Guidebook | Black Sun Rising

Black Sun Rising Guidebook


At the dawn of time, the watchtowers blessed thirteen people with magick. They passed their gift to their descendants, the family tree branching into smaller families and intermixing their practices and beliefs into various cultures all over the world.

Nine of the families created a coven, fleeing Europe under the rule of the Witch King, Malcoin Blackwell. They founded the small village of Salem, and for a short time, there was peace. Tragedy struck when the Witch Trials began anew and led to eighteen innocent deaths. They dissolved their coven and separated.

Some went to find a new home, the site of an intersection of three ley lines in Pennsylvania that they named New Hope. They buried their Book of Shadows and tried to co-exist with the standard population. Those who didn't go with them ventured west, to settle in northern Washington town they named Chance Harbor. The rest found refuge in Sedona, Arizona, or joined into the New Orleans covens.

Over the last five years, the restraints on the mythical Watchtowers has slowly released; and magick is seeping through the cracks of city streets. The veil between this world and the Never-Never have relaxed, and New York City is its playground. In this melting pot of culture, religion, and ethnicity; the descendants of these three great covens vie for control.

Past Storylines

John Blackwell's Master Coven


Black Sun is Rising is set in a universe where magic exists, and the plot centers around the existence of witchcraft, the occult, and the supernatural. In this setting, players can choose what kind of witch they wish to play whose family comes from different countires, cultures and ethnic groups. There is a great amount of history to choose from, and a lot of events outside of New York City help shape the current atmosphere of this game.

Within the past five years, the more and more unexplained phenomenon began to occur worldwide. Overnight, a mysterious aurora appeared in the sky over the city of New Hope, Pennsylvania. Defying all logical reason for existing, it remains visible in the beautiful tourist town both day and night.

In the historic site of Machu Picchu, a strange low current of wind pushes objects in a spiral pattern towards the center of the site, where a bloody altar was once used to sacrifice living creatures to an ancient god.

In Sedona, Arizona strange vortexes of natural energy push magnetic currents to all locations and infuse the earth around it with mystical power.

Meanwhile, the fabric separating the mundane world from the Never-Never began to mend itself, stitching back together and allowing the two worlds to cross over in places where the veil is thin. New York City is one such area, where our story takes place.


New York is the largest and most influential American metropolis, encompassing Manhattan and Staten islands, the western sections of Long Island, and a small portion of the New York state mainland to the north of Manhattan. Its urban area extends into adjoining parts of New York, New Jersey, and Connecticut. It is a modern marvel with plenty of historical monuments, magnificent buildings, and countless dazzling skyscrapers. Besides the architectural delights, New York is an urban jungle that has everything to offer.

In reality, New York City a collection of many neighborhoods scattered among the city’s five boroughs—Manhattan, Brooklyn, the Bronx, Queens, and Staten Island—each exhibiting its unique lifestyle. Moving from one city neighborhood to the next may be like passing from one country to another.

New York is the most ethnically diverse, religiously varied, commercially driven, famously congested, and, in the eyes of many, the most attractive urban center in the country. No other city in history has contributed more images to the collective consciousness of Americans. Wall Street means finance, Broadway is synonymous with theatre, Fifth Avenue automatically pairs with shopping, Madison Avenue implies the advertising industry, Greenwich Village connotes bohemian lifestyles, Seventh Avenue signifies fashion, Tammany Hall defines machine politics, and Harlem evokes images of the Jazz Age, African American aspirations, and slums.

The word tenement brings to mind both the miseries of urban life and the upward mobility of striving immigrant masses. New York has more Jews than Tel Aviv, more Irish than Dublin, more Italians than Naples, and more Puerto Ricans than San Juan. Its symbol is the Statue of Liberty, but the metropolis is itself an icon, the arena in which Emma Lazarus’s “tempest-tost” people of every nation transform into Americans—and if they remain in the city, they become New Yorkers. The constant commotion of conversing voices rages up and down the streets that lead to many places to explore. In hidden, filthy alleyways there are occult shops that will only exist there for a night, where arcane objects and forbidden desires can be purchased for a price. In this city occult orders hide in beautiful brick buildings, hiding among the multitude of humanity under the disguise of Freemasons or the 1%. A nightclub called the White Rabbit only admits those who can exhibit magickal talent, catering to both humans and the supernatural alike. Protected from harm by what is called the Accords, no violence is permitted upon its grounds and should one offend the punishment is worse than death.


The Never-Never is the spirit world that exists alongside our own as a sort of alternate dimension, but its shape is not the same as the mortal world. The Never-Never is infinite, touching the Mortal world in places where they have something in common, a resonance of energies. If a point in the Never-Never is a dark and spooky place, then it touches a dark and spooky place in the mortal world. It is also called Faeireland, Never-Never Land, and contains realms within it like the Further and the infamous Goblin Market.

The Sidhe control the parts of the Nevernever that are closest to the Mortal world. Ruled by the Winter and Summer Courts of Faeries, and separated into two distinct territories.

Given New York's age and history, there are several ways in and out of the Never Never. These paths, called Ways, can get a person to a far away location quick and easy with a minimum of interference.



A witch is a man or woman who was born into one of the Thirteen magickal families. Traditionally, the word was used to accuse someone of bewitching someone or casting a spell on them to gain control over them by magic.

When the world began, the mythical Watchtowers blessed thirteen unique families and gave them the ability to use magick. This blessing was carried on generation after generation and branched out to smaller branch families. Most individuals who can use magick belong to one of the Thirteen Families, even those who no longer identify as witches once belonged to one of these families at one point in their history. They all possess an affinity to a particular watchtower and possess a supernatural ability(not to be confused with an all-encompassing superpower). Each family has their unique magical style, origin, lore, and family-specific spells that the character can access.

Witches born without a family are called Carrion Witches, and have no book of spells to start from, but have the advantage of being able to learn any magic.

THE AFRICAN CLANS African continent and outlying islands

Magic is still very much alive and mainstream in Africa. The traditional beliefs and practices African people include various traditional religions. These traditions are oral rather than scriptural, include belief in a supreme creator, belief in spirits, veneration of ancestors, orphic use of magic, and traditional medicine. The role of humanity is one of harmonizing nature with the supernatural. The Omoni is perhaps the most powerful in Africa, though their descendants in America are even more powerful, claiming the name of their most famous witch, Laveau. Meanwhile, the Abusiri and Sheba are small families that have little in common with the other African families other than the continent. The families of Africa and their diaspora have often feuded about which of them is the most powerful. Thus, there is no parent family, in particular.

Magickal Style: Spirit Magic, Voodoo, Hoodoo

Spirit Magick was a very dominant form of sorcery that drew its energy from the Spirits who resided in both the Further and other realms of existence. Unlike other types of magic, the Spirits dictate how the magic is used. If a witch abuses power bestowed upon them, the Spirits may break their connection to the witch, preventing them from further harnessing that kind of magick.

Voodoo is an ancient and powerful magical practice; that is also a religion, used by some witches. Voodoo is described as a set of spiritual folkways which originated from the traditions of the African diaspora. It is a refined form of the Afro-American religions which developed within the French, Spanish, and Creole population of the U.S. state of Louisiana.

Hoodoo is a magical practice that mixes occult elements of African, European and Native American witchcraft along with some Christian mythology. Contrary to Voodoo, Hoodoo is not a religion, but rather a various practice of witchcraft that is solidly based on herbal knowledge and used both negatively or positively.

Traditional African Religion

    • Maathai (Bantu mythologies – Central African)
            o Bantu Mythology
    • The San (San religion. No surnames – Southern African Bushmen)
            o San religion
            o They are Southern African Bushmen, tribal, traditional cultures with no specific name. One of the Pure Families untouched by outside influence.
    • Omoni (Yoruba/Vodun – West African)
            o Yourba Religion
    o This family is the root of many of the American subfamily trees.
    • Laveau (African diaspora in the Americas)
            o Afro-American Religions
            o Hoodoo Folk Magic
            o Heavily mixed with Tzeltal families in some regions.
    o Few claimed by the Laveau have any blood relation to Marie.
    • Sheba (Beta Israel – Horn of Africa)
            o Beta Israel
    • Abusiri (Ancient Egyptian pantheon – Egypt)
            o Ancient Egyptian Religion

TZELTAL South & Central America

Descendants of the native tribes of South & Central America. Many forms of ancestor worship, blood sacrifice and necromancy. They often eat human hearts as part of their rituals, but that may have been Blackwell propaganda. Some Tzeltal and their branches have mixed heavily with branches of the African-descended Laveau family in some areas.

            o Mesoamerican Mythology
            o Aztec Mythology
            o Maya Mythology
            o Olmec Religion

Magickal Style: Ancestral Magic, Sacrificial Magick, Necromancy
Ancestral Magic Similar to spirit magic, this type of sorcery draws its energy from the power of every ancient witch who's body has been consecrated into the area.

Sacrificial Magic is a potent form of sorcery that is highly dependent upon the ritualistic sacrifices of supernatural creatures and sometimes, even animals. This type of sorcery draws its energy from the power of every life sacrificed. 

Necromancy is a magical practice that allows a witch to contact, control and even revive the dead. While most witches who practice Necromancy are known to channel Dark Magic, a witch can use any Magic of their choosing to practice Necromancy.

Branch Families:
    • Santiago (Mexico - Santa Muerte)
            o Our Lady of Death Witchcraft
    • The Amazonians (Amazon Rainforests)
            o Tribal, traditional cultures with no specific surname. One of the Pure Families untouched by outside influence.
    • Yawar (Incan Mythology – Andean Regions in Western South America)
            o Inca Mythology

THE ANASAZI Native North America

The Anasazi evolved from nomads who lived in temporary dwellings to become accomplished farmers. In time, they created massive, free-standing stone buildings of up to five stories and cliff dwellings like those on display at the Manitou Cliff Dwellings, well before the time of the Roman Empire. The witches of the Anasazi practiced a form of ritualistic cannibalism, embedding it into their sacred rites. This profane practice led to the sudden abandonment of their empire and scattered their tribe to the four winds.

The former members of the Anasazi joined new tribes, becoming medicine men and dream walkers, populating the Americas in various tribes before colonization. Primarily healers who used several methods to diagnose a patient's ailments, including the use of special tools such as crystal rocks, and abilities such as hand-trembling and trances, sometimes accompanied by chanting.

Magickal Style: Totemic Shamanism, Dreamwalking, Shapeshifting
Totemic Shamanism Native Americans do not use the term shaman in their culture, but prefer the term, Medicine Man. These men utilize Medicine, which is the act of appealing to and bartering with spirits in return for their aid. To gain the attention of or access to these entities, the Medicine Man utilizes dreams or trances, bribes or offerings appropriate to the personality of the spirit, ritual dance or singing, and other ceremonial appeals. Each spirit has its personality and must be paid for their service, though they are capable of many great and strange things.

Dreamwalking is a term used to describe the power of penetrating, probing and manipulating someone else's mind, especially during sleep when the mind of the victim is at rest, and then the protective barriers are lowered. Doing this involves consideration of several factors. Invading the mind of a stranger, for example; is harder than that of an acquaintance. The side effect of this option is to remain trapped in the oneiric realm, unable to tell dreams from reality. When a reckless witch, for one reason or another, remains stuck in a dream world, her body begins to be in the grip of violent convulsions and, if not awakened in time, may even die.

Shapeshifting in Indian legend refers to Skinwalkers, witches who transform into animal form to take advantage of the unique characteristics and special powers of that animals. To become a skinwalker requires the evilest of deeds, the killing of a close family member. They become humans who have acquired immense supernatural power, including the ability to transform into animals and other people. Because of the belief that skinwalkers wear the skins of the animals they turn into, it is considered taboo to wear the pelt of any animal.

Anasazi Families:
    • Deganawida, Iroquois
    • Black Deer, Cree
    • Opothleyahola, Creek
    • Hatathli, Navajo
    • Cochiti , Pueblo
    • Black Elk, Sioux
    • Raincrow Cherokee


The Atharvaveda is not the name of a family, but a blanket term to cover the many clans of that particular region. Many of them are practitioners of the Hindu religion. Very numerous and unorganized due to the large expanse of the planet they cover. They were known to seek perfection of body, soul, and spirit with meditation and intense rites. Atharvaveda the broadest family (including their secondary branches), and some believe their blood is too deluded to make a difference.

Magickal Style: Summoning Magick, Shamanism, Herbal Magick,
Summoning Souls or Spirits exist in non-human entities such as animals, plants, natural phenomena, geographic features and everyday objects (sometimes even manufactured articles), as well as in humans. Often these entities must be placated by offerings to gain favors or even worshiped.

Shamanism encompasses the premise that shamans are intermediaries or messengers between the human world and the spirit worlds. Shamans are said to treat ailments/illness by mending the soul. Alleviating traumas affecting the soul/spirit restores the physical body of the individual to balance and wholeness. The shaman also enters supernatural realms or dimensions to obtain solutions to problems afflicting the community.

Branch Families:
    • Wu ( Gong-Tau Korea & China)
            o Gong-Tau Witchcraft
    • Wong (Taoist - China)
            o Taoism Witchcraft
    • Rai (India)
            o Vaishnava-Sahajiya
     Chudaili (Aghori– India)
            o Aghori Witchcraft
     Imahara (Onmyodo – Japan)
            o Onmyodo Witchcraft
            o Shinto Religion

BLACWAELLE Wales, England, English and Welsh Islands, and the Channel Islands.

This family is likely the oldest or one of the oldest lineages from the United Kingdom. Many of them dabble in darker aspects of magick such as necromancy, summoning other-worldly entities, and forms of high sorcery. Speculation is that the Blackwells originated from Merlin of the Arthurian Legend. In the United States, they are known as Blackwell, though some are still, reside in Wales.

Magickal Style: Dark and Summoning Magick
Dark Magick (or Black Magic) is an incredibly powerful form of sorcery that draws on the individual witches emotional state. Therefore, there is the potential for malicious purposes (e.g. to cause destruction or misfortune, to injure or kill, or for the profit of oneself rather than for the benefit of others). In modern usage, the term "dark magic" is often used to describe any form of sorcery that goes against the Balance of Nature.

Summoning Magick in were the caster teleports other creatures in from other places or dimensions, usually under his control and typically to fight for him. These include a bevy of demonic entities like demons, angels, faeries, ifreets, djinn or spirits of intellect.

Branch Families:
    • Chatham (Spiritual Mediums - English)
            o Victorian Era Spiritual Mediums
            o Chatham Inspiration
    • Crowley (Thelema - English)
            o Crowley Inspiration
            o Ties to the Hermetic Order of the Golden Dawn
    • Southeil (Extinct – English)
            o Southeil Inspriation
    • Faust (Demon Summoning - Dutch/German)
            o Faust Inspiration
    • Blake (American)
            o Secret Circle Canon Family
            o Chance Harbor, WA

VON DASENSTEIN Germany, Austria, Czech Republic, Hungary, & Ukraine

Witches who lived exclusively in the Black Forest and very in tune with nature. They were rumored to be related by blood to the Faerie folk. They did not dabble in coven politics, and slow to act, seeing to play the long game rather than immediate action. They were the Coven’s ties to the Fae, as many times a member of the family was born a “throwback” that had faerie blood. In the United States, they are more commonly known as Richardson.

Magical Style: Glamours, The Ways of the Never-Never
The Ways of the Never-Never Von Dasenstein witches know the in's and outs of Faerie, and in particular, know and understand how to navigate the Ways. Ways are little pockets in space-time where they can enter in one way, and out the other in another place entirely.

Glamour Originally was a term applied to a magical-occult spell that was cast on somebody to make them see something the spell-caster wished them to see, when in fact, it was not what it seemed to be. Von Dasenstein Inspiration

Branch Families:
•  Grimm (extinct)
            o Knowledgeable about various species from the Never-Never
    • Mann (German/ Jewish)
            o  Herbalists and Midwives
    • Bauer (Austrian/ Danish)
            o  Folklorist
    • Durant (France)
            o Nautical witchcraft, Sea-fairing
            o Knows how to navigate the Ways in the Never-Never
    • Glaser
            o Secret Circle Canon Family
            o Chance Harbor, WA

MERLAUE Germany, Poland, Czech Republic, Israel, many Islamic countries

Witches who during the dark age turned to science and alchemy to help augment their natural abilities. Studios, serious, but always staunch defenders of justice. Uptight and unyielding with a proclivity to be enemies of the carefree attitude of the Everett family. Recently known as Marlowe.

Magickal Style: Alchemy, Astronomy and Mathematical Magick
Alchemy refers to any process that might add value or usefulness to unrefined materials, although it thought of medieval philosophy and an early form of chemistry. It usually conjures up images of a medieval “scholar” in his laboratory, surrounded by piles of rare books and manuscripts, test tubes, retorts, alembics and other paraphernalia associated with chemical experiments. Over time, it has come to be used in modern language to refer to any magical power or process of transmuting a common substance, usually of little value, into a substance of great value.

Mathmatical Magick may seem a strange combination, but many of the most powerful magical effects performed today have a mathematical basis. Math is also the secret behind the technologies we use, the products we buy and the jobs we do.

Astronomy Astronomy is a branch of magic that studies stars and the movement of planets, and how it affects magick. Sacred geometry falls into this category.

Branch Families:
    • Dee (extinct – English Alchemist)
            o Dee Inspiration
    • Trevisan (Venetian/Italian)
            o Trevisan Inspiration
    • Chamberlain (English/American)
            o Chance Harbor, WA
    • Newton (English - Alchemist)
            o Newton Inspiration
    • Ben Sira (Extinct – Israel/Jewish diaspora)
            o Ben Sira
            o Kabbalah

MACGILLEBRIGHDE Scotland and its islands, Ireland, Northern Ireland, Northern Wales, and the Isle of Man.

Celtic seers, who are often so involved in their proclivity to see beyond the veil that they are left fragile and prone to bouts of delirium. Gilbert's are also a bit of a nomad family, moving from place to place. Often clash (Hecatine) style of magick commonly referred to as Druidry. It is a denomination of The Craft that comes from a Scottish origin which preserves the unique rituals of the Scots. A somewhat secretive tradition, not much is known of their rituals by outsiders. Their name became anglicized to Gilbert in the 1700's, but some MacGilleBhrìghde lives in Ireland.

Magickal Style: Elemental Magick, Oghram Gaelic Rune Magick
Elemental Magick is a magical practice that involves the utilization of the four alchemic elements Fire, Water, Earth, and Air. A witch with enough magical power can interconnect Elemental Magic with their rituals and spells to draw on their unique properties.

Ogham Runes manifest magical power that is arcane, but purely benign and non-corrupting. This culture uses Ogham runes for casting spells, soothsaying, and divination.

Branch Families:
    • Meade (Hedge Witches - England/Wales )
            o Meade Inspiration
            o Chance Harbor, WA
    • Kelley (England - Clarivoyant)
            o Kelley Inspiration
    • Whitlock (Scotland - Necromancy)
            o Whitlock Inspiration
    • Quincey/ Kinsey (Canada/America - Appalachian Granny Witchcraft)
            o Quincey Inspiration

WISON Romany/Gypsy, Persia, India, Romania,& Ukraine.

Gypsies (Romany, not to be confused with Romanian!) is originally from Northern India, and their diaspora moved West. The Domari ancestors of the Winston's moved into Persia first, intermarrying with the Bukhari, an already well-established line of witches there. They are ruled completely by women and have even gone as far as to castrate a male member of the household to take leadership of the family when a woman is not available to be the family head. Nomads, thieves, con men who attune their natural magick with guile and misdirection.

Magickal Style: Discordimancy, Entropomancy
            o The Domari

Discordimancy sews confusion, fear, and disorientation through the use of slight of hand and glamour. It's a much smaller and less flashy than what the Von Dastenstein witches

Entropomancy Entropomancy goes by a variety of names - malocchio, maladicto, katadesmoi --- and in all cases it amounts to virtually the same thing; the pure art of inflicting curses on targets, driving their lives toward greater disarray (and at it's extreme, death.) As long as the magic follows the principle of "things fall apart," entropomancy has an affinity for it.

Branch Families:
    • Lambros (Con Artists - Gypsy)
            o Romani Mythology
    • Vail (Ceremonial Witchcraft - German/Dutch)
    • Sati (Genealogists - Gypsy)
            o Gypsy Lore Society
    • Bukhari (Zoroastrianism – Iran)
            o Zoroastrianism
            o One of the oldest witch families, interbred with the Winstons, who became more powerful
    • Mevlevi (Sufism – Turkey)
            o Sufism
            o Whirling Dervishes

MAARTENSON Scandinavian Peninsula, Faroe Islands, Svalbard, Greenland, & Iceland

The Maartenson family was prominent along the Scandinavian Peninsula as Seiðr, sooth-sayers, and warriors in Norse society. They excelled in casting runes, spells, auguries and assisting soldiers in channeling a berserker rage.

In true Viking fashion, male and female members were on equal footing, and a Maartensdottir witch would know freedom many women of that era couldn't even dream about. They are masters at combat-inspired magick, using both divination and manipulative magick. A strong, proud family of warriors, they would often clash with other families in on-again-off-again wars, most notably with the d'Osons and the Wison's..then again they would feud with any family that was working against the best interests of the coven.

Magickal Style: Connective Magick, Combat Magick and Runic Magick
        o Seiðr

Connective Magick is a form of sorcery that allows a witch to create a semi-permanent bond that draws strength from other supernatural beings such as another supernatural or animal.

Combat Magick involves the use of connective magic to heighten physical capabilities and enter into a berserker rage. This style of magick allows the witch to survive critical damage and great prowess on the battlefield.

Runes manifest magical power that is arcane in nature, but purely benign and non-corrupting. This culture uses Old Norse runes for casting spells, sooth-saying or as an enchanted object to store a spell for future use.

Branch Families:
    • Armstrong (Icelandic - Werewolf Curse)
            o Necropants
            o Armstrong Inspiration
            o Secret Circle Canon Family
    • Weir (extinct – Scotland)
            o Weir Inspiration
    • Ashur (Switzerland/Germany - Connective Magick)

AVRAMIDIS Greece, Egypt, Turkey, Syria, Lebanon, Jordan

The untamed wild-card in coven politics, the Avramidis are wild witches of Greek ascendancy who worship at the altar or vice and excess. The forerunners of the Orphic Mysteries and the Cult of Dionysis, their rituals often involved drunken debauchery, orgies, drugs, and music. They are often known for creating new spells or new magickal items. Descended from Sappho, the creator of the most potent magickal tools called the Major Arcanum.

Rooted in the value of experience and sensation, they believe that magic is born from the mastery of the senses and understanding that things such as obstacles only exist as we perceive them. Shift your perspective, and obstacles melt away. To fuel this, the Avramidis relies on a library of sensations that they’ve experienced first-hand. A witch familiar with excruciating pain, for example, can use their familiarity to disregard it, or perhaps inflict it upon a target.

It’s no surprise then that those in the family throws itself into new experiences with what seems to be reckless abandon. The experience of new sensations is valuable, and even unpleasant ones have some use down the line. Their name was anglicized early on to Everett, but they still have descendants in Greece with the original surname.

Magickal Style: Hedonism Magick, Ascension Magick
            o The Cult of Ecstasy
            o The Cult of Dionysis
            o Orphic Mysteries

Hedonism magick is all about pooling together latent magic from multiple, hidden sources and using it to great effect. Hedonism magick also includes sacrifices, wild sex orgies, and rituals.

Ascention Magick Dionysis and the Orphic Mysteries have taught the Avramidis how to willingly and purposefully reincarnate after death, which can happen up to nine times. Spells allow the witch to tap into their past lives and re-live their former experiences. 

Branch Families:
    • Haadi (Psychopomps - Egypt)
            o Psychopomps
    • Onassis (Greece/Turkey)
    • Lovecraft (Horror Writer - American)
            o H.P.Lovecraft

DI BENEVENTO Italy, Croatia, Serbia, Bosnia, & Hungary

Italian witches originally dedicated to their dark version of the Cult of Nyx, harnessing the power of blood and shadow, risen from the Benevento area to become the assassins of Rome. They were often enemies of the Blackwells, clashing over rulership of the covens. Often they walked a fine line, due to their chaotic nature. They could be bought for the right price, commit murder and worse. They did a lot of black magick, and the family members who had paid "the blood price" received with the ability to animate shadows. The family married outside of the witch community and in the most recent generations in the United States became closely associated with the Keller family. However, there are Di Benevento witches still in Italy.

The Witch King had the clan exterminate the following families: Corvinus/Corvin (Italy), de la Barthe (Northern France), Southeil (England), Monvoisin (Southern France), Weir (Denmark), Hausmännin (Austria), Ben Sira (Israel)

Magickal Style: Shadowmancy, Blood Magick, Necromancy
        o Di Benevento Inspiration
        o Shadowmancy

Blood Magick is a magical practice that refers to the mystical properties found in non-human blood. Blood from different supernatural species possess different uses and used by witches to interconnect them with their rituals and spells to draw on their unique properties.

Shadowmancy is the magical art of manipulating shadows and is used almost exclusively by the Di Benevento family of witches. 
Those who dabble in Shadowmancy learn how to bend light around them, to cloak themselves in shadow, and have the frightening knowledge to turn the very shadows around an individual into servants that have the power to suck the life out of the one whom they have attacked.

Necromancy is the art of manipulating the dead.
Branch Families:
    • Rosselini (Italy)
    • Corvin (Serbia - Extinct)
    • Keller (Irish - Extinct)
    • Cerne/de Cernia (Croatian/Slovenian, or Venetian "de Cernia")

D'OSON Upper Rhine (France, Switzerland, & Germany)

This family has long been looked upon with some speculation, as they were involved with the culling of many witch families during the Inquisition. Most notably French in lineage, who prized knowledge over brute strength. Elegant, clean styles of magick but highly secretive employing many tactics of espionage, misdirection, and secrecy. The d'Oson family has the most ties with the Order of Cagliostro, and have questionable loyalty. Do they serve the Coven or the Order?

Secrets are their main staple and have practiced in the art of Secret Keeping. Employing charters and sigils, they craft an immensely complex spell involving the magical concealment of a secret inside a single, living book. The information is hidden inside the book held by the Secret-Keeper and is henceforth impossible to find — unless, of course, the Secret-Keeper chooses to divulge it. Anyone who obtains the book will find it empty; only the Secret-Keeper can unlock it.

Magickal Style: Representational Magick & Secret Keeping
            o Fidelius Charm

Representational Magic is a magical practice which using representative objects to manipulate reality. Its origins remain unknown, but is unique to the d'Oson families. Usually, such spells use much more power than one realizes. It's also a very delicate magic that requires much concentration by the witch who practices it.

Secret Keeping: Takes a fact and entrusts it with a single person. As long as that secret remains unspoken, it cannot be discovered by an outside party.

Branch Families:
    • De la Barthe (extinct – Northern France)
            o de la Barthe Inspiration
    • Monvoisin (extinct – Southern France)
            o Monvoisin Inspiration
    • Hausmannin (extinct - Austria)
            o Hausmannin Inspiration
    • Gaspar (formerly Gasparotto) (Northeast Italy)
            o The Benandanti "Good Walkers"
    • Conant
            o Secret Circle Canon Family
            o Chance Harbor, WA

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Hey, mature content and progressive plot can be tricky. We encourage creativity but understand that not everyone is comfortable reading the specific material. With that in mind, we have implemented the use of ratings in titles to act as warnings. We encourage players to mark threads with the following in the title if necessary:
M: Stands for Mature and is a catch all mark.
T: Stands for Trigger, Please note the possible Trigger Content.
V: Stands for extreme Violence or gore.
L: Stands for excessive Language.

ADOPTING CANON CHARACTERS : We have many canon characters that are available for adoption. We encourage new players to peruse our adoptable characters, who are presently behind the scenes. All actions done by an adopted character is considered canon, and we provide a thread tracker for easy perusal. Adopted characters have a strict 30-day activity requirement. A sudden absence for longer than 30 days without notice means your claim goes back up for adoption.
How to adopt:
Make your login and flesh our your canon as you see fit, and then post on the approvals board like any other character. We have a built-in thread tracker, so if you relinquish your adoptable character, another person can pick up where you left off.

Adoptable basics:
A simple guide to what defines the character is written up for you. We try to keep it as straightforward and intuitive as possible! If the affinity is open, then go ahead and change it to what you feel makes a good fit for the character. Concept notes are just that, a guideline to what role the character fills. Face claims can be changed to suit the player.

You can check out our list of adoptable characters here: Wanted

VIGNETTES: Each scene is considered an episode, having its story that takes place in our universe and is a part of the premise of the game as a whole. This style of storytelling is designed to allow players to have various levels of activity. We have everything from rapid-fire posting to scenes that take several weeks to meet completion. There is no limit on how many threads a character can be involved in, provided the scenes are always moving forward in time and seen to completion.


BE RESPECTFUL: We are all here to have fun, so please be respectful to everyone on this site. Play fairly, keeping your characters separate and allowing your partner the freedom to reply.

IN-CHARACTER CONSEQUENCES: In this type of role-playing game, we favor in-character consequences. Real life isn't fair, and sometimes bad things happen.


APPLICATION: Our Application is built right into your profile. It is created to guide you through the process. It is straightforward, just fill in the blanks. If you require additional help, we have provided a walkthrough for you.

BOOK OF SHADOWS: Each character in Black Sun Rising will receive a Book of Shadows that has spells, rituals, charms, and lore that they can cast for your character. These books help give background information about the world as a whole. All spells, rituals, and charms work as written in the Book of Shadows. You can find any additional information about Magick here:HOW MAGICK WORKS

EXPERIENCE POINTS: The more you contribute, the more you earn in experience points. At character creation, every character is given 200 exp to purchase spells, rituals, and charms that do not come standard in their Book of Shadows. New spells, rituals or charms cannot be purchased mid-scene and then immediately used.EXPERIENCE STORE.

NOTE YOUR SPELLS: When you cast a spell, you need to post it on the Spells, Rituals and Charms folder. This rule is designed to give us a simple checks and balances system to prevent people from metagaming. This ruling includes scenes done over Discord, Skype or another medium. It must be posted in its proper folder before it becomes legal.


WORD COUNT: We have no word count, no post matching, etc. We encourage you to flex your creative writing muscles and post what you feel is appropriate for you.

SIGNATURES/AVATARS: You don't have to have one, but if you do try to keep it no wider than 500 pixels, or you may stretch the board. Please refrain from graphic nudity in the signatures. If you want one and don't have the means to make one, then you can purchase it from the Experience Board.

POSTING TEMPLATES: We have Style Tag enabled on our site. We do not have a required template, but if you use one of your own, please make sure it is no wider than 600 pixels and doesn't stretch the board. And please make sure your font sizes and colors are readable.


We use an experience point system to allow players to upgrade their spells, learn new knowledge, and gain new abilities. Earning experience points is very easy, and every new player begins with 200 exp to start. These new spells are in addition to the items listed in their families Book of Shadows. Everything else from that point onward must be purchased with experience points.


  • Write a description along with photos for a new setting: 25 points

  • Posting: 5 points per reply

  • Help the staff with writing a news article: 25 points each

  • Write a solo post for the storyboard: 15 points each

  • Recruit a new player**: 50 points per player

  • Run an NPC in a scene, assisting staff: 35 points per scene **

  • Run a active side plot for another player: 70 points per plot

  • Advertise the game on social media: 15 points per ad

  • Create an item for the store: 25 points per item
** Player must stick around and be active for at least three months. A new player does not equate a new character. You can recruit as many new players as you would like, but you will not be paid your points until after they have been around and active for three months. *** You will play an NPC at ST discretion, taking notes from them and helping drive a narrative for another character. We will grant you this EXP to whichever character you wish, but it can not be divided up or given away.


  • A custom signature for your posts: 15 points

  • A custom posting template for your posts: 15 points

  • A spell of your choosing not currently in your Book of Shadows, within reason: 100 points

  • A animal familiar: 150 points

  • A Magick item with 3 uses: 175 points

  • A Magick item with 5 uses: 225 points

  • A Magick item with 7 uses: 250 points

  • A Ultra rare, awesome ritual of your choice: 300 points

* Includes the forum template, which I will provide for you!


We use a plugin that allows us to track and easily manage experience! Here is a quick tutorial on how to accept, and spend your points.
Check your Experience total

How to spend your Experience

Detail what you want to buy

Characters get more spells OOC through experience points, but they have to cast the spell IC (whether behind-the-scenes or not).

This game is about magick in all it's forms, and every character can use it in some fashion. Each character in Black Sun Rising will receive a Book of Shadows that has spells, rituals, charms, and lore. The Book of Shadows helps give background information about the world at large and your families culture. Your character can only cast the spells that come from your book or stolen from another. From here, you can purchase new spells, rituals, and charms from the experience store associated with your family.

Please utilize the shoutbox for thread tagging!
Diana Avatar
Dec 1, 2017 12:16:56 GMT -5
Diana: Tag , Of Trees and Men
Russel Avatar
Dec 1, 2017 17:03:20 GMT -5
Russel: Damage Control
David Avatar
Dec 2, 2017 18:05:12 GMT -5
David: , , and have a reply. :)
Russel Avatar
Dec 3, 2017 3:35:51 GMT -5
Russel: Damage Control
Simon Avatar
Dec 6, 2017 13:09:58 GMT -5
Simon: David or Russel is up on Damage Control
Russel Avatar
Dec 6, 2017 16:10:27 GMT -5
Russel: Damage Control, Farah could snipe a reply if they so wish!
David Avatar
Dec 6, 2017 19:44:42 GMT -5
David: Sorry for the late response. Here's a Damage Control reply
Russel Avatar
Dec 7, 2017 8:53:14 GMT -5
Russel: Damage Control!
Simon Avatar
Dec 13, 2017 15:29:13 GMT -5
Simon: Damage control, bitches! , ,
Nick Avatar
Dec 14, 2017 13:06:50 GMT -5
Nick: Bumpety bump bump and
Phaedra Avatar
Dec 14, 2017 14:32:14 GMT -5
Phaedra: taggeroo , , , and ANYONE ELSE WHO WANTS IN ON THIS SCENE
Russel Avatar
Dec 14, 2017 18:32:45 GMT -5
Russel: Damage Control snipe
Poppy Avatar
Dec 18, 2017 15:38:25 GMT -5
Poppy: Yo, Bump for Close the Final Door.
Guest Avatar
Dec 20, 2017 19:21:00 GMT -5
nev: your cbox doesn't appear to show up for me? it says 502 bad gateway
The Puppet Master Avatar
Dec 21, 2017 12:59:11 GMT -5
The Puppet Master: Hi Nev! We recently nixed our c-box in favor of our discord server. here is a link!
Russel Avatar
Dec 22, 2017 11:25:22 GMT -5
Russel: Damage Control
Simon Avatar
Jan 9, 2018 11:07:17 GMT -5
Simon: Thank you, everyone for the well wishes and understanding! Thank you for being active while I get my stuff back in order!
Russel Avatar
Jan 10, 2018 14:38:17 GMT -5
Russel: Damage Control!
David Avatar
Jan 12, 2018 0:15:52 GMT -5
David: Damage Control
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