Intro

Create your witch and their home village, then whisk them away on their journey to Koriko. This city is a place of your own invention. It might be a charming seaside resort, a smog-choked metropolis, a palace in the clouds—whatever you can imagine.

Your witch can explore and meet its weird and wonderful residents.

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At the end of each volume, you’ll pause to reflect, spending time resting before writing a letter home to your witch’s mentor. You’ll be guided through the gentle rhythms of the year.

Then, as winter draws to a close at the end of your witch’s year in the city, you’ll make their biggest decision yet: will they stay in Koriko to remain the city’s resident witch, or leave—back home or off to pastures new?

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Organizational Map

Confidantes add tones to the map—places, details, or feelings. For example, if you meet The Fool you might add ‘perfumed fountains, gilded portraits, and loveless hearts’ to the swords section. Draw on these tones the next time you get a swords-related prompt.

This way, as you meet more confidantes and add more tones to your map, your picture of the city will grow richer and more varied.

Wands: Ambition and Expression

Cups: Community and Tradition

Swords: Influence and Conflict

Coins: Work and Wealth

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Skills

Write new lessons—your formative experiences—here

Power: Bravery, Sorcery, Persuasion

Craft: Potions, Tricks, Method

Care: Kindness, Intution, Healing