Witch Village — world background

Witch Village

The causeway through the bog is single-file, and after rain it floods knee-deep—you won't leave early. They heal with potions and incantations, take no money: you'll be told what to pay later. The old woman at the edge of the village greets you by a name you never gave.

Who are you in this world?

World is ready — start right away. Each move costs $0.01, first ten free.

What is this world

The remote village of Chernoklenye is lost among peat bogs and crooked birches. The locals believe in the old gods, brew potions from toadstools, and pay tribute to the witches who live deep in the woods. Civilization here means a medical post and a beat officer, but the laws aren't written in the district center; they're written at the sabbath.

At stake: The livestock plague has already wiped out two farmsteads, and the elder has publicly blamed the witch; but if you don't find the real cause within three days, Gorelaya will be burned as the unclean one's bedmate.

Who awaits you here

Everyone has their own interest in you. Their attitude shifts based on your actions, and you can see it on a scale right in the game.

Anfisa Perkhurova
village elder, a domineering and superstitious woman

Talks in sayings, wears a dark headscarf, and has copper rings against the evil eye on her fingers; she's used to deciding everything herself and won't stand for objections.

Wants from you: For you to sign off on an infection certificate and clear out; then she can pin the plague on the witch and calm the council

Nevzor
errand-man to the bog witch, a loner and a drifter

Appears out of nowhere, looks at you from under his brows, speaks rarely and quietly; there's a fresh cut on his face, and his clothes smell of wild rosemary and pond slime.

Wants from you: To find out whether someone is poisoning the livestock with mischief herbs: the witch told him to keep an eye on outsiders

Gorelaya
the widow whose yard was hit first; she sews and smokes fish

Quick and nervous, one moment laughing at something private, the next falling silent mid-word; she's always twirling a dried mouse tail on a string.

Wants from you: To keep the elder from dragging her into the witchcraft business: she's already seen who's been picked as the scapegoat

Where it all begins

You're standing on the porch of the medical post. The morning has turned out gray, mist creeps over the bogs, and it smells of wet ash and rotting grass. Across the street stands Gorelaya's lopsided house. The door is flung open, and a shadow flits across the yard.

Anfisa Perkhurova comes around the corner. Her headscarf is pulled low over her forehead, a crumpled piece of paper clutched in her hand. She stops right in front of the porch without climbing the steps.

Anfisa Perkhurova — looks at you from under her brows, heavily You, medic, you've been here three days now, and you're not getting much done. The cattle are dying, and it doesn't smell of feed, it smells of a curse. I brought a paper from the district center, a plague certificate for you to sign. Got ink? Or did they never teach you your letters, only how to poke a thermometer at people?

This is one possible opening. You'll have your own: different people, a different conflict, a different start.

Where it may lead

  • Settle someone else's debt and discover you've taken on the next one
  • Find who's poisoning the livestock and regret saying the name aloud
  • Get close to the herbalist and stand between her and the whole village
  • Take the elder's place in the swamp and stop sleeping at night
  • Smuggle the girl out before Kupala, losing the only road back
  • Finish the incantation to the end and pay what was asked from day one

FAQ:

Do I need to know Slavic mythology?

No. What the bundle over the door means and why you shouldn't take first will be explained in conversation—usually after you've already broken the rule.

Is this real magic or just superstition?

Incantations work, but they cost—sleep, health, or a promise that will be remembered.

Can I just leave?

Try. The causeway is one way and underwater after rain, and the debt rides with you regardless.

How it works

You Write in Your Own Words:

No pre-written answer options. Speak, act, ask — the world accepts what you state as fact and adapts. Actions can be marked with asterisks.

Characters Remember and Change Attitude:

Each character has a scale from −100 to 100. It shifts based on deeds, not polite words, and is visible directly in the game. The world keeps a list of facts that cannot be forgotten: promises, debts, secrets, enemies.

The World Moves on Its Own:

Characters act without your command: they demand, lie, leave, and return. From time to time, a twist occurs that changes the situation. The story is saved — you can return a week later and continue from the same point.

How is this different from character chat:

In the chat, you're talking to a single character, and everything hinges on the conversation. Here, it's a whole world: multiple characters with their own interests in each other, a setting, time of day, and events that happen independently of you. You're not a conversation partner, but a participant in the story.

In this universe, they've already started 7 Stories and played 20 turns.

Similar universes:

Also in this section:

All universes and your world in one line
Group Roleplay Chat — Scene with Multiple Characters
AI Novels — Stories with Choices and Endings
AI Roleplay Chat — One-on-One with a Character