Witchaven

From Wikipedia, the free encyclopedia

Witchaven is a Witchcraft site providing information on Pagan,Heathen,Witches,Druid and other Craft related groupsWitchaven They are designers of the ultimate Pagan educational software It is run by a group of Witches & Druids, who have formed a fellowship to provide information, education, support, equipment, events and news to the Worldwide Craft community and other interested parties. The site is sponsored by the Witchaven Hereditary Family Grove.

Witchaven Mission To provide collective site specifically designed for support, inform, equip and educate Witches, Druids and Pagan Craft followers.

Witchaven provides many services to the Pagan community, who's members are based prodominately in 3 main centres, New Zealand, England and Australia. They provide:

  • Witchcraft Products, including an educational interactive software, Pagan Year Calendar, Sabbat Newsletter, Celebrants
  • Online Courses
  • Gatherings
  • Workshops
  • Website with advise and information on Pagan activities

Witchaven has been an active Grove for over 25 years and has no relationship with the Witchaven Game although we love it!

External links


Witchaven
Developer(s) Capstone Software
Publisher(s) Intracorp Entertainment
Engine Build engine
Release date(s) July, 1995
Genre(s) First-person shooter
Mode(s) Single player
Rating(s) ELSPA: 15+
RSAC: V3: Blood and Gore
NS2: Partial Nudity
Platform(s) PC (MS-DOS)

Witchaven is a computer game developed using an early version of 3D Realms' Build engine. Although technically a first-person shooter, the game had distinct role-playing and fantasy elements to it, including character progression and a focus on hand-to-hand combat. It was followed by a sequel, Witchaven 2.

Contents

[edit] Story

The player takes on the role of a knight named Grondoval, who has been chosen by Lord VerKapheron to travel to the volcanic island of Char and storm the Witchaven, a massive subterranean maze carved out underneath Lord VerKapheron's keep years ago by the Great Witch, Illwhyrin. Illwhyrin and the rest of her witches seek to lift a dimensional barrier known as the Veil, which separates the game's universe from a chaotic void known as the Nether Reaches, in order to allow the latter's denizens to traverse into the Prime Realms. Illwhyrin herself comes from the Nether Reaches, and as it is also the source of her power, her strength is greatly reduced in the Prime Realms and dwindles daily. However, each day brings her closer to creating a permanent portal through the Veil.

[edit] Original Story

The priests of Stazhia were ill at ease. Quakes and storms emanated from the nearby island of Char racking their villages and homesteads. The priests, verily, feared for the future of their island domain. What they asked, was the cause of the fury pouring fourth from Char? They had to know. They had to save Stazhia.

To that end, small parties of brave Stazhians journeyed to Char with hopes of exploring the island. Alas, most did not return. Those who did come back, though, told tales of a horrifying evil reaching from Char to Stazhia. The source of this evil, the explorers discovered, is on the southern end of Char. There lies a forbidding, time-worn castle. It was there they learned the cause of Stazhia's plight; Witches.

Beneath the castle, it happened, coven of witches had built the realm of Witchaven. At that place, to this day, the witches practice Death Magic in all its hideous forms. They cast evil spells, keep monsters as pets, consort with demons, and, as more than a few unlucky Stazhians learned, perform human sacrifice. Worst of all, though, is the curse...

The island of Char is a volcano. It has lain dormant for the past two centuries. The evil inhabitants of Witchaven, however, are determined to alter the situation. A witches' curse, the Stazhians learned, will cause Char to erupt; destroying the surrounding areas, including Stazhia. Indeed, as the quakes and storms show, the island's people are already feeling the curse's effects. The situation is now in your hands.

You, a brave Stazhian, have journeyed to Char. You must now use any means possible to save your people. Weapons and armor left by prior expeditions; hidden spells and potions; and your own wits will determine whether you break the curse, saving Stazhia, or fail in your quest, allowing the destruction of your beloved homeland. Meanwhile, on Stazhia, the common folk remain indoors while the priests gaze heavenward and pray.

[edit] Weapons, Spells, and Enemies

There are 10 weapons in Witchaven:

  1. (Bare) Fists
  2. Dagger
  3. Short Sword
  4. Morning Star
  5. Broadsword
  6. Battle Axe
  7. Bow
  8. Pike Axe (can be used as a melee weapon or thrown)
  9. Two-handed Sword
  10. Halberd

One of the more noteworthy features of Witchaven was that its weapons were not infinitely durable - with the exceptions of the fists, weapons would break down with repeated use, and replacements would need to be found. A potential problem with this system lies in the fact that weapons obtained early were more likely to break due to their lower quality than weapons earned later in the game. Nevertheless, the idea has cropped up periodically in later games.

In addition to potions which the player can drink for health, stamina, fire resistance and more, there are several spells which can be cast in Witchaven. These include Freeze, Scare, Fly, Unlock and Fireball.

There are a plethora of monsters the player must contend with, including Goblins, Ogres, Fire Drakes, Willow Wisps and Witches and their demonic queen and temptress, Illwhyrin.

[edit] External links

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