The Witchmen or Witch Clans, suspicious of outsiders, tend to marry within their own clan – the Dungers do this most extensively.
With the exception of the Faustys, strength of blood in the witch clans determines whether a person manifests the family power.
The Witch Clans live mostly in The Barrier Range, but the Birls and the Maddlows have scattered while the Penderghasts live in The Duchy of Thring. The Serendips live in distant Jahur.
- Birls (*animate wood; *scattered throughout Thring)
- Cransoms (*hallucinatory terrain; *adults killed, children kidnapped)
- Dungers (*stinking cloud; *enslaved the Hallovers, tribal war with the Osseries)
- Faustys (summon monster)
- Hallovers (*feather fall; *enslaved by the Dungers)
- Haverlies (*floating disc; *trapped in a valley)
- Maddlows (geas; geased to travel to the far corners of the Shrouded Lands)
- Mirdenlows (*willow shape; *?)
- Osseries (*burning hands; *tribal war with Dungers)
- Penderghasts (*disintegrate; *mostly wiped out)
- Serendips (*change emotions; *extant but of uncertain status as a Clan)
- Wrannows (rope trick; extinct)
- Yarbeens (unknown spell; isolated in valley)
Hooks
- What do the Witch Clans call themselves?
- What is the source of their magical bloodlines?
- What other clans are there?
- Why do all of the Witchmen have copper hair? Is it just the case of a gene pool that’s too small or is there some connection with 27.09?
- The Faustys and the Wrannows have a connection to other dimensions. Do the witch clans have a connection to the planes?
Random Witch Clan Table
The *colour ward *spell was inspired by D&D with Pornstars
To create a new witch clan, roll once on each of these tables.
Quirk (1d12)
- Can only cast the reverse of the assigned spell
- Almost extinct
- Have the spell of another clan
- Stole the spell from something or someone else
- Invented the spell
- Are from outside the Barrier Ranges
- Itinerant
- Populous
- Have a taboo against using the spell
- Can only cast the spell on their selves and their possessions
- Can only use the spells on others
- Presence allows others to cast the spell but cannot cast it themselves
Spell (1d20)
- Feeblemind
- Knock
- Hold person
- Waterbreathing
- Web
- Word of recall
- Heat metal
- Locate object
- Time stop
- Hostile polymorph
- Wall of stone
- Faerie fire
- Sticks to snakes
- Fake memory
- Uncertainty: each time a creature looks at the target object, it has a 50% change of existing or of not existing for that creature
- Psychic limb
- Breath giant bubbles: can float inside them, trap people inside them, obscure self
- Animate shadows
- Sticky skin: Can turn ones own skin and the skin of those one is in contact with highly adhesive.
- Colour ward: The target is immune to anything of a particular colour and anyone wearing that colour.
Relationship with another witch clan (1d12)
- Intermarriage
- Slavery
- Neighbours
- Debtor and financier
- Terror
- War
- Trade
- Mutual cooperation
- Ignorance
- Colonisation
- Alliance
- Ancient rift
Name (1d20)
- The Bunkums
- The Milligrubs
- The Rawmaish
- The Pappekaks
- The Barmpots
- The Moiders
- The Davenports
- The Druthers
- The Kittywumpuses
- The Mazads
- The Stupnagles
- The Megrims
- The Fantods
- The Blatherskites
- The Pluguglys
- The Sennights
- The Ghastflabbers
- The Whumpids
- The Charnies
- The Dadiwhirls