For centuries the witches of the Blackwater swamps have used and refined their own type of magic. As their magic is based on the lore of local plantlife and numerous pacts with the minor spirits of the brackish waters, they can be identified outside their domain by the vials and wineskins of murky water they carry around. They cannot perform their sorcery without this water.
The water has numerous magical properties when used by the witches.
When drunk, the water forces the drinker to fall into a deep, nightmare riddled sleep, where he is besieged by shadows of the spidery, tentacled water spirits of the Blackwater swamps. When the victim wakes up, (usually after 3d6 x 10 minutes, when he manages to escape the creatures, although high willpower will help here) he will be riddled with a vile stomach disease that causes him to vomit near-constantly, but is not lethal. The upside to drinking the water is that the victim is healed of all other poisons and diseases.
When applied to a wound by a witch, the liquid infects the wound and the mind of the victim, making mind affecting effects more useful.
When used on wood or other organic materials, the water causes them to rot and burst in a matter of seconds.
If offered a sacrifice of blood, ample quantities of the water can be used for greater effects, including summoning a spirit or healing wounds. The higher ranking witches are able to conjure the minor swamp gods themselves to aid in battle and divination. The water can also be used to raise the dead, though sufficient skill is needed so that the target does not become a mindless hungering undead.
The network troubles should now be over. I'll be updating more frequently from now on. Also, expect a review of the ebook The New Death and Others later this week.