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[✓] [Magic Lore + Playable CA] Fjarriagua

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Maidens of Ice and Snow





“Love does not heal a Frozen Heart.”





Legends tell of a tale, shrouded in mystery and ice, of a young bride-to-be by the name of Kriemhild, from the icy realm of Skjoldier. All had been set in grandiose splendor, from the flowers, to the cake, and every one of the guests had been assembled in only their most finest wearings. Alas, all was prepared and present, save for the groom, abandoning the young woman at the altar. She was distraught, and no consolation from the guests brought any respite from her unending sorrow. Yet her sorrow turned to rage, and from her rage, to wrath. In a furious stupor she flung herself into a howling blizzard, seeking to confront the man, only protected by simple nightwear which was by no means suitable for traversing such terrain. The ice and winds pummeled against her, weakening the poor girl’s body as she tumbled into the snow, clinging onto the warmth of life. 


Much has been disputed of what truly transpired, but some tell that Father Winter himself had come down out of pity for the poor woman, granting her the wedding kiss she so deeply desired. From this, her lips became cold, her body like that of ice and her hair like that of snow. And never again was the young bride seen by those of the living, and as the years passed, suspicions began to arise within the towns of Skjoldiers. Rumors of icy maidens who consumed wary or unsuspecting men, women of the villages seeming to disappear, their husbands left as bloody heaps in the snow. Panic soon spread throughout the land as the remaining sought to escape, clamoring onto ships sailing away from the accursed realm. 


Alas, there was one who had great pity, a pity which would condemn descendants for future generations to come. A ship captain by the name of Olaf, had questioned not the state of his own daughter Brunhylde, and thus spared her from those who had sought to perhaps harm her from suspicion or fear; and so, he brought her aboard the last ship leaving the island. And woe to that vessel came, for the young woman emerged from the seas onto the sands of Asulon, leaving little but a wreck of wood and gore behind her. Thus the curse continued.


Generations passed and the curse of the Frost Witches had spread swiftly throughout the realm, like that of a horrendous disease, myths of women consuming weary travellers and spouses alike spreading throughout the realm much like they had in Skjoldier so many years ago. The dawning Orenian Empire was thrown into disarray as Brunhylde and her daughters tore through and consumed entire scores of Imperial men, posing a grave threat to the empire, leading to an era of fear and darkness for humanity. Yet this great reign could not last forever, and soon humanity rose up against their frozen oppressors. 


In a great battle against the White Rose, the grand Witch Brunhylde was slain, the captain of the order presenting her head as a gift to the king. Great rejoicing spread throughout the realm of man that day, yet Brunhylde’s daughters wept and mourned for their beloved Mother. The one who had started it all. In their grief, the Witches split into their own Covens, leading on new generations of Fjarriagua much as their Mother once did, for they had become Mothers in turn. Their contempt and wrath for mankind only grew as they spread the curse to more and more descendant women, leading them to discover further, horrible powers which they might use in order to torment the mortals for the years to come. 






The Witch Covens


While a Witch may be a force to be reckoned with on their own, they are never truly whole, their mind and soul cursed to an eternity of a cold and heartless torment. Yet it is only when  with their Coven where a Witch might receive solace in her desolate existences, granting them the fulfillment and comfort they could never gain upon their lonesome. When within their Coven, a Witch has far greater power, being granted strength, able to perform greater acts of Witch Magic when together, practicing numerous acts of Witch Magic and frozen sorcery. As a result, Witches hold a deep connection to their Coven, loyal to their Sisters above all else, for they are her family. Mothers are the head of this family, focusing themselves around caring for the Coven and looking out for it. With this, the thought of true love is completely lost to the Witch, for their Coven is all which the Fjarriagua needs.






The Witch Altar


The greatest presence of Frost Witch magic within the material realm, allowing powerful feats of ice and malevolence. These unnatural structures often park the presence of a Coven, as never will a Coven be complete without one. To establish such a foul presence within the realm, a Frost Mother must conjure forth a “seed” from cursed ice, embedding it within the freshly slain corpse of a descendant male, before entirely encasing the corpse within cursed ice along with three other Witches, thus beginning to development process.


Over the course of time, the Altar will grow like that of a tree, using the corpse provided as a means of sustenance, feeding its power. Of course, the germination of such a powerful presence is not a process which happens quickly, rather on the contrary. The development of Altar will take several weeks before it has completely formed, its power becoming more gradually established. This often requires the Witches to be incredibly protective of their Altar while it still forms, as without an Altar, their Coven is but lost.


As the Altar forms, the terrain around it will accommodate to its presence, becoming frigid like that of the Fjarriagua's homeland. This often leads the Witches to build their altars deep within caves or naturally frozen environments as to avoid the suspicion of mortals, as finding a frigid region within the middle of a lush forest would arouse much scepticism. Furthermore, as the Altar’s power grows, so does the power of the Witches in the area, their magic becoming stronger and allowing them more potent feats of their kind.


Tier One

The Seed has just been planted, the ice overtaking the corpse of the descendant male rather slowly, its roots spreading throughout the body and the area beneath it, establishing itself within the terrain. This is a very delicate process, and requires that the Altar not be moved during its formation, lest the roots fail to take hold and the Altar cease to form. 


In this state, the environment around the Altar will become particularly frigid, leading Witches in the area to feel a slight sense of home and comfort whilst non-Witches feel an uncomfortable, though not harmful, frigid chill. 



- A Witch Altar can be created by a Mother in association with three other Witches. 

- If the corpse is moved at all in this state, the growing roots will break and the Altar will be destroyed, requiring the Witches to make a new one. One [T3]  and one [T5] Paladin may also purge the Altar, removing its power and leaving it as merely ice.

- Descendants within twenty meters of the Altar will feel a slight chill and a sense of unease. Witches within the Altar’s proximity will feel a sense of home and comfort.

- Can be used to perform tier one Sabbaths.

- Lasts two weeks after being initially created.


Tier Two

The Altar is now much more concrete, the descendant corpse having been completely consumed as the roots have taken hold more substantially within the earth. While the Altar is still fragile to some capacity, it is far more difficult to move or destroy, as its roots have been embedded enough to maintain itself successfully.


At this stage, the environment will become even more frigid, the Altar draining the heat from the environment as all Witches would feel a greater sense of comfort and reprieve whilst within the Altars proximity, whilst mortals would feel a nose-biting chill which can lead to very mild frostbite if they are inadequately equipped. Witches within the region would find their powers only slightly boosted, able to rest at the Altar to heal minor wounds.



- The Altar requires five harsh blunt hits in order to be destroyed, typically from clubs, hammers, or maces. Alternatively, a constant stream of fire or heat magic can effectively destroy the Altar in four emotes. Two [T5] Paladins may also purge the Altar, removing its power.

- Non-Witches within a thirty meter radius of the Altar would feel a nose-biting chill and very mild frostbite if they are inadequately prepared for a frigid environment. Witches within the Altar’s proximity feel a greater sense of home and protection.

- A Witch may rest at an Altar for one OOC hour, any light cuts or bruises, no larger than half an inch deep, will be healed over this duration. If combat ensues at any time during this period, the effects will ceas. Larger wounds must be healed  by a Sabbath.

- Can be used to perform tier two Sabbaths.

- Lasts four weeks after passing tier one.


Tier Three

The Altar has completely embedded itself within the earth, now far more difficult to move and destroy by any mortal means. The environment is far more frigid, now leading non-Witches to feel cold to the point of hypothermia if they are not dressed well for the environment.  Witches have a moderate boost to their non-combative power, able to conjure forth ice from the air with relative ease as if it were manipulated directly.



- The Altar requires ten harsh blunt hits in order to be destroyed, typically from pickaxes, large hammers, or other heavy blunt objects. Alternatively, a constant stream of fire or heat magic can effectively destroy the Altar in twelve emotes. At this point, the Altar may not be purged by any means of holy magic and must be destroyed physically. 

- Descendants within a fifty meter radius would feel a painful, stinging chill, frostbite overtaking exposed flesh very slowly as it would naturally. Witches within an Altar’s proximity would feel a sense of comfort and protection as their non-combat ice conjuration and manipulation abilities are increased by a single tier while in the Altar’s immediate proximity. 

- A Witch may rest at an Altar for half an OOC hour, any light cuts or bruises, no larger than half an inch deep, will be healed over this duration. If combat ensues at any time during this period, the effects will cease. Larger wounds must be healed  by a Sabbath.

- Can be used to perform tier three Sabbaths.


General Altar Redlines


- Mortals wearing more than half an inch of cloth will be immune to the effects of the Altar’s frostbiting chill at later tiers, though still face an uncomfortable cold.

- Any benefits to Witch Magic are purely non-combat. Altar Healing only occurs in non-combat.

- If a Witch Altar is destroyed, its effects in the area will fade. Altar’s are never indestructible.

- A Witch Altar must be made in a naturally cold or snowy environment, such as high atop a mountain, deep within ice caves, or amidst a Taiga Wood. A Witch Altar could not be created in a warm, hot, or sunny location such as a beach or desert. 








The Unholy Sabbaths


The Fjarriagua are well known for their devious magical practices, able to come together in order to perform great feats of frozen malice and pure witchcraft. From resurrecting their dead, to conjuring a great storm of ice and hail upon their enemies, the powers of a Coven are vast, not to be contended by simple mortals as the Fjarriagua are far more potent united than when alone.




Sabbath of Frost

The Sabbath of Frost is one in which the Witch’s come together to inflict the surrounding environment with a great frost, leading flora to die as the environment becomes akin to a freezing tundra. This is often used by Covens to make their region more hospitable to their kind, whilst also making it more difficult for mortals to intrude.




- The surrounding area of the Altar, generally the entirety of the region claimed by the Coven, will be swarmed with a deep, ongoing storm. The storm is not violent in nature but leaves the region completely frozen over and reduces any vegetation or wildlife to nothing. 

- Although this Sabbath is done when the Altar is formed in an already non-snowy region, the Altar may never be placed in hot/warm regions such as a beach or a desert. This Sabbath is to freeze over temperate or cooler regions that the Altar may be placed within.

- The Sabbath may be performed by a Mother and two other Witches at the Altar. 

- This process begins with the Mother embedding a large chunk of Cursed Ice at the foot of the Altar, and then forcing it into the ground.

- Over the next four emotes, the Cursed Ice will continue to sink into the ground as the Witches pour their energy into the Cursed Ice.

- Following the ritual, the Cursed Ice will be fully embedded into the ground and over the next full OOC day, a large storm will take place and cause the region to be fully frozen over and lacking in any form of life. 


- This process requires PRO consent. Although it is always performed on Coven grounds, if it is under another’s region, the PRO must consent.

- The Sabbath requires a Frost Mother to be present along with at minimum two other Witches. Adding more Witches to aid in the process does not strengthen the power of the storm.

- This Sabbath may only be performed in already temperate/cool regions. The Altar cannot be formed in a hot region then have this Sabbath performed to change the climate entirely. 

- This Sabbath may be performed when the Altar is at tier one. 




Sabbath of Healing

A sabbath which is simple in nature, allowing a Mother to ease the pain and the wounds of her precious daughters. By conjuring forth cursed ice at the Altar, a Witch Mother may apply it to the wounds of a Frost Witch, healing the damage done; from a mere gash, to replacing entire limbs and ligaments lost. 




- The Sabbath of Healing may be performed by a Mother upon her daughters, or upon herself with the direct aid of her daughters. This may be anywhere from a few minutes of roleplay to heal something as a gash, or entire sessions over the course of days in order to replace something like a limb or heal some other significant wound.


Healing Time Frames

Moderate Bruises, Cuts, Scrapes - Small wounds no larger than an inch and a half deep or three inches long can be healed over the span of four well described, multiline emotes, simply done by the Mother conjuring cursed ice at the altar and causing it to fill the wounds before it hardens and integrates into the Witch’s form. 

Gashes, Avulsions, and Stabs - Larger gashes or avulsions up to three inches deep and up to five feet long can be healed over the span of five well described, multline emotes, having the Mother pulling ice from the region which fills the wounds and heals the Witch. In the case of stab wounds, if it is not within a directly fatal region as the heart or neck, the Witch may be healed in eight well described, multiline emotes. 

Ligaments and Lesser Organs - Ligaments such as ears, noses, fingers, and toes may be regenerated by a Mother in the span of seven well described, multiline emotes, the Mother creating the new ligament from cursed ice and replacing the old one. Organs such as eyes or tongues can be regenerated over the course of two OOC days, requiring two separate sessions each day, each with seven well described, multiline emotes. 

Limbs - Limbs such as arms and legs may be regenerated by the mother over the course of an OOC week, requiring at least four sessions over this span of time. Each session consists of nine well described, multiline emotes, the Mother creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though may disguise it to appear like a sealed wound.

Mother Healing

There may be times when a Mother is in need of healing herself. Thus, with assistance from her daughters, she may restore whatever injuries she has sustained, either by her sacrifice or other means. The Mother herself must be conscious and present along with three other Witches in order to heal her, requiring the same amount of time as it would take to heal a normal Witch. This is often rather difficult for the Mother as they are likely within a great amount of pain. 


- The healing Sabbath may only be performed in non-combat by a Mother at an Altar. Alternatively, a Mother may heal herself in a similar manner with the aid of three other FJarriagua. The mother must be conscious and present to heal herself.

- If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact.

- Regular Witches cannot perform this Sabbath on their own.

- This Sabbath can only be performed when the Altar has reached tier two. 




Sabbath of Creation

Witches are crafty and devious creatures, constantly devising further plans and constructions in which they might bring about the downfall of mankind. With this unscrupulous goal in mind, Witches may create powerful artifacts and weapons which embody their horrendous magic, weaving their great power into icy constructions which epitomize their wrath. Thus, by bringing a particular item to the Altar, or creating one from cursed ice with the help of a Mother, as well as a male descendant corpse, the Witches may infuse it with their power, creating a new enchantment which they may use in their battles and trickeries. 




- The Sabbath of Creation requires that three or more Witches gather at an Altar, along with the item they wish to create the enchantment. Alternatively they may use cursed ice created by a Mother or create hardened ice on the spot for the purpose of the MArt only. They must also bring a male corpse for the ritual The number of Witches used in the process determines how potent the enchantment will be, and the presence of a Mother is worth the presence of at least two Witches (though may not be used as a substitute to having three Witches present). Of course, the size of the item will also determine the power the enchantment is able to hold. A needle cannot be used to create a snowstorm enchantment for example.

-  During the process of the ritual, the item must be placed next to or atop the corpse, at which the Witches will have their magic siphon the male’s energy and imbue it into the item along with their magic, then publish a MArt for the artifact. 

- This Sabbath requires three Witches, though it does not require a Mother, so long as the Altar is the Altar of the Witch’s respective Coven.


- All created items require a MArt Application.

- The enchantment must fit the theme of the magic. One cannot make a fire sword, for example.

- MArts must follow all story rules, the general themes, and the most basic redlines of Fjarriagua.

- This is a tier two sabbath.





Sabbath of Resurrection

The Sabbath of Resurrection remains to be one of the most significant Sabbaths to be performed by the Witches. When a Witch is ripped from the realm through grotesque and deliberate means, she will not reform at the Altar as usual. With the aid of a Frost Mother and a few other Witches within the coven, this ritual may be performed to return the soul of the deceased Witch back to the living realm. 




- The ritual consists of hunting a descendant and returning the corpse back to the Altar (the Witch’s corpse can be utilized as well if present and intact). laying them upon it. Once this is done, the Mother should encase the corpse with a large amount of cursed ice over the span of several well described multi-line emotes. The Mother and Witches must implore the Soul of the Witch to return to the realm, bidding it to the new corpse. This will allow the Witch to break forth from the ice, emerging from the ice in a rather weakened state.

- The ritual must be performed by a Mother, and at minimum three Witches have to be involved in aiding the ritual in providing their power for the Mother to harness throughout the process. 

- The female corpse must be fresh and newly hunted, if it has rotted or begun decomposition, the Sabbath will not succeed. 


- Upon the Witch’s return, she is unable to cast any Frost Witch Magic for two full OOC days following her revival, save from her common disguises.

- This task remains to be a taxing process on the Mother, thus a Mother can only perform this ritual twice per OOC week. Should there be no alive/active Frost Mothers to perform the Sabbath, ST intervention would be required to restore one of the Mothers. A Mother can only be revived by another Mother.

- The corpse utilized must be a female descendant and must have not been deceased for over twelve OOC hours. After that period, the corpse is unusable in the Sabbath. 

- This Sabbath can only be performed once the Altar has reached tier two.




Sabbath of Locking

Used against Witches who often rebel against their Covens, the Sabbath of Locking essentially locked a Fjarriagua in her Banshee State, making it impossible to draw upon their magic. Unless a Mother alleviated the effects of the Sabbath, the Fjarriagua will remain like this indefinitely, still required to feed upon descendant flesh. Performing this ritual unto one of the daughters of the Coven is especially difficult mentally on the Mothers as they are sworn to protect the Frost Witches, but should a Witch pose a threat to the Coven, it is not uncommon for this Sabbath to be performed.




- The Sabbath consists of placing a rune on the proposed Witch and ‘sealing’ any boons that come with Witchdom. The Witch will lose all abilities that come with Witchdom but still experience any downsides or hungering tendencies that come with it. The process begins with bringing the aforementioned Witch to the Altar and restraining her at the foot of the Altar. This must be performed by two Mothers in conjunction, in which they must carve a runic symbol (up to the Witch’s discretion) into the nape of the Witch’s neck, atop the Witch’s Mark that they received upon their initial cursing. After the carving of the rune, the following three descriptive, multi-line emotes consist of the two Mothers packing Cursed Ice atop the wound, thus sealing the abilities away at the end of the Sabbath.

- The Sabbath may only be reversed by one of the two Mothers that performed the Sabbath of Locking. Through the Sabbath of Healing they can heal over the runic symbol and aiding in the removal of the Cursed Ice.

- Following the removal, the Witch will immediately regain all abilities. 


- The Sabbath may only be performed with two Mothers and the Witch must be bound or prevented from moving physically. To remove the symbol, at least one of the Mothers who performed the Sabbath initially on the Witch may remove it.

- The Witch may not utilize any abilities during this period, and are stuck within their Banshee form indefinitely or until it is reversed. The Witch that experiences this Sabbath must still feed on the same intervals as any other Witch despite their abilities being sealed. 

- Frost Mothers may also have this Sabbath performed upon them, but still requires two other Frost Mothers to do so. 

- This Sabbath may only be performed when the Altar reaches tier three. 

- There should be a significant RP reason in order to perform this. Common examples are romancing with Mortals and sharing Witch secrets with mortals, though are not limited by these.




Sabbath of Devotion

The one truly selfless act of the Frost Witches and the symbol of devotion to one’s Coven to permanently dedicate oneself to the betterment of the Witches and their protection. This Sabbath aims to create new Frost Mothers when there is the lack of thereof in the community. The process in its entirety is a painful transformation with a great many sacrifices, and should the Sabbath succeed, the Witch will be reborn as a manifestation of ice. 




- The Sabbath requires a male descendant as an offering to the Altar foremost, before killing them upon the Altar. Traditionally, the male is a close acquaintance, friend, or family member towards the Witch who seeks Motherhood — a symbol of one’s loyalty to the Coven. It cannot be just any male.

- The corpse must be sought out and hunted solely by the prospective Mother and the sacrifice must be brought fresh to the Sabbath, after 12 OOC hours the corpse will no longer be considered fresh. The ritual begins with impaling the corpse upon one of the branches of the Altar, the energy from the Altar quickly seeping and then overcoming the corpse in the following two emotes. Should the offering be accepted, the Altar’s branches will elongate themselves, and begin slowly drawing the slush-like blood from the Witch.  In the final emotes, the Cursed Ice that stretches out from the Altar seeks to wrap itself around the Witch and pull the woman close into the center of the Altar, trapping her in a cocoon-like structure. 

- The individual is then placed in a cocoon metamorphosis-like state for the next three OOC days where they may not be interacted with nor may they interact with anyone else. Once they have successfully undergone the metamorphosis, a comment stating they are a Mother may be placed upon their CA.

- The individual remains conscious for the majority of the transformation which proves to be entirely painful and slow, however as the composition and integrity of their skeletal structure begins to change, they fall unconscious to the Altar’s will to then wake with little memory of the entire process. 


- The corpse that is presented as an offering must be a living male Descendant with some social or family value to the Witch, or even perhaps someone they once loved before they were abandoned. 

- The entire Sabbath requires a Mother to overlook and guide the proposed Witch in the process; it is impossible to perform without an existing Frost Mother.

- Should there be no more existing/active Frost Mothers, ST intervention will be required to determine the next Frost Mother.

- There is no cap on the amount of Frost Mothers allowed to exist at once, but the Sabbath of Devotion may only be performed once every OOC month. 

- Should the cocoon be destroyed while the Witch is changing, the Witch will die and her transformation will fail.

- This Sabbath may only be performed once the Altar reaches tier three. 





The Curse of Skjoldier


The Fjarriagua, otherwise known as Frost Witches, are ruthless creatures wrought from both frost and wrath, forsaken by their lovers, and thus forsaking love itself — taking upon themselves a great oath to never more feel a true love's kiss upon their lips nor the warmth of a beloved embrace. No — they are but cruel, savage, yet cunning beings which no longer pursue empathy or joy through love, but rather feed into the coldness of their hearts, seeking to destroy the love which they had so cruelly been denied. They are like that of ice, though far more cold and wicked than any arctic snowstorm or frozen wasteland.




Physical Characteristics


Fjarriagua are masters of disguise and deception, having both a disguised form which they may take, as well as their unglamored or Banshee Form. Frost Witches appear as they did before they were turned, yet by no means appear like any descendant, for once they are cursed, their connection to the descendant race is severed completely. Their hair becomes white as akin to snow, and in some circumstances even gain a gentle sapphire hue to its pristine whiteness. Their flesh becomes like that of ice, taking on shades of light blue or grey, as if they had suffered from hypothermia and thus perished from it, cold to the touch. More cruel and twisted Witches, and many of them are, often find themselves to take haggish or monstrous appearances, having frazzled hair, jagged, misplaced fangs, and perhaps even twisted and elongated fingernails — far from any semblance of the word ‘maiden’.


Unlike descendants, the anatomy of a Frost Witch differentiates greatly, and while Fjarriagua still maintain what would appear to be descendant internals, in actuality their internals are frozen; their blood and saliva like slush or even pure ice. As a result of their frozen nature, Fjarriguia find themselves to be ‘gifted’ immortality, protected from any effects of time and bodily degradation as a result of age, appearing as they did the day of their indoctrination into the Frost Witch Coven. Additionally, Fjarriagua do not bleed as normal descendants, as their flesh may crack under enough stress and damage, bleeding forth a cold, dark sludge which would be blood. Of course, a Frost Witch can never be shattered by this means, though it does not make their flesh any more durable than that of a regular descendant, save for perhaps very minor resistance to chipping attacks and slashes. However, along with this minor boon of flesh, comes an even greater weakness to blunt trauma, as Frost Witches who are inadequately prepared for such a harsh attack may find their bones to break somewhat more easily from things such as hammers or other blunt forces. Furthermore, Frost Witches are extremely susceptible to fire, and direct contact with it can be far more dangerous to them than it would a descendant, causing their forms to quickly melt and become rather sluggish, able to kill them as it would any descendant with direct exposure, if not only at a slightly faster rate. 




- In their Banshee State, Fjarriagua appear as they did when they were a descendant, except far more monstrous. Their teeth are sharp and jagged, their nails long and twisted; their skin appearing as if it were frozen, though not entirely dead, as it is not malformed, yet also cold to the touch as if deceased. Despite being monstrous, they still hold a semblance of beauty in their forms.

- A Fjarriagua’s skin slightly cracks instead of being cut, though this does not mean that they are more resistant or weaker to any forms weaponry, and can still be sliced, cut, and stabbed. Their blood and saliva are like sludge and moves very slowly, pouring out of them when they are damaged whether in or out of their disguise. 

- Fjarriagua are incredibly weak to fire, and prolonged exposure to it can lead to severe damage which is only treatable through certain rituals. When in the presence of fire or intense heat, they will find the use of their ice conjuring abilities very difficult and their movement would be slowed, and they may find their strength weakened.

- When a Frost Witch is in their Disguised State they lose access to any abilities that come with Witchdom and must revert to their Banshee form in order to perform these abilities. 

- Fjarriagua are frozen in body and soul, thus being immune to the effects of time and aging, becoming immortal.




Mental State


Fjarriagua are cunning creatures, seeking to employ any means in order to ensnare their prey and protect their Coven, whether through a tedious plot or mere brutality. They must think quickly in order to avoid situations which may expose them, as they are often hunted by the weak-willed mortals beneath them for their treacherous deeds. In the event that they are captured, the mortal may even call upon the Witch to perform a favor of their choosing in exchange for keeping the Witch’s identity a secret, albeit such a favor cannot involve any sexual favors and must only be a single courtesy of the Witch. Once this favor is successfully performed, the mortal is bound to not share the Witch’s identity. 


However, the curse of the Fjarriagua is truly as it is named; a curse. To completely forsake love and warmth alone as the Fjarriagua do is indeed a great struggle, let alone the harsh mental afflictions which these individuals endure. Whilst a Witch is often required to maintain a cool, level head in order to ensnare their prey, the reality of their internal struggle is actually quite disheartening. When a woman is cursed, they are plagued by numerous mental ailments such as depression, bipolar disorder, schizophrenia, obsessive compulsive disorder, and extreme anxiety, often leading them to bring themselves closer to their Coven for support, as they are all which can consol the Witch in her frozen misery.


To the Witch, their Coven is placed above all else, seeing those within their Coven as a family which grants them the consolation and a sense of protection they fail to find anywhere else in their miserable existences. As a result, a Witch will seldom test their loyalty to the Coven, as they would not dare abandon the only thing which brings them joy otherwise, sending the Fjarriagua spiraling into madness without support from other Witches. Fjarriagua will constantly look out for their Coven, oftentimes this leading to potentially extremist means to protect their sisters, even to the point of laying down their own life to ensure their safety.  This is not to say, however, that a Fjarriagua would never betray or work against their Coven under any circumstance, however, it would be incredibly unlikely for them to do so if there were no strong reason for such a treasonous and ill-willed action. 


Never would a mortal be able to contend the support that a Witch gains from her Coven, and while descendant females may be seen in a higher regard as to men, Fjarriagua will never see descendants as more than food or tools. As they have forsaken love, Fjarriagua lose all drive for any love or intimacy with descendants, not daring to form such a relationship with one as it would be akin to an individual having an attraction to livestock, even being considered beastility by more strict covens. While a Witch may acquire mortal allies, they are, again, no more than tools in the Witch’s plans and are never seen as equal, able to be disposed of without a second thought once they have fulfilled their purpose.




- Fjarriagua suffer from numerous mental ailments which cannot be ignored, preventing them from living any semblance of a regular life as they are essentially in constant misery unless having just fed or are in the presence of their Coven. 

- When with their Coven or when they have just fed, Fjarriagua will be briefly alleviated from their suffering, feeling a sense of comfort and protection particularly when in the presence of their Coven. Oftentimes this festers into an addition.

- Fjarriagua can never feel any love or sexual desire towards descendants, and any love with another Frost Witch or members of one’s Coven is limited to philia love. A Frost Witch will never see a descendant as anything more than a tool or food. 

- A Frost Witch cannot sexually FTB because they are a creature and cannot bear children because of their infertile womb as a result of being frozen over by the curse. Should a Witch be cursed while pregnant, the unborn child will result in a stillborn. 




Witch Feeding


In order to maintain their strength and capabilities, Fjarriagua must feed, satiating both their hunger and unyielding wrath simultaneously. To achieve such a means, they must feed upon descendant men periodically, whether through a cunning hunt or a brutish and furious bloodlust. In their ravenous desire for descendant flesh, they reject all mortal food, unable to taste little more than ash no matter how extravagant the meal. Failure to quench such hunger results in madness for the Fjarriagua, sending them into a rabid spiral as they find their powers to fade from them, trapped within their Banshee form as they are forced to attack anything that comes near them, sparing no semblance of rationality as they search ravenously for a victim. If they do not meet the consumption requirements of their kind even in this state, they will soon perish, unable to be revived through any manner of magic. 




- Fjarriagua must feed on male flesh twice per month by means of direct consumption They cannot eat normal descendant food as their body would reject it, all food tasting like ash to them. If they fail to feed themselves adequately that month, they will become mad, unable to utilize any disguises or magic as they take on a haggish, monstrous appearance, unable to be reasoned with until they can satiate themselves. lashing out at everything around them. Failure to feed oneself for two months consecutively will result in the Witch being PK’d and unable to be revived by Witch Magic or any other form of resurrection.





Abilities of the Fjarriagua


Frost Witches possess a myriad of abilities inherent to them, allowing them to disguise themselves, trick, and curse descendants, whilst also inflicting suffering upon those against them. The most notable ability of Frost Witches is their dominion over ice and snow, which makes them quite formidable forces whilst in their native regions of frost, particularly when in large number.







Frost Disguise

(Combative / Non-Combative)


A Frost Witch may use their magic to assume the form of a female descendant. Essentially, their ice flesh reshapes itself into the form of any descendant woman over the course of two emotes, the Witch alluding to the various traits a female descendant would possess, such as hair, eyes, and skin tone. The Witch may even go so far as to change their accent or embody a different race from their own, should they desire such. Of course, even their magic has its limitations, and as such, Fjarriagua cannot disguise their Witch’s Mark, their blood, nor their cold skin, making it crucial that they stay out of unnecessary trouble. While aesthetics may differentiate from witch to witch, the transformation is often seen as an ephemeral  glimmer than dissipates to reveal their newfounds glamor. While in this form, they cannot cast any of their magic, though they may revert to their Banshee Form over the course of a single emote.



- A Fjarriagua may change their form to appear like a descendant woman over the course of two emotes. They may change back to their Banshee Form over the course of one.


- Cannot be disguised as an existing character. 

- Has no limit to the number of uses, though overuse will result in the Witch’s fatigue.

- Even when disguised, their Witch’s Mark, cold skin, and slush blood remain.

- Size can only be altered up to six inches in each direction.

- Cannot disguise oneself as younger than eighteen.

- Regardless of the race a Witch may portray, their strength remains constant.









(Combative / Non-Combative)


A Frost Witch is neither particularly living nor dead, they may use their deathly traits to make it appear as if they have deceased or fainted, often using this as a means of deterring more keen onlookers. Due to the freezing temperatures of the Witch’s skin and the near to none respiratory rhythm that they possess, a Witch may feign her death for a short period of time in hopes to get her foes off her trail. This will cause them to fall to a complete unconscious state and may not wake up of their own accord once they have casted their Swoon and fallen unconscious. Swoon is unique in the fact that it may maintain the Witch's safety but also her identity because Swoon may be casted while the Frost Witch is still in her disguised form. Masterful Witches utilize this spell to lead enemies off her trail and out of harm’s way until she is able to either make a quick escape or pose a fight with better odds. 



- A Witch can cause themselves to fall unconscious over the course of two emotes, this effect lasting up to five emotes. Her heartbeat will become undetectable, and paired with her cold skin, will make her seem dead. When they awaken, they will have a mild headache and perhaps be dazed or groggy for some time.

- This requires two emotes in order to perform and by the end of her second emote, the Witch will have fallen completely unconscious and have feigned her death to surrounding individuals.


- A Witch may perform this spell while in their disguised form.

- A Witch may not uphold the Swoon spell for longer than a five emote period. After that period passes, or if the encounter ends before that, the Witch will awaken. She may not awaken on her own accord, meaning not before or after that period is over. 

- The unconscious Witch must roleplay the fatigue and aches that plague the Witch upon returning to consciousness. 








Ice Conjuration and Manipulation

(Combative / Non-Combative)


By drawing upon the frost and snow around them, a Witch may use the ice in their presence to create various attacks, as well as allowing them great artistic capability amidst their own Coven. This can be anything from ice projectiles, to walls, to entire storms of snow and ice. Of course, the Witch is still limited by the terrain around her, and if there is no natural snow or ice to manipulate, the Witch must resort to conjuring her own ice, which is often far weaker in caliber than using what is around themselves. 


In the case of manipulating ice around themselves, they must take a single emote to establish a connection to the frost, it being much like an extension of their own forms. The amount of time it takes to form various shapes afterwards can vary depending on what they wish to shape. Projectiles can be conjured from the snow within two emotes, no larger than perhaps a moderately sized dagger, about ten inches at most; up to three of these may be conjured at once, taking an additional emote for each. Witches may conjure forth spikes which shoot upward from the ice, becoming a sort of deterring barrier or perhaps even as an attack, being no more than a meter wide and five meters long, requiring at least three emotes; the spikes are typically five or six feet in length. Alternatively, the Witch may send a stream of spikes upwards in front of the ground for up to seven meters in front of them, this also requiring three emotes. Fjarriagua can also encase themselves in a dome of ice and frost in the span of three emotes, the dome covering up to a three meter radius around the Witch in question, able to take up to four or five blunt hits. Lastly, Witches may summon forth a weapon of choice from the frost around them in the span of two emotes, whether it be a simple blade or something as a spear, having the durability of solid steel. 


However, should a Witch be in a far more dire circumstance where they are not in the realm of frost, they may be forced to conjure forth their own ice which they may manipulate, this being far more exhausting for the Witch. Similarly to ice manipulation, a single emote must be taken to conjure forth the ice, more time required to shape the ice depending on what they wish to shape. Projectiles can be conjured in three emote and are much smaller, only able to be up to six inches in length; up to three may be conjured, each taking an additional emote to summon. They may also choose to conjure weapons of choice from their own ice, typically in the span of three emotes due to the lack of ice, having only the durability of regular iron, and may progressively melt after a while akin to regular ice depending on the environment around it. Lastly, a Witch can conjure forth a thin layer of ice around them in three emotes, spanning in a five meter radius and causing all those around her to lose their footing if they’re not careful. From this, they may also perform an ensnaring spell in which the ice covers the feet of a single individual upon the ice in the span of two emotes, requiring two emotes of melting or blunt force to break free. 




- A Fjarriagua can manipulate ice and snow masterfully while in a frozen region during non-combat, and has access to four primary combat spells when in a frozen region. While in a non-frozen region, they must conjure their own ice, and their manipulation of that is limited to tier three in non-combat, and only have access to two combat spell options. A ‘frozen region’ refers to any region which is mechanically identified as a cold biome, such as Snowy Taigas and Ice Plains, or has at least a 50x50 area of snow and/or ice blocks.

- To manipulate pre-existing snow and ice, a Witch must take at least one emote to connect themselves to the frost around them, before they may resume regular emote counts for attacks; for example, to connect to the ice then conjure projectiles would take a total of three emotes. To conjure ice which does not already exist is far more exhausting and requires an extra emote to conjure the ice.

- When manipulating ice in a frozen region, a Witch need not maintain much concentration, able to move and interact as normal. However, if they are stabbed, maimed, or significantly harmed otherwise, their connection will falter and their control will fail. Once the ice has been controlled, it will stay in unless destroyed, melted, or removed through alternative means. 

- When conjuring ice in a non-frozen region, the Witch must maintain her concentration much more heavily, requiring that she not take excessive damage while conjuring beyond that of light scrapes and bruises. Excessive movement beyond light jogging pace will also cause the Witch’s connection to falter. Once the ice has been conjured, connection does not need to be maintained, however, they will begin to melt gradually as any ice would.


Frozen Region Spells [Combat]

Ice Projectile - A ten inch icicle that can be conjured in three total emotes from the surrounding snow [1 connect + 2 control]; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed at most, and have the consistency of iron bolts. Could inflict heavy bruising upon armored individuals and pierce unarmored flesh up one and a half inches.
Ice Spikes - Witches may conjure spikes of ice which shoot up from the ground, either vertically or diagonally, in the span of four emotes total [1 connect + 3 control]. These spikes tend to be no longer than 1.5 meters in length, and the spikes can span for up to five meters in front of the Witch, though no more than one meter in width. This can be a quite versatile ability, as it can be used as either a deterring barrier, a direct shield, an attack, or be sent towards foes in a line, the last option able to extend for seven meters.
Ice Dome - A Witch may create a dome of ice around themselves, and perhaps even fellow Witches, in a three-meter radius in the span of four emotes total  [1 connect + 3 control] in order to defend them. This dome can take about four or five harsh blunt hits before shattering, sending the Witch into a daze for upwards of two emotes. Depends on tier.
Ice Weapon - A Witch may conjure a crude weapon from ice, appearing much like an icicle or some other ice formation, in the span of two emotes total [1 connect + 1 control], able to extend for up to 1.5 meters in length total. Weapons are crude and have the durability of solid steel.

Ensnare - Able to be cast when an individual is upon snow or ice. A Witch may cause the frost below a single individual to surround their feet in the span of two emotes assuming they are standing directly on top of ice. This ice prevents the individual from moving with their feet and they must take three emotes to break free by chipping or melting.


Non-Frozen Region Spells [Combat]

Ice Projectile - A six inch icicle that can be conjured in three emotes  [1 connect + 1 conjure ice + 2 control] through the Witch’s own frost; up to three can be conjured at once, one emote for each extra projectile. Can be shot at arrow speed and have the durability of compact ice, able to shatter with harsh surface contact. Could inflict light bruising upon armored individuals and pierce unarmored flesh up to half an inch.
Ice Weapon - A Witch may conjure a crude weapon of ice like that of an icicle or other crude formation in the span of three emotes [1 connect + 1 conjure ice + 2 control], able to extend for up to 1 meter in length. These weapons are very crude and have iron durability. 

Frost Layer - A thin layer of slippery ice which forms at the Witch’s feet and expands in a five meter radius, causing all those besides Frost Witches to have unsteady footing due to its slipperiness. This may be performed in the span of three emotes [1 connect + 1conjure ice at Witch’s feet + 2 spread it outwards]. From this, they may cast ensnare.

Ensnare - A spell only able to be cast by a Witch when upon a layer of frost. She may cause the ice of the layer to surround a single target’s feet in the span of two emotes so long as they are standing directly on top of it. This ice prevents the individual from moving with their feet and they must take two emotes to break free by chipping or melting it away.


- Ice Spikes may never rise from the ground instantly and will only progressively rise over the span of their emote count. Projectiles conjured will never be sharper than an average blade, and do little more than pierce flesh or dent plate. They will shatter more easily if not in an icy region. 

- When a Witch is in a naturally icy region, she may maintain a connection to the ice so long as she is not significantly injured (stabbed, maimed, etc.). This means that even after they manipulate ice, their connection remains unless they are exhausted to the point of being unable to manipulate further, shaving off a single emote from the manipulation spell-count. When in a non-icy region, the Witch must take a full emote to conjure the ice then manipulate it, regardless of what ice may have been conjured or manipulated prior.

- Ice Manipulated or Conjured cannot be instantaneous unless in non-combat, and even then it will likely take several emotes depending on the amount of ice and the distance from the Witch conjured/manipulated. If attempting to conjure in a dry or hot environment, the amount of time it takes to conjure forth ice is increased based upon tier.

- Combat Ice Manipulation spells only include Ice Projectile, Ice Spikes, Ice Shield, and Ice Weapon. Other combat ice manipulation/conjuration spells must be made as an addition explicitly explaining their mechanics. Non-Combat is limited by tier.

- Ice can only be conjured/manipulated when the Witch is in her Banshee Form.

- Cannot manipulate voidally conjured ice.

- Can only manipulate ice in one way at once, which means that one could not cast two ice manipulation spells simultaneously. No creating ice projectiles while also creating a shield at the same time.








Frost Cursing

(Combative / Non-Combative)


A sinister and devious practice of the Fjarriagua in order to toy with and torment the mortals beneath them, cursing them with various ailments which may hinder their day to day lives. These curses are applied in the span of three turns, embedding a chunk of ice within the descendant’s flesh which causes the mark or ’shape’ of the particular curse to form around the ice like a sort of tattoo, though from what appears as frostbitten flesh as opposed to ink. This chunk, and thereby the curse, may only be alleviated from painfully cutting it out of the individual’s flesh or through means of holy magic purging. Over the course of time, the curse’s potency will fade until it is completely alleviated, being intensely strong upon the first day, whilst becoming much more mild and melting away painlessly once the third day has ended. There are six curses which a Witch may be used to afflict mortals, each having a unique symbol which differentiates them from other curses, a telltale sign of the Witch’s doing. 




- A Frost Witch may placed a curse upon a descendant in the form of a chunk of ice embedded within their flesh over the course of three emotes with direct touch upon the skin.


Applicable Curses

Curse of Shuddering - This curse will cause the individual to tremble as if they were intensely cold, their teeth chattering rather uncontrollably, making conversation and eating relatively difficult over its duration, though never impossible. It’s symbol is a thin swirl upon the skin around the ice chunk which lies in the center.

Curse of Tenderness - This curse will cause the flesh in the area applied to become rather tender as if only mildly frostbitten and cause the area to feel ‘pins and needles’, making any pain within the region twice as agonizing, often making this the most difficult curse to remove by means of cutting it out due to the pain. It’s symbol is a jagged snowflake depicted around the ice chunk.

Curse of Gelid Breath - This curse will cause the individual’s breathing to consist of very brisk and dry air, as well as making their breath like that of a gentle mist, causing great pain within the throat and lungs, making breathing difficult and uncomfortable, though not fatal. Its symbol is a face blowing a cloud of wind around the ice chunk.

Curse of Rabidity - This curse will cause the individual to experience an intense hunger for meat and flesh, more often than not raw. The more they consume, the more ravenous they become, though the effect still will fade in strength over its duration, the hunger unable to be satiated until the curse is removed or runs its course. Its symbol is a drop of ‘blood’ formed in frostbitten skin around the chunk of ice. 

Curse of Ice-Grip - This curse will cause the grip of the individual’s fingertips and hands to become like that of slippery ice, making the ability for one to grip or hold things slightly compromised as their grasp is much weaker. Of course, they might still be able to pick things up, though it would make wielding something as a sword more difficult. Its symbol is a hand at which the ice chunk rests in the center of its palm.

Curse of Bleak Sight - The curse will cause the individual’s perception of color to fade slightly, colors becoming dull and bleak much like a cloudy winter day. This of course will never make the victim blind and they will be able to perceive shape and depth as normal, simply seeing colors as more faded and grey. Its symbol is an eye at which the ice chunk rests in the pupil. 


- The chunk of ice will remain for up to three OOC days, unless removed otherwise, the effects of the curse alleviated once it has completely run its course and melted. 

- The curse can only be removed by cutting it out painfully with a knife, leaving a noticeable mark in the skin which would heal regularly over the course of an OOC day. Alternatively, the magic of a tier three holy mage can melt the ice and alleviate the curse. 

- Curses can only be distributed by means of direct touch to flesh.

- The effects of these curses are never fatal or detrimental to basic functions, only making the performance of such rather uncomfortable and difficult, requiring extra effort. 

-A person can only be cursed with ONE curse at any given time. If the victim is in the middle of being cursed, but is already under the influence of a curse, the witch's third emote will instead fail and give her a telling mental note that this mortal is already marked with a live curse.








Conjure Hoarfrost

(Combative / Non-Combative)


Fjarriagua may conjure forth frost directly from the realm of Skjoldier known as Hoarfrost, using it in a variety of their abilities as well as coating their weapons in it. One must take two emotes to conjure this frost and envelop their weapon with it, whether this blade be any regular weapon or one conjured directly by the Witch herself via ice manipulation. Should this frost come into direct contact with the victims skin while it's on the Witch’s weapon, it will inflict painful stage two frostbite, causing — leaving the individual in great pain. Additionally, the hoarfrost shards may be expelled from the weapon as a volatile projectile with an additional emote.  It appears like a slash or an arc as it travels through the air, akin to the shape of the weapon it launched from, made of a noticeable layer of hoarfrost shards. It also  inflicts even greater pain upon contact, leaving minor abrasions and cuts while also acting like a regular hoarfrost when in contact with skin, leaving stage two frostbite upon contact. It quickly fizzles and dissipates  once the damage is dealt while  evaporating in a timely manner, similar to dry ice. 



- Over the course of two emotes, a Witch may envelope their held weapon in hoarfrost. So long as the blade is enveloped in hoarfrost, should the blade directly touch exposed flesh, it will inflict stage two frostbite, causing no more than pain and reddened flesh. This hoarfrost will last for five emotes before melting away. Alternatively, the Witch may use the hoarfrost as a projectile, forming it into a slash or arc of icy energy which flies towards the target at the speed of an arrow, though still able to be dodged with sufficient awareness and distance. The projectile will not travel beyond ten blocks, and its force would be no greater than as if the Witch had attacked directly. Should the hoarfrost be used as a projectile, it will fade from the weapon once fired. 


- The hoarfrost projectiles can only be used once before it is used up. If the projectiles are not used, the hoarfrost will only remain upon the blade for up to five emotes. 

- The assault is a visible slash or arc of icy energy shards which flies forward at the speed of an arrow, able to be dodged with sufficient awareness and movement. The projectile will not travel further than ten blocks, and its force would be akin to the Witch attacking herself.

- Frostbite only affects exposed skin. Should the hoarfrost make contact with metal, a very thin layer of frost would form over it, making it only mildly brittler. 








Frost Coagulation

(Combative / Non-Combative)


By channeling hoarfrost into their wounds, a Frost Witch may seal wounds upon their form, albeit only as a temporary fix, preventing themselves from bleeding, though by no means as a substitute to a healing sabbath or a Mother’s healing abilities. This may be performed in two emotes outside of combat and three emotes in combat, filling any minor wounds of the Witch such as cuts and minor gashes as it stops bleeding, though still quite painful. This fix will only last for a short amount of time before melting away, leaving the wounds exposed again.




- Over the course of two emotes out of combat, or three emotes in, the Witch may conjure ice over a wound to clog it and prevent it from bleeding. This will last for thirty OOC minutes or seven emotes, whichever comes first. 


- Wounds greater than two inches long or deeper than one inch cannot be coagulated. Additionally, the wounds are not healed, only blocked from bleeding. To be truly healed, the Witch must rest at an Altar or must be healed by a Mother, or perform a healing sabbath. 

- The snow can be removed quite easily and is not an instant fix. Excessive movement may cause it to fall out or melt much similarly to a bandage or scab.








Frost Touch

(Combative / Non-Combative)


To be touched by a Witch is itself a great curse, for her heart and soul are just as cold as the frigid mountain winds and snowstorms of the north. By channelling their ice over the course of three emotes, a Witch may siphon the heat from an individual with direct touch, granting them a brief bout of energy as the victim’s body temperature lowers gradually over the course of this spell, as well as the resolve of their spirit.




- A Witch may channel Witch magic over the course of three emotes with direct touch, before sapping the energy and warmth from theri contacted victim, the symptoms growing progressively worse the more the Witch drains from them, able to drain for up to seven emotes until the individual is weakened to the point of death from hypothermia. 

- To initially channel the magic takes three emotes, then adding on the modifier number of emotes depending on how much the Witch wishes to drain.


Draining Emote Counts

One Emote - If the Witch maintains her touch for up to two emotes after channeling their magic, the individual will gain stage one frostbite upon the skin and an uneasy chill throughout their body. The Witch gains no benefit. This would be a total of four emotes [3 channel + 1 modifier].

Two Emotes - If the Witch maintains her touch for up to three emotes after channeling their magic, the individual would gain second stage frostbite upon the skin, ice crystals forming upon the touched flesh as they feel an aching, slowing cold throughout their body. The Witch gains a slight emotional reprieve. This would be a total of five emotes [3 channel + 2 modifier].

Three  Emotes - If the Witch maintains her touch for up to four emotes after channeling their magic, the individual would gain second stage frostbite all over area touched, such as a single arm or a single leg, slowing their movement greatly as ice crystals form upon the flesh as they gain moderate hypothermia. The Witch gains a greater emotional reprieve. This would be a total of six emotes [3 channel + 3 modifier]. At this point, if not treated quickly, the individual would have to be amputated or would die of the frostbite gradually. 

Four Emotes - If the Witch maintains her touch for up to five emotes after channeling their magic, the individual would gain third degree frostbite across a large region where touched, suffering severe hypothermia as the Witch is energized and gains emotional reprieve. This would be a total of seven emotes [3 channel + 4 modifier].


- Direct touch must be maintained at all times in order for the spell to functionIf the direct touch is broken at any time within the spell’s charging or its maintenance, the spell will cease, leaving it at the effect of the last emote. The Witch would have to rechannel her frost in order to drain again after the initial spell fails or is successful.

- This will grant a Witch one OOC day of mental reprieve, leading them to feel some comfort and security as if they were with their coven. Their hunger will be satiated for the next two OOC weeks, though this may not act as a substitute for consuming flesh for long periods of time and cannot be enacted as a way of feeding exclusively. Energy gained has no mechanical benefit. 

- Should the Witch perform this subsequently after two OOC weeks to satiate their hunger, the next use will only grant one week of reprieve, and the third will not satiate any of her hunger. This can only be reset by then hunting and feasting on a male Descendant. 








Tormented Cooking



A fiendish act of the Fjarriagua designed to ensnare men perhaps more moved by their stomachs then their minds. By using various inedible mortal parts a Witch might normally discard, the Fjarriagua can instead create cursed food with far more devilish & sinister intent, inflicting various ailments upon those who consume it. Certain ingredients must be obtained in order to give it its unique and perilous effects, though the end result is far worth it for the Witch as they watch the descendant’s agony and suffering. 




- A Witch may create food from different descendant parts and mix it with Witch Blood in order to grant it cursing properties. Using different parts will yield different effects. Foods may not be made during combat and must be ST signed to be approved. 


Applicable Ingredients

Mortal Teeth - Mortal Teeth used in a recipe will cause the consumer’s teeth to fall over the course of the first day, before sharp and jagged teeth begin to grow upon the second. Upon the third day, the teeth will fall out and regular teeth will grow back. These offer no RP advantage.

Mortal Eyes - Mortal Eyes used in a recipe will cause the consumer’s vision to fade over the curse’s duration, unable to see more than five meters in front of them for half an OOC day, as if they were within an intense snowstorm. 

Mortal Flesh - Mortal Flesh used within a recipe will cause the consumer to have an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. 

Mortal Ligaments - Mortal Ligaments such as ears, toes, fingers, or noses used in a recipe will cause the respective ligament of the consumer to freeze over and fall off, before regrowing over the course of the next day.

Mortal Blood - Mortal Blood used in a recipe will cause the consumer’s blood to become sluggish and slow down, whilst also becoming cold. This results in the individual’s movement becoming sluggish as well as they are overtaken by a light chill.


- Only up to two ingredients may be used per product.

- Products require ST signing.

- Effects from cursed food will not last longer than three OOC days unless specified otherwise.

- Holy mages may cure the effects of the tormented cooking with their magic.







General Witch Redlines/Guidelines


- Witches are locked at the Physical Strength they had upon their cursing, at most being at the strength of an olympic athlete of their respective race, that is unless they pick up something such as a Void Magic, which would override this strength and reduce them to the strength of Void Mage. They will still feel exhaustion from overworking themselves. Being within a hot or dry environment will render them incredibly weak, at about half their regular strength at the very least.

- Witches should not be engaging in slice-of-life or romance roleplay. Their entire lives are centered around their hate of mankind and desire for its destruction. Unless these actions directly bring them towards their prey and their goal, they would not dare seek to consort with a mortal merely for ‘fellowship’, as they are not but tools or food. Poor roleplay quality in this manner can potentially result in the Witch being disconnected or their CA even denied.

- Witches cannot conceive children, as they lack the physical capability or desire to do such.

- Witches constantly face an incredible amount of mental detriments, and will never be able to merely “soldier on” past these struggles. Witches would be roleplayed as incredibly roleplay conflicted, and while they may be able to maintain a brief facade whilst in disguise, hints should obviously be given of their troubled mental state. 

- Witches face exhaustion from Ice Conjuration and Manipulation much like a Voidal Mage, this being additionally exhausting if the Witch is not within a frozen environment. While in a frozen environment, the Witch would be less exhausted, as the ice is much more like an extension of themselves while in that region, though they would still become tired after several casts depending on their tier. Other non-manipulation spells are limited per encounter.

- Regular Witchdom takes up [3] magic slots. They may not learn any holy or deific magics, nor may they practice soul-altering arts such as Mysticism or Naztherak.





The Witch Mother


Witch Mothers are crucial to the Fjarriagua’s existence, looking out for their Coven and supporting them. Whilst other Witches seek to torment and consume, Witch Mothers take on a far more caring and nurturing nature. They may create powerful charms for their Coven, as well as guiding her daughters to fully maximize their abilities and protect them against the mortal world. 




Physical Characteristics


Reborn from ice, Mothers rise from the snow in complete devotion to their Coven as a complete transformation of mind, body, and soul takes place within the Witch. This process, done commonly through the Sabbath of Devotion, ensues a dreadfully painful process for the Witch. The maiden relinquishes any ties to her Descendant form as she fully commits herself to the Coven and the aid of other Witches as reflected by her physical metamorphosis. The most significant of these changes is the quality of her skin; it would become much more hardened, the skin now becoming akin to ice, the blood that she bleeds underneath no longer holding similar properties to her once Descendant form. The blood would be quite nearly frozen and any cardiovascular rhythm would be non-existent, her breathing ceasing entirely as she is structured completely from ice. The internal bone structure of the Witch would be entirely changed, her bones structured from cursed ice, albeit weaker than the ones conjured by Mothers, and her body temperature forever a dangerously frigid temperature - more so than a regular Witch. The eyes of the Mother would forever be altered to a deep, azure hue that emits a softened glow in her Banshee form, and the color of her eyes no longer able to be disguised. Similarly, due to the distinctly frozen nature of her skin, the quality and temperature of her skin would be unable to be disguised by the Mother. 


These monstrous maidens of ice sacrifice physical strength for the betterment of their Witches and for a closer tie to the Coven. The main role of the Mother is to bestow the curse to other Witches, and with each curse, she gives away a chunk of her essence to another Fledgling. This process becomes apparent on the Mother, albeit immortal, a process similar to aging takes place upon the Mother. Cracks form deeply within their skin resembling deeply engraved wrinkles, and the once haughty and proud posture of the Witch would curl into a curved hunchback for the Mother over a long period of time.  Despite the fragile nature of the Frost Mother, the killing of a Mother comes to be more complicated. Common blows or slashes will do little to the overall health of a Mother, although causing major pain, can be regrown at the Altar with ease. However, others means such as blunt force damage enough to cause them to shatter, or being set on fire, or means of decapitation or the crushing of their heart, the Mother will cease to exist until brought back through the Sabbath of Resurrection, which must be performed by another Mother. 




- Frost Mothers appear incredibly haggish and grotesque, often hunchbacked or thin and boney, numerous ‘wrinkles’ upon their ice-flesh. Their teeth are often far more jagged than that of a regular Fjarriagua. They still hold descendant-esq forms, though are still grossly attractive and lack any semblance of physical beauty. 

- A Frost Mother is incredibly fragile and frail, their entire form being completely composed of ice, as well as taking on its brittle properties. A Witch Mother may be cracked and fractured with relative ease, hard enough blunt force able to completely shatter her to pieces. They may even be melted to a puddle with extended direct exposure to heat or flame, like that of regular iceHer physical strength is like that of a sedentary old descendant, often requiring the Mother to be accompanied by other Witches when she goes out, if ever. 

- The eyes of a Frost Mother and the temperature of her skin are unable to be disguised at this point (only the glow that she emits in her Banshee form). Moreover, with each new Witch cursed, the Mother must emote the effects of the aging-like process that takes place. 

- A Frost Mother’s heart rate is slow to the point of being undetectable, and their blood is incredibly sluggish if not completely frozen, unable to bleed from cuts and the likes. Her body temperature is well below freezing, her flesh feeling like ice upon direct touch. This means that a Mother may perform light, flavorful cantrips such as forming a thin layer of frost over an object they touch, or causing one to feel a cold numbness upon direct contact. This is not Frost Touch.

- Mothers retain the brittle properties of their form, though to kill a Mother the process is deliberate and they will not die from common wounds nor from bleeding out. Examples of killing a Mother would include sufficient blunt damage to shatter the Mother, setting her on fire, decapitating her, or removing her frozen heart. 




Mental State


The mind of a Witch Mother is arguably far more conflicted than that of the regular Witch, as now they must look out for their Coven and the rest of Witch kind, as Mothers have a duty to the Fjarriagua as a whole. The Mother will inherit an undying urge to care for her Coven and other Witches, expressing her concern for Witch Kind as a whole through acts of self-giving for her people. Anxiety and Paranoia are incredibly commonplace amongst Witch Mothers, and even the slightest mention or hint of endangering Witches can lead them into a sudden frenzy, unable to bear the notion of endangering her daughters. This rage and grief is only amplified when a Witch places another in danger, whether or not of their own Coven, seeking to now punish the offending Witch. Of course, as any mother would, a Witch Mother would not hesitate to bring the Witch back into the fold if true repentance was evident. 


This also means that Mothers are incredibly territorial, and will not hesitate to slaughter those mortals who dare come unannounced in fear that they may perhaps inflict harm upon her precious daughters. She, more than anyone, also seeks consolation from her daughters, her stress being somewhat relieved when she is in the presence of her Coven members or offers them aid through charms or food, yet the anxious feeling will never truly extinguish. As a result, if a Mother does not have a Coven to call her own, she will fall into a great bout of depression, barely able to maintain herself or her magic. 




- Witch Mothers are constantly facing severe anxiety and paranoia for their Coven. This anxiousness must be roleplayed adequately by a Mother. Even when in the presence of their Coven or having helped them in some capacity, such as making charms, they will be relieved of their mental afflictions, but only briefly.

- Witch Mothers will become enraged when an individual, whether a descendant or another Fjarriagua, endangers her Coven daughters or other Witches. In the case of a descendant, the Mother would be inclined to torture then kill them, though would only severely punish the Witch in her case, likely with Banishment. A Mother would never kill another Witch, regardless of whether or not it is of her own Coven, unless absolutely necessary.

- If a Witch does not have a Coven to call her own, she will fall into severe depression and be unable to cast her magic or maintain an adequate disguise, becoming more grotesque and insane.





Abilities of the Mother


Mothers focus themselves primarily around the support of their Coven, not often leaving the confines of their cloister unless it is to support their daughter Witches. As a result of such, Mothers often possess a wide range of utility and support abilities, allowing them to offer aid to their Witches directly or indirectly. Yet the greatest power amongst the Witch Mothers is, by far, the ability for them to curse and indoctrinate new Witches to the Coven. 




Mother’s Aura

(Passive Combative / Non-Combative)


When Witches are in the immediate presence of a Mother, they will feel a distinct sense of ease and safety, their negative thoughts and emotions temporarily subsided while within the Mother’s presence. For non-Witches, however, this gives off an unsettling and uncomfortable chill. This is a passive ability, unable to be toggled regardless of her form. 




- A Frost Mother possesses a passive aura which both Witches and non-Witches experience when in a five meter radius around the Mother. Witches will feel a reassuring sensation, while non-Witches will feel an unsettling chill.


- The chill is akin to a cold sensation and does no damage whatsoever. 







Maternal Instinct

(Passive Non-Combative)


As a Witch Mother is a powerful wielder of Witch Magic, she possesses the innate ability to passively sense the presence of nearby Witches, even when in disguise, as well as sources of Witch Magic such as Altars or artefacts. This of course, does not allow the Mother to discern who the disguised Witch is, merely where they are standing within her vicinity. Likewise, a Mother may see through Witch illusions upon enchantments, as well as being able to recognize an Altar instantly should she be able to physically see it.




- A Witch Mother can see through Witch Magic and Illusion, able to sense a Witch’s presence even through their disguise when directly looking towards them. They may also identify Witch artefacts, Altars, and enchantments when directly looking at them or holding them in hand. 


- Cannot discern Witch identities even when from one’s own coven.

- Cannot metagame the locations of far off enchantments or altars, only able to discern it when it is right in front of them or within a close proximity.








Mother's Sacrifice



An ability which stands testament to the devoted nature of the Mothers to their Coven, allowing them to take upon themselves the wounds of their daughters, placing their lives in jeopardy in exchange for their sisters. This great sacrifice requires five emotes to perform, this done by the Mother conjuring frost and imbedding it within the wounds of the injured Witch, before pulling the frost out of the Fjarriagua, at which their wounds heal, the other Witch absorbs the frost and takes on the wounds to herself. This is an incredibly painful process for the Mother performing the spell, as all pain and injuries are brought onto her. 




- A Witch Mother can take the wounds from one of her daughters or another Witch. This is done over the course of five emotes; one to conjure hoarfrost, one to embed it within the wounds of the injured Witch, one to let it absorb the wounds, and one for the Mother to bring the wounds upon herself. This is incredibly excruciating for the Mother. 


- Cannot take wounds from a dead Witch to return them, nor can one use this to return severed limbs or ligaments. If a fatal wound is taken, it is a PK clause if the Mother dies from it and they are made unable to be revived. Additionally, Mothers cannot regenerate this at an Altar or through other means and must be healed through the proper Sabbath.

- One may only take from one Witch at a time. Only works on Fjarriagua.








Mother’s Rage

(Combative / Non-Combative)


As any mother worries for her daughters, so too do Witch Mothers constantly face the fear that some horrible fate might befall their beloved daughters. Thus, when a Mother sees one of her daughters in great distress, her maternal instincts will rise within her, causing the Mother to burst into a great rage which empowers the Witches around her, as well as strike fear into the hearts of the mortals who dare gaze upon her might. This essentially conjures forth a great storm about the Mother, its severity depending the nature of the environment around her. Such a power is instinctual and will often be released regardless of the Mother’s wish, though she may control it if absolutely necessary.




- Should the Mother become enraged while not within a snowy or icy region, the storm will be conjured over the course of four emotes in a ten block radius around the mother, summoning forth a flurry of snow which causes the movement of mortals to become sluggish, unable to see more than two meters in front of them, the chill biting their exposed flesh and turning it numb. Yet if the Mother is enraged whilst within a frozen region, the situation becomes far more dire for mortals, as over the course of four emotes, the flurry is summoned in a fifteen meter radius around the Mother, mortal movement made even more sluggish as their exposed flesh may even develop frostbite if they do not escape in time, unable to see more than their arm’s length in front of them. 


- Mortals within the storm, if not in a snowy region, would feel mildly sluggish and be unable to see further than a meter in front of them, the wind nipping at their skin uncomfortably, though not dangerously. If within the storm while in an icy region, mortals would feel quite sluggish and unable to see more than their arm’s length in front of them, the wind causing frostbite on exposed skin as it would in any regular icy tempest. Witches are immune to these effects and can see through the snowstorm. If an individual wears more than half an inch of fabric over skin, they will not receive frostbite though still experience a noticeable chill.

- Beyond slow and gradual frostbite, the storm cannot cause any harm to mortals on its own, merely slowing down their movement and heavy blindness. They will never be prevented from leaving the storm’s zone by the storm itself, and once they are out of the zone, the effects of blindness and sluggishness fade.

- This spell can be maintained for up to six emotes while within a non-snowy region, and up to twelve emotes within a snowy region. The Mother does not need to maintain constant concentration, but if they are killed or wounded severely, such as maiming or stabbing, the storm will fade. Once the storm has faded, the Mother will be incredibly sluggish and fatigued, unable to cast or fight for the rest of the OOC day.











Mothers may create special charms and trinkets which their daughters may use in their hunts and other activities. Oftentimes, these charms are created with the main purpose of protecting the daughters of the Coven and ensuring their safety. Moreover, the charms are used for upholding the disguises of the Witches and maintaining their anonymous identities.  The beginning of the charmcrafting process takes place at the Altar with the Mother’s intent in imbuing the simple trinkets with the essence of her magic and the Altar’s power. In many cases, these charms require certain Descendant materials which determine their effects. These trinkets add to the main arsenal of the Witches and capitalize on heightening their natural abilities. 




- A Mother may create magical Charms at an Altar by means of creating the shape of the charm from cursed ice and then imbuing the proper materials within it. This will often cause a mist or flurry of snow to surround the item only for it to dissipate, revealing the charm as a supposedly mundane trinket. Other aesthetic liberties may be taken so long as function is not changed.


Craftable Charms

Bone Charm - When a Witch strays far from her Coven she may feel anxious and paranoid from straying from their protection. Through the use of grinding up the bone dust of male Descendants, they can be imbued into the gem of a small ring to provide a faint aura of comfort.

Teeth Charm - Upon ascending into Witchhood, the sharper their teeth become in aid for hunting and become easily noticeable. An amulet decorated with the teeth of male mortals along the chain, the pendant can be imbued at the altar to provide an illusionary disguise to conceal the teeth. 

Skin Charm - As Witches are more susceptible to heat and fire, they can fall dizzy or unconscious if remaining in a warm region for too long. A bracelet or armband crafted from male flesh, though can be cured to pass as leather, can be imbued at the altar to lessen the effects of common heat and advance their resistance to it, whilst disguising the cold temperature of their skin.

Nail Charm - While Witches cannot indulge upon descendant food, as it tastes like ash to them, in order to further conceal their identities, they may make use of descendant nails in a charm applied to food like seasoning, which allows the Witch to taste its flavor and consume but a few mouthfuls of it before becoming sick.


- Charms must be worn in order to have any effect on the Witch. 

- All Charms must be signed by an ST in order to be valid. The amount of charms creatable is limited to three, in accordance with current story signing rules.

- Charms only have their specific function when worn by Witches. 

- Skin Charm does not provide complete protection from heat or flame, nor does it allow Witches to cast better while in hot regions. They are still completely vulnerable to fire/flame.

- New charms may be made with a MArt or an addition. 








Witch Cursing



The greatest boon of Motherhood, and the defining ability which truly places a Mother beyond those of their other Fjarriagua — the ability to birth new Witches. This responsibility is integral to the Coven and Witch kind as a whole, as it is the duty of the Fjarriagua to further corrupt women to their cause. Upon devoting themselves completely to the Coven, Mothers gain this newfound ability and responsibility to take on new Witches under their wing and integrate them within the Coven. The initial action curse is moreso a subconscious feeling of the Mother, oftentimes when finding a maiden in a state of distress or abandoned by all other odds in the realm, a Frost Mother may feel drawn to take these damsels into their community and belonging. The curse takes hold upon the mortal woman’s soul and slowly progresses over several decades and transforms her both in mind, body, and soul. This progression is detailed in the tier progression below in more detail regarding the different stages of Witchdom. 


The actual process of cursing the woman is relatively simple, requiring that the Frost Mother places her hand upon the nape of the to-be Witch’s neck, releasing her hand after a few moments to reveal a small, azure ‘bruise’ left behind in the area touched. The process is rather painless, though the descendant woman would surely feel something as a chilled, gentle nip or a growing coldness down her back. From that point, the curse will begin to take hold, altering the body and mind of the Witch during the Fledgling State.




- A Mother may curse a new Witch by touching the nape of their neck. This will send them into the Fledgling State, turning them into a Frost Witch should they OOCly accept the curse.

- In the event that a touched player does not OOCly accept the curse upon their character, it can be referred to the character having a strong enough will or spirit.

- Requires at least two emotes of directly touching the woman’s neck. 


- The curse can only take hold on a Descendant female; the curse will reject any male Descendants from being cursed. Performing this itself does not require OOC or IC consent.

- The ‘bruise’ must be roleplayed and the effects following the cursing must be appropriately roleplayed. It appears as a dark mark noticeably different from the rest of the skin. 

- Following the OOC week after being cursed, the individual is in the Fledgling state and should they OOCly reject the curse, the curse will not take hold on the person. If the individual is to progress to the next tier, the curse will become irreversible. 








Conjure Cursed Ice



By imbuing ice with powerful Witch Magic while at the Altar, a Frost Mother, along with perhaps other Frost Witches, may create an ice far more durable than any frost or ice formed within the natural realm, weaving their malicious arts into the ice which they have conjured forth. This ice may be used for a variety of things; from the creation of powerful weapons to entire fortresses created from ice empowered by the will and magic of the Fjarriagua. 




- Cursed Ice can be created by a Mother while at the Altar in non-combat, the amount directly proportional to the number of Witches aiding. This ice has the durability of steel or stone and may be used to create MArt enchantments, tools, weapons, or structures of ice. In the case of tools or weapons, they must be signed by an ST in order to be valid. Structures need not be signed unless they have other properties beyond their durability.


- Cursed Ice must be made at an Altar, done by the Witch conjuring ice and then weaving their own magic into it, giving it a darker blue shade, if not purple even. At most, the ice will have the durability around stone or high-carbon steel; the former when used in building, and the latter when used in other products such as weapons. It also cannot be melted by conventional means, though possesses no other inherent qualities. 

- This ice may be used for construction or MArt creations. 

- This ice cannot be made during combat nor used for combat purposes on its own.







General Mother Redlines/Guidelines


- Mothers will always act in the best interest of the Coven, even if this action has them go out of their way or is not beneficial. They are selfless when it comes to other Fjarriagua, and ruthless against descendants who seek to harm their daughters or other Witches. A Mother would never kill a Witch unless it is absolutely necessary, and will, more often than not, punish her in some way, such as through the Sabbath of Locking. They would always be ready to bring a Witch back into the fold if true repentance is shown.

- Witch Mothers are incredibly weak physically, and would rather stay inside their Coven in order to support her daughters, relying on Coven members to bring her food and materials for her Sabbaths. In the event a Mother leaves the Coven, she will almost never go alone, and will often accompany herself with at least one of her daughters to ensure her safety.

- Motherhood is to be roleplayed as a great sacrifice taken by the Witch for the betterment of the Fjarriagua as a whole. It is not an ‘endgame’ for Witches, and is rather humbling as opposed to exalting, the Witch seeing themselves as called to take on a great sacrifice for their race.

- Mothers face less exhaustion from using Ice Conjuration and Manipulation than regular Witches, though overuse will still obviously yield exhaustion, which can be far more detrimental to the Mother due to her frailer form. When in a frozen environment, they are a force to be reckoned with, though obviously not omnipotent, still facing severe exhaustion drawbacks from overuse. When in a non-frozen region, she will have a harder time casting and be significantly weaker in terms of her ability to conjure new ice. Abusing this is powergaming and eventual fatigue must be emoted. 

- Mothers must be active within their Coven unless a proper hiatus is addressed to the Witches of the Coven and the ST. While a particular day limit is not set, if a Mother continuously fails to be active, the Witches of that Coven may speak with the ST regarding the replacement of a new Mother, resulting in the former Mother losing their Motherhood and a new Mother being made from one of the Coven’s Witches. One cannot do something such as logging on once every couple weeks and be considered active, but significant progress and interaction of a Mother with her Coven must be evident.

- Witch Motherhood takes up [5] magic slots. 





Tier Progression


The tier system for the Frost Witches follows the regular five tier scale, however it involves the concept of Fledglings. The tier details the progression of a Witch from a Fledgling state all the way to the full state of Witchhood and potentially Motherhood. 




Fledgling State


This marks the beginning stage of a Witch’s conversion, should her soul and body accept such a bane upon their existence. This is when the curse first sets in, a bluish-grey bruise forming upon the woman’s nape upon the first day, feeling cold to the touch. This is also known as the Witch’s Mark. The next day, their gums will begin to ache, developing akin to baby teeth which grow into sharp and jagged teeth. Shortly after, the color of the woman’s hair will shift to a bluish white or a snow-white completely, the curse nearly having settled upon the descendant’s soul. And finally, originating at the Witch’s Mark, the woman’s skin will begin to turn a frozen grey, their shift to Witchdom now having been completed. 


The woman’s mental state will also begin to degrade during this stage, the descendant woman developing psychopathic tendencies towards men, regardless of their previous relation to them, as well as other mental disorders such as depression, schizophrenia, and bipolar disorder, though are not by any means limited to just these, these effects staying with them for the rest of their existence as a Witch. The cursed woman will also tend to dissociate herself from close friends and family, preferring solitude as opposed to a more social lifestyle, assuming they had one prior. 




- This stage occurs the following OOC week after the Witch has been cursed initially, each of the aforementioned traits developing over this period of time. Upon the first day after being cursed, they will receive the Witch’s Mark. Upon the third day, their teeth begin to grow in. Upon the fifth day, their hair will begin to change in hue. And finally, upon the sixth to seventh days, their skin will change to a bluish-grey, their transformation being complete. 

- A Fledgling Witch will feel herself dissociate from those close to her, preferring solitude and developing a variety of mental disorders. They will also feel themselves holding grudges and a distaste for men, regardless of any relationship to them which they had prior to their cursing. 

- During this phase, a player may choose to OOCly reject the curse and have their character remain mortal. This prevents players from being turned into Witches against their OOC will. In the event this occurs, any marks will fade and fizzle away as their soul is turned back to normal. 

- The Fledgling Witch has no access to any of the abilities at this point and is simply experiencing their transformation.




Tier One


At this point, the Witch has been fully cursed, forsaking her mortality and receiving the powers of Watchdog, unable to return to who they once were. At this point, their soul is completely frozen, unable to be thawed by any holy or unholy means, their appearance now like that of a fully fledged Witch. Witches may also begin to perform their magic, such as ice manipulation, albeit weakly. The mental disabilities developed within the Witch’s Fledgling State will only worsen, leading the Witch to seclude themselves from other mortals as they are drawn closer towards their Coven.




- This stage occurs after the Fledgling Phase has occurred, the Witch receiving all of the mental and physical characteristics of a regular Witch. The abilities Frost Disguise and Ice Conjuration and Manipulation are able to be learned at this tier.  Lasts two OOC weeks. 

- During this stage, the Witch will feel a great compulsion to devour raw meat, though having a greater attraction to consuming descendant men in particular, requiring them to adhere to the Feeding rules for Witches.


Available Spells

Frost Disguise, Ice Conjuration and Manipulation


Ice Manipulation Progression

The Witch’s Ice Manipulation is incredibly weak, only able to manipulate up to five meters of ice in a frigid non-combat environment and can perform combat manipulations as ice projectile and ice weapon, though the projectiles are only up to five inches in length and the weapon no larger than a small dagger. They may not cast at all in hot or dry environments. Their non-combative ice abilities are quite vague and jagged, unable to be refined. 



Witches may only cast spells a certain number of times while in combat before growing exhausted. At Tier One, they could cast ice weapon once and ice projectile up to once or twice per encounter, the ice projectile usage limit not including multiple projectiles fired at once, though being severely exhausted afterwards Once the combat encounter is over, the Witch may gradually regain her strength before the next encounter, assuming they are non-consecutive. Frost Disguise does not have a limit to its number of uses, though will cause a headache if used more than twice within the span of an OOC hour. This does not include transitioning back to Banshee Form.




Tier Two


By the time the Witch has reached Tier Two, her powers of ice and trickery have only grown, allowing her to perform greater acts of Witch Magic. The cursed woman becomes more and more attached to their Coven as well, seeing them as the only true family which they have as their disdain and contempt for Mortals grows.




- During this stage, the Witch’s compulsion to feed on male human flesh only grows, the Witch finding it difficult for her to be in the presence of men without having a compulsion to trick or devour them. However, this may be controlled, albeit with some difficulty, simply being a constant itch in the back of their head to perform such. 

- This stage occurs after Tier One has been completed, the Witch’s mental state continuing to degrade, able to seek solace only within her own Coven, seeing them as a true family. Lasts three OOC weeks.


Available Spells

Frost Disguise, Ice Conjuration and Manipulation, Frost Cursing, Frost Coagulation


Ice Manipulation Progression

The Witch’s Ice Manipulation is still budding, though not they are able to manipulate up to ten meters of ice in a frigid non-combat environment, and can perform combat ice manipulations such as ice projectile, ice weapon, and ensnare, the projectiles now up to seven inches in length and the weapon no larger than a shortsword. They may conjure in a hot or dry environment if an additional six emotes are taken. Their non-combat ice abilities are slightly more refined and may take geometric shapes, though are not completely smooth.



Witches may cast ice weapons and projectiles twice or thrice per combat encounter, and can cast ensnare a few times as well, this not as heavily limited though still quite exhausting if overused, much like that of Voidal mage fatigue. They may cast Frost Cursing once per encounter and Coagulation twice per, though using both of these to their maximum is incredibly draining. Frost Disguise does not have a limit to its number of uses, though will induce a moderate headache if used more than thrice within the span of an OOC hour. This does not include transitioning back to Banshee Form.




Tier Three


Once the Witch has reached Tier Three, she has completely lost whatever would have tied her back to her mortality, her mind and body now near completely like that of a Witch in every conceivable way.  Her Coven and consuming or torturing men is all that brings her joy within the world, all descendants being seen as animals and livestock beneath her. 




-  This stage occurs after Tier Two has been completed, the Witch now having her mind completely plagued by negative thoughts and impulses, save for when she has just fed or is with her Coven. This stage lasts five OOC weeks total.

- During this stage, the Witch’s compulsion to feed on male human flesh can be more controlled, though is still a constant thought within the back of the Witch’s mind, being in the presence of descendant men being akin to being tempted by one’s favorite meal at the dinner table. 


Available Spells

Frost Disguise, Ice Conjuration and Manipulation, Frost Cursing, Frost Coagulation, Tormented Cooking, Conjure Hoarfrost


Ice Manipulation Progression

The Witch’s Ice Manipulation is now quite adept, able to manipulate up to fifteen meters of ice around them in a frigid non-combat environment, and can perform combat ice manipulations such as ice projectile, ice weapon, ensnare, frost layer, and frost dome, the projectiles now up to ten inches, the dome able to take four direct blunt hits before shattering, the weapon now able to be up to the length of a longsword. They may conjure in a hot or dry environment if an additional four emotes are taken, though this is still significantly weak. Their non-combat ice abilities are refined to be able to take on more detailed shapes rather than geometric. 



Witches may are no longer limited to the number of weapons or projectiles they may create per encounter, and can cast ensnare a few times as well, this not as heavily limited though still quite exhausting if overused, much like that of Voidal mage fatigue. A Witch can create a dome once per encounter, able to take four emotes worth of blunt hits. They may cast Frost Cursing twice per encounter, Coagulation thrice per, and Conjure Hoarfrost twice per, though using both of these to their maximum is incredibly draining. Frost Disguise does not have a limit to its number of uses, though will induce a moderate headache if used more than five times within the span of an OOC hour. This does not include transitioning back to Banshee Form.




Tier Four


Upon reaching Tier Four, a Witch may begin to discern their role within the Coven, their bodies and minds have been completely transitioned to that of Witchdom. Their emotional dependency upon their Coven has only grown, now seeking nothing more than to please the Coven and bring misery to the descendant mortals beneath her.




-  This stage occurs after Tier Three has been completed, the Witch seeking nothing more than to serve the Coven in any way she can, and becoming emotionally dependent upon her Coven. This stage lasts six OOC weeks, though locks them at [T4] if they do not ascend to Motherhood. They may apply for a TA to teach Witches, but cannot create new ones unless they are a Mother.

- The Witch may compress their ravenous compulsion, though it will still tempt her, albeit not as greatly. Her feigned performances of emotion have become quite refined, able to make any emotion seem as if it were real.


Available Spells

Frost Disguise, Ice Conjuration and Manipulation, Frost Cursing, Frost Coagulation, Tormented Cooking, Conjure Hoarfrost, Frost Touch


Ice Manipulation Progression

The Witch’s Ice Manipulation is now mastered, able to manipulate up to twenty meters of ice around them in a frigid non-combat environment, and can perform all combat ice manipulations, the projectiles remaining at ten inches, their weapons able to exceed to the length of a shortspear, and their domes able to take six direct blunt hits before shattering. They may conjure in hot or dry environments if an additional four emotes are taken. Their non-combat ice abilities have no limit to detail.



The Witch’s ice manipulation is no longer limited while within an icy region, though is still incredibly exhausting while within a non-icy region and should be roleplayed as such. They may cast Frost Cursing three times per encounter, Coagulation three times per, and Conjure Hoarfrost three times per encounter, though excessive use of these abilities will result in extreme fatigue and a splitting headache. Frost Disguise does not have a limit to its number of uses, though will induce a moderate headache if used more than five times within the span of an OOC hour. This does not include transitioning back to Banshee Form.




Tier Five – Motherhood


The Fjarriagua has chosen to go beyond being a mere Witch and ascend to Motherhood, mastered in all aspects of Witchdom yet at a great cost of their physical state. They are attached to Witchdom in every conceivable way, her mind, body, and soul not in complete service to her Coven and the rest of the Frost Witch race.




- This stage only occurs after the Witch has undergone the Sabbath of Devotion and become a Mother, now mastered in all forms of Witchdom. Her depression and anxiety being shifted to paranoia and fear as they look out for their Coven and the rest of Witchdom. She also takes on a caring and motherly role despite her grotesque appearance. 

- Mothers may attune new Witches. 


Available Spells

Frost Disguise, Ice Conjuration and Manipulation, Frost Cursing, Frost Coagulation, Tormented Cooking, Conjure Hoarfrost, Frost Touch, Mother’s Aura, Maternal Instinct, Mother’s Sacrifice, Mother’s Rage, Charmcrafting, Cursing of Skjoldier, Conjure Cursed Ice


Ice Manipulation Progression

The Mother’s ice manipulation has exceeded mastery, able to manipulate up to thirty meters of ice around them in a frigid non-combat environment, able to perform all combat ice manipulations. They may not conjure in hot or dry climates as they would become incredibly weak like that of a baby under such intense heat as they begin to melt over time. Their non-combat ice abilities have no limit to detail.



The Mother is above all other Witches, not limited whatsoever in terms of ice manipulation or conjuration usage, able to use every other combat ability each five times per encounter. Of course, overuse will still result in the Mother becoming incredibly fatigued, especially due to their frail nature, however, their exhaustion to perform spells goes beyond that of typical Fjarriagua. Frost Disguise does not have a limit to its number of uses, though will induce a moderate headache if used more than five times within the span of an OOC hour. This does not include transitioning back to Banshee Form.





Witch Death and Resurrection


As the Fjarriagua are wicked creatures which the Monks of the Cloud Temple refuse to bring back, should the Witch perish, her soul will be pulled back to their Coven’s Altar instead. Once her soul has reached the Altar, the power of the Altar will cause nearby precipitation to father, creating a large fractal of ice nearby the Altar from which the Witch will emerge.


However, there may be times in which a Fjarriagua dies in an exceedingly gruesome fashion, to the point where her soul is completely nearly ripped from the Material Realm, sustained only by her seething hatred and will, requiring that only the direct intervention of her Mother and sisters can bring her back. While within this state, the Witch is reduced to a phantasmal state, yet far weaker than any ghost or specter, as she cannot interact with the realm around her whatsoever, not even to speak. The only way she may alert her sisters to her presence is by returning directly to the Altar and calling out for mercy. The Mother of that Coven will then be drawn to the Altar, hearing the Witch’s faint cries for help. She may then perform the Sabbath of Resurrection along with her daughters in order to bring back the fallen Witch.




- When a Witch dies by regular means (stabbing, bleeding, etc), she will melt away or crumble into ice, her Soul being pulled back to the Altar in her respective Coven. Once she has reached the Altar, she will dematerialize from the ice and precipitation around the Altar, leaving her within her Banshee form and unable to cast Witch Magic for a total of one OOC day, save disguises. They have no recollection of the events leading up to their death, and while they mechanically respawn at CT, it is implied in roleplay that a Witch respawns directly at the Altar. 

- When a Witch dies by more gruesome means, such as decapitation, fire, or having her frozen heart ripped out, a Witch will not respawn at the Altar. Instead, they will be reduced to a pale white phantasm which lingers around the Altar, unable to re-materialize or interact with the world around them. They may speak, but in a very soft tone, very hard to hear. She may only be seen by Mothers in this state. In order to be brought back in this state, the Witch’s Coven must perform the Sabbath of Resurrection, encasing a descendant corpse in cursed ice, which the dead Witch will enter, before breaking free, revealing her in her Banshee Form. When being revived by this method, a Witch will be unable to cast for up to two OOC days, save disguises.


- If a Witch is to be slain in a gruesome manner such as decapitation or their frozen heart crushed, they are only to be brought back through the Ritual of Resurrection. 

- A Witch may only be brought back through the Altar should she be apart of a Coven, should a Witch not belong to a Coven she will have no Altar to be reborn from. 

- During the period of a phantasm, a Witch may not interact with any non-Witches and they have no other powers or abilities that may pertain to other spectres or ghosts. 

- Following the Resurrection Sabbath, the revived Witch may not cast for the full following two OOC days other than their disguises. 

- Witch Deaths from suicide or starvation still adhere to PK rules and cannot be revived. 










There may come a time within a Witch’s life where she must temporarily subdue her powers, whether this be because her Skygod must depart for some time, or for other reasons. Thus, in order to ensure she does not starve within her absence, the Witch must freeze herself in ice, creating a cocoon of frost and snow which completely freezes the Witch, rendering her unable to interact or be interacted with. She will remain in this state until she wakes up of her own free will, the Ice unable to be broken or destroyed so long as the Witch is within it. 




- Should a Witch player need to take a Hiatus or cannot play their character for an extended period of time, they may freeze themselves in cursed ice in order to temporarily shelve the character. When frozen like this, a Witch cannot interact with the world, nor be interacted with. This ice may not be broken unless the player wishes to play their Witch again. 

- When a Witch Hibernates, her feeding state is not reset, meaning that a Witch who hibernates two weeks before going insane from not eating, will emerge with only two weeks before going insane from not eating.


- This is solely meant for when a player must go on OOC leave and cannot be active on their character. Once a Witch goes into Hibernation, she may not be played for at least one OOC week as to avoid disregarding downsides of Witchdom.

- This cannot be used to avoid roleplay or for any combative purposes.

- The ice is unable to be shattered and the Witch cannot be procured from the cocoon until the player returns. A sign should mark the cocoon’s presence as well. 

- Upon leaving hibernation, a Witch may not return to hibernation for another OOC month unless extraordinary circumstances present themselves. This must be explained to the ST to approve.

- Hibernation may not be used consistently in order to simply avoid hunting/feeding.






Frost Witches have been a long lasting community on LOTC, creating a unique roleplay experience for more ambitious female characters, as well as those they interacted with. Unfortunately, as time went on, more unsavory players began to trickle in, and there were multiple cases of abuse and misuses of the lore, hence why all CAs and TAs were wiped. However, with the new write, our team aimed to correct those problems, as well as add a plethora of new mechanics, abilities, and even directions which characters can chose from, as well as a more unique experience for those the Witches interact with beyond just eating men. Truly, we hope that this lore does well, and will be the last rewrite needed for such a fantastic magic and race. To a new age of Witchdom! 



Me – Writer

@Sorcerio – Co-Writer and LT oversight  

@Devdog and @ImCookiie – Spectacular Writers!

@Urara – For the concept of Frost Witches and their initial guide!


And to all the others who attempted to rewrite the Frost Witches prior to this write!

Edited by Cooliomafia

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looking forward to reviewing it and to see where these guys go




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I absolutely didn’t read this but it’s long as **** and looks cool. Good work, Coolio and good luck.

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somewhere far away a witch smiles at this bittersweet moment. 


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Cool **** gamer

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GOD ******* BLESS 

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I am forever grateful for the opportunity to work on such an incredible piece of lore, and an equally interesting addition to the role-play as a whole. 

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Brace yourselves! It’s the e-girl takeover if this gets accepted!

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i lost count to how many times frost witch rewrite happened

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yeah as long as they can't make ******* Ice Cream


otherwise, looking forward to it. 

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