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The Witch

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Appearance: Witches appear fully human, with natural eye colors and a wide range of shapes and sizes. However, their unique aura—perceptible only to other witches—distinguishes them in the supernatural world. When casting spells, their eyes may turn completely white, depending on the energy being extracted

Lifestyle:  In the 1890s, witches often live solitary lives, though they sometimes form strong bonds with partners or covens. They tend to integrate into society by working in health-related roles, such as midwives or herbalists, allowing them to practice discreetly. Avoiding large cities like New York, witches prefer rural or secluded areas where their craft can remain hidden


Lifespan: Witches can live up to 500 years, though longevity comes with a price. After their first century, signs of decay begin, and by their fifth, they often resemble withered, mummy-like figures. To maintain a human appearance, they rely on spells and enchantments. Upon death, they die like humans, but their burial sites may trigger unnatural plant growth, and any magical items bound to them lose their power.

Origin

Long ago, in the cradle of civilization—ancient Mesopotamia—a priestess of great healing emerged as a divine intermediary, her abilities rooted in the blessings of the gods and the energy of the natural world. Her gifts, passed through her bloodline, made her and her descendants both revered and feared. These chosen healers and seers, called šiptu in their native tongue, safeguarded sacred knowledge and sought to balance the mortal and divine through their practices.

 

As their power grew, so too did envy and fear. The rise of empires brought persecution, forcing the šiptu to flee the great cities of Mesopotamia. Guided by visions of an untouched land, a small group of the priestess's descendants embarked on a perilous journey. Traveling with traders and nomadic tribes, they carried their rituals, practices, and divine connection, weaving their knowledge into the cultures they encountered.

 

Centuries later, their descendants arrived in the mist-covered glens and rugged highlands of ancient Scotland. Here, in a land of wild beauty and unyielding spirit, their gifts found new roots. Over time, their lineage became diluted, but the power within their blood remained, dormant and waiting.

 

Among their scattered descendants was a woman enslaved by a cruel chieftain. Though far from her ancestors’ homeland, she carried their bloodline and an instinctive connection to the sacred. In silence, she endured his cruelty, offering nightly prayers to Arianrhod, the Celtic goddess of the stars and fate, echoing the devotions her ancestors once made to Ereshkigal. By day, she sought hidden groves and cairns, offering her blood to the earth in rituals of hope.

 

Her prayers were answered not by divine intervention but through the promise of her unborn child. Born under a rare lunar eclipse, her son carried the dormant magic of his Mesopotamian ancestors, awakened by the land’s wild energy. As he grew, his gifts manifested in extraordinary ways: healing the sick, summoning elements, and inspiring hope among the oppressed.

 

The chieftain, dismissive of such “superstitions,” ignored whispers of an draoidheachd—"the magic"—within the boy. But on a night when the moon bled red, his power erupted. Guided by his mother’s prayers and the strength of his ancestors, the boy called forth fire to strike the earth. The chieftain fell, and the boy led the enslaved to freedom, retreating with his mother into the wilds where no chains could ever bind them again.

 

This defiance marked the rebirth of a lineage thought lost. The woman and her son established the first true coven in the Scottish highlands, where others with diluted but potent traces of the ancient bloodline gathered. Though weaker than their ancestors, they shared knowledge, honed their powers, and protected their kind. Over generations, their craft evolved, shaped by the rugged land and Celtic traditions. To those who respected them, they were cailleach, or wise women; to those who feared them, they became witches.

 

Thus, the legacy of the šiptu transformed, finding new life in the Scottish highlands. What began in Mesopotamia endured through the resilience of a single woman and the awakening of her son. From their coven, witches became protectors, seekers of knowledge, and guardians of the sacred balance between earth, spirit, and sky—bridging the ancient and the modern, the mortal and the divine. 

Presently

In the 1890s, witches in Shadewood Hollow tread carefully, navigating the fine line between their supernatural heritage and the need to remain hidden from human eyes. As industry rises and modern ideas take root, practicing their craft openly becomes increasingly perilous. Most witches live on the outskirts of town, their secluded cabins or hidden forest sanctuaries shielding them from prying eyes. These solitary practitioners, known as Solitaries, rely on their own strength and intuition, avoiding the communal bonds of covens for the safety that secrecy affords.

 

For others, the strength of community outweighs the risks. Discreet covens operate in the shadows, pooling knowledge and resources to preserve their traditions and protect their members. In Shadewood Hollow, one coven stands as the sole bastion of organized witchcraft: The Coven of the Hollow Veil. Its leader, Cordelia “The Hollow Witch” Greaves, holds the title of High Priestess. Known for her unmatched connection to the ancient forces of the forest, Cordelia uses her wisdom and power to guide the coven’s actions. Her influence extends beyond her coven, as she works to preserve the balance between nature, magic, and the encroaching industrial expansion.

 

However, Cordelia’s leadership has not been without conflict. Her fierce protection of sacred land has brought her at odds with Silas "Ashen Fang" Vance, the alpha of the local werewolf pack. Both leaders share the goal of preserving the land but clash over methods and territory, their mutual distrust simmering beneath strained negotiations. The tension has forced Raven Blackstone, the shapeshifter emissary, to intervene, mediating fragile truces that maintain peace but leave the underlying discord unresolved.

 

As High Priestess, Cordelia resolves disputes among witches, establishes the ethics of their craft, and shields her coven from external threats. Though few in number, the witches of the Coven of the Hollow Veil are bound by an unyielding loyalty to their leader and a shared purpose: to safeguard their traditions, protect the land, and maintain their secrecy.

 

Whether part of a coven or practicing as Solitaries, all witches ultimately answer to those who hold seats in The Congregation. These witches, representing the pinnacle of authority among their kind, ensure adherence to The Covenant and mediate supernatural disputes. Their decisions ripple across the supernatural world, shaping the actions of even the most independent witches.

 

Amidst this structure, many witches use their gifts to quietly serve the community. They work as midwives, herbalists, and healers, crafting remedies that soothe the body and soul. Their talents are sought after, yet lingering superstitions ensure they remain both respected and feared. This balance allows them to move discreetly among humans, offering aid while safeguarding their secrets.

 

The growing mining operations in Shadewood Hollow disrupt this balance, causing deep unease among the witches. The Coven of the Hollow Veil, guided by Cordelia, performs rituals to counteract the damage, shielding the land from further harm. Meanwhile, Cordelia’s personal wrath is legendary among those who dare desecrate sacred spaces, with tales of her vengeance woven into the folklore of the Hollow as a warning to all who threaten the delicate balance she protects.

 

Whether working alone or within the Coven of the Hollow Veil, witches strive to protect their traditions and the land itself. Their efforts are deeply interwoven with the town’s struggles. They move like shadows, their influence subtle but undeniable, their legacy etched into the very soul of the Hollow for those who know where to look.

Hierarchy

Witches operate either within tight-knit covens or as solitary practitioners.

  • Congregation Members: Senior witches who hold seats in The Congregation, such as Sister Magdalene Cross, Ezekiel Kane, and Abigail Hawthorne, ensuring adherence to The Covenant and mediating supernatural disputes.

  • High Priestess/High Warlock: The leader of a coven, often the most experienced and powerful witch, responsible for guiding members and protecting the coven’s interests.

  • Coven Members: Witches who work together under a unified purpose, pooling their knowledge and resources to strengthen their craft.

  • Solitaries: Independent witches who choose to work alone, relying on their own strength, intuition, and personal connection to the magical world.


Etiquette

Etiquette refers to a set of customary behaviors, social norms, and unwritten rules that guide how individuals interact with one another in various settings. Etiquette is not about rigid rules but about avoiding offense or misunderstandings.
 

  • Secrecy: Protecting the supernatural veil is crucial to all witches, breaks in the veil are considered reckless and may result in undesired consequences. 

  • The Congregation: Adherence to directives is widely expected, with actions carefully weighed to align with the greater balance.

  • Interfaction Collaboration: Cooperation with other factions is encouraged when mutually beneficial, while unnecessary conflict is avoided.

  • Balance: Reckless or disruptive use of magic is generally discouraged.

  • Seclusion: Many witches present their work as herbalism or natural practices, reserving overt magic for exceptional circumstances. 

  • Lineages: Ancestral traditions are valued, with younger witches often guided by elders. 

  • Sacred Spaces: Sacred sites are cherished widely through the witch communities. 

  • Restoration: Replenishing what is taken from nature is a common practice, with neglect of this balance quietly disapproved.

  • Solitary Practitioners: Solitaries are valued the same as coven witches, and offering assistance during their times of need is seen as respectful.

  • Supernatural Threats: Addressing rogue elements or breaches of The Covenant is widely supported. 

Core Abilities 

Every witch begins with these abilities:  
 

  • Spellcasting: Cast basic spells for healing, protection, or offense, drawing on their innate connection to natural and arcane forces.

  • Potion Brewing: Craft potions or elixirs with effects like minor healing, increased stamina, or heightened senses.

  • Herbcraft: Create potent salves, poisons, or balms by enhancing natural remedies with magical influence.

  • Magic Sense: Detect magic being cast nearby or sense residual traces of spells within a short period after their use.

Specialization Abilities

As witches progress, they can acquire specialized abilities from the list below, learning one at a time, with a maximum of four in total. Rare abilities become available at level 3 progression.

Additionally, witches may select up to four abilities from the human specialization list. They can learn one ability from the human list and one from the witch list at a time before advancing further.

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  • Alteration (Rare): Mask your magical essence or aura to blend in among humans or other supernaturals.

  • Arcane Branding: Craft magical bindings to suppress supernatural powers or mark individuals for tracking or protection. (Requirement: Must be completed via incantation with a personal item of theirs). 

  • Earthbinding: Harness the strength of the earth, from raising roots to shaping stones.

  • Elemental Form: Temporarily imbue yourself with elemental traits, such as fiery skin, a hardened stone-like body, or a flowing, water-like form. (Requirement: Must possess elemental magic.)

  • Elemental Mastery: Gain control over a second element, deepening your connection to natural forces. (Requirement: Must possess an elemental magic ability.)

  • Ethereal Manifestation: Temporarily bring a spirit into the physical world, giving it tangible form. (Requirement: Must be completed via incantation with a personal item of the deceased). 

  • Familiars (Rare): Bond with an animal or creature that enhances your magical abilities and shares your senses. (Requirement: Requires a personal sacrifice from the witch.) 

  • Firecalling: Generate and manipulate flames for warmth, light, or combat.

  • Flight (Rare): Defy gravity and soar through the air with supernatural control. (Requires immense focus and strength.)

  • Necromancy: Harness the power of death to commune with spirits, seeking their guidance or aid. This mastery extends to reviving the recently deceased, provided it is within 24 hours of their passing. (Revived individuals may retain their original race, revert to human, or, in the case of hybrids, embrace one side of their heritage, replacing hybrid abilities with the corresponding racial traits). 

  • Scrying: Use reflective surfaces, such as mirrors or water, to project awareness to perceive distant locations, objects, or individuals, as well as glimpse visions of the past or present. (Requirement: Must be completed via incantation. Clarity is symbolic and strong protections may block or expose the user). 

  • Spell Weaving (Rare): Craft unique spells from raw, invisible threads of magic, unbound by lineage or inherited incantations. Create tailored enchantments or magical effects to suit any situation. (Requirement: All spells must be original and not already listed among existing abilities. More complex spells require additional energy, ingredients, specific hand gestures, and incantations.)

    • Any newly created spell must be approved by a Storyteller or Story Lead before it can be used. A maximum of two custom spells per character is allowed. If a custom spell is unsatisfactory, you may modify it once. All approved custom spells must be recorded on your Character Sheet.

    • Coven Boost: Witches practicing spellweaving within the Coven of the Hollow Veil may share and use each other’s approved spellweaving abilities, as long as they remain active members of the coven. For a spell to be shared, it must first be taught to the witch wishing to use it. Should a witch become inactive or alter their spell, all coven members who were taught that spell will no longer be able to cast it.

  • Talisman Creation: Enchant objects to provide aid, such as granting werewolves control during a full moon or shielding humans from supernatural harm. (Requirement: An incantation must be performed on an item, which must then be worn at all times to maintain the effects). 

  • Telekinesis: Move, lift, or manipulate objects with focused magical energy.

  • Unbinding: Dispel enchantments, break curses, or dismantle magical constructs created by others. (Requirement: Must be completed via incantation). 

  • Veilcrafting: Weave powerful illusions in a small vicinity, disguising your true form or actions. (Requirement: Must have “Talisman Creation” and wear a talisman at all times if using this ability to conceal appearance for extended periods.)

  • Warding: Create protective barriers, seals, or circles to safeguard locations, objects, or individuals. (Requirement: Must be completed via incantation). 

  • Waterweaving: Shape and summon water, bending streams or rain to your will.

  • Windcalling: Summon and control the winds for shielding, guiding, or attacking.​

Limitations

  • Energy Drain: Casting spells and performing rituals require significant energy. Overexertion can leave witches physically drained, unconscious, or even comatose.

  • Spell Dependency: Witches rely on prepared spells, rituals, and specific components for their full power. Without these tools, their abilities are significantly diminished. (This can be as simple as reading from a grimoire, memorizing hand motions, or learning incantations). 

  • Material Dependency: Many spells and potions require specific ingredients. Without access to these materials, magic becomes limited or impossible to perform. 

  • Magical Backlash: Miscasting a spell or losing focus can cause unintended consequences, ranging from minor disruptions to catastrophic results.

  • Limited Durability: Witches lack the physical resilience of other supernaturals, making them more susceptible to injuries, illness, and aging.

  • Magic Overload: Extended use of powerful magic can destabilize a witch’s body or mind, leading to disorientation, temporary madness, or even death.

  • Lineage Influence: A witch’s potential is tied to their bloodline. Those from weaker lines may struggle to cast advanced spells.

  • Susceptibility to Binding: Witches can be magically bound by others, preventing them from accessing their powers until the binding is broken.

  • Coven Reliance: Solitary witches lack the amplified knowledge, protection, and resources that covens provide.

  • Daemon Influence: Witches are susceptible to daemonic temptation, risking corruption or enslavement if they succumb to such forces.

  • Emotional Vulnerability: Strong emotions like fear, doubt, or anger can disrupt spellcasting, leading to failures or dangerous misfires.

  • Incantation Fragility: During advanced spells, witches are defenseless until completion. Interruptions can cause dangerous feedback, potentially harming the caster or the surrounding environment.

  • Generational Burdens: Bloodline witches may inherit ancestral curses or debts, manifesting as magical flaws, physical ailments, or misfortunes.

  • Forbidden Knowledge Corruption: Delving into ancient or forbidden magic risks madness, corruption, or death. Higher magic is addictive. Even successful use often comes with severe, permanent costs.

Procreation

Witches can be born to either human or witch parents, with their magical abilities often tied to lineage. This genetic mutation, passed through the womb from a parent or distant relative, determines the strength and nature of their magic. Witches are also capable of procreating with other supernatural beings, producing offspring who may inherit a blend of magical traits and unique abilities influenced by the other parent’s nature.

In rare and unpredictable circumstances, daemons are born from two witch parents. This phenomenon cannot be deliberately achieved and is often seen as the will of ancient magic intervening in the bloodline. These children, marked by their unique tethering abilities, are distinct from their witch lineage, standing apart as something entirely different.

© 2024 shadewood Hollow

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