🎭 Who Are the Witches?
So you’ve joined the coven, and everyone in the circle is wearing a mask, and one of them just asked you to deliver a potion to their daytime self — whom you have not met, because, again, mask. If that left you squinting at the whole town wondering which smiling neighbor moonlights in the moonlight, this page is for you.
⚠️ This entire page is a spoiler. It names every masked witch. Guessing them yourself is one of the story’s real pleasures, so if you’d rather play detective, read only the first two sections and come back when you’re stuck.
How the Unmasking Actually Works
Here’s the part the game explains once, quickly, and never again. In the Summer of Year 1, the High Priestess sends you to the Farseer, who lays out the witch identity rites:
- Each coven member gives you a task — brew a potion, mix a drink, or write an incantation. They hand you the recipe on the spot, so you never need something you can’t make.
- You deliver the finished item during the day, in town — not at the circle, not at night. This is the confusing bit: you must walk up to the ordinary townsperson you believe is behind the mask and hand it over.
- If you picked the right person, they unmask. From then on you know who they are, in the circle and out of it.
Two worries the game quietly defuses:
- “What if I guess wrong?” You can’t really botch it — the quest simply waits until you deliver to the correct person. No friendship is harmed, no cover is blown.
- “Won’t civilians see the magic item?” No. As the Farseer puts it, civilians can’t read incantations — to them it’s a blank piece of paper. Your secret is structurally safe.
The rites happen one witch at a time, in a fixed order, each unlocked by finishing the last. You’ll also keep some of the rewards — the Freeze Time and Speed Time incantations stay in your grimoire, and every recipe is yours forever.
deliver by daylight — the whole point is proving you know their other life 🌞
The Roster (Full Spoilers)
Six witches keep Fairhaven turning, plus you. Titles first, faces second:
| Mask & title | Who they are by daylight | Unmasking quest | What they ask for |
|---|---|---|---|
| Elder | Hazel Wylde — your grandmother | None; she’s the reason you’re here | — |
| Farseer | Shelby Demeter — the riddling peddler in the woods | See the Farseer | 1× Freeze Time incantation |
| Adept | Amira Syed — the town doctor | Which Witch is Which | 1× Honey Mint Cooler |
| Journeyman | Damon Mthembu-Haas — runs the bar | An Uplifting Brew | 1× Levitation Potion |
| Acolyte (later Herbalist) | Violet Miranda — the florist at Violet’s Violets | Charmed, I’m Sure | 1× Charming Potion |
| High Priestess | Lina Dahl-Johnson — owner of the Dahl General Store | A Quick Spell Check | 1× Speed Time Spell |
| Novice | Tara Wylde — you, dear reader | You unmasked at initiation | — |
Recipes and brewing details live in Potion Brewing and Spells & Rituals; the Honey Mint Cooler wants your distillery, so have one built.
The Clues, Witch by Witch
The game plays fair — every task is a hint about its owner. In the order the rites arrive:
1. The Farseer → Shelby Demeter
The old man who sells scraps and speaks in riddles, one green eye and one blue. His task “has to do with time” — a Freeze Time incantation — fitting for a seer who peers up and down the timeline for a living. He sets the rules of the whole rite, then dares you to guess his name. (Do not say Rumplestiltskin. He gets jumpy about the fae.)
2. The Adept → Amira Syed
She asks for her favorite Summer drink, a Honey Mint Cooler — honey and mint being, as Amira herself admits afterward, “a bit of a giveaway” for a doctor fond of home remedies. Bonus: it’s also one of her favorite gifts, so brew two and bank the friendship — handy if you’re eyeing the romance route.
3. The Journeyman → Damon Mthembu-Haas
Wants a Levitation Potion — something “so good it’ll make you float right off the ground.” Who on this island is professionally interested in beverages with a kick? The bartender, of course. He’ll cheerfully confess he adds a splash to cocktails.
4. The Acolyte → Violet Miranda
The coven’s youngest and least patient (“I hate secrets”) asks for a Charming Potion — flowers and charm, the florist’s entire trade. After the story’s later events she trades the Acolyte title for Herbalist, so don’t be confused when the circle starts calling her that.
5. The High Priestess → Lina Dahl-Johnson
The last and most solemn reveal. She asks for a Speed Time Spell and all but tells you she knows that you know. The woman who runs the general store — who provisions the whole island by day — has been presiding over its older business by night. Completing her rite earns you the Increase Magic spell, and the coven’s full trust with it.
Wait, Who Is Raven?
Deep breath: later in the story a sixth masked figure appears, calling herself Raven — and she is not one of the five you unmasked. Raven is Vanessa Soft, the schoolteacher, working magic outside the coven entirely. Her story is one of the main plot’s big turns, and it belongs to the Final Chapters — we’ll say no more here, except: if you met a masked witch who doesn’t match your roster, the game hasn’t broken. That’s the point.
If You’re Stuck
- No unmasking quest is active? The rites are story-gated to Summer of Year 1, after the High Priestess sends you to the Farseer. Keep following the main quests — see Chapters 4–6.
- They won’t take the item? Check the clock and the map: it must be daytime, in town, handed to the person (not the masked witch at night).
- Missing ingredients? Every rite hands you its recipe first; the ingredients are ordinary farm-and-forage fare. Mining & Foraging knows where everything hides.
the masks were never the secret — the kindness underneath was 🌙
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