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[✗] [CA Playable Race] The Fjarriagua

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A Google Doc of this Lore for better formatting! 



Theme Music

 The Fjarriagua, the Witches of Winter



(Fy - arr - e - aw - ga)




The Table of Contents:

Origin of the Curse

  • The Weeping Woman


Physical Description of the Fjarriagua

  • True Form

  • Glamoured Form

Mentality of the Fjarriagua

  • The Curse’s Impact on the Mind

Progression of the Fjarriagua

  • Fledgling 

  • Frost Witch

  • Witch Mother

Abilities of the Fjarriagua

  • Glamours

  • Ice Manipulation

  • Ice Conjuration

  • Feral Response

  • Bewitchment

  • Tundra’s Toll

  • Banshee’s Bind


The Altar

  • Sabbaths

  • Cursed Ice

  • The Rune


  • Favors

  • Death Timers

OOC Purpose

TL;DR Changes to Frost Witches

  • Frost Witches are now a CA creature which take up 3  magic slots.

  • Removed the Witch Mother cap! You’re welcome!

  • Frost Witch cannot be cured or removed by any means necessary. 

  • Witch Mothers gain no more powers upon becoming Mothers, it is simply a status as they’ve been “chosen” by the curse to lead and create new witches. 

  • Witches now have a death timer should they be killed by fire. Upon death by fire they will be shelved until resurrected by their sisters using the Resurrection Sabbath. All other deaths will remain as normal, the Banshee system.

  • Frost Witches are no longer able to FTB, crazy right?





✦ The Weeping Woman

The origin tale of the Fjarriauga is one of great contention within many covens, some Witches claiming direct descendants from the oldest, and others preferring instead to leave the cause of their soul-bound predicament a mystery better left to the frozen wastes. While details are still hazy, newly uncovered scripts of dubious authenticity tell a very different story from that of old.


Our tale begins in the ancient land of Skjoldier, a far off island from the land of Asulon, one wracked with harsh winters, and false summers. In this land, marriages of a political nature were not uncommon, but those based in love? These marriages were truly rare occurrences. The dame Kriemhilde, only in her second decade, was privy to one of these marriages, betrothed to a land baron far outside her station as a mere farm girl. The wedding date was set, the flowers gathered, and the decorations crafted from paper and satin - all was set to be perfect for an early winter ceremony, two families joining against the backdrop of a crystalline landscape with merriment for all. Alas however, this was not meant to be.


Left at the altar, with only her closest friends present, the bride wept. Though comfort was offered, and reassurance presented to the spurned bride, a fire grew in her heart, burning away any love that had once taken residence, leaving the red-speckled coals of resentment in its wake. Driven by vengeance and fed by her own despair, Kriemhilde set out into the wastes with revenge forthright in her mind. Had it not been for a freak snowstorm, she might just have made it as well. Falling to the chilled ground wrapped in a blanket of snow and ice, the woman began to fade fast from this world. As her vengeful soul began to fight through her body’s imminent failure, some higher power - some claim an Aenguldaemon, others claim a great elemental, and perhaps the most fool-hearted of all speak to the claim of the spirit of winter itself - reached down from on high and bestowed a wedding kiss to the dying woman, changing her into something more, a revenant of vengeance in a land of complacency.


As the months passed, the myth of the hidden woman, the Fjarriauga, rose across Skjoldier in a great cacophony of spilt blood and razed towns. To the weak women of the north, the Witch Kriemhilde gave armaments of a most vicious sort, wrought from ice and bound by the very winter winds themselves, to the downtrodden in the capital, she gave glamours and the ability to cripple their oppressors through a simple touch, and to the meek of the east she boons of trickery and spell weaving to allow them to stand against those who would dare diminish them.


As time passed, the frozen wastes of Skjoldier became more and more hostile to the average traveler; merchant ships to the island nation became less plentiful as rumors of white devils stalking the hills became more prominent, infrastructure began to crumble as Witch covens targeted key aspects of society, and the number of uncursed women in any given community dwindled to negligible levels. The clear option for many still hanging onto their humanity was to seek refuge away from the island, just as Olaf the Old, a prominent sea raider, did in the last few years Skjoldier was considered a ‘safe’ port.


With him, Olaf brought his daughter, Brunhilde to the land of Asulon, a land where they thought they might escape the wretched curse of the Witch and free themselves from the shackles of their homeland. A fantastic plan as it might have been, Olaf had not suspected his daughter to have been afflicted with the curse, the process becoming more and more evident the longer the voyage went on, and instead of tossing her overboard, or putting an end to the young girl’s life, Olaf was kind... and paid the ultimate price for his compassion.


It was from the sea blasted wreckage did a young Witch emerge, drenched in the blood of her kin, and hungry for more did she set out into the world, and begin the cycle of the curse anew.

Physical Description




✦ True Form

From the very moment they’re cursed their transformation is gradual, beginning with their skin morphing into a greyish or icy white hue. They can pertain white or light blue hair alongside illuminated blue eyes. The blotch upon the back of their neck, a reminder of who, and what they are. By technicality they’re no longer an inherent descendant as their entire racial structure warps from its original foundation. Starting with what transpires within to the very foundation of their curse which projects a frozen aura once steady albeit remains transparent. Due to the icy aura they project - again, unfeelable and unseeable by anyone other than those able to see auras (which is little to none) - this warps the liquids they have, and produce, into an icy slush - blood - alongside this their flesh warps to a low cold akin to a dead body as they no longer generate warmth anymore. Due to this, when struck with considerable force they crack instead of gushing out blood akin to ice. However, this doesn’t prevent them from excreting their bloody whenever sliced open with said intent.


That being said their bodies and muscle mass ceases to grow or dwindle, age or wither due to the crystallization transpiring within their bodies; it is also worth noting they’re unafflicted by the curse of voidal and dark magic. Whatever their physical appearance was, prior to transcending into a Frost Witch, will remain that way throughout. - A nineteen year old turned Frost Witch will eternally look nineteen years of age. - This also means that the Frost Witch is sterile, unable to give birth, although they may if they were pregnant prior to being cursed, the child will more than likely be a stillborn.

-Quoted from the Fjarriagua, Maidens of Ice lore by Tsuyose

Frost Witches who choose to feast upon the flesh of men in order to sate their hunger will find themselves flushed with a sense of empowerment and self-fulfillment. This causes the witch to lose interest in the relationships outside of her coven, and will find it nearly impossible to hold romantic interests with men specifically. In addition to this witches will have various different adjustments to themselves should they feast upon creatures of non-descendant races. Those that choose to go an alternative path, hoping to maintain some shred of their former selves, will find their disguises to be hag like as their skin grows cold as ice to the touch and their eyes a strikingly bright blue color at all times. The smell and sight of male blood and wounds will bring the starved witch intense nausea and irritability. Witches who also choose to starve themselves in this manner will find themselves at the weakest possible strength with their ice magic and unable to hold more than one disguise, the one most similar to themselves prior to being cursed. 

✦ Glamoured Form

A witch when glamoured can shift her body to appear as a woman of any of the descendant races she wishes. When in this form her form will be as cold as a corpse if one were to touch her bare skin. Her teeth, upon close inspection, would appear fang like and she would find it hard to disguise this despite her best efforts. It takes a lot of a witch’s power to hold her glamour and also perform her witch magic. 

The glamoured form, should it be injured, would release the sound of ice being chipped. Her blood would appear slush like and her wounds will be more like cracks along her skin then actual wounds. This can often be a major sign to catching a witch in her disguise.

Mental Description

✦ The Curse’s Impacts on the Mind

The curse would envelop a sense of hatred for men deep down within a witches conscious and subconscious, causing them to all develop psychopathic tendencies towards men. Although witches have these tendencies and hatred for men, they tend to play them off when needed as one of the witches best abilities is to disguise seamlessly into society, using their friendliness and past relationships to subdue men and undermine their sense of security. The curse would begin to make the witches feel deep empathy towards her coven members, giving herself a sense of trust in all coven witches as they are her sisters, mothers, and  essentially her true family. 

Progression of the Frost Witch

✦ Fledgling 

The beginning of the curse upon the potentially new witch. As the curse set in, on the first day a bluish  colored bruise would initially lay present on her nape, cold to the touch. As the curse has begun to develop, her gums would then ache as new set of teeth began to grow into the witch's maw. Shortly after the color of her hair begins to shift as the curse further progressed on her soul. The last step happens towards the end of the transformation. The skin in close perimeter of her bruise would begin to darken to a deep blue, quickly transforming her skin into a corpse like grey, spreading over herself in an in character day as the final step of her transformation finished.


The curse would take an entire year in character to fully develop fully onto her body, each step taking approximately a little over one and a half days out of character. If the curse does not take a hold of her soul well, the symptoms would quickly fade instead of manifest deeper.       


The mental state of the woman would begin to waver during the time she is a fledgeling as well. All progressing fledglings will begin to grow psychopathic tendencies towards all men at the end of the transformation period, regardless of what they  feel towards the man there will always linger a disconnect in the back of her mind. She will still hold friendships with females, but they would feel slightly more distant as they mostly converse with other coven sisters. 

✦ Frost Witch

After becoming more accustomed to the magic, a Witch’s flat abilities plateau. A witch will find herself slowly grasping the ability to perform ice magic over the course of an OOC month and it will become almost like second nature to them. A Witch will remain in this tier  for the rest of their life, only to advance if they take upon themselves the mantle of Witch Mother. During this same time she will find herself able to adjust her disguises and broaden her aesthetic palette. 

✦ Witch Mother

The Witch Mother is the apex of Fjarriagua. Leading their coven and daughters with their increased skills from the curse and ability to, obviously, spread the curse to new women. Normal witches will often find as they grow older that their power is lacking or that they feel they have not met their full potential, as this happens they begin to develop potential to become a Witch Mother and ascend into the leadership roles of their coven. Witch Mothers are no stronger than normal Witches as they have simply been chosen to force the curse’s will upon new victims. 


A Witch Mother rises most often in times of need, when the other Mothers have gone missing or died over the years. Other times, Mothers are made when lone Witches are in desperate need of company, of sisterhood. During the weeks leading up to her official ascension the Witch will feel her powers growing, will find herself being drawn to the altar more often than not, and will begin to find themselves taking closer notice of the mortal women around her. 


✦ Glamours

The most important ability to the Frost Witch is her ability to manipulate her visual appearance to seamlessly blend into society around her. The visual aesthetic of the disguising process is up to the player and oftentimes is roleplayed like ice cracking away to reveal the new visage. Some prefer to emote it like shimmering snow. 


Witches are able to disguise themselves as any of the four descendant races; Human, Elf, Dwarf, and Orc. They are limited to these four categories, but may adjust the visuals freely amongst the possibilities for each unique race. Witch Mothers are granted the addition ability to adjust the age of their disguises to be either much younger or much older than their true cursed age - however, they cannot disguise to be any younger than 10 years old. 




The witch’s body began to spread with cracks and let off a soft white fog as her appearance beneath with begin to rapidly transform. 



✦ Ice Manipulation

Witches are able to manipulate existing ice with ease, as if it is an extension of themselves.  Of course, this doesn’t exempt them from tiring after extended use. Most Witches are taught how to forge daggers from ice which while brittle and able to be melted, is better than being unarmed.  Other uses for ice manipulation include immobilizing opponents, throwing chunks of ice or icicles in combat, and, of course, making ice sculptures.


 Ice can bend to the witch’s will more easily in colder climates. Colder climates are where witches are able to manipulate preexisting ice very easily. Being able to do move, manipulate, and bend three to four minecraft block sized ice chunks per emote, making them very lethal in their domain. In temperate climates a witch can manipulate approximately one block, rendering their powers weaker though still able to function to an extent. In hot climates it would be extremely difficult to manipulate the ice, causing the witch immense strain along with them only having control of about the mass of a half slab. 





The Witch would turn to the frozen lake beside her and slowly raised her hand towards the large collection of ice.


 The ice began to slowly elevate and grow in a pillar like shape with a jagged, slightly sharp tip as it rose from the lake and spun, sort of like a serpent. 


The ice moved its way over to the shore and violently slammed itself down into the dirt with immense speed.


✦ Ice Conjuration

The art of evoking ice is one that comes naturally to a Frost Witch, and has incredibly useful applications.  This is done by condensing existing moisture in the air and then lowering the temperature past the point of freezing.  At first, a witch is only able to conjure small flurries but with practice, an experienced Witch is able to pull respectable amounts of ice and snow from thin air.  Ice Conjuration is affected heavily by the environment. Any environment considered dry or hot would be incredibly hard to conjure within without assistance from an outside source, such as an enchantment or another witch.







The witch’s eyes opened with a more intense glow than ever before, the blue rays filling the room.


Everything around the witch would begin to drop in temperature as her arms slowly raised above her head.


Flurries and small snowflakes began to appear from seemingly nowhere above her as a small snowfall      occurred.


The storm soon grew into a blizzard as the snow violently began to fall now in clumps and condensed forms, even some small pieces of ice fell too.



✦ Feral Response


The Feral response is a Witch’s form of “fight or flight”. When a witch is in a dire situation where it is live or die, feed or starve, they may enter this feral mode depending on the situation at hand. When a witch goes feral she will be trapped in a savage guise of their true ice form and be unable to cast any of their Frost Witch magic or any other magic they may also have. During this mode a witch however get a few different sets of abilities which she may use to her advantage depending if she chooses to fight or flight. However the decision to enter this last stand is a hard one as the witch loses a part of herself and feeds into the beast inside - becoming savage and incapable of greater thinking while in this form. Her only goal is survive. Her only goal is eat. It is important to note that a witch who has not feasted on the flesh of men within the last week she will be unable to use this form.


In the snow a witch will be able to move a 0.25x quicker speed, and have the same increase of physical strength, than they would normally be able to. This allows witches to get a speed boost to escape sticky situations or to quickly hunt down the last escaping prey. This burst of speed and strength only takes place if the witch is in a climate that would normally favor her ice magic.


Witches also gain the ability to perform a stun ability of their choice that would fit the witch aesthetic and the roleplay scenario they find themselves in. Some witches could choose to greatly increase the glow of their eyes in dark locations in order to temporarily blind an opponent. Or perhaps release an ear piercing screech that would knock someone out of concentration. The choices here are endless, but nothing that could cause physical harm to someone and this can only be done once per combat situation. 





✦  Bewitchment

Bewitchments are a series of different lesser spells that a witch may cast in order to support herself or her sisters in various different tasks. If she chooses to melt down cursed ice into Kriemhilde’s Eyrr or perform Aurora in order to glamor her sisters, the Bewitchment spells are not combative in nature where they are meant to harm others, but can be wonderful tools to the witch’s arsenal that help give her the edge in her hunts or dark endeavors. 

Kriemhilde's Eyrr

A namesake of Skjoldier’s first Witch, Kriemhilde's Eyrr is a derivative of cursed ice created either any witch after being shown by her mother. Kriemhilde's Eyrr takes on the form of a clear, faintly blue tinted liquid and can be produced through prolonged exertion of the curse’s magic upon a shard of cursed ice. After the compression process, the volume of Kriemhilde's Eyrr obtained will be roughly half of that of the cursed ice used as a base.

This liquid acts as any other, though retains several of the qualities tying it to cursed ice. Firstly, any being apart from a Witch who is to consume Kriemhilde's Eyrr would immediately find themselves freezing from the inside out, this option spelling death within minutes for the victims from internal frostbite. Secondly, this liquid allows a Witch to take a novel approach into the field of alchemy - as this substance acts as either a very strong symbol of water (cold or ice) or a similarly strong symbol of air (fragility) dependent on a witch’s intentions while crafting the substance. The only caveat to using Kriemhilde's Eyrr as a potion base (not as a regent) is that it, much like the curse, requires the flesh or blood of man, to unlock its true capabilities - this fact often leads to potions containing the substance having additional effects of theirs activated when one of these elements is introduced to the potion.

-Quoted from the Expanding the Curse lore by fighting evil by moonlight.


Reagents required: Same as a regeneration potion with Kriemhilde's Eyrr as a base


Quite simply, Frostbloom is a regeneration potion with  Kriemhilde's Eyrr used as a base. It’s common practice for Witches to pack ice and snow into wounds to temporarily patch them, and this potion acts similarly. Frostbloom melds with the skin, filling the wound with a clear, icy liquid that quickly freezes. While it does speed up healing and leaves behind no scarring, it cannot be disguised. Thus, any witch that uses it will have strange, icy wounds in their disguise until the wound fully heals.

Regular descendants that pour Frostbloom over wounds will simply find the area becoming frost bitten at a fast pace-- left untouched, the frostbite would commence in just three emotes.

-Quoted from the Expanding the Curse lore by fighting evil by moonlight.


Reagents required: death x3, travel x3, consumption x2, immobility x3, Kriemhilde's Eyrr (base)


A potion that, upon consumption, would cease any movement in the victim’s body for a certain amount of time. This time ranges from 2 emotes to 5 emotes depending on the strength of the reagents used. During, and after, paralyzation the victim would feel akin to a glacial scape; a frigid body (the cold after paralysis would last for five minutes).


The victim would be encased in a thin layer of ice, as the moisture from the air is sucked up and frozen around them. The ice persists after the emote counter is over, however the thickness of the ice likely wouldn’t hinder the victim from breaking through and freeing themselves.

-Quoted from the Expanding the Curse lore by fighting evil by moonlight.

Winter’s Command

Reagents required: attachment x3, travel x3,  Kriemhilde's Eyrr (base)


Winter’s Command, at its heart, is a charm. In order to use it, a Witch must feed the potion to their victim (willingly or discreetly), then place a curse on the back of their victim’s neck. The victim, after consuming the potion, would feel compelled to follow the Witch’s commands. Only two commands work however, the command to follow someone, and the command to repeat words. Once the Witch gives an order, the victim’s eyes would grow icy blue-- a telltale sign of someone under the curse of a Witch. 


The duration of this potion ranges between 5 emotes and 10 emotes depending on the strength of the reagents used. During this time, the victim acts like a zombie: they’re unresponsive to anyone besides the Witch, and look as if they’re in a deep daze.

-Quoted from the Expanding the Curse lore by fighting evil by moonlight.


The curse that manifests in worthy Fjarriauga candidates is not simply one of hunger, it is one of revenge and malice.  Since their inception, Fjarriauga have taken their ancient anger out on those among the living, using their demises as fuel to continue living themselves.  Frost Mothers are unique in that their curses can produce new Witches, but they are not alone in their ability to imbue these curses. Any Witch may touch the back of someone’s neck, and instill within them the torment that a newly created Witch faces, as an act of revenge on anyone who dare question their prowess.  


Though this touch can be placed stealthily, the immediate effects cannot be hidden, and make it clear to the victim that they’ve been touched by a hand of frost.  Immediately, the victim will feel a frigid, frightening chill creep up their spine, before it manifests in the area that was touched. This feeling will not go away until the mark fades, leaving the victim feeling as though their neck is constantly in contact with ice, and imbuing within them a constant feeling of dread and loneliness.  Furthermore, the victim will begin to feel a dull ache in their stomach, as if they’re hungering for something unknown. This hunger will only be sated with the flesh of a man, however unlike Frost Witches, the victim will continue to be able to be nourished by regular food. The hunger is merely an illusion, and if ignored will not starve the victim.  Unfortunately, though, the foods that the victim once loved will simply taste like ash, and eating too much will most certainly make the victim feel ill. Once more, this is simply an illusion, and it is up to the writer’s discretion as to how their character would react.


The curse grows with time, before tapering off towards the end.  The first elven day of the curse will simply leave the victim feeling cold and isolated.  However, by the second elven day, an intense feeling of pain will fill the victim’s mouth, as if their teeth were being ripped out constantly.  This is akin to the pain that a fledgling witch feels as her teeth sharpen and elongate. This pain will continue until the mark on their neck has faded, and their symptoms all diminish.  This curse works on both males and females. However, as with the normal Frost Witch curse, this curse will not work on anyone with a deific connection, as their deity will protect them from letting the curse take hold.


Just as Witches who make eye contact with one another can sense each other’s curse, a Witch who makes eye contact with one of the cursed is able to tell that they’re under the effects of another Witch.  If this Witch feels pity for the victim, they may bring them to a Witch Mother, who are the only ones aside from holy mages capable of removing it early. In exchange for having their curse removed, the victim is obligated to offer a favor to the Mother, just as all Witches are obligated to offer favors to someone who discovers them in disguise.  This favor functions just as a normal favor does: The victim is bound to obey it, but it must be in reason. These favors cannot be sexual or romantic in nature, cannot break any server rules, and cannot harm the victim or force the victim to harm any of their family. Remember, removing the curse is completely optional. All curses fade eventually, and if the victim is willing to withstand its effects until the mark fades, they are not obligated to accept the Mother’s offer.  This means that a victim may listen to the Mother’s offer and decline it, without any further obligations.


The duration of the curse depends on the prowess of the Witch who imbued it.  A fledgeling is unable to curse anyone, due to their own curse not having fully developed yet.  A regular Witch is able to curse someone for three elven days-- under half of the time that they themselves spent under the curse during their transition.  A Frost Mother, however, can imbue the curse for as long as a week, just as she does to create a new daughter.

-Quoted from the Expanding the Curse lore by fighting evil by moonlight.





The sorceress would shiver as she’d begin to make her advance towards the unexpecting victim.


The witch would run her finger down the back of the woman’s neck, a cold chill would overcome her.



Thin, colorful, vapor-like trails form in the air above a witch, serving either as a colourful distraction, a novel way to light a room, or a much more deceptive art in the hands of an experienced Witch. A witch may extend this vapor towards her sisters to cause up to 2 other witches to become cloaked in a faux-glamour, capable of recreating the effects of a true glamor upon the subjects of this spell; the caveat to this is that if the caster or either of those she has under concentration are harmed, the faux-glamour will drop immediately, revealing all for what they truly are. 





The witch’s eyes opened with a bright blue glow from behind the wall of the tavern. Her gaze locked upon her sisters sitting at the booth as the two witch hunters barrelled through the tavern doors.


Rising from her grey hands would appear a faint mist of various different rainbow colors, waggling her fingers she’d rush the fog towards the duo at the bar. Suddenly both witches would eye each other simply, one lowering her hand as she’d begin to conjure a small collection of icicles in her right palm - however, her glamour seemingly hadn’t been broken.






✦ Tundra’s Toll

Tundra’s Toll is an ability practiced by the long old witches of Skjoldier, only recently adopted by the Frostborne coven here in Arcas. The art of linking Cursed Ice with soul linking pieces of a man in order to inflict curses upon him from a distance. Often seen for its macabre nature, those that choose to dabble in this art and use it often will find themselves soon stricken with the Tundra’s Toll.


Using a poppet and the blood, flesh, teeth, bones, or any other part of the male body a witch can link these two things together in order to apply devilish and otherworldly spells onto their victims. Some may be seen as minor inconveniences to simply teach a lesson, while others are powerful in their own right that may be used as their own forms of revenge. 

The Poppet

The poppet is a piece of cursed ice that is linked with the piece of the man that the Witch intents to curse. A poppet will not last forever once the initial connection is made, meaning the witch will need to act fast once she’s made her connection. Should she lose physical contact with the poppet she will be unable to continue inflicting her dark desires. 

The Tolls

Arctic Embrace

As simple as it sounds, the witch is able to inflict horrific cold upon their victim. The effects of this spell are merely an illusion, however those that should physically make contact with the victim will also be able to feel the intense cold upon his skin.

The Cries

Those inflicted with the Cries will be burdened by the faint sobs of the women entrapped in the altar, the fallen witches who have cried and begged for redemption, begged to escape the curse, and begged to return to the living. These cries can oftentimes be deafening, making it hard for anyone to concentrate or hear over these sobs.

Adam’s Ashes

Just as Witches are unable to feast upon mortal food, finding all of it to taste like ashes, a man whom is cursed with this will also suffer these same effects. All food he chooses to ingest will be unbearable as he will become ill, only being able to taste what seems like the remains of a campfire. 

Fear and Superstition

Intense anxiety fills the heart of man when a witch is near, the fear of becoming their next meal. When this is taken into the hands of a powerful Witch she will be able to imbue intense fear into the soul of her victim. Causing him to fear all women around, sometimes acting violently or impishly when they come too close. 

Frigid Fertility

One of the few Tolls that can be placed upon someone other that the victim. This toll would link to the unborn child of the man to whom the witch has made the link, causing the baby to develop intense issues during its time within its mother - and surely causing the death of the unborn child. 

Witch’s Wave

A Toll given in exchange for a witch’s assistance. Using this Toll a man would be able to resist extremely cold climates and temperatures as long as the witch was focused on his poppet. This could allow him to venture off into far north in search of lost treasure or venture deep within the ice to find his missing bride. 





✦ Banshee’s Bind

Men oftentimes have little to no use for a Witch besides becoming her meal, however in the case that a witch finds herself between a rock and a hard place - her dinner might help her gather midnight snacks to save for later. When a witch is unglamourous and near the corpse of a descendant man, she can awaken a temporary enthrallment within the husk and raise it back to temporary life in order to assist her. Glowing blue eyes and haunting groans are all that remains of the man as he becomes a tool of the devilish ice maiden. 





The Witch Mother turns towards the fallen human beside her as her eyes darted around the forest, the sounds of the incoming hunters echoing all around.


Her eyes released a bright blue glow as she’d bend down to her knees beside him and examine his form once over, her head cocking over her shoulders once more to be safe.


She’d lower her lips towards his and release a cold breath, visible in the air as it seemed to be sucked in by the corpse.


His eyes would lurch open and release a similar blue glow to the woman’s - an evil smirk tugging at her features as she’d step back.


A groan escaped him as he began to slowly rise to his feet, sluggish as more of his blood drenched the snow beneath him.




The Altar

✦ The Altar

The creation of a “seed” can only be done by a Witch Mother performing the Germination sabbath. A seed is made by encasing a man’s freshly killed corpse in ice and burying it into the ground, this can take quite a bit of time as the ice used in this process is not normal ice; but Cursed Ice. Taking the time to imbue extra magic into their conjured ice to transfigure it takes a lot of concentration and work on the Witch Mother’s part. Altars appear as large frozen trees of ice with a table of ice at the very base of the trunk. Upon close proximity or direct touch with the Altar witches can hear faint incoherent whispers of their fallen sisters.

✦ Sabbaths

A Sabbath is a ritualistic event enacted by any number of Witches in the presence of an Altar. They are only possible through an established Altar, and the ability to perform certain ones depends on the amount of Witches present at the Altar. They generally require focus and time, and depending on the Sabbath, may be draining. Sabbaths are varied and new ones may be discovered or created, so long as they remain within the confines of what the magic can do. All Sabbaths are mostly up to the discretion of the witches performing it in how they’d like to roleplay it, as none of them can be done away from the altar or for combative purposes there is no restriction on time or the like. 

Germination - Mother Only

The creation of a ‘Seed’ of Cursed Ice is a relatively simple process for a Witch Mother. After a few hours of weaving her magic into the ice, and compressing it into itself, a small bit the size of a sunflower seed will be all that is required to plant and begin to cultivate and ‘grow’ a structure known as ‘The Witch’s Altar.’


The ‘construction’ of a Witch’s Altar begins when either one Witch Mother and five Witches, or two Witch mothers and three witches convene to plant a small chunk of Cursed Ice, generally dubbed the ‘Seed.’ Altars are usually placed in a room in the lowest part of a Coven’s Den, as they have no requirements for growth other than a cold environment. In order to ‘Plant’ the seed, the Witches must enact a ritual involving restraining a man to the ground where they wish the Altar to grow from, and insert the seed into his stomach. From there, if uninterrupted, the seed will slowly drain the man’s life-force and begin to germinate, creating more cursed ice around itself, encasing the bones of the man.

-Quoted from the Cursed Ice & the Witch’s Altar  lore by Meguzara.

Melting Mended

A greatly improved version of the Sabbath of Mending. Allows for the repair of broken bones and torn muscles, the closing of larger wounds and even the replacement of lost toes, fingers, teeth, tongue, eyes and ears. This Sabbath first requires an offering of flesh to the Altar before it may be performed, must have been harvested within the past week. If it is used to replace teeth, a specific offering of bones or teeth must be given to the Altar. If it is used to replace a tongue, it requires the offering of muscle tissue, preferably another tongue.

-Quoted from the Cursed Ice & the Witch’s Altar  lore by Meguzara.




If a witch was to be succumbed to fire causing her death, she’d find it impossible to resurrect herself on her own. The pain of the fire being too much for the witch to endure, causing her soul to deeply burrow within the altar. Only being able to come back to the physical realm via the Resurrection Sabbath. The resurrection sabbath would require one mother and two witches to initially lift the deceased witch's soul. If the witches plan raising more than one coven member in the same moment, they would require two additional witches for each one they wish to bring back. The sabbath consists of the woman to be standing immediately near the altar. They would focus on whom they wish to bring back, chanting her name with intent to see her once more, or as if she’s lost and they’re trying to bring her home again. The call of her sisters would be the only thing strong enough to re-anchor the witch back. Once done, a fine snow would begin to form on the altar, soon materializing their body on the altar in  a matter of moments. It would take an out of character week for her to get her power back to where they once used to be.



Familiar Binding

In dire times a witch may call out to the altar. A witch may gathered the body of a medium sized animal, and bury it within the ground beneath the altar, the cursed ice will wrap around it and devour its body, building a new body out of cursed ice using its original body as a crude blueprint, meaning the body may not come out perfect in nature.. Missing appendages or limbs are not unheard of, the sabbath may need to be repeated if the body is too misshapen. While the creature lurks beneath the altar, it will welcome in the spirit of the ancient witches of yore.. Though only a fragment of the witch will be fitted into the creature, rendering the creature a shadow of what the witch once was. This process takes up to 10 hours to complete. After the creature has clawed itself free from its grave it will seek out the witch that first buried it.. Becoming her follower, a strange telepathic bond between the two forming. Although the witch who summoned and crafted the body of the follower mainly has the telepathic bond, other witches may speak with it as well, albeit requiring more focus than the creatures creator. The follower will obey its creator over all others.

A witch my utilize her familiar for some specific things, such as seeing through its eyes while being within a close proximity of the creature (20 blocks) During this the creatures eyes alight with a bright blue glow, and the witch will enter a trance like state, unable to move or defend herself until she closes the connection. Touching or harming a witch during this will shock her out of her connection, causing the animal to release a strange growl-like cry. If the familiar wishes it can release a witches wail, mimicking the sounds its heard within the altar and releasing them.
The witch who created the familiar may change the way the creature looks, however in fairly minor ways, such as changing its fur color, or eye color.

The creatures may attack, however being small creatures they aren’t built for combat, and may only take a few solid hits before being shattered completely. If shattered a witch may collect the pieces and reforge their familiar. If the creature if burned, it is lost, and even if you repeat the sabbath the chances of one getting the same witch is slim.d

Sister's Scream 

The sabbath of the Sister’s Scream allows a witch to use their total energy to harness and amplify the connect between that of the altar and all witches connected. A witch begins to connect herself to that of the Altar, searching through the branches of the tree to find the trunk, once connecting herself to it, she can begin to expend her energy to connect all branches to herself. By doing so, she connects herself momentarily to her sisters and mothers, giving her a grace message of 10 words or less. Once complete, a witch would drain herself of all mana, depleting her of any access to her other gifts and magics. However, if done with another sister or mother, a witch would simply lose access to her witchly gifts until a long rest. 



✦ Cursed Ice

Cursed Ice, while being an important to those who have obtained the Fjarriauga curse, is rather hard to come by. The ice can be created by a witch who has achieved the status of Witch Mother, although this is not the most proficient way to do this. Cursed Ice can be removed from an Altar as it grows from it naturally.  While generally not having a malleable form, Cursed Ice's form can be manipulated in very few ways. Most often the ice can be worked with during a Sabbath or when it is near an Altar, albeit moving very slow as it wants to retain it's rigid shape. Cursed Ice has been known to give off a chilling aura and has even been known to alter and freeze over the area close to it.  Naturally, Cursed Ice has a resistance to heat and can generally only be destroyed by Holy Fire. Holy based magics will interact with Cursed Ice as if it were regular ice, melting it over time as well as weakening it. If the quantity of cursed ice is small enough it has been known to be destroyed or melted easier.





✦ The Rune - Mother Only

The rune of Khaz’vrashi is a crimson seal that aids in effectively slotting a blockage in the main pipeline, unable to be carved off via average means and only viable by a Frost Mother versed in her arts; in Fi’tayrna’s studies came to an end, she hadn’t disclosed the rune, only a single part of it; it wasn’t until hunters had managed to come across the lair where the Mother lay dead and the witch bound by chains, having consumed a partial sect of her abdomen and ultimately killing herself in her state of madness. In his love for another Frost Mother the partial Blood Mage decided to spend a dozen days and nights revising the rune, and eventually, manipulating it into forming a prototype;  The completed rune, capable of aiding the Frost Mother in blocking the Witch’s prowess in their art without subsequently killing herself in the process. Fi’tayrna, lacking life, her prowess lived on in the form of an art capable of moderating Frost Witches alike; all she desired, was the ability to bend the curse.


The seal works once the Mother has engraved a crimson seal akin to the Khaz’vrashi unto the Witches back right between the shoulderblades -- to the exact line, and detail. Their palm planted to the center of the seal and wherein the Shade corrupts the aura of others, festering it with their ill blight the Mother literally absorbs the cursed aura bound to the Witch which initiates a spark in their pipeline to the curse, causing it to falter, and pause all together with an eldritch veil preventing the blockage from uprooting without the manifestation being unblocked via the Mother, which in turn sparks the curse once more, shattering the blockade and subsequently having the ethereal seal fade.


During the time in which a witch’s magic is sealed, they may not manipulate nor summon ice or snow. They may use one, simple disguise, the disguise is physically taxing for them to use, and must be exactly the same to their form before they were cursed. They may not sense another Frost Witch or Mother in disguise. If a mother seals a witch’s magic and leaves the server or goes afk, (/seen offline for more than 2 weeks) the mark will fade automatically. If the Witch Mother who uses the mark PKs, the mark will fade. Two Witch Mothers may come together and remove the rune from a witch in the event of a worse case scenario.

-Quoted from the Fjarriagua, Maidens of Ice lore by Tsuyose





✦ Rebirth and Reconstruction

“I could not feel myself. Everything was a terrible, violent blur. I had no flesh or bones but it felt as though they were being torn asunder. There was a deafening pound in my consciousness, a forceful desire to consume, to be reborn, to live again.”


“We though’ it was some big animal that was tearin’ up tha woods, leavin’ lotsa half-eaten corpses an’ all. Wasn’ hard to follow the trail but the, er, thing dissapeared into tha’ woods as soon as we saw it. Hard ta’ describe, really. Big spikes an’ chunks o’ bloody ice. Real unsettlin’.”


-Quoted from the Cursed Ice & the Witch’s Altar  lore by Meguzara.

Due to their twisted curse a Witch will be turned away by the Monks of the Cloud Temple - forcing them to resort to other means of resilience. Their curse does not end so soon, and does not aleve with ease. The curse acts almost like a sentient being as it finds anyway to endure, to survive. 


Upon death, the Witch’s soul exits the body as expected, however, the witch will find her soul being anchored back towards the altar in which she was closest to when she died. Upon reaching the altar, the Witch re-manifests in an incorporeal state, known as a Banshee, and will be hardly visible to anyone besides other Witches. From this point, the Banshee moves with the soul purpose of reforging their physical coil. TO do this they prey upon nearby animals, each meal bringing them closer back to this realm. Larger animals, such as deer, wolves, and bears, usually only require one or two for the Banshee to reform. Because the Banshee is largely incorporeal, it is impossible for any of these beasts to kill it, however, larger animals take more time to slow down and kill. Once the Banshee has consumed enough flesh, they will re-form into the Witch at the base of the Altar. 


Should a witch die by means of fire she will find herself locked in a dark space. Unable to move, unable to speak, unable to do just about anything. It is hot here and is agonizing for the witch to endure, but she cannot scream; she cannot escape. This lasts for eons in their time as only seconds pass for anyone in the mortal realm. The only way a witch can escape this fate is by the Resurrection Sabbath. Should no witches gather to perform the Sabbath the fallen will be doomed to spend her waiting period in this dark incubation space. 

Red lines/Restrictions

✦ Weakness of the Fjarriagua

  • This curse once placed on a woman can never be removed by any means.

  • Witches cannot become pregnant, nor can they FTB.

  • Only characters born female can become Witches.

  • Witches must either feast upon the flesh of descendant men or animals, should they feast upon animals they will themselves having a harder time maintaining disguises, performing their magic, and keeping their “cool” around the sight of male blood and flesh.

  • Should a Frost Witch be killed by fire she will be shelved until brought back using the Resurrection Sabbath, mind you another Frost Witch cannot kill her sister using this method.

  • Frost Witches cannot practice any form of magic which would generate heat, for example Fire Evocation, Herald of Azdrazi, etc.

  • Frost Witches cannot learn any form of Holy Magic.

  • Frost Witches have fang like teeth they cannot be hidden through their disguises. The only way to hide this would be by a witch specifically concentrating on her teeth, causing her to be unable to cast any forms of magic. 

  • Feasting upon the flesh of a woman will make a witch violently ill.

  • Frost Witches are as cold as a corpse to the touch, cold as ice when in their true form.

  • Frost Witches cannot become any creature besides Frost Witches.

  • Witches are extremely weak to fire. Should a witch be injured by fire she would be unable to cast any of her magic depending on the severity of the damage.

  • All standard death rules still apply. If PK is desired, the explanation for such is that the Witch’s desire for death is greater than the curse’s pull, the witch will pass on.

  • This is not something that must necessarily be RP’d out, as it would probably just be the Witch emoting to themselves about killing animals or the sort, but can be if they really, really want to. (It is mostly just flavor)

  • The animalistic tendencies when being reborn through the Banshee method are practically NEVER positive. No increased senses, awareness, reflexes. They are negative traits associated with feral, animal qualities.

  • After dying, a Witch respawns at an altar. They still face the downsides of the animal tendencies, but the time in banshee form won't be RP'd because (as the lore states), it isn't something that can necessarily be RP'd.

  • They are not undead, however while in the Banshee form they are incorporeal and thus able to be harmed by Gold Weapons, naturally. It would be however, very rare to run into a Banshee, as they naturally avoid humans or other sentient beings/creatures. If they are somehow found and ‘slain’ they will simply return to the altar and attempt to repeat the process after 2 hours.

✦ Redlines of the Witch Mother

  • Witch Mothers can sense their daughters within 15 blocks, where as normal witches can only do it within 5 blocks with direct eye contact.

  • Witch Mothers are no stronger than regular Frost Witches - they only possess the ability to create daughters and spread the curse. 

✦ Redlines to the Abilities

Ice Conjuration and Manipulation

  • The ice that witches work with and create is non-voidal. The ice will not disappear after connection is broken and will remain in its shape unless melted down or interacted with again.

  • Ice may be conjured from the air at the rate of a tier 5 Water Evocationist.

  • It is much easier for witches to manipulate pre-existing ice and snow.

  • It is like performing physical labor for a Witch to cast her ice magic.

  • Witches cannot cast this magic while glamoured.

  • It can take anywhere from 4-6 emotes to draw moisture out of the air while within hot locations (The hotter the location, the longer it will take)

  • A witch may manipulate ice the size of basketball in one emote, more emotes allow her to manipulate large forms of ice. 

Feral Response

  • When entering her Feral mode a Witch will be unable to cast any other forms of magic aside from her abilities in this Feral state.

  • Feral stuns can only be done once per combat scenario.

  • The witch only gains about 25% increased speed when in biomes normally favorable to a witch’s magic. For example, a tundra, snowy mountain top, frozen lake, etc.



  • This curse, similarly to the curse to become a witch, can be removed by holy magic.  It can also be removed by any Frost Mother.

  • Illusions made by this curse are able to be masked with mental magics, as the curse itself functions as merely an elongated illusion.

  • Hunger created by this curse is non-lethal.  Though food is gross while the curse is active, it is still food, and will still keep your character alive.

  • As a Witch is unable to disobey favors, so too are the victims of the curse.  They physically cannot break the favor that the Witch Mother gives them, so long as they choose to accept her offer.

  • The curse’s effects are weak for the first day, then grow stronger each day, until it peaks in the middle (day 2 if cursed by a normal witch, day 4 if cursed by a Mother), then tapers off.

  • Witches must be taught how to manifest the curse for the first time.

  • Only one person may be cursed per each witch at any given time.  Once their curse wears off, the Witch may curse another.


  • This spell can only disguise up to two witches within in vapor.

  • Witches disguises by the Aurora will appear to everyone else as if they are still glamoured, but will need to still emote dropping their disguise if they wish to begin casting ice magic.

  • Witches cannot cast this magic while glamoured.

Tundra’s Toll

  • At least one unit of blood must be used in order to create the connection.

  • A witch may only have one poppet at a time.

  • Poppets last for 6 OOC hours, and the witch can only inflict one curse upon the target through the poppet every 3 OOC hours.

  • Tundra’s Toll spells will not ever kill a victim that is linked through the poppet. For example, causing extreme hypothermia levels of cold will never actual cause hypothermia.

  • Tundra’s Toll would cause the witch to become immobilized where she stands, causing her eyes to glow a blinding bright blue as she’d simply focus on the poppet in her hands.

  • Poppets are made of Cursed Ice soaked in the blood of their victim. They can be destroyed by the normals means used to destroy Cursed Ice.

  • Just like Sabbaths, new curses for Tundra’s Toll can be implemented via MaRTs.

  • Witches cannot cast this magic while glamoured.

  • A witch must emote with the poppet wherever she is in order for the abilities to take effect. 

Arttic’s Embrace

  • This is simply an illusion, the victim will not suffer long term effects from this curse.

  • This can be removed using Holy Magic.

  • It would be hard to cast magic while under this Toll.

The Cries

  • No one else would be able to hear the cries besides the victim.

  • It would be hard to cast magic while under this Toll.

  • The effects of the victim from these noises is up to the person role playing the victim.

  • This can be removed using Holy Magic.

Adam’s Ashes

  • This would be more flavor, as it doesn’t have much of a competitive effect.

  • This can be removed with Holy Magic.

Fear and Superstition

  • This would cause the victim to act either scared or aggressively towards women, this is up to the victim to decide.

  • No woman would be safe from this spell, causing men to possibly turn on their wives in whatever regard they choose.

  • This illusion would be undenying, meaning the victim could not play it off - the senses are sudden and overbearing. 

  • This can be removed using Holy Magic.

Frigid Fertility

  • Must have the OOC consent of the mother in order to kill her unborn child, obviously.

  • Would require two other witches besides the main one casting the spell, the other two would simply need to funnel their power into her.

  • This can be removed using Holy Magic.

  • This is for RP storyline purposes, wouldn’t be a viable way to cause harm to the actual mother of the child.

Witch’s Wave

  • Gives the victim the cold resistance of Frost Witches as long as the witch is focused on his poppet.

  • Should she stop focusing on the poppet the Toll would be removed, just like all other Tolls.

  • This can be removed with Holy Magic.

Banshee’s Bind

  • A witch can only have one bind active at a time.

  • Witches cannot bind animals or creatures. They may only bind male corpses of the 4 descendant races.

  • Will take 5 emotes for the Bind to be ready for its intended use.

  • Binds will only last 6 emotes from the time they are risen. 

  • The Binds cannot speak, simply groan.

  • The Binds have blinding blue light escaping their eye sockets.

  • A witch can only use this spell once per day. 

  • Witches cannot cast this magic while glamoured.

  • The binds are nothing but mindless henchmen, attacking similar to ghouls or gravens with Necromancy & Mysticism. 

  • The Binds would have a bright glowing blue light from their eyes, and would simply groan and moan as they move around making them quite obviously under the spell. 

  • The Binds can perish again by any normal means, causing them to be unusable and will fall limp once more.

✦  Redlines to the Altar

Melting Mended Sabbath

  • Will leave a scar and marks where the wound once was.

  • Mended bones and muscles require rest after the Sabbath is performed.

  • Any replaced fingers or toes will be non-functional for 3 hours, and be entirely discolored in comparison to the rest of their hand.

Resurrection Sabbath

  • Witches killed by fire can only be brought back through this method.

  • When brought back through this method, it will take an OOC week for a witch to get back to her full power.

  • Requires one mother and two witches in order to bring back one witch. Two more witches must be brought to the sabbath in order to bring back another witch, and so on.

Familiar Binding Sabbath

  • The familiar may only be medium sized animals, and should be fairly domestic/docile in nature.

  • The witch may only see through the familiars eyes while within a 20 block radius, and can go where the player can mechanically enter. (Your familiar cannot slip under a door and snoop on the conversation there. But it could move to the other side of a tavern and listen)

  • If destroyed they must be reformed by the witch that first created them.

  • The witches wail is strictly for aesthetic and has no combative effect.

  • The witch may only change minor things about their familiar (For example their fur, or eye color)

  • If a familiar is burned, the witch stored within is lost. Repeating the Sabbath doesn’t guarantee you’ll get the same witch you did before.

Sister’s Scream Sabbath

  • Entire sabbath takes 4 emotes, [1. Connecting, 2. Expending Energy, 1.Prayer]

  • Cannot be used in combat scenarios, however, is similar in rules to Raid calls

  • Cannot be used to Metagame knowledge

  • Drains a Witch entirely of mana, leaving them unable to use magic for a day.

  • Max, Two witches, once done, both witches are unable to use Witch abilities, only able to shapeshift back to their original form.

  • Maximum of 10 Words.

✦ The Rune’s Redlines

  • Those who are runed are unable to hold a disguise longer than 2 OOC hours.

  • Witches who are runed are unable to perform any forms of Frost Witch magic.

  • Runed witches can be sensed by non-runed witches within a 10 block radius.

  • The rune will automatically fade should the Frost Mother that placed it go inactive for 2 weeks with /seen.

  • A mother and two witches must be present in order to remove the rune of a witch. If the mother is the one who placed the rune she will not need the help of the other two witches.

  • A rune cannot be placed on the witch again for at least 1 OOC month.

✦ Favors

When a witch is caught in her disguise and called out for her truly wicked nature she will always be forced to offer a favor in exchange her secret be kept. A witch must be discovered in her disguise in the act of doing something specifically witchy in order for this to be valid.


If someone should accept the favor they have the freedom to ask for just about anything in return the witch could logically provide. As long as the favor doesn’t put herself or another witch in harm’s way or require her to perform sexually then all other favors are fair game. When accepting a favor, once the witch successfully completes her end of the deal then the other person would be completely unable to speak of that witch’s true nature to anyone, ever again.


  • Favors cannot be sexual.

  • Favors cannot put the witch or her coven in danger, by any means.

  • A witch must offer a favor if she is caught in her disguise.


All frost Witches who have left in the last few months will be able to return regardless of their MAs being denied due to the last year and a half of bullshit we’ve had to endure because of the shelving of our lore. Simply submit your MAs to have your witchdom reinstated as there was no event ever given to those who were promised one. 



Original Frost Witch Lore posted by Urara

Skjoldier Lore posted by Meguzara

Cursed Ice and the Witch’s Altar Lore by Meguzara

Frost Witch: Enhancing the Curse Lore by fighting evil by moonlight

The Fjarriagua: Self Moderation Lore by Tsuyose





Lore Writers:



~ Beluved ~

~ CactusGreen ~

~ Slayology ~

~ Starfelt ~


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Brilliantly done.

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Love it

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As someone who had a hand in creating this lore, I know my support doesn’t exactly mean much, but after having worked on this with Luv, Slay, and Dev. I can say that this rewrite moves the witches into a new direction, its much more witch-like, with them being less civil and more the creatures you would expect man eating ice women to be. The new abilites are a nice addition to the lore, along with the added sabbaths being extremely neat and very fitting with the ideal of a witch.
I’m excited to see where the witches go if this rewrite is accepted. 
I’d also like to thank Luv, for pushing for this to happen, its been long needed, and I’d like to thank the LT for giving feedback/opinions.
Serious +1 from me.

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I hope after all your hard work that this rewrite finally gets passed. Well done @Luv! +1

Edited by Gilded

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Amazing +1

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Amazing, really well written! +1

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Really wanna see some Ice women again. Very well written lore post, hope it is approved!

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Truthfully, I have been a hater of the Frost Witches for a long, long time. However, I can tell that you have put a lot of effort into this piece of lore, Luv, and congratulations are in order. This is definitively a step in the right direction for the Frost Witch lore, and its effect on the community.

I speak only from experience, but I will list below some parts of this lore that I believe leave room open for powergaming, and that you can improve on.


2 hours ago, Luv said:

✦ Feral Response


The Feral response is a Witch’s form of “fight or flight”. When a witch is in a dire situation where it is live or die, feed or starve, they may enter this feral mode depending on the situation at hand. When a witch goes feral she will be trapped in a savage guise of their true ice form and be unable to cast any of their Frost Witch magic or any other magic they may also have. During this mode a witch however get a few different sets of abilities which she may use to her advantage depending if she chooses to fight or flight. However the decision to enter this last stand is a hard one as the witch loses a part of herself and feeds into the beast inside - becoming savage and incapable of greater thinking while in this form. Her only goal is survive. Her only goal is eat. It is important to note that a witch who has not feasted on the flesh of men within the last week she will be unable to use this form.


In the snow a witch will be able to move a 0.25x quicker speed, and have the same increase of physical strength, than they would normally be able to. This allows witches to get a speed boost to escape sticky situations or to quickly hunt down the last escaping prey. This burst of speed and strength only takes place if the witch is in a climate that would normally favor her ice magic.


Witches also gain the ability to perform a stun ability of their choice that would fit the witch aesthetic and the roleplay scenario they find themselves in. Some witches could choose to greatly increase the glow of their eyes in dark locations in order to temporarily blind an opponent. Or perhaps release an ear piercing screech that would knock someone out of concentration. The choices here are endless, but nothing that could cause physical harm to someone and this can only be done once per combat situation. 

I think this segment in particular is the one I am more troubled by. It is good for flavor, but there is no way to effectively calculate a gain of 0.25x movement speed in roleplay. I believe the last paragraph should be more concise, as it is too ambiguous and it is a combat ability. In order to prevent confusion, and make combat more effective, I think you should clarify what can and cannot happen. People will always bend the rules, and find loopholes in order to gain leverage.


3 hours ago, Luv said:

✦ Banshee’s Bind

Men oftentimes have little to no use for a Witch besides becoming her meal, however in the case that a witch finds herself between a rock and a hard place - her dinner might help her gather midnight snacks to save for later. When a witch is unglamourous and near the corpse of a descendant man, she can awaken a temporary enthrallment within the husk and raise it back to temporary life in order to assist her. Glowing blue eyes and haunting groans are all that remains of the man as he becomes a tool of the devilish ice maiden. 

I think this spell is interesting, but it is practically necromancy. Spells like these should remain part of that lore, but sadly it has been shelved for about a year now.

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frost witches?

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