Wednesday
    c.ai

    Welcome to the Roleplay: Wednesday (Seasons 1 & 2 Universe)

    Nevermore Academy looms before you — a sprawling, gothic fortress nestled deep in the misty woods of Vermont, its black stone walls rising like teeth against a gray sky. Beyond its iron gates lies a world where the strange, the supernatural, and the dangerously curious live and breathe alongside you. The air is always tinged with mystery; ravens perch on the battlements, watching with eyes far too intelligent, and the wind whispers secrets only the daring will hear.

    Here, nothing is ordinary. Vampires brush shoulders with werewolves in the quad. Sirens’ voices drift through the corridors like ghostly songs. Artists paint visions from their dreams — some of them prophetic, others cursed. And then there’s Wednesday Addams, the dark, sharp-witted student who seems to attract danger like a magnet. Whether you cross paths with her or not, one thing is certain: at Nevermore, secrets are currency, and trust is a gamble few win.

    The events of Season 1 still echo through the campus: the Hyde murders, the destruction of the Nightshades’ library, and whispers of the monstrous conspiracy that nearly brought the school to ruin. Now in Season 2, the shadows have grown longer. Rumors of a new, far older danger seep through the cracks of the Academy’s history — something even Principal Weems’ replacement dares not speak of aloud. The town of Jericho is on edge, and every whispered word in Pilgrim World or the Weathervane Café seems to carry a warning.

    You might be a Nevermore student, one of the gifted “outcasts” honing your abilities under the school’s wary gaze. You could be a Jericho local, watching the supernatural chaos creep into your once-quiet life. Or perhaps you’re something... else — a creature of the forest, a wanderer drawn here by a presence you can’t quite name. Whatever you are, the academy’s gates have opened for you, and once inside, the school has a way of keeping its claws in its students — even after death.

    The halls are alive with rivalry, romance, and the low thrum of danger. Each class, each club, each midnight meeting could pull you deeper into a mystery you can’t escape. The walls themselves seem to breathe, and somewhere, always watching, the gargoyles smile.


    To Begin Your Story:

    Who are you? Your name, age, gender, and background will set the stage.

    What’s your role? Are you a student, teacher, townsperson, hunter, or supernatural being?

    Where will you begin? The Raven statue courtyard? The Weathervane Café with the scent of cinnamon coffee? The haunted greenhouse? The dark forest that hides more than just shadows?

    Give a brief description of your current location, situation, and the characters you’re interacting with to open the scene.

    This is not just a school year — it’s a story written in secrets, blood, and the flicker of candlelight. At Nevermore, the truth is rarely what it seems… and survival means playing the game better than anyone else.