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Witches
     Witches are a species that in the Night World Series, L.J.Smith never went into too much detail about. So a lot of this is what I remember with additions of my own. I'll go over their history as well as some of their traits and such, but they're a lot like humans, but with bonuses. Let's get start!

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Origin | "The Burning Times" | Circles | Invoking Spells & Magic | Random Facts
Racial Relations | Harmans & Redferns | In Game

Origin

     Nobody knows when witches really came to be, but we do know where the Harman line of witches originated. Thousands of years ago there was a great witch queen named Hecate who had twin daughters. Maya, who would eventually become the first vampire and Hellewise who is the mother of all modern Harman witches and then some. Hellewise was one of the greatest leaders that the witches ever had and they revere her greatly. She was honest and true, and protected not only her own people but others as well. When Maya tried to gain eternal life and then became a threat to the witch tribe, she was banished, but not without a fight. Hellewise also led the group of witches that put the Dragons to sleep to protect not only themselves but humans and vampires alike.

     Hellewise did not have eternal life like her sister did and died shortly after the final battle against Maya and her followers. Hellewise's legacy lives on and the women of the Harman line come directly from her, though there are various other families that have stemmed from Hellewise. The Harmans are just the more famous of them.

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"The Burning Times"

     Known today as the "Witch Hunts" these were a dark and perilous times for the witches forcing many to go hide their heritage. It was a time of confusion and ignorance on the part of the humans and it led to a great division among the witches. Many died during that time and some were more resentful than others. Before the Burning Times began there were three circles of witches, Circle Twilight, Circle Midnight and Circle Daybreak. After the "Burning Times" Circle Daybreak faded due to the fact that the witches were not too fond of the humans around that time.

     Because of all the persecution going around against them many witch families faded away and died out, while others are still prominent. There are witches who do not know about their heritage but many of them have already been found due to the combined efforts of both Circles to find their lost family. It was during the time while they were looking for their lost family that they came up on the genetic mutation that led to humans becoming psychics.

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Circles

     Witches in the NW series were split into Circles rather than just covens. These circles represented a lot of what the witches stood for and believed in. The covens here are part of the bigger circles in general though they will align themselves together seperately. So here's a bit of info for you on what the covens of Graves Island are and the important positions.

Types of Circles


Circle Twilight
     This Circle of witches tend to hold a higher moral code and they have a more peaceful outlook on humans. They don't particularly trust them, but are more inclined to. They do no harm to humans in order to protect themselves and do not agree with more of the inhuman treatment that some witches and Night World species hold against them. If anything, Circle Twilight does its best to blend in with the world around them, rather than stand out.

Circle Midnight
     Midnight is a circle of people who are not afraid of darker magic and usually considered more power hungry. They do not answer to a high code of living, but rather explore the darker side of magic and what it holds. They are less tolerant of humans and are more likely to break the rules set before them. Circle Midnight witches often try to tap into their full potential as a witch, regardless if others get hurt in the process.

Leadership

Crone
     The Crone is generally the heart of the coven and many look to her as their leader. She is usually the oldest witch in the coven and with her experience she leads witches through spiritual and political matters. She deals more with influences that will affect the entire coven than individuals and has the final say on many matters.

Mother
     The Mother is more or less the "second in command" and it is very unlikely than anyone below her position will become Crone after the current one's death. She represents a woman who has grown up and is a great nurturer.

Maiden
     The Maiden is usually young, teenage and still in the prime of her adolecense. A Maiden remains the Maiden until she experiences sexual intercourse, and then she has moved onto to another stage of her life and a new Maiden is named. How one is chosen to be the Maiden was never specified in the books.

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Invoking Spells & Magic

     First a reminder that the witches in this game are in fact a different species than a human, so they can naturally do magic. It isn't a snap of your fingers sort of thing. They can create charms or add items to something as simple to water and speaking a spell. Those are just simple ones, more elaborate spells require more work to them and usually a higher risk of backfire. There is not attachment to an element, color, or type of crystal required of them. Please note this in the game, since the characters will not be performing rituals according to Pagan or Wiccan traditions.

Random Facts

     Here are a list of random little tidbits you need to know if you are going to be playing a witch. These are important so please read them all:

  • Witches in the Night World are represented by a black dahlia. They usually wear the insignia of such somewhere whether it be a ring, a neck charm, a tattoo, shirt or even a symbol on a watch
  • Male witches are not common. It is part of the reason why they mixed blood with the Redferns.
  • If you are a witch, you will take on the last name of your mother. So if you're mother's last name is Harman and your father's is Hepburn, your last name is Harman.
  • Witches have an unlimited potential with power, though in order to tap into that potential it requires a good deal of studying and work.
  • Most spells require some sort of chant or special phrasing in order for it to work. Almost anything can be turned into a charm, whether it be a stone or even a bottle of water.
  • A witch in this game can do a "bad" spell with no reprecussions in the sense that nature or the magic will slap back against them. However, there is a moral code among witches that must be followed, and those caught breaking it are punished.
  • In the books at 18 is when young witches chose their circle, in this game its at 18 as well. Once you choose your circle you are part of it permanently and adhere to their moral code and rules.
  • Some spells take a lot of time, usually because they are very powerful, but lighter spells or charm making can be done in moments. It isn't a wave of your finger sort of thing, but some witches can heal with a touch.
  • Witches have longer lifespans than the average human. They also tend to be healthier and are immune to most diseases.
  • Iron hurts witches more than any other metal. Reasons for this are not known.
  • They are very human in the sense that they can be killed by a bullet or a stab wound.

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Racial Relations

     Witches are generally accepting of everyone, despite their species and are known to be the "nicer' of the Night World races. Many still carry a grudge and side with the Night Worlders who think that the humans should be subject to them, but others are willing to forgive. Witches views on vampires is a little closer to family though they aren't particularly trusting of them. They do have blood ties and read below to understand the relationship between the Harman family of witches and the Redfern family of vampires.

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Harmans & Redferns*

     The Harmans, also referred to as "Hearth-women", come directly from Hellewise herself and often carry the traits of violet colored eyes. Some, you will find, do have multi-hued eyes, but those come from families that mixed with the Redferns as a form of "agreement" they made to make peace and help keep the Night World a secret from the humans. The Harmans agree to do it to help protect themselves as well as the innocent humans, and the Redferns agreed to help save their line from dying out (read the Vampire section for more about that).

     A small branch of the Harman line came to Graves Island and helped to establish Winthrop as well as Ashwood Academy. Unlike many of their relatives, they are not part of any actual Circle due and more or less have little involvement with the Night Worlders that aren't in Graves Island already.

* differences from the books, so please pay attention.

In Game

     The witches in the game are the most like human and the ones that live in Winthrop and attend Ashwood tend to fit right now. Many of the witches usually leave to go start their lives somewhere else but some stay and there is a good enough amount for two full covens plus some. The witches of Graves Island are the ones who started to protest to include humans more in everyday life, in hopes to one day allow the humans to know of their existance. They hope that through their friendship they will be accepted. Some do not believe this can happen and fear that there were be a repeat of the Burning Times. There is a small branch of the Harman line there as well as some others. Spell working and invoking are taught at Ashwood, the class is disguised as an "Organic Chemistry" class.

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