
What this guild is about
Find a place among the outcasts.
The Coven gathers people whom other traditions have cast out. Its members turn inner magical power into corrosive poisons, strengthen curses and shape dreams that can wound or renew. Witch-iron wristbands mark a calling built around unsettling combinations, fierce mutual protection and a refusal to remain powerless at the world's edge.
The Coven is about what the rejected make from the knowledge they carry. Its founders borrowed from different magical crafts and discovered a more personal source of power: the body's sustaining magic, transformed through hatred. Their repertoire reaches beyond direct damage into weakened enemies, altered dreams and dangerous touches. The same dreamcraft can cause suffering or give someone renewed confidence. That breadth makes the guild appealing to a player who wants several ways to influence a fight. Its solidarity is equally central to the lore: the brotherhood promises protection to its own, even when the wider world wants nothing to do with them.
You might feel at home here if…
- Weaken a dangerous enemy before committing to a long fight.
- Learn the distinct crafts behind curses, poison and dreams.
- Find strength in a brotherhood of outsiders.

Lore & origins
What the outcasts made together
The Coven's history begins with people from different magical traditions who found themselves shunned, judged evil or condemned as traitors to their former crafts. Its account names fallen rangers, corrupted mages and power-seeking psionicists among the kinds of people it drew together. A band of these outcasts formed a loose brotherhood to protect those who had reached a similar state: refugees, recluses and people with darker motives could all find a place. Shared exclusion supplied the beginning of an institution with few reasons to trust established society.
The founders assembled their magic from scraps of other disciplines, borrowing what they could from the valley's accumulated knowledge. In that process they found something distinct: the sustaining magic within their own bodies could be turned into deadly poison and power curses. Hatred helped drive the transformation. This discovery made the Coven feared in its own right. Its later arts reach into desecration, charm and dreams, carrying the mixture of borrowed knowledge and personal hostility into ways of harming enemies or strengthening those the caster chooses to help.
The current Coven gathers in the shadow of an ancient oak with grey leaves. A plaque nailed to the trunk gives this eerie outdoor meeting place the practical function of a guildhall. Its members wear corroded-looking witch-iron wristbands, the present focus associated with their deadly touch. The simplicity of the place suits a loose brotherhood more than a grand court. What joins its members is the protection they offer one another and the unusual craft they have made, with dreams, curses and magical poison held close to the body.

A place in the world
Beneath the grey-leaved oak
An ancient oak rises over the Coven’s outdoor meeting place. Its grey leaves move above a single nailed plaque, while the surroundings carry a powerful and unsettling magical presence. The active guild teaches its broad foundations here.
Explore the world around themTheir role in a fight
Change the terms of the fight.
You can influence an enemy through more than direct damage. Curses reduce capabilities, scourges turn inner magic into poison and dreamcraft changes what a target experiences. Choose effects for the problem in front of you, then add offensive magic when it serves the encounter. Your defining contribution is a repertoire that changes the conditions under which others fight.

With a party
A curse can make an opponent less capable while companions keep pressure on it. Helpful dream effects offer another kind of contribution, improving confidence or renewing abilities according to the particular magic used. Tell the group what you are applying and why. The Coven rewards players who enjoy making a shared fight more favourable through several distinct tools.
On your own
Working alone gives you direct reasons to learn the differences between weakening, poisoning and striking. A curse that helps you endure a longer fight may be worth more than one additional attack. A direct spell such as Toxic Spike offers immediate damage when you need it. Build a small, dependable sequence before exploring the whole range of the Coven's arts.
The choices you make
Breadth demands knowledge. Hex strengthens curses, Scourge supports magical poison and Dreamcraft governs weaving; learning one part does not automatically supply mastery of the others. Some attacks also mix damage types or add conditions, so their usefulness changes with the foe. The guild asks for attention to the kind of effect being used, rather than treating every dark spell as interchangeable.
Power, explained
Signature abilities
Hex
Strengthen curses
Hex supplies the understanding behind the Coven's curses. It helps the casting process, extends their duration and can increase their effect. The underlying curse determines what is weakened. Develop it when you want hostile magic to keep shaping a fight after the initial cast, giving your own attacks or your companions more room to work.
Scourge
Turn inner magic into poison
Scourge improves the flow of magic when a caster transforms bodily sustaining power into deadly magical poison. Without the knowledge, poison can be weak and short-lived. The guild's touch tradition makes the witch-iron wristbands a distinctive practical focus. Invest in the supporting craft when poison is central to how you intend to fight.
Dreamcraft
Dreams that harm or restore
Dreamcraft provides the knowledge for weaving powerful experiences into another person's dreams. Its possibilities include painful visions as well as confidence and rejuvenated abilities. Oneirism deepens that art further. The important choice is the intended result: dream magic can be a hostile instrument or a means of helping someone recover their effectiveness.
Toxic Spike
Poison and acid attack
A spike combines mainly poisonous damage with an acidic coating and can also inflict ordinary poison. It needs several of the Coven's skills to perform at full strength. It gives the repertoire a direct offensive application, while the mixed damage and possible additional poisoning make knowledge of the target useful before committing resources.
These are examples from the guild’s wider training. Availability and strength depend on your guild path, skills and current game rules; an initiate starts with a smaller repertoire.
Learning the tradition
Learn what the outcasts preserved.
The Coven teaches broad foundations in Hex, Scourge, Oneirism, Dreamcraft and related arts alongside casting and meditation. New knowledge adds ways to weaken, influence or harm opponents and to support chosen companions. Its wristbands provide the guild's touch action, so learn their commands alongside the spells that use the tradition. Decide which part of the repertoire most appeals to you, then build the supporting skills it needs. Read the guild lessons and spell help as you progress, and try new effects deliberately. Learning when a curse, a dream or a direct attack matters most gives the whole collection purpose.
For a first character, the guided builder offers a selection of starting professions. The complete guild reference and in-game teachers explain entry requirements and further training.
A place in the valley
Find the people
you want to become.
Choose a race and a first profession. Meet your teachers, learn your craft, and find the companions who will come to rely on it.
Icesus is a persistent text RPG. The paintings illustrate its world; you play through words.





