location Most commonly found in Perrillion but are known to travel all over the continent.
info When the Star fell from the aether to the earth, so too did the godmothers. The first Godmother manifested from thin air with the sole purpose of protecting the Star, and not longer after came her sisters. Soon, they began to use their magic for others, too -- usually children and other innocents who were in need of guidence. Godmothers are all women, but they come in every shape and size and age. Most of them are sympathetic to the plights of others, and each of them brings with them a wand which channels their powers. This wand can be broken only by other godmothers, which is what godmothers do to ones who go astray because the alternative is much too dangerous.
Godmothers can produce the strongest magic, but the true extent of their powers can really only be accessed in service to or protection of the Star and the people they are selected at random to godmother. They function at about the same level as fairies otherwise.
good / bad fairies
location Fairies can be located wherever they like, but they are most commonly found in Nourwittchen and Perrillion.
info After Godmothers, fairies are the most powerful magical beings in the land. They can grant small wishes, cast and counteract each other's spells and curses, fly, and transfigure, animate, and manipulate objects. Fairies come in two types: Good and Bad, and while some fairies feel this black-and-white categorization is unfair, it can be difficult to argue with very real and consistent evidence that has historically supported it. Good fairies work for the good of their kingdoms and the continent's inhabitants, attend the births of babies both high and low born when appropriately invited, help out those in need, and take the preservation of nature and beauty quite seriously. Conversely, bad fairies draw power from negativity, find delight in cursing and corrupting individuals, and thrive on thwarting the good works of their opposites. They prefer dark, twisted, burnt-out environments, and view the flowery, fresh landscapes generated by good fairies as unsightly.
witches / warlocks
location Anywhere, though Vellemont and Nourwittchen have an uncommonly high prevalence of bad witches and warlocks.
info Witches and Warlocks are human beings that naturally do not possess magic who have learned the art and craft of spellwork. Both terms are gender-neutral and depend on the discipline of the practicer. Witches are aligned and bound to nature-centric practices, utilizing herbs, effigies, and working in harmony with naturally occurring elements. Warlocks are more academic in their practices, relying more on incantation, transfiguration, and bullying the world around them to bend it to their whims. The strength of witches and warlocks vary wildly, with the very best being able to hold their own against a fairy. Depending on the skill, cunning, and tenacity of the individual, they may even be able to reverse or alter a fairy's spell/curse. When used irresponsibly or without proper training, magic can have a polarizing effect: cultivating fanatical goodness in the kind and acute corruption in the cruel. There are no organized places of learning for magic, and instead, knowledge is largely passed down generation to generation through apprenticeship and family tradition.
location All originate from Vellemont.
info All shapeshifters can trace their lineage back to a single ancestor who was cursed into being an animal or beast by one of the witches or enchantresses of Vellemont. Although they might have returned to their human selves when the spell was lifted, their children and children's children were left with the lingering effects. Due to the prevalence of these types of curses cast upon the nobility, shapeshifting is typically found in the upper classes. The royal family, in fact, is full of shapeshifters and it is a requirement of their rule. This doesn't mean that all shapeshifters are born to wealth; bastards and the children of lords who have fallen out of favor can shapeshift too. As a result, shapeshifting in Vellemont is seen as a mark of status among the wealthy and a mark against one's character among the less wealthy.
Shapeshifters' transformations are at will for the most part, though they are closely tied to their emotions. Bad tempers and battle, for example, have a habit of forcing transformations. Animal forms are varied, but shapeshifters are limited to just the one. Typical animal form taken are things like bears, tigers, and boars, but more unique forms have manifested. For example, there was a princess a few generations back who took the form of a hen and one of the original Rangers took the form of a bull. The average shapeshifter tends to gravitate towards the outdoors and military service, which is why many of their numbers -- whom have not found themselves raised with a silver spoon -- tend to be found among the Riding Hoods.