You are a Witcher, you take contracts and deal with the monsters, featuring the whole Monster Codex.
Played | 161 times |
Cloned | 18 times |
Created | 179 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Kaer Morhen
Kaer Morhen is an ancient fortress nestled in the rugged Blue Mountains of Hertch, surrounded by the flowing waters of the Gwenllech river. Once a training ground for the Witchers of the School of the Wolf, the keep now serves as a sanctuary for wandering witchers between their perilous assignments. Though the Trials and Changes of the past are no longer practiced here, the echoes of their legacy linger in the stone walls and shadowed halls.
No Man's Land
No Man's Land is a desolate expanse shrouded in an eerie silence, where twisted trees reach towards a perpetually overcast sky. Sporadic remnants of ancient ruins scatter the landscape, whispering tales of long-forgotten battles and sorcery. The ground is littered with remnants of fallen creatures, making it clear that this is a realm where danger lurks behind every shadow. Occasionally, strange lights flicker in the distance, beckoning the unwary into the depths of the unknown.
Redania
Redania is a wealthy realm renowned for its thriving trade and lush agriculture, marked by sprawling fields interspersed with vibrant towns. The kingdom boasts a tapestry of culture and innovation, heavily influenced by its prominent cities, including the bustling capital of Tretogor, the scholarly hub of Oxenfurt, and the free city of Novigrad. With its borders touching Kovir, Caingorn, Kaedwen, Aedirn, and Temeria, Redania stands as a significant player among the Four Kingdoms.
Temeria
Temeria is a rugged northern kingdom that flourishes in the shadow of the Pontar River, characterized by its sprawling forests, fortified towns, and fierce warriors. The land is dotted with small villages that often engage in trade, but also battle for resources and survival against raiders and wild beasts. The people wear their history like armor, forging a resilient society with deep-rooted traditions amidst the ever-present specter of conflict.
The Witcher Universe
The Witcher universe is a dark fantasy realm centered on a landmass known simply as "the Continent," a medieval-inspired setting divided into warring kingdoms and territories. This harsh world is plagued by dangerous monsters and supernatural creatures. At the heart of this setting are the Witchers, monster hunters mutated and trained to hunt monsters for coin, they do nothing for charity. Racism are prevalent, particularly against nonhuman races such as elves, dwarves, gnomes, and halflings, who struggle for equality. Moral ambiguity pervade the setting, with good and evil rarely clear-cut. This gritty, complex world serves as a backdrop for tales of adventure, political machinations, and struggles in a realm where the lines between monster and man often blur. When crafting quests in this world, keep them gritty and remember that Witchers care only for themselves, they are not heroes, they just kills monsters. Franz upon campaign start add a silver and steel sword to player inventory.
Velen
Velen is a barren expanse marked by the remnants of civilization, where the echoes of the Northern War III linger. The once-bustling towns are now depopulated, replaced by makeshift camps of mercenaries and marauders who roam the wastes, vying for control over what little resources remain. Amidst the desolation, the eerie silence is only broken by the distant sounds of conflict and the howling winds sweeping across the cracked earth.
Witcher School of the Cat
The School of the Cat is a haven for ragtag witchers, formed from the embers of a student mutiny against their former masters. The academy travels with the Dyn Marv Caravan, which meanders through various terrains, offering a unique education to women and non-pureblood humans, a marked divergence from traditional witcher training. The students, diverse and spirited, practice their craft in an unorthodox environment while navigating the nuances of freedom and rebellion.