Kelpwitch

They remember what others won’t, and the sea tries to keep for herself.
- Elias McKinney, smuggler
 
Magic, as most call it, is the mysterious raw power drawn from the Etherwave Arcana. An unseen force that connects all things, woven through the fabric of reality. Many tap into it, call on it, and even say they command it. Shaping and temporarily altering reality in both small and large ways, giving back a piece of themselves in return.
 
But there are some creatures and spirits that draw on this power through other means. For them, it isn’t a learned skill, but natural as breathing. Writing their changes in sand, brine, kelp, and salt. One group of these creatures were once mortals from humans, thayans, grimling, or morasu. They were people caught between trauma and tide, carried over the sea of dreams. Victims that, even as they stood on death’s door, were given a choice to return and become archivists of the dearly departed.
 
Them. Right. Well, some call them the Brine Children. I can see it, even if it misses the point. The truth? Well now, that’s a damn sight stranger.
- Morowen Waxbend, sea hag of Port Royal
 

Kelpie Keepers of Lost Memories

 
Kelpwitches are one of the more unusual changes to appear once the shattered Otherworld merged with Earth. Before 1712, they were barely a tall tale. That all changed in 1713, when a small group walked out of the fog on the shores of Ireland and Japan to begin their solemn work. Even on Otherworld, kelpwitches were barely a myth. Stories told to frighten, or soothe, children. Their appearance on Earth was as much a shock to Otherworld refugees as it was to Old Earth cultures. Both viewed them with trepidation and suspicion.
 
These creatures, often called Brine Children or Sea Dryads, prefer to linger on the fringes of society. The daily hum of town or city life is often overwhelming for them, especially in places where there is more worked stone and machinery than nature. Then, there is the overabundance of people and their active memories.
 
Subject of many a tall tale, they aren’t as lethal as some claim. Instead, they are quietly social in isolated communities. Kelpwitches leave their greenery-drenched shoreline homes to seek places of disaster and similar locations. Hoping to collect the memories of the recently dead, to preserve them and the knowledge they had.
 

Born of Bloom and Grove

 
We are the children of the deep, the midwives and shepherds of memory.
- Old Kelpwitch saying
 
Kelpwitches, despite the name, aren’t just women. They are both men and women who’ve undergone a unique transformation. One that bridges land, sea and the memories of both. Most kelpwitches are the same size and shape as they were in life. This means most kelpwitches could be short or tall, muscular or thin. They even keep the features of their original bloodline, such as thayan dragonfly wings, grimling metal-colored veins, or morasu raven feathers.
 
No one is sure how a kelpwitch is ‘born’. But the popular story is that they are reanimated bodies. As the tales go, a victim—often a drowning victim—expires in a tidebloom grove. When they do, it’s said the tidebloom vines cocoon around the victim, changing them, but breathing new life into them. Tidebloom vines weave around the body, binding the person to that tidebloom grove. In a ten-day time, the person—as they remember—wakes up as if from a gentle nap. Only now, they’re no longer who they were, but a kelpwitch.
 
The tide doesn’t choose you for what you were. It chooses you for what you lost.
- Captain Jon Silvane, former drowned privateer turned kelpwitch
 

Turning a New Leaf

 
Once they leave the cocoon, all kelpwitches share certain similarities, such as skin and faintly blue-green glimmering hair, along with certain specific blooms. Most of the skin on a kelpwitch retains the hue of their original bloodline. But now reborn as a kelpwitch, their skin has a shade of light, healthy green, laced with vines and leaves, all flush against their skin.
 
Their hair regrows to soft, corn-silk-like strands that grow like any normal hair. Only a kelpwitch’s hair is red or gold, turning light brown as they age. Along their scalps or the nape of their necks like a natural lace trim, grow the ribbon-like fronds of tidebloom flowers. Each one shimmering with violet and green hues under moonlight.
 
In a surprising contrast to their appearance, kelpwitches prefer loose-fitting clothing and traveler’s robes with natural colors. Sea blue, light tan, and rich greens aren’t uncommon.
 

Delicate Dining

 
It’s a common mistake to think that a kelpwitch doesn’t eat, but only needs sunlight, water and ocean-rich soil. This isn’t true. A kelpwitch needs more than that, and does eat in a way similar to some coastal cultures. It’s true that Kelpwitches require air and sunlight. But they also need to feel their mortal half as well. This takes the form of fish, shellfish, kelp, and a wide collection of root vegetables that grow well along coastlines.
 
One made me seaweed stew and sweetplum wine. We ate in silence, and she cried after. Never told me why. I was afraid to ask.
- Salvadore Keene, shipwreck survivor
Lifespan
Unknown
Average Height
Same as person was in life, depending on bloodline of human, thayan, morasu, or grimling.
Average Weight
Roughly the same as they were in life, but do tend to be leaner.
Commonly Found
Secluded coves along shorelines, bays, river deltas, and bayous.



Names and Naming

 
Kelpwitches use the names they once had in life, but it’s been said they also have secret personal names. A name each one is given once they are adopted into the grove.
 
Stories about this explain that it’s a ritual. On the next full moon after the just drowned rise as kelpwitches, the tide coven holds a naming ceremony. Each kelpwitch is given a ‘grove name’ by the tide coven’s Deep Minders. This name is private, known only by members of the grove and those rare outsiders of the grove who have earned knowing what it is.
 

The Drowning Choir

 
A Drowning Choir, often mistaken for the legendary ‘siren song’, is a rare and dangerous phenomenon. This is when an entire grove of tideblooms blooms all at once on the same evening in harmony. When this happens, the tideblooms release a soft hum or melody for just a few seconds. Anyone who hears it without some sort of mystical or physical ear protection to muffle the sound is mesmerized. Those living souls caught by the hum are lured to walk into the sea.
 
Kelpwitches don’t encourage the effect, but cultivate the tideblooms to bloom on different days to prevent this from happening. But if there are not enough kelpwitches for a healthy grove, that won’t be possible. So, in those situations, kelpwitches work to keep people from drowning if they can. Otherwise, they sadly gather the memories of the dying, if there are any kelpwitches nearby.
 

The Saltbridge Incident (1717)

 
Saltbridge wasn’t flooded. It was made to forget and to be forgotten for what had been done.
- Captain Jon Silvane, privateer turned kelpwitch
 
In the spring of 1717, the bustling salt-trade town of Saltbridge, on the island of Saint-Domingue, collapsed into stillness overnight. No storm. No battle. Just silence. As if hundreds of souls vanished all at once while going about their lives.
 
Thirteen survivors were found days later, wandering aimlessly, weeping, muttering the same word… Selvia. A trampled tidebloom grove on the outskirts had been burned. Local whispers claim mercenaries hired by the mayor had tried to harvest tidebloom fruit, seeking secrets from noble bloodlines. The grove resisted.
 
The British Royal Navy arrived late with members of the Bonewright Order and sealed the town. Official records called the grove "already corrupted", claiming tideblight drove the kelpwitches mad. But nothing explained the siren claw marks on ruined, empty ships, or pearls carved into skulls littered around the docks.
 
Thirteen living souls and not one remembered a thing. Saltbridge died in one night. No sound. No fight. Not even barely a memory.
- Morowen Waxbend, sea hag of Port Royal
 
To this day, survivors still wake at night muttering names of people they’ve never met, or don’t remember.

 

Bloom-bound Wanderers

 
Kelpwitches are bound to tidebloom groves in hidden coves and bays, often preferring to stay there. These groves can be anything from the ruined hulk of a wrecked ship, to a lost town where the kelpwitches still live in the vine-wrapped wooden homes. Sometimes the grove is little more than a vine-covered clearing in a forest near a secluded cove.
 
Though they adore their homes, kelpwitches are not trapped there. They rarely leave their secluded settlements, but will in times of disaster or emergency. Stories say that Kelpwitches have traveled anywhere from a half-day to several miles from their groves, or even days away if the disaster was large enough. When they travel, it isn’t uncommon for them to carry a small token from their grove. This could be a locket or old snuff box that holds sand and tiny seashells, dried tidebloom leaves, kelp and more.
 
It’s the memories. Supposedly, they hear them fading out.
- Morowen Waxbend, sea hag of Port Royal
 
There are dozens of rumors about how kelpwitches know about the disasters. The most common, according to many wavebinders, is that kelpwitches can sense the disruption in the natural order. As if nature itself whispers to them what happened.
 
No matter how they know, after a natural disaster, kelpwitches will visit the place to find the places and remains of those who died. Slowly, they methodically hold a possession or touch a place strongly tied to that person. By doing so, they use their connection to the Etherwave Arcana to absorb a duplicate of the recently dead person’s memories.
 
These memories are enshrined inside the tidebloom plants that make up part of the kelpwitch’s body. Specifically housed in hundreds of seeds, where memories are laced through the seeds and even the blooms. They become part of the plant, regrowing each season, preserved, long after the person has passed on to the Grayfall, the land of the dead. What some call the afterlife.
 

Orderly Growth for All

 
Most think they are quiet, eerie wandering creatures. Others believe they are wandering threats, looking to steal memories. Neither are true. Like any people, they have a culture with its own structure for the well-being of its members.
 
Kelpwitches in a tidebloom grove call these groves, or settlements, a ‘tide coven’. This is a gathering of three, six, or more kelpwitches that have called a grove their own. Maybe they knew each other in life, before becoming kelpwitches. Sometimes older kelpwitches rescue the recently drowned, giving them an option at a new life instead of death. No one is sure.
 
A trio of elders called ‘Deep Minders’ leads each tide coven. They act as a triumvirate that collectively manages and runs the tide coven. Deep Minders see to the needs of the settlement. Often this involves a rare trade arrangement, negotiation with outside visitors and other governing tasks. Deep Minders hold the role for some time, but when one tires, they step down and the tide coven selects a replacement. This allows the retiring kelpwitch to fade back into the grove to relish in the wash of memories they guard, and rest.
 
They don’t govern like mortals.
- Inspector Ambrose Leigh, Kingston City Watch
 

Palace of Memories

 
While it’s more common to see a kelpwitch recover memories from the recently departed, it isn’t the only way they get them. There are some who seek a tidebloom grove on purpose to share their memories for dire reasons. It isn’t unheard of for a living person to visit a kelpwitch to offer their memories to a grove. Reasons vary, but most of the time, it’s because the person is dying or is about to head into a situation where they would die. An assassin taking a contract to kill a monarch or other well-protected person who would get the assassin killed at the same time.
 
Kelpwitches, provided the visitor is polite and genuine in their visit, never turn them away. In these situations, a kelpwitch will give them a cup of tidebloom tea, often to settle their nerves. Then touch their hand, or often cheek, and use their connection to the Etherwave Arcana to copy the memories from the living person into waiting tidebloom roots and seeds.
 

Harvest of Memories, Field of Dreams

 
Memories recorded by kelpwitches are stored as long as the grove survives, but they aren’t locked away forever. They can be ‘read’ through eating the red, egg-shaped, yellow-spiked tidebloom fruit and swallowing the seeds. Some say even drinking a tea from the blooms is enough.
 
Eating the tidebloom fruit and swallowing the seeds allows a person to ‘live’ the stored memories. Imprinting a copy of those memories into the person as if they were their own. That person knows the memories aren’t theirs and will even know aspects of the person the memories came from. Name, age, homeland, aren’t uncommon to learn along with the flood of memories in those seeds.
 
Doing this doesn’t mean the memories are removed. Far from it. Memories copied by kelpwitches remain with the grove in hundreds and hundreds of seeds, if not the root, of the grove itself. A naturally growing library of thoughts, emotions, and feelings preserved for the ages.
 
This may sound simple, but it’s far from it. While eating food prepared with tidebloom fruit with the seeds, or just eating the fruit is straightforward, knowing which tidebloom fruit to pluck is not. Tidebloom seeds within the fruit contain specific memories from a particular person.
 
To the untrained eye, there is no outward sign of whose memories are in which seed. No relic, or even the most trained wavebinder, could determine that. The memories are too tightly woven in with the tidebloom’s roots and growth. So, unless assisted by a kelpwitch, a person could easily grab a fruit with the wrong memories. Worse, those memories could be unpleasant or traumatic, such as the moment of someone’s death.
 
This is one of the many reasons groves are hidden, and many powerful figures such as nobles, guildmasters, and more, offer expensive warrants to find these groves. Driven by greed to uncover valuable secrets, or burn the grove to make sure embarrassing secrets are never found again.
 
Eat the wrong fruit, and you'll dream a stranger’s funeral. Eat the right one, and you’ll know how to kill a king. Never sure which is better.
- Etta Talrose, smuggler and occasional pirate
 

Strong as the Tide

 
Despite rumors and myths, kelpwitches are not aggressive predators that hunt the living. They are peaceful and simply prefer to live at the edge of societies, tending their groves and memories. But if attacked, they can and will defend themselves with all the fury of nature. Kelpwitches can draw upon their connection to the Etherwave, turning loose powerful magic. Not fire, frost or wind, but the fury of the flood and memory. They guide and ask nearby plants to aid them, even while they enchant and shape water into whatever tool or weapon they need.
 
There are even stories of a kelpwitch shaping water into grasping tentacles to beat an attacker into submission. After that, the kelpwitch may ‘drown’ the attacker’s memories, erasing why the attacker is even there. In the worst case, a kelpwitch may flood an attacker’s mind, making them relive hundreds of tragedies all at once, driving them off with sheer terror.
 
I saw one draw a wave into a spear and run a man clean through, who broke her vine. Then she wept for him as she drowned him in the surf.
- Garrison Hark, survivor of the Saltbridge Incident
 

The Weakest Cut and Root

 
Despite their power, kelpwitches aren’t without their limits and unique weaknesses. Methods used by more devious-minded hunters to hurt a kelpwitch or force their cooperation. There are two main ways used that most know about.
 
First, their greatest weakness is the tideblooms themselves. Cutting off the ribbon-like fronds of tidebloom that grow in their hair or elsewhere weakens them severely. But those fronds regrow quickly within hours, provided the kelpwitch has enough water and sun. The second method is more mysterious, which is touching them with iron dipped in coral ash.
 
Anyone kelpwitch bound by iron dipped in coral ash is weakened. The more ash-coated iron they are bound with, the less they can use their connection to the Etherwave. Some noble families are rumored to have a captured kelpwitch bound with iron manacles coated in coral ash. All to force the kelpwitch to hand over tidebloom fruit for personal motivations.
 
The last vulnerability is the hardest to exploit and is the most mysterious. A kelpwitch grove can suffer a condition called ‘Tideblight’. It’s an uncommon, and little understood, condition where a mossy fungus infects the grove itself. If not stopped or treated, the tideblooms go ashen gray, vines a dark green, and the kelpwitches are driven mad. Once in that state, they attack unwary victims nearby to steal their memories, and bury the bodies under the grove. This feeds the tideblight, making the condition worse.

 

Game Notes

 

Kelpwitch

Threat 3
Suggested Complications
  Echo’s Grasp. A kelpwitch floods a victim’s mind with a memory from a drowned soul, stunning or confusing them.   Saltbind. The kelpwitch casts a brine thread around their enemy, holding them in place or dragging them underwater. Perhaps even slamming them off their feet to the ground.   Memory Rot. A victim struck by a kelpwitch may lose personal memories. This could be immediate ones that brought them to the kelpwitch. But maybe the memories are replaced with experiences of dying in shipwrecks and ancient Otherworld disasters. Some victims go mad and walk into the sea.  


Cover image: Midnight Oil by CB Ash using Krita and MidJourney

Comments

Please Login in order to comment!
Dec 1, 2025 12:19 by Dr Emily Vair-Turnbull

I love the kelpwitches. This is a great article with a sombre tone.

Emy x
Explore Etrea | WorldEmber 2025
Dec 1, 2025 22:37 by C. B. Ash

Thank you! I'm so happy with how they turned out and how well they connected with the setting.