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INFO
Howlsten is a supernatural game set in Avebury in Wiltshire, England. The game revolves around students and faculty at a special college meant for various supernatural based beings. This page is meant to be a resource to house all your various needs for this game. We are a very casual group and the game has the possibility to evolve, so please feel free to be creative and have fun with your characters. We restrict you a whole lot, and we won't require too many strict guidelines, with the exception of the rules listed below.


RULES
prior to submitting your application, please review the rules:

LINE CROSSING
it is very important in a game such as this one that ic/ooc line crossing of any kind can never happen. despite your character's powers, please get permission from other writers before engaging in or including their characters in activities related to the game, including any action taking place in ongoing scenes.
JOURNALS
we are not picky -- you can use an ic or ooc username, just please do not use any special symbols or numbers.

PBS
due to the nature of this game, pbs must be at least 18 years old at the time of your application. please mind the 5 year age rule (where applicable).

BIOS
we do not require a full backstory or bio, however we encourage it. we do require: a small set of blurbs or information about your character's powers, their species (if applicable), their year (freshman, sophomore, junior, senior, postgrad or doctorate), and their program of study.

EXAMPLES
examples are not needed to join!

LOCKED COMM
please be mindful of the privacy of this comm and do not post extraneous public posts in your character's journals or in any sub comms. if you would like to invite someone to join, please leave a comment for the mod with their un so they can be added to the application.
CHARACTER LIMIT
there is no character limit, seriously feel free to go wild lol. (but, try your very best to have some decent activity for every character you write.)
ACTIVITY
while we are very relaxed here, we do ask for at least one interactive post per post. please respond to comments on your post as well.


HISTORY OF HOWLSTEN
Howlsten School of the Arcane Arts was founded a very long, long time ago. A young woman named Alveva Howlsten lived on a large feudal estate with her father, Gregori Howlsten III. Her mother died during childbirth. Gregori spent little time with his daughter, so he had no idea that Alveva was very, very special.

She knew from a young age that she was different, and she was cunning enough to also know to keep quiet about it. Alveva's father died when she was only 14, and though a few suitors intended to strong arm her out of her estate, Alveva used her "cunning" to keep them at bay. Today, one would recognize that Alveva had the supernatural ability of Mind Control.

There were few like her back then, but she searched far and wide for children believed to have mystical abiltiies or people who were threatened with trials of witchcraft or demon worshipping. She welcomed them onto her vast estate and it was there that they began to teach each other.

Alveva died at the age of 42 in the year 1241 CE, but she passed her estate down to her caretaker and trusted friend, Sarra Wellingston. From then on, the school would be overseen by someone trusted who was voted in as headmaster or headmistress.

Facts about the school today:
DEAN: Miriam Stone (a descendent of Sarra Wellingston)
FACULTY MEMBERS: 1500
STUDENTS: 540
PROGRAMS OF STUDY
 Arcane Archaeology  This program focuses on the historical development, identification and preservation of arcane artifacts all around the world. For: everyone. Class examples: ACH101 Intro to Arcane Archaeology, ACH203 Arcane Geography, ACH333 Realms Beyond This World, ACH402 Volatile Artifacts

 Arcane Arts  Students studying this can expect to learn potion making, general spellcasting, charms, and enchantments. For: witches, warlocks, those with an affinity for magic. Class examples: AR101 Spell Safety, AR202 Advanced Divination, AR314 Ethical Evocation, AR405 Life and Death Spell Sciences

 Dark Arts  Not to be confused with black magic, Dark Arts helps students master very powerful magics in ethical and safe ways. For: Necromancers, sorcerers, those with an affinity for VERY powerful magic who are tested into the program. Class examples: DA101 Safe Dark Arts, DA237 History of Dark Arts & Black Magics, DA313 Magic Dueling and Protection, DA401 Blood Magic

*Prospective Students must interview, be tested and obtain written permission before joining Dark Arts. Dark Arts students must maintain a Code of Conduct including not practicing Dark Magic outside of classroom labs or on any other beings at any time. Students caught breaking the Code of Conduct will be expelled.

 Healer Sciences and Magic  The first step on a journey of any student who wishes to harness medical and healing properties of the arcane world. For: Druids, witches, warlocks, those with an affinity for magic. Class examples: HSM101 Intro to Anatomy, HSM201 Intro to Arcane Anatomy, TS201 Understanding Transmutable Biology, HSM212 Healing Potions, AR405 Life and Death Spell Sciences

 Interdisciplinary Supernatural Studies  Modern human schools might call this 'Liberal Arts'. This program allows students with special supernatural abilities to shape their classes to fit their abilities, including pairing them with professors and mentors who have the same or similar skillsets as them. For: Any students with superhuman, supernatural, or paranormal abilities such as telekinesis, pyrokinesis, logic manipulation, super strength, the ability of flight or teleportation, plant manipulation, empathy, cryokinesis, etc. Class examples: IS101 General Supernatural Studies, IS102 Supernatural History, IS200 Applied Abilities Lab, IS300 Advanced Abilities Lab, IS400 Guided Ability Experimentation Lab - labs are run with a student's assigned mentor.

 Transmutable Sciences  Masters the biological and supernatural world attached to transmutable magics, artifacts, and species. For: Shapeshifters, were-species, body drifters, etc. Class examples: TS101 Intro to Were-Species, TS201 Understanding Transmutable Biology, TS308 Applied Transmutations, TS411 Polymorphing Objects and Creatures Lab

 Vampiric Studies  A controlled program which allows vampires to express and explore their abilities in order to control and understand them. For: Must be a vampire to join this program. Class examples: VS101 Fledgling Studies, VS265 The Accuracy of Speed Lab, VS302 Vampiric Meditation & Mind Control, DA401 Blood Magic, VS450 Applied Ethical Siring

*Prospective Students must interview and obtain written permission before joining Vampiric Studies. Vampire students must maintain a Code of Conduct including not feeding on any students, either consentually or otherwise. Students caught breaking the Code of Conduct will be expelled.

CAMPUS LIFE: Though not the biggest or most sprawling campus, Howlsten has everything its students could possibly need! In the center of the campus is Greene Park, where many students enjoy meeting up, picnicing on blankets, studying in the open air, or sometimes hosting live music jams or other similar events.


The Dining Hall features long rows of tables and seating, plus two storefronts which feature a variety of food choices, coffee and teas, drinks, and snacks.


Dormitories are located just outside the main campus in Avebury. Students reside in the historical buildings that populate this quaint town. Many of these buildings are connected, and most feature joint bedrooms, meaning two students are randomly assigned to each room. Some post-grad and all doctorate level students have single room dormitories.

The Omnicron, Howlsten's bookstore and library, boasts a wide selection of texts, some of which are more ancient than the school itself! Grimoires, spellbooks, and other arcane texts can be found here as well as your run-of-the-mill human books (including fiction options, just for leisure.) All arcane texts must stay in the library at all times, however any other book can be checked out by students and faculty.

ABOUT AVEBURY, ENGLAND
Avebury is a small village located in Wiltshire, England. It's 2 hours west of London and 1 hour east of the rocky beach coasts of Bristol and Portishead. The small town is quaint and has a rich history, since the area was once inhabited during prehistoric times.


In its 2011 census, the village itself had a population of only 531 (meaning that the school, which is shrouded in cloaking magic, has about the same population as this small town!) A small section of the village contained Howlsten plus a series of buildings which act as dormitories for the students. Though the dormitory buildings are historical wonders which have been around for centuries, most students do not seem to appreciate the musty, sometimes damp, and old buildings which could probably use a modern update or two.


Most of Avebury is encircled in a prehistoric monument known also as Avebury. It's basically a much smaller Stonehenge, but not nearly as popular or overrun as its big sister. Students at Howlsten like to sneak out to these stones late at night to perform magical rituals, draw on the mystical energy of the stones, meditate, or just hang out or party.


Another nearby prehistoric fixture is White Horse Hill. Though the hill itself cannot be climbed, it is still a sight to see, and many students believe it contains magical power as well.



POWERS, ABILITIES & SPECIES
These are only meant to be guidelines to help you shape your characters or come up with ideas! It's also meant as a way to further flesh out this world and bring it to life in your mind. This is not to limit you, and we will not limit you if you come up with new and vibrant ideas for your character!

SUPERNATURALS
This category includes humans or other species with special abilities. These abilities should be something they were born with, something they mutated or developed overtime, something they were bestowed or cursed with magically, or something that is now a part of them after a conditional event (such as coming into contact with a nuclear element, special chemical, powerful artifact, venomous supernatural animal or insect, etc.)

We accept virtually any type of supernatural abilities, with the exception of any abilities that make students all-powerful (there has to be a balance somewhere) or all-knowing (if they know everything, why are they studying at a college anyway?) If you're looking for ideas, this is a great resource!

Characters can have more than one supernatural ability, but please try to keep it realistic and not give them too much power. They should have a defined set of strengths and weaknesses, which we will allow each writer to come up with for their own character.

VAMPIRES
Vampires are a powerful species that need blood in order to survive. Vampires are typically created, or sired, by other vampires, though in the modern world it is frowned upon for vampires to sporadically or limitlessly sire new vamps.

We won't limit you on what kind of vampiric lore you want to subscribe to: whether it's Anne Rice's rules, L.J. Smith's rules or someone else -- however, please makes sure you define your own vampire's strengths and weaknesses in your character's bio.

Strengths: Most vamps possess super speed, super strength, quick healing, and minor mind control abilities.

Weaknesses: Most vamps are somewhat if not entirely sensitive to the sun, weaker if they are young or newly turned, weak if they haven't fed in too long, and suspectible to being staked in the heart with a wooden stake or being decapitated.

WITCHES & WARLOCKS
Magical beings with an affinity for a variety of different types of spellcasting and other abilities. For purposes of inclusion, the term 'caster' is used to identify spellcasters of all gender representations.

Most casters focus in one school of magic: for example, some casters are experts at conjuration or summoning, while others might be prolific at divination.

Strengths: Casters are usually prolific at their school of magic, stronger when in groups or casting a spell with others, and can sometimes amplify their magic with arcane elements or artifacts which contain magic. Some casters belong to covens as a way to amplify their powers.

Weaknesses: All casters have weaknesses just like humans- they have fragile bodies and can be killed the same way that humans are killed; though they may be able to use powerful spells to heal very deadly wounds or illnesses.

SORCERERS
A special type of caster whose abilities rely on the Dark Arts. The Dark Arts usually include magical abilities that come from demonic or satanic energy, blood magic, or other dark types of magical elements. It is really common for most sorcerers to have an affinity for conjuration, and they often can conjure demonic beasts or imps, dark entities, dangerous ghosts, or other powerful elements.

Sorcerers were once feared due to their special brand of magic, but in the modern world, most supernaturals have come to understand that Sorcery is just different, not necessarily bad. It is possible to practice sorcery and not participate in black magic or evil deeds.

Strengths: Conjuration is usually a strength of sorcerers, most sorcerers can perform some powerful spells without the need of other casters.

Weaknesses: Some are susceptible to being controlled by dark magic or demonic energies, some have a hard time controlling their powers in general, and some sorcerers have various unwanted side effects from harnessing their powers for too long.

NECROMANCERS
A special type of caster that can control the dead. In order to be a necromancer, a caster must die first, so necromancers are extremely powerful and very rare. Like sorcerers, necromancers usually rely on the Dark Arts or blood magic to cast their powerful spells.

Strengths: Immune to most physical harm, and are usually able to reanimate more than one dead being once their powers are controlled. Can usually travel between the realms of the living and the dead.

Weaknesses: Some necromancers don't survive the transition to become a necromancer. Some begin to decompose or lose their looks overtime if they harness their abilities too long. Some can only reanimate one corpse at a time or have limits on their abilities (such as the time they can keep a corpse reanimated or not being able to reanimate a corpse that has passed on a long time ago.) Travelling between realms is usually kind of dangerous, even for necromancers.

WERE-PEOPLE
This category could really include quite a few options, so it's ultimately up to you what kind of were-person you would like to create! Some examples include: werewolves, werecats, werehyenas, and wererats.

Strengths: Vary from person to person and usually depend on their animal form. Some werepeople are larger than the natural version of their animal counterpart.

Weaknesses: Some werepeople cannot control when they change but must change during certain seasons, conditions, or magical outcomes. Some werepeople cannot transition when they are hurt or injured. Some werepeople cannot maintain their memories or human congitive abilities while in their were form. Some were transitions can be painful to endure. All werepeople can only transform into one thing.

SHAPESHIFTERS, BODY DRIFTERS & SKINWALKERS
There are people with the ability to transform into various different physical appearances, usually that of an animal but sometimes they can change their own appearance, such as alter their eye or hair color, or make themselves look like another person.

Body drifters are usually limited to only being able to inhabit the bodies of others. Some body drifters have had to permanently inhabit another's body, while others might have the ability to hop in and out as they please.

Strengths: Shapeshifting is a great evolutionary tool to avoid capture, being hunted, detection, or to escape harm. Most shapeshifters or skinwalkers can transform at will.

Weaknesses: Maintaining a transformation for long periods of time may be difficult for some. Most shapeshifters or skinwalkers do not gain any extra abilities while transformed (for example, they can look like the animal, but they might not be as speedy as a cheetah, or as stealthy as a wolf, or as strong as a bear, etc.) It is rare for a shapeshifter to be able to transform into a mythical creature (such as a dragon).

OTHERS
Unless listed in the restricted list below this section, there are other possibilities that you can create! Keep in mind that some rare creatures are rare for a reason, but we'll leave it up to you to have fun and come up with something interesting if you decide to go with something not listed here.



These are the only species or creatures we do not currently accept in this game: angels (or nephilim), demons (such as succubi/incubi, oni), historical figures or real life figures, fictional figures with proper names (such as Bigfoot, Fenrir, Pegasus), ghosts/ghouls/spirits, centaurs/fauns/satyrs, fae, gods/goddesses/deities, jinns or genies, monsters or creatures with no humanoid counterpart (such as harpys, chimera, or dragons), undead in the form of zombies.