
Worldbuilding is very much on my mind lately.
For several months, I’ve been laying the foundation for the magic system and its lore in The Witch’s Witness, my novel-in-progress about a coven of Vermont witches and the mysterious (and potentially dangerous) stranger who appears in their backyard.
Every time I’m developing a new fictional culture and its inhabitants, my radar starts blipping for worldbuilding in other media. For every page I turn or episode I view, there’s a persistent whisper in my mind: What stands out about this fictional world? What are the creators doing right in this media? How can their method instruct my own work?
My most recent Netflix marathon featured the platform’s two seasons of Altered Carbon, based on Richard Morgan’s 2002 cyberpunk novel of the same name (which I unfortunately haven’t read, yet). In the Altered Carbon universe, technology has advanced so the human consciousness can be stored in a cortical stack, which is an electronic device installed in the spinal column. If the body dies, the mind can live on and be installed into a new body, or “sleeve.”
The concept of human immortality and the exploration of its impact, limitations, and morality is enough to make the story compelling.
But what immediately reeled me into the world was the lingo.
There’s plenty of lingo I can point to. The “stacks,” which store the human mind and are installed in bodies; “RD,” or real death, if a person’s stack gets destroyed; “sleeves,” or bodies in which stacks are installed (and “resleeving” when a person is loaded into a new body); “Meths,” a term based on an abbreviation of the 969-year-old Biblical figure Methuselah, which is used to refer to the wealthy elite who can afford to continuously resleeve and essentially live forever.
On their own, each of these concepts is a solid piece of worldbuilding, but the language of the world elevates these concepts and makes them feel significantly more real. It’s a more immersive experience for the viewer (and/or reader) when we slip among characters who casually and dismissively make references to unique aspects of their universe. They accept all of this as a fact of life in their world; in turn, it helps viewers accept it.
I am infinitely impressed by other creators’ worldbuilding. My hope is to follow in their footsteps and create a believable world in which readers can immerse themselves.
Creating a magical reality
There’s a tricky balance to worldbuilding. On the one hand, I want to establish a setting where the characters accept the way the world functions without overly pondering it. After all, someone doesn’t have to know how gravity works to know that it works. It’s just a universal law. A fact of life.
On the other hand, I don’t want to create a magic system that is too vague – or, God forbid, has contradictions or plot holes. Nothing is scarier than the idea of a reader screeching to halt and saying, “Whoa, whoa, wait a minute. There’s no way that works.”
In The Witch’s Witness, the system of magic has a religious-like lore behind it. There’s an existing mythology about the source of witches’ magic (or the “wellspring,” as it’s known in text).
Magic isn’t widely known or practiced in this parallel version of Vermont. Covens keep a low profile after centuries of European and American witch hunts; they’re more than happy to let the masses believe magic is nothing more than a figment of imagination.
Except, of course, it’s real.
Witches can either be born with magic (an “innate talent”) or they can learn it as “practitioners.” Witches with an innate talent have an internal source of magic, whereas practitioners have to use external sources of magic, such as natural ingredients or artifacts.
As for the innate talents themselves: A witch can be born with an aptitude in one of twelve branches of magic. [See chart below]

Main character Heather Barlow is a flora witch who wields influence over the plant kingdom. She has a natural connection to the magical properties of plants and can draw upon their power to enhance her own. While other witches can use plants as tools in their magical practice, she can directly manipulate, communicate with, and control flora.
Any witch can practice the basics of another witch’s innate talent. A flora witch can use tea leaves to see shadows of the future, while a clairvoyant witch would have the natural ability to see visions without the aid of tea leaves. A practitioner can conduct a seance with symbols and tools to communicate with the dead, while an inspiriter has a direct connection with souls and can summon them without ceremony.
However, there are some skills that only a witch with an innate talent can yield. Summoning “hellfire,” for example. (Note: There is no hell, but it’s the name given to a form of fire that can be summoned from the spirit realm as the sole means to permanently destroy souls.) Only fire elementalists and inspiriters can summon it because fire witches have an innate link to flames and inspiriters have an innate link to the spirit realm.
The trick now is weaving these types of magic around each other and trying not to tangle any of them … or leave a gaping logic-hole in the tapestry of the story.
Have any thoughts, suggestions, or questions about the magic system in The Witch’s Witness? Feel free to share them in the comments below.