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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