Wow. Artistic.
Makes me feel...lame. Hahaha.
Okay .. Here's the basic idea of the roleplay in general. (The next post I do like this will be about the magic.)
We've got a modern day coven that lives in an ocean-side town. The town has a field at the northern boarder (representing earth), a forest at the eastern boarder (representing air), a - at the southern boarder (representing fire), and the ocean at it's western boarder (representing water, of course.) These natural representations of element were what made the area an ideal location, according to those witches who founded it. The town is small enough that all of the townspeople are aware of who/what the witches are. They, and the town itself, rely on the witches for things such as protection and prosperity. They also come to the witches for things like love potions, or spells to detect infidelity. (Of course if the witches give them the "love potions", they aren't anything that will cause long lasting effects, and will only actually uncover any affection that may already be there, instead of causing infatuation. They have to be careful with that sort of thing.)
Their patron goddess is the Morrigan, a wickedly dangerous goddess to worship. She does tend to be a bit tempermental when it comes to dealing with witches, but she's never failed to offer them the protection that they need. As a goddess of war, she finds the coven to be boring most of the time, but doesn't let that take away from their choice to worship her. After all, a god (or goddess as the case may be) is only as strong as their followers. More often than not she tends to annoy the witches when she pops in with her cryptic messages.
The big plot in this roleplay is going to be a coven of opposing witches. Mostly dark (and/or blood) magic users. Their objective is to infiltrate the coven, working away at the protective spells cast on the town as they do so, and attempt to claim the town as their own "base for evil magic."