
WARNING!
This world was created for my personal kinks — don’t look for logic or anything too serious here.
It’s a mash-up of everything the author enjoys.Someday I'll make a website more beautiful and intuitive, but for now...↓SCROLL DOWN↓
Lorebook Summary
✮ Azimas is a typical medieval fantasy realmNoxland - capital.
Fairhaven - craft village.
Sidehill - mining hub.
Whitevale - port city.✮ Magic exists in two paths: becoming a mage (innate abilities, studying at the academy) or a witch (a connection with nature through joining a coven).✮ Nature magic is unavailable to mages, though some abilities overlap.✮ Necromancy is forbidden everywhere.✮ A coven is a union of witches (from 3 members and up). They connect with nature and gain certain powers as long as they remain part of their coven.✮ MAGES
Magic is inherited and present from birth; mastery comes through study, symbols, and discipline. Academic and formula-based.
The elite among them, Sages, are honored scholar-mages who have served the kingdom, taught apprentices, and may combine two magical branches.✮ WITCHES
Witches start with no magic; they are selected by a coven, trained in herbcraft and ritual arts, and gain power at 18 through a coven ritual. Their abilities come from nature, spirits, and intuition. Annual gatherings at Places of Power maintain coven bonds.
Can form sympathetic bonds (connections between the souls of other magical beings)
Cons: lunar cycle (painfull heat one day a month).✮ GENDER & MAGIC
Anyone can be a mage or witch, but stereotypes persist. Male witches face stigma; female mages meet social barriers. Rare but real: female Sages and an all-male coven.✮ MAGICAL BRANCHES
Elementalism, Restoration, Occultism, Transmutation, Household (all four for mages), Witchcraft (nature, only for witches), and forbidden Necromancy. Mages and witches possess distinct magical access; only necromancy overlaps.
All four branches have their side effects.
Magic is dangerous and often painful.• Elementalism (elements and their combinations),
• Restoration (healing and buffs),
• Occultism (spirit manipulation, summoning),
• Transmutation (matter and spatial manipulation)
• Household magic (simple, convenient magic for daily life.)Eden Academy is the main place for mage education.✮ LYCANTHROPY
A magical disease that fuses human and feral nature. Werebeasts (werewolf, werefox, werebear, etc) possess enhanced senses, regeneration, pack telepathy, and lunar-driven transformation. They struggle with instinct and social rejection, relying on pack hierarchy for stability.
Can form sympathetic bonds.✮ SYMPATHETIC BOND
A telepathic, danger-sensing link between magical beings. Bonds break only upon a partner’s death.
For witches, it forms when they bind a part of their witch soul through sex with a magical creature, greatly amplifying power.
For werebeasts, bonds arise through Full Moon Pack rituals.✮ LUNAR CYCLE
For witches, the lunar cycle replaces menstruation: one day of extreme arousal and fertility.
For werebeasts, the full moon unleashes full transformation, heightened instincts, aggression, and intensified bonds.✮ WITCH’S SOUL
The method of forming a sympathetic bond for witches. A witch must bind her soul once to gain peak magical strength; the partner gains nothing. This makes witches vulnerable to exploitation by powerful beings offering “soul-taking” deals.✮ FULL MOON PACT
The method of forming a sympathetic bond for werebeasts. Three forms: intimate devotion, pack camaraderie, and guidance/leadership bonds. All allow instinct to recognize a significant person, creating lasting emotional tethers intensified by the full moon.✮ FACTIONS✮ Octopus Coven — a friendly coven near the village of Fairhaven. They maintain natural balance, watch over the local cemetery, and cooperate with the fairies in the nearby forest.
✮ Black Vine Coven — a large coven with a shady reputation in the capital, Noxland. Bloody rituals and illegal experiments.
✮ Dove Coven — a small assasin coven of three witches who help witches who got into trouble due to failed sympathetic bonds.
✮ The All-Devouring Swarm — a cult of necromancers who believe nature is unjust and that everyone deserves a life after death.
✮ The Family is an official werewolf shelter founded by the wealthy alchemist Nora Feld. It consists of ten infected with lycanthropy, each with their own temperament, disposition, and personal goals.
✮ The Knight's Order (Golden Lions) are one of the most prestigious knightly orders granted by the King himself.
✮ The Fairy Council is the collective name for all the fairy clans that occupy the forests throughout the kingdom.
MAGIC
Humans with magic split into mages (innate, academic power) and witches (nature-granted, ritual power).Mages• Mages are connected to study and willpower.
• Magic is hereditary and appears at birth.
• Mages gain power through learning, symbols, and disciplined practice. Spells - combining and inventing (very rarely) new symbols.
• Style: structured, academic — incantations, circles, runes, formulas
• Tone: scholars, arcane scientists
• Source: innate power, knowledge, intellect
There are few good mages and their services are very expensive.
• Sage is a title for the strongest mages. To become a sage, you must have merit before the kingdom, study at least one apprentice (they must pass the exam) and teach for more than two years in one of the magic academies. Sages may choose a second branch of study at Academy (like Eden Academy). They can mix two branches of magical schools and cast unusual spells. They are highly respected.
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Gender and Magic• Men can become witches, and women can become mages. This is not forbidden, but countless stereotypes stand in the way. Statistically, men more often attend the Academy, largely due to differences in upbringing and societal roles. Male mages treat female mages with far more neutrality than what happens among witches: a man who joins a coven is often seen as an outcast by both sides.
• At least one successful all-male coven is known to exist, as well as several female Sages.
• Among witches, about 5% are men.
• Among mages, about 20% are women.
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Magical branchesThere are several primary branches of magic. Most spells are limited by the caster’s knowledge of ancient runes, their creativity in combining them, and their individual magical strength. Practical witchcraft is inaccessible to mages. Witches, in turn, cannot use anything beyond witchcraft and necromancy (with the exception of gaining new magical abilities through a sympathetic bond with a creature that possesses other forms of magic).Branches:• Elementalism (elements and their combinations)
• Restoration (healing and buffs)
• Occultism (spirit manipulation, summoning)
• Transmutation (matter and spatial manipulation)
• Household (simple, convenient magic for daily life)
• Witchcraft (a complex discipline rooted in the magic of nature)
• Necromancy (the reanimation of the dead in any form is forbidden and considered blasphemy)IMPORTANT: Each branch of magic has its own side effects for mage.Magic rules• Every mage can wield only one branch of magic. Avoid going beyond the limits of the branch a character possesses.
• Every Sage can wield two branches of magic. If a character is a Sage, use knowledge of both their branches and feel free to imagine how spells from them could be combined.
• All mages without exception can use basic household magic.
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ELEMENTALISMELEMENTALISM — Mastery of the Natural Forces
• Usually, mage can control one or two elements and their combination.
• Core Concept: Manipulation, generation, and shaping of natural elements and their combinations.
• Primary Elements: Fire, Water, Air, Earth.
• Combined/Advanced Elements: Lightning, Ice, Lava/Magma, Crystal, Storms, Mist, Metal, Sand, etc.
What Spells Can Do:
• Create or control elemental forces (flames, wind bursts, frost, stone, etc.).
• Alter the state or movement of natural materials (melting, freezing, eroding, compacting).
• Combine elements to form hybrid effects (ice spikes, lightning arcs, dust storms).
• Enhance the caster or allies with elemental traits (stone-like skin, wind-boosted agility).
• Shape terrain in limited ways (walls, fissures, mud pits).
• Side effects: Elementalism makes the magician starve and get tired faster. After prolonged use of elemental magic, one feels very hungry and drowsy. Exhaustion can lead to death. The more skilled the mage, the fewer the side effects.
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RESTORATIONRESTORATION — Magic of Healing, Protection, and Vital Reinforcement
• Core Concept: Positive energy channeled to strengthen, heal, purify, and protect life.
What Spells Can Do:
• Heal physical injuries (cuts, bruises, fractures, severe wounds at high levels).
• Restore stamina, clarity of mind, courage, or other beneficial mental states.
• Cleanse negative conditions (poison, fatigue, curses—at higher tiers).
• Create defensive barriers, resistances, or temporary empowerment.
• Enhance physical or mental attributes (speed, focus, resilience).
• Tone & Style: Gentle, radiant, uplifting, protective. Often warm light, sigils, or soothing waves. Color: Yellow
• Side effects: The patient's pain and effects do not disappear without a trace, but are transferred to the mage who cast the restoration spell. For some time, he may experience same pain as patient, the effects of curses that he has removed, potions, and so on. The more experienced the mage, the fewer the side effects.
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OCCULTISMOCCULTISM — Command of Spirits, Shadows, and the Unseen
• Core Concept: Manipulation of spiritual entities, intangible forces, illusions, echoes, shadows, and the immaterial veil between realms.
What Spells Can Do:
• Sense, communicate with, or influence spirits (non-corporeal).
• Create illusions, phantoms, afterimages, or spectral constructs.
• Distort perception, emotion, awareness, or the boundary between realms.
• Summon temporary incorporeal helpers or manifestations (not undead).
• Temporarily pass through or conceal within shadows, veils, or spiritual currents.
• Tone & Style: Ethereal, eerie, mysterious. Soft whispers, flickering shapes, translucent forms. Color: Green
• Side effects: The illusion, and the occult pose dangers like physical/mental corruption (soulburn, mutation, madness), reality distortion (untethering from reality, dimensional breaches), spiritual/existential risks (servitude to entities, soul erasure, loss of power), and social/narrative issues. The more skilled the mage, the fewer the side effects.
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TRANSMUTATIONTRANSMUTATION — Alteration of Matter, Form, and Space
• Core Concept: Reshaping physical matter or space without relying on elemental or spiritual influence. This is ONLY a form modification. Altering the composition is done through alchemy and is only available to witches.
What Spells Can Do:
• Change the properties or shape of materials (metal softening, wood hardening).
• Temporarily alter physical forms (self or objects)—size, texture, minor morphology.
• Rearrange matter to create simple items or modify structures.
Manipulate spatial phenomena (short teleports, bends, folds, compression).
• Affect gravity or weight in small, controlled ways.
• Side effects: There is a risk of uncontrolled restructuring of the substance structure. This can trigger explosions, mutations, and the inability to transform back without help. The more skilled the mage, the fewer the side effects.
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HOUSEHOLD MAGICHOUSEHOLD MAGIC — Everyday Practical Sorcery
• Core Concept: Simple, convenient magic for daily life, comfort, utility, and small-scale problem-solving.
This is the most basic magic that is learned in the first year at the academy. All mages know it.
What Spells Can Do:
• Produce light, warmth, cleanliness, scent, and minor comforts.
• Move, sort, lift, or organize objects of non-threatening scale.
• Repair mundane damage (clothes, pottery, small furniture).
• Maintain domestic spaces (preservation, tidying, temperature control).
• Assist with chores, crafting, travel, and personal convenience.
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NECROMANCYNECROMANCY — Dominion over Death-Energy, Decay, and Severance
• Core Concept: Use of death-aligned energies to weaken, corrode, sever, suppress, or nullify—not to raise the dead or bind souls to corpses.
Absolutely Forbidden:
• Reanimation of corpses or any form of undead creation.
• Binding a soul to a body, object, or construct.
• These acts are blasphemous in this setting.
What Spells Can Do:
• Sense death-energies, lingering spirits, or decay.
• Sever or weaken spiritual bonds, curses, or harmful enchantments.
Inflict deterioration, weakness, fear, or entropy through death-energy.
• Suppress life force or magical potency in a controlled zone.
• Corrode or decay objects through entropy-related effects.
• Tone & Style: Cold, quiet, solemn. Pink energies, mists, corrosive effects, severing motifs. Color: Pink
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Some mages: Trex Phantasm
MAIN LOCATIONS
Noxland is the capital of the Kingdom of Azimas, where most of the world’s magical energy is concentrated.• Geography: Built upon a "Convergence Point" of global ley lines. A massive walled metropolis surrounded by a patchwork of satellite villages, dense hunting forests, and rolling farmland.
• Architecture: Eastern-European High Fantasy. Dominated by soaring white limestone structures, silver-capped onion domes, and tapered spires. Color palette: White, Blue, and Silver. High-walled concentric circles separate the tiers of the city.Key Landmarks:• Noxland Castle: The central fortress-palace
• Eden Academy: Located in the Magical District; a sprawling campus.
• The Grand Market: The kingdom's primary market; a dense hub of luxury trade, alchemical shops, and international merchants.State of Affairs:• Economy: The wealthiest city in the known world. Powered by the export of enchanted goods and royal taxation.
• Politics: Absolute Monarchy (Kingdom of Azimas). Home to the Black Vine Coven.
• Defense: Protected by the Golden Lions, an elite knight order.
Eden Academy is the main institution for mage education.
It’s a castle that looks more like a huge manor with its own dormitory and four branches of magical study:Schools of Magic:•Elementalism (elements and their combinations)
•Restoration (healing and buffs)
•Occultism (spirit manipulation, summoning)
•Transmutation (matter and spatial manipulation)
•The Academy has a separate wing where astrology and medicine are taught, but these disciplines are not considered magical. They are most often taught privately by hired tutors.Students: people born with magical abilities who want to develop them.
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Great Library - library at Eden Academy.
A huge multi-tiered hall in one of the towers. There are four levels of access:
• First level: accessible to everyone, but requires an accompanying mage from the academy. It contains books on basic magic (domestic), diaries of great and lesser figures, historical scrolls, and so on. It serves as both a default training ground for nobles and a museum.
• Second level: accessible only to academy students and above.. It contains various textbooks, manuals, and treatises on magic, everything any mage should know. Young mages often study here.
• Third level: accessible only to teachers at the academy and above. This section is smaller than the others and contains dangerous, rare knowledge for the more resilient minds.
• Fourth level: accessible only to sages. This is particularly dangerous, secret knowledge that cannot be made public. Among the students, it is nicknamed the “secret section.”
Fairhaven• Geography: Nestled in a lush, low-lying valley of rolling emerald hills. Bisected by the High-Road (the primary caravan artery to Noxland). Surrounded by the Wild Forest—an ancient fairy forest.
• Architecture: Pastoral-Cottagecore. Whitewashed stone houses with thick, overhanging thatch roofs. Many buildings feature “living wood” elements (grafted trees acting as pillars). Gates and doors are often painted deep indigo or black. There are large obelisks with protective symbols around the perimeter of the village.Key Landmarks:• The Traveler’s Rest: A large, two-story tavern and inn; the primary social hub for weary merchants and locals alike. Massive stables for caravan beasts.
• The Lantern-Grove Cemetery: A graveyard on the forest’s edge.The main metropolitan cemetery is huge. Literally all the surrounding townspeople are buried here.
• Selena's hut: The base of the Octopus coven is an unremarkable straw building with a well-kept courtyard on the outskirts of the village.State of Affairs:• Economy: High-yield agriculture and crafts (blacksmiths, beekeepers, etc.). Wealthy due to its proximity to the capital and location on the road.
• Politics: Co-governed by a Village Elder and the Coven’s Head. Strict adherence to the Fairy Council’s requirements (e.g., respectful treatment of nature, regulated hunting).
• The Protection: Under the protection of the Octopus Coven, and Fairy Council. Due to the high concentration of magic in one place and the proximity of fairies, this place is notorious for attracting evil spirits and necromancers making the cemetery restless.
• Features: A regular Sunday fair with festivities and music.
Sidehill (Mining Hub)“This is where magic disappears and unfiltered power appears.”• Geography: Built directly into the steep, terraced slopes of the Iron-Shoulder Range. Extreme verticality; streets are mostly stone stairs and reinforced wooden ramps. Surrounding peaks are snow-capped year-round. There are several villages at the foot of the mountain.
• Architecture: Nordic. Low-slung longhouses with sod-covered roofs to trap heat; foundations are deep-set granite to withstand tremors. Heavy use of dark-stained pine and runic carvings. Massive, iron-reinforced lift systems (pulley-elevators) for moving ore.Key Landmarks:• The Maw: A colossal, tiered mine entrance that descends miles into the mountain root.
• The Silence: A high-security prison block for mages lined with raw antimagic ore.
• The Smelter-District: A permanent cloud of black smoke hangs over the lower tiers where ore is refined in massive charcoal furnaces.
• The lair of the dragon Malfurion is on the other side of the mountain.Economy:Wealthy but grim. Monopolizes the trade of “antimagic ore” (a lead-heavy, magic-nullifying ore).
• Politics: Governed by the Council of Hammers (Mining Guild Masters). Strict, militaristic labor laws; “Work or die” social philosophy.The Anti-Magic Field: The sheer volume of stored ore creates a “Dead Zone.” Within town limits, spells fizzle, magical items go dormant, and mages suffer chronic migraines or nausea.
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WhitevaleWhitevale is port city, a week drive to the capital.• Geography: Situated in a crescent bay flanked by towering white limestone cliffs. Tiered elevation: Lower Docks (sea level), The Terrace (middle class/trade), The High Crown (nobility, cliff-top). There are rumors that there are mermaids here.
• Architecture: Medieval-industrial. Timber-framed houses, steep gray slate roofs. Defensive sea wall with iron-grated water gates.Key Landmarks:• Academy of Navigation: an educational institution that trains everyone connected with the sea, from captains to shipbuilders.
• The Salt Market: A sprawling, open-air bazaar smelling of brine, spices, and dried fish.
• The Chain-Span: A heavy drawbridge connecting the main harbor to the naval shipyards.
• The Black Lighthouse: a lighthouse on the tiny island during the hours by boat to the Whitevale They say the island it stands on is cursed and magic doesn’t work here. There was a fire twice.Economy: A transit city with a high turnover of merchants, earning on taxes.
• Politics: Governed by local lords. High corruption. High crime rate.
• Climate/Mood: Perpetual morning mist, overcast skies, bustling, loud, and cramped. Tensions are rising due to a recent attack by a rival pirates.
FACTIONS ⚠️UNDER CONSTRUCTION⚠️
The Knight's Order (Golden Lions) are one of the most prestigious knightly orders granted by the King himself. One can be awarded the title for exceptional merit or for faithful, long-term service in Noxland without reprimand. This title grants the right to participate in highly classified missions, power, and grants the holder and their family the rights of minor nobility.
Some members: Marcus Durante(Captain of the Noxland Guard), Valentine Drauman (one of the most young knights)
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Dragons - ancient, magical reptile, often depicted as a giant, winged, scaly creature with four paws, that capable of shapeshifting into humanoid forms. While their appearances and temperaments vary wildly, all dragons share an intense, instinctual possessiveness over their hoard and territory. They are solitary creatures by nature, tolerating other dragons only for brief mating periods or disputes; a dragon’s lair is their absolute sovereign domain.
They are often targeted by witches to form a bond.
Some members: Malfurion
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✮Fairy Forest
✮OTHER COMING SOON✮
Fairy is fragile and small hand-sized (10-20cm), faintly magical, capable of flight. Befriending one is said to bring both luck and misery. They generally appear as humans with long ears, colored skin and hair, and beetle wings of various shapes. They live in forests and communities. They are governed by elders and rarely venture into cities.
• The elders can bestow their blessings on ordinary people, granting them the ability to transform into fairies, access illusion magic, glamour, and other nature-related abilities.
• The Fairy Council is the collective name for all the fairy clans that occupy the forests throughout the kingdom.
• If a fairy commits crimes and social violations, the council can "mark" them by changing her appearance to a repulsive one (gray wrinkled skin, sharp teeth, hypertrophied features)
• Behavior: Depends on the fairy. Typically playful, they feed on positive human emotions.
• Everyday life: Houses in hollows, mushrooms, natural materials, they love human things as gifts.
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Dragons - ancient, magical reptile, often depicted as a giant, winged, scaly creature with four paws, that capable of shapeshifting into humanoid forms. While their appearances and temperaments vary wildly, all dragons share an intense, instinctual possessiveness over their hoard and territory. They are solitary creatures by nature, tolerating other dragons only for brief mating periods or disputes; a dragon’s lair is their absolute sovereign domain.
They are often targeted by witches to form a bond.
Some members: Malfurion
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✮OTHER COMING SOON✮
RANDOM CHARACTERS
I don't know if I'll add them to the lorebook• Malakai
• Aldor Vane
• Hera von Goldmind
WITCHES AND BOND
Sympathetic bond
• A sympathetic bond can form between different magical beings and manifests in different ways.
• It gives both partners the ability to sense danger and communicate telepathically.
• Not all bonds are romantic—some are pack hierarchies, life-debts, friendships, or more primal imprints.
• Can a sympathetic bond be severed? Yes — if the previous partner dies. Because of this, all creatures typically protect the partner they are bonded to. This is the same reason why witches are afraid to form bonds with immortal partners.
• The Dove Coven specializes in helping witches and others escape dangerous dependency on the creature they are bonded with. It is essentially an assassin organization.
• A sympathetic bond is NOT love, this is a pact.
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Differences in bonds between different creatures:• A witch forms a sympathetic bond with the creature to whom she he connects a part of his soul with the being (gives the witch's soul). During the lunar cycle, the witch and that creature desire each other intensely.
• Important: A witch does not need to have sex exclusively with this partner. A magical creature can form bonds with unlimited witches.
• Werebeasts form a sympathetic bonds with those dear to them (like their alpha). It calls Full Moon Pact. They never attack someone they’re bonded with. Unlike witches, they can maintain several bonds at once.
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Witches• Witches linked to nature and Dawn goddess. No magical abilities at birth.
• Witches draw power from the natural world, spirits, herbs, the moon, and the elements.
• Style: ritualistic, intuitive — potions, charms, sigils, rituals
• Tone: folk magic, pagan traditions; sometimes feared
• Source: nature, spirits, intuitive connection
• Social roles: maintaining natural balance, potion-making, helping people, cemetery watching, connection between magical creatures etc.
• Person can become a coven witch from any age if the coven head chooses they. They studies theory, potions, herbcraft, etc. Most of the knowledge about alchemy is concentrated in the hands of witches. To successfully prepare potions and transmute (change the composition of a substance), a connection with nature is ESSENTIAL.
• At 18, the head performs a ritual granting her magical powers — abilities inherent to the coven. Afterward, she may study indefinitely until her mentor declares her ready to graduate. Graduation = a witch can separate from the coven and find her own path.
• A witch loses a portion of her power when she initiates new witches into a coven. This weakens her temporarily and requires long recovery periods and numerous rituals.
• The head of the coven is the law, even if it contradicts the actual laws.
• Witches think mages are arrogant lucky brats who (usually) didn’t earn their abilities.
• Witches can form sympathetic bonds with magical creatures.
• Witchcraft is absolutely legal and protected by the law.
• If a witch leaves her coven, she tears all ties to nature and becomes an ordinary human. This moment — along with the lunar cycle — is the most dangerous period of her vulnerability. Leaving the coven is frowned upon. To join another or return, one must endure an absurd, humiliating ordeal from Dawn.
• Places of Power are sites where the coven gathers annually to connect and redistribute power. If the coven does not gather in full, or does not gather at all, the bond may break, causing them to lose their powers.
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The lunar cycle• The lunar cycle replaces menstruation for coven witches. It happens once a month, during which the witch becomes extremely aroused and seeks to conceive (the influence of connection with Mother Nature Dawn, “be fruitful and multiply”)
• It is the only day of the month when witches are fertile.
• Estrus ends either after one day.
• Important: witches who have not yet established a sympathetic bond guard their witch's soul for a powerful magical partner. Having sex with a non-magical partner does not affect the future formation of a bond.
• A bonded creature may have erotic dreams involving the witch during her cycle.
• Witches often isolate themselves to avoid unwanted pregnancies. Wealthy covens use forbidden contraceptive potions (but the ingredients for them are very rare)
• Masturbation provides temporary relief.
• Witches often help each other during the lunar cycle — caring for the afflicted witch, preparing herbal brews (usually hallucinogenic) to ease symptoms, and offering physical assistance. Same-sex relationships are common in covens.
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Witch's Soul• A part of the soul bonded when a witch has sex with another mage or any magical creature.
• A coven witch must bind her soul to a powerful magical creature. This significantly increases her magical power. The witch’s level of magical energy and the strength of her spells increase dramatically. She may also acquire certain traits or abilities from her partner. For example, a bond with a Sage can grant her partial mastery of the abilities that Sage possessed, while a bond with a fire dragon provides fire resistance and the capacity to wield fire magic. Weak mages cannot form a bond with a witch.
• The stronger the creature, the greater the increase in the witch’s power.
• The creature gets the opportunity to sense the danger threatening the witch and communicate with her telepathically..
• Social danger: Many powerful mages and magical beings exploit witches — offering deals or demanding payment to “take” a witch’s soul, since increased power is so valuable.
• Important: The witch does not need to stay with this partner.
• Only one sexual act is required.
• Subsequent partners have no effect. Only the death of the creature can break the bond.
• The bond can have individual side effects for both partners (mutual uncontrollable attraction, telepathy, and other random properties. Be creative.)
• Witch's/magical virginity is a derogatory term for a witch's soul used by mages.
Octopus covenOctopus coven an ancient coven that has fallen apart more than once. Contains nine witches (one “head” and eight “tentacles”). Extremely old school - pointy hats, minimalist dresses, bare feet and an ascetic lifestyle (at least those who live with Selena). Selena has come up with strict rules of it. Witches are given numbers (first tentacle, second tentacle, etc.) according to the number of an octopus’s limbs. The Head is #0. (the numbering not shifts when someone leaves)
• Reputation: controversial
• Status: Fragmented
• Allies: Forest Keepers, Fairy Council, Eden Academy
• Occupation: maintaining natural balance, potion-making, helping people, cemetery watching, coven specializes in spirit tracking and binding
• Founder: Zaira Veira (now a hermit)
• Head: Selena Veira. The coven was originally revived by four witches: Selena, Mirelle, Iris and Talia
• Base: Selena's house near the forest and the Fairhaven village.Backstory:Founded many centuries ago, it became famous for the discovery of a contraceptive potion. Incredibly wealthy, it fell into political and legislative thrall and disintegrated, with many members executed for distributing heretical potions (such as those that disrupt economics and biology). It fell out of favor with the Dawn. Zayra was left alone and after many centuries she took Selena as her apprentice and passed on her knowledge, but not her power, since the coven no longer existed.
Selena and three of her friends created the Octopus Coven, gaining their own powers. They spent a long time clearing the coven's name until they broke up due to Talia's tragic death. After Talia's death, Selena sold all the coven's wealth that she could and went into asceticism.Abilities and Features:The Octopus Coven can cast curses, soothe the dead, brew potions, and create shadow tentacles. Every witch has a special trait, often tied to her personality or intentions. They assist villagers and protect forests and cemeteries.Members of Octopus coven:Selena Veira: (#0, the Head, reviver)
Mirelle Dallas: (#1, first tentacle, reviver, unofficially in the Black Vine Coven)
Iris Daanen: (#2, second tentacle, reviver, now hermit and the bride of the sea prince)
Talia Moen: (#3, third tentacle, reviver, She died during the formation of a sympathetic bond with the dragon because Selena talked her into it for the sake of the coven's greatness.)
Nora Feld: (#4, fourth tentacle, Mirelle’s ex-apprentice, sympathetic bond with a werewolf, founded a werewolves shelter)
Etta Croy: (#5, fifth tentacle, Mirelle’s apprentice)
Laura: (#6, sixth tentacle, Selena’s apprentice)
Margot: (#7, seventh tentacle, Selena’s apprentice)
#8 eighth tentacle is not occupied yet, the future Selena’s apprentice
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Selena's house:Small home nestled between the forest and the village of Fairhaven.
It's one-room shack with vegetable garden and orchard to the side, with chickens. The house itself is modest, with an attic that serves as Selena's bedroom.
Inside, the main room is sparsely furnished but clean. A cauldron sits in the corner, surrounded by various herbs and potion ingredients.
A ladder leads up to the attic, where Selena sleeps. There is a fireplace for cooking, a large tub for bathing behind a screen. Near the hearth is a large upholstered chair of the head of the coven. There is an oak table against the wall, littered with papers and ingredients. The air smells of dried herbs and wood smoke.
The Witch's apprentice lived in a small utility room to the left of the entrance. This is a room where there Witch's apprentice were several sleeping bags made of straw, a trunk for things and books.
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Black Vine Coven — a large coven with a shady reputation in the capital, Noxland. They want to develop abilities from other schools of magic besides nature magic; because of that, they often use blood or forbidden rituals, making them unpopular with other covens.
Dove Coven — a small coven of three witches who help witches who got into trouble due to failed sympathetic bonds.
No one has seen the coven's founders; they communicate telepathically through doves. They have many followers united into a large assassin family. To summon an assassin from the Dove Coven, you must sacrifice a live dove while mentally voicing your intentions. If the coven accepts the order, the dove will come to life and fly away to the assassin who can fulfill it.
WEREBEASTS AND "FAMILY"
LycanthropyLycanthropy is a magical affliction, a hybrid of curse and disease, transferred through blood, saliva, or open-wound exposure from an active werebeast (werewolf, werefox, werebear, etc).
Important: Werebeasts usually look like ordinary people. They may have claws and fur on their body.All werebeasts have DIFFERENT instincts and habits, werewolves are the most common.
Werebeasts are transformed because of full moon, instinct, hunger, and heightened senses. They require structured routines, physical activity, and stable emotional environments to stay balanced.Life of WerewolvesWerewolves instinctively follow an alpha, whose emotional stability influences the whole group. Without pack, a werewolf quickly becomes volatile or feral.Abilities• Enhanced strength, speed, and reflexes
• Regeneration, except when affected by silver or forbidden magic
• Night vision and heightened smell
• Partial transformation (claws, fangs, fur) outside the full moon
• Full transformation during lunar peaks (they transform into big muscular anthropomorphic wolves)
Instinct telepathy within a pack — emotional rather than verbal
• A natural pull toward powerful magical beings, which stabilizes their instincts
• They can make a full moon pact.
• Humans largely fear or despise werebeasts, associating them with uncontrollable violence, curses, and death. Most towns refuse them entry; some regions hunt them on sight.
• Legal shelters like The Family shelter are rare, controversial, and strictly regulated. If you're a werewolf, that's where you're going.
• Every year, werewolf hunts are held in the outskirts of major cities. They usually involve groups of specially trained guards led by high-ranking knights. Werewolves are extremely dangerous, and many people die in these raids every year. It's an easy way to advance a military career.
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Werebeasts' lunar cycle• For werebeasts this is the peak of their existence and a chance to make a sympathetic bond (in any way - sex, ritual, etc.).
• Full transformation is irresistible, even with great discipline.
• Physical abilities multiply: strength, speed, night vision, and regeneration reach supernatural levels.
• Hunger peaks—for food, intimacy, and territory.
• Next to the one with whom the bond is made, the rage of the werebeast becomes less.
• They can sense their bonded person’s emotions, pain, and distance.
• Werebeasts become fiercely protective and affectionate toward the one they belong to.
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Full Moon PactThe Full Moon Pact is a way to create sympathetic bonds for the werebeast. It's unique werebeast practice by which a wolf anchors themselves to an individual—an alpha, a packmate, or, more rarely, a human caretaker. While many cultures once insisted these bonds follow strict hierarchy, modern packs have developed diverse approaches. Each werebeast chooses a bonding method based on personal temperament or pack custom, leading to three broadly recognized forms.
The first is the bond of intimacy and devotion. (sex in werebeast form) Wolves who seek closeness—romantic, protective, or deeply emotional. It is most often associated with sex in their werebeast form.
The second form is the bond of camaraderie, used among packmates who fight, train, or live together. It is simpler, marked by a ritualized exchange of scent and a brief alignment of their heartbeats during the Full Moon rise.
The third is the bond of guidance, commonly pledged to an alpha or caretaker. This bond requires the werebeast to offer a small drop of blood on smooth stone before their leader echoes the gesture, symbolizing shared blood.
While the details vary, all Full Moon bonds rely on the same principle: allowing instinct to briefly dominate, so that the inner wolf may “recognize” another being as significant. In civilized territories, such as licensed shelters, these rituals are carefully supervised; in traditional packs, they are celebrated collectively as part of the Full Moon’s natural rhythm.
The Family, Werewolf ShelterThe Family is an official werewolf shelter founded by the wealthy alchemist Nora Feld. It consists of ten werewolves, each with their own temperament, disposition, and personal goals.Nora is a very rich and highly successful alchemist who spends all earnings on maintaining a large werewolf shelter. The shelter is a vast mansion deep in the forest. Nora’s fairy assistants help with cooking, cleaning, and gathering potion ingredients.Because humans despise werewolves — and anything connected to lycanthropy — many come here seeking refuge and a home. The shelter is fully legalized, officially registered in the kingdom, and operates under a license.Werewolves learn self-control through special sedative potions, breathing discipline, and strict self-regulation. Each day their energy is directed into purposeful activities meant to exhaust both body and mind.
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Family shelter structure:The mansion’s ground floor is occupied by the werewolves. They live in shared rooms, four to a room. They have access to:
•a large fenced yard filled with medieval training toys, targets, and amusements
•a library
•supervised walks in the forest, granted only to those who have proven control over their hunger
•stable, vegetable garden, small forge
•Nora’s room is on the second floor — spacious, ornate, and reminiscent of a princess’s chamber.
•The third floor of the werewolf shelter “Family” is a room littered with old alchemical equipment, in the center of which stands a sealed coffin of enormous size. It cannot be opened. If you open it somehow or try to look inside, then the person who is trying to do this will be electrocuted.Public opinion of Nora is mixed. She is both a first-class alchemist and a caretaker of werewolves, yet many people wish all werewolves dead.The werewolves adore and obey Nora with dog-like devotion, even though their personalities differ. It is normal within this shelter for werewolves and Nora to have sexual relations; she often brings one to her bed for warmth. Within the structure of the shelter, this is considered acceptable and seen as a form of repayment for sanctuary.
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WEREWOLFS (I'll add links as I make bots)Kael — Alpha, Former Royal Guard
Kael is the pack’s disciplined alpha. He is a formidable figure, standing nearly seven feet tall with a powerful, muscular build. His skin is a flat, slate grey, and the fur covering his shoulders, back, and limbs is the color of dark charcoal. He has a stern, weathered face with high cheekbones and intense, intelligent yellow eyes. His dark hair is kept short and practical. He is the most disciplined and controlled of the werewolves.Formerly a royal guard, he contracted lycanthropy during a battlefield encounter with an infected beast, and now channels his iron will into protecting the others.Roric — Blacksmith’s Apprentice
Roric is a loud, loud, boisterous, and fiercely competitive. Roric is slightly shorter than Kael but broader in the chest and shoulders. His skin is a light tan, and his fur is a sandy brown, almost blond in the firelight. He has a square jaw, a perpetually confident smirk, and bright, amber-colored eyes. Once a blacksmith’s apprentice, he was infected after stepping in to defend a traveling merchant from an enraged lycanthrope, and now uses his strength to challenge himself — and everyone else.Bram — Woodcutter
Bram is Roric's usual sparring partner and friend. His skin has a warm, ruddy tone, and his fur is a rich russet-brown. Gentle giant, kind, calm, sociable, dog-like. Raised in a large, loving family (nine siblings) in Frog River, his lycanthropy was hidden and supported. Lived a stable life of labor before voluntarily joining the werewolf shelter.Fen — Scout and Former Thief
Fen is leaner and more wiry than the others, built for stealth and speed rather than brute force. His skin is a pale, almost moon-like grey, and his fur is pure, deep black, allowing him to blend seamlessly into the shadows. He has sharp, angular features and piercing, silver-grey eyes that seem to see everything. He moves with a quiet grace and rarely speaks. Once a street thief who relied on stealth to survive, he contracted lycanthropy through a bite during a nocturnal break-in gone wrong, and now serves as the pack’s watchful scout.Silas — Herbalist
Silas is tall, lanky, pale, silver-furred, and anxious, often hovering near Fen for reassurance. He is the pack's lore-keeper and medic. Formerly an herbalist, he accidentally exposed himself to contaminated werewolf blood while treating a patient, and the condition has made him timid but remarkably perceptive.Gunnar — Quarry Worker
Gunnar is a compact powerhouse with dark fur and immense physical strength, rivaling even Kael’s. Stocky, with dark brown fur and a thick beard. Former quarry worker from Sidehill. Bitten by his friend Torsten during a mine collapse and later killed his own parents during his first full moon, leaving him traumatized and unstableLeif — herdsman
Leif is the youngest werewolf. Blind from birth. His transformation is not fully complete, leaving his white fur patchy and uneven over his freckled skin. He is eager to please but often clumsy. Formerly a herdsman, he was infected after unknowingly tending to a wounded shapeshifter disguised as a traveler, and he now strives constantly to prove himself.Orin, Egan, & Dmitry — Dove coven right hands
a close-knit trio. Egan’s fur is reddish, Dmitry’s wheat-blond, Orin’s mottled grey-white. They act as one unit, loyal and dependable. Deceptively cute assassins. Constantly on missions.FAIRYDong, Squeak and Flicker: All three are about five inches tall with delicate, insect-like wings that shimmer with iridescent colors. Their skin is a light, leafy green, and their features are petite and sharp.Dong: Has short, spiky, dark green hair and a determined, no-nonsense expression. She is the most assertive and often acts as the leader of the trio.Squeak: Has a rounder face, wide, curious blue eyes, and light green hair tied in two small bunches. She is the most emotional and easily flustered of the three.Flicker: The smallest and most timid, she often hides behind the others. She has long, pale green hair that seems to float in the air around her and her eyes are a soft lavender color.






























