Witchcraft
Magic Drawn From the Powers of the Netherhells
"Embracing witchcraft is akin to dancing on the edge of a cliff - it's leaping and pirouetting on the very brink of peril. Yet, it's more than that. It's audacity. It's brilliance. Those tedious wizards, tethered pathetically to their Arcane Plexus, can only yearn for the intoxicating powers that flow through our veins. It's not just magic; It's an art form, a performance with the highest of stakes, matching the loftiness of our ambitions. Wizards may converse with the storm, maybe learning from its roars. But we witches? We are the storm. The maelstrom to which others can only bow in awe and terror."Witchcraft is a controversial but powerful form of magic that originated from the fusion of Netherdyn and the Netherhells during the Age of Silence. The Netherhells are a demi-plane, a realm of nefarious spirits and demons, that once sought to engulf Netherdyn whole. However, with the arrival of the New Gods, Netherdyn was spared total consumption, leaving the Netherhells interwoven into its fabric - an sinister twin looming in its shade. These connections, where the ethereal meets the physical, is the wellspring from which the chaotic power of witchcraft flows. Demonologists and other scholars understand witchcraft as a mimicry of demonic abilities. It involves harnessing the tumultuous energy of the Netherhells for spellcasting. While demons may grant such powers to mortals, often exacting a heavy toll, witches bypass this exchange. By amalgamating their blood with that of demons, they directly tap into this force - often at the risk of their own lives.
Origin of Witchcraft
A demon blood infusion is a risky procedure. Alchemists spent centuries perfecting a method to 'safely' mix demon blood with those of mortals, yet there is never a guarantee for success. The direst consequence of this unnatural union is an excruciating, slow death. However many other longterm malignant affliction can haunt body and soul of those, who intertwine their essence with the Netherhells, seconds - or decades - after the fusion. Witches are categorized based on the origin of their infernal power. "Artificial witches" are those created through alchemical means, such as a before mentioned demon blood infusion, while "natural witches" are born with demon blood coursing through their veins. The earliest witches of Morvathia were all artificial, but over generations, their lineage evolved, with many modern witches now being natural, inheriting the power and peril of their forebears. Bloodrot, however, is an ever-present threat to all who wield witchcraft, regardless of their origin. This relentless affliction makes no distinction between artificial and natural-born witches, nor does it spare those with only a diluted lineage of witchblood. The most common form of bloodrot is not immediately lethal, but it is a relentless degrader of life. Over time, it insidiously rots away the blood vessels and internal organs, marking a slow and torturous path to the inevitable end. Despite the advancements in alchemy and healing arts within Morvathia, there is no known cure for bloodrot. As a result, many witches spend their lives in constant fear of the disease, always on the lookout for any sign of its deadly onset.Lineages and Kinship to the Netherhells
In the centre of all studies and research of witchcraft are the Netherhells - though even after hundreds of years, the true nature and full extent of this demi-plane has yet to be fully understood. This is mainly due to the unspeakable dangers that lie hidden in this realm, so that any form of exploration can only take place with the utmost precautions. However, scholars have identified at least thirteen distinct circles within the Netherhells. This segmentation has helped to indentity thirteen known witch bloodlines in Morvathia, each tracing its origins to a specific circle and the demons that dwell within. The lineage of a witch's blood is more than a mere mark of heritage. This connection bestows unique abilities and affinities upon the witch, influenced by the nature of the circle to which they are bound. Each of the Thirteen, the ruling families of Morvathia, is also defined by their connection to one of these distinct bloodlines. For instance, House Valtessa derives its control of the Hexfire from the energies of Abbadon, the Burning Sea. The witches of House Caladrius, renowned for their mastery in healing and necromancy, draw their power from Sheol, the Grave of the World. Meanwhile, House Zephyrion's dominion over shadows and deception is attributed to their link with Keres, the Eternal Night - and so on. This strict definition of categories however, is complicated by the existence of witches with so called 'dirty bloodlines.' These witches, sometimes born from unions between different bloodlines, exhibit powers that do not align neatly with any of the known thirteen circles. In some cases, these witches display a blend of abilities from multiple circles, while others manifest entirely unique and unprecedented powers. This phenomenon has led to speculation among demonologists about the existence of even more circles within the Netherhells, suggesting that the demonic realm may be infinitely more complex and unfathomable than previously thought.Witchcraft in Practise
The practice of witchcraft, while adhering to the universal Laws of Magic, diverges in a few significant ways from other forms of spellcasting. In the early days witches attempted to emulate the techniques of galdorian wizards, who draw their power from the Arcane Plexus of Netherdyn. However, the volatile and unstable nature of the Netherhells' magic led to often catastrophic outcomes. Consequently, witches had to refine their practices, developing methods uniquely tailored to their own needs, in order to gain control over the chaos in their veins.Rituals and Protective Measures
Witches have innovated a distinctive approach to magic circles, an integral component of all rituals and many incantations. They combine ancient arcane formations, like the twelve elements of magic, with divine protective circles, used to ward off demonic influences. This is a crucial steps to a witch's safety, as each spell cast by a witch is an invocation of the Netherhells powers, and thus risking unwanted attention from malevolent entities. The fusion of protective and magical circles offers a dual function: shielding the witch from demonic forces while allowing the same flexibility of spellcrafting like traditional magic. To enhance their protection, witches often wear jewelry — amulets, rings, necklaces — embedded with protective enchantments. These items serve as an additional shield during spellcasting. Many such objects are priceless heirlooms, passed down through generations of Morvathian witch families.Specialized Spellcasting Focuses
Witches also utilize their own spellcasting focuses to channel and control their power. Wands, particularly build for managing the unstable energies of witchcraft, have become a staple for both novice and experienced practitioners. These wands are crafted from specific materials like wickroot wood, prized for its ability to endure the fluctuating energies of a witch. Wands are not merely tools but often beloved fashion statements in Morvathia, integrated into staffs or canes, reflecting the personal style of the witch. Athames, small ritual knives made of nyxsteel, are another common tool. These knives, capable of channeling the Netherhells essence without spillover, are favoured by seasoned witches. While not typically made for cutting, athames can 'slice' through the veil separating Netherdyn and the Netherhells, empowering the witch's spellcasting, while minimizing direct contact with these hazardous energies. Crystal spheres, formed from crystallized demon blood, are another potent amplifiers of a witch's power, as they resonate with their own demonic heritage, enhancing their abilities. However, they also increase the risk involved in spellcasting. The use of these spheres is considered a daring statement of confidence and power, and only recommended to the most experienced witches. Less common but highly coveted are demonic relics directly linked to the Netherhells. Items like a rock shard from Abbadon, a feather from Keres, or a root from Drude hold immense power. These relics provide a profound connection to the Netherhells, offering unique advantages and capabilities to the witches who possess them.Cultural and Historical Context of Witchcraft
For the longest time in history witchcraft was viewed as a vile and forbidden art in the northern half of Vespero, particularly under the rule of the Galdoric Empire. Any affiliation with demons or the Netherhells was considered a heinous crime, punishable by death. The humans of Morvathia however, bereft of access to any other sanctioned forms of magic, turned to witchcraft as their only tool of resistance against their oppressors. This rebellious pursuit of forbidden knowledge marked Morvathia as the cradle of modern witchcraft, transforming the "dark arts" into a symbol of defiance and emancipation for the people. With the eventual liberation from Galdoric rule, Morvathia emerged not just as a free realm, but one where witchcraft became a celebrated and integral aspect of its culture. Governed by the Council of the Thirteen — an assembly of powerful witch families — the Witchrealm of Morvathia stands as one of the few realms, where no form of magic is forbidden or outlawed, and where the arcane arts are woven into the fabric of daily life, from the largest cities down to the rural countryside. However, this has also led to a social divide, where those lacking witchblood find themselves struggling to find their place and voice in the larger political landscape. More than a few see the current rule of Morvathia as a system of magical supremacy - akin to the original Galdoric Empire.The Continuing Stigma in Galdorsmynd and Beyond
Despite its legitimised status in Morvathia, witchcraft remains a condemned and outlawed practice in many other regions, most notably in the Divine Dominion of Galdorsmynd - the last bastion of power of the once great Galdoric Empire. In realms where the worship of the Divine Parents is favoured over that of the New Gods, witchcraft is seen as a perverse aberration, a corruption of the divine essence of magic. This notion of 'tainted' and 'false' magic is a deliberate contrast intended to set the 'pure' arcane arts of Galdorian wizards apart from the rest of the practised magical arts. The denigration of witchcraft as a divine transgression is a pointed attempt to undermine and delegitimize Morvathian advances in the arcane, marking a deep ideological rift between these realms. Other realms that share similar beliefs to Galdorsmynd, also condemn witchcraft in practice and research - but few deny direct trade and exchange with the Witchrealm. The Morvathian creations and innovation made with the aid of witchcraft and alchemy are often valued by various higher social classes. This discrepancy between the condemnation of witchcraft and the appreciation of its results, is commonly mocked with the phrase "keeping a blind witch in the house".The Evolution of Anatarian Witchcraft
Morvathia rise as an independent nation marked a turning point in the perception of witchcraft for many other nations. One of the first realms to reconsider its stance was the Sunblessed Land of Anatara. Historically, Anatara never imposed an outright ban on witchcraft or experimentation with demon blood. However, the few instances of witchcraft that did occur prior to Morvathia's liberation were often met with skepticism and derision. The results of these early attempts of harnessing demonic energies were seen as inconsistent and inferior compared to Anatara's traditional magical practices. The alliance between Morvathia and Anatara played a pivotal role in shifting attitudes. As diplomatic and cultural ties strengthened, so too did the acceptance and integration of witchcraft within Anatarian society. This gradual adoption over the past century has led to a burgeoning tradition of witchcraft in Anatara, distinct yet influenced by Morvathian practices. In contemporary Anatara, studying the arcane arts, especially in Morvathia, is regarded as a prestigious endeavor. It's common for young Anatarian nobles to spend a year or two at a Morvathian school of magic. This educational pilgrimage has become a rite of passage for many, a symbol of cultural and intellectual sophistication. Over time, Anatara has cultivated its own unique brand of witchcraft, adapting Morvathian techniques and integrating them with local traditions. This fusion has given rise to a new lineage of witches in Anatara. As a result, certain social circles in Anatara pride themselves on producing witches whose prowess rivals those of Morvathian origin.Demenore's Stance before and after the Curse
Before the widespread affliction of the 'Curse of the Beast', Demenore reflected the Galdorian Empire's strict stance against witchcraft - even long after it had restored itself as an independent kingdom from the Empire. Viewing it as a corrupt and perverse form of magic, Demenore upheld a stringent rejection of any practices linked to the Netherhells. The catastrophic fall of Demenore, followed by its eventual reunification under a new Kral, marked a significant change in the kingdom's history and its attitudes towards witchcraft. After the curse had plagued the land and its people for over decades, the knowledge of witches, particularly in understanding and lifting curses, became an invaluable resource and a beacon of hope. Witchcraft, once shunned, started to be seen as a necessary and potentially redemptive force. New educational institutions like the Royal Academy of St. Arcturius dedicate themselves to the reconstruction and unification of Demenore with the aim of restoring the kingdom to its former glory. These institutes, recognizing the importance of witchcraft in understanding and combating the Curse, actively sought to incorporate witchcraft studies into their curriculum. Efforts were also made on a larger scale to promote academic exchange with Morvathia, supported by the new Kral. However, the path to embracing witchcraft is not without its challenges. The difficult and painful history between Morvathia and Demenore casts a long shadow over these efforts. Memories of past conflicts, like the decade long raids of Demenorian warlods on Morvathia, and deeply ingrained prejudices pose significant hurdles in fostering a productive exchange of knowledge and cultural understanding.Neutrality of the Nine Cities
The Nine City Alliance of Valleterna, known for its diverse and autonomous urban centers, maintains a unique stance on witchcraft. Unlike realms that have taken definitive positions for or against it, Valleterna's approach is characterized by neutrality and decentralization. The Council of the Cities, the governing body that oversees the alliance, has not reached a consensus on a unified policy regarding witchcraft. This lack of a singular stance reflects the diverse opinions and cultural attitudes present within the alliance. In keeping with Valleterna's principles of local governance and autonomy, each of the nine cities within the alliance possesses the freedom to establish its own laws and regulations regarding witchcraft. Despite the varied approaches among the cities, none of them have enacted laws that completely ban the practice, presence, or residence of witches within their borders. This indicates a general tolerance, or at least a reluctance to fully reject witchcraft, even in cities where skepticism or apprehension towards it may be more pronounced. However, the degree of regulation surrounding witchcraft varies greatly across the cities. Some have implemented very strict controls on the practice and experimentation of witchcraft, others allow witches to practice with fewer restrictions. However, they all regard witchcraft as a matter of public safety, and so the practice of witchcraft is a frequent topic of discussion in every city council.The Ancient Practices of Bittermarsh
Long before Morvathia was hailed as the "birthplace of witchcraft," the people of Bittermarsh, specifically the matriarchs of the Deepmore Tribe, were delving into practices that bear a striking resemblance to modern witchcraft. These ancient rituals involved harnessing power from demon blood, engaging in profound rituals, and venturing into the depths of the Netherhells. This rich magical heritage predates Morvathia's liberation by centuries, highlighting Bittermarsh as an important milestone in the history of witchcraft.
Despite the similarities, Morvathian scholars draw a clear distinction between the "shamans of Bittermarsh" and the "witches of Morvathia" - refusing to outright call those ancient practises "witchcraft" at all. The argument hinges on a technicality: while the people of the Deepmore Tribe extensively used demon blood in their rituals, they never achieved a full demon blood infusion as the Morvathian witches did. Instead, demon blood was primarily a potent ingredient in their spellwork. Morvathian scholars, therefore, prefer to reserve the term "witch" for those who have successfully completed this infusion process, using "shaman" to describe the practitioners of Bittermarsh's ancient magic.
As Morvathia refined and formalized witchcraft, Bittermarsh did not remain isolated from these advancements. Over time, the Deepmore witches absorbed and integrated much of Morvathia's witchcraft knowledge into their own practices. This cultural back and forth led to a fusion of shamanic traditions with the more systematic approach of Morvathian witchcraft.
Interestingly, the language of Bittermarsh, Murkmurmur, does not distinguish between "shamans" and "witches." Instead, practitioners of magic, irrespective of their specific practices or origins, are referred to as "Qiqzari," meaning "sages." This linguistic choice reflects a broader perspective in Bittermarsh, where the essence of magical practice is generally valued over the specific methods or lineage. It underscores a cultural view that sees all forms of magic as part of a continuum of knowledge and power.
Interlocking Spirals
The symbol of witchcraft denotes the connection between the physical world and the Netherhells, the mixing of mortal and demonic blood and the coming together of two elements to form a unity.The Known Bloodlines
Witches of Abbadon
Abbadon, also known as the Burning Sea, is a circle of the Netherhells that is associated with the power of fire and light.Boon: Hexfire, Destruction
Witch Families:House Valtessa
Famous Witches: Queen Faustina Valtessa, Count Aurelian Valtessa, Queen Liona Valtessa, King Balduin Valtessa, King Luitgard Valtessa, Queen Violante Valtessa, King Alaric Valtessa
Witches of Algol
Algol, the Lightless Stars, is said to float above the other circles of the Netherhells, a void that stretches endlessly in all direction.Boon: Starsight, Foresight
Witch Families:House Eridani
Famous Witches: Lady Eira Eridani, Lord Eirik Eridani
Witches of Atahsaia
Atahsaia, the Living Factory is a massive, sprawling labyrinth of living flesh within the Netherhells.Boon: Animation, Flesh Crafting
Witch Families:House Siegmund
Famous Witches: Lady Kaela Siegmund, Lord Gideon Siegmund
Witches of Charybdis
Charybdis, the Inexorable Maelstrom, is a realm that is dominated by the ebb and flow of the ocean's tides, that lies at the very centre of the Netherhells.Boon: Power over Water and Sea
Witch Families:House Kelpearl
Famous Witches: Captain Kunigund Kelpearl
Witches of Drude
Drude, the Gnarled Roots, is a vast cave network underneath most circles of the Netherhells, characterized by dense, tangled thickets of gnarled roots, and thorny vines.Boon: Rootcall, Power over Earth and Soil
Witch Families:House Girasola
Famous Witches: Countess Demetria Girasola, Lord Cygnus Girasola
Witches of Fenrir
Fenrir, also known as “the Wretched Wilds”, is a place of hellish, untamed wilderness, where strong prey upon the weak.Boon: Instinct, Shapeshifting
Witch Families:House Carathorn
Famous Witches: Countess Lyra Carathorn, Count Finnegan Carathorn, Queen Euridir Carathorn
Witches of Gehenna
Gehenna, the Valley of Emptiness, is a vast, desolate expanse of parched earth, with no signs of life or growth. The spirits that wander the desolate landscape are those who have lost all sense of purpose or hope, consumed by a sense of endless emptiness.Boon: Curses
Witch Families:House Brindlebrook
Famous Witches: Count Leopold Brindlebrook
Witches of Keres
Keres, the Eternal Night, is a place of absolute darkness within the depths of Algol, the Lightless Stars.Boon: Power over Darkness
Witch Families:House Zephyrion
Famous Witches: Liege Lyr Zephyrion
Witches of Midas
Midas, also known as the Covetous Catacombs, is a circle of the Netherhells that is associated with desire, greed and hunger.Boon: Illusions, Manipulation, Temptation
Witch Families:House Argentier
Famous Witches: Count Aymer Argentier, Queen Brynhild Argentier, King Gastad Argentier
Witches of Neamhain
Neamhain, the Bloodied Battlefield, is a place of eternal conflict and endless war. Here, the souls of those who died in battle are doomed to fight one another for all eternity.Boon: Bloodmagic
Witch Families:House Thraex
Famous Witches: Lord Gallos Thraex
Witches of Nehushtan
Nehushtan, the Writhing Serpent, is a massive creature is said to be endlessly hungry, consuming anything that crosses its path, be it mortal or immortal souls.Boon: Serpent Magic
Witch Families: House Nagastra
Famous Witches: Lady Isadora Nagastra
Witches of Sheol
Sheol, the Grave of the World, is a plane of existence reserved for souls who are unable to find peace in death, their bodies consumed by decay and rot.Boon: Necrospiritism, Healing, Necromancy
Witch Families:House Caladrius, Devaraux Family
Famous Witches: Countess Runa Caladrius, Ser Viggor Devaraux, Queen Aedelia Caladrius
Witches of Raum
It is said that Raum is an incomprehensible space of change and evolution, constantly distorting and reforming itself.Boon: Transmutation
Witch Families: House Florindale, Dantéil Family
Famous Witches: Lord Ambrose Florindale, Grand Alchemist Finley Dantéil
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