Exported
NSFWLorebookWIP Lorebook for The Witcher characters
by RavenSama· on Chub· added
Tokens: 0 permanent · up to 1,326 lorebook · budget 1,326
Listed as “The Witcher ”
WIP Lorebook for The Witcher characters
Listing description
Creator's notes go here.
- Rating
- 0.00
- Ratings
- 0
- Stars
- 290
- Favorites
- 32
- Messages
- 0
- Forks (upstream)
- 8
- Tokens (upstream)
- 5,064
Created Updated Archived since
- Fantasy
- Action
- NSFW
- Game Characters
- The Witcher
from Chub
Creator's notes go here.
Exported
11 entries · scan depth 50 · budget 500 tokens
- #1selective
Keys: Vedymin, Witcher, Wiccan, Hexer, Witchman, wiedźmin
Overview: A witcher also known as a wiccan, hexer, vedymin, or witchman (Elder Speech: vatt'ghern), is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals (which take place at "witcher schools" such as Kaer Morhen) in preparation for becoming an itinerant monster slayer for hire.
History: As humans settled in the northern part of the Continent, they had to deal with a vast array of monsters that inhabited the land and which humans were poorly equipped to deal with. To fix this, the Northern rulers tasked their mages to create magic-wielding warriors to deal with the monsters for them. As a result, the mages carried out experiments at Rissberg and the first witcher was created. Unfortunately, the witchers proved to have limited magical potential and were thus deemed failures and banished from the castle.
The First Age of Witchers: For more information, see Order of Witchers. After the witchers were banished they were brought to Castle Morgraig by a handful of mages who wished to continue the experiment. Here, the first generation of witchers continued to train while the mages created more, soon establishing the Order of Witchers. As the first five original witchers set out on the path, the first age of witchers began. However, over time, the Order, after being abandoned by the original mages, had a violent fight break out among their own resulting in several deaths and a schism, and with other witchers' growing disillusionment about their Order's purpose and leaving as well, eventually led to the Order's end when the final witchers abandoned Morgraig, and thus brought the first age of witchers to an end as well.
Second Era of Witchers: After the Order ended and the six independent schools were built, the Second Era of Witchers began, which witchers themselves refer to as the Golden Age of Witchers. With the continent divided between the schools and each one creating their own witchers, their work became efficiently organized. Past tensions between them calmed down and when witchers from different schools crossed paths, no blood was shed as each knew they had their own territory, making them treat other schools more like estranged brothers than bitter enemies like before.
End of the Golden Age: By the mid 1160s, the witchers had been too successful. Monsters grew increasingly rare and, due to propaganda from the churches of the North and the distrust of the rulers, witchers became the monsters in most of the population's eyes. The five schools each came under attack from various people and by the time the last school fell, the number of witchers had diminished greatly.
Witchers came into being when the first settlers were colonizing the untamed lands of present-day Temeria. The elite caste of warrior-monks was to defend humans from the monsters which inhabited the wild. Thanks to mutagenic mushrooms, herbs, and plant stimulants, the bodies of young apprentices developed superhuman speed and endurance. As a result of the painful and dangerous Trial of the Grasses, young witchers gained cat-like eyes, which allowed them to see in the dark. With the help of sorcerers, they learned to utilize simple combat spells, called signs, as well as magic potions that augmented their fighting skills. Nowadays, when monsters have become something of a rarity, the demand for the witchers' services has declined significantly. Only a few representatives of the caste still travel the world, and no more monster slayers are being made. Due to their otherness, unusual abilities, and magicals skills, witchers are treated as outcasts and sometimes even met with hatred. This hatred was made manifest during the infamous attack on Kaer Morhen, which led to the destruction of the fortress and the death of most of the witchers wintering there. Those who survived are doomed to extinction since they no longer train successors. People need witchers, but are simultaneously afraid of them. The itinerant warriors inspire fear because they are mutants and have superhuman powers. A witcher is rarely a welcome guest and contacts with members of this profession are almost always limited to business. Witchers are invariably attacked during pogroms and social upheavals directed against those who deal in magic. Mutagens and magic render witchers' bodies resistant to all kinds of disease, even to the point of outright immunity.
- #2selective
Genetic advantages and disadvantages to being a Witcher: Taken in as children, witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds, and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all witchers include:
-
Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
-
Over developed libido, which caused many rumors to spring up about them.
-
Cat-like eyes that grant very acute nightvision and witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement. Their entire sensory system is overall enhanced, allowing them to identify the species of animal from the scent of their blood, and detect nearby beings even when out of sight.
-
Tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
-
Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical abilities are sufficient to defeat most monsters single-handedly when combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Witchers have also been known to shrug off hits that would render normal men unconscious, and survive the strikes of powerful monsters, such as giants or other beings possessing herculean strength, that would otherwise kill humans with a single blow. More magical potential than the average human, which gives them the ability to perform simple yet incredibly versatile combat magic in the form of signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters. However, the amount of magic they possess is not as close to sorcerers and sorceress.
-
Accelerated healing granting quick recovery from injuries.
-
Incredibly long lifespan and prolonged youth (Vesemir is said to be at least a few centuries old but has the appearance of a middle-aged man).
-
- #3selective
Keys: Steel sword, Sword Witcher's Steel Blade, Skills, Silver sword, Equipment, Sword
Equipment and skills: Though they cover proficiency in basically any weapon that comes to hand, a witcher's training focuses on two primary tools:
- Sword Witcher's Steel Blade which is The Steel sword
- Weapons Witchers silver sword which is the Silver sword These swords are typically carried on the back. A steel blade is used for more mundane beings, while a silver blade is reserved for beasts of the supernatural. Witchers are also frequent mixers and users of powerful potions, having developed an advanced tolerance to their inherent toxicity, but still limited to a few at a time (even one of their weaker brews would be fatal to an ordinary human). Witchers are trained to utilize bombs and various poisons and oils with which to coat their blades, many of which were designed to harm specific monsters. The first witchers were trained by alchemists from Vicovaro. Moreover, witchers are master trackers capable of tracking virtually any creature, be it monster, animal, human or nonhuman. The original witchers were trained by hunters from Kaedwen. After the varying schools were built the first generation witchers passed their knowledge to their apprentices. Finally, their formal magical training deals with signs, a low-level yet versatile form of magic that allows witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to what a sorceress can do, but they serve very well for someone with a sword in one hand to add a variety of improvisation to their efforts. Also, the more powerful magic used by mages often takes a lot of time to prepare while all signs are instantaneous. Additionally, witchers are trained by seasoned mages in how to use these signs to the best effect. Several witchers from different schools utilized one-handed crossbows, however, it was not very common.]
In general, a witcher is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic. However, they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a witcher, though rare is the individual who managed to slay a witcher out of skill rather than dumb luck or by ambush.
Though a witcher's eyes are one way to stick out, another standard means of identification is the witcher medallion. This device aids in the detection of monsters, and no witcher would part with one willingly. (And of course, witchers are known for being 'hard to kill' - Leo Bonhart boasts a collection of three such medallions as proof of his martial skill.) The form of an individual medallion (head of a wolf, cat, griffin, etc.) indicates the school at which its owner was trained.
It is a common belief, even among witchers themselves, that they have no capacity for emotion. This may be debatable, and rather relative, considering the rigors of their training and the dangers they face on a day-to-day basis. Perhaps they have simply never had the time or exposure to society to develop or recognize the reactions to mundane experiences that most take for granted. It may also be explained that a combination of their hard training, genetic modifications, and seclusion from society that may encourage blunted emotional expressions, as Geralt, Lambert, and Eskel all exhibit emotional heights concerning love, joy, fear, anger, lust, and sympathy among various others.
Occasional references to witchers as 'nonhuman' are somewhat at odds with the original stories (in which Geralt only identifies witcher as a profession, never a race). There is certainly no official classification as such, and the relevant references (in the first game at least) are usually from Geralt identifying with the mistrust and/or hostility faced by elves and dwarves in human society. Likely it is used as a slur against the mutants, likening them to elves and dwarves, though it's worth noting that an in-game text found in Wild Hunt mentions that the Cat School of witchers "are for the most part of elven stock," indicating that there are (or were at one time) indeed nonhuman witchers. Whether or not there actually are any elven witchers during the contemporary timeline of the story is unknown.
- #4selective
Keys: oils, beast oil, elements oil, Hanged Man's Venom, Necrophage oil, draconid oil, Vampire oil, Hybrid oil, curses Oil
Oils: To increase the effectiveness of their blades against foes, a witcher can coat them with special oils, tailored to each damage a specific type of enemy.
Example for oils: Hanged Man's Venom is reserved for steel swords and all other oils being exclusive to silver swords, except for beast oil, which can be used on both. Oils will increase the damage of the coated swords against targeted enemy types.
Beast Oil: for beasts Curses Oil: For curses ones Draconid oil: for draconid enemies Elementa oil: against elementa enemies Vampire oil: against vampire enemies Hybrid oil: against hybrids Necrophage oil: against Necrophage enemies
- #5selective
Keys: Alghoul, Ghoul, Graveir, Devourer, Cemetaur, Cemeteries, Battlefieldsy Drowner, Necrophage
Necrophage (is a hypernym used to refer to monsters that generally haunt cemeteries and battlefields, places where dead bodies lay, eating the remains.
Types: Ghoul, Alghoul, Graveir, Devourer, Cemetaur, Drowner
Drowner: Drowners are creatures of the night; they appear on the banks of ponds, lakes and rivers. Drowners, also known as muire d'yaeblen in Skellige or vodniks, inhabit both natural and artificial bodies of water, from rivers and lakes to mill ponds and city sewers. It is commonly thought that these creatures are drowned men, somehow arisen from the dead to prey on the living. This opinion is as widespread as it is false, for the beasts are in fact another post-Conjunction relic. Drowners are scoundrels who ended their wicked lives in the water. Drowned alive or thrown into deep water after death, they turn into vengeful creatures which stalk the inhabitants of coastal settlements.
- #6selective
Beasts is the collective term for non-magical creatures including:
- Bears
- Dogs
- Panthers
- Wild boars
- Wolves
- #7selective
Keys: Cursed, Werewolves, Ulfhedinn, Botchlings, Lubberkin, Berserkers, Archespores, Cursed ones
Cursed ones are a class of monster in the bestiary. Beings attributed to this class are usually created as a result of curse, often from human or humanoid specimens, but not necessarily. All cursed ones are vulnerable to cursed oil, and must be fought with a silver sword for maximum effectiveness.
List: The following is a list of cursed ones that appear in the world:
- Archespores(Archespore is a plant-like monster. While it's restricted to the ground, this doesn't make it any less dangerous so caution is heavily advised when going up against one. However, just like any plant, it has a weakness to fire.)
- Berserkers/Were ears(like a werewolf just as a bear)
- Botchlings(Botchling is a small creature, resembling a highly deformed fetus - created from the improper burial of unwanted, stillborn infants - that preys on pregnant women. While hiding beneath beds, botchlings sap the expectant mother of strength and once she is completely defenseless it will latch on and directly feed off blood, killing both her and the unborn child.)
- Lubberkin(A lubberkin is a friendly household guardian spirit created from a botchling through Aymm Rhoin, an elven naming ritual, during which it is given a proper name and a burial under the threshold of the family estate. A lubberkin looks very similar to a botchling, though the main difference being its ghost-like, glowing, white aura and relatively passive behavior.)
- Ulfhedinn(Ulfhedinn is a stronger type of werewolf.)
- Werewolves
- #8selective
Keys: School of the Griffin, School of the Manticore, School of the Crane, School of the Wolf, School of the Viper, Witcher School, School of the Bear, School of the Cat
The witcher schools are the organizations which train and equip witchers, the itinerant monster slayers. While schools differ in mindset and details of training, most of them teach equally professional hunters. Headquartered in secluded locations, each one is built on the blood, sweat, and tears of countless children who stood within them, honing their technique and skill.
Known witcher schools:
- School of the Wolf
- School of the Cat
- School of the Griffin
- School of the Bear
- School of the Viper
- School of the Manticore
- School of the Crane(The School of the Crane is a witcher school established after the Second Conjunction, somewhere in the lands of Eastern Coast or adjacent seas.)
- #9selective
Keys: Alpha Garkain, Fleder, Muła, Higher Vampire, Vampire, Ekimma, Garkain, Bruxa, Nosferat, Plumard, Alp, Katakan
Overview: Vampire is a hypernym used to refer to a number of creatures that thrive on blood, which contains their victims' life force.
Vampire species: Higher grades:
- Higher Vampire(Higher Vampires are an incredibly rare form of vampire and are often mistaken for their lesser brethren. True higher vampires can look exactly like a human being and can even evade detection from a witcher's medallion, only revealing themselves at their own convenience. Higher vampires are also incredibly intelligent, and possess numerous - and often unique- abilities. Unlike their lesser cousins, higher vampires do not need to drink blood to survive; however, the consumption of blood offers an experience not unlike the consumption of alcohol. They have an ancient and distinct culture, but the exact details are well hidden from the gaze of mortals. What can be said for sure, however, is that all intelligent vampires celebrate the full moons as an important holiday during which they tend to raid villages and get drunk on blood. Because of the rarity of higher vampires, as well as the unique abilities they often possess, classification can be extremely difficult. Fortunately, encountering one is an incredibly rare occurrence, with most people going their entire lives without encountering one knowingly. Not all higher vampires are dangerous to humans either; many even avoid human contact altogether, and some even work altruistically, if clandestinely, to aid humanity.)
- Alp(Alps or alpors are members of a vampiric race which inhabits the lands of the Northern Kingdoms since the Conjunction of the Spheres which occurred around 230s BR. In many ways, alps are similar to two other species of intelligent vampires, mulas and bruxae, although seemingly less powerful than the latter. Silver used in form of weapons or chains, on the other hand, can hurt them and so they tend to avoid it. While resistant to sun along with mulas, bruxae, and Higher Vampires, they tan to almost black if affected by it too much. They have pointed ears, similar to elves.)
- Katakan(Katakans are a vampire race found in the Northern Kingdoms, where they first appeared around the 230s BR, through the Conjunction of the Spheres. In natural form, katakans have many bat-like traits although somewhat larger and monstrous. They have long claws which continue to grow throughout its life. They are also capable of disguising themselves and acting as normal humans. As the rest of vampires, katakans are fully invisible to magical scanning and probing which means they cannot be detected by witcher medallions or master level detecting spells. Unlike alps, bruxae, mulas, and Higher Vampires they are susceptible to sun. Like all intelligent vampire species, beginning with higher vampires and ending with nosferats, katakans enjoy drinking blood in smaller or larger doses but don't mutilate their victims by shredding them apart, leaving only bite marks.)
- Mula(A mula or moola is a type of intelligent vampire. Same as bruxae, alps and higher vampires, they are immune to sun, and can be sometimes mistaken with the previous two.)
- Bruxa(Bruxa is a very powerful type of vampire that takes on the appearance of a dark-haired, young human, most often female, but whose natural form is that of a large, black bat with sharp fangs and claws. It is one of few vampire species not affected by sun, the others being alps, mulas and Higher Vampires. Bruxae are very agile and only silver swords are effective against them. While they have sharp claws for close up attacks, they can also let out a piercing scream from further away that can send even a grown man flying through the air.)
- Nosferat( Nosferat or nekurat is a race of vampires which settled in the Northern Kingdoms sometime after the Conjunction of the Spheres which happened in around 230s BR. They are apparently nocturnal, resembling a bat, and considered more dangerous than katakans. They can, however, take a more humanoid form and live among other races in their civilizations and are obviously intelligent. Unlike alps, bruxae, mulas and Higher Vampires, they are susceptible to sun.)
Lower grades:
- Ekimma(An ekimma or ekimmara is a type of lower vampire like fleders are. These tend to be more vicious and animalistic. Ekimmaras are especially dangerous foes due to their ability to regenerate. They can even outlast a witcher using the finest potions. Black Blood potions are an effective way to weaken an ekimmara. If you are stricken by their claws, you will bleed profusely. That blood can harm the ekimmara and knock it back, allowing you a brief respite from its assault. Dodging is essential when fighting ekimmaras. Their claws cannot be parried, and even if Black Blood is an available witcher brew, it is best to avoid being wounded altogether, if you can help it.)
- Fleder(Fleders are lesser vampires which usually hunt in rundown city districts; they are also found near cemeteries and in the wilderness. Fleders are lesser vampires, but this description can be deceiving, for lesser does not mean weak and stupid. True, they are primitive and bear a closer relation to animals than to humans; but when they drop on their prey from above, they can be just as dangerous as their noble cousins, even to a witcher.)
- Garkain(Garkains are lesser vampires, found most frequently at cemeteries or near abandoned buildings, where they nest. Garkains, the filthiest of vampires, are uglier even than fleders. Since fleders are widely despised for their looks, it is easy to imagine how abominable garkains must be. As vampires, the creatures drink blood but they are also drawn to fresh meat, or even corpses. Garkains are often mistaken for gargoyles because they lurk on rooftops, waiting to dive at their victims. They are easy to defeat for witcher's.)
- Alpha Garkain
- Plumard(A plumard is a vampiric, bat-like creature known for swarming its prey. Unlike the alp, bruxa, mula and Higher Vampire, it is likely vulnerable to sun. It looks like a bat and is easy to kill.)
- #10selective
Keys: Witcher medallion, witcher's medallion
A witcher medallion is a silver symbol of the witchers' profession. Each one is shaped to represent the school a witcher comes from. It is sensitive to magic, vibrating and tugging on its chain when spells are being cast or magical beings, like genies or even mages, are present. This magic medallion is given to every young witcher candidate who has passed the Trial of the Grasses. The origin of the first medallions is unknown, though it is assumed they were made in the magic forge at Kaer Morhen. The medallions vibrate in response to magic in all its forms, including curses, charms, and spells.
- #11selective
Keys: Blizzard, Blizzard Potion
Blizzard is one of the most powerful witchers' potions; it improves reflexes and reaction time, allowing a witcher to better parry and evade attacks. It slows down time, making a Witchers movement and everything else slower. It is most helpful against groups of enemies and monsters that move fast or teleport, such as wraiths and various types of vampires.
Witchers usually drink the Blizzard potion immediately before combat. The potion is also favored in especially dangerous situations. They drink it if an opponent is powerful. When used the eyes of the Witcher turn black.
Showing 11 of 11
1 file
- .jsonjson_lorebook
30.5 KBfirst seen 07647be75e0918cc
