Witches (Setting)

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"Only two things hurt the Fey, Iron and Magic. We don’t have any Iron. Only two things hurt the Werewolves, Silver and Magic. We can’t afford Silver. Only three things hurt the Vampires, Sunlight, a Stake through the Heart, and Magic. We don’t have anybody willing to go toe to toe with a Vampire.
So lets all thank the Gods for Magic, shall we?"
- Duncan McFenster, Warlock

There are places where the Unreal World and the Real World overlap, pushing into each other, and one trying to overpower and absorb the other. The Unreal World is always the side overpowering, and the Real World is always the side being overpowered.

They would be, of course, if the Witches didn’t step in. The frontier lands where Worlds collide can’t afford to educate Wizards and other academic magical users, and your average Warrior with a longsword isn’t worth his weight in dirt when the Unreal World is involved. It only makes sense that the Witches, ‘uneducated’ and powerful magicians, would watch out. Especially considering that your average Witch lives where they work.

A werewolf is bad for everyone’s sheep, magician or no.

Unlike your typical fantasy adventure, where roaming groups of homeless adventurers break into a dead king’s tomb, the problems in Witches come to you. When Little Red Riding Hood goes missing, you can bet Momma is going to ask for a favor. And when the whole area is about to annexed into the Dreaming, it can be mighty difficult for the neighborhood Warlock to get involved.

The other difference of Witches from typical fantasy is that ALL the players use magic. Magic isn’t limited to three or four brainy classes that can’t hold their own in a fight. Magic is also more versatile and wide-ranging than your typical game. Each class can be customized, and each class is a distinct style of magic. Each class occupies its own separate niche.