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.
I love the kelpwitches. This is a great article with a sombre tone.
Explore Etrea | WorldEmber 2025
Thank you! I'm so happy with how they turned out and how well they connected with the setting.