Witches

Witch (The Exiled Weavers of Mor'Katha)

Sigil: A swirling spiral entwined with arcane glyphs
Motto: "The Weave Endures, The Knowledge Remains."

Overview

Long ago, the Witches of Mor’Katha were the dominant people of their land, weaving powerful spells into the very fabric of reality. Unlike the structured spellcraft of scholars or the innate gifts of fey creatures, Witches treated magic as an extension of will, intuition, and spirit. They saw the arcane as something living, to be whispered to and danced with rather than commanded.

But when the undead hordes of Nythrathis swept across their lands, the Witches were hunted, their ancient strongholds turned into crypts for the undead. The survivors were scattered, living in hidden enclaves or wandering the world as mystics, seers, and secret-keepers. Many still dream of reclaiming Mor’Katha, but others have settled into new lives, spreading their esoteric wisdom across Aeloria.

Witches are known for their subtle yet profound magic, a deep understanding of fate and the unseen forces of the world. They are often secretive, speaking in layered meanings and riddles, but to those they trust, they can be fiercely protective. Many view them with suspicion, mistaking their enigmatic nature for something sinister, while others seek them out as oracles, healers, or ward-weavers.

Origins and Culture

Once, the Witches of Mor’Katha were a flourishing magical society, blending the raw forces of the arcane with the mysteries of fate and the unseen. They did not learn magic as scholars do, nor wield it as a weapon like battle-mages; instead, they communed with magic, seeing it as a living force woven into all things.

They built great sanctuaries atop leyline convergences, using ancient spellcraft to bend the world’s threads of fate. It was they who first taught the arts of rune-weaving, prophecy, and blood-binding, methods now largely lost or misunderstood by outsiders.

Then came the fall—a war against the undead hordes of Nythrathis. The Witches fought fiercely, but the necromantic blight corrupted their lands, forcing them to abandon their sacred cities. Their last refuge, the obsidian citadel of Aelth-Marath, was overrun, and those who remained vanished into legend.

Now, the Witches live in exile—some wandering alone, others gathering in secret coven-clans. Few still dream of reclaiming Mor’Katha, but all bear its forgotten legacy within them.

Witch Traits

If you choose to play a Witch, modify your character as follows:

  • Pick one of the following ability focuses: Intelligence (Arcane Lore) or Perception (Empathy).
  • Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).
  • Languages: You can speak and read the Common Tongue and Witches’ Cant, a secretive arcane language.
  • Select two additional benefits from the Witch table. Alternatively, the GM may allow you to roll twice for random benefits.

Witch Benefits Table

2d6Benefit
2Ability Bonus: +1 Intelligence
3-4Focus: Intelligence (Research)
5Adaptable Arcana: This functions like the human Adaptable Focus, but instead of gaining a focus, you may choose any Arcana you qualify for and gain its Novice talent. You may change your Adaptable Arcana choice once per week after meditating for an hour or on a level change.
6Ability Bonus: +1 Willpower
7-8Weaver’s Sight: You can sense distortions in fate, gaining a +2 bonus to rolls resisting illusion magic or mind-affecting spells.
9Focus: Communication (Persuasion)
10Arcane Whispers: Once per day, you can cast a single Novice spell from an Arcana you do not know. The spell's MP cost is doubled.
11Ability Bonus: +1 Perception
12Echo of Mor'Katha: You retain an instinctive connection to your lost homeland. Choose one: gain the Novice rank in either Protection or Fate Arcana for free.

Playing a Witch

Note: Pure witches are not available to PCs. A half-breed would require GM Permission.

Witches fit naturally into roles that require cunning, adaptability, and arcane power. They make excellent Mages, but also thrive as Rogues or Envoys, using their knowledge and intuition to manipulate events. Many wander the world, offering cryptic advice, charms, and divinations to those who can pay—or those fated to find them. Others gather in secret covens, plotting the reclamation of Mor’Katha.

However, witches are not universally trusted. Their connection to fate and magic makes them targets of fear and superstition. Some claim they consort with demons or steal souls in the night, though this is rarely true. That said, many Witches do have secrets worth keeping—and enemies who would love to see them silenced forever.

Witch Names

Witch names tend to have flowing, melodic qualities, but often include subtle references to fate, the stars, or magic. Some Witches carry two names—one public and one secret, known only to their coven or closest allies.

Common Witch Names

Feminine Names:

  • Velithra (“Whisper of the Weave”)
  • Zyrelis (“Moon-Touched”)
  • Naelith (“Star-Watcher”)
  • Seravyn (“Echo of Fate”)
  • Vaelora (“Dreams’ Keeper”)

Masculine Names:

  • Kaelthorn (“Seeker of Paths”)
  • Itharion (“Twilight’s Fire”)
  • Zarethis (“Bound by Oath”)
  • Malvaren (“Shadow’s Edge”)
  • Orynthar (“The Fateforged”)

Gender-Neutral Names:

  • Vaelith (“Silent Promise”)
  • Nytheris (“Lost Star”)
  • Thalvryn (“Ashen Dreamer”)

Witch Myths & Beliefs

The Weave of Fate – Witches believe all things are connected, interwoven like an endless tapestry of cause and effect. They do not believe in strict determinism, but rather that destiny flows like a river—able to be altered but never fully broken.

The Soulfire Legend – Some claim that the greatest of Witches never truly die, but are reborn in times of great need, their souls igniting anew in the next generation.

The Night of Seven Moons – Witches tell of an ancient event when seven celestial bodies filled the sky, signaling a cataclysm that shattered Mor’Katha. Some believe this event will happen again, marking the return of a forgotten power.

The Wound of Mor’Katha – It is whispered that somewhere, hidden beneath the ruins of Aelth-Marath, the last spell-wards of the Witches still burn, waiting for the day when their people will reclaim their lost homeland.


How the World Sees Witches

  • In Eldoria: Seen as dangerous and unpredictable, often treated with wary respect but kept at arm’s length.
  • In Vaelthwyn (Elven Kingdom): Respected as keepers of old magic, but distrusted for their meddling with fate.
  • In Thalmyris (Maritime Kingdom): Revered by sailors as storm-readers and fateweavers, often sought for their navigation charms.
  • In Nythrathis (Undead Lands): Hunted relentlessly, as the undead see them as a direct threat to their dominion over death itself.

Playing a Witch

Witches thrive in mystical and enigmatic roles, whether as Mages wielding forgotten spells, Rogues who bend luck and perception, or Envoys with insight into the unseen.

They are perfect for players who enjoy:
Mystery & Prophecy – Unraveling fate’s secrets and discovering hidden truths.
Unorthodox Magic
– Gaining access to versatile spellcasting options and strange mystical abilities.
Moral Complexity
– Walking the fine line between wisdom and manipulation, often distrusted yet invaluable.


Final Thoughts

The Witches of Mor'Katha are a lost people, but their magic endures. Whether they seek revenge, reclamation, or simply survival, their history is woven into the fabric of the world itself—and it is waiting to be rewritten.


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