Dawn of Heroes

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Status
Dropped
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London, the capital of the United Kingdom and the centre of the British Empire. A thriving city...
Origins I
Location
Southampton, Great Britain
Pronouns
He/Him
London, the capital of the United Kingdom and the centre of the British Empire. A thriving city even as many places abroad suffer under British yoke. The wealthy and influential already plot to increase their own power and riches despite the Great War having ended barely years ago and the British Empire struggling to deal with the costs of waging it.

Both the Irish and Indians seek freedom from the Empire that the leadership of the British Empire are unwillingly to give. The Dominions find themselves less reliant on Britain and feel much more confident in their own independence.

Abroad, the United States of America is on the rise while the empires of old find themselves either breaking or fraying in the aftermath of the Great War. Plots and schemes are enacted behind the schemes and thrown into the balance is a new factor that no one saw coming.

In London, a new extraordinary individual rises and makes their presences known to the world, someone with supernatural abilities that are beyond what should be possible.

[] The Superhuman. You are a superhuman, an ordinary member of society who proved to be so much more. Yet despite extraordinary abilities, you grew up in society and come from the world that you operate in.
[] The Outsider. You are the outsider, someone who does not come from the world which you now protect. Whether it be from the stars, another dimension or a hidden land, you were not originally part of the society that you find yourself in.

***​

This quest will be a superhero quest set in 1920s London and will be run using Mutants and Mastermind 3rd​ Edition. I was inspired to run it from re-familiarising myself with my omake notes for The First Hero, which has been recently revived.

The quest is meant to have a familiar theme to The First Hero where you are the first superhero in the world, appearing in the interwar period. Since my notes and ideas have been focused around the Britain Isles and the British Empire, the quest will be set in London.

Beyond punching criminals and stopping conventional supervillains, politics will be prominent, especially regarding the British Empire and its future. The British Empire was not a moral thing, but it was popular and supported by the British public in this period despite its atrocities and waning power. It was also enforced and uphold by the government.

I feel this leads to some interesting situations to explore such as if someone who fights against an imperialist power via breaking the law and battling the government is a villain or if someone who works for the government and upholds the laws of a colonial empire is a hero or not. The British Empire is popular and seems strong, but its power is waning and that leaves the question of whether British superheroes should try to save it? Or should they let it collapse and salvage what they can? Is there anything worth salvaging? Perhaps it might be more moral to help bring about its downfall.

Voting wise, you choosing if your character will be someone born amongst society and grow up amongst the society they are protecting such as Ironman or Superman or if they came from outside and are new to it such as Wonder Woman or Thor. Next vote will be backstory and powers while the third vote will be your superhero name and what skills and knowledge you have with the options being determined by your background.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Characters
Hero
Name: Tamara Lyn/Fairy Knight (PL11)
Age: Biologically 25
Gender: Female
Personality: Tamara is a playful and excitable individual who maintains a cheerful demeanour. She will take everything in her stride whilst maintaining her optimistic outlook. Tamara will do her best in whatever task she is attempting but has no pride outside of that. In combat, Tamara will hold back and attempt to take her foes in alive unless they make things personal, where she will then do her best to take them down one way or another.

Powers
Shapeshifting
(Magic-Fey): Morph 3 (Animal Forms, Limited to +10 Deception bonus, Metamorph with Variable Descriptor 2 & Limited to reduced PL by 2), Regeneration 2 (1 per 5 rounds)
Ethereal Beauty (Magic-Fey): Enhanced Advantage 1 (Attractive), Feature 1 (Change the external details of your appearance/+2 Circumstance Bonus to Interaction Skills)
Faerie Heritage (Magic-Fey): Enhanced Strength 2, Enhanced Agility 2, Immunity 5 (Ageing, Starvation & Thirst, Need for Sleep, Suffocation Effects), Partial Immunity 7 (Disease, Poison, All Environmental Effects,) Concealment 1 (Regular Hearing),
Talatine (Device-Sword/Magic-Fey): Penetrating Damage 5, Weaken Fighting 2 (Resisted by Fortitude), Feature 2 (Summon to hand at will as a Standard Action), Teleport 1 (8 Metres & 24 kg/Medium: Talatine), Indestructible, Personal, Impressive, Dangerous 2, Easily Removable,
-Thrown Talatine: Ranged Damage 5, Weaken Fighting 2 (Resisted by Fortitude), Feature 2 (Summon to hand at will as a Standard Action), Teleport 1 (8 Metres & 24 kg/Medium: Talatine), Indestructible, Personal, Impressive, Dangerous 2, Easily Removable,
Torlyn (Armour/Magic-Fey): Impervious Protection 10, Continuous, Limited to Human Form, Noticeable (Shining Silver Plate Armour), Feature (+5 Bonus against Mental Attacks) & Partial Immunity 5 (Mind Control),
Minor Spells (Magic-Fae): 3-Point Power Array with 1 Alternative Effect.
-Mimicry: Feature 1 (Imitate almost any sound you heard using your voice with +10 bonus to Deception checks to convinces others that the sound is real), Feature 2 (Disguises require no preparations, +5 to Deception checks for disguises),
-Urban Camouflage: Feature 1 (+5 to Stealth checks in an Urban Environment), Concealment 2 (Regular Vision, Limited to Urban Environments),
Major Spells (Magic-Fey): 4-Point Power Array with 2 Alternative Effects.
-Healing Spell: Healing 2.
-Lighting Bolt: Ranged Electrical Damage 2.
-Teleport: Teleport 2 (32 Metres & 24 kg).
2/Fairy Wings (Magic-Fey): Flight 1 (4 MPH)

Abilities
Strength: 2 (4)
Stamina: 2
Agility: 3 (5)
Dexterity: 2
Fighting: 4
Intellect: 4
Awareness: 4
Presence: 0

Defences
Dodge: 6 (8)
Fortitude: 7
Parry: 8
Toughness: 2 (12/Impervious 10)
Will: 10

Attacks
Initiative +11 (13)
Unarmed +11: Close Damage 2 (4), Critical 20,
Talatine +13: Close Damage 7 (9/Penetrating 5), Critical 18-20
Thrown Talatine +5: Ranged Damage 7 (9), Critical 18-20

Skills
Acrobatics 5 (8 [10])
Athletics 5 (7 [9])
Close Combat: Sword 9 (13)
Close Combat: Unarmed 7 (11)
Deception 4 (4)
Expertise: British Politics 5 (9)
Expertise: Current Events 4 (8)
Expertise: Fey Transformation Magic 20 (24)
Expertise: General Magic 4 (8)
Expertise: Maid 6 (11)
Expertise: Politics 3 (7)
Expertise: Fey Royalty 6 (10)
Insight 3 (7)
Intimidation 2 (2)
Investigation 1 (5)
Perception 3 (7)
Persuasion 4 (4)
Stealth 5 (8 [10])
Technology 5 (9)
Treatment 2 (6)

Advantages
Accurate Attack: Trade effect DC for attack bonus.
Artificer: Use Expertise: Magic to create temporary devices.
Assessment
: Use Insight to learn an opponent's combat capabilities.
Attractive: +2 (+5) circumstance bonus on Deception and Persuasion checks based on your looks.
Benefit (Friend on the Force): You are engaged in a covert partnership with Inspector Brown
Benefit I (Government Influence: Tara Lane): You have minor influence within the government as Tara Lane.
Benefit (Neighbourhood Hero): Call upon local support within Whitechapel.
Benefit (Prepared Rituals): Delay the effects of a completed rituals until a time of your choosing.
Diehard: Automatically stabilise when dying.
Defensive Attack: Trade attack bonus for active defence.
Evasion: +2 circumstance bonus to Dodge resistance checks to avoid area effects.
Improved Defence: +2 bonus to active defence when you take the defend action.
Improved Initiative II: +8 bonus to initiative checks.
Instant Up: Stand from prone as a free action.
Interpose: Take an attack meant for an ally.
Languages: English, Fey
Power Attack: Trade attack bonus for effect bonus.
Quick Draw: Draw a weapon as a free action.
Ritualist: Use Expertise: Magic to create and perform rituals.
Takedown: Free extra attack when you incapacitate a minion.
Tracking: Use Perception to follow tracks.
Uncanny Dodge: Not vulnerable when surprised or caught off-guard.

Equipment
Winfield Castle
Size: Huge; Tou: 8; PL11
Intellect: 6; Awareness: 3; Presence: 3
-Living Space, Magical Defence System, Technological Security System (DC20), Magical Laboratory, Magical Workshop, Technological Workshop, Power System, Sealed (Magical Barrier), Self-Repairing, Magical Portal to Elphane, Intelligent (Rebecca),

Complications
Motivation (Her Duty): Tamara is the Fairy Knight because she sees it as her duty to protect the innocent and to fight evil.
Magic over Tech: Tamara is well-acquainted with the technology of the human world and has great respect for what it can do, especially in the hands of a genius. Yet when given a choice, Tamara will choose the magic she grew up with over a more technological solution.
Enemy (Prince Auraen): Prince Auraen has not forgotten his defeat at the hands of Tamara and Sapphire Squire. Escaping his imprisonment, Tamara's cousin now seeks to get revenge on her in his self-imposed exile.
Secret Identity (Tamara Wallis): Fairy Knight maintains a secret identity as Tamara Wallis nee Lyn, widow of Benedict Wallis and mother of Alexandra Wallis.

London

Known Heroes and Heroic Organisations
The first costumed vigilante in both the British Isles and London, the Night appeared in early 1916. Primarily focused on fighting the Consortium and stopping the criminal empire taking advantage of the then ongoing war, the Night also focused on regular crimes and the criminals of London soon learnt to fear his presence. He vanished in mid 1919 without a trace while investigating the politician Barnaby May-Porter and his ties to the Consortium leadership.

His secret identity is Benedict Wallis, grandson of the wealthy retired politician Gareth Wallis.
The youthful squire of the Fairy Knight and aspiring heroine, Sapphire Squire relies on a mixture of physical skill, mental ability and technological gadgets. A genius and prodigy, Sapphire Squire holds her own on the streets of London and has proven herself worthy of fighting alongside her mentor. Since 25th December 1920, Sapphire Squire has gained two magical abilities from her mentor, one which allows her to change her outfit at will and provide her clothing with protective properties while the other removes her needs for sleep, food and drink.
The second squire of Fairy Knight, Onyx Squire comes from a criminal background and seeks to help the world rather than hurt it like the rest of his family. Relying mainly on his fists and hardiness, Onyx Squire has picked some equipment and magic from Fairy Knight and Sapphire Squire, the most exotic of these being his partial invisibility and complete silence.

His secret identity is David White, son of the street thug Jacob White.
Jordan Brown is a chief inspector within the Metropolitan Police. A determined man who believes in stopping criminals and protecting the innocent, Chief Inspector Brown is willingly to bend the law a little if it means seeing proper justice done.

Following his systematic dismantlement of the Dragonsteeth, Jordan Brown was promoted from Detective Sergeant to Detective Inspector. Following the arrest of the Templar, Jordan Brown has formed a formal covert partnership with the Fairy Knight.

As of 1st March 1921, Jordan Brown has been promoted to Chief Inspector from Detective Inspector under a cloud of politics, high tenses and borderline infighting amongst the Metropolitan Police.
Gareth Wallis is a wealthy man and a retired politician who has known great tragedy. The ageing man has outlived all of his family and currently lives alone in London with his butler. He was aware of his grandson's activities as the Night and covertly funded his crusade. As of January 1920, he supports and funds Fairy Knight's continuation of the Night's crusade.

Known Villains and Villainous Organisations
While some call him a hero, the Golden Knight is definitely a criminal. Appearing in 1919, the Golden Knight and his Golden Order are returning veterans of the Great War. While they fight the Consortium and claim to see justice for the people, many of the Golden Order's activities are regular organised crime and in some ways, the Golden Knight is just another crime lord who dressed up as a costumed vigilante.

On 9th February 1920, the Golden Order captured Sam Carson of the White Devils and hold him captive.
On 24th April 1920, the Golden Knight aided Fairy Knight at Anna Lucas' party.
The White Devils are a London street gang that was led by Sam Carson and backed by the Consortium. A male dominated gang that believes in the supremacy of the white Englishman, the White Devils seek to purge London of its 'foreign filth'. Covertly supported by the Consortium, the White Devils rose to prominence falling the Night's disappearance and seek to 'clean out' Whitechapel so they can turn it into their territory and use the neighbourhood as a base of operations.

On 9th February 1920, Sam Carson was defeated by Fairy Knight before being captured by the Golden Order. Following the loss of their leader, the White Devils have fallen into infighting and got systemically picked off by their foes. As of mid 1920, the gang no longer exists.

As of 25th February, Sam Carson was freed from the captivity of the Golden Order by Redcoat, presumably on the orders of the Consortium.
The Dragonsteeth were a major street gang that was founded and led by Anna Lucas. Covertly backed by the Consortium, the Dragonsteeth held a position of prominence within the London criminal underworld and the gang held great influence over several small gangs.

On 24th April 1920, Anna Lucas was defeated by Fairy Knight and later arrested by the police alongside several of her subordinates.

Between late April 1920 and early August 1920, Detective Sergeant Jordan Brown systematically dismantled the gang. He did so by arresting and putting in prison most of their leadership and membership, shutting down all of their major operations and most of their minor ones and he ruined their reputation.

As of September 1920, Cliff Gregory currently leads what is left of the Dragonsteeth with the gang having gone to ground as a remnant of their former glory.

As of April 1921, the Dragonsteeth are no more after being consumed by rivals in the gang war following the downfall of the Royal Ravens.
Levy Porter was the chief enforcer of the Dragonsteeth, a feared man for his deadly prowess. He was arrested by Detective Sergeant Jordan Brown on the 24th April 1920 after being defeated by Fairy Knight and was later sent to prison.
Levy Porter was a sub-boss of the Dragonsteeth and their main accountant. An experienced elderly man, he managed most of the gang's finances and briefly took over half of it following Anna Lucas' arrest.

He was arrested by Detective Sergeant Jordan Brown during early June 1920 and was later sent to prison.
Cliff Gregory is the current leader of what remains of the Dragonsteeth. An ambitious and dangerous man, he leads what is left of the gang after avoiding being arrested by Detective Brown.

As for 25th February 1921, Cliff Gregory is attempting to return the gang to prominence and has broken its prior ties with the Consortium.

As of April 1921, the Dragonsteeth are no more after being consumed by rivals in the gang war following the downfall of the Royal Ravens. The current fate of Cliff Gregory is unknown.
The Consortium is the top dog within the criminal underworld of London with its leadership remaining unknown to outsiders and most within the Consortium. Whilst it has sway across most of the British Isles, the Consortium is located in London where it holds the most of its power and influence.

Despite enjoying a good couple of decades of effectively uncontested dominance, the Consortium has founded itself increasing under attack in recent years with its most prominent foes being the Night, the Golden Order and Fairy Knight.
An middle-manager within the Consortium who is responsible with coordinating with outside assets. He was Windstrike's liaison when the Consortium hired her to kill Fairy Knight in March 1920.
Known as Ronald Barr in his civilian identity, the Templar is a fearsome warrior who dresses up in plate armour, styling himself after a medieval knight. Wielding his imposing war hammer, the Fist of God, the Templar is one of the most dangerous individuals on London's streets with very few capable of matching him. Having retired from the army after a decade of service at the end of the Great War, Ronald seemingly works for an Anglican organisation that seeks to purge London's streets of heretics and infidels.

He was arrested on the 18th September 1920 after being defeated by the Fairy Knight, but avoided going to prison due to destruction of evidence during his trial.
Peter Michaelson was the leader of the Royal Ravens and a member of the Consortium. The Royal Ravens were the top gang in London and the Consortium used them as a proxy to control the streets of London. Following a rash attack on the Brown family in February 1921, the full force of the Scotland Yard came down on the Royal Ravens and as of April 1921, the gang has been systemically destroyed one way or another and is effectively no more.
Allen Baxter as the chief enforcer of the Royal Ravens.

On 16th February 1921, Allen Baxter was accidentally slain by Fairy Knight in battle.
25th February 1921, the Regal Ravens split off from the Royal Ravens.

Known Civilians and Neutral Organisations
A waitress, Lydia lives with her older sister Ellen and more recently, Tamara.
A telephone operator and a feminist, Ellen lives with her younger sister Lydia and more recently, Tamara.
Barnaby May-Porter is a prominent and respected politician who has ambitions of being Prime Minister. The Night disappeared uncovering evidence financially connecting Barnaby to the Consortium's leadership.
Also known as Tedd Donald, the Squirrel is a talent and agile thief who steals from the rich as a challenge. After being caught by Fairy Knight on 10th August 1920, he has given up his life of crime.
The wife of Jordan Brown and mother of Brenda Brown and James Brown. A formerly cheerful and supportive woman, she was almost killed on the 18th February 1921. While she survived thanks to Fairy Knight's intervention, her right hand has been maimed and Eira has fallen into a deep depression.

As of May 1921, Eira has fully recovered thanks to Moira Lyn and her magic.
The son of Jordan and Eira Brown and the younger brother of Brenda Brown. James Brown was a shy kid who witness his mother almost being killed in their own home on the 18th February 1921 alongside receiving injuries of his own. While he and his mother were saved by the Fairy Knight, the fallout has left him spooked and jumping at shadows.

As of May 1921, James has fully recovered thanks to Moira Lyn and her magic.


British Isles

Known Heroes and Heroic Organisations
The partner of Sentinel and student of Merlin, Galahad is a powerful superhuman with powers he claims are a gift from God. With flight, super-strength and toughness alongside his Blaze and Radiance, there are only a handful of individuals out there that can match Galahad. While he is based in Winchester, Galahad operates in all of Hampshire.
The partner of Galahad and student of Merlin, Sentinel is a genius who creates devices and invents technology beyond what the rest of the world uses. Operating out of Southampton, Sentinel no longer takes to the field as per his agreement with Galahad and instead acts as off the battlefield support to his partner.
Formed by the British government in August 1921, the Kingsmen are an officially sanctioned team of heroes that work for the national authorities. Lead by the Fairy Knight, the founding members consist of Fairy Knight, Imperial Lion, Spider and Longbow.

Known Villains and Villainous Organisations
Named for his signature redcoat, Redcoat is the deadliest killer in the British Isles with none of his targets having survived him going after them. After a week of back and forth fighting with Fairy Knight and Sapphire Squire, Redcoat was defeated by the duo on the 11th December 1920 and later arrested by the police. His secret identity was revealed to be Oliver King, a soldier turned mercenary.
An upstart criminal group formed by some Irish folk up in Glasgow, they have seized control of the Glasgow criminal underworld from the Consortium and are battling the Consortium over Edinburgh's criminal underworld.
A villainous magic user, he has proven a capable spellcaster and a dangerous foe, especially if given time to prepare. He apparently works for an employer, but holds little loyalty to them and is willingly to further his own goals at their expense.

On the 18th March 1921, Druid defeated Sapphire Squire and bound Fairy Knight to his will for multiple hours. On the 19th March 1921, he foiled Sapphire Squire's attempt to rescue Fairy Knight before later releasing Fairy Knight.
A hired thug of little fame, he has been known to work for the Druid. The man is more dangerous from average thug, but has yet to display any out of ordinary.

On the 19th March 1921, he was defeated by battle by Sapphire Squire.
Known Civilians and Neutral Organisations

Kingdom of the Faeries

Known Heroes and Heroic Organisations
The King of the Faeries and former ruler of the Little Court of Ireland, Tiarnach is a stern, but fair ruler. A capable warrior and respected leader, he is a highly popular leader thanks to his own actions as King and his overthrowing of his aunt. He seeks to change the ways of his people and turn them into something more noble and less capricious.

While time flows differently in the Kingdom of the Faeries, it wa roughly 6th May 1921 that Tiarnach became king.

Known Villains and Villainous Organisations
Sister to the first Queen of the Faeries and temporary usurper, Princess Taenya is an ambitious and paranoid woman. While she was able to amass a loyal following that allowed to overthrow her sister, Taenya valued loyalty and subservience over competence and ability. She would later meet her downfall when her paranoia and tyrannical rulership resulted turning half of her realm against her, purges that left her supporters greatly reduced in number and putting the most loyal subordinates in charge rather than those that were qualified to do the job.

While time flows differently in the Kingdom of the Faeries, it was roughly 6th May 1921 that Prince Tiarnach overthrow Taenya and became king.
The son of Taenya, Prince Auraen made up what he lacked in competence with obedience. He was left in charge of defending the Little Court of Scotland when his mother was overthrown, resulting in his defeat at the hands of Tamara Lyn and her squire.

Known Civilians and Neutral Organisations
The mother of Tamara Lyn and many other important fairies, the Queen of the Faeries was a powerful and uncontested leader. Having rightfully earnt both fear and respect, the Queen of the Faeries was a whimsical and capricious ruler who did what she felt like at any given moment thanks to being powerful enough to get away with it.

At some point prior to start of 1920, she was overthrown by her sister Taenya and has not been seen from since.
The daughter of the Queen of Faeries, Princes Moira rules over the Little Court of England. While she is a decent ruler, Moira is more focused on magic and improving her magical abilities. She and her half-sister Tamara consider each other to be their favourite sibling.

As of May 1921, Princess Moira has taken up the human identity of Moira Lyn.
The son of Princess Taenya, Prince Zelphar ruled over the Little Court of Wales before being disposed alongside his mother.
The daughter of the Queen of Faeries, Princes Maeryn rules over the Little Court of Cornwall. While not a bad ruler, Princess Maeryn is more interested in socialising than running her realm. Maeryn likes to spend her time engaging in politics and the high life of society.

As of May 1921, Princess Maeryn has taken up the human identity of Maeve Lyn.


World

Known Heroes and Heroic Organisations
A German vigilante operating in Munich, he is an inventor who wields an electrified sword and a belt that protects him from electricity. With his partner Sportlerin, he battle the local crime lords, Fredikorps and anarchists. His main foes are the crime lord Oskar Lowith and his hired enforcer, Eisenfaust.

On 7th April 1921, he fought alongside Fairy Knight and Sapphire Squire against Eisenfaust and the Consortium.
Known Villains and Villainous Organisations
A mercenary assassin for hire, Lucilla Verona aka Windstrike is a skilled Italian archer and swordswoman. Prideful and greedy, Windstrike is a professional for whom there is little that she won't do for the right amount of money. Known for her competent and professionalism, Windstrike takes contracts from all over the world with a preference for remaining within Western society.

On 21st March 1920, Windstrike was arrested by the Metropolitan Police whilst attempting to kill Fairy Knight after her victim inflict a near-fatal injury on the archer.

As for August 1921, Windstrike has secretly joined the Kingsmen as a founding member under a new identity as Longbow.
Eisenfaust is a German mercenary named for the distinct gauntlet he wears on his right hand. Eisenfaust is hardy man and a fearsome foe and has recently taken up employment as an retainer for the crime lord Oskar Lowith for an indefinite length of time.

His attempts to deliver a weapon to the Consortium was foiled by Fairy Knight, Sturmschwert and Sapphire Squire on 7th April 1921.

Known Civilians and Neutral Organisations
 
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The World
Europe

British Empire
1st January 1920 - Fairy Knight is exiled to the mortal world from the Kingdom of the Faeries.
9th February 1920 - Fairy Knight defeats Sam Carson of the White Devils and the gang leader is captured by the rival criminal organisation, the Golden Order.
9th March 1920 - Windstrike attempts to assassinate Fairy Knight on the behalf of the Consortium.
21st March 1920 - Fairy Knight defeats Windstrike with the latter being arrested by the police.
16th April 1920 - Fairy Knight meets up with Detective Sergeant Jordan Brown.
24th April 1920 - Fairy Knight crashes Anna Lucas's party with the latter and several of her subordinates being arrested at the end of the fight.
6th Auguest 1920 - Fairy Knight stops the Squirrel.
4th September 1920 - Fairy Knight fights the Templar for the first time.
11th September 1920 - Fairy Knight ambushes Templar and they fight, resulting in Fairy Knight fleeing the scene.
18th September 1920 - Fairy Knight ambushes Templar again and they fight for a third time that month, ending in Templar's defeat and arrest by the police.
9th November 1920 - Gareth Wallis hires Tamara Lyn as his maid.
4th December 1920 - Redcoat attacks Fairy Knight for the first time. Fairy Knight takes on Sapphire Squire as her squire.
6th December 1920 - Redcoat ambushes Fairy Knight for the second time.
9th December 1920 - Fairy Knight and Sapphire Squire ambush Redcoat.
11th December 1920 - Redcoat ambushes Fairy Knight for the third and final time.
28th January 1921 - Fairy Knight and Sapphire Squire engage an invisible individual and an invisible flying creature.
5th February 1921 - Fairy Knight and Sapphire Squire begin their campaign to bring down the Royal Ravens.
16th February 1921 - Fairy Knight kills Allen Baxter.
25th February 1921 - The Regal Ravens break off from the Royal Ravens.
18th-19th March 1921 - Fairy Knight and Sapphire Squire battle Druid and Bull over the night.
7th April 1921 - Fairy Knight and Sapphire Squire team up with Sturmschwert to fight Eisenfaust and the Consortium.
13th June 1921 - Fairy Knight and her squires are ambushed by the Shrouded Scions, resulting in the former fleeing after losing the fight.
14th June 1921 - Sapphire Squire locates and infiltrates Apex's workshop.
16th June 1921 - Fairy Knight and Sapphire Squire spy on the meeting between Reaper and Gerald Page.
20th June 1921 - Brenda Brown turns fifteen. Fairy Knight and her squires fight against Apex and members of the IRA.
21th June 1921 - Fairy Knight privately decides to work for the government.
28th June 1921 - Fairy Knight accepts the British government's offer of employment.
1st August 1921 - After a weekend of negotiations, Fairy Knight is employed by the British government on its new state-sponsored hero team, the Kingsmen.
3rd August 1921 - The United Kingdom of Great Britain and Ireland announces the formation of the third state-sponsored team of heroes called the Kingsmen. Its founding line up consists of Fairy Knight (team leader), Imperial Lion, Longbow and Spider.
7th August 1921 - Fairy Knight is given the identity Tara Lane and the title Baroness of Winfield.
19th September 1921 - Fairy Knight and Imperial Lion engage Apex and members of the IRA. Several IRA operatives are captured or killed, but Apex escapes.
29th September 1921 - The Kingsmen engage and capture Apex, concluding an investigation that stopped series of bombing attempts by the IRA and gutted IRA operations in London.
6th May 1921 - Fairy Knight and Sapphire help the former's half-siblings overthrow Taenya as the Queen of the Faeries.
1st May 1921 - The Weimar Republic announces the formation of the first state-sponsored team of heroes called the Wonder League. Its founding line up consists of Talent (team leader), Peregrine and Blackwing.
1st August 1921 - The French Third Republic announces the formation of the second state-sponsored team of heroes called the Knights of Marianne. Its founding line up consists of Knight Errant (team leader), Red Musketeer, Ranger and Nightstalker.
 
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Origins II
[X] The Outsider. You are the outsider, someone who does not come from the world which you now protect. Whether it be from the stars, another dimension or a hidden land, you were not originally part of the society that you find yourself in.

You are the Outsider, a person not from the world that you find yourself in. London may be your new home, but it is a new one and you grew up elsewhere.

But just where did you come from? Did you come from the stars and beyond the gravity well of this planet? An alien who has come to Earth one way or another and has decided to right the wrongs of their new home.

Or perhaps you are from a dimension of magic, where the supernatural abilities that your new home calls extraordinary are just ordinary. Maybe you were beyond the norm there as well, but you are certainly special in your new home.

Maybe you came from Earth, but not part of the global society you are now calling home and protecting. A secret enclave or hidden civilisation is where you grew up and now you find yourself in the outside world as you interact with the rest of humanity with what they call extraordinary powers.

Where are you from and what were you there? (QM reserves the right to veto)
[] [Origin] From The Stars. You are an alien, a nonhuman from another world. For now, you are the only one of your kind on this planet.
-[] [Origin] Write-in the details.
[] [Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[] [Origin] Write-in the details.
[] [Origin] The Hidden Realm. You are from Earth, but from a secret society that has hidden itself away from the rest of the planet.
-[] [Origin] Write-in the details.

What makes you superpowered amongst the people of Earth? (QM reserves the right to veto)
[] [Powers] Write-in the description of your powers.

***​

Okay, here you get to pick which type of outsider you are and where you come from alongside writing in the past and background of your chosen character. You also get to pick your powers and while I am using the Mutant and Masterminds ruleset, you will need to write-in the descriptions of your powers and I will not accept any votes including mechanics.

While I hope that the winning votes will match up, if they do not, I will prioritise the Origin vote over the Powers vote. If the winning vote of the latter isn't compatible with the winning vote of the former, I will simply go for the high compatible Powers option.

As noted in the votes, I reserve the write to veto any write-ins that I decide I don't want to write. I'm not going to let a vote be an option if it is something I don't feel up to writing or I just don't want to write in. I am unlikely to veto anything, but I just wanted to make it clear upfront that I am willing to do so.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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Origins III
[X][Origin] The Magical Dimension. You are from another dimension, one of magic and mysticism where the extraordinary of this world would be considered ordinary.
-[X][Origin] You were a princess-knight of the fey realms, descended of Knight Tam Lin of the Earth and your mother the Queen. When his lover stole him away, your mother's status fell apart at being bested by a mere mortal, and declined over the years, until at last she was usurped by her sister and you, the mortal half breed, was banished to Earth to hide the court's shame.
[X][Powers] Fey Knight's Regalia. You can shapeshift into a variety of natural and fey creatures, but your most potent form for battle remains a knightly figure, wielding a supernaturally keen silver sword and plate.

You are Tamara Lynn, daughter of the mortal knight Tam Lin and the Queen of the Fair Folk. Or least your mother was the Queen of the Fair Folk as your aunt, the current Queen of the Fair Folk has usurped your mother's position from her.

It was your father's doing that started it all. Back when you were still a babe, your father ran off with some mortal woman that seduced him and stole him from your mother. Thanks to your young age at the time, you never knew either of them and due to their mortal nature, you never will for they have long since passed into the afterlife.

Yet you always felt the effects of who your father was and what he did throughout your life. Your nature as a half breed meant that the other fey looked down upon you due to your human parentage.

Despite what the rest of the Fair Folk thought of you, you got by thanks to being the daughter of the Queen as no matter who your father was, you were-are a Princess of the Faeries and that was to be respected.

You trained to be a knight like your father, but the nature of the Kingdom of the Faeries meant that you never reached the same height as him. Greater than any mere mortal, you remained the daughter of your mother and so when you grew up, you grew up into a young woman and no further as the nature of the Fey meant you would remain the maiden princess of the matron queen.

Despite the limit on how far you could grow, you refused to give in. You trained and practiced with your sword, Talatine, a blade which shone silver and could cut through anything. While you never reached the heights of greatness and never earnt a position on the Wild Hunt, you did become a capable warrior and it is well within your abilities to win a battle against a fellow fighter.

What else did you learn in the Kingdom of the Faeries? (Choose 2)
[] [Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[] [Skills] Politics and Diplomacy. The daughter of the Queen of the Faeries, you learnt how to master politics and manipulating others. Presence increased. Deception, Expertise: Politics and Persuasion increased.
[] [Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
[] [Skills] The Truth of the World. You spent much of your time trying to understand the secrets of the world and how to discern what is hidden from you. Awareness increased. Insight and Perception increased.
[] [Skills] Dancing and Manoeuvrability. A lady of the Fey, you spent time honing your innate agility and grace. Agility increased. Acrobatics and Stealth increased.
[] [Skills] Physical Form and Prowess. As a warrior, you honed your body and physical ability to better yourself in battle. Strength and Stamina increased. Acrobatics and Athletics increased.

Unfortunately, all good things come to an end and over a thousand years later, your father had another impact on your life despite having died long ago. The loss of your father to a mortal woman was a shame on your mother's reign and your presence in the court was a constant reminder of how a mortal had bested the Queen of the Fair Folk.

It was this shame that your aunt used to rally her support. Scheming and cunning like many of the Fey, your aunt ultimately used the fact that your mother had been bested a mortal woman and the fact she kept proof of it around the court was a sign that she was unfit to rule.

With the popular support of the Court, your mother was dethroned and your aunt was crowned the new Queen of the Faeries. When it came to you, your aunt had you banished from not only the Court, but the Kingdom of the Faeries itself. You were to be a constant embarrassment no more and would return to the world of your father.

It was nothing personal and your aunt held neither good will nor ill will. You were a shame that had to be removed, but you yourself had done no wrong and it would be against the ways of the Fey for you to be harmed when you had done no harm.

You were allowed to keep your sword Talatine and your armour Torlyn, but other than that, you had nothing when you arrived on Earth. And what you found on Earth was shock and nothing you had ever expected.

Gone was the magic. Gone were the knights. Gone were the castles. Gone were the warring nobility. Instead stood a world that was just as magical as the Kingdom of the Faeries in its own way.

The British Isles was ruled by the aptly named United Kingdom with steel, lightning and man dominating the British Isles and beyond. It was not the world you knew or expected, but it is the world that you will have to live in and call home.

Unsure of what to do, you made your way to the city of London, the capital of the United Kingdom and the British Empire, which was supposedly the greatest and most powerful empire in the world, eclipsing even Rome.

It is in this grand and thriving city that you shall make your new home and live up to your calling as a knight under whatever moniker you choose for yourself.

What will your superhero name be?
[] [Name] Fey Knight.
[] [Name] Write-in.

What shall the first arc be?
[] [Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.
[] [Arc] The First Adventure. Tamara is already settled into London and is ready to face off against her first foe as a superhero.

***​

Okay, a longer update this time. The votes will be determining three things which time around. First is what sort of specialisations that Tamara has, finishing off her background and character sheet. The second is her superhero name and I don't need to explain why that is important.

The third is what sort of initial adventure you want. Do you want Tamara to be finding a place to stay and establish herself or do you want her to already be established and going off on her first outing as a superhero?

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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New Home I
[X][Skills] The Way of the Sword. Like your father before you, you are a knight and as a result of that, you spent time training with the blade. Awareness increased. Close Combat: Sword and Close Combat: Unarmed increased.
[X][Skills] The Mystic Arts. You spent many hours studying how magic worked and how the supernatural elements of the world around you interacted with each other. Intellect increased. Expertise: Magic increased.
[X][Name] Fey Knight.
[X][Arc] Settling In. Tamara is still getting adjusted to this new world and has yet to settle into her new home.

You were Tamara Lyn, daughter of Tam Lin and the former Queen of Faeries and you were still bewildered by this new world that you had found yourself in. You had always known that the mortal world was different to the Realms, but this was far beyond what you had been told. It was different enough that you wondered if anyone back in the Kingdom of the Faeries realised just how different things are.

Since emerging from your father's old wandering grounds, you had made your way to the capital of the human kingdom, growing increasingly disturbed and surprised as you made your way south.

These lands were not fit for the Fair Folk and you weren't sure if your Fey heritage made things worse or not. The language and the dress were things you quickly picked up, but a place in this world was something that you did not find.

Yet despite how you were out of place like a fish out of water, you were a magical fish which held advantages over the land creatures. For starters, you could actually become a fish for you inherited the shapeshifting of your father.

It wasn't much and it didn't last under combat conditions but being able to swim through the rivers and fly through the skies were useful for getting about. It may not be a weapon you can use in a fight, but your shapeshifting provided you with no shortage of utility.

Shapeshifting into animals wasn't the only thing that you could change your form into. While most of the Fair Folk have to rely upon glamour, illusions and other trickery, you have the ability to actually change your appearance. While limited to the form of an adult human woman, you could take on whatever features you wanted as you wished, letting you take on and discard appearances as needed.

Beyond that, you had your inherent nature as someone born to a fey mother and mortal father. You didn't have the full strengths of one of the Fair Folk, but you didn't have their weaknesses either. Instead, you were just tougher and hardier than a regular human and it would take more than the regular human limitations to lay you low.

Lastly you had your sword Talatine and your armour Torlyn. Both shone silver despite not being made of the metal itself and Talatine can cut through anything while Torlyn can resist any mere blade. Unfortunately for you, mere blades are not the main weapon of the humans anymore.

Nonetheless, your weapons are both yours and worthy of the Princess of the Faeries. Both are appropriately indestructible and may only be wielded by you while you have the ability to summon or unsummon them at will.

You would make for an excellent knight, easily capable of besting those of this world.

If only this world still had or needed knights. Instead they have fallen by the wayside as horses had been replaced by machines of steel, smoke and thunder while it is the peasantry that wage wars, going into battle with their arms on fire.

***​

You enter London via the form of a blue tit, landing on the edge of a rooftop. You take a moment to take in the amazing view that lies before you. You have seen a few cities like this one since arriving in the mortal world, but London is the largest and most impressive so far.

Buildings of brick and wood can be seen as far as the eye reaches, all of them with expensive glass windows while the roads are dominated by carriages. While a few are pulled by horses, the rest are metal frames that are powered by a magic you have yet to identify.

More people than what should be possible move about the busy streets, wearing a mixture of clothing and often wielding strange items that you don't recognise.

Yet for all the weird and unexpected nature of this world, you find it wonderous in its own way. You may be out of your depth and scrambling to learn about this world, but as you do, you find yourself appreciating the advances made by the humans.

The magic lamps in their towers of metal lighting up the streets at night. The massive beasts of steel and furnace that allow for humans to quickly travel across the lands. Ships made not from wood and sail, but with metal hulls and powered by magical cores that churn out black smoke. Clocks that accurately tell the time without the need to use magic. Magical devices that are enchanted to let the users speak with those in distant lands.

You hope that someday you will be able to understand all of these wonderful things and partake in the use of them like those native to this world.

Taking flight once again, you survey London, looking below for somewhere to continue your search for where to find your new place in life. For all of your life, you have trained to be a knight and now in a cruel twist of fate, you found yourself in a place where they no longer have any need for knights.

You can't hel, but wonder if your aunt knew this when she banished you to the mortal realm. You doubt that she did and you once again doubt that any of the Fair Folk know what the mortal realm is like these days for it has been so long since anyone had visited it before your exile.

In the end, your search is not in vain for you ultimately find what shall be the beginnings of a new life for you.

What do you find?
[] The Distressed Maiden. You find a group of young men assaulting a young woman at night. You scatter the thugs and befriend the damsel in distress.
[] The Old Lord. He claims that he is not a lord, but this old man might as well be one in your eyes. Old, lonely and heirless combined with a desire to make the world a better place, you find yourself in an unlikely alliance.
[] The Royal Blood. You are royalty and this United Kingdom has royalty so it only makes sense to present yourself before them. You seek out one of the royal family and ask them for sanctum.

***​

Tamara has arrived in London and needs to find a place to stay. This vote you'll be choosing who she befriends and ends up staying with. This person will become her confident and ally. The Steve Trevor to her Wonder Woman, the Alfred to her Batman, the Bucky to her Captain America, the Aunt May to her Spider-Man and you get the picture.

So pick wisely because this will influence the rest of the game.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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New Home II
[X] The Distressed Maiden. You find a group of young men assaulting a young woman at night. You scatter the thugs and befriend the damsel in distress.

You soar through the skies of London in your blue tit form, the flight that the bird body grants you making moving through the city both easier and quicker. You still need to worry about getting attacked, but the odds of that are low. True animals are smart enough to figure out that something is up with you and give your space. Meanwhile no humans have any reason to suspect anything is out of the ordinary with you or to attack you.

Your current plan is to present yourself to the local royal family and offer your services to them. As fellow royalty, they may be sympathetic to your plight and your unique abilities may find use in their service. You have yet to encounter anyone with similar powers at their disposal since entering the mortal world so while knights might no longer have a place in this world, perhaps a fairy knight does.

You never reach your intended destination as you spot a fight down below. Swooping in lower, you get a better look at what is going on and you do not like what you see as a maiden is being assaulted by a band of ruffians.

That is not an unacceptable state of affairs. You swoop in and swift to a human form, a lean one with blonde hair, as you land on the ground, next to the distressed girl. Standing up straight, you summon Talatine and Torlyn to you, the sword appearing in your hand while your armour covers your body.

The thugs who have noticed your presence stand there gaping at you as you make the first move. A foolish mistake on their part, but nothing unexpected from a bunch of uncouth amateurs.

You got for the closest of them, stabbing Talatine into the boy's hand before yanking it out and slashing the coward across the chest. You let the thug fall to the ground as another comes to his wits and comes at you with his fists.

It is foolish of him as there is no way that his bare hands are capable of getting through Torlyn, And that isn't even taking into account the sluggish movements of the attack and as a trained warrior, you easily slap his fists aside before moving in for your own attack.

The second thug is more prepared than the first, but it matters not before you for the skill difference is too great. With an agile twist of your arm, you slash the boy across his side, Talatine biting deep enough to draw blood and leave red gashes. As the lad cries out in pain, you bring Talatine back without turning the weapon around and the hilt of your sword smashes into his face.

As the second of their number drops to the ground, the remaining ruffians have their first smart thought of the evening and decide to flee. You briefly consider chasing them down, but they already got a head start and you don't have any superhuman speed outside of shapeshifting into an animal.

If you really wanted to, you probably could catch them, but you deem them not worth the effort. Instead you decide to turn your attention to poor maiden that they were attacking.

The girl is barely of age with brown eyes, brown hair and to your mild surprise, brown skin. That is just another of the things that you need to get used as what was a rarity in the Kingdom of the Faeries is commonplace in the mortal world.

"Whooo are you?" slurs the maiden, clearly having partaken in too much alcohol as she sways on her feet, "I'll f-f-fight you as well. Bring onnn you shiny bee-itch."

"I am a friend," you reply calmly, dismissing Talatine as a sign of friendliness, "I save you from your attackers and I have no intention in becoming one of them myself."

"Th-thanks shineee bitch," slurs the drunken girl as she waves a hand at you and gives you a bloody grin, "I owe youuu one for th-at-at-that."

Yes, she does, but you don't comment on that right now as the rescued maiden wanders off. The girl is drunk right now and it would be improper for an honourable knight you to call in that debt while she isn't in her right frame of mind.

You return to your form of a blue tit, Torlyn returning to your aura as you change into a form that no longer fits it. You may not wish to call in the favour now, but you ought to find out who this girl is so you may claim it in the future and as a knight, it is only proper that you make sure she gets home safely.

You take a moment to look at your victims this night. The two boys have been left there, abandoned by their friends. The injuries that you inflicted upon them aren't lethal on their own and they had earnt them via their actions. You sort of care about their fates, but you know that you shouldn't. These ruffians were just that and they were evil enough to gang up on a drunken woman. Who cares if they perish this night?

You shouldn't.

Doing your best to push them out of your thoughts, you follow the drunk maiden home. The place that she calls home isn't far from where she was attacked and fortunately, she does so without further incident. The business of the streets has waned with the lateness of the night and given her appearance, the girl is given a wide berth by the others out at night.

When she finally reaches the end of her journey, she makes back to a building that she enters after unlocking it. Before the maiden can close the door, you take the opportunity to swoop in. The girl blinks at the sight of your bird form and looks around for you, but you have already hidden yourself out of sight.

Unable to spot you, the girl gives up looking for you and locks the door before heading off to bed, giving you a bit of time to explore this building while she sleeps and sobers up.

Exploring the building, you discover that the maiden lives...
[] On her own. The maiden lives here on her own for one reason or another.
[] With her elder sister. Two sisters live in this building and it is the older sibling that owns the place with the younger one paying her rent.
[] With her parents. The maiden still lives with her parents with her father a typical Englishman while her mother is an foreign matron.

Initiative Rolls:
Fairy Knight: 13+11 = 24
Thug 1: 20+1 = 26
Thug 2: 14+1 = 15
Thug 3: 3+1 = 4
Thug 4: 20+1 = 26
Thug 5: 4+1 = 5

Fairy Knight attacks Thug 1
Talatine Attack, DC11: 15+11 = 26, Successful Hit.
Toughness, DC24: 1+3 = 4, Thug 1 Incapacitated.

Thug 4 attacks Fairy Knight
Unarmed attack, DC18: 5+2 = 7, Miss.

Fairy Knight attacks Thug 4
Talatine Attack, DC12: 9+11 = 20, Successful Hit.
Toughness, DC24: 11+3 = 14, Thug 4 Incapacitated.

Thugs 2, 3 & 5 flee.

Persuading the maiden that you are a friend
Persuasion Check, DC15: 18+4+2 = 24, 2 DoS

***​

You get to meet your future civilian buddy, Lydia Woodsworth, the waitress who works at a pub and apparently gets into fights. Feel free to look at the roles, but they aren't important. With the overall outcome never in doubt, they are mainly there to help me get used to using them and formatting them into the updates.

The current vote is determining who else lives with Lydia as you will soon be one of those people. It is basically a choice of you & Lydia, you, Lydia & Lydia's sister and you, Lydia & her parents.

Edit: By the way, if you find it creepy that Tamara entering someone's home without their knowledge after following them home with the intention of collecting a debt they agreed to in an off-hand comment while their judgement is impaired, then good. It is supposed to be creepy and fitting in with Tamara's fey heritage.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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New Home III
[X] With her elder sister. Two sisters live in this building and it is the older sibling that owns the place with the younger one paying her rent.

The girl lives with her older sister with a difference of two years between them. It is a steady arrangement with the two siblings loving each other and supporting each other from what you can tell.

The maiden you rescued, called Lydia according to her sister, comes home drunk with enough regularity that it isn't surprise for the older sister Ellen, but judging from Ellen's worrying, getting into a fight is not a normal occurrence for Lydia.

Once Ellen has finished fretting over Lydia, the two sisters head to their beds, giving you free run of the house for the night. While you briefly consider getting something to eat or drink, you decide against it. It would both be rude and potentially disturb the sisters from their sleep. No, better to wait until the morning when you can just ask them for food and water.

You decide to take the opportunity to sleep yourself. It will leave you rest and it is a good way to spend up the night. Shifting into the form of a cat, you find a hidden spot to sleep in. Hopefully the out of the way nature of your location will result in your cat body getting woken up by the movements of the sisters in the morning rather than have them stumbling across you while you still sleep.

That morning comes quickly enough as you find yourself being disturbed by movements above. Stretching your cat form as you wake, you quickly swap it out for the body of a mouse to make it easier to move about without being spotted.

"You were seriously drunk last night Lyd," says Ellen as she and Lydia enter the kitchen, the latter girl groaning thanks to her hangover, "You got into a fight and had this cock and bull story about a knight in shining armour appearing out of thin air to save you."

With such a perfect opening, you decide to introduce yourself to the sisters. Darting out from underneath the draws, you take a human form, going for sleek black hair, blue eyes and a lean build that has distinct enough curves to make it clear that you are a lady.

"That actually happened," you state as Ellen and Lydia freeze at the sudden sight of you, "And I did not appear out of thin air, I took a human form after previously being in a bird form."

"What the..." mutters Ellen, "Who the heck are you?"

"I am the Fairy Knight Princess Tamara, daughter of the mortal knight Tam Lin and the Queen of Fairies," you answer promptly, "I am here to collect the debt that Lydia owes me."

"Debt!" squeaks Lydia.

"Yes," you confirm, looking at her, "When I rescued you last night, you told me that you owed me one. I wish to collect that debt from you."

"What do you want from my sister?" demands Ellen even as she takes a nervous step back from you.

"Hospitality," you answer her, "I am new to the city and I need a place to use as shelter. I also need some assistance adjusting to the mortal realm for it has changed greatly."

"God damn it Lydia, what have you gotten yourself into this time," grumbles Ellen as she glares at her sister.

"This isn't my fault Ellie!" protests Lydia, "I was drunk."

"Yeah, you got drunk and people do stupid things when they are drunk," replies Ellen, "Now you managed yourself indebted to a freaking fairy of all things. How the hell you managed that, I don't know..."

"It isn't my fault," insists Lydia, "Fairies are made up! They aren't supposed to be real. This is completely unfair."

"Life isn't fair Lyd," retorts Ellen, "Fairies are real and we got one in our house. Hey fairy, you're not going to kill or enslave us or anything like that right?"

"Of course not!" you reply, affronted at the idea of you doing that.

"Then we can talk about this over breakfast," says Ellen firmly, "I got a job to do and I'm not going to be late over one of Lydia's drunken adventures. You're almost an adult Lydia, you got to stop getting into trouble like this."

"This is not just a drunken adventure!" exclaims Lydia as she points a finger at you, "She is not supposed to be real, you can't blame me for this."

"We can talk about this later Lyd," replies Ellen firmly, "It is too early in the morning to deal with this nonsense. I'm going to cook breakfast and then I'm going to go to work. You got yourself into this sis so you can deal with it since you got a few hours before your own shift starts."

"I hate you," grumbles Lydia, but there is no heat in her voice.

"No, you don't," says Ellen as she wags a finger at her sister before turning her attention to you, "Okay Miss Fairy Knight, where do you come from?"

You give your answer and the conversation over breakfast goes on in that manner. The two sisters are still wary of you, but as you have proven yourself to not be harbouring malicious intentions, they open up slightly. The three of you exchange stories of your pasts over a breakfast that Ellen cooks and you find out a good deal about your new hosts.

The two sisters have a third sibling, but they don't get along much with her thanks to Tracey being a Communist and therefore not a proper feminist in Ellen's opinion. Meanwhile Lydia seems to prefer to stay out of that affair, leaving it up to Tracey and Ellen to sort out their differences. The three of them are born to a woman from the faraway lands of the Raj, another part of the British Empire and its jewel, while their father is a soldier, who was promoted to sergeant during the war to end all wars.

You are deeply sceptical that it is possible to end war without also ending the world, but apparently this 'Great War' was just that terrible. You have your doubts, but out of respect to your hosts, you keep them to yourself.

The conversation comes to an end when Ellen has to leave for her job, a telephone operator where she manages the spells used by the humans to talk over impossible distances. You attempt to inquire about the magic used in the process, but the woman pretends that there is no magic involved.

Leaving just you and Lydia, you continue to engage the hungover woman in conversation where the topic soon strays to your abilities. Lydia is initially sceptical, but by changing your form a few times, you soon convince her that you are telling the truth. From there, the two of you have fun as you change forms in response to Lydia's requests before Lydia ultimately had has to get ready for her job.

***​

Sleeping in the form of a cat on the table, you are woken as Ellen enters the house, the noise of her return disturbing your sleep. Stretching as you wake, you idly note that Ellen has paused after closing the door, staring at you.

"When did I get a-" starts Ellen only to trail off as you jump off the table and transform into a woman once again, choosing same form as you had when you first spoke to her except you go with the darker skin that she and Lydia have.

"Greetings Ellen," you politely greet her, "How was your day managing the telephone spells?"

"Oh, you're real," mutters Ellen faintly before she actually faints.

***​

As you strike out on your own as night falls, you got a choice to make. The Woodworth sisters have been helpful as you had hoped they would. While their local knowledge is limited and not necessarily accurate or details, it is better than the nothing you were previously operating on.

There are two main criminal groups that they know of, the Consortium and the Golden Order. The former is the old guard, having existing for longer than either of the sisters have been alive and has been in control of London's underworld for as long as they can remember. Entrenched for over a decade, the Consortium operates primarily in London, but its mysterious leaders have reached out into other parts of the British Isles and beyond. Rich, powerful and firmly established, it will take a powerful outsider like you to take them down.

The Golden Order is the new blood, a newcomer to the London underworld, but one that is taking it by storm. Lead by the charismatic Golden Knight, they blur the light of bandit and vigilante. Founded by returning veterans, their visible leadership take on costumed identities and pretend to be seekers of justice even as they compete with the Consortium for the criminal underworld of London.

Speaking of costumed vigilantes, there is at least one true hero in London or at least there was. The Night was the first true threat to the Consortium, appearing during the midst of the Great War to challenge the Consortium as it attempted to use the war to further its own power and influence.

He vanished last year after being active for three. No one knows what happened to him, but it was in his absence that the Golden Order rose to prominent and became the main rival to the Consortium. You may wish to investigate what happened to him.

Finally, you have your original plan of offering your services to the royal family. While you intend to stay with Lydia and Ellen, you may still find work at the hands of your fellow royalty.

What does Fairy Knight do?
[] The Old Guard. The Consortium is the entrenched master of the criminal underworld with tendrils reaching out across the British Isles. With depths of manpower, money and other resources to draw upon, they require a powerful outsider like yourself to take down.
[] The New Blood. The Golden Order is a player on the scene, formed by returning veterans. They put up a good show of appearing to be champions of justice, but in practice, they are just as criminal as their rivals.
[] The Missing Hero. Appearing four years ago and vanishing one year ago, the Night was London's first costumed vigilante and its longest lasting one.
[] The Royal Family. You originally intended to find refuge and purpose from the local royal family. Now having found refuge from Lydia and Ellen, you just intend to seek purpose from them.

***​

This is going to be the end of the New Home arc. You have established who Tamara is going to be staying with and there isn't much else to do apart from move onto the first adventure.

The first two options are going up against one of the two established powers while the latter two are picking up the plot points from the Old Lord and the Royal Blood. The third and fourth options will still have you staying with Lydia and Ellen as your place of residence and having them as your mundane friends, but you get the opportunity to pick up on the plots that they offered if you so wish.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask questions for more details and information.
 
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The Night I
[X] The Missing Hero. Appearing four years ago and vanishing one year ago, the Night was London's first costumed vigilante and its longest lasting one.

You decide to seek out the fate of London's first costumed vigilante and the only one that both lasted over a year and can be called a hero. There have been a handful of other vigilantes, but none of them remained active for more than a year.

Only five costumed men have prowled the streets of London for more than a year. The first is the Night. The second is the Templar, who is both a bear of a man and a religious man who styles himself after an old religious order. Wearing plate armour and wielding a giant war hammer, the man is both fearsome and mysterious, clearly acting on the behalf of an unknown master.

While some call him a hero and he usually goes after criminals, you judge him as more of a mercenary or retainer than a knight errant such as yourself or the Night.

The last three are the Golden Knight, the founder of the Golden Order, and his two chief enforcers, Wardog and Warhound. The Golden Knight is either charming or terrifying depending on who you ask with the Woodsworth sisters themselves being neutral on the matter. Also wearing plate armour, the Golden Knight has his plate covered in gold to fit his name and also wields a gold-inscribed longsword.

Like the Templar, the Golden Knight is called a hero by some, especially by his followers. A veteran of the Great War who has rallied other veterans of the conflict to him upon their return to London, the Golden Knight has earnt genuine loyalty from his supporters. Claiming to be a hero and just a man who seeks justice, the Golden Knight and his Golden Order are just another criminal organisation.

You can't help, but wonder if the Golden Knight is just pretending to be better than he is or if the Golden Order was originally something more than just another band of bandits.

The last two costumed vigilantes are the brothers Wardog and Warhound, brute force and precise force respectively. Both are feared for their ability to inspire terror in others and both Ellen and Lydia are wary when speaking about them even in private.

Warhound prefers to stay back at range, using a 'gun' known as a 'sniper rifle' to pick off his foes from afar. His brother Wardog is the opposite as he uses a gun called a shotgun to get up close to his enemies and take them down by overwhelming them.

The latter four may be future targets of yours, but right now, you are searching for the fate of the Night. It has only been a few months since he vanished and it is only now that the people of London are beginning to accept that he is gone.

You wonder what sort of person the Night was to leave such a reputation that it has taken close to half a year for his absence to finally be accepted as genuine and not some kind of trick.

A couple nights after questioning Ellen and Lydia about how the world works, you feel confident enough to go out and begin questioning people for information. You make use of your shapeshifting abilities as you use a bird form to get from place to place quicker than you could as a human and in each new place, you use a different human appearance.

By changing your appearance each time and changing location faster than a mere human should be capable of, you are confident that you will be able to throw off anyone who tries to figure out who are and following you back to your new home.

You ask around pubs and other gatherings of people, trying to figure out where the Night was last operating and what he was up to. Yet despite spending most of the night asking about, you are unable to find anything useful. Either nobody knows and admits as such or they don't know, but think that they do.

Despite the failure to acquire any useful information on what happened to the Night, two good things come of the evening. The first is that you are able to practice your social skills and get more experience at dealing with the people of the mortal world. The second is that you found where Lydia works. The pub is a nice enough plenty and seemed to be busy enough to be doing rather well.

In fact, the highlight of the evening was being able to order a drink from Lydia. You had the money from a guy who tried to get touchy with you without your permission and you were pretty sure that Lydia didn't recognise you, something you confirmed the next day.

The second night was not only just as bad as the first, but was even worse than the first night. You tried different places this time around, but not only do you get the same useless information, but some folks seem to be wary of you. Despite your best efforts to conceal your identity and what you are up to, word about what you are doing seems to be getting around.

On the third night, you try again in the hope that you will be successful this time and get some information. And to your surprise, you do get some information even if it wasn't in the manner you expect.

***​

"Hey lady," calls a man and you turn to look at him, pausing in the alley that you were heading down.

The man isn't much to look at with a thin body, unkempt hair and a ragged coat. The man is pretty skeevy looking and your first instinct is to just ignore him. You are already done with the current place and were going into the alley to transform into a bird so you could move onto your next location.

But you haven't made any progress yet so if there is a chance that this man might have something useful...

"Yes," you reply cautiously.

"My boss heard that you and your friends were asking about the Night and what he was up to last," drawls the man as he leans against the wall, "He is offering to help you out with that."

"And why would he do that?" you ask, peering at the man as you tried to figure out where or not you can trust him.

Actually no, you know that you can't trust him. He isn't trustworthy, at least not to you, but what he might be is someone with useful information or someone who works for someone with useful information.

You got a decent feel for reading people over the centuries and this man seems to be legitimate despite how unsavoury he is. The man certainly believes that his boss can help you with your quest for information and his boss is making the offer to you.

The only question would be if the man's boss actually has the information he is offering and why he is offering it to you. Well that and whether or not you are going to follow this lead. It is better than the nothing you have gotten so far, but you may not like the price attached to it.

Perhaps you can press this man for more information.

"He wants to know what organisation you and other gals belong to," answers the man with a shrug of his shoulders as you begin to subtle shift your form to something that he will find more attractive, "Don't hold this to me, but I think he might want to open up friendly relations with your boss. Probably try to work together and form some kind of alliance."

"I see," you muse before getting this mortal to fall your tricks, "I don't suppose you could provide me with some information. Just to provide that your boss is legitimate and not pretending to be more knowledgeable than he is."

"I would normally expect something before giving information like that away," says the man as he leers at you, "But I suppose I can make an exception for a pretty lady. And the boss can't blame me for proving some proof that he isn't full of hot air."

"Thank you," you tell him, giving him a smile that he doesn't deserve.

"The Night was last seen over in Westminster and Mayfair," says man in his sleezy drawl, "Nobody is sure what he was up to, but I bet he was looking into whatever got him. I'm not sure what got him, but I bet he was into something deep."

"Any clue what it could have been?" you inquire.

"It would have to had been something big and important," replies the man, half speaking to you and half talking to himself, "Had to be. The Night wouldn't have gone down to anything less. The Consortium had been going at him hard for last couple of years. He was the biggest threat to them before the boss showed up. God, even after the boss showed up, the Night was still the biggest threat.

If someone took out the Night, they would had to be something big with a lot of money and power. Someone capable of doing what the Consortium could not. Oh God damnit, I bet it was the government. They could have done it. I bet the Night was investigating some sleezy government project and they silenced him for it."

"I see," you say, "Thank you. That was definitely helpful. You said that your master wanted to speak with my master?"

"Yeah, he does," says the man as he pulls out a sheet of paper, "Here are the details. Boss will meet you at the location on here at the provided time. Your boss shows up there and then and the two of them can sort things out between them."

"I'll make sure that my boss knows," you tell the man, pleased to finally be making some progress after two fruitless nights.

You turn to leave, glad to turn your back on this creep and begin to plot your next move.

***​

As you make your way back to the house, you decide that you got two options. Well, three if you include continuing what you are already doing, but you don't see any point in doing that and you would be shocked if you could get better results than what you already have gotten.

The next option is to meet with whoever wishes to speak with you. You can just attend the meeting and see what he wants. You don't know who the man is or what he wants or how trustworthy he is, but the offer of information seems to be genuine. However the messenger he sent was an uncouth lout so you may wish to be cautious about whoever employed him.

The final option is to resort to your magic. You don't know how to cast spells or magic enchanted items, but you do know how to come up with a ritual and perform it. You got some leads to follow and you got enough information that you believe you can come up with a ritual to narrow things down further.

What do you do?
[] The Meeting. The man wants to speak with you and is offering you the information that you desire. You don't know who he is or what he wants, but the information being offered seems to be legitimate and his subordinate had already been quite helpful.
[] The Ritual. You got magic and you got enough info that a ritual is workable. Spend some time to come up with a ritual and use your magic to find out the truth behind the Night's mysterious disappearance.

Searching for rumours about the Night's last known activities, Night 1
Investigation Check, DC10: 10+4-5 = 9, 1 DoF

Searching for rumours about the Night's last known activities, Night 2
Investigation Check, DC10: 4+4-5 = 3, 2 DoF

Is the skeevy guy legit?
Insight vs Deception: ???+7 vs ???+1 = ???

Stealth Shapeshift
Stealth vs Perception: 17+7 vs 5+5 = 23 vs 10, Fairy Knight wins by 3 DoS

Probing for more information
Persuasion Check, DC16: 17+4+5+2, 3 DoS

***​

Alright, onto the first proper adventure. Fairy Knight has been searching for information (with a circumstance penalty due not being trained in investigation) and she has been unsuccessful to the point of drawing attention to her search.

So far the attention has been arguable helpful. An unknown individual is offering you information and wishes to meet with you. The messenger he sent was sleezy, but appeared to be genuine. However, you also don't know anything about the boss except he probably has the information he is offering.

As for the meeting vs the ritual, doing the ritual could work, but it might also fail and it means missing the meeting. Furthermore, the ritual may not provide you with the information that you would have gotten from the meeting. If you go to the meeting, you can always try the ritual latter, but you will need to introduce yourself to whoever you are meeting.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask
questions for more details and information.
 
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The Night II
[X] The Meeting. The man wants to speak with you and is offering you the information that you desire. You don't know who he is or what he wants, but the information being offered seems to be legitimate and his subordinate had already been quite helpful.

You decide to attend the meeting. It might not be the wisest of choices, but you feel that it is only polite to accept the invitation that you have been given. The information should be worth it and you can always try the ritual later if the meeting turns out to be insufficient.

It isn't long before it is time for the meeting as the paper gave a date only a couple of nights later. You let your new housemates know where you are going and what they are up to, but the sisters seem bemused by your activities more than anything else.

The meeting takes place in a pub, one that is neither meant for lowlifes nor the well off and is somewhere in between. Somewhere respectable, but still open to lower class clients and you can't help, but feel that is intentional given what the messenger was like.

You decide to go for a dramatic entrance. You are Tamara Lyn, daughter of the mortal knight Tam Lin and the Queen of the Fairies. You are a Fairy Knight and the only one that the mortal world has right now. Magic may not be part of the world right now or something that the humans believe in, but you will soon change those things starting with tonight.

There is an open window, a perfect opening for your bird form. Taking the body of a blue tit, you fly into the pub via the window and transform into a human form, a graceful figure with lean muscles, blonde hair and blue eyes though the last are hidden by your helmet. You have both Torlyn and Talatine on you with the armour covering your entire body while the sword remains sheathed at your side.

You look around the pub. There are only a few people here. A bartender, a couple of waitresses, several gruff thugs and the man that you must be meeting. The Golden Knight is someone you recognise from description alone as he wears a suit of plate armour like you except where yours is silver, his is gold. A gilded longsword rests next to his chest, the blade touching the ground as the hilt leans against the wall.

As everyone is awestruck by your arrival, either gaping at you or whispering to their fellows, you stare at the Golden Knight, trying to get a feel for the man. You are generally alright when it comes to reading people, but the Golden Knight is a blank for you. He controls his emotions and cues, watching you like prey watches a predator.

But while you don't get a feel what sort of person he is, you do get a good assessment of what sort of warrior he is. You are confident that you can take him as the Golden Knight is definitely a good fighter, but he just doesn't match up to you.

When comes to the offence, you are sure that the matter is about even with things being slightly in your favour while the Golden Knight's longsword doesn't stand up to Talatine. On the defence, you bet he is about as durable as you are with both of you relying upon your armour over any innate toughness. However, the Golden Knight relies more on his ability to take hits than you do as you are certain that you are better at dodging and parry incoming attacks than he is.

"Who the hell are you?" says the Golden Knight as he gapes at you.

"I am Fairy Knight, daughter of the Queen of the Fairies," you declare, not willing to give this man your true name, "I come seeking the final fate of the hero known as the Night. You claimed to have information regarding that."

"I do," says the Golden Knight quickly as he stares you with an intensity that is borderline uncomfortable.

"Excellent," you say as you stride up to the table that Golden Knight is at and take the other seat there, "Tell me what you know."

"Blimey, you're magic aren't you," says the Golden Knight in a quiet voice, only half-speaking to you, "Actual honest to God magic."

"Yes, I am," you confirm and ignore the ripple of emotion that your response sends through the room, "I came here for a reason. Your messenger claimed that you had information and you were willingly to provide it to me if I came to this meeting. Now here I am and I would like to politely request that information."

"Right, right," says the Golden Knight hastily, "The Night, of course. Me and my boys didn't have much to do with him. He generally focused on the Consortium and we left each other alone. Us and the Night that is. Both of us went up against the Consortium though not together.

The Night wasn't looking into the Consortium at the end. Well, he was, but he was looking into an associate of theirs. Some kind of important backer or one of their leaders. I can't say for sure as we didn't swap notes with the Night and we still haven't figured out who backs or leads the Consortium."

"So what was the Night doing Sir Golden Knight?" you inquire.

"Don't call me sir ma'am," replies the Golden Knight, still very tense, but calmer now, "I'm not in the army anymore and I certainly haven't been knighted. But back to the Night. The man was investigating something over in Westminster and Mayfair. I'm not sure what, but the last few times he was seen about, it was in those areas.

I personally suspect he was looking into someone high up in the government. I can't say for certain, but it makes sense. Someone important government figure is either in the Consortium or the Consortium has their hooks into them. It also explains why they were able to take out the Night. The Consortium couldn't take out the Night, but I wouldn't be surprised if the government could."

"That is helpful," you say and the Golden Knight relaxes by an inch, "Do you have any solid details for me to follow up on?"

"I have the locations of his last known sightings," answers the Golden Knight, "Oswald?"

"Of course boss," says one of the thugs as he moves over to his boss with a sheet of paper, carefully avoiding looking at you.

"Here you are," says the Golden Knight as he passes the paper to you.

"Thank you," you tell the Golden Knight as you glance down at the paper, "Unless you have anything else?"

"That is all," answers the Golden Knight swiftly, "I hope it proves useful to your endeavours Miss Fairy Knight."

"I hope it does as well Golden Knight," you reply before getting up.

"Wait," calls the Golden Knight as you head towards the window and you pause in your exit, "All of those women were you right? You're a shapeshifter."

"Yes, I was and yes, I am," you confirm before transforming into a blue tit and flying out of the pub using the same window you entered it from.

***​

The meeting proved successful. Not only did you get the information you were seeking, but you established just who you are to some of the influential criminals in the city whilst concealing the important information regarding you.

You got several locations to check out and finding them should be easy enough. The only question is whether or not to investigate them in person. It would be easily enough to personally visit each site and look for more information, but doing so would leave you open to being noticed.

An alternative would be using a ritual to investigate the locations from away. Doing that would keep you out of harm's way, but risks missing details and the ritual not being successful.

[] Personally Visit. You want to personally inspect the sites to reduce the chances of missing details. You would run the risk of being detected, but you doubt that anyone will realise what you are up to and you are doubtful of what they can do to you if they can.
[] The Ritual. You will use the ritual to keep out of harm's way. You risk both the ritual not being successful and missing out on details, but it would be safer and you lessen the risk of running afoul of whoever took out the Night.

How golden is the Golden Knight?
Insight vs Deception: ???+7 vs ???+11 = ???

Which Knight is better?
Insight vs Deception: ???+7 vs ???+11 = ???
-Dodge = Lower
-Fortitude = Higher
-Parry = Lower
-Toughness = 10
-Will = Lower
-Unarmed = Lower
-Sword = Lower

Magic is real golden boy
Intimidation vs Will: 20+4+2+2 vs 8+8+2 = 33 vs 18, Fairy Knight wins by 4 DoS

Please tell me everything that you know
Persuasion Check, DC10: 14+4+2+5, 4 DoS

Golden boy is a smart boy
Intellect Check, DC 15: 19+2 = 21, 2 DoS

***​

As some of you guessed, the meeting was with Golden Knight. With some blatant displays of magic, you have sufficiently overawed him into giving you what you wanted without asking anything in return, but he has figured out some of your tricks in return.

Now you got the information, you just need to figure out what to do with it. You can either visit in person or you can use a ritual to investigate remotely. It is basically a trade off of increased chances of success vs increased chances of danger.

Also kept in mind that not all choices are going to be equal so some options might have better trade-offs compared to other options.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to. Feel to ask
questions for more details and information.
 
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