Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Witch World Sourcebook
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sidran" data-source="post: 351284" data-attributes="member: 6160"><p>One of the most amazing Science Fantasy worlds ever developed is Andre Norton's Witch World. First published in 1963, the novel Witch World introduced Norton's fans new and old to a strange planet reachable (apparently) only through strange metaphysical gates. Is the Witch World in our own universe or another? The question is never fully answered. But though its weird creatures, from the Tor-Men of Tor Marsh to the Moss-wives of Escore to the Were-Riders of Arvon, seem totally out-of-place in a world such as our own mundane home, many of its people and creatures could be your neighbors, or animals you find passing through the woods behind your grandparents' house in the country.</p><p></p><p>The societies of the Witch World are legion, many coming ultimately from other worlds whose histories and cultures are all but forgotten by the people who fled them. Only the Old Race of Escore, Estcarp, and Arvon seem to be native to the Witch World -- or perhaps they were the first to enter through mysterious gates, discovering the secrets of Power and utilitizing their inherent Talent to create a mythic and heroic civilization.</p><p></p><p> </p><p>Witch World is so ancient, so mature that it is filled with legends, histories, ruins, memories of forgotten times, peoples, and places. And yet it resembles our modern world in a terrifying way, for a handful of truly gifted people have so completely mastered the ways of Power and so developed their Talent that they achieve almost god-like status in their world. The Adepts of the Witch World control vast energies and legions of incredibly fantastic creatures, many of the Adepts' own breeding.</p><p></p><p>Simon Tregarth and others from our world find that the Old Race has all but destroyed itself in war after war between the Adepts and the lesser peoples, and new races have entered through various gates, establishing themselves in enclaves near to the myriad ancient ruins which few understand and even fewer dare approach except in the most desperate need. The Adepts themselves are mostly gone, except for a few here and there who have created niches for themselves, or who became so powerful their fellows were to them as students are to teachers.</p><p></p><p> </p><p>The chief mark of an Adept is the ability to create or manipulate gates. These gates led many of the Adepts to other worlds, never to return. Some came back to the Witch World, enamoured of dark powers and filled with evil purposes. They unleashed upon the world a war so totally inhumane that in some regions entire clans chose self-destruction over the alternative: slavery and eventual physical mutilization and experimentation at the hands of the power-mad.</p><p></p><p>But history works in cycles, it is said. The Witch World survived its earliest wars, and even as new races settled in the once bountiful lands some remnants of the Old Race struggled to survive. From them came new weilders of Power, mostly dedicated to good purposes, or at least a grim justice which recognized the responsibility that comes with Power and Talent. The races and creatures bred by the Adepts in the early ages continued their ancient struggles but greatly weakened. Some broke away and became independent. But ultimately a few ambitious men and women began once again to assimilate knowledge, to construct powerful alliances with each, retracing the inevitable steps toward insanity and world-ranging conflicts.</p><p></p><p> </p><p>Yet while the peoples of the Witch World coped with their legacy of Power, a new and equally dangerous race appeared, the Kolder. These were men of technology, scientists and warriors who practiced domination over others that was so complete their victims became undead-like monstrosities. With these legions of mindless slaves the Kolder advanced upon the Esctarp, whose witches posed the greatest obvious threat to the Kolder's domination of the world. Simon Tregarth's understanding of technology made him the ideal warrior to lead the defense of the Witch World against this new peril, and he found a homeland in which to establish his house and bequeath to the Witch World a family skilled in Power and able to comprehend technology.</p><p></p><p>There are more than 20 Witch World books. This web site will introduce you to the world and some of its history and peoples. But you will need to read the books themselves to fully enjoy one of the rarest masterpieces of modern fiction.</p><p>This text taken from the Witch world site</p></blockquote><p></p>
[QUOTE="Sidran, post: 351284, member: 6160"] One of the most amazing Science Fantasy worlds ever developed is Andre Norton's Witch World. First published in 1963, the novel Witch World introduced Norton's fans new and old to a strange planet reachable (apparently) only through strange metaphysical gates. Is the Witch World in our own universe or another? The question is never fully answered. But though its weird creatures, from the Tor-Men of Tor Marsh to the Moss-wives of Escore to the Were-Riders of Arvon, seem totally out-of-place in a world such as our own mundane home, many of its people and creatures could be your neighbors, or animals you find passing through the woods behind your grandparents' house in the country. The societies of the Witch World are legion, many coming ultimately from other worlds whose histories and cultures are all but forgotten by the people who fled them. Only the Old Race of Escore, Estcarp, and Arvon seem to be native to the Witch World -- or perhaps they were the first to enter through mysterious gates, discovering the secrets of Power and utilitizing their inherent Talent to create a mythic and heroic civilization. Witch World is so ancient, so mature that it is filled with legends, histories, ruins, memories of forgotten times, peoples, and places. And yet it resembles our modern world in a terrifying way, for a handful of truly gifted people have so completely mastered the ways of Power and so developed their Talent that they achieve almost god-like status in their world. The Adepts of the Witch World control vast energies and legions of incredibly fantastic creatures, many of the Adepts' own breeding. Simon Tregarth and others from our world find that the Old Race has all but destroyed itself in war after war between the Adepts and the lesser peoples, and new races have entered through various gates, establishing themselves in enclaves near to the myriad ancient ruins which few understand and even fewer dare approach except in the most desperate need. The Adepts themselves are mostly gone, except for a few here and there who have created niches for themselves, or who became so powerful their fellows were to them as students are to teachers. The chief mark of an Adept is the ability to create or manipulate gates. These gates led many of the Adepts to other worlds, never to return. Some came back to the Witch World, enamoured of dark powers and filled with evil purposes. They unleashed upon the world a war so totally inhumane that in some regions entire clans chose self-destruction over the alternative: slavery and eventual physical mutilization and experimentation at the hands of the power-mad. But history works in cycles, it is said. The Witch World survived its earliest wars, and even as new races settled in the once bountiful lands some remnants of the Old Race struggled to survive. From them came new weilders of Power, mostly dedicated to good purposes, or at least a grim justice which recognized the responsibility that comes with Power and Talent. The races and creatures bred by the Adepts in the early ages continued their ancient struggles but greatly weakened. Some broke away and became independent. But ultimately a few ambitious men and women began once again to assimilate knowledge, to construct powerful alliances with each, retracing the inevitable steps toward insanity and world-ranging conflicts. Yet while the peoples of the Witch World coped with their legacy of Power, a new and equally dangerous race appeared, the Kolder. These were men of technology, scientists and warriors who practiced domination over others that was so complete their victims became undead-like monstrosities. With these legions of mindless slaves the Kolder advanced upon the Esctarp, whose witches posed the greatest obvious threat to the Kolder's domination of the world. Simon Tregarth's understanding of technology made him the ideal warrior to lead the defense of the Witch World against this new peril, and he found a homeland in which to establish his house and bequeath to the Witch World a family skilled in Power and able to comprehend technology. There are more than 20 Witch World books. This web site will introduce you to the world and some of its history and peoples. But you will need to read the books themselves to fully enjoy one of the rarest masterpieces of modern fiction. This text taken from the Witch world site [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Witch World Sourcebook
Top