These are the protagonists. The people who are going to play out the story of Antigone for you. That’s her over there. Antigone. That thin little girl, not saying a word. Just sitting, looking straight ahead… thinking. What’s she thinking? That any minute now she’ll have to become “Antigone.” To somehow break the bounds of what she was, the rather pale, withdrawn girl who no one in the family really takes seriously, and become Antigone. Who must rise up and face the world, and face Creon who is her uncle, who is the King. She’s thinking that she’s going to have to die, that she’s young, and that she’d rather not. But there’s nothing she can do about it. She’s Antigone and that’s the part she has to play. And she has to play it to the hilt. Ever since the curtain rose she’s been feeling, what, a sort of distance. A distance growing and growing at a giddying rate, not just between her and her sister Ismene (that’s Ismene over there, chatting and laughing with that young man), but also between her and us. Between her and those of us who are quite content to sit here, and watch her, quite content because we don’t have to die. Well we do, but not necessarily tonight.
You know what's not common sense? Restricting a 70 year old wind spirit to the power level of an apprentice witch. That's why Devotio does not have a structured power or ability system. Overall ability is judged for realism during the application process to prevent eleven year olds from being able to burn down a fortress by themselves.
We ask you to exercise moderation and to always communicate properly with your roleplay partner. Consider how many people would want to roleplay with an incredibly overpowered and temperamental character.
[attr="class","basich2"]SCRYING FOR CONTRACTS
The ability to scry for champion-monster relationships is currently the only plot locked ability. Characters must be created with it or have the heritage retconned into them. Please purchase this ability from the shop before using it in a thread.
Of witches themselves, the histories hold less knowledge than even regarding monsters. Part of this is the work of the imperial salt witches who wield great influence in the Sharan empire: knowledge itself is power. Those who do not know them, cannot work against them. The latter part of it is the nature of witches themselves. Magical aptitude tends to run in bloodlines, with traditions and spells handed down through the generations. Families develop their own practices and are loath to share them with others. The ruling house of Belet is composed of witches, and are perhaps the most famous collection of witches in the empire outside of the legendary salt witches themselves: yet their workings are entirely unknown to any other practitioner.
While it is true that those unfortunate witches who are orphaned or born into non-magical families have places of learning in which to master their talents, these schools impart no more than the basics. Creating one's own style, in lack of an inherited style, is an intensely private and taxing practice that cannot be taught.
The aforementioned basics of magic can be broken down into three categories: black magic, white magic, and primal magic. Each category is only a rough overview, and spells or workings can seem to overlap. The most accepted, general definitions though are that white magic is the magic of healing and empowerment, black magic is the magic of curses and arcane destruction and primal magic grants control over the four elements of air, water, earth and fire. Most witches choose to specialize in only one school of magic, with some primal witches narrowing their focus to only one element. While it is not uncommon for a talented or hardworking witch to be proficient in two schools, it is a rare witch who can master all three.
A champion is a human endowed with divine blessing. Spun out into the world again and again to fight their monster, a champion becomes both more and less than human over their span of reincarnations. They adapt to their opponent and gain the strength to stand against the beasts which once held humanity in terrified thrall. Which is to say, champions are OP humans. In essence, they are the monsters of humans--fearsome creatures with strange abilities and a familiar face.
The longer a monster and a champion have been contracted, the better suited a champion is to deal with their foe. A champion who has only fought with their monster across two lifetimes will not be as strong as one who has battled their enemy since the dawn of humankind. A champion can adapt to both their monster's strengths and weaknesses.
Ex. 1: Thalia is contracted to Sophia, a draugr with super strength and the ability to crush/dominate minds. Thalia has been "blessed" with super strength of her own, a healing factor to counter damage done by Sophia's nails and teeth, and a mind immune to (magical) tampering.
Ex. 2: A champion contracted to an ice dragon has been "blessed" with the ability to ignore cold. This is only their second ever reincarnation while contracted however, so they have not yet reached their full potential. More lifetimes of battle will be required for them to evolve.
1. no drama. no mpreg.
2. no advertising.
3. plotting in the cbox is ok
4. this is a safe space, y'all
5. try to be inclusive
6. only saito can be iconless