Morden is haunted by the influence of powerful forces of evil. These villains are known as Witches, for they are all centers of formidable magic and cruelty.
Note: There may be more than 13 witches, but there is only 13 that are known of.
Ten years ago, Thirteen of these Witches came together to form a Grand Coven. United, the Witches had enough power to deal with their hated foes – the kingdoms of light – once and for all.
Until this point, individual Witches or small groups found themselves stymied by the Kingdom’s Heroes, turned back at the brink of victory every time.
The Grand Coven, however, had more power concentrated into one place than had ever before been known upon Morden.
The Invasion Begins
The Grand Coven and their army of Banes – monsters formed from blood and magic – boiled over the mountains in a massive horde. The Grand Coven quickly overran the outer regions of the Kingdoms of Light, conquering several outlying nations in a matter of days.
Formation of the Accursed
The leaders of the Grand Coven were surprised by the level of resistance they encountered in the outer regions. Every farmer, every merchant, every peasant child fought courageously in defense of their homes, and the dark horde encountered heavy fighting every step of the way. The Grand Coven met and decided that they would find a way to turn their enemies into allies; prisoners captured from the outer regions were herded into camps and branded with a Witchmark, a special symbol that possesses a terrible curse. These people became the Accursed, transformed into inhuman monsters and forcibly conscripted into the front lines of the Grand Coven’s horde.
The Final Assault
The Kingdoms of light gathered their greatest heroes to face the Grand Coven’s invasion. The Heroes came up with a desperate plan—they gambled that a surgical strike would destroy one of the Witches, and, at the same time, they would reveal to the rest of the Grand Coven that some of their number were plotting treachery.
The Betrayal
The Heroes’ plan worked – to an extent. At least one Witch was believed to be destroyed. Others were sorely wounded, and the revelation of treachery amongst themselves sundered the Grand Coven’s alliance. However, the kingdoms of light were lost – all their Heroes were dead or were forced to flee, and their armies were routed by the combined power of the banes and accursed.
Several of the Witches returned over the mountains, taking with them large portions of the fractured dark horde.
Some Witches remained behind to rule over the conquered lands.
The Accursed had no home to return to and few who would accept their new, inhuman nature – so the Accursed became wanderers, rogues, bandits, mercenaries… and adventurers.
Witch Lore
Name: The Blood Witch
Lore: Created the Vampires and the Dhampir.
Her magic is centered around blood and passions (anger, desire, etc.)
Region: The Blood Witch settled in “Transylvania.”
Notes: Several acolytes (known as “Blood Daughters” serve her. Many, but not all, are vampires) serve as her handmaidens and agents. Only a handful of Dhampir serve her still.
Name: The Crone
Lore: Created the Golems.
She is the oldest and most powerful of all the Witches. It is she who has inspired stories of other witches in other realms (basically, every fairy tale witch)
Her magic is centered around storms and weather. She can bring life to inanimate objects.
Region: Unknown – she returned across the Mountains.
Name: The Chimera
Lore: Created the Mongrels.
She delights in experimentation – she’s a “mad scientist” witch, and tampers with things that should not be. Her magic is transformative (turns people into tentacle horrors, changes flesh into slime, etc.).
Region: Unknown – she returned across the Mountains.
Name: The Djinn
Lore: Created the Mummies. It is said that the Mummies were born from a very poorly-worded wish from the former ruler of an ancient nation.
Her magic is centered around the desert, imprisonment, and the granting of wishes – often in unintended ways.
Region: None. She was believed to have been destroyed during the last battle. Numerous acolytes and servants remain in “Egypt.”
Name: The Morrigan
Lore: Created the Revenants. She is the creator owner of the dark cauldron, from where the Revenants are born.
Her magic is centered around necromancy, telling the future, and slaughter.
Region: She settled into “Scotland.”
Name: Baba Yaga
Lore: Created the Vargr.
Her magic is centered around nature and winter.
Region: She settled into “Carpathia/Russia.”
Other Ideas:
· The Dark Queen/The Succubus
· The Banesidhe (Fey? Creator of the Will-o-Wisps?)
· The Huntress (Dryad type? Rules the Witchwood?)
· Harpy/Siren
· The Gorgon
o Stone
o Statues
o Basilisks
o Serpents
· Ice Lady
· Worm Queen/Wyrm Queen (maybe all about dragons!)
Note: It is likely what I’ll do is weed out the two weakest ideas and simply never reveal them – leaves a bit of “White Space” for GMs to build their own Witches.
Banes
Servants of the witches, creatures born of blood and darkness. Basically Banes are an excuse to create monsters and bad guys themed around the Witches they came from.
Witchmarks
A witchmark is a symbol that forms on the flesh of an Accursed – the witchmark embodies his curse. The Accursed unlocks additional layers of his witchmark over time as he learns to either embrace or move away from his curse.
The main elements of the witchmark are the same for all Accursed (outer ring, inner ring, and center). Some elements (symbols in the inner ring) are different for each type of Accursed.
As an Accursed either comes to terms with or successfully resists his curse, he unlocks more of his Witchmark and it becomes more elaborate. The final stage is the center of the Witchmark where a symbol appears that represents the Accursed’s individual soul and resolve – a kind of “personal heraldry.”
Yep!
Yes, Countess Bathory is a big inspiration.
I’m tempted to have her assuming the title of “Countess” rather than queen. J
Very nice.
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