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[CA Playable Race] Frost Witches, the Maidens of Ice


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Frost Witches, the Maidens of Ice

(Fy - arr - e - aw - ga)

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Written by Luv

Luv


Table of Contents

 

The Origin of the Curse

 

Their Frozen Form

Physical Traits

Mentality

 

Abilities of the Fjarriagua

Glamorous

Ice Manipulation and Conjuration

Bewitchment

Tundra’s Tolls

Glacial Animation

 

The Altar

Sabbaths

Cursed Ice

Familiars

 

Rebirth and Reconstruction

The Degradation of Witches

Feral

Helheim

 

Progression of the Witch

Fledgling

Sister of Snow

Winter Witch

The Witch Mother

 

Miscellaneous

The Rune

Favors

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Origin of the Curse

 

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.

 

Their Frozen Form

 

Physical Traits

Glamoured 

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.

 

Icy Visage

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.

 

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.

 

Witches on the verge of going feral will begin to see their bones protruding more obviously and their cheeks beginning to sink in. When a witch has gone feral her nails will greatly elongate and her form will become much more frail and visibly malnourished. 

 

Mentality

Frost Witches are highly communal creatures. They live in Covens. Witches are extremely loyal to their Covens and they hate to be separated from the fellow Coven members. Although they are not blood-related, Witches will address their fellow Coven members as "Sisters" and their Witch Mother as "Mother." They will often mimic family relationships within the Coven. Witches treat their Witch Mother similar to an actual mother. The Witch Mother is expected to protect, teach, shelter, and feed her daughters. "Sisters" in the Coven similarly rely on each other for support and companionship. Coven sisters often form highly codependent relationships with one another. Solo witches often do not last long without their Mother and Sisters. A solo witch may devolve into a feral beast without the support of her Coven.

 

While Witches are highly loyal and affectionate to each other, they treat outsiders with open hatred and disdain. Witch Mothers are highly territorial and protective of their daughters. It is unusual for two Mothers to share a single Coven. Due to the Witch Mothers' territorial tendencies, Covens may sometimes fight with one another for land. Anyone outside the Coven is considered "Other" and treated with suspicion. As a result, Covens are often highly insular and form their own unique intra-Coven cultures. 

 

Frost Witches many develop highly sociopathic tendencies. They treat mortal creatures either as tools, food, or disposable objects. A witch's strongest relationship is with her Coven and her Witch Mother. Extra-Coven relationships are considered highly unusual. Witches may accept non-Witch allies for a time, but these allies are considered useful tools and not "equals." A Witch may eat an ally after she is done with him.

 

Romantic or sexual relationships are very difficult for Frost Witches due to their biology. Many Frost Witches identify as aromantic or asexual (meaning they don't feel romantic or sexual urges). Others may have brief sexual or romantic flings, then consume or otherwise dispose of their paramours. Many think Frost Witches are not capable of "true love." Some Covens have a strict "don't play with your food" policy.

 

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Abilities of the Fjarriagua

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.

 

Emote Example:

Spoiler

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.

 

Redlines

 

Spoiler
  • The amount of disguises are listed above with each tier.
  • A witch’s skin is cold as a corpse to the touch when disguised. 
  • A witch must specifically concentrate on her teeth in order to glamour them. 
  • A witch cannot use any of her other magic abilities while holding a disguise / using a glamour. This is a tell of sorts for when a Frost Witch is casting.
  • Glamours are physical polymorphs, anti-magic, wards, pain, etc will not cause a Witch to lose her glamour.
  • A witch’s blood is slush like even while glamoured. 

 

Ice Manipulation and Conjuration

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.

 

Emote Example:

Spoiler

 

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.

 

Emote Example:

Spoiler

 

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.

 

 

Redlines

 

Spoiler

 

  • 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 big enough to maim or kill someone in a series of three emotes in a biome not suit to their advantage. 
  • The tier adjusts accordingly to the witch’s current biome. T5 for a frozen climate, T3 in a temperate area and T1 in deserts. Increase each tier by one for Witch Mothers, meaning witches would be T2 in deserts, and so on.

 

 

 

Bewitchments

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. 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.

 

Aurora

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.

 

Emote Example

Spoiler

 

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.

 

 

Redlines

 

Spoiler
  • This spell can only disguise up to two witches within in vapor. This means witches can appeared glamoured while they cast their Witchcraft, but will need to still emote dropping their disguise if they wish to begin casting ice magic.
  • Witches cannot cast this spell while glamoured.
  • The false glamour will last five emotes after its initial cast. 

 

 

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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.

 

Redlines

 

Spoiler
  • At least one unit of blood must be used in order to create the connection. The measurement system used is the same one of Blood Magic. For flesh, about 5x5 inches, but blood is more practical. 
  • A witch may only have one poppet at a time.
  • Poppets last for 3 OOC hours, and the witch can only inflict one curse upon the target through the poppet every 24 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.

 

 

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.

 

Redlines

 

Spoiler
  • 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

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.

 

Redlines

 

Spoiler
  • 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

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. 

 

Redlines

 

Spoiler
  • 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

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. 

 

Redlines

 

Spoiler
  • 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

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. 

 

Redlines

 

Spoiler
  • 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

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.

 

Redlines

 

Spoiler
  • 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.

 

 

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Glacial Animation

Witches can bring the ice to life with the spell known as Glacial Animation. By marking a spot of ice and snow the witch can begin to create imps of her desire to fight for her. These icy abominations can be either humanoid or beastial, the more humanoid shapes taking longer to conjure.

 

These creatures have no free will, however, they must be puppeteered by a witch. Sometimes a witch might stand back and create two creatures to be passed off to one of her sisters to control while she charges up a new ability.

 

Emote Example:

Spoiler

 

Beastial

The Witch ran her nail crudely through the snow beside her as her gaze flickered swiftly along the snow blanketed woods. She could hear the sounds of crunching boots growing closer. 

 

As she rose to her feet the ice she had just marked slowly began to rise as well, reaching to about her knee as she stood straight up now. Her eyes glowing a bright blue in a series of waves as the ice began to form its more defined shape. 

 

The ice and snow compacted itself and took on the crude shape of a wolf beside the witch. As she’d close her eyes and reopen them the light would now glow through the one the frozen wolf would have seemingly had. 

 

Humanoid

The two witches sought cover behind the fallen log as the snow storm their mother brought down raged hard all around them. One of the two held her upper thigh with a wince as a red slush spewed from an open wound.

 

The less injured sister ran her hand swiftly over the snow as it began to rise almost taller than her, kneeled down in the snow beside her wounded companion.

 

The ice began to take shape and the falling snow and hail only added to the creature which soon took the rough shape of person, about the size of an Orc.

 

The wounded witch’s gaze shifted to the icy’ monster as her eyes shot back open and the haunting blue glow would shine through the eyes of the ice monster before it moved to lift the witch into its arms and begin making it way away from the conflict. 

 

 

Redlines

 

Spoiler
  • Can summon up to 2 icy creatures.
  • They can be no larger than a medium-sized dog and entirely unintelligent, requiring the direction of the Witch. 
  • Creation of the creature requires the Witch to mark a section of ice and snow on the ground. From that mark the creature  will begin to forge over the course of 2 emotes after the initial cast for beastial shapes and 3 for humaoid shapes, and on the 3rd/4th it is ready to attack. 
  • Control of one of these creatures may be passed on to another Witch, with the same limitations.
  •  Controlling the creature requires one may not cast any other form of ice magic, or move/fight intensely. 
  • Upon losing control, the ice creature will fall limp. 
  • The creatures can be destroyed with fire or force, causing the Witch  to lose control and be unable to summon more for one day. 
  • If the creature is destroyed, the Witch must reform an entire new animation. 

 

 

 

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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

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.

 

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.

 

Redlines

 

Spoiler
  • 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.

 

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.

 

Redlines

 

Spoiler
  • 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.

 

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.

 

Familiars

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The Sematary Sabbath

This sabbath serves the purpose of creating your familiar. Beneath the necessary altar, usually a large oaken tree, the corpse of your desired familiar is presented. Be it a cat, dog, or even bird, the spirit of a forgotten witch comes forth to collect the corpse before carrying it off. During this part of the sabbath process, the dead creature is transformed into it's familiar state, presented back to the witch following it's bodily conversion.

 

Redlines

 

Spoiler
  • An animal no longer than an adult fox must be buried at the base of the altar and left untouched for 24 OOC hours.
  • The Semetary will always have a piece of wood marked with a totem made of seemingly male bones. This is purely aesthetic, but it acts as a phylactery for the familiar.
  • The Semetary will drain a lot of energy from the altar, meaning no other sabbaths could be performed for at least 24 OOC hours.
  • The witch who activates the Semetary will find herself bound to the general vicinity of the altar until her familiar rises. 
  • If a familiar dies then they will need to perform the Semetary Sabbath once more.
  • A Familiar will inherently be able to speak Common and Black Speech.
  • A Familiar can be roleplayed by the Witch player, and the personality is completely up to them to decide.
  • A Familiar is a soul of a PK’d witch or warden placed inside the cursed ice body of the sacrificed animal. 
  • Previously played Witches cannot be brought back as Familiars.
  • This Sabbath only requires one witch.

 

 

Familial Glamour

The art of the Familial Glamour is a relatively straightforward and easy task for the witch's familiar. Presented as a way for the familiar to hide itself when discovered, or even to simply differentiate itself from other familiars, the Familial Glamour allows the familiar to change it's appearance to any creature of the same form, though only altering it's cosmetic appearance.

 

Redlines

 

Spoiler
  • Cannot glamour into any other form other than that of the form they already have.
  • Cannot add any additional aspects to their given form.
  • Familiars can only change their cosmetic appearance in regards to color, patterning, eye color, size, and shape.
  • The familiar can take no larger form than that of an average wild fox.

 

 

All For One

When near your familiar, the Witch will find the wind is blowing in her favor. Her familiar’s presence gives her a bit of an edge, but not only that, but a clear state of mind – knowing they are there to help her every step of the way.

Redlines

 

Spoiler
  • This allows all combat roles to be increased by 3 when you’ve clearly emoted your familiar in the same combat scenario. 
  • This can be used 3 times per combat scenario. 
  • This allows you to increase your break and lockpick rolls by 3.
  • This can be used 1 time every 24 OOC hours.

 

 

Rebirth and Reconstruction 

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Due to their twisted curse a Witch wjill 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.

 

The Degradation of Witches

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For reasons unknown, sometimes when Witches or Witch Mothers leave their coven or disappear for long periods of time, rather than starting their own coven or, in the case of a Witch, developing into a Mother, they degenerate. During this degeneration period, they will naturally gravitate towards ice and snow biomes, and become feral. While they are feral, they have no capabilities of thought or reason, and function solely on instinct. Their curse becomes  dormant, and they lose the ability to disguise or control ice and snow. They will attempt to kill any living thing they come in contact with, their will being tied solely to their ravenous hunger. Witch Mothers are naturally drawn to any nearby ferals, as they are the only thing the feral will not attempt to kill on sight. Witch Mothers can re-curse the feral witch to restore their sanity, however they must first take the feral on a hunt or feed them with meat they’ve brought in advance.

 

((This is to make sure who is and isn't active so we know when to recruit and when players come back they can be brought back into the fold ICly and be refreshed on the lore. This is not used to punish inactive players, but to make sure returning players know the current lore and can be brought back into the fold ICly if they so wish.))

 

Redlines

 

Spoiler
  • If a feral exists, the current Witch Mother will be COMPELLED to find and re-curse them.
  • The feral CAN NOT be ignored. 
  • Feral can not disguise or control ice and snow. 
  • Ferals are violent and volatile, like an animal.

 

Feral

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. 

 

Redlines

 

Spoiler
  • 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.

 

 

 

Helheim

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Helheim is the realm within the altar which houses the fallen souls of all Fjarriagua. Inside the realm of Helheim one would find an endless wasteland of ice and snow - the sound of howling winds and faint feminine weeps are all that most would hear. However, when one enters into the realm of Helheim or a witch’s spirit finds its way here then they will find a castle. This castle seems to grow and grow with the size of the curse, inside each room holds the soul of a witch no longer of this world. 

 

Sometimes this eternity is worth it when a witch has lost all she has, and many witches will take a quiet goodbye and seek refuge in the realm of Helheim, essentially killing themselves. Witches can travel in and out of the realm of Helheim with the assistance of sabbaths and their fellow witches, but a non-Witch would find themselves unable to escape upon entry. 

 

Helheim passively feeds off the energy of the fallen witch’s souls to power the sabbaths and altar. Living Witches who venture into Helheim will find themselves passively being sapped of their energy the longer they stay.

 

Redlines

 

Spoiler
  • More lore will be written on Helheim in the future.
  • For now, it’s just the realm inside the Altar which all Frost Witch’s souls go when they die.
  • Dead witches cannot escape on their own if killed by fire.
  • This realm is accessible through Blood Rifting if a witch is in your ritual circle and the proper runes are placed.

 

 

Vitalum Vitalis - The Resurrection Sabbath

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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.

 

Redlines

 

Spoiler
  • 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. One witch in the circle must have access to the Decensium spell. 
  • All times the Vitalum Vitalis Sabbath is performed it must be overseen by an LT and the Fjarriagua Lore Holder.
  • The Witch Mother, or two of the four witches, who take part in the sabbath will have their souls transported into the altar while their physical bodies lay on their backs with their arms outstretched before the altar. Their souls enter through the portal made by the Descensum spell (lore coming soon!), but unlike Descensum - it is only their soul going into Helheim which prevents them from being harmed there. 
  • This sabbath may only be performed on Witches or Wardens who have perished by fire.
  • Voidal Fire deaths will not require Vitalum Vitalis to be revived - they will just died like any other death and respawn accordingly.

 

Progression of the Curse

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.

 

Redlines

Spoiler
  • This tier lasts about an OOC week and ¾ days depending on how quickly they consume their first piece of male flesh.
  • They would be completely unable to cast anything but the most basic glamour spell.
  • During this transformation time they can experience any or all of the following symptoms: agonizing tooth pain, extreme chills, increased sensitivity to the smell of meat (causing violent nausea), paranoia, and insomnia.
  • Holy Magic can remove the curse during this time frame only, after that it is too late.
  • The only disguise they could hold would be their form prior to being cursed. 

 

Sister of Snow

The witch is no longer a baby, but still has much to learn. During this time the young witch can begin to learn how to better manipulate and conjure ice from all around her. She is still too weak to attempt anything more complex, but during this time she’ll find her ability to disguise has greatly improved and she will find herself with more options at her disposal. 

 

Redlines

Spoiler
  • This tier lasts one OOC month after the fledgling stage.
  • Can hold two new disguises from their original form. 
  • Skin color can become slightly lighter or darker. 
  • Height cannot be changed.
  • Race cannot be too heavily changed, a Human could product pointed ears and an Elf could round theirs.
  • They can begin to practice Ice Conjuration and Ice Manipulation at this time. 
  • They cannot practice Bewitchment, Tundra’s Toll, or Glacial Animation.

 

Winter 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.

 

Redlines

Spoiler
  • At the beginning of the second month of Witchdom, they have become this tier.
  • Can now have 6 different disguises and hold them with ease.
  • Height and race can be adjusted.
  • They can now be taught Bewitchment, Tundra’s Toll, and Banshee’s Bind spells.

 

The Witch Mother

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d̵̡̡̨̨̡̨̨̛̰̳̻͈̣̲̻͇͍͇̦͇̙̯̋̾̌͑̐̀͝e̴̙̖̼͉͛̀̊͑͛͑̓z̴̨̲̝̝̺͎͚̳̫̻͕̟̹̭̱̼̳͈̗̥̥̑̐͐̇̂̓̕͜h̷͈͉̣̾̎͗̾̓̇͐̄̏́̂͘͠a̶͎̝̱̥͈̹͕̬̲̹̖̳̰̐̉̓͆̊̅̔̊͝n̸̡̨̗͉̜͇̹̯͇͖̥͈̰͕̮̆̋̆̎̿̍̉͒̄͆̃͋̀̌̂͘͘͝͝͝͝ơ̷̡̯̼̙̖̩̞̥͆͆̔͒̔̽̓̋͐̀͌̌̄͜r̵̢̧̢̨̨̨̝̞̳̱̜̣̣͙͙̬̼̯̩͍̲̟̅̋̇̀̈́̈̌͆̓̎͐̾̋̽͒̄̚͝͠͝͝ệ̸̼̀̑͐

 

 

 

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 noticeably stronger than normal Witches in their frozen habitats as they have  taken the final leap into the curse and have allowed themselves to become a tool for its germination.

 

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.

 

Redlines

 

Spoiler
  • To become a Witch Mother one must give up an addition magic slot, this means ⅘ magic slots dedicated to Witchdom. This slot can never be regained, even when becoming a Banshee.
  • 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 stronger than regular Winter Witches. Think of this as tier 4.
  • Frost Mother requires a TA and an active CA for Witchdom of over one OOC year.
  • Frost Mothers have no cap, there can be one hundred mothers or one mother.

 

Miscellaneous

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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.

 

Redlines

 

Spoiler
  • Those who are runed are unable to hold a disguise longer than 4 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 OOC 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.
  • The rune will automatically be removed if the witch is brought back using Vitalum Vitalis. 
  • The rune must be specifically taught to Mothers.

 

 

 

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’s er 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.

 

Redlines

 

Spoiler
  • 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.

 


 

 

TL;DR:

 

Spoiler
  • Frost Witches are now a CA creature which take up 3  magic slots, leaving 2 available.
  • Removed the Witch Mother cap! You’re welcome!
  • This curse once placed on a woman can never be removed by any means.
  • 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.
  • 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 spawns 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.

 

Changelog:

 

Spoiler
  • Removed all the alchemy related lore pieces such as potions and herbs.
  • Removed Mirroring spell.
  • Added another tier between Fledging and Winter Witch to better clarify the progression of a Frost Witch.
  • Feral had been reverted. 
  • Witch Mothers have been changed.
  • The Rune has been changed.
  • Banshee’s Bind has been removed.
  • The Resurrection Sabbath has been changed.
  • Familiars were added.
  • Glacial Animation ability added.
  • Helheim added.
  • Pet Sematary and Vitalum Vitalis sabbaths added.
  • Adjusted the formatting so you can’t use that as a bogus reason to deny the lore anymore!

 

 

Upon Implementation:

 

Spoiler
  • All prior Frost Witches will need to resubmit a CA and link their past one. Those being brought back with the Vitalum Vitalis sabbath or choosing to play a Skjoldier Witch must tag me and I will verify accordingly. 
  • All Frost Mothers must reapply, the only ones eligible being chihiros, Halsi, and Arzota. The only new witches eligible to apply for TAs are myself and Devdog. All other TAs will be paused until the official passing of the activity trial. 
  • Witches who have been PK’d prior to the rewrite can be brought back through the Vitalum Vitalis sabbath during this activity trial only! No exceptions will be made for those who change their mind later.
  • The Vitalum Vitalis sabbath will clear them of all their other magics besides Witchdom. If they were any other creature they will be reforged as a Witch instead. 
  • Witches not wishing to play their currently cursed character, but still want to remain a Frost Witch can submit a character to be approved by myself and a ST member who is a witch from continent of Skjoldier (lore coming soon!) 
  • Witches who choose to leave the curse and no longer play a Frost Witch will find they are forever cold to the touch and unable to bare children. 
  • All old altars and cursed ice related items will no longer function, the ice just melting away. 
  • All witches who are not active during this time, but have not PK’d their witches will be within Helheim ICly. Upon their return, if ever, they will need to resubmit a CA and speak with myself and an ST member to help them properly integrate back into playing a Frost Witch. 
  • All past favors are no longer valid.

 

Credits

CactusGreen / Devdog, Slayology, Starfelt for their loads of assistance writing this piece.

 

All the lore writers of these pieces, thank you for the road paved for me:

 

Original Lore by Urara

 

 

Frost Witch Addition by Meguzara

https://www.lordofthecraft.net/forums/topic/159922-✓-frost-witch-addition-cursed-ice-the-witchs-altar/

 

Frost Witch Self Moderation by Tsuyose

https://www.lordofthecraft.net/forums/topic/150748-the-fjarriauga-self-moderation/

 

Enchaning the Curse by Chihiros

https://www.lordofthecraft.net/forums/topic/166700-✓-frost-witch-addition-enhancing-the-curse/

 


 

© Luv Lore

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+1 Luv and her team have worked incredibly hard on this. I’d love to see it come to fruition!

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Having just helped Luv write a few final little tidbits as part of this piece, I really don’t see any further reason this lore need be denied. After having the frost witch community wait for up to 2 years and denying lore that has had such detail put into it by a player so dedicated to the magic, there is no reason why the community, and those who are eager to join, must wait another 2-3 months before even a trial period can be put through.

 

APPROVE. THIS. LORE.

 

+1

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accept this now, my fav lore on lotc ❤️

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i really like this

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Since Asulon, Frost Witches have been one of the few actually unique and creative works on this server. To be rid of them is to shill for uncreativity and copy-cat behavior so endemic in lore on lotc. Don’t be ******* ***** aprove it you scumsuckers

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I do support! +1

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??

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1 Month cool-down seems a bit of a stretch. But the Frost Witches are awesome so. +1

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Formatting changes! All the changes asked by the Story Team have also been implemented!!! 

11/3/2019 @ 10:25pm

 

  • Keep in mind the Bewitchment section might seem a bit, lacking, but I assure you there will be additions to that section with more cantrip and non-combative style spells!
  • A lore piece specifically on Helheim, Skjoldier, and Wyvrun will be also be coming in the near future from your's truly! Don't miss them!
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