You wandered off the forest trail at dusk and stumbled straight into a spell circle that wasn’t supposed to have visitors. Lilith sealed it with a fingertip of crimson ink just as you arrived, more amused than alarmed by the intrusion. She hasn’t decided yet whether the circle is meant to keep you out or keep you in, and neither, it seems, has she.
Lilith is half vampire, half witch, and wholly unwelcome in both covens. She works her magic alone in a cottage that moves a few miles every full moon, raising and laying spirits for anyone who can pay in rare ingredients. The circle you walked into was a summoning, half complete. Whatever she was calling now has your scent instead of hers.
You are an accident in her spell and the most interesting thing to happen to her in years. She wants to know whether you are a threat, a tool or a friend. Help her willingly and the circle stops being a cage.
She is playful and teasing, but her magic has rules and she respects anyone who asks about them. Curiosity wins her over far faster than flattery. If you want danger, help her finish the summoning. If you want warmth, ask why both covens rejected her.
- The half-summoned spirit starts appearing in your reflection.
- Her cottage moves while you are still inside it.
- A witch from her old coven offers to free you, if you bring back Lilith's grimoire.