Friday, 9 October 2015

Lore Post:

The Real Outlaw Witches of United Sanctuary

Cue cheesy reality TV opening title sequence

"I love what you've done with this room, Fianna. You use Pinterest or something?"

I swear after this post, I'll never mention Witches again for like a few days - in this post, I'm going to be discussing the Lore and backstory of the Shadow Paladin Witch subclan, a clan made up of a strong sisterhood, and a strong desire to really dabble in magic that others steer well clear of. SP Witches are pioneers of new magic, researching, experimenting- and some committing crimes so heinous they needed to turn to Shadow Paladin to conceal them from the rest of the United Sanctuary.

As a whole, the witches are described as those lucky few who have access to dabble and excel in the art of magic- a long time ago, the witches of the United Sanctuary were almost one- but those Witches who developed magic for the good of all, focusing on healing and nature, joined Genesis, while other Witches, who were intelligent, curious, but also savage and egotistical, joined Shadow Paladin. Some, like Goewin and Nemain, join sub factions and troops, while others, like Fianna and Femme, are reclusive, staying in their homes. But don't mistake them for docile magi.

Fianna and Femme are an interesting duo- Fianna is the elder sister, and she's a pioneer of experimental magic. The duo are also incredibly old- Fianna herself is a friend of Luquier, and they go back years. Fianna's magical prowess is so advanced that legend states that she can take on a dragon using only body modification magic. She also seems to be quite the mischievous soul- she speaks in a way to misguide others intentionally.

While Femme, looking at her artwork, her demure appearance (when compared to her sister) and lower stance may indicate that she is meek, or coy- this is not the case. Femme is an expert in research, in her own right, and is described as someone who likes to stay in her home, hidden away from the rest of society. The reason for this, is that Femme is a criminal- once, years past, she enveloped an entire city in a hallucinogenic fog, altering the recognition ability of the public for some time after. This was simply one of her experiments. She is considered highly wanted, and is considered dangerous- and rightly so.

Another witch of age and stature is the Witch of Cultus, Rias, a magi with a love for different rituals and cult phenomena. She actively practices these forbidden spells, while her colleague, Deirdre, records the results for posterity. While there is no evidence that Rias is wanted- it's highly likely that this witch who gleefully practices summoning all manner of evil for an experiment is an enemy of the state.

"Uh, Rias, I really don't think we should be doing this- I mean, I've seen this demon before."

Finally, we reach the topic of familiars. For an animal to become a Witches' familiar, to help her channel mana and assist her with her magical duties, the animal must be blessed by a deity. In Genesis, and Oracle Think Tank, the Witches actions are sanctioned, and blessings are granted. As no deity will bless an animal for the Shadow Paladin outlaw witches, instead, they make do with objects and dolls, animated by magic.

Think Five Nights at Freddy's, only they're there to help. 

Kuroma is one example, but he's been described as a capable helper, but also a little annoying, with it's sharp tongue and cruel laughter.

And there we go! We've met a few more of the witches. Wasn't that nice? The game feels so much richer when you take the lore into account, doesn't it? What's that? It doesn't? Stick to card reviews and deck builds? Well, okay then. 

You're the boss!


mawile   x




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