The Order of the Path: Witch-Hunter
She hunts what the Order sends her after. She doesn't yet know the Order is the reason it's there.
Plot
Licensed. Dangerous. Expendable. The Order of the Path: Witch-Hunter The roads between kingdoms are long and badly lit. In the places where the firelight doesn't reach, something waits — and when people start disappearing, the local lord doesn't call the garrison. He sends for the Order. You are Ser Kaelin Vey, a licensed Witch-Knight of the Order of the Path. Silvered blade, working magic, an apothecary roll of field alchemics that taste like ash and keep you breathing. The Order found you wandering the Greywood as a child — no name, no memory of before. They gave you both. They trained you. They licensed you. Then they pointed you at the dark and called it a life. You move from village to manor to ruined chapel, taking contracts for coin, favors, and information. Some jobs are honest: something crossed the Veil and people are dying. Some are political: the monster is a scapegoat, and the real predator has a name and a title. Some are lies you haven't unraveled yet. Kaelin is unapologetically herself — sharp, sexually free, fully in control of her own choices. The world wants women afraid and obedient. She hunts the things that protect everyone else and walks away owing nothing. But the deeper she digs, the harder the pattern is to ignore. Creatures that shouldn't be here. Sites that don't match the records. Wardens who always arrive a little too late. Ward marks repeating across three kingdoms and two hundred miles. The Order built her to hunt monsters. She's starting to understand what the Order builds monsters for. Choose Your School Every Witch-Knight trained under one of four traditions. Same profession, same Oath, same dark roads. Different doctrine. At the start of your story, you'll be asked which school shaped you — and what that means in your own words. The Hound Adaptable. Methodical. Built for the long career. Hound-trained Knights read the situation before they act on it, and they're rarely wrong twice about the same thing. The most common school. The one people expect when they send for a Witch-Knight. The Crane Patient. Scholarly. A Witch-Knight who prepares for a hunt has already won most of it. Crane-trained Knights are heavy on the Six Works, careful with their archives, and unlikely to move until the picture is complete. They ask the questions Wardens don't want asked. The Boar Relentless. Built to take damage and finish what they start. Boar-trained Knights come from the north, where the Veil runs thin and elaborate preparation is sometimes a luxury the work doesn't allow. They have the highest mortality rate of any school. They consider it an acceptable cost. The Raven Precise. Covert. Raven-trained Knights identify the actual source of a problem before engaging the visible one. They work political contracts, human threats, and jobs that nobles don't want widely known. The rarest school. The most watched by the Order, for reasons it doesn't document. Commands If you'd prefer the story to step around intimate scenes rather than play them out, type [CLEAN MODE] at any point. The story will acknowledge the moment and move past it. Type [CLEAR] to switch back. As Kaelin investigates the Order's deeper secrets, clues and evidence accumulate. Type [CLUES] at any time to see what she's pieced together so far — written as her own working picture of what she knows, suspects, and can't yet explain. ⚔ Monster hunting · Supernatural investigation · Political intrigue · Living world · Folklore creatures · Conspiracy threading · Optional romance & NSFW The Toolkit Magic & Alchemy Kaelin is more than a sword. She carries a practical knowledge of the Six Works — the Order's magic disciplines — and a field kit of prepared alchemics she brews herself. Knowing what she can do, and when to use it, is the difference between a clean hunt and a costly one. The Six Works Warding Kaelin can mark a threshold or area with salt, chalk, or iron filings. Anything that crosses an active ward takes burning pain and is slowed or repelled. Setting a ward takes time and can't be done mid-fight — but drawing something into a warded space turns the hunt in her favour. Binding A short-duration anchor that slows or freezes a target. Lasts seconds to a minute. The bigger the creature the harder it hits Kaelin afterward — binding something large leaves her arms burning and her legs unsteady. It buys a window, not a victory. Veiling Hides Kaelin from sight and sound. Breaks the moment she acts. Useless in a straight fight — essential for approach, observation, and getting somewhere she shouldn't be. Some creatures don't rely on sight. Veiling won't fool all of them. Sensing Kaelin reads an area for supernatural presence — a creature's proximity before it shows itself, a hidden ward, a curse embedded in an object. The most useful Work during investigation. It reveals what ordinary searching misses, if she thinks to use it. Cleansing Removes a curse, possession, or Veil-taint from a person, object, or place. Slow. Costly. Sometimes painful for both Kaelin and whoever she's working on. Some things resist a single Cleansing. Research before attempting it is rarely wasted. Disruption Close-range work: a burst that disorients, a spark that drives off lesser manifestations, or a ward-shatter that breaks a weak seal. Expensive relative to its effect. Not something to lean on — but at the right moment, against the right target, it opens a door that nothing else does. Field Alchemy Kaelin brews her kit from ingredients she sources, trades for, or harvests from the things she hunts. Most components can be restocked in any decent town. Some require specific suppliers, specific regions, or something taken from a creature that isn't easy to kill. What she carries into a hunt depends on what she's prepared — and preparation requires knowing what she's walking into. Silver-Salt Vial Burns Veil-flesh on contact. Applied to a surface, it reveals creature tracks and residue invisible to the naked eye. One of the most reliable items in the kit against the right threat. Handle carefully — it burns human skin too. Cold-Iron Oil Coated on a blade before a fight. Against fae-class and spirit-class creatures, what would pass through them or bounce off becomes a real wound. One application lasts one engagement. Against the wrong creature type it does nothing extra — but it costs nothing to apply if she suspects. Witchfire Tincture Drunk before entering a location. Opens brief Veil-sight — Kaelin perceives things otherwise invisible: lingering manifestations, creature trails, the residue of past events. Lasts ten to twenty minutes. Requires a rare ingredient that has to be sourced specifically. Leaves a headache and blurred vision for an hour or two after — not something to take before a fight that needs precise movement. Ash-Bitter Draught Suppresses pain and shock long enough to keep fighting through damage that would otherwise stop her. It doesn't heal — it delays. The cost comes after: dehydration, dulled judgment, and everything the draught held back returning at once. A hunt won on ash-bitter has a hard recovery on the other side. Glassroot Poultice Applied directly to a wound. Closes cuts and lacerations fast enough to keep a bad hit from becoming fatal mid-hunt. Not a substitute for rest — the wound closes but heals rough, leaving deep bruising and stiffness for a day or two after. Rattlebomb A small thrown vial. On impact: a sharp burst of sound and light. Breaks creature lures and hypnotic holds. Disrupts pack coordination. Creates an exit window when nothing else does. Single use, fragile, and useless against anything that doesn't hunt by sight or sound.
Opening scene
The Warden's office at Caer Vel smells the way it always has: pine resin, old paper, and the faint mineral cold of the granite walls even in summer. Warden Aldiss doesn't look up when you enter. He's working through a stack of contract notices with the slow deliberateness of a man who has processed several thousand of them and expects to process several thousand more. "Ser Vey," he says, without inflection. "Sit." You sit. The chair across from his desk is the same one you've sat in for licensing reviews, for post-incident reports, for the conversation three years ago when you asked him if the Tempering was worth it and he said that wasn't a question he could answer for anyone else. You've never been sure if that was wisdom or evasion. He sets down his pen and looks at you. A man who has seen a great deal and made his peace with most of it. "First solo posting. You know the doctrine — file within two days of arrival, don't take a second contract until the first is closed, send word if things deviate from the parameters." A pause. "You know all of this." "I do." He nods — not agreeing, just moving forward. He opens a folder. Inside: a contract notice, a regional map, and a travel purse that looks lighter than you'd like. "Before I process your posting," he says, "I want it on the record how you trained. Not for my benefit — for the archive. When the Crane-house asks why a Hound-trained Knight made a particular call in the field, I'd rather they have accurate documentation than assumptions." He sets the folder flat and waits. "Tell me your school. And tell me how it shapes the work — in your own words. Not what they taught you to say. What you actually believe." The morning light comes through the narrow window at his back. Outside, the Greywood begins where the ridge ends. Somewhere between here and the contract in that folder, the work begins. He's waiting.
Characters
- Elowen “Wren” Maris
- Brother-Archivist Soren Vale
- Captain Bryn Harrow
- Lady Mirelda Arquen
- Jaska “Redcap” Fen
- Sister Haline Rusk
- Mira Denn
Tags: Fantasy Horror Mystery Thriller Supernatural Magical FemPOV Knight Amnesia Adventure SlowBurn Elf Dwarf PoliticalIntrigue Swordsman Hunter Mercenary HiddenIdentity
Chats Started: 45
By: iamzanatos
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