Witches
Witches are rare, mysterious beings. Revered for their immense magical abilities but often misunderstood, witches tread a precarious line between protectors and agents of chaos.
Biological Features
Virgin Pregnancies:
Witches are born exclusively through virgin pregnancies, often seen as unnatural and cursed by society. The mothers of witch-babes are ostracised and frequently abandon the children shortly after birth.Population:
Witches are exceptionally rare, with only 3–5 born each century across Valthor. The coven typically maintains a population of 10–15 witches, sufficient to influence significant events but not large enough to pose a direct threat to kingdoms.Abilities
Magic Manipulation:
Witches use weaving magic to perform powerful spells, including: Elemental manipulation (fire, water, air, earth). Illusions and mind control. Large-scale magical attacks.Binding and Warding:
Witches can bind magical creatures and create protective wards over people or places.Healing and Alchemy:
Advanced knowledge of herbs and alchemy allows them to heal wounds, create potions, and reverse magical curses.Prophecy:
Certain witches receive visions of the future, often cryptic and tied to the Obelisks.Weaknesses
Fragility:
Despite their immense magical prowess, witches are physically mortal and vulnerable to injury.Overexertion:
Excessive use of magic can lead to collapse, severe injury, or death, making their abilities a double-edged sword.The Coven
Location:
The coven resides in the Fire Slopes, a volcanic region connected to the Bul’Derlihiem Mountains through tunnels dating back to the Fire Age.Leadership:
Athelstana, the Matron, leads the coven. Raised by a magical creature, she is the most powerful witch alive.Structure:
The coven operates as a secretive organisation, training its members rigorously and maintaining its existence outside of societal norms. Its small size ensures the survival of its secrets and minimises persecution.Training Stages
Witches undergo a rigorous training process, with many dying or failing due to the overwhelming nature of their powers.The Blooming Veil (Initiate):
Age: Infancy to 10 years old. Focus: Emotional control and basic protective magic. Risks: Uncontrolled outbursts of magic endanger both the initiate and their surroundings.The Shifting Dawn (Adept):
Age: 11–20 years old. Focus: Elemental magic, defensive wards, and Obelisk connection. Trial: Adepts undergo the Trial of Resonance, channeling Obelisk energy to prove their mastery. Mortality Rate: ±30% fail due to the intensity of the magic.The Luminous Path (Disciple):
Age: 21–40 years old. Focus: Advanced destructive magic, combat strategy, and large-scale wards. Responsibilities: Disciples participate in coven missions and assist King Damon’s campaigns. Mortality Rate: ±20% fail due to magical backlash or overexertion.The Eternal Shade (Master Witch):
Age: 41+ years old. Focus: Mastery of all magical abilities, prophecy, and unique powers tied to their Obelisk connection. Role: Master Witches mentor younger witches and lead the coven’s strategic and spiritual initiatives.Role in the World
Misunderstood Protectors:
Despite their reputation as cursed beings, witches often work to maintain balance and prevent magical catastrophes.Influence in Battle:
Small in number, witches can shift the tide of a battle through devastating magic and strategic use of their abilities.Guardians of Forbidden Magic:
The coven safeguards dangerous magical artefacts and creatures, ensuring they do not fall into the wrong hands.
Geographic Distribution
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