--- title: Wands in Twilight Come Hither subtitle: A game about teenage magic and growing up --- WITCH is a game about a close­-knit group of teenage characters with magical powers, called a coven, and the adventures they have. We play to watch them stumble toward adulthood, and see the price of life's lessons. WITCH is based on the "Forged in the Dark" game rules. Touchstones: this game is meant to emulate the characters from fiction such as the "Harry Potter" series, "Little Witch Academia", "Kiki's Delivery Service", "Magic User's Club", "Hilda", "Over the Garden Wall", and "Labyrinth": characters encountering and wielding magic as they grow up. ## How to Play The game requires 3­-6 players, one of whom will be the Mentor. Mentors facilitate the game, keep things flowing, present challenges, and ask questions. Everyone else will play a Witch. Witches can be of any gender or other persuasion. Magic calls to all. Everyone will play at least one character in the game, although Witch and Mentor characters are created differently. ## The Core System The game will shift between three styles of play: **free play**, where characters goof off or attend classes or do odd jobs, the **adventure**, where characters work together to achieve a goal or confront a challenge, and **downtime**, where the coven experiences the after­effects of adventuring. When you play, the group will face questions: if our characters try to do a thing, what happens? The rules exist to help answer these questions, but they never dictate the results. Players always control how they do a thing ­- via persuasion, brains, magic, instinct. The Mentor always controls the risks or effectiveness of that "how", and whether to use dice to answer any questions that arise. ## Progress Clocks When the Mentor needs to keep track of the passage of time, maintain tension, or otherwise let things happen in the background, they can create a progress clock. Draw a circle that has 4, 6, or 8 segments, like pie or pizza slices. When something happens that would make progress on the situation the clock represents, fill in one of the segments. When all the segments are filled, whatever was ticking down comes to fruition. Many rules will lead to one or more segments of a clock being filled in. ## Rolling Dice Whenever a rule tells you to roll dice, you'll be rolling one or more six-­sided dice. If a rule says a number with a "d" after it, like "1d", that's a number of dice. Some rules give you bonus dice, like "+1d". Roll all the dice you have, and look for two things: the highest result on any of the dice, and (if you got a 6) whether you got multiple 6's, called a critical. The "result" of the roll is the highest result you got. Some types of rolls care about criticals, others don't. If you ever have to roll, and you don't have any dice, roll 2d and take the lowest result on the two dice. You can never get a critical on this kind of roll, even if you roll a pair of 6's. ## Actions and Attributes There are nine actions in the game, grouped into three attributes. ### Brains When you **Fiddle**, you make repairs or changes to a thing, like repairing the spine of a book, picking a lock, or affixing gems to a new magic wand. When you **Study**, you pay close attention to something or someone. When you **Theorize**, you study or develop magical phenomena, like a new spell, an alchemical potion, a mysterious ritual circle, or a ghostly dragon. ### Guts When you **Duel**, you challenge someone else to a physical or magical fight, whether to harm or disarm. When you **Scurry**, you move somewhere else quickly or efficiently, whether running, jumping, riding on a flying broomstick, or clinging to a wild gryphon. When you **Tiptoe**, you avoid detection by sneaking around, being quiet, anticipating where you might be seen, or just blending in. ### Heart When you **Chat**, you talk casually and openly with someone else, to learn information, convince someone of something, or just make them feel better. When you **Feel**, you get in touch with your own emotions or those of someone else, to empathize, comfort, or understand. When you **Yell**, you forcefully get someone's attention, shout them down, or get through to them if they aren't listening. ## Stress Witches have a reserve of points, called stress, that shows how they are coping with the awkwardness, uncertainty, frustration, and terror of their lives. Strange spells, mystic monsters, ancient arcana, and watching your crush walk down the hall can all be a source of stress. Several rules let the characters gain or lose stress. When a Witch marks their tenth box of stress, they take a Maturity condition, and clear their stress track. ## Maturity When Witches push themselves out of their comfort zone, they learn the painful but necessary lessons of adulthood. These marks of maturity are good for the Witch as a person, but they pull the Witch away from the carefree adventures the game is about. * Reliable: you always do things you agree to do * Careful: you show caution and restraint * Fair: you consider opposing positions or try to maintain objectivity * Patient: you don't rush into situations, but let things happen at their own pace * Humble: you don't put your own needs or wants ahead of others' Maturity conditions are permanent. Once you learn one of life's hard lessons, there's no going back to how things used to be. Once you've marked your third Maturity condition, your Witch is ready to leave the game at some appropriately quiet time. Mature Witches can reappear as NPCs, at the Mentor's option. ## Action Rolls When your character does something challenging, you make an action roll to find out how it turns out. Actions have a clear goal in mind, a clear way the character is doing it, and a clear idea of how it can go wrong. If the character just wants to avoid something happening to them, that's a resistance roll. To make an action roll: * Declare your goal for the action ("I want...") * Choose the ability you're using to achieve it ("I'm Studying") * The Mentor sets the position for the roll, based on your narration ("that sounds Risky") * The Mentor sets a effect level * Optionally, trade position for effect * Determine bonus dice * Roll ability and bonus dice * Determine the outcome ### Setting the position The possible positions are **Boring**, **Risky**, and **Stupid**. Boring actions are low­risk, low­reward actions like library research where failure is still possible, but not dramatic. Risky actions are challenging, but can pay off if successful. Stupid actions are foolhardy, dangerous, or desperate, things you only do when things are bad. The default position is Risky. ### Setting the effect level The possible effect levels are **Limited**, **Standard**, and **Great**. Limited effects happen when what you're doing won't make much of a difference, or the Mentor isn't convinced your approach will work out well ("I am befriending him with Duel"). Standard effects are normal outcomes: what you did made sense, and will be fruitful. Great effects are very appropriate or game­changing rolls, the right action at the right time. The default effect is Standard. ## Making the Roll Roll your ability rating in six­sided dice, plus any bonus dice you earned. * If you got any 6's, you got a Full Success. You do the thing you wanted. * If you got more than one 6, you also get got a Critical Success. Raise the effect level up by one (e.g. from Standard to Great). If it's already Great, the Mentor will give you some bonus beyond that. * If your highest roll was a 4 or 5, you got a Partial Success. You do it, but something else happens. * If your highest roll was a 3 or less, you got a Bad Outcome. You don't do it, and something else happens. If you didn't get a Full or Critical success, the Mentor picks what happens, based on the fictional situation. If you're not sure what to pick, choose one from this list on a Partial success, and two on a Bad Outcome. * You hesitate or falter. You can try a different approach at no penalty (Boring only) * There's a consequence (reduced effect, immediate peril, or other complications) * You're put in a worse position next time (going from Boring to Risky to Stupid) * You lose the opportunity (Stupid only) ## Action Roll Effects After making an action roll, the Mentor narrates the outcome. Sometimes the outcome only applies to the fiction ("you grabbed the right book off the shelf before you got noticed"). But most of the time, there will be other mechanical effects, like making progress on a clock, or raising scrutiny. In general, positive outcomes like this depend on the effect level you got, and negative outcomes depend on the position you rolled from. When talking about progress clocks, scrutiny, or other counters, Boring positions or Limited effects mean 1 tick, Risky positions or Standard effects mean 2 ticks, and Stupid positions or Great effects mean 3 ticks. Effects beyond great mean 5 ticks. ### Progress Clocks The Mentor can mark progress on a clock. For successful actions, this should be a positive clock, like one measuring progress toward a goal. For consequences, this should be a negative clock, like one indicating how close an enemy is to finding the characters. If it makes sense to start a new clock, do this instead. ### Scrutiny If the characters' actions would draw attention from adults who have power and influence over them, increase the level of scrutiny. See the section on Adventures for more details. ## Resistance Rolls When a character is in peril, they can choose to resist the worst of the consequences. Make a resistance roll using dice equal to the attribute (Brains, Guts, Heart) that reflects how you are resisting. You take 6 stress, minus the result of the roll. For example, a character with Chat 2 and Empathize 1, but no Yell score, has a Heart resistance of 3. If they roll a 2, 4, and 5, they would take (6 -­ 5) or 1 point of stress. The consequences you would have otherwise taken are negated or reduced. Resistance rolls can apply to many kinds of harm. When in doubt, ask the Mentor if resistance is possible. You can apply any kind of bonus dice to resistance rolls, as long as it makes sense. ## Fortune Rolls When something is happening and the group just wants to see how it goes, make a fortune roll. Fortune rolls are based on the situation, not on a Witch's personal stats. Some Fortune rolls start with 1d, then have you answer a few questions that can add (or remove) dice from your roll. Others might be rolled on a numerical value, the way an action roll uses a Witch's action score. You usually can't apply bonus dice to fortune rolls, but ask the Mentor if it makes sense in individual cases. ## Assisting If another Witch can assist you with a roll, they mark 1 stress and you get +1d. Their player describes how the assistance happens. ## Challenging Yourself You can use stress to challenge yourself to try harder or go bigger. For each bonus you choose from the list, take 2 stress. You can pick each bonus only once. * Add +1d to any roll * Gain 1 level of effect * Take an action while you're otherwise incapacitated ## Chaos Sometimes, a situation gets out of control, all on its own. The characters don't anticipate the consequences of their actions, a hidden trap is triggered, an old spell is activated, or the hat they borrowed belongs to the senior provost. When a player is making a roll, anyone ­ the Mentor, other players, even that player ­ can suggest a chaotic outcome. If the rolling player and the Mentor both accept the suggestion, the roll gets a bonus of 1d. The outcome happens, whether or not the roll succeeds. Typical chaotic outcomes are: * Unintended consequences or unwanted harm * Loss of Image or an important item * A betrayal of a friend or loved one * Loss of Goodwill from a faction * Progress on a new or existing clock * Extra Scrutiny from adult authorities ## Friendship The coven as a whole has a pool of dice called Friendship, representing their bonds as friends and fellow witches. Any character can gain +1d on an action from Friendship. Friendship normally resets to a pool of 2 dice at the start of an adventure. ## Image As your character adventures, you will gain a resource called **Image**. Image is a combination of your reputation, how other characters see you, and how you see yourself. Image doesn't just come from growing up or doing ordinary things with your friends. It comes from adventure, magic, and wonder, but it also comes from struggle and success. Your Image starts at 0, and goes up as you adventure. You can "spend" Image in various ways, by sacrificing your time, imposing on people around you and asking for favors, or putting up with frustration and annoyance to get something done that's important to you. * Spend 1 Image to get an extra activity during downtime * Spend 1 Image to raise the result level of a downtime activity roll * Spend Image to avoid certain types of fallout after an adventure * Give some Image at the end of an adventure to another Witch ## Fate Your Fate is how much Image you've built up at the end of your adventures. When you've marked your last Maturity condition, or any other time when your character moves on from the childlike adventures as a Witch, look at how much Image you've accumulated. This determines your Fate as an eventual adult: * 0­-10: a disreputable or sad witch * 11-­20: an inferior or typical witch * 21-­39: a successful or happy witch * 40+: an extraordinary witch Magic demands much of a character, and some people are happier putting it aside as they grow up. You can sacrifice your magical potential to gain a Fate one level higher, but as a mundane person. ## Coven Creation All players decide as a group which type of coven they will be playing: City Witches, Forest Witches, or School Witches. The Mentor should make a copy of that coven's sheet, and keep track of elements on it. Your choice of coven largely tells you what kinds of things you'll do in the game, what sorts of challenges you'll face, and what adventures you might go on. You might have friends or acquaintances aside from the people in the coven, but these are the folks that will charge into the dragon's lair with you (metaphorically or literally). Your coven also has a reputation with people. ## Witch Creation When you start the game as a group, everyone will need to create a character. The Mentor player defines the nature of their Mentor character (teachers, townsfolk, old wise people of the wood, etc.), and how they relate to the Witch characters. Mentor characters have no stats, and the Mentor player never rolls dice. Each Witch player then does the following: * Pick a playbook from the list of playbooks that follows, and make a copy of the sheet * Distribute 5 dots across the nine abilities on that sheet * Pick one or two insecurities, which are things your character worries about, e.g. your appearance, your school studies, relationships, your family's approval, your magical ability (or lack of it), and so on. * Look at the playbook's contacts list, and pick one contact to be a friend, and another to be a rival or enemy * Record your character's name, appearance, background, and anything else important to know ## Advancement Your characters grow and change in many ways. Characters accumulate experience (XP) that let them improve their confidence, improve their action scores, or grant them new abilities. At any time during play, you earn XP: * When you make a Stupid roll, for any reason, and whether or not it succeeds At the end of the adventure, you earn XP: * When you pursue your ideals and goals, or when your background comes into play in the story * When you struggle with your insecurities or Maturity conditions * When you meet your individual playbook's XP trigger * When any other rule indicates that you can mark XP You can spend earned XP at any time in the following ways: * Spend 4 points to grant yourself 1 point of Image, as your adventures improve your self-confidence * Spend 6 points to raise a single action rating by one, up to a maximum of 3 * Spend 8 points to buy a new playbook ability ## Coven Advancement At the end of the adventure, the coven earns XP: * When it met the coven sheet's XP trigger * When it took on a significant challenge * When it reinforced its reputation or developed a new one * When its members developed or reinforced their relationships to each other (may be marked twice) * When the coven met its specific XP condition The coven can choose to spend XP at any time in the following ways: * Spend 8 points to buy a new coven ability or unlock a friendship perk * Spend 4 points to buy a new coven resource ## Adventures Witches spend time with friends, play games, sleep, eat, and perhaps attend school. But they also explore strange places, investigate odd happenings, and confront bad people. These exciting moments of their lives are collectively called **adventures**. The reason a coven of Witches goes on an adventure is called the spark: * Anger: the coven is upset about something, such as someone getting hurt * Confusion: the coven misunderstands a situation, or wishes for something to be covered up, such as a mysterious threatening figure who is secretly friendly * Fear: the coven is afraid of something, such as a mythical monster or other peril * Mystery: the coven wants to understand something, like a strange spell or a friend sneaking out at night * Relationships: the coven wants social contact, such as helping a friend or recruiting someone to help them * Travel: the coven wants to get somewhere, either for a specific reason, or just to explore The spark of an adventure can happen in many ways: * Free play suggests an adventure idea, as the Witches learn about something and decide to pursue it * A Witch's friends or enemies place demands on them, such as a rival's public dare to enter the mysterious forest * A Witch wants to address one of their insecurities, such as learning of a magic book that will improve their grades * A Witch has a goal that can only be satisfied by an adventure * A threat or mystery appears in the area ## Trappings Witches are young magic­-users, and they carry all manner of strange and wonderful items to aid them. Characters in fiction are often revealed to have just the right item for the adventure they are on, and our witches are the same. Rather than choosing *what* you carry when the adventure begins, you make a decision about *how much* you're carrying. This is a number between 2 and 5, and it's how many trappings you can pick. Your trappings are things like a magic wand, a broom for flying, and so on. During the adventure, when you discover a need for one of the trappings on your playbook sheet, mark it as something your'e carrying. You can't mark more trappings than the number you selected at the start of the adventure, though. ## Engagement Once the spark of an adventure has been found, the group will make an engagement roll. This is a fortune roll, starting with 1d. The Mentor answers these questions, and adds or removes dice. Then another player makes the roll. * Is this adventure particularly selfish, benefiting only one or a few people at a cost to others? Take ­-1d. * Is it particularly selfless, doing something good for another person? Take +1d. * Is the focus of the adventure notably practical, boring, or pedestrian? Take -­1d. * Is the focus wondrous, magical, or strange? Take +1d. * Are any rivals or authorities interfering in the adventure? Take ­-1d. * Can any of your friends or contacts provide aid or insight for the adventure? Take +1d. * Are you going up against a scary obstacle or into an unexplored or dangerous area? Take -­1d. * Are you doing something safe, or in a well-known area? Take +1d. ## Playing Through the Adventure It's not fun to game through packing lunches, stuffing backpacks with odds and ends, saying goodbye to friends, or walking for hours through a forest when nothing happens. The purpose of the engagement roll is to get the characters right into the action. The Mentor sets the scene based on the outcome of that roll: * On a Critical Success (multiple 6's), the group has overcome one obstacle, and the next action will be Boring * On a Full Success (a 6), the group is ready for anything, and the next action will be Boring by default * On a Partial Success (a 4 or 5), the group is taking chances, and the next action will be Risky * On a Bad Outcome (a 1­3), the witches are in over their heads, and their next move will be Stupid In addition to the engagement roll, the Mentor starts one or more progress clocks: * A clock showing progress toward the adventure goal, if it makes sense to keep track of this (for example, if the goal is to explore, a clock might indicate how much of the area has been discovered) * A clock marking Scrutiny, which shows how much negative attention adults or authority figures are paying to the witches' actions Every time the Scrutiny clock ticks town, the Mentor will mark a point of Trouble, and starts a new Scrutiny clock. Trouble affects entanglements, and can only be removed by the Behave downtime action. Once the engagement roll has been made, and the Mentor has described how the Adventure has begun, the Witches play through the scenario, using action rolls, resistance rolls, and narratiing as appropriate. There are two special actions witches can take during adventures: flashbacks and ritual magiic. ## Flashbacks When it makes sense that a witch would be ready for something now because of something that happened earlier, the player can declare a flashback. Examples include a bookworm studying up on magic at the library, a chance meeting of an eager witch with a helpful old man, or the revelation of the secret history of an important trinket someone is carrying. Flashbacks are resolved just like any other action. However, they can come at a cost. If the Mentor feels that the flashback is complex or improbable, the player must pay 1 stress. If it's an elaborate or unbelievable flashback, the player must pay 2 or more stress. If the player pays this cost (assuming there is one), they can proceed with the flashback, along with any action rolls or other mechanics that are called for. Alternately, a flashback can represent a downtime activity, like researching just the right spell for the occasion. In this case, pay in Image rather than stress. ## Protection and Setup Actions If it makes sense to do so, a witch can make a resistance roll to protect themselves or another character from harm. Some playbooks, like the Underdog, have improved ways of doing this, but anyone can attempt it if the narration makes sense. If a witch's actions have no effect other than setting up another character for success (such as causing a distraction, or analyzing a weird spell and relaying the results), then on a success, the player can declare that the recipient of this aid gets either an improved position or improved effect on their next action. ## Ritual Magic When things are bad, witches can gather their power and create a group magical working. Any character who wants to participate adopts a position in a ritual circle formation: North to anchor and secure the working from harm, South to draw up magical power to fuel the working, East to radiate the energies, West to unify and harmonize the group, and Center to direct and control the magic. Only the Center position must be filled. Everyone in the ritual makes an action roll, using the same action (chosen by the player leading the ritual). The overall result is as though everyone's die rolls had been made in a single action roll. However, the witch at the Center takes 1 stress for every other person who rolled a 1­-3 as their best result. Ritual magic can benefit from assists, setup actions, and all other benefits to an action roll. ## Mentor Intervention In some dire cases, the adventure spells doom for the characters. They're trapped by a hostile dragon, or about to be engulfed by a volcano, or the evil wizard is about to transform them all into pangolins. In such cases, it's acceptable for the Mentor's adult character to make an appearance, saving the day. If this happens, the adventure will not grant any Image, and the Mentor marks Trouble. The witches will be admonished later, but at least they're alive. This is the only way Image will not be granted at the end of the adventure. ## Downtime After the adventure is finished, the Mentor will award Image and handle entanglements. Once this is done, players can declare downtime actions. ## Image Adventures are exhausting and scary, but actually completing them is an amazing feeling. Every character receives between 1 and 5 Image, based on the scope and scariness of the adventure: 1 for a fun frolic in the woods, 5 for defeating a major adversary or discovering an amazing secret. If an individual witch used as many trappings as the allowance they chose, and each of their trappings was applicable only once to the adventure, they gain 1 extra Image for good planning. In addition, each player gets the same amount as Image that they can award to other players of their choice. This can be for heroic action, comedic moments, good roleplaying, or anything else a player chooses to reward. For example, Alice receives 3 Image for a moderately challenging adventure. She gets 3 more to give out, and gives 2 to Bob and 1 to Carol. ## Entanglements Witches don't have adventures in their own little world. They'll interact with people, and their actions can have consequences on the people around them. The coven starts the game in a neutral relationship with every faction in the game (such as teachers at school, townsfolk, and so on). Like a character's contacts, a faction as a whole can be on good or bad terms with the coven as a whole. At the end of the adventure, the Mentor looks at how much Trouble the characters have created. For each point of Trouble, move a faction's relationship down by one (from good to neutral to bad). The coven then receives 2 or more points of Goodwill, representing the positive impressions they've made during their adventures. These points can be spent raising faction relationships back up the same way (from bad to neutral to good). ## Entanglement Scenes Once faction relationships have changed, the Mentor decides how this manifests, and narrates something appropriate. Perhaps one faction sends a member to congratulate the coven ­ but another is on the war path, and sends an angry representive out for blood. The goals of the entanglement scene is to see how the witches' actions have changed the world around them, and to spark new adventures. If appropriate, play through a scene in which the characters must confront these people. Otherwise, the Mentor can sum up what happens, and offer a cost or complication, such as the loss of Image (if a faction punishes or condemns the witches). ## Downtime Activities Each witch can engage in two downtime activities automatically. Witches can pay Image to do more (representing overworking themselves or imposing on others), and some playbooks have rules giving them extra actions as well. ### Acquire Asset A witch can get ahold of something useful, but that will only last a short while, such as a potion, the use of a magic spell, or a favor. The witch automatically adds this item to their trappings on the next adventure, and it does not cost against their usual trappings limits. To acquire something permanently, use a long­term project. ### Long­-Term Project Witches can pursue goals (research draco- centaurs, acquire a rare grimoire, get a faster broom, teach a familiar to play harmonica). To make progress on such goals, the Mentor establishes a progress clock, and the witch makes an appropriate action roll, marking ticks on the clock as usual. When the clock finishes, the goal has been satisfied. ### Train Spend time learning something new, or collecting your thoughts about your recent adventures, or studying something you brought back from one of them. Regardless of how it works, you can mark 1 XP, or 2 if your training revolves around something the coven specializes in. See the coven sheet for details. ### Behave Sometimes you just have to buckle down and play by the rules. Every Behave downtime action reduces the coven's Trouble by 1. If you spend Image to get a bonus action and Behave, it means you got called on the carpet by someone important, and chewed out. Otherwise, it means a period of doing what you're supposed to be doing, under the watchful eye of someone in authority. ### Act Out When you need to relieve yourself of the burden of growing up, and just be yourself for awhile, sometimes you have to push back on peoples' demands on you. Choose something that happened during the adventure or an insecurity, and declare what you do based on that. Examples: * start drama * argue with friends or family about something * isolate yourself (in your room or by sneaking out) * rebel against a rule * obsess over a hobby Then roll dice equal to your lowest attribute rating (Brains, Guts, Heart), and reduce your stress by the value shown. If you reduce more stress than you actually have, decide what happens: * Someone comes down on you (mark 2 Scrutiny) * You make the coven look bad (roll another entanglement) • You are grounded (out of the action for a few days to a week) ## Home Locations The game was inspired by British and European folklore and mythology. You can choose to set your game anywhere and anywhen. For games set in the default setting, though, here are some typical locations for witchy adventure. Cobblespire, Broombridge, and the Gloaming Woods are all close enough to each other for witches to easily visit (whether via flying broom or on foot). While some parts of these places might be dangerous, witches can find spots to live in safety and comfort. The Mentor determines the placement and travel time to other locations. ## Cobblespire Academy This is the only official school of magic in the entire region, and the default home of a School Witches coven. Cobblespire is a sprawling, ancient collection of buildings, with towers reaching to cloudy skies. Vines reach up the walls from the herb­rich gardens. Room after room is thick with spider­webs and stacked tomes. Teachers in pointy hats instruct their students in ancient spells, while students gather in the commons and their own rooms to socialize, study, or scheme. Cobblespire has its share of problems (pick one or more): * The school is a shadow of its former glory and has fallen on hard times * The school is threatened by some outside source, perhaps with inside assistance * Magic is fading, and the school is carefully shepherding the power that's left ## Broombridge This is a major city, isolated by surrounding forests and farmland, but vibrant and varied. It is the default home of a City Witches coven. Broombridge is a melange of architectural styles, old manors and new shops, fountains and parks, statues to the folk heroes of olden time, homes and gardens. Sturdry farmers come to sell their wares to friendly city folk. Broombridge has a history with magic (pick one or more): * The people know magic is real, but don't always like witches (why?) * The people aren't sure that magic is real or not, and some might react badly if it's revealed * The people need the help of witches, but resent feeling needy ## The Gloaming Woods This is the name for the forests which fill the region, and is the default home of a Forest Witches coven. Paved roads and woodcutters' trails crisscross the woods, marking the safest routes, and linking the small settlements and isolated camps where people live. Strange lights and stranger experiences await anyone who ventures too deeply into the woods. Potent herbs, talking animals, and rumors of a powerful wish­granting being named the Green Regent all beckon travelers in despite the risks. The nature of the Woods' magic is ambiguous (pick one or more): * The woods are being taken over by a dark force, or such a thing already rules part of it (what next?) * Magic is mostly confined to the woods, rather than spilling out into the wider world (is that good or bad?) * There's a conflict between ancient fairy magic and modern human magic (how does it affect the PCs?) ## Adventure Locations These are places where witches might go to adventure. Magic, and danger, will be more overt in such locations. ## The Ruins Beyond the woods, there's a large cleared area. Ancient ruins lie here, overgrown with vines. Some say it's haunted, others say it's cursed. These ruins are part of the secret history of magic. Cobblespire's teachers and Broombridge's parents caution witch children not to visit the ruins, yet every year, a few of them do. ## The Caves There's a cave entrance near Broombridge, at the edge of the forest. The cave mouth is lined with runes that glow strangely in moonlight, and a breeze from inside sounds like a softly sighing voice if you listen for long enough. Young witches tell each other stories about the ancient underground kingdom the caves are supposed to lead to, but whether elves, gnomes, or cthonic enigmas live there is something no two stories can agree upon. ## The Cemetery Broombridge is an old town, and its cemetery is equally old. The town's famous families have mausoleums scattered through the ground. The shades of witches past might lurk here, if such things are truly real. Even if not, an important family might have buried something important in one of their vaults, and ancient records might point the way to these forgotten relics. ## NPCs and Factions Not every group of NPCs is a "faction". Factions are groups of people that involve themselves with the PCs' adventures, and have a good or bad opinion of the coven. When you start playing, you can decide which factions are part of your game, and add more factions as the game progresses. Any faction can appear anywhere, but most have one or two areas where they are usually found. **Beastfolk** are intelligent talking animals, such as birds or badgers, with a mixture of animal or human qualities. A talking bird, or a family of squirrels who live in a tiny log cabin, are both Beastfolk. (City, Forest) **Eccentrics** are teachers and staff who teach more obscure or difficult magical skills. They are sometimes old, often weird, and knowledgeable ­ but getting anything useful out of them can be challenging. (School) **Fairies** are mysterious creatures of magic, that reward witches who protect them, or play pranks on careless children. (City, Forest) **Pedagogues** are scowling, disapproving teachers who have no tolerance for childish antics, and expect good performance. They can be impressed by solid magical performance, however. (City, School) **Preceptors** are the positive teachers who mean well, but may not have much influence in larger affairs. They can be counted on for unofficial aid, but their quiet disappointment can sting. (City, School) **Puritans** are the conservative, cautious townsfolk who fear or mistrust magic. They can be persuaded by witches' positive actions, or harass them for any misstep. (City) **Skeptics** are people who don't understand the power of magic, prefer a mundane life, or (in games where magic is receding from the world) don't believe it exists. (City) **Woodcutters** are the taciturn people of the deep woods, who know the secret paths and ways of nature. They can seem scary to novice witches, but they may aid a coven that has done the forest a favor in the past. (City)