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[✗] [Magic Lore + Playable CA] Fjarriagua (Rewrite)


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Preface

 

Spoiler

This piece has been written with the purpose to modernize and accordingly suppose a betterment for both, Frost Witch lore and its community, and the generations to come. It is Creature and Magic lore derived from aspects in either past iterations of the Fjarriagua or new conceptualization explicitly oriented towards bringing a breath of fresh air: this submission holds a recollection of both, traditional and non-traditional witchcraft, ritualistic practices, cannibalism, curse-crafting, and trickery foundations which adequately equip the Frost Witch to rely on subterfuge and her ability to stay cunning to survive.

 

From how it currently stands, this submission has been heavily modified in comparison to any past iteration. Common examples of recent amendments and additions would be the new spellcasting mechanic, the replacement of sabbaths for seeds, the new abilities, etc. Due to this, I am conflicted on whether requiring a general wipe is the wisest choice. If it were possible, I'd like to hear the extended insight of Story Management and/or Story Administration.

 

Should this piece be accepted, up to two or three people will be given the chance to grandfather themselves into the entirety of the lore: being able to access and teach every single aspect of this submission, from seeds to abilities and beyond. Likwise, for the sake of spreading Frost Witchcraft, the grandfathered duo/trio will be allowed to bypass the cooldown of Witch Cursing until three different students have been picked up. Ultimately, any and every witch dead for longer than 1 OOC month prior to this iteration is presumably too far gone for revival, and perhaps too maddened to withstand lifehood once more: this means that they are considered to be permanently dead, unable to be revived by any means beyond rare occasions (such as MArt submissions).

 

FJARRIAGUA

The Ice Wrought

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“It begins with absence and desire,

It begins with blood and fear,

It begins with a frozen witch.”

 

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THE WITCH’S TALE

 

“And the Shadow of the Ninth Hell cast over the Land, and the Land shook, riven from one stone to the other. Life was vanquished from the realm of Arcas by hordes of the Underworld and famine soon struck the surviving creatures, and the flourishing generation of Fjarriagua was abruptly terminated - their pillars, their wise Mothers, slain and their lairs scourged from the Material Plane. The transition was dire and many, many witches fell ill to either plague designed for their martyr or executions at the hands of frightened men and wooden stakes. Far along the cares of time, there have been numerous notes, tomes, and scriptures corroborating the thoughts of lifelong scholars and sages who theorized that these creatures had been long exterminated and thus proved no threat, but little did they know... 

 

They were wrong

 

Rarely would the pure children of the Four Brothers come to face the barbarity of a frozen witch as these cunning folk hid deep beneath the frivolous aspects of a cotidian person's life - riddling superstition, faith, war - in their favor and managing to stay under the shadows for a little over than a century.

 

Be it as it may, their stagnant peace was disrupted, forced out of slumber. Circe had descended to the new realm of Almaris and she was dotted with immeasurable wisdom. She was a witch laying claims to being a Mother unbound from the rules of another, from the rules of a coven, and She wandered the North incessantly in a perpetual march. Blizzards were brought upon to wreak havoc, destruction and unrest, and bodily carnages were left in the trail of this one vixen’s tail. In due course, these desperate attempts for attention caught the eye of an intrigued triad of witches whom Circe began to mentor before ultimately laying bare a pact of servitude and devotion in exchange for ascension.

 

Undine, Lynera, and Elizabeth, witches who were driven by the lust for authority and power, accepted this contract: ensuing a journey in which they effortlessly gathered a sundry of components explicitly required for the promised biddings of the Lone Mother. Corpse after corpse, a crimson meadow of viscera and blood was but the remnant of the witches’ presence on the realm - sacrilegious offerings later employed by Circe in the darkest of rites: an unconventional sabbath which soon clouded the deep North in a harsh winter storm.

 

It was only then that the triad of witches was engulfed by the rite’s might, contrived and forced to rest so that their bodies may acclimate to the transformation in which they finally became Mothers to their covens.”

 

Spoiler

The events narrated here took place over the course of last year, based on a series of events hosted by SquakHawk (along with Zarsies and a few more). I have taken the liberty to use these experiences as a base for this submission, and as a reason to justify the changes brought by this very piece through an IC medium. Please do not metagame this information and if you’d like to read the initial and original lore of the Frost Witch, please click HERE!

 

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THE FROZEN CURSE

 

“The Fjarriagua, otherwise known as Frost Witches or ice maidens, are ravenous creatures wrought from the mercy bestowed upon the first and original: the one true Witch Queen Kriemhild. Forsaken by her lover and all those who she endeared, the young Skjoldian set off towards the tundra in her bewitched continent, solitude and pain being the only tools at her hand. It was naught long before the sharp cold consumed her livelihood, and it was only then that she was spared - endowed with a second chance to seek vengeance from the harm cast upon her and rest from slaughtering those who betrayed her."

 

She became the Bride, metaphorically speaking, of an ancient being and no longer was she fraught of shame or weakness: for now the frost and wroth became one with her, giving birth to the first true witch.”

 

Spoiler

EXPLANATION

 

The Curse of Skjoldier is a magical ailment that stems from an aenguldaemonical source which is either undefined or kept intentionally vague for a reason. It only works on biologically female descendants and rejects any creature that is not full blooded. 

 

Frost Witches are creatures born from the manifestation of negative feelings and mental illnesses through the form of an evil, wicked curse. This curse can only be spread by the touch of random witches with the title of Mother and it presents itself as an amorphous rune upon the neck of a witch, thus named The Witch’s Mark. It comes across as a plaid blue discoloration, lacking distinguishable or defined shape and varying in hues from azure to silver. 

 

Spoiler

- The aenguldaemonic source from which Frost Witches are born and nurtured by is kept intentionally vague to maintain the true foundation of this lore, which is allowing the players that make use of it to establish cultures or narrative settings completely detached from a lore-enforced figurehead. Otherwise, the only appropriate entity that could acclimate to this upbringing is Wyrvurn, and I would be glad to incorporate him as the source should it come down to such.

 

- In terms of compatibility with other lore pieces, Witchdom is unable to be paired with Mysticism & Naztherak (due to soul-related incompatibility), Necromancy, Shamanism of any sort (as no Spirit would dare to consort with them), Affliction (for the symbiote would die due to the witch’s bodily temperature), Kani (due to lack of functional, or rather ‘unfrozen’ lungs), Heraldry, Deity or Holy magic, and Vampirism such as Siliti or Corcitura.

 

- Potions of any sort, alchemical or not, do not have any effects on a witch if consumed. Likewise, witches cannot resort to transformative means such as Kloning or any other CA since their soul is frozen still. Prosthetic limbs or alterations/mutations (like Tawkin) are rejected by the witch’s body, making them incompatible.

 

- Frost Witches must be biologically female prior to their cursing, and full-blooded. Only Humans, Elves, Dwarves, and Orcs may be successfully cursed. However, Klones can be cursed with the only ‘catch’ that after so, they are unable to use Kloning anymore. It is spread through touch and The Witch’s Mark is physical proof of the curse, coming across as an amorphous rune of varying hues (from blue to silver or white).

 

- Regular Witchdom (up to Tier 3) consumes up to 2 (magic) slots, and Regular Witchdom (up to Tier 4) consumes up to 3 (magic) slots. Frost Motherhood consumes a total of 5 (magic) slots.

 

- The requisites to play a Frost Witch is being cursed and taught by a Frost Mother with a valid TA in Witchdom, otherwise it is prohibited to use this creature outside of Story Team Events, at which point they would only require consultation from the team and/or Story Management.

 

 

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THE WITCH’S WORK

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“And she held her shame, fraught of a broken heart: she sought. The Bride had been forsaken and in return she had forsaken back, drawn to her expected death at the banquet of cold that was the North of her continent. Her grief had been bottled up and only when she found herself amidst her own demise did she find the courage to sing - the woman cried aloud, unleashing all of her pain and anguish into the world only for an ancient, wicked entity to hear and heed under her pledge. This song of grief was the first, just as she was, and it became her most notable strength.”

 

Spoiler

The Witch’s Work is a quite similar concept to Kani’s Resonance Anomaly. It consists in a new spellcasting mechanic based on the usage and embodiment of sound frequencies (noises in general) primarily carried by the environment around the Frost Witch, which are subsequently harvested by her and then catalyzed within her body (specifically her throat) so that she may either cast it upon the frost to control it or to spread an evil curse. These sound frequencies are represented by a physical manifestation of either translucent or extremely pale-blue waves of sound but above all the most notable trait is that once they are ‘sung’ by a Frost Witch, one can definitely tell that something is off. It can come across as daunting, unnerving, frightening, or simply unappealing (at the player’s discretion) song. However, due to the sudden change in the environment per the witches’ influence, she may even aesthetically resort to means such as fog, miasma, wisps, fragmented crystals, etc, as an additional tell for her casting.

 

In heavy contrast with Kani, The Witch’s Work works entirely on solid material - ice. This is justified by the correlation that a Frost Witch and the element of ice have in common: they are both the same, and ice is but an extension of the witch herself. This bond allows the Fjarriagua to convert otherwise asinine and ‘hidden’ sources from the mere cold and environment around them into powerful work of frost manipulation and the weaving of dark curses.

 

Spoiler

- The Witch’s Work is a fancy term for the new spellcasting mechanic that is being implemented, consisting in a primary tell of sound frequencies which can either be seen as translucent waves characterized by an exceptionally pale blue color, or heard as a symphony of erratic, nerve-wracking sounds. As optional and additional tells, the witch is able to uncontrollably summon either strictly-aesthetic wisps or snowy fog/miasma, complimenting the original sound waves.

 

- The Witch’s Work can be roleplayed however the witch wishes in terms of aesthetic liberty and freedom. She may resort to throat singing for example as an unique way to employ this mechanic, or just stick to the traditional and intended Banshee screams. It may also give the impression that the witch’s voice is amplified by a thousand others, making it come across as ominous or unnerving (though not impacting combat).

 

- The Witch’s Work can be activated in [1] emote which is also considered the connection, and this is included in every emote count for every ability or mechanic. Her spells are mainly characterized by the aforementioned tells. It is a major action and cannot be paired with Mirroring.

 

- The Witch’s Work can be deactivated at the whim of the witch, and she can be forced out of connection by withstanding immense heat (like in events per the host's wishes) or being significantly wounded in battle (such as receiving a stab or a punch to her very throat). Whereas 'muting' the witch herself with whatever medium is enough to impede them from casting, deafening them proves useless.

 

- It is similar to Kani’s Resonance Anomaly in the sense that both pieces resort to their own versions of resonance, in which the prior (Frost Witches) employ it much differently than the Oscillit. Whereas Kani’s own mechanic is unable to influence solid materials as much as liquids, this rendition is diametrically opposed to the Resonance Anomaly as it explicitly affects the solid: ice. By misplacing the energy of mana with their own bodies as a medium, the Frost Witch is able to contort anything composed of ice, snow, or frost, manipulating it by creating a similar effect to constantly-’sung’ sound waves that shape the ice under her tyranny. In the same fashion, the Frost Witch is able to harness this energy - these sound frequencies - at their rawest form, so that she may 'sing' them to spread either hexes or curses.

 

- In terms of interaction with other casting styles, the Oscillit's techniques would not work on the ice of a Frost Witch for as long as she is manipulating it, as her Work would negate the former's Resonant Anomaly. Loud sounds are unable to disrupt the songs of a witch's Work unless they are of magical origin, such as Air Evocation's sound division. Alternatively, the "forced absence" of sound, such as provoked by the Quiet rital of Blood Magic, is capable of nullifying The Witch's Work. For example, spells such as manipulating an icy spike or spreading a wicked curse would halt and dispel against the previous elements.

 

- The Witch’s Work can only be applied to ice (and Cursed Ice for enchantments and MArt submissions) for feats of manipulation, conjuration, or erasure. Otherwise, it can be harnessed in a raw form for curses and certain abilities (such as the Chant Bewitchment or Mother’s Lament).

 

  

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THE CURSED ALTAR

“Otherwise known as the greatest presence of Witch Magic cast upon the Material Plane, the Cursed Altar is an extension of a coven: it is the pillar and true ‘Mother’ of a Fjarriagua clan, and without it, the Frost Witch is considerably weakened. This perplexing creation of dark sorcery allows witches to perform ritualistic sabbaths and mend their mortal wounds at the expense of living sacrifices.”

 

Spoiler

The Cursed Altar is a primary aspect of the lore and every single coven must possess one to either prosper or maintain their self-preservation. It is a formation of ice, Cursed Ice, and flesh, and the mass of which evolves with the greed and ambition of its respective witches.

 

To create an accursed altar, the coven of the Fjarriagua must take up to two male descendants. Each body is hunted and offered as a sacrifice for the procedure by the participating witches, including the Mother. At this point, the Frost Mother severs a part of her form (be it a lesser organ such as an eye, nose, or finger, or just a portion of her body like a frozen rib) and uses the hair of every participating witch to completely wrap it together. Afterward, the Mother draws out her essence, forcing it deep within the ‘poppet’ as it becomes a seed of Cursed ice, which is embedded into the mountain of corpses, which is thereafter encased within a web-like structure, a cocoon, of ice as protection and balance whilst it festers to the earth. This process requires (1) Frost Mother and (3) additional witches, or alternatively (1) additional Frost Mother.

 

Over the course of time, the cocoon settles and its branches elongate terrifyingly across and throughout the bodies utilized for its mere creation, and its roots incrust themselves deep within the earth, walls, and ceiling around it: living off the corpses as their energy provide the altar with ample sustenance to grow. This process is rather tedious and unnerving, which more often than not leads to its respective coven of witches to grow incredibly protective and/or territorial. 

 

Anyhow, the coven of witches is expected and required to stitch or weave new bodies to the mass of ice, either living or freshly slain, so that the Cursed Altar may grow and prosper. The more bodies the altar obtains, the bigger its size and the stronger its capabilities: it needs flesh and blood to progress, and by the time that a witch has matured an accursed altar, the mass of ice comes across as an abomination of ‘living’ ice due to how many victims have been forcefully attached to the accursed body.

 

Whereas the appearance of the altar is completely left at the discretion of the coven, every Cursed Altar must embody the foundational aspect of an abomination wrought of ice resembling fallen men and warriors, limbs and faces phasing from the ice from one point to the other, and even contorting these features to simulate an interaction with either a witch or non-witch.

 

Furthermore, as the altar forms and its power grows, nearby terrain succumbs to a wicked cold and malaise - accommodating to the alien construct’s presence to resemble the homeland of the Fjarriagua; Skjoldier. During these phases, the coven must actively worship and feed the altar by either attaching living specimens to its own body, or slaying victims right upon its bases, so that their blood may bathe the roots and branches in youth and power.

 

Spoiler

- Despite having no detailed emote count, the process of creating a Cursed Altar is no easy or common feat. In conjunction with (3) regular witches and (1) Witch Mother, the bodies of two male descendants are hunted and killed . Once said offers have been obtained, the Witch Mother is to sever a part of her being - be it a finger, nose, eye, or even bone - and hold it tightly within her grasp, so that she may wrap it around with a strand of hair from each participating witch. It is only then that she may imbue it with her essence, and force it deep within the mountain of corpses. Upon doing so, the Witch Mother seals the orifice through which she embedded the ‘Seed’ and with the explicit assistance of the other (3) regular witches, or another Frost Mother, the corpse is entombed in a cocoon of Cursed Ice, beginning the first tier.

 

- Cursed Altars must be signed by the Story Team with an approved sign, which may be hidden from plain sight to avoid metagaming and thus replaced with a descriptive sign of the structure.

 

- The amount of bodies required to create an altar, and progress it onto each tier is (2) dead male descendant bodies per stage or tier. So, in total, for a Tier 3 Cursed Altar, you would need a total of (8) dead bodies.

 

- The bodies will ‘expire’ after a period of (3) OOC days, after which they cannot be used for the process and the witches must hunt once again.

 

- The appearance of an altar is completely left at the discretion of the player, as they are the ones who must mechanically represent it with a build. However, it has to stick to the general theme that it is an abomination made from the brute and wicked creativity of the witch on the basis of male descendant bodies as fuel or way to augment size and power (tiers). The ice may be aesthetically roleplayed by any nearby Fjarriagua to either move, using the bodies and features of those inside to hold vague and meaningless interactions (restricted to dialogue) with both witches or non-witches; or simply scare onlookers. 

 

- Every single benefit to Witch Magic up except Tier 2 is regarded as non-combative, with the sole exception being Tier 1 and Tier 3 in which the speed of a Frost Witch is amplified by [2] block-meters and their tier is boosted by one respectively.

 

- Healing imparted by the altar’s mercy only occurs outside of combat. 

 

- Mortals and non-witches wearing more than two inches of clothing can evade the deadly effects of hypothermia or even frostbite, though such can entail reduced movement. 

 

- Once an altar is destroyed, the environment will gradually return to how it was before the construct’s presence. 

 

- At last, creating a Cursed Altar is a difficult and strenuous act, and thus debilitates the participating witches for a total of (3) OOC days. During this period, they may not create another altar or perform any sabbath, for they are restricted to base Witch Magic.

 

 

TIER 1

 

The Frost Mother has finalized the procedure, successfully planting an accursed seed or ‘poppet’ from her own body to the corpses proffered as a sacrifice, and thus beginning the first stage. During this phase, the energy and warmth of the bodies are being drained and converted into energy by the accursed altar, its roots and branches spreading throughout flesh and bone, and even the surrounding terrain. The altar is particularly frail and its forming structure is weak or crude, requiring it to stay still unbothered as time passes, in which period the coven of witches is expected to reinforce the ‘web’ or mass of ice with more corpses.

 

At this point, the environment around the altar is frigid and unholy, instilling a sense of comfort deep within the minds of nearby witches. Non-witches, on the other hand, endure a daunting, frigid chill with slight, aesthetic hallucinations.

 

Spoiler

- This stage occurs right after finalizing the creation procedure and lasts for a total of (2) OOC weeks, by which period the altar gradually grows over time. Representation of these minor shifts and changes is not required but may be applied to improve the aesthetic or appearance of the altar.

 

- During this stage, the mass of ice or web-like structure woven by the group of witches cannot be interfered with in the sense that it cannot be moved whatsoever, lest its thin roots and branches will collapse and shatter, requiring the process to be performed once again.

 

- At this point, the altar influences up to [20] block-meters around it. Within this range, witches feel a sense of home and comfort, moving at an additional [2] block-meters per emote. Descendants and non-witches, however, feel a sense of discomfort and a slight chill, a feeling that spreads around the area with no focal point as to prevent metagaming.

 

- Flames greater than mere torches will inevitably disrupt the seed’s germination process in a short span of [3] emotes, slowing them down, if not outright halting the growth. Magical fire constitutes an even shorter span of emotes, that of [2] emotes.

 

- Holy Magic such as Paladinism may effectively cleanse the energy embodied by an Altar in [3] emotes, turning it into mere ice. To achieve such a feat, (2) Paladins must work together. Both are required to be T4 or higher.

 

- Witches can now perform sabbaths of Tier 1.

 

TIER 2

 

There now barely is any semblance of the corpses once used as an offering, and they have been consumed in their totality. Roots now park the ruptured, frozen terrain around the altar, and branches have now grown to resemble a nearly fledged abomination of decaying bodies, and ice given life by the death of those given as sacrifices. Its foundations are deeply embedded and acclimated with the environment, and it may pose somewhat of a dire task to destroy. 

 

In this state, the environment is even more frigid, heat and warmth unnaturally drained and converted into a chilling opposite. Reprieve is now accessible by nearby Witches - a brief respite from their earthly afflictions - as they find their boons and sorceries mildly bolstered, including their capability to regenerate minor wounds at a slow rate.

 

Spoiler

- This stage occurs once an additional sum of (2) dead male descendant bodies has been stitched onto the mass of ice that is the Cursed Altar, and lasts for an additional period of (4) OOC weeks, by which period the altar gradually grows over time. Representation of these minor shifts and changes is not required but may be applied to improve the aesthetic or appearance of the altar. At this point, the structure of the ‘web’ is far more solidified and can now withstand harsh conditions.

 

- At this point, the altar influences up to [30] block-meters around it. Within this range, witches sense a further empowered sense of home and resolve, feeling protected and at ease, as their wounds are mended. Non-witches, however, are afflicted with a nose-biting chill which makes their limbs feel stiff and numb, thus slower (at the player’s discretion), and mild frostbite should their flesh be exposed.

 

- By resting at the Altar’s feet for (1) OOC hour, witches may spontaneously heal any cuts or bruises no larger than half an inch (deep or wide). If combat has ensued, said regeneration ceases and may only resume once the witch is safe and sound.

 

- It now requires five blunt and harsh strikes to successfully destroy the Altar, typically from weapons of grand proportions such as maces, clubs, or large hammers. Alternatively, magical flames are capable of doing the same trick in a shorter span of [4] emotes. Due to the cold environment, alchemical and mundane flames wither away as they don’t have sufficient heat to be maintained.

 

- (3) Paladins of T5 may purge the ice from its affliction in [4], effectively destroying the Altar.

 

- Witches can now perform sabbaths of Tier 2.

 

TIER 3

 

It has finally become one with the ground beneath, now far more difficult to move or destroy by any mortal means. It has finally reached the expected magnitude of an icy abomination wrought of flesh and blood, and hypothermia is now prone to those who dare enter the Altar’s environment, should they not be dressed adequately.

 

At this final stage, Witches are endowed with a moderate boost to their combative power, able to conjure forth ice from the air with relative ease as if it were manipulated directly.

 

Spoiler

- This stage occurs once an additional sum of (2) dead bodies, and in total (8) bodies have been stitched onto the mass of ice that is the Cursed Altar, signifying the maturity of the Cursed Altar.

 

- At this point, the altar influences up to [50] block-meters around it. Within this range, witches  feel an ever greater sense of respite and empowerment, as their ability to manipulate and conjure ice is mildly increased, bolstering their tier by one. Descendants and non-witches within the same range feel a painful, stinging chill. Frostbite is now heavily prone to overtake exposed flesh within [5] emotes.

 

- By resting in a likewise manner as stated above, witches may regenerate wounds, no larger than an inch (deep or wide), over the span of (30) OOC minutes. If combat has ensued, said regeneration ceases and may only resume once the Witch is safe and sound.

 

- Ten harsh, blunt strikes must be delivered to the now matured Altar’s form to destroy it, typically from pickaxes, large hammers, or other heavy weaponry. Mundane or chemical fire still proves useless, requiring an alternative such as magical flames to effectively destroy the Altar in a span of [6] emotes.

 

- At this point, no Holy sorceries or incantations are capable of salvaging this totem of evil, and thus must be destroyed physically.

 

- Witches can now perform sabbaths of Tier 3.

 


 

THE UNHOLY SEEDS

 

 

“Frost Witches are formidable creatures on their own, yet it is only when they join forces with one another that their might reaches no bound. By congregating together and forming a coalition of sound waves, or seeds, the ice witch is thus bequeathed with the gift of higher, powerful sorceries.”

 

Spoiler

Every single Seed in this category cannot be called upon by witches on their own and instead they must work together to reach these harmonies. Each sabbath respectively consists of detailed requirements, which vary from different counts of emotes to different sacrifices: offerings that come in the form of bodily components such as corpses or a living specimen.

 

Spoiler

- The Unholy Seeds cannot be sung in solitude, requiring at least (3) witches, Mother or not, and the presence of an Altar to embody the songs.

 

- Requirements for each Seed are defined under each respective section, and they are not shared.

 

- Calling upon one of these Seeds proves to be an incredibly straining procedure, unabling the participating witches from accessing their magick for a total of (2) OOC days, as well as rendering them useless for the performance of further Seeds for a total of (1) OOC week.

 

- Every single Seed in this category cannot be sung in the midst of combat and interrupting witches during one of these performances cancels the whole procedure. The only exception to this would be the Seed of Reversal, which implies that there may be a need for fighting to restrain the target.

 

 

SEED OF DISCORD [T-1]

“In times of eld, witches employed their magick to scourge the realm from the mark of Men, be it for tormenting the living or simply bolstering the power of their own coven.”

 

Spoiler

This ritual bears a total count of [4] emotes, through which a group of witches, formed by (1) Frost Mother and (2) additional Fjarriagua, must catalyze the frost’s sound waves to call upon the strength and aid of the Cursed Altar that is being utilized. Afterward, the Frost Mother is to exert her Work as guidance for the additional Fjarriagua to fuel the procedure. At last, the three witches are required to force their songs into the Cursed Altar, at which point said energy is embodied by the artifice.

 

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It is only after this process that the Cursed Altar begins to absorb these songs, resonating them across the entire land around it and so evoking forth an environment of terror, ice, and trickery.

 

Spoiler

- This Seed can only be sung by one Frost Mother and two additional Fjarriagua working together, and it requires a Cursed Altar to have any single effect on the Material Plane. 

 

- Calling upon this specific Seed is a total count of [4] emotes, primarily from the Frost Mother. 

 

- The Seed of Discord brings forth, after (1) OOC day has transpired once the rite has been completed, an icy-cold storm: it is a phenomenon which takes the nearby land captive under freezing temperatures and harsh, unnatural weather. Fauna and flora is compelled to leave, if they haven’t died to the cold, and nature sings a weakened cry. Apparitions of fallen witches may appear at the leisure of any Fjarriagua or Event Team member, but these cannot speak, interact, or even move without disintegrating. 

 

- Enemies found within the Seed’s bounds are subject to frostbite wherever their flesh is exposed and their vision is reduced to [6] block-meters ahead of them, whilst movement is mostly unaffected.

 

- Frost Witches are unable to tamper with the storm, as doing so would disrupt the Seed of Discord. This simply means that they are incapable of manipulating it, even to a vain, harmless degree. 

 

- This Seed may be sung once the Cursed Altar is Tier 1.

 

 

SEED OF RESTORATION [T-1]

“Simplistic in nature, this specific Seed permits a coven of witches to ease their bodily pain and burden, restoring wounds merely via utmost cooperation. By tiding forces, witches are capable of invoking this seed of sound to heal the damage done at any cost.”

 

Spoiler

This ritual bears a total count of [4] emotes, through which a group of witches, Mother or not, must vocalize their solidarity by making a pledge to the frost with a song: undertaking procedures that can be from minutes to hours in roleplay. Recovery is then a difficult period of time as the restored witch is unable to over-exert herself, least she risks the need for healing once more.

 

The process for restoring each type of wound is simple and every witch can interpret it in her own way. Lesser injuries can be mended by pulling frost into the wound and weaving it closed with a song, and greater injuries could be fixed through symphonies to outright grow whatever that has been lost: limb or not.  

 

Wounds sustained by the ice witch can be differentiated in two types: 


 

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Lesser Restoration

 

Surface-level wounds such as moderate bruises, cuts, scrapes, second and third degree burns, gashes, avulsions, and stabs can be healed by the song of (3) different witches working together within a total count of [4], [5], and [6] emotes respectively.

 

I.e: moderate bruise/4, burn/5, stab/6

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Greater Restoration

 

Gruesome wounds such as worldly or magical plagues, loss of ligaments and lesser organs, and the severance of limbs can all be remedied by the song of (4) different witches working together within a total count of [6], [7], and [8] emotes respectively.

 

I.e: worldly plague/6, ligament loss/7, limb severance/8

 

Spoiler

- This Seed can only be sung by (3), for Lesser, or (4), for Greater, witches working together, and it requires a Cursed Altar to have any single effect on the wounded witch.

 

- Calling upon this specific Seed is a total count of [4] emotes for Moderate Bruises, Cuts, and Scrapes, [5] emotes for Burns (including that of holy and unholy origin), and [6] emotes for Gashes, Avulsions, and Stabs; and [6] emotes for Poisons/Plagues (including Azhl Anemia or magical blight), [7] for Ligaments and Lesser Organs, and [8] for Limbs.

 

- The healing process is at the player's discretion as long as it fits the lore's thematic and mechanics. Common examples would be covering cuts and stab wounds in layers of frost to then fill the flesh that has been lost, or compounding an arm from a mere stumb in a gradual and straining process.

 

- Frost Mothers are healed the same way as a common witch as the only difference is that due to their intervention, whatever that is being restored will not be hardened frost but Cursed Ice.

 

- After the restoration has been completed, Lesser wounds will fade away as mere scars whilst Greater ones require the healed witch to avoid combat and physical efforts for a total of (1) OOC week to ensure that the recovery is successful. Otherwise, her limbs, appendages, or body may collapse. 

 

- Optionally, Frost Witches may keep scars of all sorts regarding their respective wounds out of their own volition and will.

 

- This Seed may be sung once the Cursed Altar is Tier 1.

 

 

SEED OF CREATION [T-2]

“Hordes of torch-wielding and pitchfork-raising villagers persecuted the Fjarriagua and her race for ages, fabricating tools, concoctions and weaponry that matched their icy-cold power. It was only fair that they were met with the same force and so the witches began to plot: covens across the realm devised a multitude of antiques, relics to preserve their subterfuge and survival.”

 

Spoiler

This ritual bears no count of emotes, though it is required to provide effort and quality, and is conducted through the intervention of (3) different witches as conduits to manifest this specific seed of sound.

 

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For the Seed of Creation to embody a tool, weapon, or construct, the participating witches must offer a living sacrifice to the Cursed Altar that is being utilized, after which point they begin to sing, transcending the energy of the target into the chosen artifact.

 

New spell-work can also be created through this Seed, emphasizing on abilities.

 

Additional witches can magnify the potency and resonance of the Seed, bolstering the magick within the chosen artifact. 

 

Spoiler

- This Seed can only be sung by (3) different witches, additional ones increasing the potency of the enchantment (Frost Mothers counting as two), and it requires both, a living sacrifice (played male character) and the presence of a Cursed Altar. 

 

- Calling upon this specific Seed has no total count of emotes, but it is wise to base the duration on the proportions of the artifact and magnitude of the spell.

 

- Everything made by this ritual needs to be approved through MArt submissions.

 

- The artifact’s proportions impact the spell’s potency and enchantments must relate to Witch-themed magic and ice. 

 

- Spells can only be contained by hardened ice summoned on the spot for the creation of an artifact or Cursed Ice, nothing else.

 

- This Seed may be sung once the Cursed Altar is Tier 2.

 

 

SEED OF REVERSAL [T-2]

“Power often comes with a heavy toll, burdening those who wield it and poisoning their judgment, and the Frost Witch is no exception. Once these maidens strive far from home and their Mother’s guidance, it is but the Coven’s duty to apprehend this rebellion.” 

 

Spoiler

This ritual bears a total count of [5] emotes, through which a pair of Frost Mothers must immobilize or otherwise restrain the rebellious witch to begin with, so that the Rune of Locking, as depicted below, is successfully carved over The Witch’s Mark on her neck.

 

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Afterward, the rune is to be activated through the singing of the participating Frost Mother and their song is maintained until the rebel’s gifts drift away from her grasp by the second, ultimately sealing the entirety of her access to magick by the end. 

 

Breaking this seal requires one of the participating Frost Mothers, who must utilize the Seed of Restoration (Lesser) to banish the rune.

 

Spoiler

- This Seed can only be sung by (2) Frost Mothers working together, and it requires the presence of both, the rebellious witch and a Cursed Altar.

 

- Calling upon this specific Seed has a total count of [5] emotes, primarily from one of the participating Frost Mothers. 

 

- The target needs to be immobilized or unconscious, or willing, to undergo this ritual. 

 

- Only one of the participating Frost Mothers can heal the rebellious witch from the rune, and Frost Mothers themself are capable of being locked, they simply cannot heal themselves from the rune. 

 

- The rune transcends death as it latches onto the soul and curse of the witch.

 

- This Seed may be sung once the Cursed Altar is Tier 2.

 

 

SEED OF ANAMNESIS [T-3]

Death is never truly an option for a witch. Her life may be cut to an end, but for as long as one of their own remains, she is never truly dead. In order to evade demise, this rite was invented, enabling the resurrection of fallen banshees through the explicit aid of a coven.” 

 

Spoiler

This ritual bears a total count of [6] emotes, through which a group of witches, formed by (1) Frost Mother and (3) additional witches, must relentlessly hunt the body of a mortal woman to utilize as a vessel for the returning banshee.

 

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Once the prospective vessel has been obtained, the group of witches is obligated to conjure forth a make-shift nest out of hardened ice, so that the mortal woman’s body is put to rest over such. Afterward, the participating witches - primarily the Frost Mother - are to vocalize a song of mourning and grief, calling out to the spirit of the lost witch. Lastly, the fallen witch will transcend into the vessel, making it her own and thus returning to the living.

 

If the offering delivered to the spirit of the witch is not of her liking, or a fellow from her initial race, the Seed becomes absent and the ritual ceases immediately.  

 

Spoiler

- This Seed can only be sung by (1) Frost Mother and (3) additional witches working together, and it requires the presence of both, an offering no older than (1) OOC day (played female character) and a Cursed Altar.

 

- Calling upon this specific Seed has a total count of [6] emotes, primarily from the Frost Mother.

 

- Upon her return, the resurrected witch is unable to access her magick for a total duration of (4) OOC days, as well as being incapable of aiding in the performance of seeds of sound.

 

- If the fallen witch does not accept the offering, she will stay dead. The coven cannot force her back into a hulk that she does not wish to possess. In this case, the offering would be repelled by the altar, reflecting that they must either give up on their efforts or find a more suitable host.

 

- Should there be no active Mothers or witches to conduct this sabbath, Story Management intervention will be required.

 

- This Seed may be sung once the Cursed Altar is Tier 3.

 

 

SEED OF ASCENSION [T-3]

“Better never means better for everyone. It always means worse, for some... Upon ascending the steps of Witchdom, enduring the harrowing experience of what it means to be an ice witch: bearing her sisters' pain - only then can the Fjarriagua understand true suffering. Through redemption of spirit, the Fjarriagua may undergo the greatest sacrifice to better serve her coven; and through a year of intense transition, the icy-cold beast develops into a newly-emerged Mother. She awakens from her slumber, mind flurried with newfound worry and relentless paranoia of some persecution, and it is through her sorrow and relentless mental terrors that she is bestowed greater boons.” 

 

Spoiler

Motherhood is a path any Fjarriagua can attempt to undertake upon reaching and finishing [T-4], and in order to perform the seed of sound necessary for the transformation of the prospective Frost Mother, a pair of Frost Mothers must oversee the procedure: they will be the ones to task the participating witch to ensure that her devotion and loyalty are shackled by the coven’s influence. 

 

The difficulty of the task can vary, but it must be reasonable. Once it has been completed, the participating witch is expected to bring forth an offering, bodily or ceremonial, and the overseeing Frost Mothers must begin channeling a song: willing the Cursed Altar to reach out towards the participating witch, thus capturing her within a prison of icy-cold frost until her body has evolved.

 

Spoiler

- This Seed can only be sung by (2) Frost Mothers working together, and it requires the prospective Mother to have fulfilled her task, provided the altar with an offering, and the presence of a Cursed Altar.

 

- Calling upon this specific Seed has no defined count of emotes, as it is supposed to be a (4) OOC weeks-long process in which the participating witch completes her task, obtains a suitable offering, and is submitted to the Cursed Altar.

 

- The prospective Mother cannot be willingly helped in any way, and there must be proof of her task progressing at a slow pace every week until the fourth is reached.

 

- Once imprisoned, the prospective Mother stays dormant and oblivious for a total duration of (3) OOC days, in which time-frame she may be permanently killed if the Cursed Altar is destroyed.

 

- This Seed may be sung once the Cursed Altar is Tier 3.

 

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THE FROST WITCH

And then She cast boundless frost;

. . .in her turmoil and rage, she sought.


 

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PHYSIOGNOMY

 

“For the curse implored on their soul transforms them in body and mind, the Fjarriagua’s anatomy is somewhat unlike their mortal prevalence – descendants – as any semblance to mortality, youth, or beauty is stripped from the witch, leaving instead a horrendous creation of wicked sorcery and frozen might. Her body freezes in its totality, internal organs no longer functioning and their blood circulating ever-so-slowly; now wrought of a slush-like substance. Due to this, their bodily temperature and flesh is incredibly cold, coming across as deceased or simply frozen; varying in discolored to palid blue-like hues. 

 

Overall, the Frost Witch conveys the impression of a grotesque, monstrous creature with frazzled, white-gray hair, jagged and misplaced fangs, twisted and elongated nails.”

 
Spoiler

Frost Witches are creatures wrought of ice and frost, and their bodies are primarily composed of such elements; to the exemption of their bodily fluids like blood, sweat, saliva, or tears. These are transformed into a slush-like substance, if not entirely crystallized (often in the form of tear-drops, and travels quite slowly) - difficulting the chance of dying from mere exsanguination.

 

Upon their finalized transformation, any semblance of mortality or beauty from their past selves is forgotten - misshapen and replaced by grim, disgusting features that surely instill unease in people with a weak stomach. These generally constitute deformed and crooked features, warts, unusual marks on the skin, serrated and jagged fangs, twisted talons or nails, and frazzled hair; varying in hues from white and gray to a pristine sapphire shade.

 

As they are now frozen in body and soul, witches crack and partially shatter when under extreme duress or after receiving hits from large, blunt weapons - slashes proving inferior utility against their icy flesh; however, this does not mean that they are more resistant or weaker to any forms of weaponry, and they can still be sliced, cut, and stabbed.

 

Likewise, their icy state provides them with a suspension in time - meaning that they are effectively gifted with ‘immortality’ in the sense that aging is not possible for their ilk.

 

Spoiler

- Frost Witches are classified as Undead since they are completely frozen, disallowing sexual FTB or any sort of love interaction. Their skin is cold and their blood travels quite slowly, like a dark, sluggish substance. Any other bodily fluid like sweat, saliva, or tears is completely frozen and can only be mimicked with charms. If a Frost Witch was pregnant prior to her cursing, the baby will become a stillborn and her womb infertile.

 

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

 

- Frost Witches are unable to conceive children, or have any sexual intercourse in general, for they are completely frozen. If a pregnant descendant is cursed, her womb will become infertile and the baby shall result in a stillborn.

 

- After the Fledgling State, The Witch’s Mark becomes latent upon the nape of the witch, displaying an amorphous rune of varying hues, from blues to silver or white shades.

 

- Whereas disguised she may portray a somewhat decent woman, Frost Witches are monstrous creatures and their true form resembles this. There is barely any semblance to their prior self as they are now far more distorted, bearing crooked features, if not malformed. Teeth and nails are misplaced and jagged and their skin is full of imperfections. 

 

- Witches often go through traumatic experiences, and overall extreme duress, which may cause them to crack and even shatter (up to the player’s discretion). Their flesh may be frozen and slightly crack once attacked, but this does not provide any resistance to slashing weapons such as blades. 

 

- In their Disguised State or Mirrored form, the Frost Witch is unable to cast upon any of her magic. They must revert to their true form - the Banshee - in order to utilize the full extent of their sorceries, and these can only be used once at a time. (Combative) Bewitchments, however, can still be utilized whilst disguised.

 

 

 

 


 

 

MENTALITY

 

“The Skjolden Curse evokes in the mind of Witch-kind a troubled myriad of afflictions - bidding their will and faith under the dogma shared by this evil hex; and therein inculcating a sense of utmost devotion. However, for they now embody illnesses which impede their mental sanity, witches are incredibly prone to grow mad and dissociated; hindering their task of infiltrating the living and manifesting the true goal of their curse - vengeance.

 

To forsake and be forsaken by love and warmth is an exceptionally painful experience for the witch, and as she goes through her complete transformation, she will begin to disassociate from all that is not related to her coven. Therefore, non-witches would never be able to contend the support that a witch gains from her own ilk, and while biologically female descendants may be seen in a higher regard as to males or any other being, Fjarriagua will rarely see these as more than livestock or tools.”

 
Spoiler

Frost Witches are incredibly cunning when it comes to trickery, as they seek to employ any means necessary to ensure the success of their schemes and the safety of their ilk. Though as they suffer numerous mental ailments which cannot be ignored, witches are unable to maintain a constant semblance of a regular, cotidian life - for they are essentially in misery without having recently fed or being in presence of their respective Coven. Whereas Fjarriagua may be as caring and selfless to the point of sacrificing oneself for the other, it is not unusual for some of them to hastily grow mad in envy - be it in the form of ranks, reputation, or even the satisfaction and approval of a Mother - and commit questionable acts.

 

Their suffering is only mildly alleviated when congregated with their coven, or simply after having quenched their undying hunger on the flesh of a man. Whereas they may seek out the flesh of biological male descendants in order to thrive and survive, Fjarriagua can never feel love or any sexual desire towards non-witches and any affection with another Frost Witch or members of the coven is limited to platonic love.

 

Spoiler

- Frost Witches face numerous of the following conditions: abulia, depression, bipolar disorder, borderline personality disorder, schizophrenia, obsessive-compulsive disorder, delusions of both grandeur and inferiority, mood swings, intense anxiety, drug addiction (in strict correlation to Frost Salts, which are the only substance that may simulate the feeling of ‘being high’ in a Frost Witch), and pathological jealousy. They may also dissociate from their surroundings, requiring them to delve in society in order to grasp an understanding of how they should act to maintain their cover. These cannot be ignored and whereas a witch may opt to establish a facade whilst hunting or infiltrating society, hints should be given to reflect their troubled mindstate.

 

- It is in the Frost Witches’ nature to act selfless towards one’s respective coven, though it is not unusual for these ravenous creatures to stray from their path and act rebellious against their clan for whatever reason.

 

- Frost Witches cannot partake in constant Slice of Life RP because they simply suffer from too many conditions in order to enable such. They may also not feel any love or desire towards any creature other than their fellow kindred, and even then, it is strictly restricted to platonic love. Overall, Frost Witches are incapable of love or sexual desire towards any creature, or thing.

 

 

 

 


 

 

FEEDING AND STARVATION

 

“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 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 desperately for a victim. If they do not meet the consumption requirements of their kind even in this state, they will soon enter a vegetative state, unable to move or speak and required to be awakened by the grace of a Witch Mother.”

 
Spoiler

Fjarriagua must feed on the flesh of a man once per OOC month by means of direct consumption. Their bodies reject any mortal food, and no longer craves the need for the said, as it merely tastes like ash to them.

 

Witches who opt to fight their nature and starve themselves will see their powers weakened by the first week of not completing their monthly quota, and by the second, they will become mad, unable to disguise or cast any Witch Magic. Upon the third week, their minds become ravenous and will grow prone to aggressivity - lashing out at everything around them. Once the last and fourth week has been reached, their body is shut down, contrived into a vegetative state in order to save the Witch from certain death.

 

One singular Witch Mother may free a starving Witch from this horrendous fate by conducting a ceremony in a ritualistic way, consisting in the Mother slaying a living male by slashing his throat, allowing the warm blood to pour over the slumbering Witch to bathe her in energy and power. Afterward, she will awaken and feast on the remains, restoring her magic immediately.

 

Spoiler

- Frost Witches are expected to eat a whole body’s worth of a biologically male descendant once per OOC month by means of direct consumption. Any other food tastes like ash and feeding on biologically female descendant flesh forces the witch to feel ashamed and disgusted. This body must be from a played character and cannot be older than (3) OOC days or it will no longer be fresh. Storing them in "freezers" can slow the decomposition by an additional OOC week, after which period they expire and lose their energy.

 

- If for whatever reason a Frost Witch is not capable of fulfilling their monthly quota, a series of events will transpire. Right upon reaching one OOC month of starvation/not adhering to feeding requirements, the witch enters a four-week long process where her magic gradually shut downs over time, losing herself to madness and insanity for the sake of quenching her hunger, and lastly entering a last resort mechanism to prevent her death.

 

- This mechanism consists in the witch losing consciousness due to the lack of energy to sustain her body, and she may only be brought back through the aforementioned ritual. There needs to be mechanical representation for the witch as soon as she becomes vegetative so that a Mother may find her in the future, or otherwise die to some onlooker unknowingly.

 

 

 

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BANES AND DEATH

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“Living in secrecy allowed generations of witches to prosper in the shadows, multiplying and defying the natural law of death by crafting tools and weaving spells intrically devised to return to the Material through the mercy of a willing coven. Altars were risen and sabbaths were created to bring fallen sisters back to the living, whether they have died to the flames of a pitchfork-wielding horde’s stake, the radiant light of a deific worshiper, or driven to madness by the searing touch of aurum.”

 

Spoiler

Death is never truly an option or fate for a witch. She is never truly dead as long as there is another of her race in the Material either pleading to their respective coven and altar to bring the fallen witch back (should she belong to the same coven) or bringing a heirloom that once belonged to the fallen (so that she may be revived even if she is not from the same coven).

 

However, when a Frost Witch is slain by means such as exsanguination or otherwise not-so grotesque ways, her soul is pulled to her respective altar (and if she does not have one/belong to a coven with access to one, then she must be brought through a sabbath), where her body will reform from the altar’s mass in a crude cocoon, peeling away to unleash her renowned self.

 

Dying to otherwise grotesque and far more gruesome means such as fire or flames, holy or deific sorceries, being decapitated or having one’s heart completely shattered render the witch’s soul too far gone to reform on its own. She must then be brought back through the respective sabbath. 

 

Fire and flames, holy or deific sorceries, and aurum are nonetheless the Frost Witch’s true banes. Injuries caused by fire are incredibly debilitating, even twice as much as ordinary wounds and they can only be mended by the respective sabbath. Holy or Deific sorceries are capable of inducing a sense of unease and doubt in the witch, cowering and leading her to lose any resolve to fight or find the strength to call upon their dark magic. Ultimately, Aurum serves as a means to drive a Frost Witch insane. This is due to the material’s capabilities of storing lifeforce, which causes the witch to lose any and all energy that she may have obtained through recently feeding through deep slashes or hits. 

 

Spoiler

- Frost Witches are classified as Undead creatures and therefore are unable to resuscitate through the Cloud Temple Monk route. In the case that a witch dies, her soul transcends the body – which either melts or cracks and shatters to pieces – and it is instinctively brought to her respective Cursed Altar, where it will begin to sap the construct’s energy to manifest a crude formation of ice in the very walls or ceiling of the room so she may protrude from it in a renewed vessel. If she does not belong to a coven or altar, then she will be sent to the 'dimension' specified below.

 

- Upon dying by gruesome means such as decapitation, being burned at the stake, or having one’s heart completely destroyed, witches are sent to an unknown dimension persisting within their coven’s respective altar. In said dimension, the spirits of fallen sisters tear one another asunder, brutalizing and cannibalizing themselves as they spiral downward into madness. The only way to salvage a fellow witch from such fate is to bring her back through the Seed of Anamnesis, through which she will embody a new vessel. However, this stay in the mysterious realm, for as brief as it may be, proves a huge strain on the mentality of the resurrected witch. Her illnesses may worsen, and she may even develop hatred for her own kind. It is theorized that this dimension is simply the Ebriates or a 'hivemind' based on the long line of deceased witches, resembling their homeland Skjoldier.

 

- In rare occasions, witches may succumb to Holy or deific sorceries, through which she may have an ever harder time to heal from as upon dying through such means, her soul is ‘tarnished’ in the sense that whether their head is chopped off, their heart stabbed through or their forms burnt to a crisp, she will require the Seed of Anamnesis regardless. Another slight disadvantage is that their Witch Magic will be unlocked for more time than stated in the sabbath itself ([4] OOC days), requiring them to either patiently wait an additional period of [3] OOC days or immediately feast on the flesh of a descendant male (of a played character) to restore that which she has lost. Mirroring can still be used.

 

- Once dead, the witch manifests as an intangible orb of her past self, lacking a distinguishable form. During this state, she is only perceived by fellow kindred within the immediate vicinity of a Cursed Altar and even then only Mothers are able to hear their incessant cries.

 

 

 


 

 

RESURRECTION 

 

“Chants were sung, and spells were crafted. The altar gleamed with power and soon was the living sacrifice slain on its bases; a worthy carcass to house the soul of the fallen.”

 

Spoiler

Frost Witches never truly die. When they are slain, their soul is either sent to their respective altar to reform on its own or alternatively lost in an undisclosed plane, thus requiring a willing coven of living witches to perform the respective sabbath to bring them back. 

 

Upon reforming on one’s own, base Witch Magic is locked for a total of [2] OOC days. Dying through otherwise gruesome means and being brought by a sabbath locks the witch’s magic for a total of [4] OOC days, and [7] OOC days if she has died to deific or holy sorceries. Mirroring can still be used.

 

Spoiler

- The process of a fallen witch reforming on her own is simple. Her soul is dragged to the altar and once there she will use its energy to emerge from the surroundings in a cocoon of ice, through which she will embody her own yet renewed body. Whereas the player may mechanically re-spawn at the CT, it is implied that in roleplay they come back at their respective altar.

 

- Witches may only be brought back if the Witches who decide to resurrect them are either closely acquainted with them or part of the same Coven. Alternatively, belongings of the Fallen Witch may be used instead of the aforementioned elements to implore her soul back into a new vessel.

 

 

AND

HIBERNATION

 

“There may come a time in the undeath of a Frost Witch where she feels the need to shut down from the realm encompassing her existence, and through devising an intricate method, she is capable of entombing her frozen body in a cocoon of ice, halting the unyielding thirst for flesh until the Witch is broken free.”

 

Spoiler

Hibernation serves as a roleplay medium to justify the absence of a Frost Witch player, and does not require mechanical representation. In order to conduct this procedure, the player must contact the Story Team so their CA is marked as ‘Cocooned’, with the exact date on which the persona is shelved. Upon performing Hibernation, the witch is unable to be played for a total of [1] OOC week and once the player has returned, it may not be performed for another [1] OOC month unless extraordinary circumstances present themselves, which must be accordingly explained to the Story Team.

 

This mechanic cannot be performed whilst combat is ensued, or to evade the said whatsoever. It is a purely genuine ability to grant Frost Witch players the ability of leaving the server for prolonged periods of time due to whatever reasons without having to worry about their persona dying to hunger.

 

Hibernation may also not be used as a tool to circumvent feeding, as when it is performed, the Witch is left at whatever stage of degradation or starvation that she may have been at pre-Cocoon.

 

Spoiler

- Hibernation is entirely a genuine mechanic to justify the absence of a player ICly without compromising their character. It cannot be used to evade or flee from CRP and players must notify the Story Team of their leave so that Hibernation can be documented, otherwise the character will either enter vegetation after (2) OOC months of absense, or permanently die over (3) OOC months of absence.

 

- Mechanical representation is not needed as it serves as a pure OOC medium to justify IC means. If the player does choose to mechanically represent the cocoon, it must be noted that it cannot be moved or broken and the witch will stay alive for as long as she is inside. It cannot be tampered with.

 

- Hibernation cannot be used to ‘reset’ feeding or starvation. You will be at the same degree regardless.

 

   

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CURSED ICE


 

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“Egregious tools and grand fortresses are features easily achieved by the Frost Witch, and as long as there is a Frost Mother to her side, her lairs and armies shall be wrought of Cursed Ice - a tarnished material of extreme cold and considered a type of Witch Magic permanence upon the Material.” 

 
Spoiler

Cursed Ice is just… cursed ice. It holds properties like varying endurance ranging from stone (in building/structures) and ferrum (in weapons/tools/armor). Otherwise, it is completely immune to any form of mundane or alchemical flames, and only magical flames of the same caliber as a Dragonkin (including Azdrazi) can melt it; and only then it squelches, rather breaking down in minute pieces to one’s irony.

 

Upon its creation, Cursed Ice can either hold nothing or attributes such as a high-pitched scream, or the ability for tools and constructs to bounce the next attack directed at them. 

 

Spoiler

- Cursed Ice is a special, unique material that has varying properties depending on the way that it is created. For starters, it is as strong as stone if conjured for the purpose of construction, and it is as strong as ferrum if conjured for the purpose of weapons or tools. It is immune to every sort of flame besides Holy or Unholy Fire, and Dragonsflame. In terms of appearance, it looks quite similar to the reference picture to the left, coming across as a tarnished, erratic, and crude formation of ice varying in hues from the traditional icy blue to a dark, accursed-looking purple; and especially if it embodies one of the effects randomized upon creation. Otherwise, it can acquire grey-ish tones and appear as a lucklaster material.

 

-The effects are further specified and expanded upon below under ‘Creation’.

 

 

 


 

 


 

CREATION

 

“Cursed Ice is wrought by the intricate mastery of a Witch Mother, consisting in a rather simplistic process where the Mother can imbue small quantities of hardened ice with her essence, accursing it. Fueling the creation by numerous offerings can grace these unholy productions with randomized effects, restricted to The Witch’s Work.”

 

Spoiler

The process of obtaining Cursed Ice is incredibly draining and inefficient if performed alone, so it is encouraged that a Mother finds aid in additional witches. On her own, a Mother is able to produce a shield or longsword’s worth of Cursed Ice every (4) OOC days, and this amount can only be overridden if additional Witch Mothers participate in the process: being able to conjure up to an armor or greatsword’s worth of Cursed Ice with one additional Witch Mother, and requiring the intervention of a MArt in order to acquire anything greater.

 

Whereas there is no detailed emote count for this process, the player and those involved are expected to provide quality and ensure the setting is not rushed.

 

The process itself consists in the Mother nearing any source or tool of hardened ice, tapping into her essence so that she may tarnish said elements with it, effectively creating Cursed Ice. However, if (male) descendant bodies are slain to ease the burden of this ability, the Mother is expected to roll out of two in order to determine a randomized effect that whatever she has created will acquire, and these effects can only be activated if the item is wielded by a Frost Witch.

 

These randomized effects can vary from (a) a high-pitched, ear-shattering scream, to (b) a resonant anomaly that allows the tool or construction of Cursed Ice to bounce the next strike directed at it.

 

Spoiler

- Creating Cursed Ice is a feature only accessible to Frost Mothers. It has no detailed emote count and is expected to be roleplayed as a debilitating process. Only one item or construct of Cursed Ice can be made every (4) OOC days and this cooldown cannot be overridden by any means.

 

- Cursed Ice must be mechanically represented by a Story signed item or a Story Approved sign.

 

- Creating anything that exceeds the proportions of a shield/longsword, or an armor/greatsword with the help of an additional Mother, requires a MArt submission. These cannot be activated in term of the aforementioned effects unless it is a Frost Witch that holds the item or construction.

 

- If (male) descendant bodies are offered as a sacrifice whilst the process is ensued, the Mother must roll out of two with the command /roll 1d2. Depending on the outcome, whatever she has created will either inherit effect A (1) or effect B (2). It must be noted that these effects cannot be attributed to the Frost Mother herself even if she is made out of the same material.

 

- The high-pitched, ear-shattering scream is produced once the creation of Cursed Ice has been struck heavily, after which, over the course of [3] emotes, it will vibrate and promptly emit a disorienting shriek in a range of [5x5x5] block-meters. This severs any magical connection and inhibits the ability to fight with coordination for a total of [2] emotes, after which the effects fade away over the course of [1] emote. Frost Witches are immune to this as it is a piece of their work and magick.

 

- The resonant anomaly that allows the tool or construction of Cursed Ice to bounce the next strike directed at it works in a similar fashion, activating only once the creation has been struck heavily. Regardless of the terrain that it may come in contact with, the creation will bounce off and throw itself elsewhere. However, if worn as armor by the Frost Witch, if she is struck by a force comparable or twice as strong as she is, then the effect shall deactivate and allow the attack to hit the ice.

 

- This cannot be done whilst engaged in combative roleplay.

 

   

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THE FROST MOTHER


 

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PHYSIOGNOMY

 

“She is reborn from ice, flesh and bone converted in an extension of the frost - she is calamity and the foundational pillar of a coven. Unlike their prevalence, regular witches, a Witch Mother is a creature wrought of an icy form through the meddling of the Sabbath of Devotion and she has relinquished any and all ties to her past, mortal self - no longer is she bearing of blood or otherwise internals for now she is a frozen construct in totality. The Frost Mother denies and rejects her freedom to heed under a greater cause, and to fulfill this goal she must embody a strong figurehead. Her skin is now hardened and her blood is practically non-existent as it is frozen along with the rest of her body; and her bone structure is remade into Cursed Ice. At last, further proof of the curse’s physical manifestation becomes present in the witch’s eyes, forever holding a subtle gleam of azure.

 

These monstrous creatures sacrifice themselves for the preservation of their coven and with each curse that they spread, the more of their essence is sapped away - emphasized by a change in appearance that converts the Frost Mother into a hag, oftentimes with a hunched-back, and cracks deeply formed across her skin to simulate wrinkles and aging.”

 
Spoiler

Frost Mothers are made through the Seed of Ascension, through which the prospective Mother is encased in a cocoon that gradually drains her blood over time until she is entirely ice. After then, she is born in her past vessel, now entirely made out of ice. Whereas the bone structure of the witch has been turned into Cursed Ice, this doesn’t necessarily mean that she is as strong as stone or ferrum: the Frost Mother is locked at her initial racial strength and the only advantage to her new self is that she is incapable of dying from blood loss. However, with this comes a disadvantage: the witch is now more susceptible to blunt and heavy attacks from big weapons and flames may even melt her to a puddle if longingly exposed, and her liberty of movements is slightly reduced!

 

Whereas there is no limit to how many witches one single Frost Mother is capable of ‘birthing’, she is encouraged and expected to roleplay the effects which consist in their form degrading with each cursing.

 

Spoiler

- Frost Mothers are the ultimate embodiment of the Curse of Skjoldier as they are willingly reborn in ice to be capable of augmenting their numbers and sustaining entire covens with their wisdom and incredible power. Due to being reborn in ice, her movement can be limited or restricted, though this is left up the player's discretion and their desired interpretation.

 

- Frost Mothers appear far more monstrous than the regular witch, often coming across as grotesque and eerie hags with a hunched back and numerous thin or boney ‘wrinkles’ upon their icy flesh. Their teeth are far more jagged than that of regular Fjarriagua and lack any semblance of beauty.

 

- Whereas the Mother is entirely composed of ice, her physical strength is like that of an average individual of their corresponding race. Magical flame can still melt the witch to a puddle with prolonged exposure and blunt, heavy attacks from big weapons can crack and partially shatter - if not entirely - a Mother with enough force.

 

- Blood is frozen within their bodies, unable to flow or move at all. This means that they do not hold genus and since their body temperature is far below that of the regular witch’s, she can perform small cantrips such as ensorcelling items with mere touch out of combat.

 

- Their eyes are forever azure. Whilst undisguised, they subtly gleam and with each cursing they must roleplay the effects of ‘aging’.

 

- Frost Mothers cannot use full-plate armor as it would make their weight far too unbearable. Half-plate or light gambeson, however, are permitted.

 

 

 


 

 

MENTALITY

 

“The Frost Mother is the true and living embodiment of the First’s grief - she is the head, the wise crone, but above all she is the burden: an undying urge to care for her coven and the preservation of her daughters compels her troubled mind. Whereas she may face the same conditions as any other witch, or even far more than most, the Mother is always taken captive by anxiety and paranoia. She is forever frightened of the harm that could be cast upon her subordinates. The slightest of threat unsettles a Witch Mother, and she is far more prone to elude confrontation than to unleash her might upon woeful victims - yet she is not hesitant to strike down a foe if the integrity of her daughter is compromised. Rage and grief are emotions in which the Mother revels: she is fueled by them, by the energy and drive that they provide her with. 

 

This also means that the Frost Mother is incredibly territorial and will not hesitate to slaughter witches or non-witches in fear of their own beloved falling prey to speculations of attacks. More than anyone in the coven hierarchy, the Mother seeks consolation and respite from her daughters, and it is only when she is among them that she feels at rest.”

 
Spoiler

Frost Mothers, as regular Frost Witches, are afflicted by numerous mental conditions, though paranoia and anxiety are emphasized. The Witch Mother is always fearful of losing her daughters, and she would never place her blinded trust in any other creature beside a close one of her own. She is also very impulsive and if she perceives that either her or any of her daughters are in danger, she will become mad, going to extreme lengths to protect them.

 

Stray witches are often pitied by Frost Mothers, however, they do not necessarily feel the need to aid them. This is because each Mother comes from a different witch, and therefore their origins are distinguished and varied. 

 

It is only when the Frost Mother is among her coven that she feels comfortable enough to put her ever-constant thinking.

 

Spoiler

- Frost Mothers are primarily characterized by anxiety and paranoia for their coven. Whereas in the presence of one’s coven these effects may be mildly reduced, this only helps them to a certain capacity and soon enough they will be afflicted once more.

 

- Witch Mothers become enraged upon perceiving that either a descendant or another Fjarriagua is endangering her coven daughters or other witches. In the case of a descendant, the Mother is inclined to torture them up to death, and in the case of a witch, she would be prone to severely punish her with either a sabbath or banishment. The Frost Mother would never kill another witch unless absolutely necessary.

 

- If a Frost Mother does not have a coven to call her own, she will fall into madness and revert to a feral, far more grotesque rendition of herself. This is to say that once a Mother goes inactive and is replaced by the intervention of the Story Team, she loses Motherhood and reverts back to a regular witch, still afflicted by the burden of being a Mother.

 

 

 


 

MATERNAL INSTINCT

 

“The Frost Mother is the ultimate wielder of Witch Magic, and for that sole reason she is capable of discerning creations or traces of her same curse’s powers with a simple glance. Whereas she may not be able to exactly see through the disguise of another witch, she is certainly capable of telling that something is off and that one of her ilk looms close.

 

Lastly, to further emphasize on their role as a protective guardian, the Frost Mother is granted a crucial ability that allows them to harden their complete body over the course of [4] emotes, transitioning to the endurance and strength of a stone-like rendition of her own self.”

 
Spoiler

Frost Mothers are capable of telling Witch Magic in any way, shape, or form apart from the mundane and the Material, so if she directly glances at a bewitched item, Cursed Altar, or fellow disguised witch, she will be able to tell that it is a part of her same magic. 

 

Hardening oneself is an excruciating process in which the Frost Mother quite literally hardens her bone structure and subsequently the entirety of her body in [4] consecutive emotes, gaining the endurance of stone and the strength of an olympian corresponding with her initial race. However, this mechanic reduces the liberty of movements for the Mother, and she may not move as freely or quickly whilst hardened.

 

Spoiler

- Discerning the identity of another witch, from the coven or not, is not possible. The Mother is able to tell that there is a witch nearby, but she is not capable of exactly pinpointing where or who it is unless the two lock eyes for a prolonged period of time.

 

- Frost Mothers are able to tell if an artifact has been tampered with Witch Magic or if what looms afore them is a Cursed Altar, even if concealed.

 

- Hardening makes the Mother’s body as strong as stone, like a golem, and her strength is leveled up to that of an olympian corresponding to her race. Her movement is also reduced to a maximum of [3] block-meters per emote, and she is unable to dash or sprint.

 

- Whilst hardened, the Mother is unable to cast any other spells and must instead resort to melee strategies. In order to come out of hardening, she must spend another [4] emotes to dispel the effects in a similar fashion.

 

- Frost Mothers must actively cast Hardening per combative encounter, meaning they cannot enter CRP pre-hardened.

 

  

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GENERAL ABILITIES

 

“As daughters of the Deep Cold, the Fjarriagua possess a myriad of abilities inherent to their ilk, emphasizing on the utmost control over ice and snow. Whereas their dominion over frost is their most notable ability, Witches have shown to be capable of accessing illusionary and dark magic, allowing them to disguise themselves and propagate curses for the torment of Man-kind.”

 

MIRRORING [Non-Combative/Combative]

 

“Once a wicked art for the ice maiden to stir within mortal souls a lessened and rather ‘faux’ rendition of their curse, Mirroring now serves as a means for a Fjarriagua to shape her allure, from the very pigmentation of her skin to sporadic changes in the hair, as well as bone structure modification and even the polarity to her voice, via longingly touching the flesh of a descendant individual to simulate their race and physiognomy.

 

Spoiler

Unlike its past iteration, Mirroring is now akin to Frost Disguise but with a slight twist. For a witch to assume a racial disguise, she must touch the skin of an individual from the race that she wishes to mirror for one emote or longer. After this process, the witch's palm will gleam subtly for a total of (1) OOC hour, after which the witch will be required to repeat the process if she doesn't disguise herself within the stated time. 

 

Disguising as a mortal is an easy process of (2) emotes, in which said witch catalyzes her essence upon either palm, trading it for her target’s own through touch - permitting her to shift and accommodate her allure in accordance with the race of such target within a short delay.

 

Unveiling their Banshee form, however, is a far easier task. It only requires (1) emote, in which said witch strips herself from any pigmentation or semblance of mortality - rescinding to her true self. 

 

Spoiler

- After the initial emote, there is no detailed or set count for how long the witch must maintain her touch - both in and outside of combat.

 

- However, there are limitations to such resourceful abilities. witches may never hide the cold nature of their skin, their slush-like blood, or the mark upon their nape, regardless of any disguise that they may wear. 

 

- Witches are capable of disguising as their once mortal race as many times as they wish, unrequited to touch a descendant for such. However, as mentioned, in order to access other racial disguises, they must follow the process above. If a witch uses an elf for the ability, then she will be able to turn into that same race. Subtypes are restricted to the target's subtype themselves, so if the witch uses a high elf or a dark elf, then she would be able to turn into a high elf or a dark elf.

 

- Size may be altered up to (1) foot in every direction, thus vertically or horizontally. However, this alteration does not provide or withdraw the witches’ physical strength in any way.

 

- Disguising under the age of eighteen proves useless, the outcome always being an adult young woman regardless of a contrarian intention. 

 

- Regardless of the race that a witch may portray, their strength remains the same. 

 

- Witches may not disguise as existing characters, nor may they look exceedingly familiar to existing characters unless allowed with explicit OOC permission from the other party.

 

- Witches may not use one another whilst disguising to avoid seeking the requirement of a mortal.

 

- The voice of the witch will stay the same, if not slightly modulated to magically accommodate racial tongues and accents - though just this. Fjarriagua may not abuse this to learn and/or comprehend languages that they wouldn’t be able to learn normally otherwise, such as Inferi Tongue or Moonspeech.

 

- Both, descendant males and females, may be used for Mirroring. Nothing more.

 

- Whereas there used to be no limit to its usage, witches who now find themselves carelessly disguising time and time again are inevitably shut down - unable to cast magic for a total of 1 OOC hour, should they pass a total of (2) consecutive performances of Mirroring. Transitioning back to Banshee Form does not count as use or performance of Mirroring, however. This is to say that a Fjarriagua is unable to disguise more than twice per hour, and thenceforth if she were to override this limit, her magic will be temporarily rendered ‘off’ as she is therein afflicted with a mild headache.

 

 

SWOON [Non-Combative/Combative]

 

“In times of eld, the most cunning of the Fjarriagua devised a tactic in which their state – neither particularly dead or alive – was employed in their advantage, permitting them to enter a pseudo sleep in order to deter onlookers or hunters by conveying the impression that they are deceased.

 

However, as centuries have flown by, the recent brood of witches seem to have managed an improvement on this skill – allowing them to cast faux injuries, bruises, or alterations to one part of their body at a time; opening up to the possibility of vexatious trickery, framing, or even fooling potential aid.”

 

Spoiler

Whereas a witch was capable of entering an unconscious state in order to trick potential foes in the past, this ability now operates as a way for the Fjarriagua to ‘partially disguise’ a portion of their body so that it may appear as bruised, wounded, or even decayed.

 

This process is done over the course of [2] emotes in which the casting witch focuses on a selected part of her body, and then casts an illusion over the said in the form of a swirling mantle of glacial light - fooling any who may view it at mere glance.

 

Spoiler

- This spell may be used whilst disguised, though it may not be upholded for longer than a [5] emote period. After that period passes, or if the encounter ends before that, the illusion will vanish.

 

- Witches may not dispel the illusion on their own accord, and must instead wait for the said to wash away. Once it has, the affected part of her body will feel stiff, numb, and overall differently to before for an OOC day. This does not greatly impact combat unless wished otherwise by the casting witch.

 

- The illusion will be perceived as real in every sense possible besides touch - unless the casting witch is wearing a Skin Charm on their person in order to mask their cold skin.

 

- Witches may feign injuries from cuts to lacerations, light to heavy bruises, and even broken bones! They may also opt to make it come across as decayed, poisoned, or just sickly in general - as if afflicted by a disease, or plague. However, anything other than Witch Mothers may never simulate amputation or large deterioration - this exception is due to Mother’s body being reborn in ice and frost, permitting them further trickery and control over the said. 

 

- Only one portion of the body can be affected at once. This could constitute an entire arm, the entire torso, an entire leg, or anything else. Please be reasonable.

 

- Unlike Mirroring, this specific illusion is unable to trick individuals inherently immune to visual trickeries like these, such as Seers or Veil Watchers (the latter would instead view a concentration of mana around the part of the witch’s body that has been cast over).

 

 

GLACIES OPUS [Non-Combative/Combative]

 

“By employing The Witch’s Work, the Frost Witch tunes herself with the frost, entering a pseudo connection in which both become one and an extension of the other - allowing her to compel the ice and force it under her tyranny.”  

 

Spoiler

Non-combatively, the Frost Witch is able to use their Work as a medium to enforce their will on the nearby environment, drawing forth the cold to condense and form ice elements, and only bound by the persistence of her own body. Creating ice from thin air and establishing a connection (The Witch's Work) with the nearby surroundings constitute a total of [1] emote, and the witch is unaffected by the terrain (mechanically speaking). Afterwards, the witch is able to either expand or affect more existing elements depending on their tier, proving to be capable of conjuring from minute walls of ice to entire fortresses.

 

Spoiler

- Hot environments may render a witch somewhat weak, especially if they are exceptionally warm. Anyhow, this sort of ‘hindrance’, or rather weakness is to be roleplayed as a means for the Fjarriagua to have more versatility in regards to their own narrative; and thenceforth may not impact combat in a detrimental way, unless wished otherwise by the witch themselves. In the past, this has supposed to be an enormous obstruction where our community has faced a lot of demotivation and lack of desire to go out and exert their magic - so we have decided that perhaps by amending this, such problems may also be corrected along the way.

 

- In correlation with the redline from above, witches face exhaustion from Ice Conjuration and Manipulation, and combative Bewitchments, in a distinguished manner. Under each tier, there is a detailed amount regarding how many times each ability may be used, and simply enough, over-exerting said usage leads to a painful outcome; the witch will begin to feel an uncomfortable warmth, and mildly disorienting ‘whirring’ deep beneath her skin. The more a witch dares to cast, the warmer and shaking she will become, to the point that she may risk partially melting or even shattering! This is obviously left up to the player's discretion, though it is encouraged that exhaustion is accordingly roleplayed, even if not taken to the aforementioned extremes.

 

- Frost Witches can only establish a connection with mundane ice, so voidally-conjured ice cannot be manipulated. On the other hand, 'event' ice can be manipulated unless the host says otherwise. The amount of ice they are either summoning or manipulating, the speed of its growth, and the mere act of maintaining a flawless connection are the factors that should be taken into consideration whilst using this mechanic non-combatively (for example blizzards would be about [4] to [6]emotes, and fortresses could take up to [10] or more).

 

Combatively, the Frost Witch has access to the following list of spells:

 

Arctic Expulsion

 

By absorbing ‘cold’ through their mouth, be it through inhaling or simply taking a long breath, Frost Witches are able to coalesce their energy and magic at the very heart of their throat in a spell to release a [8] blocks long, and [3] blocks wide cone of freezing miasma, which grows over the span of another emote to make it [12] blocks long.

 

This takes [3] emotes in total; the first is to breathe, the second is to concentrate and where the energy collects at the mouth, and the last is to aim and fire.

 

Spoiler

- After connection and charging, the witch is unable to move. She must stay still for as long as she exudes her freezing breath or else the ‘flow’ will be disrupted.

 

- The initial [3] emotes create a [8] block-meters long and [3] block-meters wide cone of freezing breath/miasma in front of the witch, and it can grow up to [12] block-meters long if the witch adds one additional emote at the time of casting.

 

Ensnare

 

Cast once the chosen target is upon ice or snow, the Frost Witch is able to establish a connection with the nearby frost surrounding the target in [3] emotes; the first is to establish connection, the second is to perfect the link and to manipulate the ice, and the third is to emote the frost creeping up a target’s lower self, freezing and locking them in place for [3] emotes.

 

Spoiler

- The target must be directly on ice or snow and it does not matter whether they are moving.

 

- Ensnare immobilizes targets inferior to an Uruk or Olog for a total duration of [3] emotes, in which they must chip or hack away at the ice to break free.

 

Frost Layer

 

Oftentimes utilized to accommodate the environment in which Fjarriagua are to battle, the Frost Witch is able to command a part of herself to detach and coalesce into her palm over the span of [2] emotes, after which she may begin to gradually coat the nearby area in a slippery layer of ice upon the third and last emote, affecting the ground surrounding the witch up to [12] block-meters.

 

Spoiler

- The casting witch is reduced to half her usual speed whilst charging the spell, unable to move upon the final casting emote. 

 

- The slipper layer of ice is enough for targets running across it to slip and trip over their feet, causing them to recover over [1] emote. 

 

Ice Contortion

 

Through manipulating nearby ice and snow, the Frost Witch is able to knead a mass of ice over the span of [5] total emotes. It begins with the witch establishing a connection with nearby frost, compelling it to acquire a shape and grow until reaching the proportions of a boulder. Once the mass of ice has been completely elaborated, the witch may shoot it at her chosen target in either (a) a heavy projectile or (b) a multitude of fragmented projectiles up to the size of a coin. 

 

Alternatively, the Frost Witch is able to shorten this emote count at the expense of potency and spellpower. Over the course of [3] total emotes, the casting witch may call upon the frost to form a sharp projectile up to twelve-inches long and blast it in the same fashion. It begins with the witch establishing a connection with nearby frost, ordering it to acquire shape and elongate akin a sharp, long knife. Once it has been fully elaborated, the witch may shoot it at her chosen target in a rapid, puncturing projectile.

 

Spoiler

- This spell has two primary forms: boulder and shard. Conjuring the boulder version is a process of [5] continuous emotes during which the witch is unable to move. Otherwise conjuring the shard or projective version is a shortened process of [3] emotes during which the witch moves at half her usual speed.

 

- Upon the casting emote of the boulder version, the witch is capable of instead of sending out the mass of ice as a whole in one go, fire it off as a barrage of coin-sized shards for a total duration of [2] emotes.

 

- The boulder constitutes a mass of [2x2x2], whereas the projectile takes on the similarities of a kitchen knife, reaching a total of twelve inches. The prior is capable of denting armor, and if blasted as a barrage, creating numerous wounds and accelerating blood loss; and the latter is capable of puncturing flesh and deeply denting armor, if not almost puncturing it as well.

 

Ice Spikes

 

Much like times past, Frost Witches are able to conjure hefty spikes of ice which shoot up from the ground up to [12] blocks around them, either diagonally or vertically, in the span of [4] emotes where the casting witch firstly establishes a connection with the nearby frost in [1] emote, ordering it to slowly protrude from the ground in the next [2] emotes, and lastly reaching a maximum length and width of [2] block-meters per spike upon the third and fourth emotes; 

 

This can be a quite versatile ability, as it can be used as either a deterring barrier (in this case the spikes would grow within a span of [3] emotes including connection as they are the closest to the witch), an attack across the battlefield (in this case the spikes would grow within a span of [4] emotes including connection as they are somewhat distanced from the witch), or be sent towards their chosen target in a line (in such case the spikes would grow within a likewise span of [4] emotes including connection as they are the farthest from the witch, and in this form the range is extended up to [16] block-meters).

 

Spoiler

- Spikes may never instantly rise from the ground and impale a target, and must instead gradually shoot from below at a rate of [1] block-meter per emote in whatever direction.

 

- Spikes are comparable to a mass of [2x2x2] each, and [2] emotes must be spent to destroy one individually. If using fire, it is reduced to [1] emote.

 

Requip

 

Employed as a means to enhance their skills in melee-ranged combat, the Frost Witch is able to conjure crude weapons or extra appendages on her form, such as elongated claws or crooked swords, over the span of [2] emotes in which the witch connects with the nearby frost and manipulates it to elaborate a formation of hardened ice.

 

Spoiler

- This spell can be cast whilst the witch is moving at her usual speed.

 

- Weapons summoned through this spell are crude though strong enough to withstand a brief fight. Appendages such as claws, knuckles, horns, or otherwise anything else are as strong as weapons made through this spell.

 

None of these spells can be used simultaneously or paired with any other ability in the lore and the witch may only cast one at a time.

 

 


 

 

WINTER HEXES [Non-Combative/Combative]

 

“Forever ambitious, the Fjarriagua continue to devise trickery and improvements on their craft - bringing forth a myriad of advances to their base magic. These are sorceries which enable the Frost Witch to delve further in their curse, manifesting abilities like none before.” 

 

Spoiler

Hoarfrost Conjuration

 

“Inherently a gift bestowed upon Witch-kind so as to have the potential to call upon a special variety of mortal ice elements, deemed as Hoarfrost, Fjarriagua of advanced expertise are capable of conjuring forth said frost, which believably originates from the realm of Skjoldier, exerting it as a means for gut-wrenching torture - for this distinguished variation constitutes in a deposit of minute crystal-like frost shards, or  simply in order to tilt the scales of the battlefield;

 

Masterful Fjarriagua have proven to be able to employ these hoarfrost shards as layers of coating for their weapons or fists, augmenting the pain and woe of each swing, and even as patch-work for deterred armor which may have been affected in battle.”

 

Over the course of [2] emotes, the witch must deliberately ponder - meditate - in order to establish a connection with the essence that she embodies, before coalescing it into a cradle of swirling hoarfrost above either palm. Thenceforth, upon the third and last emote, the witch has the option to either (a) envelop their held weapon or fist, be it from maces or clubs to shields and lassos, (b) restore a hole in their armor plate, or alternatively © blast it as a slash or arc of icy energy and hoarfrost shards.

 

Oftentimes, the witch may also opt to envelop their held weapon or fist and later project the hoarfrost coating over said armament in a likewise blast with [1] additional emote.

These shards of hoarfrost numbs and strikes exposed flesh with frostbite, though it also proves to be capable of reducing the movement of armored individuals – halving it at most.

 

Spoiler

- Hoarfrost, contrary to popular belief, is a lesser form of Cursed Ice as granted by the Fjarriagua’s energy. Whereas this frost is far more fragile and thin, brittle and flakes easily, it is well capable of inducing great pain - as it is akin to countless, diminutive icy needles. Upon touching flesh, stage two frostbite is inevitably inflicted around the struck area – and when it comes in contact with armor, the metal grows brittle, reducing the movement of those affected by half. 

 

- Hoarfrost feels like countless needles penetrating the skin, should it be exposed. It is cold and painful, and should be roleplayed accordingly (even if not taken to the extremes of frostbite).

 

- After ‘charging’ the hoarfrost, witches have a timespan of [4] emotes to utilize the said before it disintegrates. Upon enveloping a weapon or patching a hole in one’s plating, however, the coating lasts for a total of [5] emotes.

 

- Hoarfrost projectiles bear the speed and force of an arrow shot by a longbow, and may follow whatever aesthetic they fashion most as long as the initial arc/slash base is taken into consideration.

 

- Cursed Ice utensils may not be coated in hoarfrost, and thus Mothers are unable to envelop their fists or any part of their bodies with the said, for they are entirely wrought of Cursed Ice.

 

- Frostbite only affects exposed skin. However, light-clothing may be surpassed.

 

Iceglide

 

“Employed as a means to swiftly close the distance between foes, and even rushing a march into mortal bulwarks for the sole purpose of bloodlust and torment, the Fjarriagua more often than not transcend from their mortal coil to divert and effortlessly soar the frost as if it were mundane land.”

 

Beforehand, as a requirement, there must be ice, snow, or frost below the witch and whatever distance she wishes to travel in order to iceglide. Over the course of [2] emotes, the witch tunes herself with the frost beneath - ordering it to compel her feet and become a literal extension of her body. Afterwards, on the third emote, the witch is able to traverse the frozen terrain in a rapid dash of up to [12] block-meters - leaving behind no tunnel or hole. Once this dash has been ‘spent’, the witch travels the same amount of blocks as the average, though at a faster rate.

 

Whereas a witch may travel the frosty-terrain however she wishes, be it linearly, diagonally or even in an arc, there is a limit to how long they are capable of sustaining the ability. Spending more than [3] consecutive emotes icegliding causes the witches’ feet and legs to become brittle, partially shattering upon reaching [5] consecutive emotes, and effectively rendering them unusable (and therefore ‘lost’) upon reaching [8] consecutive emotes.

 

In order to deactivate Iceglide, for the witches’ feet become anchored with the ice below, [1] emote must be spent where the connection is severed. 

 

Spoiler

- Iceglide can only be used once per encounter, otherwise the witch risks losing her legs on a second cast.

 

- Witches dash at an initial [12] block-meters, and should they maintain the ability and consecutively emote, they will move at [4] block-meters until the said is deactivated. Re-casting the ability would repeat this process. If they wish to use this ability in order to solely sprint away, the dash may be up to [16] block-meters and the subsequent movement emotes may be up to [8] block-meters.

 

- Witches are unable to move for the initial [2] ‘charging’ emotes, for their lower limbs are melding with the frozen terrain.

 

- Witches must deactivate the ability after the initial activation in [1] emote, lest they will keep moving upon the snow as fast as if it were land, if not dashing even. Knocking the witch off, as in remotely pushing her with a force comparable to her own, will deactivate the ability in a likewise manner, perhaps mildly injuring the witch’s feet. Should the terrain that she wishes to traverse suddenly lose its frost, ice, or snow, the ability will also deactivate over [1] emote, likely causing the witch to trip and fall over on her mouth. 

 

- At a non-combative level, however, witches may freely use this ability without hesitation or limitation. This cannot be done with any sort of malicious intent.

 

- Injuries sustained from consecutively using the ability may be regenerated at an Altar, so long as the [8] emote-mark has not been reached - for otherwise the witch must undergo Seed of Restoration to restore her ‘lost’ limb.

 

- Witches may follow whatever aesthetic they please to roleplay this ability as long as there is some semblance to ice, snow, and/or gliding.

 

- For as long as Iceglide is active, witches are unable to call upon any other sorceries, and thus are encouraged to employ this ability to a melee extent. 

 

- For further clarification regarding the redlines  above, upon the initial third emote, the witch dashes at a distance of [12] block-meters. Afterward, she moves at a distance of [4] block-meters until the ability is deactivated. The speed at which they move after the initial [12] block-meters dash is mildly faster than their respective racial average; this is to say, whereas the witch moves the same amount of blocks as the average, the speed rate at which she moves is faster.

 

 

Frozen Tomb

 

“Persecuted and forever hunted, Witch-kind face a myriad of aversions - be it the mundane peasantry or pious men of God. For such a reason, the Fjarriagua have devised a crafty and practical way to perform their dark sorceries; thenceforth elaborating an intricate spell to shed protection over the fleeting witch, or alternatively capture unruly hunters chasing their tails..” 

 

Via manipulating or summoning forth an array of ice and frost, witches are able to build a protective dome over their flesh and bone over the course of [4] emotes - a tomb of ice which hardens over their form in order to deter harmful and devastating blows. This is done by tuning oneself with the cold and frost, establishing a connection and gradually compounding the dome.

 

However, if employed maliciously against another being, the witch is able to coalesce her essence into an orb of darkened miasma in [1] emote, shooting it at her target in another emote and creating a likewise effect; gradually trapping them in a prison of ice over [2] emotes ([4] in total). 

 

Spoiler

- After the initial emote, the witch is unable to move as the protective layer of frost (or dome) is being cast over her form. Once entombed, the layer prevents any damage inferior to the Witch themselves (as in likewise to her strength), and blades or bolts may prove rather useless in comparison with blunt weapons.

 

- The dome may be dispelled at the witch’s whim over [2] emotes in which the ice cracks and shatters, freeing the Witch (or apprehended target).

 

- During this state, the witch is unable to move or speak for a total of [6] emotes, and she may only watch - her form completely engulfed in ice. If used against another, they are trapped within a prison of ice for a total of [4] emotes, similarly unable to move or speak.

 

- After each duration is completed, the ice cracks down and reveals the witch or alternatively chosen target. Alternatively, the dome may be broken down in [4] emotes, and [2] if utilizing heavy, blunt weapons such as maces, pickaxes, or poleaxes.

 

- The orb of darkened miasma travels at the speed of an arrow, and bears the force of a punch corresponding to the witch’s racial strength. Once it has traveled [20] block-meters without meeting a target, it will disintegrate. However, should it collide with terrain, it will burst and cover the area in snow and frost in a [5x5x5] block-meter radius.

 

- Entombing oneself or another is a gradual process through which the form of the target or the witch are slowly encased in a defensive layer of ice, which mostly resembles a crude and unnatural rendition of their appearance. However, aesthetically speaking, it is at the hands of player discretion.

 

- Breaking the tomb sends the witch into a daze of up to [2] emotes, depending on whether they are Tier 3 or Tier 4. Entombed targets are not dazed after emerging from the ice.

 

None of these spells can be used simultaneously or paired with any other ability in the lore and the witch may only cast one at a time.

 

 

 


 

 

MOTHER ABILITIES

 

“Frost Mothers are living testament of the curse, and their power knows no bounds. She is graced with a plethora of new sorceries and skills so that her self-preservation and that of her coven is maintained.”

 

VIND-ÕLD

 

“Ascension is a gift which enables many subsequent boons, bestowing upon those who bear the role of a Witch Mother egregious sorceries in order to further consolidate their new purpose; caring and sacrificing oneself for the health of their coven.”

 

 

Spoiler

Mother’s Rage

 

“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. This essentially conjures forth a great storm about the Mother. Such power is instinctual and will often be released regardless of the Mother’s wish, though she may control it if necessary.”

 

In order to invoke forth this storm, the Mother must coalesce her anger and wroth within the totality of her frozen body over the span of [4] emotes, catalyzing the said to waft off from the flesh and therein conjure a flurry of snow up to [16] block-meters around her. Mortals caught within the storm are reduced to an extremely sluggish movement and shortened vision, striking fear deep within their hearts as their exposed flesh becomes frostbitten.

 

Spoiler

- Whereas the Mother may call upon this spell on her own accord, it rarely happens so. More often than not, the spell shall and will be activated if the witch experiences a traumatic experience.

 

- Witches are immune to the effects of this spell, instead slightly invigorated. Mortals, however, suffer from a reduction to their movement; such being halved, or alternatively impeded should they take it to said extreme, and their vision; shortened to the length of their arm in front of them. Any exposed flesh will begin to catch frostbite over a span of [3] consecutive emotes within the storm.

 

- Movement reduction is not enough to completely impede mortals from exiting the storm. They will always be able to do such in the appropriate amount of emotes.

 

- This spell can be maintained for up to [8] emotes, however, it is not as greatly encouraged for the casting Mother will damage her body enough to require the intervention of the Seed of Restoration right afterward (such wounds catered as Moderate Bruises). 

 

- Badly wounding the Mother such as delivering a blunt hit to her form will stop the spell from continuing unless the third emote has been reached, otherwise the storm will still cast upon the last and fourth emote, despite having harmed the witch.

 

- Casting this spell will leave the Mother unable to fight for the rest of the encounter, and for up to (12) OOC hours afterward. Overexerting the usage of this ability will certainly mean death for the casting witch.

 

- The range of this spell may be overridden whilst in events, so long as the host’s permission is obtained.

 

Mother’s Sacrifice

 

“An ability that 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 [5] emotes to perform, this is done by the Mother conjuring frost and embedding 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.

 

Spoiler

- Fatal wounds such as deep slashes across the neck, considerable damage to the heart, amputations, etc, cannot be treated through this ability and must instead require the involvement of a Sabbath of Healing, or alternatively Sabbath of Resurgence should the witch die, for this spell cannot cure dying witches back to life either.

 

- The restored wounds will be composed of Cursed Ice, and will follow the same redlines as a Frost Mother's body.

 

- The Mother may only take on one Fjarriagua at a time, and this spell is only usable on Fjarriagua.

 

- Halting the process will leave the wound at whatever stage was emoted, so if it was nearly transferred, it shall and will be roleplayed as such.

 

Mother’s Lament

 

“Agony and woe often plague the permanence of a Witch Coven, and especially the Mothers to such broods of ravenous creatures. Thenceforth, when the health and well being of a fellow sister - let it not be a daughter - is compromised, or even killed by the hands of some unruly man, Mothers are contrived into immeasurable grief and anguish; a pain that allows them to coalesce these weeping mourns into a high pitched, ear-shattering shrill scream, terrorizing the drums and minds of those fateful enough to be caught in its range.” 

 

Over the course of [2] emotes, the Mother begins to weep and condense these mourns at the very heart of her throat, centralizing her pain and anguish. Her voice becomes ominous, modulated by shifting keys, tones and vibrations. Upon the third and last emote, the Mother sings this song of grief, letting all that she had bottled up inside out, and thus creating an ear-shattering scream. Targets found in a radius of [10x10x10] around the Mother are mildly disoriented, and temporarily deafened. However, if a Mother so wishes, she may lengthen the duration of this ability for up to a total of [3] additional emotes. Overriding this amount dangerously wounds the throat of the Mother, and thus renders her unable to re-cast this ability.

 

Spoiler

- For the duration of the ‘charging’ phase, the Mother is unable to move. She may begin to move upon the third and last emote, and likewise, she may maintain the ability for up to [3] additional emotes whilst moving altogether.

 

- Casting this ability inside closed spaces such as caves or mountain-tops heightens its radius by an additional [5x5x5], and during events such range may be overridden if allowed by the host.

 

- Targets caught in the ability’s radius are immediately afflicted by the tormenting chant, their connections to whatever magic being severed and their hearing temporarily disabled.

 

- Once the ability has ended, every affected target is temporarily deafened for [2] additional emotes, in which they gradually regain their hearing.

 

- For aesthetic purposes, the Mother may roleplay the chant however she wishes, so long as it sticks to the theme of a banshee scream. 

 

- Hearing loss is akin to having noise-reducing earplugs in, muffling sound and making verbal communication nearly impossible to comprehend.

 

- Maintaining the ability for longer than intended will cause an injury on the Mother’s throat, which will render her unable to re-cast this ability until it is passively healed at the feet of an Altar.

 

None of these spells can be used simultaneously or paired with any other ability in the lore and the witch may only cast one at a time.

 

 

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 the Fjarriagua must 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 of the mortal woman’s soul and slowly progresses over several decades, transforming her in mind, body, and soul.”

 

Spoiler

To curse a mortal woman, the Frost Mother needs to be relatively close to the target so that she may touch the nape of the prospective witch, coalescing her essence into her hand and forcing it deep within the woman’s flesh. After then, a faded and amorphous rune - The Witch’s Mark - is left around the area touched by the Frost Mother, commencing the transformation. This process is rather harmless and all that is felt by the target is a sharp, cold chill upon their neck. 

 

It is done in the simple course of [2] emotes in which the Frost Mother collects her essence at her hand, placing it on the prospective witch with mere touch. 

 

Spoiler

- Witch Cursing can only be performed once per OOC month to ensure the Mother and their prospective daughter focus on their corresponding lessons. 

 

- The curse only takes hold on biological female descendants, and they must be full-blooded.

 

- Upon cursing a mortal woman, the player needs to submit their CA so that the Fledgling State may begin upon immediate acceptance. 

 

- Frost Mothers need a minimum of [2] emotes of prolonged touch over their prospective witch’s neck in order to share the curse.

 

- The curse needs explicit OOC consent from the other party and if it is not given despite being cursed, the character will simply overcome the effects of the Fledgling State (reduced to just mentality) and have no memories of the interaction.

 

 

CHARM-CRAFTING

 

“Mothers may create special charms and trinkets that 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.”

 

Spoiler

The beginning of the charm-crafting 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.

 

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 Witchdom, 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 may be crafted, and the pendant can be imbued at the altar to provide an illusory disguise to conceal such jagged canines. 

 

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, may 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 for a few mouthfuls of it before becoming sick.

 

Liquid Charm - For witches are both frozen in body and soul, their forms no longer bear the capability to retain bodily fluids such as sweat, tears, or even saliva. By extracting the tears of a male descendant, witches may elaborate vials, concoctions, or potions in order to temporarily feign these aforementioned fluids, requiring a Mother to ultimately imbue the finished product with her essence at the Altar.

 

Kindred Charm - Whereas a Mother is able to sense another of her ilk, the other Fjarriagua are rather lacking in this skill - unable to pinpoint or anyhow discern the presence of a fellow sister nearby. However, when the eyes of a descendant male are extracted and ground into a paste, these can be applied to a mundane trinket for the witch to wear, allowing her to see through the disguise of the Mother who made it.

 

Spoiler

- Whereas there is not a set amount of emotes in order to complete this procedure, it is encouraged that effort is put into it to ensure quality.

 

- Charms must be worn in order to have any effect on the witch, and there is no limit to how many of these they may wear at once.

 

- Every single charm is required to be signed by the Story Team, and the amount of charms craftable per day is limited to one.

 

-Charms only have their specific function when worn by witches, and their properties or nature are not inherently learnt by whoever manages to get their fingers on one. These must be explicitly shared by a witch knowledgeable in them.

 

-New charms may be implemented via MArt submissions or lore additions.

 

-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.

 

-Deliberately looking for charms through /invsearch or whatnot will be considered as metagaming, and handled accordingly.

 

-Liquid Charm allows the witch to ‘fake’ saliva, tears, and even sweat through consuming a vial of extracted male descendant tears imbued with the essence of a Mother. The charm must be consumed every (30) OOC minutes in order to maintain its effects.

 

-Bone Charm’s effects may not be roleplayed out of proportion in order to avoid one’s coven or Mother. They will eventually succumb to madness otherwise.

 

-Kindred Charm only allows the witch who wears it to see through the disguise of the Mother who made and gave it, and her alone.

 

-Please be reasonable with the usage of the Kindred Charm. It is a simple tool for the Fjarriagua to discern their respective Mother, meaning the one that has imbued the charm with her essence for the witch to wear. This has been added with purely genuine intent to facilitate the introduction of new disguises and the continuation of lessons or general roleplay.

 

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BEWITCHMENTS

 

“Hexes and curses are innate boons of the Frost Witch, as she is born from malaise and negligence, and it is only logical for her ilk to manifest the hatred from which Fjarriagua have been shaped and molded from through evil workings, and tarnished sorceries.”

EVIL EYE

 

“In times past, reminiscing the very origin of the Witch Mother Brunhylde, Fjarriagua have been longingly portrayed as ravenous creatures driven by undying hunger and an utmost goal of vengeance, and it was through the sight of one of them that the Volsung fell victim to the Curse of Skjoldier. Her culprit was an ancient witch and only recently were her practical teachings to surface the newer generations.”

 

Spoiler

Over the span of [5] emotes, the Frost Witch is able to manifest the true potential of her curse on the two of her eyes in [1] emote, causing them to teeter uncontrollably as a glacial glimmer coalesces to form an eerie miasma over [2] emotes, which begins to pour from each socket until a crystalline, accursed gaze is left upon the third and fourth emote, permitting the Witch to cast a hex over whatever person she lays eyes on next in a fifth and final emote.

 

Combatively, the hex is capable of inducing the chosen target with up to (2) varying effects for a total of [6] emotes. Said effects can be distinguished from (a) a perpetual feeling of coldness, as if the target were hypothermic, difficulting the grip on their weapons and their coordination, to (b) an obscuring blindness that partially reduces their sight to simulate the environment of a harsh blizzard.

 

Alternatively, whilst in a non-combative environment, the Frost Witch is able to repeat the same process on a different target – an object such as scriptures, tomes, or notices, and therefore creating a bewitched item. In this form, the hex is less potent though much more lasting, as instead of persevering for a total of [6] emotes as stated in combative situations, the target will remain accursed over the span of [3] OOC days. These hexes must be represented mechanically with both an interactive sign and a forum sign to a post made by the casting witch detailing the effects of the curse; which are of course restricted to the thematic of the lore and the witch’s own memories.

 

Spoiler

- Upon the fifth and last emote, the Frost Witch casts the hex over whatever person she is able to fully see – in the sense that she is able to view the entire body of her target.

 

- The coldness felt by the target is enough to nullify their capability of wielding weapons superior to a longsword. 

 

- The blindness induced to the target partially reduces their sight as if they were amidst a harsh winter-storm. 

 

- The effects of the curse can be prolonged beyond the aforementioned period of time if the victim wishes.

 

- If the hex is cast onto a mundane book in a random bookshelf of some library, or even inscribed as a message in a wall, the witch is encouraged to make a post detailing for whoever comes across the bewitched item so that they may roleplay the effects. There must be mechanical representation of this, with a sign linking said post and another sign as a tell for the item appearing ‘off’ or enchanted.

 

- The bewitched item, such as messages inscribed in a wall or random books in some random setting (which would be represented by an interactive sign), is permanent and until it is destroyed, anyone who interacts with it will be cursed - there is no cap for this. However, the witch must periodically check on the bewitchment to see whether it has been destroyed or not, so that she may appropriately update the forum posts detailing the curse.

 

 

WITCH-HOLD

 

“To be touched by the Frost Witch is itself a great curse, for her heart and soul are just as cold and cruel as the frigid continent of Skjoldier. By channeling their essence, a witch is able to siphon the energy and heat from an individual with direct touch, granting them a brief and decent bout of ‘fuel’ as the victim succumbs to extremely cold temperature over the course of this spell.”

 

Spoiler

Frost Witches can channel their essence or Witch Magic over the course of [3] emotes with direct touch, before commencing to sap the energy and warmth from their victim. Their symptoms grow progressively worse the more the witch drains from them, and she may drain for up to [4] additional emotes until the individual is weakened to the point of death from hypothermia.

SIPHONING GUIDE

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].

 

Spoiler

- The first three emotes of this ability are considered the ‘charging’ ones, and until they have been completed, the witch cannot move onto the Siphoning Guide emotes.

 

- Direct touch with exposed flesh is required for this ability to function. If the touch is not constant and is instead impeded by whatever reason, the spell will cease and the victim is left at whatever stage has been narrated last.

 

- Consuming a (male) descendant body through this grants the witch with a brief period of mental respite, and their hunger will be partly satiated regarding their monthly quota. This is to say that they must either drain another target or feed through direct means of consumption.

 

- The target must be either immobilized or knocked out.

 

 

CHANT

 

“Whether it be cause of glory or grief, the Frost Witch is known to vocalize her emotions through The Witch’s Work - allowing her to catalyze grief, pain, or anguish in a brief and rapid display of translucent sound waves, dotted with an icy thematic.”

 

Spoiler

Bearing a total requirement of [3] emotes, the Frost Witch is able to coalesce sound frequencies from her surroundings and harness them in their rawest form, allowing her to then blast them as a deterring projectile that may either deflect certain projectiles or repel potential foes. It may also extinguish small amounts of fire as if it were snuffing out a candle.

 

Alternatively, whilst in a non-combative environment, the Frost Witch is able to bewitch a container with these raw seeds of sound in a similar fashion to the Evil Eye Bewitchment, causing it to hoard these accursed frequencies until it is unsealed, therein sharing a curse which inhibits their drive for continuing life as incessant whispers, shrieks, and wailing afflict their mind for a total of [3] OOC days once the spell inside is heard. These items can be represented by either a mechanically signed item (stating the name or ID of the forum post detailing the effects of the curse, which are restricted to the lore’s thematic and of course the witch’s own memories) or signs to mechanically portray one of these bewitched items (for example wind chimes or boxes sitting in the middle of nowhere) that transmit the curse once interacted with.

 

Spoiler

- The Frost Witch’s movement is reduced to half than usual, and she can only target one object or foe per cast. If a barrage of attacks is considerably small in proportions, the spell may stop it. 

 

- In the form of a blast, Chant releases an ear-shattering, solid blast of raw and catalyzed sound frequencies towards the chosen target - bearing the strength of a punch comparable to the witch’s corresponding race. In the form of a ‘shield’, Chant is capable of deflecting projectiles traveling at the speed of an arrow or so.

 

- Non-combatively, the spell can be cast onto items that must be mechanically signed by the player, and the descriptions must contain the ID or name of the forum post detailing the effects of the curse, which lasts for a total of (3) OOC days. If it is cast onto mobile targets that can be otherwise interacted with, such as wind chimes in the middle of nowhere, the witch needs to mechanically represent the presence of the bewitched item with the appropriate tells in one sign and the forum link to the said post in another.

 

- The effects of the curse can be prolonged beyond the aforementioned period of time if the victim wishes.

 

- The effects of this curse are not strong enough to completely push characters to suicide, and this is strictly left at the player’s discretion. However, they would become disassociated from the life around them, and they would develop apathy and abulia.

 

- The bewitched item, such as containers like glass bottles or boxes (which would be represented by an interactive sign or alternatively a signed item), is permanent and until it is destroyed, anyone who interacts with it will be cursed - there is no cap for this. However, the witch must periodically check on the bewitchment to see whether it has been destroyed or not, so that she may appropriately update the forum posts detailing the curse.

 

 

TUNDRA’S TOLL

 

“Ravenous as the Frost Witch seems, she is cunning and practical above all else. Her undying need for the consumption of living, warm flesh is a flaw that sinks the frozen witch in a sea of men and women - forcing her to meddle with the peasantry and nobility so that she may quench her hunger. Oftentimes, this proves a difficult task as many other creatures comparable to the Fjarriagua seek flesh through their own means, and a food chain has been made. 

 

To damn those who dare ingesting the flesh and blood of a witch, the Fjarriagua have endorsed their own beings with a dark, evil curse - causing all and any who feast on their form to fall ill and grow mad.”

 

Spoiler

This is more of a passive ability consisting in the entirety of the Frost Witch’s body being accursed and bewitched, thus capable of transmitting a curse to whoever ingests frozen flesh or blood. When someone feeds on a Frost Witch, they will be afflicted with a curse that for as long as the encounter is ongoing, makes them lose their mental sanity - entering a frenzy of madness where they lash at everything around them, even feasting on the few unlucky ones. 

 

There is no detailed emote count and the curse is inflicted immediately upon consuming Frost Witch flesh and/or blood.

 

Alternatively, whilst in a non-combative environment, the Frost Witch is able to use parts of her body or even her blood to mix it with mortal dishes, which can then be distributed to her unexpecting victims. In a period of (3) OOC days, this not-so-latent curse perplexes their mind and impulses, if not causing them to think their bodies are either undergoing a transformation or just experiencing some sort of hallucinogenic deterioration.

 

Spoiler

- This is a ‘passive’ that makes Frost Witches’ bodies accursed, so when someone feeds on their flesh or blood, they are afflicted by a simple curse until the encounter is finished. This curse makes those who feed from a Frost Witch go ravenous and mad, entering a frenzy where they lash at everything around them.

 

- During a non-combative setting, the Frost Witch can mix mortal foods with her own flesh or blood to make bewitched dishes, so that she may distribute them unexpectedly. Once one of these bewitched dishes have been consumed, the witch is obliged to inform the target of the effects. These effects, unlike the combative mechanic, force the target under a trance in which they begin to feel as if they were changing - transitioning from their mortal body into a Frost Witch (refer to the Fledgling State) and developing great urges for feeding on the flesh of mortals. This transformation affects their mentality, and whilst their body does not actually change, they feel the pain and burden of the transition.

 

- These bewitched dishes must be mechanically signed as items by the witch, and their descriptions must contain the ID or name to the forum post detailing the effects of the curse. Feeding one of these dishes to a target, whether it be a portion or the entire dish, transmits the curse immediately, which lasts for a total of (3) OOC days. This is because the item needs to have some sort of 'regulation' in the sense that one single dish shouldn't be able to affect as many victims with the curse potency, so when one main target has consumed part or all of it, the item shall be disposed of.

 

- The effects of the curse can be prolonged beyond the aforementioned period of time if the victim wishes.

 

- Neither of these mechanics have a detailed emote count.

 

 

WITCH FAVOR

 

“Once a witch is caught and her identity discovered, she is obligated to offer a pact to her foe in desperate hope of salvation. This contract is consolidated by an union of frost and blood, which entails the witch and whoever found out about their true form slicing their palms and using hair locks from both sides to wrap their hands together; after which the witch is expected to usher an ancient incantation, gracing the mortal with a favor of trickery.”

 

Spoiler

In tribute to the past, the Witch Favor is an aspect that has forever afflicted the Fjarriagua. It is their greatest weakness - being unwillingly exposed. When a mortal comes to find out about the nature of a Frost Witch, she is obligated to offer the mortal a favor in exchange for their silence and for her self-preservation. This pact has no detailed emote count but it consists in the witch and the mortal slicing both of their palms, and then plucking a handful of their hair to use as a way to wrap their hands together. After then, the witch chants aloud and manifests a hex within the mortal, which comes across as a faux, tricky ‘gift’ or favor. 

 

The Witch Favor shares onto the mortal a hex that disables them from ushering the witch’s name or speak about her existence for as long as the witch is alive, for some boons respectively attributed to men and women. Its physical manifestation is an eerie, amorphous scar across the hands that may extend up to the forearms.

 

Men affected by the favor, whether directly by pacting with the witch or being descendants to somebody who directly pacted with a witch, are unable to be perceived by Frost Witches as food and they can withstand harsh cold with ease. However, they would feel as if the longer they engaged in a battle, the more their senses are stripped from them, losing their will to stop fighting until they are killed or have killed everything around them.

 

Women affected by the favor, whether directly by pacting with the witch or being descendants to somebody who directly pacted with a witch, are unable to transform into Frost Witches regardless of cursing and they are often afflicted with faux premonitions and visions about the Fjarriagua.

 

Spoiler

- The favor is a mechanic that can only be used once a witch has been exposed or discovered by a mortal, and she can only grant one of these favors at once (however there is no limitation for a total amount). It cannot be given willingly.

 

- Whereas there is no detailed emote count, the player is encouraged to put effort in the process. The ritual must be appropriately roleplayed for it to work, and the whole experience must be documented for Story Team review so it can be marked on the witch’s CA.

 

- The scar is similar to The Witch’s Mark, though much bigger and extensive. Both parties obtain it and the witch may never disguise it. 

 

- Men and women can receive the favor, and for as long as the witch is alive, it will transcend onto their children and the children of their children. It can only be purged by Holy or Deific magic such as a [T5] Paladin or a [T5] Shaman, and even then, the accursed would have their memories of the witch or their encounter immediately erased.

 

- Men with the favor are not considered or perceived as food by Frost Witches in the sense that they will not feel hunger towards them. As well, they may now withstand extreme cold (such as wielding Rokodra or traveling harsher environments). Their bloodlust kicks in after being in a combative setting for longer than [15] emotes worth, which would then cause them to lose rationality and attack anything and anyone around them until they have killed everything in sight, or until they have been killed.

 

- Women with the favor are unable to become Frost Witches for as long as the witch is alive, and the Fjarriagua are capable of ‘broadcasting’ visions that can be interpreted as faux premonitions to these women, all based in the trickery and cruelty of the witch spreading them.

 

- The favor can be revoked if both parties agree, performing the same ritual in which the amorphous, blue scarring fades away.

 

 

Spoiler

None of these spells can be used simultaneously or paired with any other ability in the lore and the witch may only cast one at a time.

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WITCHDOM REDLINES

 

Spoiler

- Frost Witches are classified as Undead since they are completely frozen, disallowing sexual FTB or any sort of love interaction. Their skin is cold and their blood travels quite slowly, like a dark, sluggish substance. Any other bodily fluid like sweat, saliva, or tears is completely frozen and can only be mimicked with charms. If a Frost Witch was pregnant prior to her cursing, the baby will become a stillborn and her womb infertile.

 

- You require a valid CA from a valid TA-holder to become and play a Frost Witch, and the Frost Witch is unable to cast simultaneously at all.

 

- Every single aspect of this lore needs to be taught IC, and players may not simply roleplay as if the knowledge had been ingrained in their mind upon cursing and/or reaching Motherhood. Tracking of this is greatly encouraged. When an Unholy Seed is taught, it ought to be marked under one's CA.

 

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

 

- None of the bodies utilized for either feeding or any other aspect of the lore can be from NPC's, and they must belong to characters played by regular players.

 

- Frost Witches cannot partake in constant Slice of Life RP because they simply suffer from too many conditions in order to enable such. They may also not feel any love or desire towards any creature other than their fellow kindred, and even then, it is strictly restricted to philia love. Overall, Frost Witches are incapable of love or sexual desire towards any creature, or thing.

 

- Frost Witches are expected to eat a whole body’s worth of a biologically male descendant once per OOC month by means of direct consumption. Any other food tastes like ash and feeding on biologically female descendant flesh forces the witch to feel ashamed and disgusted.

 

- Frost Witches are classified as Undead creatures and therefore are unable to resuscitate through the Cloud Temple Monk route. In the case that a witch dies, her soul transcends the body – which either melts or cracks and shatters to pieces – and it is instinctively brought to her respective Cursed Altar, where it will begin to sap the construct’s energy to manifest a crude formation of ice in the very walls or ceiling of the room so she may protrude from it in a renewed vessel.

 

- Witches may only be brought back if the Witches who decide to resurrect them are either closely acquainted with them or part of the same Coven. Alternatively, belongings of the Fallen Witch may be used instead of the aforementioned elements to implore her soul back into a new vessel.

 

- Hibernation is entirely a genuine mechanic to justify the absence of a player ICly without compromising their character. It cannot be used to evade or flee from CRP and players must notify the Story Team of their leave so that Hibernation can be documented, otherwise the character will either enter vegetation after (2) OOC months of absense, or permanently die over (3) OOC months of absence.

 

- Regular Witchdom (up to Tier 3) consumes up to 2 (magic) slots, and Regular Witchdom (up to Tier 4) consumes up to 3 (magic) slots. Frost Motherhood consumes a total of 5 (magic) slots.

 

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TIER PROGRESSION

 

The tier system for the Frost Witch 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

Upon her cursing, the Fledgling State commences, signaling the beginning of the transformation. This can only occur when the cursed woman’s player consents to the process and has had their Fjarriagua CA previously accepted. It is a process of (5) OOC days in which the fledgling witch gradually accommodates to house the curse: her body shifts along with her bone structure as her internals freeze completely, fangs and nails elongating to appear jagged and misplaced. Her hair becomes frazzled and frail, white and thin, but most notably she becomes grotesque, losing any semblance to her past self. Over the duration of this state, The Witch’s Mark will become more latent, varying from a faded, plaid blue to silver and finally a deep azure.

 

At this stage, the witch begins to disassociate from any and all of her relations to her past self, cutting off connections and relationships regardless of blood or heritage. Numerous mental conditions also commence to ensnare the witch’s mind and she promptly develops psychopathic tendencies towards the living. 

 

Spoiler

MECHANICS

This stage begins upon the cursing of the woman and after the prospective witch’s CA has been accepted. It lasts for a total of (5) OOC days and in this period the cursed woman gradually transitions into a witch. Upon the first and second day, her mark will appear and slowly become more latent. Upon the third and fourth day, her teeth and nails begin to grow and misplace along with their hair shifting to white or blue. Upon the fifth and final day, her skin becomes blue or even ash-gray, finalizing the transformation.

 

After finalizing this state, the witch will prefer solitude as she develops numerous mental ailments. She disassociates from those close to her, be they children or close friends. 

 

During this phase, the player may choose to reject the curse and have their character remain mortal. This prevents the character from becoming a witch against their (OOC) will. In the event that this occurs, The Witch’s Mark slowly fades from the character’s nape and their memories of the encounter or experience will be completely erased.

 

The Fledgling does not have access to any abilities during this stage and is simply experiencing the effects of the transformation. This also means that they cannot participate in sabbaths or aid in the creation of altars.

 

TIER 1

The Witch has endured the complete transformation, forsaking her mortality in exchange for the powers of the First Witch. She is unable to revert and at this point, her soul is totally frozen, incapable of being thawed or tweaked by any holy or unholy means. During this stage, the witch may also begin to perform their magic, such as Mirroring, Swoon, or Glacies Opus, albeit weakly since she is yet to accommodate herself to the sound frequencies which enable her frost manipulation. Her mental conditions are now worsened and extended, leading to seclusion from mortals and instead union with her coven.

 

Spoiler

MECHANICS

This stage begins immediately upon finalizing the Fledgling State, and lasts for a total of (2) OOC weeks. During this stage, the fledgling has reached the appearance of a fully-fledged witch and is thus considered one. Her mental sanity now worsens and she opts to stay far from any being other than fellow witches from the same coven.

 

At this point, the witch starts to adhere to feeding requirements, and develops a great compulsion to devour raw meat, and especially that of a (male) descendant origin. She is able to learn the starting abilities of Mirroring, Swoon, and certain Glacies Opus spells. However, she is ineligible for the participation of sabbaths of any tier.

AVAILABLE  SPELLS

 

Mirroring, Swoon, Arctic Expulsion, Ice Contortion (shard/projectile version), Requip.

 

WITCHDOM  PROGRESSION

 

The Witch’s manipulation over ice and snow is weak and her connection is thin, she hasn’t learned to fully catalyze her surroundings through The Witch’s Work, and her range of influence is limited up to [10] block-meters. At this stage, her combative spells are still crude and malformed, and for example: projectiles cannot reach a length superior than five inches, Arctic Expulsion cannot reach a maximum length of [6] block-meters, and weapons or appendages made through Requip cannot exceed the proportions of a dagger. The detail on their ice manipulation is vague and quite jagged, unable to be refined or given distinguished shape.

EXHAUSTION

Witches may only cast these spells a certain number of times whilst engaged in combat before growing exhausted and forcing their bodies to collapse by either partial breakage or complete shattering, or even melting. At this tier, the witch has a total of (3) ‘Work’ slots: these slots represent the amount of times that a Frost Witch could cast per combative encounter. 

 

Exceeding this total by (1) causes the witch’s spell to barely go through and considerably wound her in the process, causing parts of her body to detach by either crumbling away or melting down. However, exceeding this total by (2) causes the witch’s spell to erratically fail, forcing on her knees as portions of her body fall to decay. At this point, she must be repaired and healed at the feet of a Cursed Altar.

 

Mirroring or Swoon do not count towards these slots and may be used as defined in their own categories.

 

TIER 2

By the time the witch has reached this tier, she has presumably severed any ties or relations to her past self, and her entire life is now centered around the coven, perceiving its members as true family whilst contempt grows for the living. The Witch’s powers of ice and curse-weaving have only grown, now allowing her to perform greater acts of magic. 

 

Spoiler

MECHANICS

During this stage, the witch’s compulsion to feed on (male) descendant flesh only further intensifies, difficulting the ability of the witch to be in presence of men without a constant ‘itch’ at the back of their heads telling her to devour them. This stage begins after the Tier 1 has finalized, and lasts for an additional (3) OOC weeks.

 

At this point, the witch consolidates her relationship with the rest of the coven and completely forsakes her past life. This great change and progress now enables her to participate in sabbaths of up to Tier 2, and she is now able to learn more Glacies Opus Spells and the first of the Winter Hexers.

AVAILABLE  SPELLS

 

Frost Layer, Ensnare, Ice Spikes, Hoarfrost Conjuration.

 

WITCHDOM  PROGRESSION

 

The Witch’s manipulation over ice and frost is still budding, yet to completely flourish. Though now she is able to manipulate up to [15] block-meters of ice and snow and her usage of The Witch’s Work is slightly improved. At this stage, Arctic Expulsion is freed from limitations and adheres to the original version of the ability listed in General Abilities, the projectiles can now reach a total length of up to seven inches, the weapon made through Requip cannot be larger than a shortsword, and the shield made through Ice Spikes is able to withstand up to [3] blunt, heavy attacks. The detail on their ice manipulation can now take on geometric shapes, though are not completely smooth.

EXHAUSTION

Witches may only cast these spells a certain number of times whilst engaged in combat before growing exhausted and forcing their bodies to collapse by either partial breakage or complete shattering, or even melting. At this tier, the witch has a total of (6) ‘Work’ slots: these slots represent the amount of times that a Frost Witch could cast per combative encounter. Winter Hexes spells such as Hoarfrost Conjuration are worth (2) ‘Work’ slots.

 

Exceeding this total by (1) causes the witch’s spell to barely go through and considerably wound her in the process, causing parts of her body to detach by either crumbling away or melting down. However, exceeding this total by (2) causes the witch’s spell to erratically fail, forcing on her knees as portions of her body fall to decay. At this point, she must be repaired and healed at the feet of a Cursed Altar.

 

TIER 3

Upon reaching this tier, the witch has completely lost whatever may have tied her back to her mortality, and her mind and body are now nearly entirely like that of a respected witch in every conceivable way. The coven and feasting on the flesh of men is all that drives her existence, perceiving mortals as either livestock or tools. She is now far more powerful in terms of ice manipulation and curse-weaving as she has practically mastered The Witch’s Work.

 

Spoiler

MECHANICS

This stage occurs after the Tier Two has been completed, and lasts for an additional (5) OOC weeks. During this stage, the witch’s mind is plagued by negative thoughts and impulses at all times. Whereas she may conceal her ravenous hunger for fresh, warm (male) descendant flesh, these urges are constantly poking at the back of her head, and temptation being a prone experience.

 

At this point, the witch completely trusts in her coven and disregards the worth of any and every creature that is not greater or otherwise mortal. She is now able to participate in sabbaths of any tier, and she can access the remaining Glacies Opus spells and Winter Hexes.

 

AVAILABLE  SPELLS

 

Ice Contortion (boulder version), Iceglide, Frozen Tomb.

 

WITCHDOM  PROGRESSION

 

The Witch’s manipulation over ice and frost is now quite adept, her capability to enforce The Witch’s Work being much more refined and properly executed, and thus amplifying her range of influence up to [25] block-meters of ice and snow. At this stage, projectiles no longer hold any limitation to size and adhere to the original version of the ability under General Abilities, weapons made through Requip can now reach the proportions of a longsword, and shields made through Ice Spikes are able to withstand up to [5] blunt, heavy attacks. The detail on their ice manipulation is now refined enough to acquire more detailed shapes rather than geometric.

EXHAUSTION

Witches may only cast these spells a certain number of times whilst engaged in combat before growing exhausted and forcing their bodies to collapse by either partial breakage or complete shattering, or even melting. At this tier, the witch has a total of (8) ‘Work’ slots: these slots represent the amount of times that a Frost Witch could cast per combative encounter. Winter Hexes spells such as Hoarfrost Conjuration, Iceglide, or Frozen Tomb are worth (2) ‘Work’ slots. Iceglide does not count towards these slots as it can only be used once per encounter.

 

Exceeding this total by (1) causes the witch’s spell to barely go through and considerably wound her in the process, causing parts of her body to detach by either crumbling away or melting down. However, exceeding this total by (2) causes the witch’s spell to erratically fail, forcing on her knees as portions of her body fall to decay. At this point, she must be repaired and healed at the feet of a Cursed Altar.

 

TIER 4

In order to progress onto this tier, the witch must spend an additional (magic) slot, unlocking a wide arsenal of abilities emphasizing their capability of casting hexes and curses. Her body, mind, and soul have completely transitioned to that of Witchdom; and her emotional dependency upon their coven has only grown. 

 

Spoiler

MECHANICS

After spending one additional (magic) slot, the witch accesses the Tier 4 and subsequently Bewitchments, a list of spells consisting in hexes and curses. This stage is the last of a witch’s journey unless she goes through the Sabbath of Devotion to ascend up to Tier 5 (Motherhood), and lasts for a total of (6) OOC weeks. At this point, she may submit a TA, though is incapable of cursing new witches.

 

Her ravenous compulsion for flesh can be compressed, though it will still tempt the witch. Emotions are able to be feigned with ease, as if they were real. During this phase, she accesses Bewitchments (which can be used whilst disguised).

 

AVAILABLE  SPELLS

 

Every single Bewitchment.

WITCHDOM  PROGRESSION

 

The Witch’s manipulation over ice and frost has now been mastered, and she is now capable of enforcing The Witch’s Work to catalyze seed sounds in their rawest form, embodying hexes and curses. Her range of influence is expanded up to [35] block-meters of ice. At this stage, weapons made through Requip can now reach the proportions of a greatsword or a short spear. The detail on their ice manipulation has no limitations.

EXHAUSTION

Witches may only cast these spells a certain number of times whilst engaged in combat before growing exhausted and forcing their bodies to collapse by either partial breakage or complete shattering, or even melting. At this tier, the witch has a total of (10) ‘Work’ slots: these slots represent the amount of times that a Frost Witch could cast per combative encounter. Winter Hexes spells such as Hoarfrost Conjuration, Iceglide, or Frozen Tomb are worth (2) ‘Work’ slots. Bewitchments such as Chant or Witch Favor are worth (1) ‘Work’ slot, whilst Bewitchments such as Evil Eye, Witch-hold, and Tundra’s Toll are worth (2) ‘Work slots. Iceglide does not count towards these slots as it can only be used once per encounter.

 

Exceeding this total by (1) causes the witch’s spell to barely go through and considerably wound her in the process, causing parts of her body to detach by either crumbling away or melting down. However, exceeding this total by (2) causes the witch’s spell to erratically fail, forcing on her knees as portions of her body fall to decay. At this point, she must be repaired and healed at the feet of a Cursed Altar.

 

TIER 5 - MOTHERHOOD

The Witch has chosen to go beyond their mere and regular tasks and ascend to Motherhood, innately adapted to all aspects of Witchdom. She is attached to Witchdom and her coven in every conceivable way.

 

Spoiler

MECHANICS

This stage can only occur after the prospective Mother has undergone through the Sabbath of Devotion and become a Mother, heightening the entirety of her capabilities. Her mental conditions are now centered around paranoia and anxiety as she looks out for their coven and the rest of Witchdom. At this point, the Frost Mother may attune new witches.

 

AVAILABLE  SPELLS

 

Vind-õld, Witch Cursing, Charm-Crafting, Maternal Instinct (Hardening), and Cursed Ice creation.

 

WITCHDOM  PROGRESSION

 

The Witch’s manipulation over ice and frost has exceeded mastery, now able to influence up to [40] block-meters of ice. The detail on their ice manipulation has no limitations either.

EXHAUSTION

Witches may only cast these spells a certain number of times whilst engaged in combat before growing exhausted and forcing their bodies to collapse by either partial breakage or complete shattering, or even melting. At this tier, the witch has a total of (12) ‘Work’ slots: these slots represent the amount of times that a Frost Witch could cast per combative encounter. Winter Hexes spells such as Hoarfrost Conjuration, Iceglide, or Frozen Tomb are worth (2) ‘Work’ slots. Bewitchments such as Chant or Witch Favor are worth (1) ‘Work’ slot, whilst Bewitchments such as Evil Eye, Witch-hold, and Tundra’s Toll are worth (2) ‘Work’ slots. Vind-õld spells are all worth (2) ‘Work’ slots except Mother’s Rage, which does not count toward these slots as it can only be used once per encounter.

 

Exceeding this total by (1) causes the witch’s spell to barely go through and considerably wound her in the process, causing parts of her body to detach by either crumbling away or melting down. However, exceeding this total by (2) causes the witch’s spell to erratically fail, forcing on her knees as portions of her body fall to decay. At this point, she must be repaired and healed at the feet of a Cursed Altar.

 

qvls8oNWnj_r1spzjQpLipN0axtd4-mUIe2zSrCox2g2pkeY-bQ4X-yShSGVf0LrfIroqBx6UBVyTqnNKOMhec1B5yTdr8zTNBXzhCo6ewDsWquq0ORpwKpvM3A7FLxspVQRcTTxNmLC8llA8bY

 

PURPOSE

Ever since I joined the community of Frost Witches, I have felt like both the group and the lore have been a luckluster experience where months and months have passed without the interaction of another member or witch. This was slightly fixed and rather improved when I and few others were grandfathered into Motherhood last summer, and from that point, we were able to build a somewhat prosperous community. However, that lack for more, for something more than a 'spooked-up' version of an ice-based evocation... It felt as if roleplaying as a Frost Witch wasn't near up to the standards of the lore's presumed thematic, which is based in witchcraft, coven-work, unique and grim rituals, and an overall grotesque twist that mixes both cannibalism and fantasy ice magic perfectly. This is why I now attempt to restore the Frost Witches' legacy with this piece, by offering some concepts and ideas that I and those below in citations have been marinating in our brains for a long time now.

 

Frost Witches are a community and a lore that has existed for years now on LoTC, providing an unique experience for characters driven by ambition and the simplistic goal of vengeance: fueled by indulging in cannibalistic and ritualistic practices, tricking and lying to other people, and even carrying out the most traditional (and stereotyped) way of roleplaying witchcraft - weaving curses and hexes. It would be a shame to let them go knowing how much potential they have to propulse and maintain narratives or storylines.

 

I have implemented a plethora of new concepts to replace foundational aspects of past iterations such as the origins, the new spellcasting mechanic, the cursed altar, or even cursed ice. There are a bunch of new abilities and most sections recycled from prior versions of the lore have been elaborated upon with additions in some. Hopefully, these can grant the following generation of Frost Witches the necessary tools to conduct and establish a narrative setting up to proper quality and sportsmanship. 

AND 

CITATIONS

 

Myself - Author.

@Frost Witch Community, especially @kennyr, @Pompilidae, @Cally, and @Diogen for the occasional feedback and allowing me to implement some of your ideas into the piece.

@Story Team, especially @squakhawk, @Goon, @shartings, @yandeer and lots more for giving me motivation to continue and proofreading from time to time.

@Werew0lf for his format structure and cool page dividers. 

@Urahra, @Luv, and @Cooliomafia for their past iterations of Witchdom from which I have recycled aspects for this rewrite.

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make me a frost witch n.n~

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/me is in love <3

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Girlboss 💅, Gaslight 💅, Gatekeep 💅 

 

on a serious note:  HOLY AUNT JAMIMA, nice work Vi-  you earned this W!  +1

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Very impressive work, a lot of time and detail must of gone into writing this piece. I look forward to seeing it in game

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Writing and formatting is insanely well done!! Love the work that's gone into this rewrite :)

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FW are one of my fav CAs simply because of the history they have on the server and niche they fulfi

they know their archetype and stick to it, epic rewrite from vi great job mi amigo 

 

edit: also formatting is clean nice. 

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1 hour ago, VictoriaMinaj said:

Only Humans, Elves, Dwarves, and Orcs may be successfully cursed.

Feel like halflings and people who are klones should be able to be cursed (though they wouldn't be able to use other klones once cursed). Generally, I think the continued push for the CA to kill players (especially 4 players in 12 ooc hours for the altars) is a tough street to go down, even if it is rooted in old Fwitches. I think a note should be made that NPC bodies cannot be used for feeding or rituals as well, as I've heard of witches trying to snag easy feeds from them.

 

1 hour ago, VictoriaMinaj said:

- In the form of a blast, Chant releases an ear-shattering, solid blast of raw and catalyzed sound frequencies towards the chosen target - bearing the strength of a punch comparable to the witch’s corresponding race.

I think this should be limited to just human strength so that orcs don't have some random advantage out of nowhere. 

 

Just a few thoughts here, certainly didn't read everything in depth or all the abilities, this was just at a quick glance.

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omg wanna be a frost witch 

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ok hear me out, men frost witches.

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5 hours ago, BobBox said:

Feel like halflings and people who are klones should be able to be cursed (though they wouldn't be able to use other klones once cursed). Generally, I think the continued push for the CA to kill players (especially 4 players in 12 ooc hours for the altars) is a tough street to go down, even if it is rooted in old Fwitches. I think a note should be made that NPC bodies cannot be used for feeding or rituals as well, as I've heard of witches trying to snag easy feeds from them.

 

I think this should be limited to just human strength so that orcs don't have some random advantage out of nowhere. 

 

Just a few thoughts here, certainly didn't read everything in depth or all the abilities, this was just at a quick glance.

 

My reasoning for not including Halflings is that since the curse is being written to only take hold in full blooded descendants (humans, elves, dwarves, and orcs), that the said would be ineligible since, well, their racial lore is a bit iffy and strange, and I would consider them to be spawns of different, actual full blooded races. However, you’ve raised an interesting point regarding Tawkin Klones and it has been applied to the piece! Now, I will make sure to clarify that the bodies utilized for either feeding or rituals must be from player characters, however I thought that it was befitting to put a heavy and somewhat difficult requirement for the creation of cursed altars because they are supposed to be no easy feat, and they are quite literally what characterizes a coven of fjarriagua. But, I can see your point - it could either lead to mass killing or the classic murder-hobo'ing. What would you suggest to replace this? Shortening the amount of bodies required or simply removing their expiration date?

 

Regarding the Chant Bewitchment, I am a bit unsure as to what you are referencing… From my perspective, I can’t really see any issue with restricting it to the witch’s racial strength as such would be listed on their CA, and if they happen to lie about their race during CRP to boost the strength of the ability, then they would be powergaming and would be appropriately handled or punished. Otherwise, if you actually meant the Frost Mother’s Maternal Instinct Hardening ability, I would have no problem with perhaps lowering it down to the level of an olympian from their respective race.

 

Thank you for taking the time to point these out and giving me your thoughts about the overall lore!

 

2 hours ago, wowj said:

ok hear me out, men frost witches.

 

2 hours ago, Sri said:

Frost People

Be  i n c l u s i v e

 

Look… If this lore is accepted, then I will be able to bring back a very ancient concept of Frost Witch lore that (highkey) involves men of frost… Or at least somewhat like that.

 

Thank you to everybody else who has left a comment either complimenting the work (especially the formatting hehe) or the effort that has been put to make this happen. Feel free to leave more notes or your opinions, I’d like to hear what y’all have to say about the piece and whether you have some ideas that could be used to expand on the lore.

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