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Fallen Joy

Sisterhood of Witches, The.

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The Sisterhood of Witches

Introduction
The Sisterhood of Witches was established long before it came to Valucre. In the beginning, it ruled a magically opulent realm called Luminara and consisted of a large coven of female witches bound together by fragments of their souls. This intense spiritual connection with each other enhanced their abilities and inaugurated them as sisters. Lead by an ancient witch named Luna, the coven prospered wondrously until wars broke out and with time the coven was shattered by external and internal tribulations. Without the influence of the witches to support the realm, Luminara became a desolate wasteland, purloined of its magic and beauty.

Determined to reestablish a stronger and more beautiful sanctuary for witches and their craft, Luna travels to Valucre to make her mark there.

What is it be a Witch?

I was surprised how often I was presented with this inquiry, and how many women are hesitant to join the coven because they don't know anything about witches. Well, I'm here to tell you not to let this intimidate you! You don't have to be a real life Wiccan to be successful in concepts of IC witchcraft. There are no right or wrong takes on what a witch or witchcraft is, but here is my concept for the sake of answering the question. This is what Luna follows. If you create a witch character, you may based it on your own concepts.

Spoiler

Witchcraft is mighty similar to normal arcane magic, and every witch develops their own concepts and specialties like any other magic user. There are witches that specialize in elements, necromancy, psionics, summoning, and other skills you'd see in an arcane user.

The most unique traits of a witch are [1]Witchcraft (spellcasting), [2]Unity, and [3]Channeling Affinities

Though some concepts view witchcraft as something that can be learned like taking on a religion, my concept is that witches are not made, but are genetically inherited. From conception, witches are a blank slate of magical potential that transpires through sheer desire and emotion. This native potential is strengthened based on the purity of the ancestry. A witch by this concept, can start casting magic from within the womb. My concept is also that witches are only female. While men can carry the witch gene, it is dormant. I do not classify witches and wizards as the same class.

Witchcraft allows a witch to manifest her desires through their blank slate of magic with directed focus, called spells. She can draw the magic from either within herself, through her sisters, or from other sources (celestial events, nature, moonlight, spirits of ancestors, blood etc). In this sense, a witch is limitless in the classifications of magic that she can do. (For example, a pure necromancer would have no business in understanding how to cast light/holy magic, but this is not the case for a witch. Spells can be written for necromancy and for holy magic. Of course they can backfire if a witch is untrained in the concept of spellcasting, or does not possess the magical potential to properly cast it.) A witch can train in other attributes like a normal arcane user to increase her ability to cast specific spells. (A witch that trains in necromancy will find a spell for necromancy easier to accomplish than a spell for holy magic, but both are possible if the witch is great at witchcraft itself.)

In other words, a witch that masters witchcraft can potentially master any other classification of magic. Needless to say, mastering witchcraft is not as simple as mastering an element, it's an incredibly complicated concept of being able to merge your desires into an arcane manifestation. Spells always require balance and sometimes prices must be paid. A witch must be able to provide the energy needed to successfully accomplish what she wants or the 'balance of energy' will find a way to balance it. This often results in an undesirable manifestation or even death of the witch. For example, a witch that tries to use a spell to reverse death and cannot provide the phenomenal amount of energy needed to sustain life, the balance will take a life to grant it.

For this reason, unless she is an all powerful thousand year old witch, the concept of Unity and Channeling Affinities is extremely important for successful witchcraft.

Unity is the concept of drawing strength from a magical bond formed between the witch, her coven, or her familiar. SoW for example has a magical connection called the Coven's Soul, a great power source that harnesses a fragment of each coven witch's soul. Amongst many other things, it allows them to converge their magic potentials to synchronously create a greater advent of magic. For example, if witch A charges and witch B charges, then witch C already has two potential charges for her spell. The concept of unity allows a witch to perform greater feats of witchcraft  because she has a greater supplementation of energy to manifest it. The greater her coven, the most potential a witch has.

Channeling Affinity  is very similar to unity, but also more complicated. Many arcane users bring energy from within themselves (soul) and manipulate it to do their bidding. Witches have a tendency to draw additional energy through a channel that her body connects with. This is most useful for a witch that does not have a coven. However, this is seen in other arcane users too. Holy Knights and Priests may channel their energy through prayers for their deity to bless them with strength for example. Luna calls upon the help of nature's energy to assist her when she using lone witchcraft, because she has the strongest affinity to nature and elements. Some witches may call upon celestial events or the power of the cosmos. Seer witches call upon the power of the Third Eye. Witches from a long line may channel their ancestors. This is a matter of the witch discovering her affinity, what does her magic connect to? That is for you, the creator, to decide.

However, unlike the concept of unity, calling upon the powers of something may not be answered. If the witch is performing a spell that contraindicates the nature of what she's trying to channel, it may be rejected. For example, a witch that channels an energy source of purity and divinity may be rejected if her spells is filled with iniquitous intent. Likewise a witch that channels energy from Hell is likely to be rejected if she tries to use it for a holy spell.  In this sense, Channeling Affinity can be limited.

 

While the later two concepts are more 'to be a successful witch' than what a witch actually is, the whole thing matters in my opinion of what a witch is. However the 'witch gene' is what grants the witchcraft concept I presented. Essentially the gene grants the ability for a witch to naturally manifest her desires and will through the power of the magic they are gifted with

Now this is not to say a witch can only do witchcraft. A witch can train herself to be an elementalist, necromancer, summoner, healer, etc. But witchcraft is unique and specific to witches. I hope this helps some of you get an idea of what a witch can be.

 

How is SoW unique?
Aside from the fact that the sisterhood consists primarily of only females, every sister has a unique connection called the Coven’s Soul. CS introduces a new concept of collective magic that emphasizes on the collaboration between every witch. Most organizations fake a group dynamic when truly the concept is every man for himself, SoW emphasizes and bases its success upon teamwork. It is a family dynamic that demonstrates the true meaning of strength in numbers. With Coven’s Soul, every individual witch’s magic is enhanced, and collectively has the potential to cast spells with the T1 potency of multiple preps in a single round. In fact, this method is so powerful, that caps must be placed on preps to ensure power balance.

You’ll never be forced to fend for yourself, nor will you ever be abandoned. This organization is not about the power of one, but the power of all. You'll never be weak when you're with your sisters.

Is SoW Good or Evil?

The Sisterhood is neutral, but ambitious. The leader Luna will do anything and everything to make sure her sanctuary is created. As her witches follow her ambitions, the coven is not opposed to doing evil anymore than it is opposed to doing good. We will do anything so long as it benefits our cause.

Alliances or Enemies
SoW has no enemies. Although ambitious, we are also subtle.

SoW had an alliance with an Unnatural Necromancer named Alexander Endriel (The Witch King) and his legions of unnaturals. This relationship is now neutral.

SoW has an alliance with No Man's Land Light-Bearers (Giants). See accomplishments.

Accomplishments
Most accomplishments are to establish a safe haven for witchcraft. We are not about world domination.

[1] SoW has successfully dominated and claimed the neighboring mountain range and valley of Palgard, also known as No Man's Land

[2] SoW has ended the Orc War ranging in the Palgard mountain range.


[3] SoW had dominated and claimed an Orc Fortress in the southern mountains of No Man's Land, enslaving its entire orc army and recovering a magical item that disrupts the arcane.

[4] SoW had established an Alliance with a power necromancer named Alexander Endriel, who plans to dominate the continent of Terrenus and guarantee their sanctuary.

[5] SoW has established a tentative Alliance with the Barren Forest Orc Tribe doubling the growth rate of their army

[6] SoW had a tentative Alliance with the Lucifer, the Light-Bearer Giants sharing No Man's Land

[7]SoW has successfully captured and taken the hydra from the Gaian Folklore of the Sable Knight Legend

[8] SoW has established ties with the Dwarfs of Tazarek promising trade of orcs for blacksmith skills of request

[9] SoW has successfully captured an ancient dragon of the Cold Snap (this actually takes place between events 3 and 4)

See Luna's Thread History for summary on SoW past threads

Are there other benefits besides power boosts and IC connections?
Want more huh? Well, we are sisters both IC and OOC. Females who stick together both on the outside and inside. In my opinion, the best IC cooperation requires OOC friendship. I try my best to make sure we all get along and communicate with each other on both levels. You can make a good storyline inside, and join a fun community on the outside!

What if I am a man? I want to join too...

Two things, there are tons of organizations that will accept any type of person. Male, female, old, young, good or evil. This organization is an opportunity for females to stand out in the roleplay world, I am positive you can find an another organization to suit your needs.

HOWEVER, if you’re truly passionate about being a part of the coven, you qualify to be a familiar or a member of the coven's orc army. Familiars are beasts that are obligated and dedicated to serve and protect their witch. You may be a coven familiar, in which you will have no owner, or the familiar of a particular witch, in which case you are only loyal to her. While this is a limited character on a general basis, you will be actively involved in any mission threads that you desire. You are essentially a soldier for us.


The one restriction on being a familiar is form. Familiars are beasts and beasts alone. While I will give you free range of options on what beast you desire to be, you cannot be a humanoid of any kind. In other words, you may not be a familiar that could inspire romance or intimate relations with any of the sisters of the coven. [At least without it being called bestiality]. This in no way limits your character’s personality or behavior, be whatever kind of beast you want. Just be warned that Luna will not tolerate a familiar trying to bed or romance a witch.

CHANGE: Luna will grant a familiar a humanoid form if he desires under the premises that he proves himself worthy. A familiar that has ICly accomplished a single great fleet that benefits the coven or successfully completes five mission threads MAY be granted Luna's favor. However, even as a humanoid, they are still a familiar and Luna still will not tolerate romance.

See details below on the orc army on what it means to be an orc.

Rules and Regulations
Allow me to reflect.

[1] To be a witch, you must be a female both IC and OOC.

[2] You must be active and willing to collaborate with everyone!

[3] To be a familiar, you can be male or female, but you must not have a humanoid form.

I am interested in joining!
Wonderful! Just send me a PM! Work on your witch, familiar, or orc profile and read up on the Coven's Soul concept [which I will provide] to understand more about the coven dynamic. I will likely have an immediate mission for you so be ready to roleplay! Welcome to the Sisterhood!

 

Edited by Fallen Joy
New accomplishment added

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The Witches' Mountain

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The mountain in which the Sisterhood of Witches reside is located in the southernmost regions of No Man's Land, northerly ridging the passage to Palgard from the Great Pine Barrens. It is one of the surrounding mountain ranges on the outskirts of the northern Black Ridge and is arguably apart of it to some aspect. While this mountain dulls in comparison to the nearby Mount Ormond's 31,000ft elevation (resting at 29,000ft), it still stands as an impressive mountain with impressive views of the western Palgard and the entire northern landscape of No Man's Land from its crown. When viewed from the grounds of No Man's Land, it is the largest in its region. Though north of the passageway between Palgard and the Great Pine Barrens, the mountain is more accessible through No Man's Land itself.

The mountain is covered in a multitude of caverns and forested by palisades of jutting rocks and cliff sides that obscure most of its openings. Before the witches, this mountain was ruled by vicious orcs that abused and toiled the land. It is volcanic in origin, with a previous noxious atmosphere that resisted all forms of  growth. Now the mountains stands out as covered in a thin patches of greenery and overall radiance of magic that is often mistaken as the after currents of the southern Black Ridge.

As time drifts by, the mountain continues to demonstrate a resilience against the starved landscape due to the slowly increasing saturation of magic embedded into its soul by the witches and magical entities that have began to inhabit it. The geography is demonstrating more plant-life and flora, though it has not began to sprout trees. 

Inside the Mountain

Labyrinth
When accessing one of the caverns of the witch's mountain, there is an open tunnel networking that leads into a maze of rocky aphotic corridors. Without guidance, one will wander miles in circles without light nor nourishment. An array of dangerous creatures live within this labyrinth and often pray on lost wandering intruders. Unless a witch of the coven has entered the threshold, the darkness will only thicken as one travels from the entrance. There are torches on the walls, but they are magically induced not to produce light to those not of the coven. When a coven member enters the threshold, the torches immediately light and the pathway to the location of her desire is revealed. If it is aligned with torches. Otherwise, the natural denizens of the mountain see with near perfection in the dark.

The labyrinth is sporadically adorned with runic inscriptions at locations most of the witches are aware of. When the blood of a witch bonded to the Coven's Soul is provided, a gateway activates and can provide easy passageway through the tunnels. This two key requirement of witch blood and connection to the Coven's Soul prevents the blood of a dead coven witch (whose soul would have passed with her death) from activating the portals.

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Orc Fortress
At the core, the mountain is revealed to be the vessel for an underground volcanic world. The temperatures raise significantly as one reaches the center, spiking to a blistering 900 degrees Fahrenheit. Under the influence of runic symbols scattered across the cavern, this temperature has been subdued to a fifth of that, but the effects are still fatal to those incapable of handling the heat. Rivulets of magma stream through the chest of the mountain and lead to glorious statue of the Orc fortress.

The road to the fortress is about a mile long, and is met with gates atop a set of stone stairs. The doors to the fortress are ingrained into a metallic forged wall and constructed of illustrious gems and diamond dust harvested from the mountain. The stairs ascend over a magma molt that crescents the front of the fortress. Great towers guard the surrounding sights of the door and many more can be seen peaking over the thick stone walls. The only light is provided by the magma itself. 

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Witches' Tower and Orc Courtyard

The entire rear of the fortress is embedded into the interior side  of the open cavern, consisting of specific chambers tailored to both witches and orcs alike. Some of the networking travels deeper into the earth to the dungeons and greater open sanctions of the magma pools. The majority of sleeping quarters for the orcs are hidden within the mountainside. Most of the open area beyond the fortress walls consists of several great towers and a vast courtyard. Most of the architecture within the courtyard is low and consists of laboring supplies, training camps, armories, barracks for active gaurds, and stables for the tamed beasts and steeds. The courtyard is often crowded with orcs and hounds laboring for Luna's constant desire of expansion. The extending towers are the most impressive features of the fortress, extending between 20-30 floors in height.

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The highest of the towers is the Witches' Tower, which plasters into the mountainside and extends halfway up the cavern wall. It is the jewel of the fortress and where the sister witches reside. Within the tower, their magnificent collective magic flourishes and reveals itself. The scenery transforms into a lush emerald environment of plant life woven through stone and stairway. The witches' chambers exist on different levels of the tower, tailored to the signatures of their own magic. The concentration of the Coven's Soul exists within the tower, its magic breathing the life seen within and manifests as sunlight rushing through the exterior.  The wealth of the tower is a direct representation of the strength of the coven, and will weaken and flourish based on their numbers. The heated temperatures dissipate into cool manageable temperatures and the air becomes clean and fresh. The  tower is a fragment of what Luna hopes to transpire as her sanctuary for witches. With time, she hopes to extend the magic of the tower's interior throughout No Man's Land itself. When within the fortress, the witches spend most of their time within these walls, not interacting with the brutal and unsightly orcs lingering on the outsides. Only selected leaders of orc brigades and invited guests are allowed within the tower.

Denizens of the Mountain

Keeper of the Orcs, The Matriarch

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Commander and Ruler of Orc Army
Race: Seer/Witch Doctor

 

-Abilities-
[1] Witch Doctor Magic
[2] Seer Magic—A rare ability that renders the Matriarch susceptible to premonitions when in contact with a possession of targeted person.
[3]Lightning Elementalist
[4] Skilled in swordsmanship combat
[5] Speaks Orc
[6] Substantial resistance to volcanic associated heat, radiation, and exhaust.
[7] Third Eye Vision
[8] Marble/Insulating Skin

 

-Equipment-
[1] Lighting Blade
[2] Witch Doctor Staff
[3] Orc Made Armor and Gauntlet

-Personality-
--Detached, Misty, Tyrannical

a9ce019397e7bec4cf02cd74c9074417-dbbk5w4.jpgThe Army, Tyrtrol Tribe

After dominating the fortress, Luna and her coven have taken control of its army.On average, the female orcs are about 6feet tall and the males 6'5feet. Although born with jade skin, most of the orcs' color range from an ashy gray to pure ebony depending on soot, magma, radiation, and ash exposure as they grow. Upon touch, their skin is rough and rigid like volcanic rock and has a fathomless thickness. Underneath the many layers of skin, there are bundles of fortified muscle to exemplify their enhanced strength and animosity. Due to the correlation with their harsh environment, one can estimate both the age and skin resilience/thickness of an orc based on the color. Jade being the most delicate and ebony being the most vigorous. This also hints at their specialty (for example, a scout that spends most of its time outside the volcano will have lighter more jade skin whereas the workers and warriors have typically darker skin tones).

These orcs are different from their cousins in a magnitude of ways. Having lived in the volcano for many generations, these orcs demonstrate adaptions that allowed their ancestral survival within the  heat, radiation, and toxins.

All the orcs demonstrate a strange phenomenon of possessing crimson eyes, something that also seems to darken with age and exposure to the volcano, and their retinal vessels are black. It is an assumed adaptation with the only obvious benefit being that they can see excessively well in the dark. The hounds they train also seem to have this crimson color, suggesting it is an adaption that some of the native creatures of the volcano share.

Their bodies are accustomed to brusque conditions and have a thickness stronger than commonplace metallic armor. Their skin is so tenacious that it can be compared to solid marble against blade. It is suggested that the orcs are unable to superficially feel fine textures or pain from years of their sensory receptors being burned away. They also do not seem to sweat due to their glands suffering the same fate, meaning they must have other ways to regulate their body temperature in the volcano. The thickness also acts as an insulator and heat deterrent, protecting them from extreme conditions of not only heated but cold environments.

Lastly, the orcs in the army are soulless. Every soul of the current and future generation of this army were/are transferred to and controlled by Luna, making them unconditionally obedient and devoted to her commands. Despite their untamed nature and wild behavior, they obey her and only her orders without question. The Orc Matriarch appears to be their leader, but the orcs follow her on Luna's command.

Types and Numbers

Total Number in Army[current]: 1740

Archers [450]: Specialize in acrobatic and rouge skills.
[1] Crossbows
[2] Flammable oils
[3] Short daggers

Warriors [875]: Specialize in melee and weapon wielding combat
[1] Combat Axes
[2] Clubs
[3] Swords
[4] Shields

Beast Tamers [75]: Specialize in training Orc Hounds, although a few have been known to train other creatures that lurk in the mountain.
[1] One tamer usually owns about 1-7 hounds
[2] Potions and Toxins containing both the counteractive and active substances of the hound's breath and salivate.

[3] Various styled whips and other weaponry coated in [2] toxins.


Workers and Scouts [340]: Works on the fortress, roams the land, and reports activity.
[1] These orcs are jacks of all trades and can potentially qualify as any type.

Established Orcs

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The Bodyguard
Name: ???
Status: The Matriarch's Bodyguard

Description: He is the largest and physically the strongest orc of the entire army, standing at 8ft and weighing 560lbs of muscle. He is calm as far as the orcs go, generally very placid until provoked. He was the twin brother of the previous Orc King, who was beheaded when Luna and her witches took over. He says very little even to his follow orcs, often only speaking when addressed by The Matriarch. He always by The Matriarch's side. Acting as both her bodyguard and her vision. Because of his lack of words, no one seems to know his name.

Weaponary: Short Cleaver/Axe

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The Prodigy

Name: Natasha
Status: A general of Orc Army (Warriors)

Demo: 6'3ft 180lbs

Description: She is one the most skilled female orcs in the entire army. She specializes in scouting, hunting, bladed combat with weapons of various kinds. She had a short temper and a domineering personality, known for stabbing her fellow orcs if they disobey or irritate her. She is also one of the most intelligent of the orcs, once of the few the speaks both common language and orc. Even though she is enslaved, her unnatural intellectual curiosity had made her the most curious of the witches' tendency to work and sacrifice for each other, concepts she had rejected since she was a child.

Weaponary: Bladed Gauntlets

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The Aged Warrior

Name: Smung
Status: Warrior
Demo: 6'7ft | 440lbs

Description: Smung is the oldest orc of the fighters. He holds a lot of history and his experience in battle is phenomenally demonstrated through his combat. Despite his age, he is still incredibly strong, fast, and competent.




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The Brothers

Name (left to right): Bale, Grud, and Curt

Status: Warrior/Scout Brigade Leader/Warrior

Demo: Bale is 7ft (340lbs); Grud is 5'5ft (450bs); Curt is 6'2ft (350lbs)

Description: Bale, Grud, and Curt are brothers. Bale is the youngest, Curt is the oldest, Grud is the middle. Bale is silent for an orc, sticking to his duties and not caring anything else. Grud is a young dumb hot-head that has a short-man complex. Curt isn't as much as a hot-head as he is wild. He is always looking for a fight or a woman.

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The Negotiator

Name: Welund

Status: Possible Scout

Demo: 5'8ft, 160lbs.

Demo: The first thing that is noticed about Welund is her difference in appearance to her fellow orcs.  Her features are considerably more gracile. She is neither as tall or bulky as her fellow orcs, even amongst the scouts. Her voice is deep but not husk and her skin is thick but consistently smooth. However, she commands a phenomenal amount of respect. It is assumed that Welund is a favorite of the witches and may even be learning from them, as it appears she is capable of using magic. Rumor says she is the result of a raping involving Matriarch by one of the orcs (while she was still enslaved) and was locked in the dungeons before the takeover. Because of her less intimidating appearance and proficient language skills, she is often used as an orc representative for Luna herself.

Growth Rate: Initial army [850] : Total [1740]
As a representation of the passage of time: For every thread that actively involves a member of the orc army (Including the Matriarch), they grow 100 per 30 posts . Alliances with another Orc tribe (see accomplishments) has changed this to 200 per 30 posts for all threads proceeding it. Listed chronologically below.

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Orc Hounds [391]

Hounds under the control of the orcs. There are many packs of them that lurk through the mountains tunnels and outskirts of the fortress. They are about the size of cougars with lupine agility. Their primary job is guarding the tunnels against intruders and 80% of the hounds live throughout them.

[1] The hounds have an unrivaled sense of smell that allows them to easily navigate and track intruders of the mountain.
[2] The hounds have three heads, each capable of seeing clearly though the dark and armed with sharp tongues covered in flesh eating bacteria that can whip and extend over six feet.
[3] The breath of the hounds is saturated with a potent toxin similiar to diethyl ether. A full breath of this in the face will cause a victim to lose consciousness, and prolonged saturation can cause cardiac arrest. This toxin is also highly flammable and because of their heated environment, these hounds have been known to spontaneously breathe fire.

Initial [100] Orc Hounds 100+ per every 200+ orcs.

-Developing Gambit: +75

-Fooling With Witch's Brew: +160

-In the depths of the Mountain: +56

Beasts of the Coven

Luna likes to collect dragons

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Venomous 12-Head Hydra: Third descendant of the Legendary Hydra of Sable Knight.

There was a legend within Lake Poakapong of a Sable Knight that once fought a fierce beast and won using a sword blessed by Gaia. Midst pursuing the sword, the Sisters came across its third descendant. Though the sword was missing, the coven captured the hydra. Now the beast rest within the deep mountainous tunnels of the orc fortress, unnervingly capable of appearing from the darkness with any one of its twelve heads. Alternatively, it can rest within the sword of The Matriarch. 

The level in which the hydra lives is a mystery to all but the witches and certain orcs. Wandering throughout the endless tunnels of the mountains, one may eventually find the air suddenly harder to breathe. The cavern walls may seem to lighten in the distance, but the relief of the vision and countered by an equally irritating burn. Loose toxins from the hydra's breath make the atmosphere unpleasant, and the though likely magical means, the temperature gradually drops down to a summer night's feel in the bayou. The cavern becomes moist, walls wet and dripping with water, and soon leads to a pool of dark water reaching unknown depth. The light that shines is another hidden entrance/exit to the mountain. It is hard to discover from the outside and monitored by orcs. Even moreso, it is guarded by the hydra who takes advantage of the darkness and yearns to strike all invaders.

 

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Chrysanthe

In the forgotten times when dragons were plentiful in Valucre, Chrysanthe was a creature amongst legends and great magic. When world became warm and unsuitable, she was one of the many creatures who vanished. It is speculated that she hid within magic rich regions of Genesaris, feeding on the arcane storms that occur there and dwelling in the coldest regions. When the Cold Snap transpired in Terrenus, she migrated into the high mountains in hopes of finally birthing an egg she nestled in her womb for thousands of years. It was after giving birth to her next generation that the witches intercepted her. The battle was grueling and bloody, taking two witches and many orcs to subdue the beast while other orcs were killed. Chysanthe seemed capable of producing chilling temperatures of surreal levels, with great stamina, and advanced arcane skills. It was by fortune, skill, and manipulation that they managed to capture Chrysanthe alive, though on the brink of death. The dragon is currently imprisoned deep within the mountain, where Luna works to discover the secrets of lost times by gaining the loyalty and friendship of this powerful ancient beast.

 

Spoiler

Dragon Log: Luna's Investigations

12-Headed- Hydra (Unnamed)

Yet to be studied.

Chrysanthe

Through the tales of my sister witches that fought this beast, Chrysanthe had been reported to produce negative temperature of such vigor that the perfection of crystals is nearly achieved upon her scales. As I ventured into the enchanted chamber for which she was held, I felt this powerful chill kiss my skin and purloin my breathe in a cloud of white. She slumbered in a world of ice, several decades colder than two nights ago. We kept her sedated while we tended to the wounds we inflicted. Her broken wing and deep wound where easily tended to with potions and enchants, easier than I would expect with most dragons. But that was only the start of her mystery. As I tended to her torso, her breathe felt like the opened doors to the volcanic mountain and her blood touched my skin, leaving a scaling wound like the assault of lava. Her internal radiance was incredible, yet the world was colder than Shawn Glaciers. This was all intriguing and exciting, but nothing compared to the unbelievable of magic coating her ambiance. It was old and powerful enough to demand respect. Older than my own magical signature. It felt almost as old as spirits that existed within nature itself. My need to investigate and study with magnificent creature will keep my enthralled for many sleepless nights to come. For once she heals, I will waken this beast and through only understanding, be able to seduce her to join my cause.

This deadly temperature is achieved less than an inch from her scales and quickly dissipates into the environment at rising degrees still capable of freezing most materials and substances. I lost an orc to this assault, who froze in an instant to his death. My sisters narrowly escaped the rim of its effects through the efforts of Alexandria's nitemare. In the Cold Snap, temperatures were less than -58F, and the mist dissipated completely from perhaps ten feet. The degrees drop significantly fast in a low pressure environment such as ambient air. The components of the mist can possibly not only to be consolidation of the mixed air, but of nitrogen itself liquefied and capable causing obscene damage to organic life. Yet the dragon itself, though at the core of this effect, is capable of moving without succumbing to the deadly conditions.

The dragon's strange susceptibility to my spells allowed me to analyze the signature of its placid magic seeping through those silvery scales. Intense spell work unrevealed  the secret of this technique and with the help of Clementine's science, we have analyzed its blood to produce a theory. True to the definition of cold, the dragon’s magical aura steals heat from its surroundings and stores it within its body. Measures of the dragon’s internal temperatures can demonstrate elevations up to 1,500F, and its blood did not succumb to denaturation until 1700F. As it slumbers, the dragon rests at 300F. I theorized that this unique magic is both what allows great productions of flames from the beast and its ability to survive at extremely cold temperatures. It also explains the dragon's general avoidance of hotter climates, perhaps its suddenly appearance in the Cold Snap to nest. Her magic is like a thick fur coat that keeps her constantly warm, and if this is her basic function, it would be easy for her to reach dangerous levels in hot weather.This phenomenon also suggests that the dragon has a biological make-up that tolerates and functions more efficiently temperatures balanced between the cold exterior and its febrile interiors. Her heat absorption is likely minimal in colder temperatures, but sufficient enough to keep her comfortable.

The scales are another ancient adaptability like nothing every seen on other hides of beast or dragons. The scales demonstrate an insulating effect that barricades the loss of heat to its environment yet stays quite cool during extreme heat absorption. I feel this on her body, she is never as hot as her insides nor as cold as her outsides. This means the scales are adequate at protecting against both extreme cold and heat without changing its properties. It is durable like metal and malleable to magic but would likely be resistant to blacksmith technique using heat less than 2000F. This means the dragon itself its easily penetrable to magic not reliant to the damaging effects of cold and fire. She likely shows extreme vulnerability to lightning and electricity based magic, as would any wearer of armor forged from her. I hope to not have to test this.

I imagine the dragon can control internal extremes by releasing natural flames before or after it casts its mist. Even when she sleeps, I've observed spurts of blue flames from her nostrils and mouth. However, the dragon’s mere presence will cause the world around it to progressively cool down. A nest of long standing will soon become wonderland of snow and ice. What a magnificent creature she is.

Considering the ranges of 300-1500F, the dragon can theoretically concentrate its magic to suddenly absorb a great amount of heat in a snapshot moment, leaving the environment suddenly brisk and dangerous. This is the basis of the attack my sisters and orcs endured, the dragon seems to need time to concentrate her magic, but it results in flash freezing effects. I imagine these come easily and naturally within seconds in an already cold environment and minimally raises her internal temperature. In average 75F, absorbing a spontaneous 200F of radiant heat can instantly cause winter and thunderstorming effects to transpire. I would love to witness this in person.

The egg that we preserved seems to also produce this phenomenon, with a shell of similar properties of the dragon's scales. The internal temperatures reach 600F basally, and the cold surrounding it plummets nearly x2 the rate of the mother's. Without the ability to produce flames and release the gathering heat, I understand the dragon's obligation to not birth the egg until conditions were cold enough to balance the inevitable rise of heat and keep it minimal as possible. For now we use magic to keep its conditions similar to the mountain.

I imagine none of this is to be merged with the dragon’s seemingly ability to spell-cast. The dragon has the capability to produce magical flames that freeze her targets and she can summon ice from the earth and sky. It is possible these are all branches of her heat absorbing magic, or that the dragon is a spell caster of many icy talents. Nonetheless, this dragon is a force to be reckoned with and its other mysteries have yet to be revealed.  

Clementine tells me that shell fragments from the egg date back a thousand years. The energy needed to preserve it within her so for long must have been incredibly taxing. But not as taxing it must have been to deliver. I find it is perhaps only its exhaustion from laying her egg and the expenditure of energy required that allowed the only two witches to capture it in the first place. I imagine it was the finishing magical blow to the chest and the dragon's vulnerability to spells and general weakness that lead to its capture. Nonetheless, this dragon is a force to be reckoned with and its mysterious have yet to be entirely revealed.  

The battle with this dragon brought Clementine and Alexandria together in ways I cannot express my gratitude for. I felt them use the Coven's Soul and the pleasure was indescribably euphoric. I owe much to the existence of this dragon already, and I feel she will guide my coven's dreams into fruition.

 

 

 

Edited by Fallen Joy
Witch Mountain information added

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The Concept of our Collective Magic: Coven’s Soul

 

 

Spoiler

 

Creation

When a witch is inaugurated into the coven, a fragment of her soul is sacrificed and incorporated into the Coven’ Soul (CS). This is a phenomenal power source that all witches can utilize to accomplish greater feats of magic. Being incorporated into the CS has both advantages and disadvantages, but the former outweighs the latter.

 

Structural Concept

CS resembles an atom, the fragments of the witches’ souls acting as particles within a center core. It exists within in the spiritual realm like most common souls, but is different in the sense that instead of a vessel, it possesses protective energy orbitals.

 

These orbitals represent each witch’s spiritual potential connection and attraction to their corresponding souls within the CS. They are intricate channels for witches to access, but lack basal two-way connectivity. Each orbital harnesses different levels of energy, and there is a 1:1 ratio of soul fragments to orbital. Due to the massive interaction and variety of sisters, the orbitals attracted to both one another and the fragmented souls. This causes a chaotic spindle of networking, temporarily hybridizations, and a vigorous storm-like environment of spiritual energy.

 

While this storm of orbitals readily accepts the spiritual input of their correspondents within the coven, the violent energy will completely reject and destroy anything else. Thus, the orbitals double as barriers to protect the CS from being tainted or attacked by those outside the coven. The more orbitals or spiritual barriers that the CS has, the less vulnerable it is.It is weakest on the outside and strongest on the inside, where most of the interaction between connections occurs most often.

 

Utilization

CS allowed the use of Collective Magic, accessible to all witches of the coven.

 

When a witch draws from CS, her representative orbital extends outside of the storm and remains stable. This decreases the ferocity of the storm and siphons energy from CS to be stored within the orbital and thus witch. The witch is now directly connected to the CS.

 

When a second witch simultaneously draws from CS, her orbital also leaves the storm. The second orbital will entwine with the existing orbital, hybridizing to double the power. A third witch may do the same, tripling the effects.

 

The more witches that use the CS at once, the more vulnerable it is to attack. This is the first disadvantage of the CS. If the CS is attacked, all the souls within are affected and every witch that is actively connected to her fragment will suffer whatever consequence her fragment soul suffers. If a witch is not directly connected, or in other words her orbital is still apart of the storm, she will not be afflicted. This will change if she tries to access CS before the effects of the attack have faded.

 

In addition, if someone attempts to attack CS through hybridized orbitals [or in other words compromise the activated link of the CS drawing witches] they will not be able to bypass the storm. Energy flows through the storm of the passive witch orbitals in order to access the activated orbitals.

 

Now that we know that disadvantage, let’s talk about an advantage. When the orbitals hybridize during utilization, magic is amplified and additive.

 

Prepping

 

Preps gained = ( n amount of CS activated witches) x ( n amount rounds)

 

Example: If five witches focus their energy on CS, each round will gather 5 preps worth of amplification. If two rounds pass with five witches successfully able to prep, the attack has gained a potential of 10 preps.

 

Note: Valucre invokes a 5-prep max for sake of Mild Power settings in T1 Combat, 5 preps is compared to destroying a building. This max is not placed in storyline settings, but you can get an idea of the destructive power a coven of witches can have in a single round.

 

Rules:

 

[1] Only witches drawing on the CS are capable of using it.

 

[2] A witch can decisively connect or disconnect herself from the CS even during times of prepping. Upon disconnection, all her preps remain in existing orbitals for remaining CS active witches to use.

 

[3] The energy must be used in one go. It can be focused on one witch or equally/unequally spread through different witches. In order to spread the energy, witches must actively withhold some of the collective magic when the first witch casts her magic. Once withheld and brought outside the spiritual realm, it must be used.

 

[4] A witch cannot detach herself from the CS during utilization of the collective magic.

 

[5] A witch can siphon or add energy to the CS, orbitals, or storm, using her correspondent soul.

 

[6] Interrupted preps of one witch will not affect the preps of the other witches. She will merely be temporarily disconnected for that round.

 

Individual Magic

 

When a witch doesn’t activate her orbital, she is a passive witch. Passive witches can utilize their own spells and magic without compromising the storm of the CS. A passive witch prepping does not gain any of the advantages or disadvantages of the collective magic.

 

A passive witch can decide to utilize her preps to add into the collective. This means that she can activate her orbital, hybridize it with existing active orbitals, and add her energy into the collective magic for further amplification (see rule 5). This allows a witch to safely contribute to the CS without compromising herself during the process, this also allows for ‘Grounding”

 

Grounding

 

Grounding is a defensive tactic to compensate for the storm’s decrease of power during CS utilization. A passive witch creates an additional orbital in the CS. This orbital is a level right below the actively hybridized one, but is not connected to the CS. However, because a coven witch is casting it, it is not rejected by the storm.

 

The ground orbital is used as a fortified barrier to prevent all backfiring energy from reaching the storm and the CS. Passives witches can work together to layer grounding orbitals to increase this protection.

 

Rules:

[1] Only individual magic can create grounding orbitals

 

[2] For complete protection of the CS there must be one grounding passive witch prep per two CS active witch preps.

 

[3] Grounding is a spell, a witch cannot use other individual magic spells simultaneously while using it.

 

Other Advantages of CS

 

Although a witch must activate her orbital to pull and add energy to the CS, a passive witch is subtly affected by the CS energy.

 

The CS releases subtle waves of energy for further stability. These released waves leak through the orbitals and into the corresponding witches. Because of random hybridization and interaction within the storm of the CS, witches within the presence of each other have natural amplifications to their magic.

 

There is a 5% enhancement of basal magical ability.

Per witch present, there is a 10% enhancement of basal magical ability

 

All witches have an increased 20% magic resistance outside of their own due to the storm’s protective effects leaking into their corresponding souls.

 

By accessing the CS, witches gain the ability “Soul Communication,” meaning they can talk to each other via soul fragments.

 

By accessing the CS, witches gain the ability “Skill Possession” meaning witches can borrow mana/spiritual associated abilities of their sister witches.

 

**By accessing the CS, witches gain the ability "Protection of Coven," this is an incredibly powerful spell that if utilized will completely wear out the CS and cast soul sickness. However, this is very powerful and can be used spontaneously and individually. By calling for the protection of her sisters, all the souls within the CS will release their energy through that one witch, emitting a protective storm that will barricade her and destroy nearly all assaulting forces. It's prep equivalent is equal to the number of IC active witches within the coven (see next post). 

 

CS works as second soul to every witch. This means that witches with enough skill and practice with the CS can use this to their advantage. For example:

 

[1] Stay alive if their own soul is compromised.

[2] Prevent spiritual possession.

[3] Cast multiple magic at once (individual + CS magic).

 

Other Disadvantages of CS

 

CS, like any soul, can be exhausted. Using too much of CS will wear on its power and can ultimately cause soul sickness. While the storm will remain active [because the connections to fragments do not disappear], CS will no longer be able to be utilized.

 

Be realistic when using CS much like you would your own character’s energy stamina. One witch using CS draws from the collective. While it is notably much more powerful than an average soul, it still has limitations.

 

CS capacity is depending on the number of witches. If there is a 5-prep max on MP, then there is a 5x number of witches involved capacity. Meaning if five witches go more than five rounds of CS prepping, CS will be exhausted and overload, causing soul sickness. With that said, this cap can be loopholed if a passive witch sacrifices some of her main soul's energy to feed the CS.

 

Power to the sisters!!!

 

 

Edited by Fallen Joy

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