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An introduction to witches (Dark Silver)

Started by Kindling, January 16, 2013, 09:07:31 AM

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Kindling



Folk often use the word witchcraft to mean sorcery or any strange goings-on. Wise women and wanton girls are called witches by some. Those who study esoteric lore know of the Copper Witches who battled demons in an age before the First Empire.

Such is always the way with commoners who speak of things they do not understand. They will call anything monstrous a demon whether it comes from the Beyond or not, and they will call anything secret and alien to them witchcraft, and any woman they fear or distrust will be branded a witch.

Whether true witches first called themselves Witch and then humans learned the word, or whether humans first called them Witch and they learned to bear the title with pride is unknown. The truth - held by few other than the witches themselves - is that they are ageless and inhuman, born in a time before history when the pre-human serpent volk created them as hybrids of mortal women and demigods.

The Copper Witches sang howling metal songs that beat and pierced their foes, and they were great lovers and friends of humankind. At one time they were the most numerous of witches, but they all died or vanished long ago, during the time of the First Empire.

Now there remain three rare breeds of witch in the world, and they are isolated and hermit-like, bitter, lonely and silent. All stand tall and painfully thin, with faces at once girlish and ancient; long thin faces with odd bone-structures and over-large yellow eyes. Their bodies are like those of human women, but as if beneath the skin the form has been constructed of bones and muscles stolen from animals so that they fit together inhumanly, bestially. They are at once graceful and awkward in their movements. They love to dance, especially alone and especially without music.

Pale Witches, the Maidens of Frost, have alabaster skin with a fine tracery of thin blue veins clearly visible and hair of silver or pure white. Their totem is the snowy owl and they have power over wind and cold, ice and winter.

Dark Witches, the Mothers of Dread, have skin the colour of dry, blackened scabs and hair like ink. Their totem is the raven and they have power over shadows and visions, lies and truths.

Grey Witches, the Thorns of Crone, have hair and skin of matte grey that never match, so that they always have dark skin and pale hair or pale skin and dark hair. Their totem is the wolf and they have power over wild things and predators.
all hail the reapers of hope

O Senhor Leetz

Awesome as always Kindling! More Dark Silver!

You've made the classic witch fit perfectly with your setting. I'm assuming that witch is not a profession then, but a particular creature? Do the remaining three witches consort with demons, fight them, or ignore them?

How do you imagine them fitting into a campaign?

Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xathan

I love the Dark Silver setting too, and this has me intrigued. As an introduction it's hard to get more details, so I'm just going to echo Leetz' post and eagerly await more.

Though I do have one questions: do you envision witches as playable, or are they more NPC type things?
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[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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[/spoiler]


Kindling

I had seen witches - true witches anyway, as in those of the Pale, Dark and Grey varieties, rather than simply women spellcasters who might get called witches - as definite NPCs rather than PCs. They're almost like my take on a less always-chaotic-evil version of Hags from DnD; definitely humanoid creatures rather than human magicians.

Witches' interactions with other supernatural creatures would probably be something I'd handle on a case-by-case basis. There's only one witch so far in my actual Dark Silver campaign. She's a Grey Witch and the PCs' main contact with her so far is when they fought and killed her sons who were essentially werewolves explained in Dark Silver logic... "well they inherited a bond with predators and wolves and stuff from their magical mother so they can transform into big wolf-man-things" rather than "it's this weird disease called lycanthropy." However, as much as she's probably upset about that whole thing, she might just about be persuaded that helping out against the bigger bads could be more important.... we'll see.

Basically though I could easily imagine that while one witch might see demons as enemies, another might make pacts with them to further her own aims and still another might not care, simply wanting to be left alone by everyone and everything to live in splendid isolation.
all hail the reapers of hope

O Senhor Leetz

Important question: do Dark Silver witches float?
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Kindling

Yes. Their lungs are like 3 times the size of human lungs, so they're a bit more buoyant.
Also, I feel I should give credit where credit is due - my witches are pretty heavily inspired by Zak S's Wolves in the Throne Room adventure, which I plan to run my players through once they manage to escape the Frozen Halls of Vith Khel (of which more later)
all hail the reapers of hope

O Senhor Leetz

Quote from: Kindling
Yes. Their lungs are like 3 times the size of human lungs, so they're a bit more buoyant.

That's strangely a terrifying visual.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Xathan

Quote from: Kindling
Witches' interactions with other supernatural creatures would probably be something I'd handle on a case-by-case basis. There's only one witch so far in my actual Dark Silver campaign. She's a Grey Witch and the PCs' main contact with her so far is when they fought and killed her sons who were essentially werewolves explained in Dark Silver logic... "well they inherited a bond with predators and wolves and stuff from their magical mother so they can transform into big wolf-man-things" rather than "it's this weird disease called lycanthropy." However, as much as she's probably upset about that whole thing, she might just about be persuaded that helping out against the bigger bads could be more important.... we'll see.

This is awesome. Are the male offspring of witches all teiranthropes of some variety? Or is it just werewolves? Do some give birth to different versions of male monsters?
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Kindling

well, they would all be massive weirdos if that's what you mean :P

in short, I haven't decided yet. I do, however, imagine that it's pretty rare for witches to have children in general, so our friend the Thorn of Crone in my campaign is something of an exception.
all hail the reapers of hope

HippopotamusDundee

What are the relationships like between the three breeds of witch (and what were they like with the Copper Witches) - to go with the hag analogy, do witches hang around in mixed-breed groups or do they tend, as far as they socialize, to stick with their own kind?