Witch Hunts
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WeRP :: RP Planning
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Witch Hunts
We're gonna' get started with the first RP with "Witch Hunts". Feel free to join us at any time, so long as you drop by the Character Creation forum first!
Ideas for the setting and general ideas of the RP can be posted in this thread.
Ideas for the setting and general ideas of the RP can be posted in this thread.
Re: Witch Hunts
Some context:
- Set in an alternate universe where witches exist
- 16th-17th century; peak of witch-paranoia
- Europe and Colonial America
- Witches believed to worship Satan and eat infants
- Various royalty ordered mass witch hunts
- Torture used to obtain confessions, followed by execution
- Witch hunt--> Witch trials--> Witch burning/execution
- 40,000 to 100,000 executions
- Several men were executed as well during the witch trial
Re: Witch Hunts
Potential Factions:
Witches:
Users of magic. Magical abilities are unstable and dangerous when first "awakened", and control is developed gradually over time. Those with magical abilities are outcast or hidden, lest they be lynched by the roving bands of hunters.
Hunters:
Witch hunters are militia recruited by the royalty used to apprehend and eliminate users of magic. Witch hunting is dangerous due to the volatility of magic users, and the rate of mortality is considerably high. Hunters are paid per witch captured, with additional pay for torturers and executioners.
- Watchers: Reconnaissance teams. Used for locating and tracking witches.
- Inquisitors: Apprehending and executing witches. The majority of hunters.
- Silencers: Men who remove any evidence of magic and investigation.
Royalty:
Royalty keep the peace and govern the land. Bloodline is valued above all. At face value, they are paragons of justice and light, though fairly weak. Behind the curtain of power, however, they watch and manipulate society with their influence and wealth. Though darkness cannot be tamed, it can certainly be bought.
Cultists:
Worshipers of magic. Typically of non-magical descent, they spend their nights seeking magic users to lead them to fulfillment of their Great Prophecy. Though they practice no witchcraft they must remain hidden, as though they may not have magical abilities, they are often hunted and put to death for for heresy.
Neutral:
Common townsfolk. They may not be one of mind, but they do share the ultimate goal: Survival. They do what they must.
Witches:
Users of magic. Magical abilities are unstable and dangerous when first "awakened", and control is developed gradually over time. Those with magical abilities are outcast or hidden, lest they be lynched by the roving bands of hunters.
Hunters:
Witch hunters are militia recruited by the royalty used to apprehend and eliminate users of magic. Witch hunting is dangerous due to the volatility of magic users, and the rate of mortality is considerably high. Hunters are paid per witch captured, with additional pay for torturers and executioners.
- Watchers: Reconnaissance teams. Used for locating and tracking witches.
- Inquisitors: Apprehending and executing witches. The majority of hunters.
- Silencers: Men who remove any evidence of magic and investigation.
Royalty:
Royalty keep the peace and govern the land. Bloodline is valued above all. At face value, they are paragons of justice and light, though fairly weak. Behind the curtain of power, however, they watch and manipulate society with their influence and wealth. Though darkness cannot be tamed, it can certainly be bought.
Cultists:
Worshipers of magic. Typically of non-magical descent, they spend their nights seeking magic users to lead them to fulfillment of their Great Prophecy. Though they practice no witchcraft they must remain hidden, as though they may not have magical abilities, they are often hunted and put to death for for heresy.
Neutral:
Common townsfolk. They may not be one of mind, but they do share the ultimate goal: Survival. They do what they must.
Gadnalf- Ancilla
- Posts : 55
Join date : 2015-10-27
WeRP :: RP Planning
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