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==Associations== Naturally, being an [[Urban Fantasy]] game from the late 90s and early 2000s, WitchCraft is full of different factions for you to potentially join. Firstly, there are the '''Wicce'''; this being a setting written with a basis in Neo-Pagan mythology, the Wicce are naturally full of the largest concentration of real magic users and the secret heirs to lost traditions from before the Abrahamic faiths slaughtered the wisdom keepers of old. They tend to be a hodgepodge of different casting arts and styles, but their versatility comes at the cost of strength - the majority of Wicce are Lesser Gifted. '''Rosicrucians''' are the members of the Order of the Rose Crose, and the closest thing that the setting has to [[wizard]]s. They are knowledge-seekers and power brokers focused on ritual magic, typically translating this into mundane wealth and power as a result. A Rosicrucian is never less than a Lesser Gifted, and often a full-fledged Gifted; they are overwhelmingly Magicians, with a handful of Necromancers and Seers, but are ''never'' Divinely Inspired. '''The Sentinels''' are a secret society of monster hunters and witch fighters whose ranks draw from across the Abrahamic faiths. Made up equally of Mundanes and Gifted (Seers and Inspired only, as Magicians and Necromancers are considered inherently evil), they are the "Well-Meaning But Ultimately Evil Faction" of the setting, similar to the old-school view of the [[Technocracy]] in [[Mage: The Ascension]], with the corebook openly describing them as "slaves and fanatics". As the Rosicrucians are to Invocation, so are the '''Twilight Order''' to Necromancy. Made up almost entirely of Necromancers, with a minority of ghost-focused Seers, they work to study the Lands of the Dead and to prevent the dead from harming the living - or vice versa! One thing separating them from the Rosicrucians is that Mundane members have a fairly strong presence in the society, drawing from the ranks of paranormal investigators/researchers and haunting survivors. '''The Cabal of the Psyche''' are a secret society of Seers who are dedicated to preserving psychics from the dangers posed by a world largely dominated by Mundanes, striving to cover up psionic powers whilst studying and honing their mysterious mental arts. Finally, '''Solitaires''' is the catchall term for any Gifted or Lesser Gifted who does not belong to one of the "big boy's clubs", choosing to walk their own path in life. They may have their own small cults and conspiracies, but they don't kowtow to the bigwig Covenants, so that marks them as "loners". The '''Knights of the Temple of Solomon''', more commonly called the '''Knights Templar''', were introduced in the Abomination Codex. Heavily embedded in the media, law enforcement and politics, this highly secretive society is dedicated to battling the dark organization known as the Combine, using its own weapons against it; manipulation of the media and the masses, political assassination, and covert operations. Many suspect they may actually be a front for the Combine inteded to lure out other Covenants, but the Knights Templar take their code to root out the Combine and protect humanity from the shadows with utmost seriousness. The '''Covenant of Legba''' were introduced in the Abomination Codex, and are essentially Voodoo's answer to the neo-pagans of Wicce. Drawing their ranks from the Gifted and Lesser Gifted of African heritage and its derivatives, the Covenant is an alliance of Magicians, Necromancers and even a few Seers who seek to act as mediators and defenders for the living, the dead, gods and men alike. The '''Nomads''' were introduced in the Abomination Codex, which is only justified because this is a Feral Covenant, made up of werebeasts who have sworn to follow the commandments of the ancient moon deities, the first and foremost of which is that they must forever roam the land without settling down. Though there are hangers on, made up of a variety of Mundanes, Gifted and Supernaturals, it is the the Ferals who make up the core of the Nomads. The '''Mockers''' are a Covenant made up of those who have encountered the Mad Gods and survived, despite being touched by the foul energy known as Taint. And they're ''really'' pissed off about it. Shunned, hated and feared by others, largely because of their willingness to embrace Taint both directly and indirectly through twisted Invocations and the Disciplines of the Flesh, the Mockers are bitter enemies of the Mad Gods and dedicated to fighting their encroach. This Covenant was introduced in the Abomination Codex. The '''Lodge of the Undying''' were introduced in the Abomination Codex, and like the Nomads are a Covenant made up of a new race introduced in that book - the True Immortals. Whilst primarily focused on just giving True Immortals a chance to rub shoulders and be with their own kind, they also wish to unearth the truth behind visions that hint at a mysterious lost civilization from which their kind sprung. Only other supernaturals who can experience eternity in close to the same way as True Immortals are welcomed into their ranks. The '''Fellowship of Judas''', also known as the '''Iscariots''', is a Covenant of [[undead]] created from souls who wish to repent for the evil things they did in life - vampyres, ghosts, phantasms and relentless dead, whatever they are now, they are willing to risk it all to amend for their sins. This Covenant was introduced in the Mystery Codex. The '''House of Thanatos''' is an alliance of powerful [[undead]], [[Necromancer]]s and spirit-focused Magicians determined to fully master the secrets of life and death, and to unlock the key to become truly immortal. This Covenant was introduced in the Mystery Codex. The '''Pariahs''' are a loose alliance of those Gifted unfortunate enough to have suffered the physical and mental torment needed to channel their supernatural powers down the dark direction needed to unlock the Disciplines of the Flesh, the unholy ability to [[fleshcrafting|warp one's body like clay and shape one's self into a living nightmare]], and Seers who have been scarred by their psychic exposure to the ugly underside of humanity's psyche. This Covenant was introduced in the Mystery Codex. The '''Storm Dragons''' are an alliance of super-powered martial artists who have learned to harness psionics and the Craft known as Tao-Chi to achieve preternatural feats. Thus empowered, they consider it their duty to hunt down the supernatural predators of the world, particularly the Mad Gods. This Covenant was introduced in the Mystery Codex. The '''Ghost Dancers''' debuted in the Book of Hod and represent the united mystics of the Native American population; shamans, spirit-patronized warriors and werecoyotes, all united behind the vision of a bright, shining future in which the First Nations will be freed from the reservations to reclaim tehir ancestral lands, whilst the White Man will be driven to the east of the Mississippi and forced to stay there. The '''Society of Assassins''' are a secret Conclave of Islam-worshipping assassins who have, unbeknownst to themselves, been split into two sects; the Ruya'ha, allied with the Knights Templar, and the Alamut, vassals of the Combine. The '''Order of Shambala''' is a Covenant of Buddhist mystics whose roots lie in Tibet, using Tao-Chi and the Second Sight to pursue the path to spiritual enlightenment.
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