Character Histories and Announcements

We’ve been a little quiet, but we have some news.

Character Histories

Firstly, we are now accepting character histories. You will find the Character History Form here. I have also posted it on the Rules and Event Logistics page.

You should submit your history to zealot.larp@gmail.com. Once your history is approved, you will receive 2 CP.

Playtest and 0 CP Skill

As a reminder, we have our playtest/fundraiser on August 12, 2023, from 2pm-9:30pm at the Sturbridge Host Hotel and Conference Center in Sturbridge, MA.

You can register and learn more here.

If you register and pay for the playtest by July 21st, 2023, we will provide you with a 0 CP skill unique to your character once we receive your history (before or after the playtest–we realize some of you are seeking player consultations at the playtest).

There is an exception. We have a small group of players who attend from locations multiple states away (Ohio, Virginia, Pennsylvania etc.). Since we realize that a one day may not be feasible for those outside the New England area, we are offering the 0 CP skill even if you cannot attend the playtest. You will just need to register and pay for the first event by the stated date (1 month after registration opens). We would like to offer this as thanks for your commitment to traveling so far for our games.

Magic Items and Registration

Going forward, we will be offering incentives for early registration and payment for events.

If you register and pay for an event within 1 month of registration opening, you will receive a unique magic item that will last the duration of the upcoming event. (This means that, for the first event, registration opens August 1 and you would need to register and pay by September 1.) As more sites require down-payment, we hope this encourages folks to register and pay early!

August 12 2023 Playtest and Fundraiser Registration

It’s time for playtest registration! Please read below and sign-up asap so we can begin planning. Registration link here.

This is the registration for the Zealot August 12 Playtest and Fundraiser.

This event will occur 2pm-9:30pm at the Sturbridge Host Hotel and Conference Center in Sturbridge, MA.

The event cost is $30 per person. If you are a first-time boffer larper (have never larped in a boffer combat larp) the price is $20. The cost of the event reflects site cost and fundraising efforts. You are welcome to pay more to support the fundraiser itself. We will also have a “tip jar” at the event where you can make cash or PayPal donations. All players who attend or make a donation will receive 2 CP. Payment is due August 1 2023.

PayPal witchtowers@gmail.com to pay. Please make a note of your name in the memo.

In lieu of a formal Kickstarter or similar fundraiser, we have decided to make our playtest our fundraising opportunity. The event schedule and general theme follow:

2pm-3:30pm: The Zealot Game Philosophy
We’ll introduce our staff, our philosophy, and the general scope of the game. We’ll talk about character creation and specific game functions such as the Rumor, Crafting, and Blessing systems. We will reserve time for QnA.

After the introduction, we will move into modules. These will have combat and non-combat options. All modules will have a specific theme. All players, regardless of interest, may participate in any module.

3:30pm-4:30pm: Beodhen and Nepheris
4:30pm-5:30pm Steramestei and Kasamei
5:30pm-6:30pm The Abyss
6:30pm-7:30pm Verine, Opix, and T’Rer
7:30pm-8:30pm Hyrnedhna and Mynair
8:30pm-9:30pm Gu’labir and T’Zyri
9:30pm and On: Social Time!

Throughout the day, we will offer character consultations. Please sign up below.

The modules will be in-game. They will take place during and immediately after the Blood War, not in the current time of the game (which is roughly 35 years later).

While the events and happenings will be canonical, player action will work slightly differently. You are welcome to play your PC or can request we write you a one-time PC background for the playtest. If you play as your character, your events as your character will not be canonical; however, at the full game, you can choose to “remember” the playtest as though it was a vision from your God. If you play a pre-written character, you may assume the events you undertook were canonical.

You may wear any level of costuming with which you are comfortable. If you don’t wish to wear costuming, we suggest basic “NPC blacks” (black shirt and black bottoms). Let us know if you have questions about this. Staff will be in full costume.

Please make a PC build at 50 CP. We can also make you a pre-written build.

If you would like a pre-written build or character you will receive it within a week of submitting your payment.

Big Announcements!

It’s been an exciting couple of weeks for the Zealot team. We’ve been sitting on a project for awhile now, and we’re finally excited to release it: our new rules system.

About two years ago, we realized that we wanted to work on developing a new rules system that matches how we run games. Classically, we’ve run in Accelerant, which has served us exceptionally well. However, playing other games and working with various Indigenous creators, we realized we wanted something different–we wanted to create a system that is based in New England sport larping but also in our experience as Indigenous creators. Above all, we wanted to think through how sports and storytelling are central to our cultural experience, and how we can better share that in our gaming.

We owe a huge thanks to the gamewriters and system owners who came before us–this includes, but is not limited to, the Accelerant system and games therein, NERO Larp, the Ebonrock Larp writers, and Be Epic games. We also owe a tremendous thanks to our community tribal cultural center staff who gave us direction and feedback.

And! We now officially have some dates and a logistics page.

Playtest: August 12, 2023 @ Sturbridge Host Hotel and Conference Center in Sturbridge, MA

This will be an in-game playtest. More information is forthcoming on pricing and timing.

Event 1: October 13-15, 2023 @ Camp Middlesex in Ashby, MA

This will be our first, full weekend event.

Event 2: November 19, 2023 @ Camp Denison in Georgetown, MA

While this will be a one day event, we are looking into options for overnight housing and the potential of an RP night the night before. Stay tuned.

We expect we’re going to go through some growing pains as we play around with these rules, so there will likely be a substantial update to them after the November 19 2023 event.

Finally, if you want to come hang out with members of our general community, please come to the Red Rabbits Nightmarket!

The Red Rabbits Nightmarket

A Party in Celebration of Community

Saturday July 22 2023, 7pm-midnight

Sturbridge Host Hotel and Conference Center in Sturbridge, MA

The return of the seasonal Red Rabbits Nightmarket!

Join us for the chance to connect with the Red Rabbits extended larp community, learn about local games, and do some shopping to support local vendors.

Cover is $15 in advance, $20 at the door. We will provide light refreshments and non-alcoholic beverages. (Our location is adjacent to a full cash bar for those who would like alcoholic beverages.)

7pm-11pm, Vendor Booths Open

8pm, Local Games Announcements

8pm-Midnight, Music and Dancing

We will also have information and opportunities available for Missing and Murdered Indigenous Persons advocacy efforts.

Wear whatever makes you feel comfortable, though we encourage A Midsummer’s Night Dream theme!

Please PayPal us at witchtowers@gmail.com and make a memo note that you are paying for the Red Rabbit Nightmarket. Please also provide your best email address, as we will email you a ticket.

Additionally, we invite vendors to join us. If you’d like to vend, please email us with your business’s name and a brief description of what you will be selling. Vendors will need to pay the $15 cover charge in advance.

Finally, if your a GM who wants to make an announcement of a local game, please email!

We hope you’ll join us!

The Cloisters, The First Excursion

A collection on the recounting of the first descent into the Abyss.

From the Reconstruction Archive, 534 Sela

Documented by Magister Tyrus, The Archive

Today, “The Abyss” and all that that terrible expanse entails are commonplace in our daily conversation. Most of us have known at least one person lost to the creatures of The Abyss. Some of us have even personally encountered The Corruption that periodically crawls up from the Abyssal Scars. It is hard to believe that, ten short years ago, that nightmarish place was something most of us considered as we might consider a long dormant volcano: dangerous, certainly, but not a cataclysm one will know in their lifetime.

Indeed, prior to The Blood War, the Abyss was known only by its Scars. Measuring anywhere from twenty feet to a mile long, these jagged fissures in the earth–smelling of bile and smoke–have been a long threatening presence in Circadia. However, before the Blood War, they were understood only as dangerous geographical features which, if stepped into, almost certainly spelled out death. Of course, now we know that these Scars are not mere wounds but the only known entry points into the Abyssal landscape–a world both below us and outside of even the Gods’ purview.

The Rakes’s Decree

It is commonly accepted that the Scars widened and deepened during the Blood War. We know further that, since the Scars have expanded, the forces we call the Corruption have grown in number and frequency.

Prior to the Blood War, only very enterprising individuals ventured into the Abyss, few of them rarely returning. However, the increased presence of The Corruption, and the evergrowing threat of the Scars, neccesitated some sort of action. Odipos Rakes, while he was still High Priest of Nepheris, arranged for the first excursion party to The Abyss. Since this decree, accompanied excursions by elite Devout have become more common, and the Rakes family has ordered the mapping of the Abyss.

While the extant records are many, below is one of the most celebrated. While not the most detailed of accounts, it is, afterall, the first record of an encounter in the Abyss.

The First Descent, A Personal Account

The initial descent felt as if it took us four, perhaps five hours.

Slowly, and unable to use the abilities of our Gods, we lowered ourselves into the steaming trenches of the deep Abyss. In the utter darkness, we could see little but flickering lights rising from some unfathomable base. Squelching, shuddering sounds sometimes rippled up from the depths, but we mostly descended in the naked silence, accompanied by only our own labored breath.

The smell of the place remains difficult to describe. At times it was noxious, like bursts of acid or poisoned smog;other times it was fetid like spoiled meat or rotting grains. Very rarely, though equally powerfully, the smell was pleasantly floral, like a sundrenched meadow perfumed with heady citrus. This combination of scents, always in flux, often turned the stomachs of my comrades, and we frequently paused for bouts of horrific nausea.

When we finally alighted at the first depth, we found some solid footing. We call it the first depth, as its where we took our initial marker. It was as far down as we went, as I will later explain. While we stood on the terrain, our eyes adjusted to the peculiar dark. This was surprising in and of itself–we had assumed and prepared for a world cast in complete shadow. However, the Abyss throws off a slowly pulsing light which created enough by which to see. Fastening our rope to our entry marker, we continued.

There was little of much excitement to see, at least at first. While our cartographer was pleased to finally traverse the landscape, we had expected a bit more action. Considering that the Corruption erupts from the Scars in droves, we had anticipated a skirmish or two. Under normal circumstances, I might have been disappointed. However, my stomach still in knots from the descent, I proceeded on with some cautious ease.

And, indeed, the landscape itself held our interest. It was as though we were traversing the tunnels of some subterranean cave. This was, of course, easy enough to accept given our descent. However, the terrain was like no terrestrial cave system we had ever visited. Rather than being of rock or earth, the Abyss was slimy and fleshy to the touch–it was almost like raw, bloody offal coated in a film of mucus or blood. It was hard to keep our footing, and we frequently slid into one another. In one instance, one of our Paladins lost their balance and touched their hand to a slippery wall. The wall pulsed a bright purple and hummed angrily, jolting the Paladin with a painful shock that sent them reeling. However, when our Cleric tripped into a wall further down the way, she was nearly absorbed by the wall itself, and it took our eight hands worth of strength to recover her. When she emerged, she was covered in a silvery, glittering liquid. The liquid, which she described as midly tingling, quickly sloughed off her, no marks remaining.

In this strange landscape, we walked for roughly an hour, growing more disoriented with each step. We took frequent pauses as the very atmosphere around us drained us of energy and motivation. Frequently, our comrades were confused and claimed to see things others could not. Though we had brought rations to strengthen ourselves, none of us could bring ourselves to pause and eat. It felt too unsafe.

Finally, I stopped and commanded we ought turn back. Though the cartographer protested lightly, we agreed that we were growing increasingly weary and confused.

It was then we heard the sound.

In the darkness, it emanated forth like a skittering rodent might cry out from a dark alley.

We paused, readying ourselves for an attack.

The sound came forth once more, this time clearer. Perhaps it was my own confusion but, at first blush, I thought it sounded familiar. Very strangely, the sound reminded me of an adult woman attempting to masquerade her voice as that of a young girl–singsong, but unsettlingly, inappropriately so. The voice being made seemed too small for the throat in which it originated. Perhaps this is why the noise sounded like shrill giggling and, perhaps, captivated by the noise, this is why we did not simply run.

When the thing poured itself forth from the dark, we had no time but to stagger back. Like the Corruption we had seen in Circadia, the thing was adjacent to a human being while also starkly monstrous. In this instance, the creature seemed to be little more than an amorphous, flowing pile of whitish, malleable flesh. As it billowed forth, it emitted the strange giggling peal; we caught glimpses of a toe or a finger or a tooth, but such glimpses were lost quickly as the shifting flesh reshaped itself into a less and less distinctive pile of features.

Extending what might have been a limb, the creature paused and, if it is anything like a sentient beast, regarded us. At that moment, the creature came into sharper relief.

Long, greasy strands of brown hair sprouted from what might have been its face. Two holes that might have been a nose gasped air, with great effort, in and out. A pinkish, crooked gash let slop forth an indelible tongue.

“Is it,” our Cleric whispered, “human?”

At this sound, the creature turned towards the Cleric; the Cleric, of course, stood a few inches behind me. I felt myself weaken as I became caught in the creature’s gaze.

And this is what captured my horror most. That creature’s eyes. Bulging out from the creature’s pale, shifting flesh, the dozen or so eyes appeared nearly human. By that I mean, I could see whites and pupils and a shape that was round. But, set against the mottled white skin, the eyes protruded from the creature’s body like yellowed boils. These eyes looked beset by irritation or disease, and they moved ceaselessly. I felt, sickeningly, that if you reached out to poke one, it might burst immediately, gooey and formless like a broken egg yolk. Bulging out from the creature’s flesh, the eyes roved and searched until, suddenly, their direction aligned. With a singular, piercing scream, the creature, now looking entirely at me, lunged.

In good truth and faith: I have no recollection of what happened after that moment and my return to the surface. I know that I was knocked unconscious by the creature’s forceful blows, and I know my comrades must have carried me up the ascent. When I awoke, I awoke in my hospital bed. And my comrades who survived… well, whatever happened down there has cast upon them a permanent silence, as well as a deep loathing of the light. To date, they show no signs of recovery.

At least my brother and father have their first map.

Pilar Rakes, Paladin of Beodhen

Glossary

The Abyss-A place seemingly both under and outside of Circadia, the Abyss is a largely unknown landscape of unparalleld danger.

The Corruption-The strange creatures that originate in the Abyss, The Corruption enter Circadia from Scars and attack individuals they encounter mercilessly; The Corruption have no singular appearance, but are instead unnatural forms horrific to behold.

Curious what the Corruption might look like? Check out some inspiration on our Pinterest board.

The First Descent-A famous excursion into the Abyss that ended in tragedy. While its leader, Pilar Rakes, survived the encounter with his health, the other party members–Adona Lionhardt, Petula Myrcelle, Willis Harks, Genuine Fanton, and Stephan Hayes–emerged totally and irrevocably changed and harmed.

Odipos Rakes-The former High Priest of Nepheris, Odipos was the individual who arranged for the first formal descent into the Abyss

Pilar Rakes A highly respected Paladin of Beodhen who led the first descent into the Abyss; Pilar still leads occassional excursions

The Scars-Sometimes called Abyssal Scars, these strange fissures in the ground lead into the Abyss. These are the only known entries into The Abyss. The Scars grew in number and size during the Blood War, though they have always existed.

The Rakes Family-A family of wealthy nobles, most Devout among the Rakes are followers of Beodhen and/or Nepheris; the Rakes family is connected with the Abyss. Odipos Rakes, the current patriarch, ordered the first excursion, and his eldest son, Pilar, led it. Odipos’s younger son, Devon, is one of the most esteemed cartographers in all of Circadia and maintains maps of the charted Abyssal landscape.

The Cloisters, The Strange Pursuits of Rodney McQuinn

An account written on the appearance of Magicians with mention of the Philosopher’s Stone.

From the Reconstruction Archive, 533 Sela

Documented by Magister Ashwise, The Cloisters

For those of our generation, The Blood War saw unparalleled levels of death and destruction. While many are quick to blame the Gods and their followers on this, it can not be overstated that some of the most horrendous violence had nothing to do with the Gods themselves. Indeed, many opportunists took the ample chance and fell upon the weakened lands and people of Circadia.

The Witches of Blackbird Hill are perhaps among the most infamous of wartime scavengers, but they are far from the most nefarious. Whatever your opinion may be on witchcraft as a practice, the Blackbird Hill lot were little more than carrion crows descending upon an available feast. We may find it a desecration of the fallen, yes, but they no doubt find it an appropriate recycling of resources. Or so I’ve been told.

In any event, some of the most senseless and greedy acts were committed by otherwise mundane people divorced from magic of any type. One of the most notorious being Balyn the Butcher.

Balyn the Butcher and the Massacre at Wexly Pass

Balyn Crawford was once a cattle farmer from the low country at Plymore. He inherited the farm from his mother and her father before her. The Crawfords were known for sturdy herds of healthy, docile cattle; they distributed leather, meat, and dairy widely to any number of merchants. Balyn Crawford mostly kept to himself, with his wife and two sons playing equal part in the upkeep of the farm.

Unlike many other farmers, Crawford was uniquely situated at the outbreak of the Blood War. His family had never followed the Gods and, by their account, had amassed considerable land and worth without Divine favor. Prior to the war, Balyn had been proud of this, frequently dismissing the Devout of neighboring towns as “lazy” and “incompetent save their gods.” As violence among the Gods and Devout broke out, Balyn became more confident in his gloating.

Indeed, the braggart was perhaps not entirely without foundation. Many common farmers found themselves and their families pulled towards their Divine allegiances. Many crops and livestock were diverted towards feeding the war effort. Some lands were entirely destroyed by battles. And, of course, many fields lay fallow as their tenders abandoned growing for the war and failed to ever return. All the more disastrous trade routes became fraught and deadly. Merchants and traders stopped traveling to remote areas such as Plymore.

Amidst all this, Balyn and his family sat cozily from their lands, chuckling at the good fortune of following no God. Prior to war, Balyn had served as an unlikable but respected farmer; during the war, as food became increasingly scarce, Balyn and his farm were precious necessitites, particularly for the tiny villages in his immediate proximity.

Balyn’s Greed and a Terrible Tax

Another man might have measured out kindness to his fellows, but Balyn was shrewd and self-interested. He drove up prices on his goods, selling the worst of cuts at the highest known marks. When the leaders of the surrounding villages demanded (and later begged) his pity, he struck icy bargains: he would supply meat, dairy, and leather at more reasonable prices, but they would surrender their arable land to him. Should they want to work it for their own good, they would pay him a hefty tax.

The villages had no choice, and the two hundred or so people who relied on the Crawford farm for food found themselves working Balyn’s newly acquired land. However, their landlord was not content and continued to demand increased goods. After a few months, the meager crops they grew failed to match the increasingly burdensome taxes Crawford took.

A Meeting with Balyn

After a year of the Blood War, the largest of the villages, Wexly Pass, populated by some hundred people, found the situation unlivable. Malnutrition and frustration flourished at equal pace. Wexly Pass was a village that had long favored Steramestei, and, due to their continued misfortune, even the Star Lady had been uncharacteristically generous in her blessings. However, dreams don’t fill bellies, and the villagers decided something must be done.

A group of three Wexly Pass leaders organized a meeting at Crawford’s farm. In no uncertain terms, they stated that Crawford’s avarice would cause the death of many and in short order. They asked that he immediately alleviate them of his demands and provide food to the growing number of families going without.

According to eyewitness accounts, Crawford laughed and slapped the table in front of him. “You and what army? Do tell!” he howled, mocking the villagers’ belief in the “all but useless” Steramestei. The villagers retreated in defeat–a simple coup over Crawford, at least in their small number, seemed unlikely. With his wealth, he had hired a group of mercenaries to protect his property.

However, some weeks later, Crawford found himself without pay from Wexly Pass. He sent a scout to demand the taxes, but the scout returned empty-handed. The scout reported further than all of Wexly Pass was barricaded with thirty foot staked fences, including the land Crawford had claimed. Clearly, the inspiration of Steramestei meant something.

Balyn Becomes the Butcher

Crawford was enraged, and his cold heart shivered all the more frozen. He gathered his mercenary group and, leading the charge, set out to Wexly Pass.

The village’s gates did not hold. Things that occurred remain among the ugliest accounts in all Circadian history, and the Massacre at Wexly Pass is a grim story told, in detail, in many other archives. Suffice to say, there were no survivors. The tales we know were recounted directly by Balyn and his mercenaries.

Today, Wexly Pass serves as a memorial to the fallen villagers. It was erected by the Clergy of Kasamei and Steramestei and stands as a somber, eerie condemnation of greed in the face of hardship. Few visit Wexly Pass, remarking on the creeping nightmares that descend upon any who visit.

Justice Writ Heavenly

Balyn remains alive. To the casual reader, this might be surprising. However, as Wexly Pass was Blessed by the Star Lady, Steramestei meted out his judgment swiftly and mercilessly.

Even now, Balyn is held in an unknown jail–he thrashes in his sleep, attempting to wake himself from the endless nightmare with which Steramestei has punished him. It is said that, through her nightmares, he is forced to relive the violence that he has done in an endless cycle. He would be driven mad, some say, were it not for Steramestei’s purview over Madness itself. If Balyn’s heart is of mere earthly ice, Steramestei’s heart is frosted by the unforgiving coldness which garlands the circling heavens.

But where are Magicians in all of this?

Balyn was, after all, an ordinary man who did extraordinary wickedness.

While it is important to be aware of the evil that simple folk can do, it is equally important to understand the strange history of Wexly Pass in order to fully appreciate the Magician Rodney McQuinn.

The Strange Pursuits of Rodney McQuinn and the Philosopher’s Stone

Rodney McQuinn was a rather odd young man who, among other things, fancied a young lady or three at Wexly Pass. A Plymore commoner out of Wexly Pass’s neighboring village, Hardwick, McQuinn traveled weekly to Wexly.

While there, McQuinn was known to dazzle the locals with magical tricks. He would conjure immaterial flowers from the air, change the color of rooftops, and swirl the well-water until it frothed jewel-tone bubbles. Indeed, the parents of the young ladies he fancied might have been less generous with their patience had McQuinn not kept the village’s young children occupied for hours.

McQuinn’s Mystery Tutor

It was widely assumed, of course, that McQuinn was a Devout of Opix or Steramestei who was given to using his magic for frivolity rather than things of a practical nature. However, McQuinn offered no such worship. He kept it a secret unto himself, but McQuinn was a Magician of the simplest kind. Since boyhood, he had been interested in Magic and, at some point in his young adulthood, he had come under the tutelage of a most skilled teacher.

By age 20, McQuinn could bring forth illusory flowers and birds and, by age 22, he had some minor control over the movement of water.

Prior to the Blood War, this meant little, of course. Followers of Opix and Mynair were much better at the control (and even some creation) of water, and McQuinn’s dalliance were no more than entertaining.

McQuinn’s Professional Development

However, as the Devout left for the war, McQuinn found himself frequently asked after. In the absence of ranking Devout, villagers still needed streams diverted for irrigation or flood waters removed from homes. While any such action caused him a great deal of effort, McQuinn was a local handyman of sorts. The mundane chores gave him the opportunity to practice, and he continued to hone his abilities.

As things became dire with Crawford, however, McQuinn’s meager abilities were less and less needed. Villages became insular and former customers could no longer pay. McQuinn charged little for his services, but many who might have formerly asked for his work abandoned their farms and took to gathering their foods wholly from the woods. (“After all,” one woman stated, “Crawford hasn’t yet thought to take what we don’t grow.”) While a bit sad, McQuinn retired from his odd jobs and returned to, in his copious free time, reading the tomes his absent master gave him.

A Return to Wexly Pass

Which brings us to Wexly. McQuinn and his family, who had many a friend in Wexly Pass, were among the first in Hardwick to hear of the massacre. Rodney McQuinn and his three brothers quickly rode their horses to the small village. None of the McQuinn’s will speak on the carnage, but, apparently, Rodney McQuinn had his own sort of awakening.

His oldest brother Osric reports his younger brother stated:

“What is the point of the Gods’ Magic if it cannot protect against the harms Mortals do without it? Mortals should learn to arm themselves, free of the Gods, with Magic.”

Osric claims his brother was “basically raving as one struck by Steramestei.” On their trip back to Hardwick, Rodney continued to ramble to himself, repeatedly claiming that “the Philosopher’s Stone is the answer to all this.” That night, reportedly, Rodney packed up his things and made for the cities. His family has not seen him since.

The Puzzling End

Rodney McQuinn is something of a folk hero, and local Circadian theaters all have their own rendition of his tale. Certainly, McQuinn’s sentiments echo that of many of contemporary Heretics, and even the steeliest of Devouts sympathize with the story.

However, McQuinn’s Magic, and the Magic of all Magicians, should not be relegated to romance. The practice of the Magician, however Heretical, is complex and all but unknown. Afterall, Magicians didn’t emerge in number until shortly before the Blood War. If their magic is anything like that of Witches, it is potentially dangerous to the world around us. If it is not, well… who is to say?

Sadly, McQuinn never left note of where he learned the fundamentals of being a Magician. That remains a story, for now, unknown and all the moreso worthy of earnest pursuit.

Glossary

Balyn the Butcher-A cattle farmer responsible for the murder of some 4 dozen villagers

Kasamei-Steramestei’s sister, she is the celestial goddess associated with passage and death

Magician- an individual who can do minor acts of magic without the Blessing of a God and without using witchcraft

Opix– A fallen God, they are associated with chaos, change, and minor weather events

Philosopher’s Stone-a Magician’s item frequently referenced by known Magicians

Plymore-a remote valley area populated by small villages including Wexly Pass and Hardwick

Steramestei-the goddess of dreams and stars, she is known to be equally kind or cruel when provoked

Rodney McQuinn-a known Magician from the small village of Hardwick

Wexly Pass-A village that was the site of a massacre; it remains an uninhabited memorial