Wytch Mountain

Wytch Mountain

Wytch Mountain is a fast, rules-light pocket RPG of covens, curses, and occult power. Built for quick play with simple mechanics, it delivers eerie folk horror and witchcraft in a form that’s easy to learn and dangerous to master.
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$2,076 🎉
of $800
230
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🗓 Estimated to ship by July 2026

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This project is part of Tabletop Tavern, running from May 7th – May 28th, 2026. Learn more

🎉 What We Made Together

Collaboration makes everything more fun.

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What is Wytch Mountain?

"A witch ought never be frightened in the darkest forest… because she should be sure in her soul that the most terrifying thing in the forest was her." — Terry Pratchett

Wytch Mountain is a 32 page rules-light RPG of folk horror and covens, needing only two dice, a dark table, and some cool friends. Play as a witch. Find other witches to join your coven. Journey across distant lands to find Wytch Mountain and face its baleful guardian. The real adventure, of course, is the witch friends you make along the way.



Built on the lean Portland Pocket System, the game resolves everything you need with a d20 and a d6. No sprawling rulebooks. No baroque subsystems. Just the old ways, played fast and sharp.

Also included is a complete adventure that will keep your coven occupied for several sessions!

Check out the 16 page PDF Preview to see for yourself just how cool this is!


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Choose Your Witch

Each witch walks a different path to power. Your class determines your spells, your starting equipment, and the shape of your magic.

Black Mass Witch
Malefic and destructive, the Black Mass Witch bends events and lives to her will. She rides a broom, wears antlers, and commands sickness, weather, and ultimately communion with forces beyond the veil.

Hedge Witch
The naturalist. The herbalist. The healer who has forgotten more about the wild world than any academic ever knew. She walks with a familiar at her side and can summon the Green Man himself.

Leyline Witch
A traveler of liminal places and the Otherworld. She pulls truth from skin and bone, rides humans as horses, and in her highest form crosses the hedge itself to bring back what is needed.

Potion Witch
Swift and unpredictable, the Potion Witch brews charm, sleep, invisibility, and beauty, the last of which, regrettably, makes every cat in the vicinity want her dead.

Warlock
Not all who practice the old ways do so gently. The Warlock brings brute force and the first and most feared weapon: the Hex. The muscle of the coven. A warlock only grows more terrible as time goes on. Strong where others are subtle,  sometimes that is exactly what a coven needs.

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The Old Rules

Simple enough to teach in five minutes. Dangerous enough to kill you in two.

d20: Tests & Attacks

Roll a d20, add your relevant ability score. Beat the Difficulty Class. Easy as breathing (until the Witchsmeller shows up).

Ability Scores

Strength, Dexterity, Intelligence. Each ranges from 0 to +2 at creation, earned by the dice. Everything flows from these three.

SP: Spell Points

Each spell costs its level in Spell Points. Your INT score is your fuel. Spend wisely — SP refreshes daily, but today might not end.

Weaknesses

Every witch has one. Iron scissors. Church bells. Running water. Salt lines. Roll and discover the flaw in your arcane armor.

Form a Coven

Witches grow more powerful together. As your coven grows in size, new abilities unlock, but if your leader falls, you all fall.



The Turning Year: When You Play Matters

The Sabats shift what magic is possible, which spells never fail, and which forces grow hungry. Choose your timing carefully.

Beltane “the growing tide”
When nature is rejuvenating and blooming, a witch's power is closely tied to growth, fertility, and transformation. 

Litha “the reaping tide”
When the sun is at its zenith, a witch's power is at its peak. Their spells focus on harnessing solar energy, enhancing vitality, and working with fire-related magic.

Mabon “the resting tide”
As leaves change and nature prepares for the cold months, spells involve divination, ancestral magic, and working with the energies of change. The thinning veil makes it a good time for communing with spirits and seeking guidance from the beyond. 

Samhain
"the death tide" 
When the veil between worlds is at its thinnest, the dead walk close and old bargains come due. Witches draw power from endings, memory, and the hunger of things that should not still be moving. 

Yule "the dark tide" 
In the longest night, light is a radical act. A witch's magic turns toward endurance, hidden warmth, and the slow return of things thought lost. 

Imbolc “the cleansing tide”
During the cold months, a witch's power turns inward. Their magic focuses on protection, warding, and drawing upon the energies of the earth and the stillness of the season. Winter is also time for deep meditation, astral travel, and accessing hidden knowledge. 



Wytch Mountain is part of Pocketopia 2026, a month-long celebration of portable easy-to-learn tabletop games, featuring accompanying projects from other renowned creators.

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Final Stretch Goal

For the final stretch, we are offering a cool short story written and laid out by Ahimsa about a young witch discovering her power. De Profundis is dark and mysterious and feels like Suspiria meets Carrie. It helps set the tone for the game really well. If we can hit $1,800 on this project, everyone gets the De Profundis pdf for free!
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Shipping Estimates

Shipping is super expensive these days. We plan to ship in standard manilla envelopes to keep the cost down. Here's our best estimate for you.

  • US: $5.00
  • CA: $8.00
  • MX: $11.00
  • EU/UK/South America: $12
  • Everywhere Else: $14

International backers are responsible for VAT/duties.
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Timeline

The zine is already written, so the hardest part is done. Here's the breakdown of the rest.

  • Editing --> May, 2026
  • Layout --> June, 2026
  • Artwork --> July, 2026
  • Files Sent to Printer --> July, 2026
  • Digital Files Bookmarked and Linked --> August, 2026
  • Final Zines Ready to Ship --> September, 2026
If we get done early, we'll let you know!
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About Knight Owl Publishing

Knight Owl Publishing has released:

  • Isle of Joy (Ennie-nominated)
  • The Chaos Gods Come to Meatlandia
  • Worm Witch: The Life and Death of Belinda Blood (Ennie-nominated)
  • The Scourge of the Scorn Lords
  • Black Blade of the Demon King
  • Aquatic Adventures
  • Old School & Cool volumes 1-5
  • Into the Space Worm
  • The Vanilla Adventure (upcoming)
  • Emporium of the Damned (crowdfunding now!)

Meet the Team:

Wind Lothamer — Art, design, layout. The visual mind behind nearly all Knight Owl Publishing books, plus work for Necrotic Gnome, Expeditious Retreat, Orbital Intelligence, Arden Vul, and more.

Ahimsa Kerp — Writing, editing, outreach. Author of nearly everything we’ve published, contributor to Ultracosmic, Knock! and Dolmenwood, and novelist with Severed Press.

You — The RPG community that makes every project possible. Thank you for bringing Wytch Mountain to life.

We’ve run many successful crowdfunding projects before—small and not-so-small—and we pride ourselves on clear, honest communication.

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No AI

We don't believe in using AI in our creative process. All artwork and images are 100% hand-drawn by Wind himself.

Tabletop Tavern



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Wytch Mountain is a fast, rules-light pocket RPG of covens, curses, and occult power. Built for quick play with simple mechanics, it delivers eerie folk horror and witchcraft in a form that’s easy to learn and dangerous to master.

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