a Coven gathering.
✦ Start and run a black market stall in the supernatural black market for two months.
The perks to choose from:
✦ A chance to discover a new spell.
✦ A crystal with extra energy in it. (The crystal's energy will be attached to a spell that the witch chooses and will always work for that spell)
✦ A new magic trick.
* After two months of roleplay an Active player that continues to work for the roleplay perks will get the option to learn others.
**Contact a Moderator.
Copyright © 2012 the Fab 3, Collectively with Team Inspired 2014.