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does the walker choose the path - or the path the walker?


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    THE TALE
    It has been close to eighty years since the second binding of Orannis. Time is different between the Old Kingdom and Ancelstierre - the latter has slowly developed, and now dabble in dangerous weaponry to be used against the opposing continent of Marquell. The former has grown only slightly; but now a new age of chaos is beginning. It began ten years ago, when the Clayr cut themselves off completely from the rest of the Old Kingdom - truth be told, they were not entirely social in the first place, but now they did not involve themselves at all. They did so apparently without warning - though some suspected they had a disagreement with the royalty at the time. Nonetheless, it was then that things began to turn foul; the only surviving Abhorsen perished two years later; overcome by Dead Hands and dragged into the depths of Death by a Mordicant. It was almost described as a freak accident; but many suspicions revolved around the happenings - as it did with the disappearance of the Clayr. Of course, things only proved to become worse - driven by seeds of hate planted within the empire, the Royal Family was overthrown and revolted against; murdered. Soon another Interregnum took place, and finally chaos began to spread throughout the Old Kingdom. The already few Wallmakers could not be contacted, and one of the Great Stones were broken while the others were buried in rubble - and it soon came to realisation that all Five Great Charters were, to say the least: gone. Obviously, this was not a good thing. Without all of these firm conduits of the Charter, the magic itself threatened to turn unpredictable - but something continued to keep it in its place; though at times it did become uncontrollable and quite nearly rivalled its former Free Magic in violent power.

    Fortunately, before dying, the Abhorsen had placed a final spell on the Wall - using the very last of his soul and power - to hold it against any Dead that may walk after his passing. And so it has; supported by Charter Mages from the Ancelstierre barracks close to the Wall itself, and it has remained. Until now. It grows weaker with every day; and should the wind blow from the north technology in towns by the Wall suffers. The Dead are walking more often - and walking further. Many in the Old Kingdom have resigned to their fate; they know not what to do without the Charters to support them; but there are some who, despite not having a gene of one of the five, are determined to rescue their great land from the growing grips of Death. They are all likely unaware of eachother - though all are fighting for the same cause, no great army has been made; and they are all, so far, unaware of the existence of the Charter gene in others. Perhaps the Clayr and all their abilities of farseeing were of some use, before they sheltered themselves away?

    And still; another is also unaware of the existence of the Five Great Charter bloodlines.
    She calls herself Asâh, a corrupted being of the Charter and instigator of the seeds of hate that bled through the Kingdom. She, along with a spirit of the Ninth Gate she dubs Rhema, thus plan to blur the bridge between Life and Death completely and have the latter engulf the former entirely - soon, if the borders to Death are not controlled and the Ninth Gate spirit is not bound, the plane of Life will cease to exist: sucked defencelessly into the heavy currents of the Nine Precincts.


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    RULES
    advanced literacy is a requirement of this roleplay. I expect that everyone will put effort in character biographies and all posts. Two paragraphs tends to be a good length; and I also suggest that we're all considerate of different timezones and social lives. Not everyone can be online at all times, and so if a few characters are involved in a roleplay with them, I wouldn't steam ahead so they end up being lost from roleplay.
    devote yourself to this roleplay. I know we all have lives and other things going on, but please don't apply and then never return. If you're going to be away for more than a week, let me know via the OOC board or through a PM.
    • have respect for your fellow roleplayers. If you've got a problem with someone, take it to PMs.
    • make sure you follow the Gaia TOS.
    fonts must be between size 9-11. Also, as you can see in the application form, I ask you choose a colour for your character. This tends to be a nice way of making who posts more obvious; and you don't have to colour your whole post if you want to - colour when the character is speaking or as a title is fine.
    • I ask that everyone have a picture of their character; and that they are not drawn or anime - nor can they be myspace photos. If you need help, just ask.
    • to save room, character profiles can be found at this thread.
    • this roleplay is set post series. The only character from the books that will be roleplayed is Mogget, and he's taken. There will not be one 'main character' and I ask that no one expects that.
    • The Old Kingdom is medieval, and Ancelstierre is like England in the 1940s. Please stick to these timeframes; if you have a character from Ancelstierre, make sure they're in the fashion of the '40s, and use the slang of the '40s - etc.
    • either PM your profile application to by the window, or post it on the OOC board.
    • and ask if you don't understand anything. I'm not going to eat you because I typed something you find incoherent, or haven't made something else clear.


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    THE COUNTRIES
    The Old Kingdom is the northern section of the continent, and is a world that seems stuck in time. The level of technology is medieval and the political system is lead by the royal family. It is a world of two types of magic - Charter and Free, the former being a far more controlled version of the latter; and these magics are the thread from which everything in the Old Kingdom springs from. There are mages, knights and necromancers - the latter of which roam the land and raise the dead for their own bidding; however order is kept by the Five Great Charters - the Royal Family, the Abhorsens, the Great Stones, the Clayr, and the Wallmakers. The Abhorsens are those who perform the opposite of necromancers and send the dead back where they belong, the Clayr view the future, the Royal Family rule over the Old Kingdom, the Wallmakers create things infused with Charter Magic and the Great Stones connect the thread of magic altogether.

    Ancelstierre is to the south of the continent, and is bordered from the Old Kingdom by the Wall. While the Old Kingdom appears to be like the middle ages of our Earth, Ancelstierre possesses the technology and looks of the 1940s in England. The government of Ancelstierre refuses to believe in such things as magic and necromancers - and many citizens of the country follow their beliefs; though technology from Ancelstierre does not work past the Wall. Only those close to the Wall know of and acknowledge the magic in the Old Kingdom. Currently, Ancelstierre is at war with another continent, Marquell, across the sea.

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    BOOK SUMMARIES
    SPOILERS FOLLOW

    SABRIEL
    The novel is set in two neighbouring fictional countries: To the south lies Ancelstierre, which has a technology level and society similar to that of early-20th century England, and to the north lies the Old Kingdom, where magic works and dangerous spirits roam the land - a fact officially denied by the government of Ancelstierre and disbelieved by most of Ancelstierre's inhabitants. These dangerous spirits range from undead corpses known as Hands to supernatural beings known as Free Magic elementals.

    When the current Abhorsen is overcome by one such evil, he sends his daughter Sabriel - who is being raised in Ancelstierre, out of reach of those who might try to strike at her father through her - his bells and sword, she must return to the Old Kingdom to rescue her father and prevent the evil's return.

    LIRAEL
    The book is set 14 years after the events in Sabriel; Sabriel and Touchstone having since married and assumed a measure of control over the Old Kingdom. Their offspring Ellimere and Sameth are currently being raised in Ancelstierre (similar to Sabriel) before being expected to take up their duties in the Old Kingdom. The lead character is Lirael - an outcast of the Clayr and daughter of the late Abhorsen (Sabriel's father, Terciel.) She joins Sam after he flees the palace in order to search for his closest friend, Nicholas Sayre - who has unwittingly become a pawn in Hedge's plans.

    ABHORSEN
    Abhorsen features Lirael, who is the recently revealed Abhorsen-in-Waiting, Prince Sameth, who is Lirael’s new-found nephew and descendant of the Wallmakers, Mogget, a bound servant of the Abhorsen line, and the Disreputable Dog. The novel begins at Abhorsen's House, which is besieged by Dead Hands led by Chlorr of the Mask, once a powerful necromancer who has died and come back as one of the Greater Dead, a powerful undead spirit. She is in turn under the control of Hedge the Necromancer, who serves Orannis the Destroyer.

    Lirael and Sameth now have to travel to the Red Lake, where The Destroyer is being unearthed. As Lirael and Sameth journey through the Old Kingdom they learn more about Orannis and its plans to destroy all life.

    Meanwhile, Prince Sameth's parents, the Abhorsen Sabriel and King Touchstone are in Ancelstierre trying to stop the probable death of thousands of Southerling refugees if they are allowed to enter the Old Kingdom without the protection of the Charter. While Sabriel and Touchstone are trying to get back to the Old Kingdom, Lirael, Sameth and the Disreputable Dog are trying to save Nicholas Sayre, Sameth's best friend and also the host of the Destroyer.

    In the end, Lirael and her friends defeat Orannis, who must once again bind Orannis by re-enacting the original binding of the Seven with each member holding a bell and adding a bell’s voice. Lirael takes Astarael, and prepares to strike at the hemisphere with a new sword, forged from her panpipes and Nehima, that Sameth made for her. The others include King Touchstone (Ranna) and Abhorsen Sabriel (Saraneth), Sanar and Ryelle (Mosrael), Ellimere (Dyrim), the Disreputable Dog (who is truly a remnant of Kibeth), and Sameth (Belgaer). The first attempt at rebinding shows that the Destroyer is strong enough to resist. Eventually, Sameth frees Mogget, who reveals himself to be the Eighth Great Shiner, Yrael. Yrael fights against the impulse to kill the Abhorsen, and sets itself against Orannis. This shocks Orannis, and gives the added power to bind him. As Lirael prepares to make the final blow, she readies herself to die. Unexpectedly, the Disreputable Dog takes the blow for Lirael and disappears into Death. In the end, though, the Disreputable Dog gives Nick back his life, before retreating rather happily into the depths of Death.

    ACROSS THE WALL: A TALE OF THE ABHORSEN AND OTHER STORIES
    [and also what this roleplay is named after.]
    A collection of short stories by Garth Nix, though only one story returns to the Old Kingdom; Nicholas Sayre and the Creature in the Case revolves around Nick, prior to his release from Death by the Disreputable Dog. Lirael joins him in the end and we are given the hint that there may be possible romance between them in the future. The fact that this book is a collection of vignettes intended to focus on the Old Kingdom made its name rather perfect for our roleplay - which could be seen as another 'vignette' on Garth Nix's world.


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    BELLS
    There are seven bells, each named after one of the Seven who created the Charter. The bells generally grow more difficult to wield properly as their size and power increase, and they usually have a negative effect to the wielder if used without proper care. The bells are typically worn and stored in a bandolier.

    The bells are described as ranging in size from that of a pillbox to that of a jar. While the bells of Free Magic necromancers contain only Free Magic power, the bells of an Abhorsen feature engraved Charter marks. There are also necromancer "bells" as pipes, rather than the aforementioned instrument. Pipes such as these carry the same basic properties as the bells, although they have less power, and are traditionally the possessions and tools of an Abhorsen-In-Waiting.

    These bells are used by a necromancer to summon and control the dead. Those used by the Abhorsen family are used to return the dead to Death, and as a result Charter Marks appear on both the bells and their handles. Bells may vary in materials, but silver and bronze are common bell materials, and mahogany and ebony are common types of wood used for the handles. Bone is also sometimes used.


    Ranna
    The "Sleepbringer" or "Sleeper", Ranna is the smallest of the bells, with the highest tone. Its tone induces sleep, quiescence, and/or relaxation in humans and Dead alike. It may send the weakest of the Dead back into Death. Ranna is the bell that binds the creature Mogget, or Yrael, to the service of the Abhorsen.

    Mosrael
    The "Waker", Mosrael is used to bring the Dead into Life, but also throws the necromancer further into Death.

    Kibeth
    Kibeth, or the "Walker", is a bell that controls movement. It is able to give and take away the freedom of movement from its target, or in careless hands its user. An avatar of Kibeth is encountered by Lirael —: the Disreputable Dog.

    Dyrim
    Dyrim, or the "Speaker", is a musical bell that controls sound and voice. It is able to give a voice to those without one (including the Dead), or render one mute. Dyrim can also be used to improve mood, for its peal, when rung properly, can seem to those alive as a sweet, uplifting tune.

    Belgaer
    The "Thinker", Belgaer is a bell that manipulates memory. It can bring back forgotten memories erased from a spirit who has spent too long in Death, or erase memories altogether. If not used carefully, it may splinter the mind of the one who wields it. Necromancers will almost never use the former function, preferring to use the latter for offensive purposes.

    Saraneth
    The deepest bell, the "Binder" Saraneth is used by necromancers to bind the Dead to their will, and is the favored bell of the Abhorsens. It can be used to command spirits back into Death, and beyond the Ninth Gate. It is one of the most commonly used bells of the Abhorsens, along with Ranna and Kibeth. Rung discordantly, it can also make the wielder's mind wander.

    Astarael
    "The Sorrowful" or "Weeper", Astarael's tone is described as being high pitched and peaceful. Astarael is the most powerful and largest bell which will throw everyone who hears it, including the ringer, deep into Death. However, if rung properly with another bell, Astarael will not be deadly.


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    TERMINOLOGY
    Paperwings are, as their name suggests, aircraft made of paper, and are used in the Old Kingdom (the area of the world where Charter Magic still functions). They are usually decorated in bright colours and made to somewhat resemble birds. Similar to a glider in function, they are flown by a Charter Mage using a combination of Charter magic and whistling to manipulate the winds. A paperwing can hold up to two people and some cargo. Because of their reliance on magic, they cannot fly far beyond the border of the Old Kingdom and Ancelstierre.

    Charter Stones produce Charter Magic and act as conduits for the Charter to flow through. When broken, Charter Stones effect Charter Mages negatively; and the bridge between Life and Death is blurred and easily entered - from both sides.

    The Wall is what splits the continent in two; one side is the Old Kingdom, the other Ancelstierre. Before the last Abhorsen died, they used the last of their strength to reinforce the magic barrier that keeps the Dead from walking into the more modern country of Ancelstierre - however, it is beginning to fade, as all things do.

    Charter Mages are trained in the Charter from a young age and likely attend a school in the Old Kingdom that teaches them this knowledge. Their blood may and has been used to break Charter Stones.

    Free Magic beings are born entirely from this raw magic; they are usually quite powerful and uncontrollable, and the most well-known case is Yrael, who has been bound in the form of a cat or an albino dwarf.

    Charter Marks are used almost like a language of the spells - all who use Charter Magic should have a knowledge of the marks, and all aid different spells. Those who dabble in Charter or Free Magic can see that the Marks encompass everything made from Charter Magic - such as the Wall, and Charter Stones.

    Sendings are beings made purely from Charter Magic - they are used as servants and guardians, and after many centuries tend to get a small mind of their own - nothing that would cause them to consider their existence, but enough to make them irritating.

    The Ratterlin is the river that runs directly from the Clayr's Glacier and through the entire Old Kingdom. Running water may keep one safe from the Dead, as they cannot gross it - unless they use boxes packed with grave dirt. When Abhorsen's House is threatened, the Abhorsen may perform a spell that calls up a great amount of water from the Glacier, and consequently covers the house completely for almost two weeks.

    The Book of the Dead is a book that seems to have its own mind - the binding is pale green leather burned with Charter Marks and it is almost always firmly closed with silver clasps; the content within it can change without warning, and the book itself is very ominous.

    Dead Hands are a variety of evil spirits and magic wielders closely resembling zombies and ghosts dragged back from death by necromancers.

    Gore Crows are fairly self explanatory; they're dead crows, raised by necromancers, and remain covered in what rotting flesh they have left.

    Mordicants are the only creatures to travel from death to life and vice versa without leaving a vulnerable body behind. They are human-like creatures of pure shadow and are wont to spurt fire from their pit-like mouths.


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    THE CHARTER
    An ever-present force in the Old Kingdom, the Charter contains and joins all things, and acts as a source of legal, standardized, and benevolent magic, as opposed to Free Magic, which is inimical to life. Children baptized into the Charter bear a Charter Mark upon their foreheads, which they bear for the entirety of their lives. Some people also receive the Charter Mark later in life, especially the Crossing Point Scouts of the Perimeter. It is possible for one who bears the Charter Mark to "test" another's Mark, revealing if they are a corrupted necromancer, Dead being, or sending.

    The Charter is commonly manifested as Charter Stones and Charter Marks, which are the building blocks of Old Kingdom magic. The Charter Stones are, seemingly, emitters of Charter Magic, proximity to which gives a Charter Mage a boost to his or her magic. Regular Charter Stones are scattered throughout the kingdom, and usually mark cities, towns, or villages. These are merely conduits for the Charter to flow through. The six Great Charter stones lie in a reservoir beneath the capital Belisaere, and they are more powerful than any of the other Charter Stones. The regular Charter Stones can, and have, been broken by a Free Magic rite and the blood of a Charter Mage. The Great Charters, however, can be broken only by the blood of an Abhorsen, a Clayr, or a member of the Royal Family. Charter Stones can only be mended by the blood of the Royal Family.

    The Charter is most often used in the form of Charter Marks, a series of symbols that represent parts of spells. These marks are held in the mind of the spellcaster, and then expressed through speaking, drawing, whistling, or a number of other means. There are a seemingly infinite number of these marks, causing there to be an almost infinite number of possible spells. Charter spells can take the form of shields, diamonds of protection, constructs, enchantment of weapons, and wind control, as well as many other types of magic.

    The makers of the Charter are believed to be the same powers which left their names as the names of the seven Necromantic bells.


    Five Great Charters
    The Five Great Charters are five entities, and are sources and bastions of Charter Magic. They include the bloodlines of the royal family of the Old Kingdom, the Abhorsens, and the Clayr, as well as the Wallmakers and the Great Stones.

    ............the Royal Family
    The first Great Charter is the Royal Family of the Old Kingdom; this is the most visible of the Five Great Charters, in their rule over the Old Kingdom. They rule from the capital of Belisaere. Their skills lie in diplomacy and Charter Magic. When Prince Rogir attacked the other members of the Royal Family, most died out. However, Prince Torrigan was sealed away as the figurehead of a boat in the Royal Harbor. For 200 years, in a period known as the "Interregnum," there was no royal family ruling over the Old Kingdom. This allowed necromancers and the Dead to run rampant. Torrigan (who called himself Touchstone) was established as King of the Old Kingdom, with Sabriel as the Queen. They would go on to have two children: Prince Sameth and Princess Ellimere.

    This bloodline's symbol is the tower.

    ............the Abhorsens
    The Abhorsen, a highly respected (and even feared) figure in the Old Kingdom, protects its citizens and the like from the Dead that may be raised by necromancers and Free Magic sorcerers. Only those of the Abhorsen blood, among the three great bloodlines of the Charter, are able to use both Free and Charter Magic, as well as travel to Death. They are easily able to travel into Death (in spirit only) and utilize special Necromantic bells that balance Free Magic with the Charter. These bells allow them to control the Dead like a necromancer, except in ways that benefit the Old Kingdom.

    Those of this bloodline generally have pale skin and dark hair and eyes. Their symbol is the silver key.

    ............the Great Stones
    The Great Stones sit in a reservoir in Belisaere, under the palace, where it is protected by the Royal Family. Initially, some of the stones were broken and caused the decay and corruption of the Charter throughout the Old Kingdom. These stones, unlike the lesser Charter stones, may only be broken by the Blood of the Royal Family or the Blood of an Abhorsen, which Prince Rogirek carried out. However, before he could break all the stones, he was stopped by the Abhorsen of that time and the unbound Mogget.

    After the final binding of Kerrigor, Touchstone sought to fix the Great Stones again, which may be done only through his own blood as well, finishing only after many difficult months.

    ............the Clayr
    The Clayr are a bloodline of over a thousand seers who live in a mountainous glacier, known as the Clayr's Glacier, where they look into the future through the ice, and prophesy what they see. The Sight, which usually comes in bits and pieces, are enhanced when the Clayr focus in their Observatory. This job is usually done by the Nine Day Watch, a group of Clayrs strong in the sight (the actual "members" change regularly, although there are those who are almost always called to the Nine Day Watch). The more Clayrs who watch, the stronger (clearer/longer) the vision is.

    Clayr usually have blond hair, light blue or green eyes, usually tanned due to their home, and are almost always female. Their emblem is a seven-pointed star.

    ............the Wallmakers
    The Wallmakers were highly skilled craftsmen from a Great Charter family who created the magical wall dividing Ancelstierre from the Old Kingdom. In addition to the Wall, they also created various weaponry to aid the fight against Free Magic and the Dead, such as swords; Touchstone's double swords, the Abhorsen's, and the Remembrancer's (Nehima) were all created by the Wallmakers. What the other were are not known.

    Afraid of their power being diluted if kept in the blood -- as was the case for the other bloodlines -- they transferred their magic into the Wall. The only known Wallmaker during the period of the series is Prince Sameth, son and second child of Sabriel and Touchstone. Their symbol is the trowel.


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    FREE MAGIC
    Free Magic is the raw, original magic of the world that existed before the creation of Charter Magic. Its chaotic nature seems to enable it to spawn various Free Magic creatures. When the Nine Bright Shiners (extremely powerful Free Magic creatures) came into existence, seven of these beings sacrificed their power to convert a great deal of Free Magic into a more structured, controllable magic called Charter Magic.

    There have been three types of Free Magic in existence;
    • The first type of Free Magic was completely consumed by the creation of Charter Magic; it no longer exists.

    • The second type of Free Magic assisted the creation of Charter Magic but was not consumed in the process. It is not necessarily evil and can be used beneficially (like binding dead creatures). It is very likely that this type of Free Magic is used in the creation of the Abhorsen's bells and is present in the Disreputable Dog.

    • The third type of Free Magic was never bound and converted into Charter Magic. It exists as the complete opposite of Charter Magic and is the Free Magic used by necromancers and Free Magic sorcerers to summon and control Dead and Free Magic creatures. This type of Free Magic eventually consumes the wielder, making it less alive and more of a Free Magic creature.



    Nine Bright Shiners
    The Nine Bright Shiners are a group of beings which are (or possibly were) very powerful. They were the most powerful Free Magic beings who lived in the times before the Charter was created. Seven of the Nine made the Charter as it is known in Sabriel's time; of the remaining Two, one chose not to be part of the Charter and one opposed the Charter. They were bound by the Seven using different methods. The Nine are:

    - Ranna, Sleeper
    - Mosrael, Waker
    - Kibeth, Walker (the Disreputable Dog)
    - Dyrim, Speaker
    - Belgaer, Thinker
    - Saraneth, Binder or Master
    - Astarael the Sorrowful, Weeper
    - Yrael, also known as Mogget
    - Orannis, the Destroyer of Worlds, the Unmaker, the Unraveller

    Ranna, Mosrael, Kibeth, Dyrim, Belgaer, Saraneth and Astarael are the Seven Bright Shiners which had made the Charter, and in doing so, chose a mysterious and eventually diminished existence. The seven bells carried by necromancers and by the Abhorsen bear their names, and judging from the encounter Lirael had with some form of Astarael in Abhorsen, also part of their character. Very little is known about them.


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    DEATH
    Death is described as an infinitely wide river, spanning the horizons. Almost everything in Death is a bleak grey, and a subtle grey fogginess limits visibility. The river's current threatens to pull any traveller under, and sheer willpower is the main factor besides balance in resisting the pull. The river may also contain and even conceal hostile dead beings.

    When entering Death, most draw a magical diamond of protection before entering since one's physical body in Life is vulnerable while in Death. This can be resolved by bodily travelling into Death, but the only beings known to be able to do this are the Disreputable Dog and Mordicants.

    Spending long amounts of time in Death can change those who do. The erosion of the mind and the metamorphosis of the body are the main side effects.

    Death is divided into nine precincts. Each progressive precinct is usually more dangerous than the last. At the end of each precinct is its corresponding gate. In most cases, travelling through the gate will pull the traveler under, or stun them, rendering them unable to control themselves from drifting to the Ninth Precinct. Abhorsens and necromancers, on the other hand, master Free Magic spells that allow them to harmlessly traverse the gates.

    ............THE PRECINCTS
    first precinct
    The First Precinct is merely a river, with all of the usual characteristics of Death as mentioned above. The water only rises to one's knees, making it easy to wade through. This is where the border between Life and Death lies. When a human or animal dies, one can travel into Death and find its soul, although this is not generally advised.

    The First Gate is a waterfall, also spanning the horizon. The appropriate Free Magic spell makes the waterfall thin out until a passage through it can be seen.

    second precinct
    The Second Precinct has stronger currents than the First, and also has holes in its riverbed. Previous Abhorsens and necromancers have mapped out a path to take that is free of holes.

    The Second Gate is a vortex that becomes a long spiral path when the Free Magic spell is spoken. The spell stops the water from flowing temporarily, revealing terraces where the water flowed. While it seems that it would take hours to walk down the Second Gate, it is implied that time is deceptive in Death. As the traveller walks down, the water starts flowing behind them.

    third precinct
    The Third Precinct has better visibility, is slightly warmer, and the water is shallower, only ankle-deep. Foolish, inexperienced necromancers might rest here, but that would be quite unwise. The Third Precinct has waves which will stun any swept up in one. They are kept in check by the same spell that allows passage of the Second Gate. It is the only precinct that requires haste.

    The Third Gate appears when the correct spell is recited, appearing as a mist doorway. It protects the traveller from the waves as the path to the Fourth Precinct appears.

    fourth precinct
    The Fourth Precinct is fairly straightforward. The current is stronger than in the First Precinct, but the only threats are wandering Dead.

    The Fourth Gate is a deceptive waterfall; it looks like a drop of a few feet, and the river continues on afterwards. It is advised to step a good deal back before reciting the Free Magic spell. It makes a solid ribbon appear, described as "made of solid night," about three feet wide, spanning off into the distance. This allows one to travel over the Fourth Gate.

    fifth precinct
    The "ribbon of night" spell is not only the way over the Fourth Gate, but the way over the Fifth Precinct. The water here is too deep to wade, and has a strong metamorphic effect: anything spending time in its waters would soon not resemble its previous body.

    The Fifth Gate is the opposite of a waterfall - a "waterclimb." The river hits an invisible wall and floats on upwards. The spell causes a tendril of water to reach out from the waterclimb and wrap around the traveler without touching them. This tendril then brings them up the waterclimb. After a few minutes, the tendril stops and snaps through the waterclimb, taking the traveller with it.

    sixth precinct
    The Sixth Precinct is a lake, inhabited by many Dead. The Sixth Gate may open randomly, or it may be summoned. When summoned, it takes the form of a dry circle that sinks through Death into the Seventh Precinct. When the gate is summoned, the current pulling towards it increases drastically.

    seventh precinct
    The Seventh Gate is described as a wall of fire. When the correct spell is spoken, an archway forms, allowing the caster to pass through unscathed.

    eighth precinct
    Patches of smokeless fire erupt randomly from the surface of the water in the Eighth Precinct. A spell will ward off individual patches of flame, but the area is generally dangerous.

    The Eighth Gate is a wall of darkness. When passing through, however, an experienced Abhorsen or necromancer will cast a spell that dissipates the darkness around them, allowing them through to the Ninth Precinct safely.

    ninth precinct
    The Ninth Precinct is described as an enormous lake illuminated by a star-filled sky. In the Ninth Precinct, most of the usual attributes of Death are negated. The water is warm and visibility is better than perfect. The Ninth Gate is the sky, which calls all who see it to lead them to final death. Very few beings are able to resist this call, which physically raises them to this sky.

    Few necromancers ever visit this precinct, since "their very nature is to deny its call." Because the Ninth Precinct is a lake, there is no current.


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    CHARACTER APPLICATION
    CHARACTER PAGE

    • As you know, there will not be a main character in this roleplay. The bloodline of the Abhorsens is apparently dead - but, obviously, that can't be entirely true because as they're apart of the Five Great Charters, there are certain things that need an Abhorsen - and you need royalty, and the Clayr, and Wallmakers and the Charter Stones.
    But we also don't want ten of each running about, so I'm going to have a little limit. Please note that even if your character does not share a gene of one of the Five Great Charters, it does not make them any less important to the story! Also note that if you apply for any of these you must know that I will be very picky. For example, the Abhorsen would be completely unaware of their gene - and would likely only be half blooded. If you're interested, maybe have a chat with me about it before you write up a profile, and I can answer any questions you have or give suggestions. Though I've made most of the positions have only ONE free spot, it doesn't mean that I can't open another if someone is really, really interested and has a good idea.


    • ROYALTY [position unavailable.]
    1/1

    • ABHORSEN [position unavailable.]
    1/1

    • THE GREAT STONES [position unavailable.]
    1/1

    • THE CLAYR [positions available.] - final position reserved for a male character only.
    2/3

    • THE WALLMAKERS [position available.]
    1/2


    User Image - Blocked by "Display Image" Settings. Click to show.
    username; gaian username goes here.

    character name; name of character, may include rank (if applicable).
    age; please be realistic.
    gender; self explanatory.
    hometown; country of origin and name of birthplace/current home.
    role; what role does your character play in the world? Are they a Charter Mage, in the army, a normal citizen?

    appearance; at least two paragraphs describing your character's appearance. Detail is wanted, but please don't go overboard on how gorgeous they are - if they are. Some people would prefer to make that decision for themselves.

    personality; at least two paragraphs describing your character's personality; we want to see what makes your character tick. Be sure to include flaws - not everybody is perfect.

    short history; at least two paragraphs detailing your character's history - give us a good idea of what happened, but not everything has to be included, and instead be revealed through roleplay.

    miscellaneous; any important and/or random facts.
    colour; the font colour you have chosen to use when posting for your character.

    position; IF APPLICABLE. If you're applying for one of the Five Charters, or perhaps another role entirely.



    [list][align=center]insert your character's image here. It should be around 250w 400h or 400w 250h in size; no larger than 300x450 or 450x300, please.[/align]
    [b]username[/b] gaian username goes here.

    [b]character name[/b] name of character, may include rank (if applicable).
    [b]age[/b] please be realistic.
    [b]gender[/b] self explanatory.
    [b]hometown[/b] country of origin and name of birthplace/current home.
    [b]role[/b] what role does your character play in the world? Are they a Charter Mage, in the army, a normal citizen?

    [b]appearance[/b] at least two paragraphs describing your character's appearance. Detail is wanted, but please don't go overboard on how gorgeous they are - if they are. Some people would prefer to make that decision for themselves.

    [b]personality[/b] at least two paragraphs describing your character's personality; we want to see what makes your character tick. Be sure to include flaws - not everybody is perfect.
    [b]short history[/b] at least two paragraphs detailing your character's history - give us a good idea of what happened, but not everything has to be included, and instead be revealed through roleplay.

    [b]miscellaneous[/b] any important and/or random facts.
    [b]colour[/b] the font colour you have chosen to use when posting for your character.[/size]

    [b]position[/b] IF APPLICABLE. If you're applying for one of the Five Charters, or perhaps another role entirely.[/size][/list]


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opening | tale | law | countries | summaries | bells | terminology | charter | free magic | death | application | banners | updates
BANNERS & AFFILIATES

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opening | tale | law | countries | summaries | bells | terminology | charter | free magic | death | application | banners | updates
    UPDATES
    • some time last year: Lu; hey. I feel like making an Abhorsen RP.
    • this year: Lu; oh yeah. Uh, whoops.

    • Jan. 20th: roleplay, ooc and character sheet boards created! ph33r!
    • Jan. 28th: Lu returns from a Shakespeare camp and updates the character sheets with all new pretty characters!


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opening | tale | law | countries | summaries | bells | terminology | charter | free magic | death | application | banners | updates

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