Thursday, September 22, 2022

Witches, Part 1


What distills from pain but pure, delicious rage?
Art by Sackcloth & Ashes

There are two distinctive schools of thought within the artisinal schools of The Republic: that the universe can be understood by studying how reality is warped through tangible things, representing The Occult, and that these things can only be known by that which exists beyond our purview. Although efforts have begun in recent to understand the paranormal effects brought by the conjunction, such as that of the Elkem's Yr Drannas, their discoveries are in infancy, and resources are spread thin between the two. Occult fields receive more praise, as well as most of the funding.

It is well-known that there are forces which operate far beyond our mortal understanding. Population centres are haunted by the presence of the Mirage, Artisans are ripped apart by flaws exposed through chaos, and even the continent slowly cracks under the weight of an perpetually stormy sky. Hardship and strife have always been relevant to humanity's progress—even in peacetimebut when the world became too dark to navigate on instinct alone, our torchlight burned away the very shadows which comforted us.

In the past, those soothing things went by many names; The Eldermen, The Divine, Faith. Pieces of the collective desire for comfort. For purpose. Being. Things that could be seen but not identified, spoken to yet unheard. They are utterly inhuman, by both action and design, and yet also living proof of a progenitor.

We abandoned them. Left the old world behind, tossing away or, at times, incinerating, what was meant to be a timeless bond, as if logic could not co-exist with us. But they could not be destroyed. They could not be forgotten, for we were now but a guest, and how exactly does one treat a neglectful guest?

We still have not left.

Bubbling Oils

The Primeval Forces is a catch-all phrase for some of the mysterious energies permeating Bromeilles, specifically those that draw their identity to the "old world". Its possesses worshipers in many forms, most notably druids and various nature spirits, but also offers powerful (and repugnant) gifts to all that are willing to reach out to it.

Witches are one such group: members of a commune type believed to date back to pre-storm practices. Although they may have relied solely on the primeval at some point, or may have even been druids themselves, modern Witches have been co-opted into the Artisinal Schools.

Witches represent a serious minority of occult-casters in The Republic. This is largely due to the trouble surrounding their recruitment, as while artisans are sourced from all backgrounds, walks of life and identities, Witch covens are prohibitively feminine. Multiple theories exist to explain why this decision was madeseveral of which may be true, as covens and witches alike continue to form sporadically into the modern day—but the covens themselves appear disinterested in this game. If prompted, many offer similar sentiments: that groups of women sought to learn in an environment that suited their particular needs and amenities, rather than what superiors considered comfortable.

Note: While I am interested in exploring themes such as casual sexism and the effectiveness of a collective response to its grasp, it's fair to say that not everybody will be comfortable reading or playing around that material. Not every setting needs sexism for a compelling story or world, nor does it need racism, classism, or other forms of bigotry. Create according to the material you wish to emulate and the narrative you'd like to create. If it cannot be omitted, that's fine. Nobody has to like it.

By the way, feminine doesn't mean born a woman.
Art by Aleksander Brodzinski


Of the many covens discoverable throughout the continent, only two lie beneath The Republic's jurisdiction
specialized institutions overseen by the Artisinal Schools and yet fundamentally different in structure. The rest are considered products of circumstance, begrudgingly acknowledged and marked down in ledgers for the cartographer. Many of these wild covens are cordial towards The Republic, and are oftentimes viewed favorably by nearby villages, who they provide medicine and other boons. 

Legally, their existence is suspect. Although common concerns exist regarding the dangers of unchecked magical practicioning, this is not unique to Witches, and thus they sit low on The Republic's priority list.

Broiling Cauldrons

Witches rarely devote themselves entirely to acts of the Primal; instead, they combine Occult magic with profound, more applied techniques. The Republic makes a distinction between their work and the work of an Artisan, for Witches combine the effects of both worlds, creating a field of study utterly alien to its contemporaries.

Perhaps due to their internal complexity, Witches are notably exempt from The Twelve Laws. It is unclear whether this decision was made merely to distinguish the two groups or as a result of opposition.

Community

The vast majority of covens in Bromeilles are decentralized. While the number of would-be witches aspiring to join the academic covens is great, they are a minority compared to those filled with runaways and convicts. 

When you dress only for the sky, we all dazzle like stars.
Art by Qistina Khalidah

Joining a coven is a lifelong commitment. Initiation is required, a pledge to one's oaths or tenants, and a pact of loyalty to your new sisters which stretches beyond the realms of life and death. Your fellow witches are your teachers, your Matron most of all, but they are also your students. Covens are an open space for honesty, discussion and evolution. It is somewhat of a jarring environment for Artisans to visit; members openly cry and shout obscenities at each other, and failure is not reprimanded with heavy hand.

Every coven holds true a different set of beliefs. Like any institution, witches attract different individuals and promote certain kinds of behavior according to their values. Organized most typically by region and the primary source of magic they practice, Witch Schools are frequently associated with color, and every witch has at least a rudimentary understanding of both forms of power.  

 

Coven Magic

  1. White Magic: Unity, Purity, Health, Nurturing
  2. Black Magic: Death, Protection, Compulsion, Individuality
  3. Red Magic: Passion, Energy, Violence, Concentration
  4. Blue Magic: Creativity, Patience, Understanding, Wisdom
  5. Green Magic: Empathy, The Natural, Peace, Health
  6. Purple Magic: Acuity, Spirituality, Manipulation, Perception
  7. Orange Magic: Change, Luck, Creativity, Goodwill
  8. Tide Magic: Balance, Control, Freedom, Strength
  9. Lunar Magic: The Natural, Secrecy, Family, Freedom
  10. Blood Magic: Health, Spirituality, Individuality, Control
  11. Steel Magic: Violence, Balance, Compulsion, Patience
  12. Tea Magic: Kindness, Balance, Perception, Spirituality


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