Scott Marlowe | The Witch-King
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The Witch-King

THE WITCH-KING

The Witch-King

Overview

Three centuries ago, while the Four Fiefdoms were still raising their first walls to the north, a kingdom stretched south of them from the Alzion Mountains to the shores of the Bane Sea. Its lord was Caelmir, called the Resplendent, and in his day few rulers in Uhl could match him. He commanded armies, raised cities from open ground, and held the loyalty of thousands. His court glittered. His roads ran safe from the mountain passes to the sea, and his name was sung in every hall between.

The golden forest of the Verdant Crown lay within his borders, and its witches kept their own counsel under his protection. Caelmir was young when the Verdant Crown fell. He watched its golden leaves turn black, and its guardians die with it, and he did what a careful king does with a wound he cannot close. He set wardens along its edge, forbade his people to enter, and struck the forest from his maps. His subjects named it Wilderwood.

He trusted his twin brother, Aldric, with everything, and Aldric wanted all of it. Born a quarter hour after Caelmir, Aldric spent his life one step from the throne and learned to hate the distance. He found allies among the lords of Caelmir’s own court, men who had grown tired of a king they could not outshine, and together they arranged a fall no ruler could recover from. They did not settle for a knife in the dark. They performed a ritual of unmaking, stripping Caelmir of his titles, his lands, and his very name. Then they carried what remained of him to the forest he had sealed and cast him into its heart.

The Hollow took him. It twisted him and merged what was left of his spirit with its own malevolence, until nothing of him was wholly man or wholly monster. The chronicles of his reign end mid-sentence. Aldric’s crown did not outlast him by two generations; the kingdom fractured, and the principality that holds its heartland today remembers neither brother kindly. But the forest remembers Caelmir. The folk who live along its edge call what he became the Witch-King.

Appearance

In life, Caelmir stood a head taller than any man at his court, golden-haired and broad through the shoulders, with a voice that could carry across a parade ground without rising. Portraits of him no longer survive. Aldric had them burned.

Death has made him taller still. The Witch-King stands at least seven feet, gaunt and skeletal, his proportions subtly wrong. His body is translucent, spectral flesh stretched over bone, and it flickers between states as he moves: solid, then vapor, then something between the two. Robes that were once royal purple hang from him in moth-eaten strips, faded now to the color of old bruises, drifting around him as if underwater. Chains wrap his torso and limbs, every link etched with runes that pulse with a faint, sickly light and chime like finger bones when he moves.

His face is the worst of him. What remains of his skull is locked in a grin far too wide for any human jaw, and his teeth run back too far and too deep. His eyes burn crimson, two points of fire that hold both intelligence and hunger. A crown of blackened iron sits on his head, the final act of the unmaking, forged with its thorns turned inward. They pierce his skull in a dozen places, and something like blood weeps from the wounds, running down his face in dark lines that fade before they reach his jaw.

Powers & Abilities

The Witch-King feeds on warmth. Cold rolls off him in waves, frosting the ground and killing what grows wherever his attention falls, and with a raised hand he can draw the heat and life out of the living, pulling it toward him like water through a crack. Those caught in it feel their strength drain from their limbs and the breath leave their chests.

He commands the Hollow’s dead. Ghouls answer him like hounds, and the ghosts of the forest drift at his call. He does not walk so much as flow, gliding between the trees and passing through them as if they were not there, and his voice, a chorus of many voices speaking at once, carries from the forest’s depths to its edge. His jaw does not move when he speaks.

His power has limits. The same curse that made him binds him to Wilderwood, and he cannot follow the living past its boundary. Within it, he is king again, or near enough.

Personality & Demeanor

Caelmir was proud, generous, and certain of his people’s love. He believed loyalty was repaid with loyalty. That belief cost him everything.

Little of that man survives. In his place burn rage, hunger, and an endless, gnawing need for the life the Hollow took from him. Folk along the forest’s edge say he still searches for his betrayers, though they have been dust for three hundred years, and settles for whatever living thing wanders close enough to reach.

A court’s manners linger in him the way a skeleton lingers after the body rots. He greets intruders as a host greets guests, mocks them as a lord mocks petitioners, and savors their fear the way a man savors fine wine. He is patient, theatrical, and cruel, and he takes more pleasure in the hunt than the kill.

Notable Relationships

Aldric, his twin, took his throne, his name, and his life, and left him something worse than death. Whatever the Witch-King has forgotten of his mortal life, he has not forgotten his brother.

The lords of Caelmir’s court sold their king to Aldric for lands and titles. Their houses have long since passed into ruin or obscurity, and their descendants tend not to mention their ancestry anywhere near Wilderwood.

Morwenna the Ambitious belonged to the coven that kept the Verdant Crown under Caelmir’s protection, and the curse her bargain loosed is the thing that remade him. Both falls began with someone reaching for what was not theirs to take.

The ghouls and ghosts of the Hollow serve him. The shades of the dead who have wandered into Wilderwood over the centuries keep their distance from him, and flee at his coming.

Role & Affiliations

Once Lord of the lands between the Alzion Mountains and the Bane Sea, the Witch-King now rules nothing but Wilderwood’s dead, and he rules them from within a prison. He is bound to the Hollow, fused with its malevolence, and confined by the same curse that made him. The principality raised on the ruins of his kingdom keeps wardens along the forest’s edge to this day, as Caelmir once did. They are not there to keep anyone out. They warn anyone who goes in.

Where to Buy

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