Witchcraft Profession in Edda | World Anvil
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Witchcraft

In the olden days of Edda, before the Dark Sun Shattering changed the state of Magic, it was primal and chaotic energy and was only given a specific type, or "school" in modern terms, via being used by specific casters. In those days, Witches were spellcasters skilled at infusing and channeling magic to store magical effects or increase the potency of already arcane items. A fledgling witch could instill magic to increase the healing potential of berries, give arcane crystals magical attributes, and use mana to revitalize the land. Masters of the craft could enchant an entire forest, create a flowerbed from a desert, and prepare hundreds of spells within crystals, and fight without ever using their own magic for the day.   In the modern-day, Witchcraft is a more niche casting style and is more of a way of living practiced by certain Wizards and Druids. However, the primary technique is still present. After centuries of persecution due to propaganda campaigns from different casters and governments, especially after it was rumored a coven caused the Dark Sun Shattering, Witches live secretive and hushed lives, but gather among their kin, and are generally left be in the modern-day, as old tales of retribution resurface.   There is also a school of Practical Witchcraft, which utilizes the same effects as typical witchcraft, but without the added benefits of Arcane Enhancement. For example, Herbalists often practice Practical Witchcraft to make potions with impressive effects, but it takes longer and costs more than a witch's mana-imbued potions. Alternatively, sometimes natural elements and chemicals can be brought together in mixtures to produce effects without 3rd party mana at all. For example, making a candle out of animal Fat, crushed up Priscilla Lock Herb, Crimsonrue Oil, and a Silver-colored Wick can create a ward against simple spirits while it burns.   While you can find a coven in just about any populated area, more people means more chance one can use witchcraft, after all, most of them are small, local, and tightly-knit. There's only a handful of Covens who are spread across Edda that one can find sections and chapters in many locations, and even fewer are known. Those that are known by those even outside of Witch communities are as follows:  
  • The Coven of The Knitted Valley - A coven based around Potioncraft and Alchemy. Modern apothecaries will, knowingly or not, use tactics started by this coven, but the true secrets and capabilities of this group are only known to their members. They are seen as rather benevolent, and even Witches who aren't members have co-opted their symbol, a flower crown of Honeysuckles, as symbols of benevolence or non-judgment to non-witches.
  • The Hidden Crow Coven - A coven that is known of, but very little is known about. Very few members have been found, and even fewer proven, but the small bits of information and rumors say that this coven is filled with Witches who specialize in defensive wards, mundane and arcane alike, along with magic dealing with Sleep and Dreams. Their symbol is an effigy of a crow's head, with violet twine held in its beak.
  • The Hedge-Mothers Coven - A rather well-known Coven, especially in Magnum Opus, that are known for being ley-line medics. Assisting with magic circle creation, healing wild lines, and investigating unnatural fluctuations. Even more than the Knitted Valley witches, the Hedge-Mothers are seen as positive forces, albeit ones that are along the lines of civil servants. Their symbol is a circle of thick vines.
  • The Coven of Silver and Blood - An infamous coven of militant and combat-oriented Witches, also known as The Weapon Witches. These witches are unique in that they are skilled at creating magical weapons, and manipulating one specific type, sometimes even having the ability to create them out of pure magic. Originally a Dark-Elf Specific coven, they have found many members across Edda, each with their own specialty. They are seen as fierce attackers to non-witches, but benevolent defenders to Covens. To harm witches or their covens is to earn the ire of The Weapon Witches, and they will make you pay for their attention with blood. Their symbol is a Rose with burnt petals, leaving only thorns.

Career

Qualifications

While Practical Witchcraft requires no qualifications, other than a willingness to learn, true Witchcraft requires that one has the ability to use their own magic to carefully infuse items with Mana. There aren't any genetic limitations on that, it's merely a talent some have and some don't. In the past, it was theorized that Women were more likely to have the skill, but there's no scientific proof behind that, and in some cases, it was a piece of propaganda to equate Witchcraft with the ""less essential"" hobbies of women.

Career Progression

While witches integrate into common society rather well, in their own covens there aren't many strict ranks. While that's different for each group, generally you'll have a group of coven leaders, those who are advanced in their training, to watch over the fledgling members, and all overseen by a group of 1-3 Coven Mothers who have practiced their trade for decades, if not centuries.

Payment & Reimbursement

Witches are rarely hired, but when they are they are rewarded well, as they typically take intensive jobs. On rare occasions that entire Coven's have been hired, they've been given a wealth of government protections and rewards for their actions.

Other Benefits

Witchcraft is a powerful enhancer of herbalism abilities, and can even be used with the more Scientific practice of Artifice to enhance mechanical effects, although the way that certain Metals interfere with Magic limits it in ways. As a part of a Coven, witches get the chance to learn from their peers, or if they're running a Coven can provide security, either through granted defenses or secrecy. They also have access to a greater wealth of resources than they'd normally have.

Perception

Purpose

Witches have skills that cover a wide array of fields and professions, each with their own unique turns to the craft.

Social Status

In the modern-day, while there are rampant rumors and misinformation, Witchcraft is not persecuted or vilified as much as it was in the past, and being outed as a witch will typically end with more damage to one's social standing or reputation than ones life.   There are also many individuals titled The Witch of *Insert aspect here* who are skilled spell crafters with unique capabilities over a certain aspect or concept. These witches are less involved in the proper coven system, due to their unique powers giving them a very limited scope of magic, but many still join covens or form ones of their own, regardless. These witches tend to be more socially known due to their specialties, in good or bad ways.

Demographics

About 1 in every 5,000 people have the potential for Witchcraft, whether they know it or not.

Operations

Tools

The most important tools to a witch are what they use to channel their magic. For an alchemist, a mortar and pestle will be their sword and shield. To a weapon witch, their blade will carry their heart. For a seamstress, their needle, a teacher, their books, so on and so forth.

Materials

Much like their tools, the materials of a Witch depend on their specification. However, every single Witch has a token of power called their Impetus, a word loosely meaning Motivation, which is typically their first formed object that gave way to their path of Witchcraft.

Provided Services

A well-trained Witch can be at the top of their respective field. Medics, Crafters, even maniacal villains if that's what they desire.
Type
Arcane
Demand
Most people have unknowingly greatly benefited from Witchcraft
Legality
Witchcraft hasn't been outlawed for decades, but it's not the most socially acceptable career in Edda, location depending.

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