Beastkeeping coven:
-all the safety restrictions for the animals.
-zero safety precautions for the beastkeepers. You prolly aren’t living to sixty in that coven.
-Eberwolf is just kinda a bad boss. Not actively horrible or anything, they just don’t solve anything on a good day.
-they’re a relatively small coven, so they don’t get a lot of funding. The whole coven is constantly in a state of budget cuts.
-Typically a pretty good community.
-There tends to be clusters of beastkeepers in rural areas, there’s less of them in cities.
Potions coven:
-Safety is pretty 50/50. Depends on your job, really.
-Vitmir is rarely seen in public, he seems to keep everything running somehow though.
-Pretty large coven size. If you can’t pick a coven by the time you graduate, potions is a pretty safe bet.
-There’s a pretty even spread of them across the isles. It’s not like they’ll ever run out of work.
Abomination coven:
-Safety is pretty abysmal. They’re normally so caught up in “can we?” That they never ask “should we?”
-Darius keeps things together. He’s pretty apathetic, but it not like things are falling apart.
-Big coven. Not the largest, certainly, but it’s a pretty popular tract choice.
-Clusters of them in cities, they normally work in research facilities or factories.
Plant coven:
-Def not the safest coven. Not the worst, but the combination of deadly pants and Terra tend to make it a treacherous tract.
-Terra is an active nightmare to work for. Titan help you if you get her angry. She does get shit done, though.
-Despite all this, it’s the largest coven. You can’t pretend their magic isn’t useful in everyday life.
-Like the beastkeeping coven, they tend to live in rural areas.
Bard coven:
-Pretty safe. Not like they’re working in particularly dangerous environments, normally.
-Raine’s a very understanding boss, but the bard coven typically doesn’t come out on top when there’s arguments.
-It’s the smallest coven. The reputation doesn’t really incentivize people to join.
-Most of them live in pretty urban areas, but there’s a decent few in smaller towns.
Healing coven:
-Ironically dangerous, especially if we’re counting burnout as a danger.
-Hettie is ruthless when it comes to her covenmates. She’s not the worst boss, but you want to avoid her if possible.
-Middling coven size, on the smaller size.
-There’s definitely more of them in cities, but you can find a healer pretty much anywhere.
Construction coven:
-Safest coven in existence. Seriously, their worker safety handbook is as tall as Mason and is required reading.
-Mason is pretty strict with keeping things in order.
-Mid coven size.
-Their members don’t seem to cluster in any particular area, which is odd, considering the concentration of construction projects in cities.
Illusion coven:
-About as safe as a regular office worker in our realm.
-Adrian is an absolute dick of a boss. He’s the type to randomly make people sing their reports, and then not fix anything.
-Fairly small coven size.
-There’s a pretty thin but even spread of them. You can find one almost anywhere, but it might not be easy.
Oracle coven:
-High risk of madness, but other than that you’re good.
-Osran never really does anything. He’s just kinda not interfering.
-It’s the third largest coven. Who doesn’t want to see the future?
-They tend to live in the middle of nowhere. Like, seriously, where are all these supposed members?
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Can I have Terra Headcanons pwease 🥺🥺🥺
SO!
With no direction to go, I'm just gonna toss out all sorts of sheeat!
Disclaimer, though should be obvious – most of this pertains to my story After the End. However, a lot of it I've just accepted as personal fancanon because I can't see it any other way.
As such, I'm stuck with it! And now so are you~
I hope you enjoy!
Terra Snapdragon~
The long-standing, and believe it or not quite loved and adored, Head Witch of the Plant Coven.
A lot of people have a bone to pick with her. Some hate her for something she may have done or said, some may dislike her because she has her own way of doing things, but no one can deny she does get shit done and has an energy about her that never fails to catch attention.
That energy has been present since the very beginning. Spunky even from her childhood, she was always excited to do things and happy to learn. Mostly about Plant Magic, but believe it or not, that isn't where she had her start.
In an ironic parallel to another plant witch we know, she actually had her start in Abomination magic. She wasn't bad at it, exemplary in some cases, but her real passion was plants. Alas, that wasn't The Plan and she had to sequester that passion, only practicing it when the rare opportunity to sneak away from her studies (and home) presented itself. Life was hard, harder than her bright smile let on, but she found her ways to have fun and make it bearable.
A series of unfortunate events befell her however, and while her passion never died, her life became … harder. More and more she had to hide her true desires and bury what she really wanted, as The Plan became more and more restrictive. We all know what it feels like to be caged by life occasionally, and well, she certainly felt it.
Fake smiles and poised poses hid sleepless nights and anxiety ridden days as things got worse and worse for her, and not just in regard to her endless studies, oppressive obligations, and harsh "punishments" for her failures. Finally, after a particularly grievous setback to The Plan for her life, and a punishment taken too far even by comparison to prior instances– she snapped.
Even to this day, if one were to look into the records, they would make it quite clear that no one really knows who or what wrecked the home on the outskirts of town, leaving the youngest member of the family alive, but in bad sorts. Visiting the devastated estate when released from the healing ward, she seemed to those observing to be in shocked disbelief. And she was, to an extent. But it was rather disturbing to say the least when the young woman of twenty suddenly sliced her hair off with an old dagger pulled from the debris and started laughing like a lunatic. She collected one other item and proceeded to walk away, telling them to do what they wanted with the ruined home, it was nothing to her now, and disappeared into the forest.
When she reappeared days later, it was far from where she'd grown up and the people who'd failed her, and with very little evidence of her old life.
Not even her old name.
And right up to a Plant Coven tent she waltzed.
Now, they didn't know this strange young woman who seemed oh-so-eager to join. Which was odd, because usually they see an aspiring plant witch at intervals through their life, even if said intervals are irregular. But this twenty-year-old who looked like she'd just come from a fight with a tree was something else. Luckily, the older adult in the tent was a laid-back guy and decided to see what she was about – despite the others' fears of her being dangerous.
See, the Plant Coven was surreptitiously on good terms with witches of all trades and kinds – wild witches, included. However, only eight years prior there'd been an incident with a wild witch that was especially heinous, and they were more feared and hated than ever as a result. The Plant Coven, while accepting of many creeds, were still wary of danger. And with most young witches having some sort of interaction with the people of the craft they wanted to follow, it was odd that no one had ever seen this woman at least once over the last two decades. So, was she wild? And looking a wreck and sporting a wicked smile, was she safe to be around?
These fears aside, his seniority won out and Terra got to camp with the Plant Coven. Soon enough, that wicked smile turned excited again and her eagerness to learn and help won over those more questioning of her motives. Besides, Hildevard, the Head Witch at that time, seemed to like the spunky stranger, and if Hildevard liked her, she had to be alright. Though, more than one person was curious as to why, when finally receiving the Plant Coven sigil, the woman seemed relieved of all things.
Nevertheless, the strange and curious Terra Snapdragon was now an official member of the Plant Coven.
And she took to Coven Life quite well. "Back in the day" as they say, the Plant Coven didn't have any permanent locations or structures. Instead, their "official" locations were mere tent encampments dotted about the Isles. And their motto, which is still the Plant Coven motto to this day, was "Do what you will." Which basically means "Live and let live." So long as no one gets hurt and everyone involved is of age and accepting, well, do what you will!
And an awful lot of that included dancing~
Terra knew dancing. But she knew the waltzes and ballroom dances and poised and proper with structure and control.
Not wild and unrestrained with passion in every step and fire at your feet.
And, you may have heard, in the Plant Coven, everyone dances. You'd think the Bards would have them beat, but living free among the forests and the valleys, with warm fires lighting the night and all sorts of tasty things filling the veins with all sorts of rushes, you gotta do something with that energy~ She took to dancing just as ardently as plant magic itself, and was soon outdancing even the most enthusiastic of partners. And she still does, even to this day. Don't challenge her unless you're ready because even at 75 years young, she'll have you under the table in no time!
And of course, as time ticked by, she grew in may different ways, not the least of which being her dedication to the coven and propensity for the craft. As such, no one really thought it odd in any way when, after a few weeks away from the encampment that she never quite went into detail about, she came back with a plant. A flower, specifically. A well sized one. Very pretty color.
On her head, though?
At twenty-seven, she'd accomplished a lot for herself and a great deal for the coven, but this flower, for some odd reason she never really would say, seemed to fill her with a great deal of satisfaction and pride. And while she would eventually admit that the plant ending up her head was, in fact, an accident of sorts, she rather liked it where it was so she had no plans to remove it.
It did have an unforeseen side-effect, of course. Over time, her hair gained a more leaf-like quality, whole sections of it standing separate and almost stiff. What she came to understand, and hardly minded, was that the flower was, in a manner of speaking, nesting. Attached to her scalp by fine, vein-like filaments, it was stimulating her hair growth and altering the consistency, allowing for a buildup of soft material to bed itself against. Over time, whole sections of hair came to be attached more to the plant than to her. However, it was hardly a concern to her and still isn't. After all, she'd gained two new appendages in return for the honor of nesting atop her head, and they've come in quite handy many times, so it was a fair enough exchange in the end.
That said, if the happy accident that landed the flower on her head had never happened, she'd hardly have the patience for such a huge quantity of hair. Short of shaving it all off, the less the better would have been her preference.
That said, the flower did end up on her head after all, but what if she were to take it off? Because she actually can. Even after all these decades, she could remove it at any time. If she just so happened to get tired of it being there one day, what would happen to that iconic hair of hers?
Well, she'd lose most of it. Whole sheets would fall away, detaching from her and the flower. However, the bulk of her real hair is still attached to her and healthy as can be! Albeit, sapped of color due to the flower's influence, and losing more as a result of removal. And while she'd had naturally straight hair before acquiring the flower, the impact of it's presence is never-ending it seems, as she'd be left with rolling waves and curls in it's absence.
Now, how long the long hair lasts for someone who's never had to upkeep curls is a question worth betting on.
Appearances aside, Terra has always been passionate, both about her craft and the people in it. See, found family really does have meaning on the Isles, and the Plant Coven became her family. They accepted her, crazy and all; they trusted her intuition, despite questioning change; appreciated her dedication, as single-minded and intense as it could be at times; and supported her whole-heartedly when Hildevard announced she'd be the new Head Witch – and sooner, rather than later.
Reality was, there wasn't anyone who fit the role better.
Since the time she'd arrived at the young age of twenty, to the time of the announcement when she was only twenty-nine, she'd gone from offering helpful suggestions that were just what was needed, to straight up making whole-coven impacting decisions that only bettered life for everyone in it. From building the first large-scale greenhouse, to organizing the way everyone grew their plants amongst each other, to standardizing how any product produced was inventoried and sold, to keeping actual track of coven funds and using them to further build up the coven's structures, she eventually grew the Plant Coven's encampments from simple tent villages on unclaimed land to actual physical locations on properly coven-claimed land – allowing for all the legal rights and protections such a validated claim afforded.
How she'd had the starting funds for such endeavors and where she got any knowledge of the legal system, no one asked.
Especially not with the beloved old Hildevard, mysterious and sagely as she was, supporting the young woman at every turn.
So, she was inducted as Head Witch, done so just after turning thirty, the youngest age allowed per the legal stipulations for Coven Heads. And still so far the only witch in history to actually be inducted at that age. While some might consider becoming Head Witch to be the height of accomplishment, to Terra, it was just another happenstance, one that simply allowed her to better work on improving her coven.
As far as she was concerned, she still had a lot of work to do, and it wasn't going to do itself, now was it?
What she built, she preserved. What she grew, she maintained. And what she gained, she protected.
But more on that in another post~
Stay tuned for part two!
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General
Name: Juno
Name Meaning: Juno's name cames from the greek goddess of marriage and family, Hera
Nicknames: "Chief Juno", "Grandma" (by Echo)
Age: 66
Gender: Female
Species: Harpy
Occupation: Village Chief
Coven: Plant
Sexuality: Asexual and aromantic
Diet: Carnivorous
Residence: Boiling Isles, Harpy Village
Magic/Abilities
Singing a sweet and slow melody she can confuse or send someone into trance. With high pitched sounds she can give people strong headaches.
Like witches, even harpies have developed a sac of magic bile attached to their heart.
Being in the Plant coven she can cast spells that allow her to control and grow plant life.
Appearance
Juno has grey long wavy hair that were brown when she was young. She ties her hair into two large front-locks with golden thread. She has sharp canines and incisors, and claw-like nails.
She has brown and blue feather ears that fade on her cheeks. She also has feathers on her forearms.
She has green eyes with cat-like-pupils and they can turn complitly orange when she's in rage mode.
She wears a long white tunic with long sleeves, golden trims and a rope belt and sandals. She always wear a necklace with a green gem pendent and her colorful feather crown.
She has two big burn scars, because of this no more feathers grow on her arms.
Personality (WIP)
Relationships (WIP)
Stats
Strength: 4
Speed: 5
Agility: 2
Stealth: 4
Wisdom: 9
Magic: 10
Speech: 9
Extra
Family: Chief Rhea (mother), Delphine (ancestor), Echo (adoptive granddaughter)
Allies: Chief Min, Aphroditi, Hecate Kelley and Emperor's Coven
Enemies (?): Emperor Belos and Louhi
Pet: Poppy, the peacock palisman
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