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Krabat (2008)

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  Summary  

Set in the late 17th century, the story follows the life of Krabat, a 14-year old Wendish beggar boy living in the eastern part of Saxony. For three consecutive nights, he is called through a dream to a watermill near the village Schwarzkollm. Upon heeding the call and arriving at the mill, he begins his apprenticeship as a miller's man. He soon joins the secret brotherhood, composed of journeymen and apprentices, and discovers that the skill he is meant to learn through this apprenticeship is Black Magic. The first magic powers Krabat acquires are rather harmless, such as the ability to turn himself into a raven. Other peculiarities of this watermill include the lack of any outside visitors, including farmers who would have brought grain. The only visitor to the mill is one Goodman, who may be the devil, although this is never made explicit.

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Whole or part of the information contained in this card come from the Wikipedia article "Prisioneiros da Magia", licensed under CC-BY-SA full list of contributors here.