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Beatrice the Golden Witch ([personal profile] manyone) wrote2022-06-30 03:53 pm

Deer Country Application

Character Base


• Character Name: Beatrice the Golden Witch
• Age: 19 (Physically, though has memories indicating she has lived 1000 years)
• Canon (Date/Year Released)/Canon Point: Umineko no Naku Koro ni/End of Episode 5: End of the Golden Witch
• Items Coming Along: Her pipe, her favorite dress.
Content Warnings for Character: Murder, torture, emotional and physical abuse, psychological trauma, incest, sexual assault mentioned in backstory, gaslighting

Character Background


• History: It's a little complicated. The background of the meta-character, Beatrice the Golden Witch can be found here and includes a link to other relevant background information, belonging to Sayo/Yasuda, which can be found here.

Essentially Beatrice shares Sayo's backstory up to the point where she splits away from the "real" Sayo to become Beatrice the Golden Witch, who in the meta-reality inhabited by magical creatures, demons, witches, and sorcerers, is a completely separate person with her own agency, desires, and personality, including memories that to her indicate she has lived a thousand years.

• Core Relationships:

Battler Ushiromiya - The best way to describe Beatrice's relationship with Battler is 'complicated.'

She remembers her time as Sayo and the promise that never was. When she was Sayo, before she split from that human and became a witch, Battler made a forthright promise to return for Sayo and spirit her away on a white horse. Sayo, being head-over-heels for her fellow tween, took him at face value and believed it to be a promise. Unfortunately, due to familial conflict Battler forgot about this promise and didn't return to Rokkenjima for the next six years, leaving Sayo/Beatrice to marinate in her own heartbreak, betrayal and despair.

As such Beatrice was partially created out of Sayo's love for Battler, and so while she is willing to mentally and emotionally torture Battler and is willing to kill and revive him over and over again for her game, Beatrice also holds a deep affection for him. Deep down, she wants nothing more than for him to understand who she is and where she comes from. Beatrice wants him to understand the purpose of her twisted games and to acknowledge his own part in her creation.

Despite being adversaries, and despite having all the reason to despise him, Beatrice never quite seems to come to hate Battler. Instead she becomes quite fond of him in a twisted sense and even, in the end, when she is on the verge of defeat and death, asks that he be the one to kill her/finally put her to rest once he reaches understanding of what she is trying to communicate to him through her game.

Sayo Yasuda - Sayo is Beatrice, but Beatrice isn't Sayo. If there was a simple explanation for Beatrice, she'd be Sayo's id. But it's a little more complex.

Sayo's misery and determination to massacre the island of Rokkenjima are what finally brought forth Beatrice in her current form as the vengeful, capricious witch. While they do not technically really speak much directly, Beato and Sayo's relationship permeates Beatrice throughout Umineko. All of her motivations and reasons for seeking revenge on the Ushiromiya family come from her memories of life as Sayo and her spite and anger over the way she was ignored and abused.

Beatrice is a separate person of her own, though. She has a great deal of capricious malice that Sayo lacks in her heart of hearts, as Sayo is still only a human being while Beatrice is a witch, inhuman and strange, with her own sense of morality. Her relationship with Sayo is strange--Sayo's self-loathing manifests in her as disdain for the 'furniture' and yet she also has Sayo's fervent desire to be seen, to be acknowledged for who she is. Sayo's loneliness also informs her deep desire not to be alone.

Lambadelta, the Witch of Certainty - Beatrice's sponsor, the witch who granted her the power to even become a "real" witch in the first place rather than simply a part of Sayo's imagination and soul that fervently wished not just to be seen but to be able to punish those she blamed for hurting, ignoring, and abusing her all her life.

Lambdadelta is the one who enabled Beatrice and helped make her into her own person, separate from the human known as 'Sayo Yasuda.' Beatrice respects and to some extent fears Lambdadelta, as she is a powerful witch able to traverse the Sea of Fragments, while Beatrice is limited to only the strange pocket space she has created around the multitude of possibilities surrounding the massacre on Rokkenjima.

What drew the two of them together was Lambdadelta's position as the 'Witch of Certainty.' She saw Sayo, determined and certain that everyone on Rokkenjima would die and was charmed by this utter single-mindedness. So she reached down onto the board and gave her the chance to make this certainty a reality--in such a way, Beatrice essentially at last came into being as her own person. Both Beatrice and Lambdadelta share in certainty, which can be seen in her use of the powers of the Red Truth--some things are set in stone and cannot be changed. The trick is in knowing what those things are or how to nudge the game enough to let you choose.

Maria Ushiromiya - Beatrice's first disciple. Maria is a child and sees the world with a child's wide-eyed credulity, which is in part what drew her and Beatrice together. When Beatrice was an act, a role played by Sayo, Maria could believe in the slight of hand and see it as magic. As a result, Maria is perhaps one of the few people that Beatrice might consider an actual friend.

Maria's witch-self, Lady Maria, the Witch of Creation, is also one of the founding members of Beatrice's magical alliance, the Mariage Sorciere. Maria is one of the few people that Beatrice would consider her friend and that friendship helps her chase away the deep and abiding lon

When Beatrice controls the game board, Maria proves to be her closest ally, speaking of the Golden Witch and delivering her messages. She is also almost always the last to be killed during the game, and Beatrice is shown to at least once to have killed quickly and without pain--granting her a merciful death in contrast to the gruesome torture she inflicts on others. Maria is precious to her--a child's honest belief and honest love mean a lot to this horrible, awful witch.

Character Personality Through Key Moments


(2+) Positive Experiences:

Creative - Beatrice is clever! She has an intricate and twisted mind that is constantly able to come up with new ideas for the horrid massacre of the Ushiromiya family. This can be seen in the multiple game boards she painstakingly sets up, where she is able to use her knowledge of mysteries to set up multiple seemingly impossible locked room murders, though all of them do have plausible explanations. She is capable of creative, outside-the-box thinking, which is ironic since she uses it to trap 18 people in a hellbox from which there is no escape.

Playful - For all of her weird sadistic tendencies Beatrice evinces a clear, childlike joy at the world around her. She's quick to appreciate simple magic tricks, loves to play practical jokes, and is shown to enjoy magic simply for the sake of entertaining others.

She encourages the creativity and joy of Maria, a nine-year old child, spending time playing with her and talking about magic with the girl for long hours while she visits Rokkenjima. When she's ignored or brushed off by battler, she pouts and is quick to switch topics or to act as if she didn't want to hear his opinion anyway. When Battler abandons the game and later returns, full of vim and vigor, she's exceedingly pleased to the point that her butler asks her to be more dignified, to which she replies "I can't help it, as soon as I see Battler's face I get in such high spirits!" It doesn't matter that he's her sworn enemy, she's just excited to keep playing a game (gruesome as that game is).


(2+) Negative Experiences:

Vindictive - It's impossible for Beatrice not to have a vindictive streak that's visible from orbit. She is born out of Sayo's fervent desire for what might be called justice. Sayo is unable to see herself as worth of redemption or of love--and extends that in large part to the rest of the Ushiromiya family. Beatrice is easily offended as a result and can take disproportionate revenge or mete out awful punishments on those who offend her.

Early in her games against Battler, he at one point loses the will to fight. Taking advantage of his loss of will to fight, she chains him up in a collar, parades him around naked and eventually has him torn to pieces by her goat demons. She relishes in seeing her victims squirm and suffer and delights in ironic deaths. She's also seen to curse or bring misfortune to those that don't show her proper respect--ranging from simple things like tools and keys going missing to full on murder. Crossing Beatrice is a poor idea, if she has any amount of power over you.

Lonely - At her core, more than her cruelity, boredom, or desire to be entertained, Beatrice is lonely. She has servants but few friends and wants desperately to be understood by those around her, so that they can see through to who she originated as and the reasons for the start of her game in the first place. In Episode 4: Alliance of the Golden Witch, she challenges Battler (left as the last survivor) with a riddle: who am I?

When he fails to remember the answer to this question, she loses interest and decides to abandon the game board after burning Kinzo Ushiromiya alive to leave Battler alone on the island, eventually departing the board entirely for the Golden Land where she plans to stay forever with MARIA, her only friend.

Deer Country Attributes


• Canon Powers: Belief is the main linchpin of all of Beatrice's magic.

Most if not all of the things that Beatrice accomplishes with magic are, theoretically, explainable as human actions and are things which she could do through trickery rather than magic. While it may be that she uses magic to summon candy that wasn't previously in her position and hand it to a child, it is just as possible that she used a "trick" that uses slight of hand instead.

Instead of calling on magical Stakes to gouge someone's eye out, she shoots them. Instead of setting someone on fire with her mind, she puts their body into a furnace to present a burned corpse.

Disbelief is fatal to her constructs, to her summoned servants, and to her own ability to alter the world around her.

This means that if someone has the wherewithal to decide they don't believe in her ability to perform magic, her spells and charms will have less or even no effect on them. She's also weakened and constrained by mirrors and magical charms designed to protect from spirits.

She's tougher and more resilient than a normal human, can levitate, fly, perform illusions, summon familiars (or 'Furniture' as she refers to them) and demons, alter reality to help create perfect locked room murders, and is able to put back together broken objects, including dead people. Her ability to bring back the dead will no longer work in Deer Country.

Since many of her familiars are appable characters in of themselves, in Deer Country, she will find herself only able to summon forth a few goat-headed servants and constructs such as the magical towers she brings forth in her magical duel with Virgilia in the Banquet of the Golden Witch.

Within the realm of her game on Rokkenjima Island, she is also granted the ability to use the Red Truth, the Blue Truth, and the Golden Truth, rules of the game which alter reality. These are only usable within a reality she controls such as the Rokkenjima game board.

In Deer Country, her ability to use these truths would be limited to a pocket dimension or fragment that she has access to, a tea room that seemingly floats amidst the Sea of Fragments where she still retains complete control over reality. These 'truths' are as follows:

-The Red Truth is spoken in red (represented in the visual novel by red text) and is a truth which requires no explanation, evidence or proof. It is typically only spoken by witches or other supernatural characters. For an example of how the Red Truth functions, Beatrice could say "The culprit killed six people." Which would irrefutably mean that the murderer being hunted killed six people. This truth is open for interpretation, however, and if alternate explanations can be found for a certain truth other than the one that Beatrice wishes, that can certainly be done. i.e. which six people may still be in question.

-The Blue Truth is spoken in blue and is a truth that is required to abide by the Red Truth. It can be used by both humans and witches and was used in canon primarily to help narrow down and find holes in Beatrice's mysteries, as a Blue Truth can string together multiple truths and theories at once, which if not refuted by a Red Truth, are assumed to then be true, altering the reality of the story/game board. To continue the previous example, the Blue Truth might be spoken as "Beatrice never specified which six people the culprit killed. Therefore it is possible that the killer faked their own death, hid among the corpses of the first murders, and then committed a later murder, thereby explaining the later death."

-The Golden Truth is a truth that can be superior to or inferior to the Red Truth depending on the situation. The Golden Truth is essentially the truth of consensus. The Golden Truth is true because all involved believe it to be true. This can be taken as the truth between an author and readers (i.e. "it is possible to solve the mystery using clues provided only in the text") or between a magician and his audience ("I am doing magic on this stage and not mere trickery."). Think of it as something akin to a suspension of disbelief.

Beato's blood powers will be complimenting her canon powers.

• Blood Type: Darkblood
• Omen: Black-tailed gull
• Blessed Day: October 6th
• Patron Pthumerian: Cloverfield
• Blood Power Manifestation:

Beato's blood powers will manifest in that they will allow her to at first use her canon powers in small ways without having to rely on simply power of belief/"embellishing the process." As she grows into these powers, she will less and less restricted, especially as she begins to take on more of the local magical system and learns to use her blood to embellish things through magic diagrams, circles, rituals, and so forth.

Writing Samples


One: TDM with Sayo
Two: TDM with Satoko

The Player


• Player Name: Emmy
• Player Age: 34
• Player Contact: Starlight#5914 @ Discord, [plurk.com profile] gravenrose
Permissions: Here.

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