If you found a hidden world in the shadows of the one you knew, a world filled with magic, immeasurable power, and forgotten occult knowledge would you pay the price to be a part of it? What if that price was your soul?

WITCH: Fated Souls is a dark, modern fantasy, tabletop role playing game that centres around the Fated, men and women who have answered the question above with yes. The Fated have sold their soul to a demon and received strange new magical powers in return. Those powers are the key to a world hidden within our own, it has its own rules and is governed by an ancient Council.

Will your character barter away their soul out of despair or ambition? As a player you get to choose with which kind of demon you have given your soul to and thus to which Fate your character belongs. Each Fate has its own unique spells, advantages and play style. Choose wisely, you only have one soul after all. WITCH features:

  • An expansive setting with a rich history to explore and create your own stories in.
  • Seven Fates for players to choose from when creating a character.
  • Unique spells for every Fate and additional rules for players to adjust them to the style of their individual characters.
  • Adversaries, allies, and secret societies for characters to interact with.
  • A complete rules system tailored to the setting with a focus on narrative and role play.
  • Easy-to-use character creation rules and a handy-dandy character sheet.

There are seven known species of demons that will barter with a human for their soul, although one of them is better described as an entity. The seven Fates connected to these demons each have their own unique spells, advantages, and play style. The seven types of demons are:

  • The masked Oni
  • The flesh-eating Preta
  • The Reynard (who according to the Sósyé are spirits)
  • The Horned Beasts
  • The sadistic Devils
  • The Quiet… which is nothing at all
  • The vengeful Amit

For the Fated the world is bigger than the realm mere mortals know. Fated distinguish the world into three kingdoms- the Kingdom of Man, the Kingdom of the Dead, and the Kingdom of the Changing Ones. The Fated can see into or travel to these kingdoms thanks to their control over the gauze, the magical force that surrounds everything and holds the planes together.

It may seem as if a spell slinging witch or warlock is too mighty to have any adversaries, but this is not the case. Since the very beginning the Fated have had to deal with a bitter foe, the Hunters. With their feud stretching back through the ages, any witches or warlocks with a lust for life have learnt to look over their shoulder wherever they are.


Once a witch or warlock sells their soul to a demon they are considered ‘Fated’ meaning that the fate of their soul has been decided. However, if you are lucky you get a choice in this, you can decide who you wish to sell your soul to and also what Fate you will join. Each Fate unlocks different Spells your character can learn, attracts a different sort of person, and ultimately decides what type of life a character will lead. There are six main Fates: Heks, Druid, Djinn, Yokai, Sósyé, and Lich.

The Heks are the most versatile of Fates. They are the negotiators, the peacemakers, and the tormented. They are the Fate with the cruelest of demonic masters, but also the ones with the most hope for their future. A Heks can always be marked by the faithful familiar that follows them around.

The Druid are the lore keepers and warriors of the Witch world. When a Druid is Fated, he chooses to either make a pact with a demon of Nádúr or a demon of Dúrla. These demons grant the Druid powers over natural forces on earth or the elements. Druids are quick to anger, but easy to forgive.

Djinn are the enforcers of the Witch world. While many believe Djinn live by their own made-up code, the Djinn see it as living by their word. Djinn serve the Quiet, an all encompassing nothing that surrounds the world, always hungry for wishes and souls. Djinn are walking contradictions – vengeful yet honourable, free yet bound, and joyful yet still.

The Yokai are an ever changing Fate. They cannot only change their size, but their very shape warping themselves into all manner of beasts and people. As Yokai find it difficult to choose just one form, a Yokai’s mood may also switch from one day to the next. However, one thing that does not change for the Yokai is her loyalties. A Yokai is loyal to a fault, charismatic, and always on the move.

The Sósyé are the tricksters of the WITCH world, but you really can’t blame them. They are Fated by ‘spirits’ called the Reynard who live in the Otherworld, a plane that forms a thin gauze over our own. They do not believe these spirits to be demons, but simply members of the eternal party of the afterlife. The Sósyé have control over the dead and enjoy playing wicked pranks on those they deem a bit too serious (or perhaps someone who just took the last sandwich in the canteen.)

The Lich are the immortal Fate who devote themselves to a life of study and perfection. All Lich strive to be a Paragon of their chosen field, spending their life time collecting information on whatever their passion is to surpass their peers. While many may stereotype the Lich as bookish sorts who never want to leave their library, many of them are the exact opposites. Lich are the explorers, the questioners, and the devil’s advocate.

The Seers are the newly returned Fate. After their souls were pulled from an Underworld vortex, they found homes in people nearing death. Now these twice-damned individuals must find a way to deal with the visions they have been gifted with. Physically scarred by their time in the Underworld, the Seers must now learn to survive in our world.


The First

The history of the Fated starts with the First: The Morrigan, the first witch, and the Dagda, the first warlock. They promised their souls to a creature called the Formori in exchange for the power they needed to protect their people from imminent danger. They did not know the value of their soul and that sealed their fate when they gave it away. Because of this, their kind would be known as the Fated.

Not soon after, a great flood washed across the land that and the First were washed away but not the Formori. They created daemhans and after the water receded they sent them to the earth to collect more souls.

The Middle Ages

The Middle Ages brought great freedom to the Fated but also great turmoil. Magic was practiced more openly during this time than it would ever again, but with the sweet came the bitter. As witches and warlocks amassed more power a great war began between the Fates, later to be known as the Fate Wars. While the Fates stood divided humans started to hunt witches and warlocks down. These hunters called themselves the Fellows and they first pointed their arrows towards the most withdrawn of the Fates, the Seers. The Fellows hunted the Seers down and the Fate was ultimately destroyed. It wasn’t until the First Devil’s Deck was lost that the Fated stopped fighting and finally saw what the war had cost them. The six Fates made peace and sealed it with a blood pact, the Promise of Nancy. The Council was formed to make sure the blood pact held.

The Belle Époque

During the Belle Époque an uneasy peace was made between hunters and the Fated. Not because they were willing to bury the hatchet, but because a common foe had arisen. Suddenly, everywhere demons were crawling out of the woodwork and not just the ones that Fated witches and warlocks. but all manner of monstrosities. With the hunters preoccupied, Fated had time to tinker with a new kind of power: steam magic. The Inventeurs guild was established and still exists to this day. It’s members can be recognized by the symbol of a cog pinned or otherwise worn on their clothing. An honour bestowed to those members of the Inventeurs that could create magical contraptions by fusing gauze to their machines.

The Roaring Twenties

As the interest in the supernatural flourished during the start of the interbellum, so did Fated society. The hunters preoccupation with demons in the decades before had helped the Fated forget about their relentless persecution and the importance of the secrecy decreed by the Promise of Nancy. They started to play fast and loose with the rules of the Promise and the inevitable result was that the hunters’ undivided attention. Unable to handle the growing Fated society on their own the hunters turned toward organized crime to get the help they needed. The mob involvement quickly escalated the violence between hunters and witches and soon enough a war was waging in speakeasies and city streets. On 4 September 1929 the conflict came to an abrupt end when the Council used a ritual to kill what they thought was the core of the hunter organization. The ritual backfired and thirty innocent people lost their lives in a mass suicide that the press attributed to the stock market crash. After this failure witches and warlocks saw no other choice then going back into hiding. Their human allies were quick to abandon them after they found out about the ritual gone wrong.

The Here And Now

There are no large communities of Fated at present with the exception of New York which has somewhere between 50 and 75 witches and warlocks. Since the 1940’s this community has been overseen by a Rí named Cassandra.