❀ The Fairhaven Field Guide ❀

📜 Chapter 3: Joining the Coven

⚠️ Spoilers ahead — the initiation, the first rituals, and a major late-spring loss.

Here the story grafts Tara onto the old rootstock. The quests in this stretch carry her from curious granddaughter to initiated witch of the Fairhaven Coven — and then ask her heart to bear the hardest turn of the whole first year.

The Initiation

Joining the coven is a proper ceremony, and the To-Do quests walk you through each solemn step:

  1. The vow. Before anything else, Tara must promise never to reveal the location of the circle or the details of its rites, and to abide by the coven’s covenants.
  2. The incantation. You’ll prepare the incantation for the Initiation rite and bring it to the circle.
  3. The casting. The High Priestess directs you to give the incantation to Elder Hazel — by tradition, she must be the one to cast it over you.
  4. The robes. Hazel presents a family gift passed down through generations of Wyldes. When Tara tries on the robes, Hazel remarks that — like all who came before — they fit her beautifully.

🕯️ Lore: the coven’s ranks have titles — Elder, High Priestess, and masked members known by their animal guises. One of them, the Farseer, will later become your tutor in the craft of incantations.


First Magic

With the initiation cast, magic finally unlocks — and from here, new spells are earned by completing magical tasks for coven members. Each witch has something to teach, and their quests are how the grimoire fills. The Farseer’s quest series Incantation Vexation is your formal introduction to crafting incantations.

Get your bearings with:

Turning the Wheel

You’ll also learn the coven’s greatest responsibility: the seasons of Fairhaven only change when the coven performs the season ritual. When spring has given all it can, the High Priestess sets you the quest To Summer it Up For You — brew a Spirit Flame potion for the rite that turns spring into summer. Harvest anything you’ll miss before you light that flame.

The End of Spring

Handle this pressing gently, reader. At the end of the first spring, Hazel passes away. She leaves everything to Tara — the farm, the house, and her place in the island’s story. Her funeral is the first time you’ll see all of Fairhaven, believers and skeptics alike, gathered in one place.

It is also where her wish takes root in Tara: that the two halves of the island — coven and town — might one day be one community, unafraid of each other.

Grief, too, is tended the Fairhaven way. Afterwards you can visit Hazel’s grave in the town graveyard and leave flowers, and Tara is invited to a grief support group alongside other townsfolk who have lost someone — Violet, her little brother Sebastián, Juliet, and the mayor’s wife among them — small, quiet scenes that are among the most gently written in the game. The town keeps Hazel’s memory alive in much of what it does, and so should your margins.

Pressed here: one sprig of rosemary, for remembrance. 🌙


Previous: Chapter 2: The Family Secret · Next: summer training and gathering clouds in Chapters 4–6.

The robes fit. They always fit a Wylde. — K.