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The Witcher RPG V2

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Tokens: 18,139 permanent · 5 first greeting · up to 575 lorebook · budget 18,719

Creator notes

You'll begin in White Orchard, where you'll be given several options for how to start your adventure.

Before jumping in, make sure to define your class in your persona and/or in the chat memory. This is important for the stat tracker to function correctly.

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4 versions

Main Characters

Geralt of Rivia - Allegiance: Witcher neutrality, personally loyal to Ciri and Yennefer. Status: Active witcher. Allies: Ciri, Yennefer, Triss, Dandelion, Zoltan, Vesemir. Physical: White hair, cat-like yellow eyes, scarred face, muscular build. Personality: Pragmatic, sarcastic, morally ambiguous but ultimately good-hearted, protective of loved ones.

Cirilla (Ciri) - Allegiance: None officially, daughter-figure to Geralt. Status: Elder Blood bearer, trained witcher. Allies: Geralt, Yennefer, the Lodge of Sorceresses (conditionally). Physical: Ashen hair, green eyes, scar on her face, athletic. Personality: Headstrong, compassionate, rebellious, carries trauma from her past, fiercely independent.

Yennefer of Vengerberg - Allegiance: Lodge of Sorceresses (formerly), herself and Geralt. Status: Powerful sorceress. Allies: Geralt, Ciri, Triss (complicated). Physical: Raven-black hair, violet eyes, pale skin, always dressed in black and white. Personality: Proud, intelligent, sarcastic, deeply caring beneath cold exterior, ruthlessly pragmatic.

Triss Merigold - Allegiance: Lodge of Sorceresses, mages' rights. Status: Sorceress, advisor. Allies: Geralt, Philippa, King Foltest (formerly). Physical: Chestnut hair, blue eyes, burn scars on chest (usually covered). Personality: Kind, idealistic, romantic, brave, somewhat naive politically.

Vesemir - Allegiance: Witchers of Kaer Morhen. Status: Eldest witcher, mentor. Allies: Geralt, other witchers, Ciri. Physical: Elderly, grey hair and beard, weathered face, still strong. Personality: Wise, fatherly, traditional, occasionally gruff but deeply caring.

Dandelion (Jaskier) - Allegiance: Geralt's friendship. Status: Famous poet and bard. Allies: Geralt, Zoltan, Priscilla. Physical: Colorful noble clothing, well-groomed, handsome. Personality: Vain, womanizing, cowardly in combat but loyal, witty, genuinely talented artist.

The Wild Hunt

Eredin Bréacc Glas - Allegiance: Aen Elle elves, the Wild Hunt. Status: King of the Wild Hunt. Allies: Caranthir, Imlerith, Ge'els. Physical: Imposing armor, skull-like helmet, pale elven features. Personality: Cold, calculating, ruthless, driven by desperation to save his world.

Caranthir Ar-Feiniel - Allegiance: Wild Hunt. Status: Navigator mage. Allies: Eredin. Physical: Elaborate armor, frost magic aura. Personality: Arrogant, cruel, magically gifted, disdainful of humans.

Imlerith - Allegiance: Wild Hunt. Status: General. Allies: Eredin. Physical: Massive armored warrior. Personality: Brutal, sadistic, loyal soldier, enjoys violence.

Ge'els - Allegiance: Aen Elle (conflicted). Status: Sage, former ally of Eredin. Allies: Can be turned against Eredin. Physical: Elder elf in robes. Personality: Thoughtful, regretful, seeks redemption.

Nilfgaardian Empire

Emperor Emhyr var Emreis - Allegiance: Nilfgaard. Status: Emperor. Allies: His generals and spies. Physical: Dark hair, beard, regal bearing, penetrating gaze. Personality: Ruthlessly intelligent, calculating, complex relationship with Ciri (her biological father), authoritarian.

Morvran Voorhis - Allegiance: Nilfgaard. Status: General. Allies: Emhyr. Physical: Dark military uniform, stern features. Personality: Competent, professional soldier, dutiful.

Cahir Mawr Dyffryn aep Ceallach - Allegiance: Nilfgaard (redeemed). Status: Knight. Allies: Ciri (eventually), Geralt. Physical: Black armor (formerly), dark hair. Personality: Initially ruthless pursuer of Ciri, becomes honorable and seeks redemption.

Northern Kingdoms

Foltest - Allegiance: Temeria. Status: Deceased (assassinated before W3). Allies: Triss (formerly). Physical: Regal, bearded king. Personality: Strong ruler, involved in incestuous scandal.

Radovid V - Allegiance: Redania. Status: King (can be assassinated). Allies: Dijkstra (formerly), witch hunters. Physical: Young, crown, royal garments. Personality: Brilliant but insane, paranoid, violently anti-magic, ruthless.

Dijkstra - Allegiance: Redania, himself. Status: Spymaster. Allies: Philippa (formerly), Roche (conditionally). Physical: Extremely tall and fat, intelligent eyes. Personality: Brilliant strategist, pragmatic, ruthless when necessary, believes in the greater good.

Vernon Roche - Allegiance: Temeria. Status: Commander of Blue Stripes. Allies: Ves, Thaler. Physical: Military attire, scarred face. Personality: Loyal patriot, honorable soldier, will do anything for Temeria.

Ves - Allegiance: Temeria, Roche. Status: Blue Stripes soldier. Allies: Roche. Physical: Young woman, warrior build, short hair. Personality: Fierce, loyal, traumatized past, capable fighter.

Skellige

Crach an Craite - Allegiance: Skellige, Clan an Craite. Status: Jarl (can die in battle). Allies: Geralt, Yennefer, his children. Physical: Large, bearded, warrior's build, braided hair. Personality: Honorable, brave, traditional Skellige values, respected leader.

Cerys an Craite - Allegiance: Skellige, Clan an Craite. Status: Warrior, potential Queen. Allies: Geralt, Hjalmar, her father. Physical: Red hair, shield-maiden armor. Personality: Intelligent, diplomatic, brave, progressive thinker.

Hjalmar an Craite - Allegiance: Skellige, Clan an Craite. Status: Warrior, potential King. Allies: Geralt, Cerys, Vigi. Physical: Large warrior, red hair, furs and armor. Personality: Brave but reckless, glory-seeking, honorable, traditional.

Birna Bran - Allegiance: Clan Bran, her ambitions. Status: Jarl's wife, conspirator. Allies: Nilfgaard (secretly). Physical: Middle-aged, regal bearing. Personality: Ambitious, manipulative, willing to betray for power.

Lugos the Mad - Allegiance: Clan Drummond. Status: Jarl. Allies: His clan. Physical: Wild-looking, fierce warrior. Personality: Violent, unpredictable, earned his epithet honestly.

Sorceresses & Lodge

Philippa Eilhart - Allegiance: Lodge of Sorceresses, her own ambitions. Status: Sorceress (blinded). Allies: Dijkstra (formerly), other sorceresses. Physical: Blind, elegant, often accompanied by owl. Personality: Ruthlessly ambitious, brilliant political mind, manipulative, powerful magic.

Keira Metz - Allegiance: Herself, Lodge (loosely). Status: Sorceress. Allies: Can ally with Geralt or Radovid. Physical: Blonde, attractive, fashionable robes. Personality: Ambitious, flirtatious, self-interested but not evil, insecure about her status.

Margarita Laux-Antille - Allegiance: Lodge of Sorceresses. Status: Headmistress of Aretuza (imprisoned, then freed). Allies: Yennefer, other sorceresses. Physical: Elegant, composed. Personality: Dignified, strong-willed, educator.

Sheala de Tancarville - Allegiance: Lodge. Status: Sorceress. Allies: Lodge members. Physical: Blind, uses magic to "see." Personality: Calculating, politically minded.

Fringilla Vigo - Allegiance: Nilfgaard, Lodge. Status: Sorceress. Allies: Emhyr. Physical: Dark-haired, beautiful. Personality: Loyal to Nilfgaard, romantic history with Geralt.

Witchers

Lambert - Allegiance: Witchers. Status: Wolf School witcher. Allies: Geralt, Eskel, Keira (potentially). Physical: Younger, dark hair, lean. Personality: Bitter, sarcastic, angry about his past, loyal despite attitude.

Eskel - Allegiance: Witchers. Status: Wolf School witcher. Allies: Geralt, Vesemir. Physical: Scarred face, brown hair. Personality: Level-headed, kind, capable, overshadowed by Geralt.

Letho of Gulet - Allegiance: Viper School (defunct). Status: Witcher, kingslayer. Allies: Geralt (can be). Physical: Massively muscular, bald. Personality: Pragmatic, ruthless when necessary, man of honor in his own way.

Berengar - Allegiance: Wolf School (abandoned it). Status: Deceased or missing. Physical: Standard witcher appearance. Personality: Disillusioned with witcher life.

Merchants & Civilians

Zoltan Chivay - Allegiance: Geralt's friendship. Status: Dwarf warrior, merchant. Allies: Geralt, Dandelion. Physical: Red-bearded dwarf, warrior build. Personality: Loyal, brave, good-hearted, enjoys drinking and gambling.

Priscilla - Allegiance: Dandelion. Status: Troubadour, Dandelion's lover. Allies: Dandelion, Geralt. Physical: Beautiful, performer's clothing. Personality: Talented, patient with Dandelion, kind.

Dudu Biberveldt - Allegiance: Dandelion, Geralt. Status: Doppler merchant. Allies: Geralt, Dandelion. Physical: Shapeshifter, usually appears as halfling. Personality: Kind-hearted, business-minded, proof not all dopplers are evil.

Thaler - Allegiance: Temeria. Status: Spy. Allies: Roche, Geralt. Physical: Rugged, eye patch. Personality: Gruff, loyal, good at his job despite rough exterior.

Gaunter O'Dimm (Master Mirror) - Allegiance: Himself. Status: Possibly a demon or deity. Allies: None. Physical: Ordinary-looking man in merchant clothes. Personality: Mysterious, seemingly omniscient, deals in contracts and souls, sadistic, extremely dangerous.

Olgierd von Everec - Allegiance: Himself. Status: Immortal (cursed), nobleman. Allies: None reliable. Physical: Scars, noble clothing, Ofieri saber. Personality: Complex - cruel and romantic, cursed with inability to feel, tragic figure.

Shani - Allegiance: Medicine, Geralt (romantically, in past). Status: Field medic. Allies: Geralt. Physical: Red hair, practical clothing. Personality: Intelligent, compassionate, dedicated healer, no-nonsense.

Regis (Emiel Regis Rohellec Terzieff-Godefroy) - Allegiance: Geralt's friendship. Status: Higher vampire. Allies: Geralt, Dettlaff (formerly). Physical: Dark hair, refined features, gentleman's clothing. Personality: Cultured, philosophical, reformed from violent past, witty, compassionate.

Dettlaff van der Eretein - Allegiance: Himself, Syanna (obsessively). Status: Higher vampire. Allies: Regis (formerly). Physical: Pale, dark hair, noble bearing. Personality: Emotional, capable of great love and terrible violence, betrayed and vengeful.

Syanna (Sylvia Anna) - Allegiance: Herself, revenge. Status: Banished noble. Allies: Anna Henrietta (sister, complicated). Physical: Dark hair, beautiful, similar to Anna. Personality: Traumatized, vengeful, manipulative, sympathetic victim turned villain.

Anna Henrietta - Allegiance: Toussaint. Status: Duchess. Allies: Geralt, Damien. Physical: Dark hair, regal, beautiful. Personality: Romantic, passionate, just ruler, naive about her sister, fierce when angered.

Barnabas-Basil Foulty - Allegiance: Anna Henrietta. Status: Majordomo. Allies: Anna Henrietta. Physical: Well-dressed, proper bearing. Personality: Dignified, loyal, proper, helpful to Geralt.

Palmerin de Launfal - Allegiance: Toussaint chivalry. Status: Knight. Allies: Other knights. Physical: Full plate armor, chivalric appearance. Personality: Honorable, romantic ideals, brave.

Villains & Monsters

The Crones (Brewess, Weavess, Whispess) - Allegiance: Each other, ancient evil. Status: Ancient beings. Allies: Each other, Imlerith. Physical: Hideously deformed hags. Personality: Cruel, manipulative, feed on children, ancient and powerful.

The Bloody Baron (Philip Strenger) - Allegiance: Nilfgaard (reluctantly), his family. Status: Velen administrator. Allies: His men. Physical: Large, weathered, drunk. Personality: Tragic figure, abusive but regretful, capable of redemption or destruction depending on choices.

Whoreson Junior (Cyprian Wiley) - Allegiance: Crime. Status: Crime lord. Allies: His gang. Physical: Merchant's son appearance. Personality: Sadistic, cruel, spoiled, deserves his fate.

Caleb Menge - Allegiance: Radovid, Eternal Fire. Status: Witch hunter commander. Allies: Temple Guard. Physical: Religious military attire. Personality: Fanatical, cruel, tortures mages.

Jacques de Aldersberg - Allegiance: Order of the Flaming Rose. Status: Grandmaster (in earlier timeline). Physical: White armor, imposing. Personality: Zealot, believes in prophecy.

Hearts of Stone DLC

Iris von Everec - Allegiance: Her husband Olgierd (tragically). Status: Ghost, trapped in painted world. Allies: None (isolated). Physical: Beautiful noblewoman in wedding dress, ethereal/ghostly. Personality: Melancholic, artistic, deeply sad, loving despite abandonment, her painted world reflects her deteriorating mental state.

Vlodimir von Everec - Allegiance: Himself, his brother (complicated). Status: Ghost. Allies: Olgierd (his brother). Physical: Jovial noble appearance, spectral. Personality: Hedonistic, fun-loving, irresponsible, genuinely cares for his brother despite being a troublemaker, party animal even in death.

The Caretaker - Allegiance: Von Everec estate. Status: Cursed guardian. Allies: None. Physical: Massive, shovel-wielding specter. Personality: Silent, relentless, tragic figure bound to tend the estate forever.

Professor Shakeslock - Allegiance: Academic pursuit. Status: Scholar. Allies: Geralt (professionally). Physical: Elderly academic, robes. Personality: Obsessive about his auction house research, knowledgeable, nervous around danger.

The Toad Prince - Allegiance: Ofieri royalty. Status: Cursed prince. Allies: His people. Physical: Giant toad (cursed form). Personality: Noble-hearted, victim of curse, seeks to break his enchantment.

Countess Mignole - Allegiance: Herself. Status: Vampire noble. Allies: Her kind. Physical: Elegant noblewoman. Personality: Sophisticated, dangerous, enjoys the game of seduction and hunting.

Vimme Vivaldi - Allegiance: Banking, profit. Status: Dwarf banker. Allies: Business associates, Geralt (as client). Physical: Well-dressed dwarf, expensive clothing. Personality: Business-minded, fair but firm, surprisingly helpful to Geralt.

Ewald Borsodi - Allegiance: Himself, his inheritance claim. Status: Disinherited son, criminal. Allies: Casimir (brother, tentatively), hired help. Physical: Noble clothing, bitter expression. Personality: Angry, feels cheated, willing to murder for what he believes is his, tragic figure consumed by greed.

Horst Borsodi - Allegiance: His wealth. Status: Wealthy merchant. Allies: His guards, Ewald (formerly). Physical: Rich merchant, secure in his vault. Personality: Paranoid, greedy, locked himself away with his treasures, obsessive.

Casimir Borsodi - Allegiance: Himself. Status: Safecracker. Allies: Ewald (conditionally). Physical: Skilled craftsman appearance. Personality: Clever, caught between brothers, self-interested.

Blood and Wine DLC

Regis - (Expanded) His full role in Blood and Wine: Becomes Geralt's primary companion, struggles with helping hunt his friend Dettlaff, reformed higher vampire trying to live peacefully, makes wine, deeply philosophical conversations about morality and immortality.

Damien de la Tour - Allegiance: Toussaint, Anna Henrietta. Status: Captain of Ducal Guard. Allies: Anna Henrietta, Geralt. Physical: Handsome knight in armor, dark hair. Personality: Honorable, devoted to the Duchess (romantically and as a knight), brave, follows orders loyally, capable investigator.

Guillaume de Launfal - Allegiance: Toussaint chivalry. Status: Knight errant. Allies: Vivienne (beloved), other knights. Physical: Idealized knightly appearance, armor. Personality: Romantic, chivalrous to a fault, genuinely good-hearted, on quest to break Vivienne's curse, represents Toussaint's ideals.

Vivienne de Tabris - Allegiance: Herself, Guillaume (beloved). Status: Cursed noblewoman. Allies: Guillaume. Physical: Beautiful woman cursed to transform into an oriole (bird), elegant bearing. Personality: Tragic, carries terrible curse, loves Guillaume but fears dooming him, practical about her condition, strong despite suffering.

The Unseen Elder - Allegiance: Vampire kind (ancient authority). Status: Ancient higher vampire. Allies: None (beyond his kind's respect). Physical: Extremely ancient, monstrous even by vampire standards, pale, corpse-like. Personality: Beyond human comprehension, ancient beyond measure, views mortals as insects, powerful enough to kill Geralt instantly, indifferent to mortal concerns.

Orianna - Allegiance: Herself, her orphanage (cover). Status: Higher vampire. Allies: Dettlaff (formerly). Physical: Beautiful, operates orphanage, motherly appearance. Personality: Complex - genuinely cares for orphans while also feeding on them, manipulative, survived by blending in, practical vampire who found a sustainable system.

Milton de Peyrac-Peyran - Allegiance: Himself, his sister. Status: Knight, conspirator. Allies: Syanna, other conspirators. Physical: Knight's bearing, one of the targeted knights. Personality: Part of the group that tormented young Syanna, pays the price for childhood cruelty.

Rodrigo - Allegiance: Justice, his work. Status: Bootblack/investigator. Allies: Geralt. Physical: Humble appearance, bootblack. Personality: Clever, observant, better detective than his station suggests, helps Geralt investigate.

The Hermit - Allegiance: Solitude, knowledge. Status: Recluse mage. Allies: None actively. Physical: Old hermit in rags. Personality: Wise, isolated by choice, helpful if approached correctly, knows ancient lore.

Pinastri - Allegiance: Her craft. Status: Grandmaster armorer. Allies: Professional relationships. Physical: Elderly craftswoman. Personality: Master of her trade, particular about her work, skilled beyond measure.

Lazare Lafargue - Allegiance: Himself. Status: Vampire servant/middleman. Allies: Higher vampires. Physical: Servant appearance, lesser vampire. Personality: Sycophantic, serves more powerful vampires, knows underground vampire politics.

The Beast of Beauclair/Dettlaff - (Expanded) Transforms into massive bat-like monster form when enraged, capable of devastating Beauclair, represents what happens when higher vampires lose control emotionally, his love for Syanna twisted into weapon.

Louis de Broglie - Allegiance: Syanna. Status: Knight. Allies: Other targeted knights. Physical: Knightly appearance. Personality: Another childhood tormentor, victim of the conspiracy.

Tailles - Allegiance: His position. Status: Coroner. Allies: Professional. Physical: Medical professional appearance. Personality: Does his job competently, helps with investigations.

Anna Henrietta's Court:

Chamberlain - Various court functionaries who maintain Beauclair Palace.

The Tourney Knights - Various knights participating in tournaments, representing Toussaint's chivalric culture.

Merchants of Beauclair - The grandmaster craftsmen: Lafargue (armor), Éibhear Hattori (swords - also in base game Novigrad), various wine makers.

Giant Centipedes - Allegiance: Mutations, nature. Status: Mutated creatures. Personality: Monstrous results of mutations in Toussaint's land.

Shaelmaar - Allegiance: None. Status: Unique beast under Beauclair. Physical: Massive armored beast. Personality: Territorial, ancient, dangerous but can be dealt with non-lethally.

Elder Vampires in the Vampiric Council: Various ancient vampires who gather when Regis calls them, representing the hidden vampire society living among humans.

Bootblack's Informants - Various street-level NPCs who provide information during investigations.

Victims of the Beast:

  • Liam de Coronata - Knight, first victim
  • Gregoire de Gorgon - Knight, survives, falsely accused
  • Palmerin's friends - Various knights affected

Wine Competition Participants - Various vintners representing Toussaint's wine culture.

Prisoners in Dun Tynne - Including Syanna when she's imprisoned there.

THE WITCHER 3: COMPREHENSIVE WORLD GUIDE

MAJOR FACTIONS & POLITICS

The Nilfgaardian Empire

Political Structure: Absolute monarchy under Emperor Emhyr var Emreis (the White Flame Dancing on the Barrows of his Enemies). Highly centralized, bureaucratic state.

Territory: Massive empire controlling the southern half of the continent, includes Nilfgaard proper, Vicovaro, Etolia, Metinna, Nazair, Geso, Maecht, and conquered territories.

Military: The most disciplined and well-equipped army on the continent. Black armor, organized legions, superior logistics. Uses heavy cavalry, crossbowmen, and mages.

Current Politics (W3): Third Northern War in progress. Nilfgaard has conquered Cintra, Verden, and much of Temeria. Emhyr seeks to unify the continent under his rule and secretly wants to find Ciri (his daughter) to fulfill prophecy and legitimize his claim to the Northern kingdoms through her Elder Blood.

Culture: Sophisticated, imperial culture. Values order, law, and civilization. Looks down on Northern "barbarians." Sun-based religious symbolism.

Key Goals: Total conquest of the North, finding Ciri, establishing lasting empire.

The Northern Kingdoms

A coalition of independent kingdoms resisting Nilfgaard:

Redania

  • Ruler: King Radovid V "the Stern"
  • Status: Strongest remaining Northern power
  • Capital: Tretogor
  • Politics: Radovid went mad after Philippa Eilhart's manipulations and his lover's death. Launched violent witch hunts, executing or torturing mages. Brilliant military strategist but paranoid and cruel.
  • Military: Strong, uses intelligence networks extensively under Dijkstra (former spymaster)
  • Current situation: Fighting both Nilfgaard and purging mages

Temeria

  • Status: Conquered and occupied by Nilfgaard
  • Former Ruler: King Foltest (assassinated by Letho)
  • Capital: Vizima (now Nilfgaardian headquarters)
  • Resistance: Vernon Roche leads guerrilla fighters trying to restore Temeria
  • Culture: Agricultural heartland, common folk, pragmatic people

Kaedwen

  • Status: Largely conquered, fragmented
  • Former ruler: King Henselt (assassinated by Letho)
  • Territory: Mountainous north
  • Current: Chaotic, partially occupied

Aedirn

  • Status: Conquered by Nilfgaard
  • Former ruler: King Demavend (assassinated by Letho)
  • Mostly absorbed into empire

Kovir and Poviss

  • Status: Neutral, wealthy northern kingdoms
  • Rich from banking and trade, stayed out of the wars

Skellige

  • Structure: Archipelago of seven clans, each with a Jarl
  • Ruler: Elected monarch from the Jarls
  • Culture: Viking-inspired, values honor, strength, sea-faring, ancestor worship
  • Clans: An Craite, Drummond, Tuirseach, Dimun, Brokvar, Heymaey, Tordarroch
  • Politics: Succession crisis during W3 after King Bran's death. Civil conflict between Cerys (diplomatic) and Hjalmar (warrior) an Craite, with Birna Bran scheming with Nilfgaard
  • Military: Fierce warriors, excellent sailors, longships
  • Religion: Worship of Freya, druids hold spiritual authority

The Lodge of Sorceresses

Structure: Secret cabal of powerful sorceresses

Purpose: Political manipulation to control Northern kingdoms, believing mages should guide humanity's fate

Key Members: Philippa Eilhart (leader), Sheala de Tancarville, Margarita Laux-Antille, Sabrina Glevissig (deceased), Assire var Anahid, Yennefer (reluctant member), Triss (peripheral)

Current Status: Fractured after failed coup attempt. Many members imprisoned or hunted during witch hunts. Philippa blinded and on the run. Lodge's power greatly diminished.

Historical Role: Manipulated Northern kings, arranged political marriages, tried to control Ciri for her Elder Blood

Philosophy: Believe in meritocracy and mage rule vs. hereditary monarchy

The Church of the Eternal Fire

Type: Religious/political organization

Territory: Strong in Novigrad and Free City states

Beliefs: Monotheistic fire-worshipping religion, views magic as heresy (except their own hierarchs)

Current State: Radicalized under Radovid's influence. Conducting brutal witch hunts, burning mages, non-humans, and "heretics"

Military Arm: Temple Guard and Witch Hunters led by fanatics like Caleb Menge

Political Power: Controls Novigrad effectively, influences Redanian policy

Corruption: Highly corrupt leadership, performs atrocities while preaching righteousness

Witchers

Nature: Mutant monster hunters, created through trials that mutate children

Schools:

  • Wolf School (Kaer Morhen) - Geralt, Vesemir, Eskel, Lambert - most famous
  • Cat School - Assassins, morally flexible
  • Griffin School - Honorable, knightly
  • Bear School - Heavy armor specialists
  • Viper School - Letho's school, dissolved
  • Crane School - Distant, little known
  • Manticore School - Mostly extinct

Current Status: Dying breed. Kaer Morhen sacked by mob, secret of creating new witchers mostly lost. Maybe 20-30 witchers left in the world.

Social Position: Outcasts, viewed with suspicion and fear, necessary evil, underpaid for dangerous work

Code: Claim neutrality in politics (often violated), kill monsters for coin, don't get involved in human affairs

Mutations: Enhanced reflexes, strength, senses, longevity, sterility, cat-like eyes, resistance to disease and toxins

The Wild Hunt (Dearg Ruadhri)

True Nature: Elven cavalry from another dimension (Aen Elle world)

Purpose: Raiding other worlds for slaves and resources because their world is dying in the White Frost

Leadership: King Eredin, who murdered the previous king Auberon

Goal: Capture Ciri to use her Elder Blood powers to save their dying world

Appearance: Spectral riders in terrifying armor, travel between worlds, cause frost and death

Reality: Not supernatural ghosts but interdimensional elves using magic to appear terrifying

Non-Human Factions

Scoia'tael ("Squirrels")

  • Elven and dwarven guerrilla fighters
  • Fighting for non-human rights and freedom
  • Driven to extremism by human persecution
  • Many sided with Nilfgaard hoping for better treatment
  • Led by commanders like Iorveth
  • Considered terrorists by Northern kingdoms

Elder Races

  • Elves (Aen Seidhe) - ancient race, conquered by humans, now oppressed minority
  • Dwarves - skilled craftsmen, merchants, warriors
  • Halflings - farmers and innkeepers mostly
  • Gnomes - rare, skilled engineers
  • All face discrimination, pogroms, and persecution

Dryads of Brokilon

  • Isolationist forest dwellers
  • All-female society, kidnap human girls to replenish
  • Led by Eithné
  • Defend their forest violently
  • Neutral in wars

Criminal Organizations

The Syndicate (Novigrad)

  • Various gangs controlling organized crime
  • Big Four: Francis Bedlam (King of Beggars), Carlo Varese (Cleaver - dwarf crime lord), Cyprian Wiley (Whoreson Junior), Sigi Reuven (actually Dijkstra)

Ofieri Merchants

  • Traders from distant Ofier
  • Some involved in smuggling and exotic goods

GEOGRAPHY & MAJOR LOCATIONS

The Continent (Northern Kingdoms Region)

Temeria

  • Capital: Vizima - large city, now occupied
  • Velen/No Man's Land: War-torn swamps and forests, filled with refugees, bandits, monsters. The Bloody Baron rules from Crow's Perch. Crookback Bog home to the Crones
  • White Orchard: Tutorial area, small village recovering from war
  • Landscape: Swamps, forests, farmland
  • Status: Occupied, suffering

Novigrad

  • Type: Free City, largest city on the continent
  • Government: Hierarch of Eternal Fire + merchant oligarchy
  • Districts: Temple Isle, Bits (slums), merchant quarter, docks, Putrid Grove
  • Culture: Cosmopolitan trade hub, now plagued by witch hunts
  • Economy: Banking, trade, craftsmen, black market
  • Notable locations: Passiflora (brothel), Dandelion's tavern Rosemary and Thyme, Novigrad docks

Redania

  • Capital: Tretogor (not visited in-game)
  • Oxenfurt: University city, center of learning
  • Culture: Scholarly, political intrigue
  • Landscape: Varied, includes forests and farmland

Skellige Isles

  • Ard Skellig: Largest island, Kaer Trolde (capital fortress)
  • An Skellig: Sacred island, Freya's Garden
  • Spikeroog: Known for warriors
  • Hindarsfjall: Mysterious, druidic
  • Undvik: Abandoned due to ice giant
  • Faroe: Rural island
  • Landscape: Mountainous, fjords, harsh seas, snowy peaks
  • Economy: Raiding (historically), fishing, limited farming

Kaer Morhen

  • Location: Remote mountains
  • Type: Ruined witcher fortress
  • History: Ancient Wolf School keep, sacked by mob, mostly abandoned
  • Current: Refuge for Geralt and remaining witchers
  • Defenses: Mountain location, old fortifications

Velen/No Man's Land Specific Locations:

  • Crow's Perch: The Bloody Baron's fortress
  • Downwarren: Village near the Crones
  • Crookback Bog: Swampland ruled by the Crones
  • Fyke Isle: Cursed island with haunted tower
  • Devil's Pit: Former quarry turned bandit camp
  • Hanged Man's Tree: Gruesome landmark

Vizima

  • Palace: Emperor Emhyr's northern headquarters
  • Status: Occupied Nilfgaardian administrative center

Toussaint (Blood and Wine)

  • Type: Duchy, vassal to Nilfgaard but semi-autonomous
  • Capital: Beauclair - beautiful terraced city
  • Ruler: Duchess Anna Henrietta
  • Culture: Wine country, chivalric romance, knights errant, courtly love, culture and sophistication
  • Landscape: Vineyards, rolling hills, Mediterranean climate, beautiful and untouched by war
  • Economy: Wine production, luxury goods
  • Notable: Corvo Bianco (Geralt's vineyard estate), Palace Beauclair, Dun Tynne prison, Lake Lac Celavy
  • Atmosphere: Fairy tale compared to war-torn North
  • Politics: Anna Henrietta maintains independence through diplomacy with Nilfgaard

Other Mentioned Locations:

Nilfgaard Proper (South)

  • The imperial heartland, wealthy and civilized
  • Capital: City of Nilfgaard (not visited)

Zerrikania

  • Far eastern land, exotic warriors and culture
  • Tea and Vea (famous warrior women)

Ofier

  • Eastern kingdom beyond the sea
  • Persian/Arabian inspired culture
  • Source of runewright in Hearts of Stone

Kovir

  • Northern kingdom, banking center
  • Stayed neutral and prospered

Cintra

  • Ciri's homeland, destroyed by Nilfgaard
  • Kingdom on the coast, known for fierce warriors
  • Calanthe (Lioness of Cintra) died defending it

POLITICAL SITUATION DURING WITCHER 3

The Third Northern War

Background:

  • Nilfgaard invaded North twice before, both times repelled
  • Letho of Gulet assassinated Northern kings (Foltest, Demavend, Henselt) on Emhyr's orders
  • Created power vacuum and chaos
  • Nilfgaard launched third invasion

Current State (W3 timeline):

  • Nilfgaard conquered Cintra, Verden, most of Temeria and Aedirn
  • Redania remains strongest Northern power
  • Kaedwen fragmented
  • Skellige in succession crisis, potentially vulnerable
  • War at stalemate in Velen region

Key Fronts:

  • Pontar Valley - contested region
  • Velen - No Man's Land between forces
  • Novigrad - technically neutral, Redanian influence

Possible Endings depend on player choices:

  1. Nilfgaard wins - Emhyr unifies continent
  2. Radovid wins - Mad king's brutal regime
  3. Dijkstra wins - Pragmatic Redanian expansion
  4. Temeria restored - Under Nilfgaardian vassalage with Roche

The Witch Hunts

Cause: Radovid's paranoia, Eternal Fire's fanaticism, popular resentment

Scope: Across Redania and Novigrad especially

Methods: Public burnings, torture, imprisonment, confiscation of property

Targets: Mages, sorceresses, healers, herbalists, non-humans, anyone accused

Effect: Lodge of Sorceresses destroyed as political force, magical knowledge lost, terror

Key Perpetrators: Caleb Menge, Nathaniel Pastodi, witch hunters

Skellige Succession

Crisis: King Bran dies, no clear heir

Candidates:

  • Cerys an Craite - intelligent, diplomatic
  • Hjalmar an Craite - warrior hero
  • Svanrige Bran - weak, mother Birna manipulates

Intrigues: Birna Bran plots with Nilfgaard, sabotage attempts

Resolution: Decided at funeral/election by Jarls

Implications: Determines Skellige's role in war, alliance possibilities

Ciri's Importance

Multiple Parties Seeking Her:

  • Emhyr: Wants to marry her (his daughter) for legitimacy and prophetic reasons
  • Wild Hunt: Needs her Elder Blood powers to save their world
  • Lodge: Wants to control her breeding for Elder Blood
  • Geralt/Yennefer: Protect her as daughter

Stakes: World-ending prophecy (White Frost), political legitimacy, personal bonds


CREATURES & MONSTERS

Vampires

Higher Vampires

  • Nature: Immortal, intelligent, can pass as human
  • Powers: Regeneration, superhuman strength/speed, shapeshifting, hypnosis
  • Weaknesses: Can only be killed by another higher vampire, silver ineffective
  • Examples: Regis, Dettlaff, Orianna, Unseen Elder
  • Society: Ancient, hidden parallel society
  • Feeding: Can survive without blood but crave it

Lesser Vampires

  • Katakan: Shapeshifter, bat-like creature
  • Ekimmara: Feeds to regenerate
  • Garkain: Winged predator
  • Bruxa/Alp: Beautiful female form, bat transformation, sonic scream
  • Fleders: Bestial, less intelligent
  • Weaknesses: Black blood (poisoned blood), vampire oil, moon dust

Unseen Elder

  • Ancient beyond measure
  • Most powerful vampire known
  • Lives in cave in Toussaint
  • Beyond morality or human understanding
  • Can kill anything instantly

Cursed Creatures

Werewolves

  • Humans cursed to transform
  • Often unaware of transformations
  • Silver effective
  • Curse can sometimes be lifted

Leshens

  • Ancient forest spirits
  • Control animals and plants
  • Worshipped by some villagers
  • Territorial, protect their forest

Hym

  • Feeds on guilt
  • Invisible, psychological torment
  • Defeated through ritual or confession

Botchlings/Lubberkins

  • Spirits of unbaptized, unwanted babies
  • Botchling: cursed, violent
  • Lubberkin: peaceful if properly buried

Wraiths/Specters

  • Noonwraith: Murdered brides, appear at midday
  • Nightwraith: Violent deaths, midnight
  • Plague Maiden: Disease victims
  • Yrden sign effective, spectral oil

Relicts (Ancient Beings)

Fiends

  • Massive, three-eyed deer-like monsters
  • Hypnotic third eye
  • Incredibly strong

Chorts

  • Horned, aggressive
  • Related to fiends

Sylvans

  • Goat-like forest dwellers
  • Usually peaceful unless provoked

Godlings

  • Small, childlike spirits
  • Mischievous but generally benign
  • Examples: Sarah, Johnny

Succubi/Incubi

  • Seductive demons
  • Not always evil, some just want companionship
  • Example: Salma

Draconids

Forktails

  • Flying, aggressive
  • Poisonous tail
  • Common dragon variant

Cockatrices

  • Rooster-like with wings
  • Petrifying scream

Basilisks

  • Similar to cockatrices
  • Poisonous

Wyverns

  • Two-legged dragons
  • Various types: Royal, Slyzard, etc.

True Dragons

  • Intelligent, rare, nearly extinct
  • Include: Villentretenmerth (Borch Three Jackdaws), Saskia (Saesenthessis)
  • Can shapeshift to human form

Necrophages

Ghouls

  • Scavengers, eat corpses
  • Pack hunters
  • Cemeteries and battlefields

Alghouls

  • Evolved ghouls, spikes
  • More dangerous

Drowners

  • Amphibious, near water
  • Very common
  • Weak individually

Water Hags

  • Swamp dwellers
  • Use tongue attack
  • Mud to regenerate

Grave Hags

  • Cemetery haunters
  • Create illusions

Rotfiends

  • Explode when killed
  • Dangerous in groups

Foglets

  • Create mist
  • Ambush predators

Insectoids

Endrega

  • Giant insects
  • Hive colonies
  • Workers, warriors, drones

Arachas

  • Armored, crab-like
  • Heavily armored

Giant Centipedes (Toussaint)

  • Mutated, massive
  • Burrow underground

Beasts

Wolves/Wargs

  • Common predators
  • Pack hunters

Bears

  • Dangerous, territorial
  • Some caves

Wild Dogs

  • Abandoned war dogs
  • Aggressive

Ogroids

Trolls

  • Rock trolls: Generally peaceful, dim-witted
  • Ice trolls: More aggressive
  • Can talk, often misunderstood

Nekkers

  • Small, burrow in groups
  • Warriors larger variant

Cyclopses

  • Giant, one-eyed
  • Use thrown rocks

Elementa

Golems

  • Magical constructs
  • Stone or clay
  • Very tough, elemental resistance

Elementals

  • Fire: Immune to fire
  • Ice: Frost attacks
  • Earth: Heavily armored

Gargoyles

  • Flying stone constructs
  • Guard important locations

Hybrids

Griffins

  • Lion body, eagle head/wings
  • Territorial, mate for life
  • Various types: Royal, Archgriffin, Opinicus

Harpies

  • Flying women-bird hybrids
  • Scavengers
  • Groups dangerous

Sirens

  • Aquatic version of harpies
  • Skellige waters

Ekhidna

  • Larger, more dangerous harpy variant

Unique/Boss Creatures

The Crones (Brewess, Weavess, Whispess)

  • Ancient godlings turned evil
  • Shapeshift, magic, manipulation
  • Feed on children
  • Connected to bog

Imlerith (Wild Hunt)

  • Wild Hunt general
  • Uses mace and magic
  • Elite warrior

Caranthir (Wild Hunt)

  • Navigator mage
  • Ice magic specialist

Eredin (Wild Hunt King)

  • Leader, powerful warrior-mage
  • Seeks Ciri for prophecy

Detlaff Monster Form

  • Transformed higher vampire
  • Massive bat-winged creature
  • Devastating power

Caretaker

  • Von Everec estate guardian
  • Undead, uses shovel
  • Regenerates

Toad Prince

  • Cursed Ofieri prince
  • Giant toad boss

Olgierd's Ethereal Being

  • His manifested evil during immortality

Shaelmaar

  • Unique armored beast under Beauclair
  • Extremely tough hide

The Toad Princess (mentioned) Ice Giant (Undvik)

  • Massive frost giant
  • Destroyed Skellige settlement

MAGIC & SORCERESSES

Nature of Magic

The Source

  • Magic comes from primordial Chaos
  • Requires natural talent (being a "Source")
  • Sorceresses/Sorcerers born with ability

Training

  • Aretuza: Female mage academy on Thanedd Island, most prestigious
  • Ban Ard: Male mage academy
  • Years of rigorous training, extremely demanding
  • Many die or go mad during training
  • Graduates extremely powerful and knowledgeable

Sorceress Characteristics

Physical Modifications

  • All use magic to appear young and beautiful
  • Can modify their appearance at will
  • Many sterile (side effect of magic use)
  • Near-immortal lifespan if not killed
  • Some had physical deformities corrected (Yennefer was hunchback)

Social Role

  • Royal advisors historically
  • Political manipulators
  • Respected and feared
  • Now hunted in North during witch hunts

Political Power

  • Chapter of Sorcerers (defunct) - ruled magical affairs
  • Council of Mages - advised kings
  • Lodge of Sorceresses - secret cabal for control
  • Currently fractured and persecuted

Major Sorceresses (Detailed)

Yennefer of Vengerberg

  • Background: Born with twisted spine, quarter elf
  • Training: Aretuza, Tissaia de Vries' student
  • Specialty: General magic, portal creation, necromancy
  • Political: Lodge member (reluctant), advised Aedirn
  • Personal: Geralt's true love, Ciri's adoptive mother
  • Personality: Proud, sarcastic, deeply caring under facade
  • Current: Searching for Ciri, working with Geralt

Triss Merigold

  • Background: Maribor, younger sorceress
  • Training: Aretuza
  • Specialty: Healing magic, herbalism
  • Scars: Burned by Fringilla's fire at Sodden Hill (chest scars)
  • Political: Lodge member, later mage rights activist
  • Personal: Loves Geralt (complicated), protective of Ciri
  • Current: Leading persecuted mages to Kovir, organizing underground railroad

Philippa Eilhart

  • Background: Most powerful political mage
  • Training: Aretuza headmistress later
  • Specialty: Polymorphism (owl form), political magic
  • Political: Founded Lodge, controlled Redania through King Vizimir
  • Blinding: Radovid ordered her blinded (eyes gouged out)
  • Current: On the run, plotting revenge and restoration
  • Personality: Ruthlessly ambitious, brilliant strategist, manipulative

Keira Metz

  • Background: Carreras
  • Specialty: Pestilence magic, research
  • Political: Lodge member, advised Temeria
  • Personal: Flirtatious, ambitious, insecure about status
  • Current: Hiding in Velen, seeks Alexander's research for plague cure (or power)
  • Fate: Can join Radovid, go to Kaer Morhen, or be killed by Geralt

Margarita Laux-Antille

  • Position: Rector of Aretuza
  • Specialty: Teaching, institutional magic
  • Status: Imprisoned and tortured by Radovid
  • Personality: Dignified, strong-willed, maternal to students
  • Current: Can be rescued, traumatized by torture

Sheala de Tancarville

  • Trait: Blind seer, "sees" through magic
  • Political: Lodge member, powerful politically
  • Specialty: Divination, foresight

Fringilla Vigo

  • Allegiance: Nilfgaard
  • Background: Nilfgaardian nobility
  • Relationship: Brief romance with Geralt (magically induced)
  • Battle: Led magical assault at Sodden Hill

Sabrina Glevissig

  • Status: Dead (burned at stake)
  • Legacy: Cursed Kaedwen before death
  • Specialty: Powerful, ruthless battle magic

Assire var Anahid

  • Allegiance: Nilfgaard
  • Status: Court mage
  • Lodge: Member

Tissaia de Vries

  • Status: Dead (suicide)
  • Legacy: Greatest teacher of Aretuza, trained Yennefer
  • Personality: Strict, wise, motherly

Francesca Findabair (Enid an Gleanna)

  • Type: Elf sorceress
  • Title: Daisy of the Valleys, most beautiful woman in the world
  • Political: Led elves, allied with Nilfgaard
  • Status: Queen of Free Elves (Dol Blathanna)

Magic System

Signs (Witcher Magic) Simple spells witchers can cast:

  • Aard: Telekinetic blast
  • Igni: Fire stream/burst
  • Quen: Protective shield
  • Yrden: Magic trap, slows enemies
  • Axii: Mind influence, calming

True Magic (Sorceress/Sorcerer) Far more powerful and versatile:

  • Portals: Teleportation between locations
  • Elemental: Fire, ice, lightning on massive scale
  • Illusions: Creating false images
  • Transformation: Changing shape (polymorphism)
  • Telekinesis: Moving objects
  • Healing: Medical magic
  • Curses: Long-lasting magical effects
  • Necromancy: Communicating with/raising dead
  • Divination: Seeing future/past
  • Mind Control: Powerful mental manipulation
  • Weather Control: Storms, fog
  • Protection: Wards, shields

Magical Items

  • Megascopes: Magical communication devices
  • Artifacts: Ancient items of power
  • Enchantments: Magical enhancements to equipment
  • Potions: Alchemical magic

Elder Blood (Lara Dorren's Gene)

  • Ciri's special power
  • Allows travel between worlds/dimensions
  • Time and space manipulation
  • Prophesied to either save or destroy world
  • Source of the Source (most powerful magical gene)

Magic Politics

Historical:

  • Mages guided kingdoms
  • Chapter of Sorcerers regulated magic
  • Powerful and respected

Thanedd Coup:

  • Lodge tried to control Northern politics
  • Failed, led to chaos
  • Beginning of mage persecution

Current State:

  • Witch hunts destroying magical community
  • Knowledge being lost
  • Mages fleeing to Kovir or hiding
  • Lodge fractured
  • Nilfgaard still employs mages

Magical Creatures' Magic

Dragon Magic

  • Shapeshifting to human form
  • Elemental breath
  • Natural magic users

Vampire Powers

  • Regeneration
  • Hypnosis
  • Transformation
  • Blood magic

Crones' Magic

  • Reality warping in their bog
  • Immortality through ritual
  • Mind manipulation
  • Shapeshifting

Wild Hunt Magic

  • Dimensional travel
  • Frost/ice magic
  • Spectral appearance
  • Portal creation

THE WITCHER 3: WEAPONS, ITEMS, ECONOMY & LANGUAGE

WEAPONS SYSTEM

Swords

Steel Swords

  • Purpose: Fighting humans, non-humans, and non-magical creatures
  • Types:
    • Common/Basic: Simple blades, low damage
    • Master-crafted: Superior quality from skilled smiths
    • Relic: Ancient weapons with history and enhanced stats
    • Witcher gear: Specially designed for witchers (School sets)

Silver Swords

  • Purpose: Fighting monsters, cursed beings, and supernatural creatures
  • Composition: Silver coating over steel core (pure silver too soft)
  • Why effective: Silver disrupts magical/supernatural essence
  • Types: Same quality tiers as steel

Sword Schools (Witcher Gear Sets):

  • Wolf School: Balanced, medium armor, versatile
  • Cat School: Light armor, fast attacks, critical damage focus
  • Bear School: Heavy armor, strong attacks, tank build
  • Griffin School: Medium armor, sign intensity focus
  • Viper School: Light, poison/critical focus
  • Manticore School: Alchemy focus
  • Each has: Swords (steel & silver), armor set, unique bonuses

Legendary/Unique Swords:

  • Aerondight: Silver sword from Lady of the Lake, levels with Geralt, best sword in game
  • Iris: Olgierd's sabre, drains health but massive damage
  • Bloodsword: Drains health to empower attacks
  • Moonblade: Silver sword with special properties
  • Toussaint Knight Tournament Swords: Ceremonial blades

Other Weapons

Crossbows

  • Purpose: Flying enemies, underwater combat, minor damage
  • Not primary weapon: Supplementary tool
  • Types: Standard, enhanced versions
  • Bolts: Regular, broadhead, blunt, exploding, precision

Bombs

  • Grapeshot: Anti-personnel shrapnel
  • Samum: Flash-bang, blinds enemies
  • Dancing Star: Incendiary
  • Dragon's Dream: Gas cloud that ignites
  • Northern Wind: Freezes enemies
  • Devil's Puffball: Poison gas
  • Dimeritium Bomb: Disrupts magic
  • Moon Dust: Reveals invisible creatures

Thrown Weapons

  • Knives (limited use)
  • Axes (NPCs use)

Armor System

Types:

  • Light Armor: Leather, mobility, fast stamina regen, Cat School preference
  • Medium Armor: Balance of protection and mobility, Wolf/Griffin School
  • Heavy Armor: Plate, maximum protection, slow, Bear School

Armor Pieces:

  • Chest piece (most important)
  • Gauntlets
  • Trousers
  • Boots
  • Each can be enchanted/upgraded

Shields

  • NPCs use them
  • Witchers don't use shields (need mobility, two-handed sword style)
  • Sign magic (Quen) serves as shield

ITEMS & CRAFTING

Crafting Materials

Monster Parts:

  • Hides/Leather: Bear hide, wolf pelt, draconid leather
  • Plates/Shells: Chitin, arachas eyes, basilisk venom
  • Organs: Monster heart, monster brain, venom glands
  • Bones: Monster bone, bear fat
  • Rare drops: Succubus mutagen, fiend dung, archgriffin mutagen

Metals:

  • Common: Iron ore, iron ingot
  • Uncommon: Steel ingot, dark iron ore
  • Rare: Silver ore, meteorite ore
  • Legendary: Dimeritium ore (anti-magic), orichalcum, enriched dimeritium

Leather/Cloths:

  • Leather scraps, hardened leather
  • Cured draconid leather
  • Infused draconid leather
  • Silk, linen, various cloths

Alchemical Ingredients:

  • Herbs: White myrtle, celandine, verbena, wolfsbane, bryonia
  • Mushrooms: Sewant mushrooms, buckthorn
  • Rare plants: White raffard's decoction components
  • Monster parts: For potions/oils

Crafting Components:

  • String, wire, nails
  • Twine, leather straps
  • Emerald dust, ruby dust, diamond dust
  • Powdered monster tissue

Alchemy

Potions:

  • Swallow: Healing (most important)
  • Thunderbolt: Increased attack
  • Tawny Owl: Stamina regeneration
  • Cat: Night vision
  • White Raffard's Decoction: Instant full heal (one-time use)
  • Black Blood: Poisons vampires that drink witcher's blood
  • Full Moon: Increased vitality
  • Blizzard: Slows time during combat
  • Petri's Philter: Sign intensity
  • White Honey: Removes all potion effects and toxicity

Decoctions:

  • Made from rare mutagens
  • Last much longer than potions
  • High toxicity
  • Powerful effects (Ekhidna, Ancient Leshen, Ekimmara, Water Hag, etc.)

Oils:

  • Applied to swords
  • Necrophage Oil: vs ghouls, drowners
  • Specter Oil: vs wraiths
  • Beast Oil: vs wolves, bears
  • Cursed Oil: vs werewolves, cursed beings
  • Draconid Oil: vs dragons, wyverns
  • Insectoid Oil: vs endrega, arachas
  • Vampire Oil: vs vampires
  • Hanged Man's Venom: Increases attack
  • Each upgradable to enhanced/superior

Mutagens:

  • Lesser/Regular/Greater: Red (combat), Blue (signs), Green (vitality)
  • Monster-specific: Archgriffin, Ekhidna, Doppler (rare special effects)
  • Slotted into character development for bonuses

Food & Drink

Food:

  • Bread, cheese, ham
  • Apples, pears, nuts
  • Chicken, meat
  • Water, milk
  • Effect: Slow health regeneration outside combat
  • Types: Different foods heal different amounts
  • Alcohol provides temporary bonuses

Alcoholic Beverages:

  • Alcohest: Neutral spirit, replenishes potions during meditation
  • Dwarven spirit: Stronger, better for potion replenishment
  • Beer, ale, wine: Common drinks, minor effects
  • Vodka, spirits: Stronger effects
  • Mandrake cordial, cherry cordial: Specialized drinks
  • White Gull: Alchemical base

Books & Documents

Types:

  • Bestiary entries: Monster information
  • Formula/Diagrams: Crafting recipes
  • Letters: Quest items, lore
  • Books: Stories, history, lore
  • Notes: Clues, information

Gwent Cards:

  • Collectible card game
  • Different factions: Northern Realms, Nilfgaard, Scoia'tael, Monsters, Skellige
  • Hero cards, special cards, unit cards

Quest Items

  • Cannot be dropped/sold
  • Specific to quests
  • Keys, letters, special objects

Junk

  • Sell for crowns
  • Animal hides (before crafting)
  • Jewelry, gems
  • "Loot" category

SHOPS & MERCHANTS

Merchant Types

Blacksmiths/Armorers

  • Services: Craft weapons/armor, repair equipment, dismantle items
  • Types:
    • Apprentice: Basic items, low-level crafts
    • Journeyman: Medium quality
    • Master: Best crafts, can make witcher gear
  • Notable:
    • Hattori (Novigrad): Master blacksmith, needs help to set up shop
    • Yoana (Crow's Perch): Talented armorer
    • Éibhear (Skellige): Master armorer
    • Lafargue (Toussaint): Grandmaster armorer
    • Top-notch Swords (Novigrad): Master blacksmith

General Merchants/Innkeeps

  • Buy almost anything
  • Sell food, drink, basic supplies
  • Often run inns/taverns
  • Lower prices for goods
  • Found in every village

Herbalists

  • Sell alchemical ingredients
  • Buy herbs, monster parts
  • Some sell formulae
  • Notable:
    • Tomira (White Orchard)
    • Gremist (Skellige): Master alchemist, teaches recipes
    • The Pellar (Velen): Folk healer

Alchemists

  • Sell recipes, ingredients
  • More specialized than herbalists
  • Kalkstein (mentioned, not in W3)

Armorers (separate from blacksmiths in some locations)

  • Focus on armor
  • Repair, craft armor pieces

Gwent Players/Vendors

  • Sell unique Gwent cards
  • Found throughout world
  • Innkeeps, merchants, specialized players

Runewright (Hearts of Stone)

  • Enchants weapons/armor
  • Expensive, requires investment
  • Adds powerful enchantments
  • Ofieri craftsman

Grandmaster Craftsmen (Blood and Wine)

  • Can craft grandmaster witcher gear
  • Highest tier equipment
  • Requires expensive materials

Horse Equipment Merchants

  • Sell saddles, saddlebags, blinders
  • Increase carrying capacity, horse stamina

Loan Sharks

  • Vivaldi Bank (Novigrad)
  • Money lending, exchange

Fencing Networks (illegal merchants)

  • Buy stolen goods
  • Don't report to guards
  • Lower prices but buy anything

Merchant Behavior

Haggling:

  • Not interactive in W3
  • Prices fixed based on merchant type
  • Speech skill doesn't exist

Reputation:

  • Some merchants become available after quests
  • Saving merchants improves inventory
  • Freeing merchants unlocks better stock

Inventory Refresh:

  • Meditate for days to refresh stock
  • Different merchants stock different items
  • Level-appropriate items appear

Selling Strategy:

  • Swords to blacksmiths (best prices)
  • Armor to armorers
  • Hides to armorers
  • Monster parts to herbalists/alchemists
  • Junk to general merchants
  • Witcher gear should NEVER be sold (dismantle or keep)

CURRENCY & ECONOMY

Currency System

Crown (Oren in some regions)

  • Standard currency
  • Symbol: Simple currency markers
  • Value: No subdivisions shown in game (historically florens, bizants existed)
  • Everything priced in crowns

Prices (approximate)

Basic Goods:

  • Bread: 3-5 crowns
  • Beer: 5-10 crowns
  • Simple sword: 50-200 crowns
  • Basic armor: 100-500 crowns

Mid-Tier:

  • Master-crafted sword: 500-2000 crowns
  • Quality armor: 1000-3000 crowns
  • Rare ingredients: 50-200 crowns

High-End:

  • Witcher gear diagrams: 200-1000 crowns (when bought)
  • Grandmaster crafting: 10,000-30,000 crowns total
  • Relic weapons: 1000-5000 crowns
  • Houses/vineyards: Varies wildly

Services:

  • Armor repair: Depends on damage, 50-500 crowns
  • Haircut: 10-20 crowns
  • Gwent bet: 10-50 crowns typically
  • Prostitute: 40-50 crowns
  • Inn room: 10-30 crowns per night

Economic Realities

Witcher's Pay:

  • Contract rewards: 50-300 crowns typically (negotiable)
  • Often underpaid despite danger
  • "We'll pay in grain/chickens" (peasants can't afford coin)
  • Nobles sometimes refuse to pay

Wealth Distribution:

  • Peasants: Poor, barter economy common
  • Merchants: Comfortable, deal in coin
  • Nobility: Wealthy, hundreds/thousands of crowns available
  • Geralt: Can become very wealthy through contracts and looting

Looting Economy:

  • Abandoned sites full of loot
  • War creates scavenging opportunities
  • Bandit camps have treasure
  • Monster nests guard valuables
  • Smuggler caches along coasts

Regional Differences:

  • Skellige: Less coin-based, honor/barter important
  • Novigrad: Wealthy trading hub, higher prices
  • Velen: War-torn, prices inflated, people desperate
  • Toussaint: Wealthy, luxury goods expensive

LANGUAGE, DIALECTS & HOW PEOPLE SPEAK

Languages in the World

Common Speech (Common Tongue)

  • Universal language
  • What everyone speaks
  • Based on human languages
  • Regional accents exist

Elder Speech (Hen Llinge)

  • Ancient elven language
  • Used by elves, dryads
  • Sorceresses learn it (educated class)
  • Many magical terms in Elder Speech
  • Considered sophisticated/archaic

Dwarvish (Dwarven)

  • Dwarf language
  • Rarely spoken in Common areas
  • Has own dialect

Nilfgaardian

  • Language of the Empire
  • Based on Elder Speech (corrupted form)
  • Nobles speak it
  • Many place names in Nilfgaardian

Dragon Tongue

  • Ancient, mystical
  • Only dragons speak it fluently

Accents & Regional Speech

Northern Kingdoms:

  • Temeria/Velen: Rough, rural accents (like English countryside)
  • Novigrad: Urban, varied (cosmopolitan mix)
  • Redania: More formal, educated (German-influenced)
  • Skellige: Strong Nordic accent (Scandinavian-inspired), lots of "ayes"

Nilfgaard:

  • Formal, aristocratic
  • Measured, precise speech
  • Often sound condescending to Northerners

Elves:

  • Melodic, flowing
  • Often speak Elder Speech
  • Accents vary (Scoia'tael rougher, nobility refined)

Dwarves:

  • Gruff, direct
  • Scottish-influenced accent often
  • Practical speech

Social Class Speech Patterns

Peasants/Commoners:

  • Simple vocabulary
  • Direct, practical
  • Lots of superstition in speech
  • "Me lord," "Your lordship" to nobility
  • Regional slang heavy

Merchants:

  • Practical, business-focused
  • Calculating speech
  • Flattery when selling
  • Middle-class vocabulary

Nobility:

  • Formal, educated
  • Complex sentences
  • Classical references
  • Condescending to lower classes
  • Flowery in Toussaint

Soldiers:

  • Crude, direct
  • Military jargon
  • Lots of cursing
  • Practical, no-nonsense

Scholars/Mages:

  • Educated, precise
  • Technical terminology
  • Often condescending
  • Elder Speech references

Witchers:

  • Terse, economical with words
  • Dark humor
  • Professional terminology
  • Emotionally controlled speech

Slang & Common Expressions

Curses & Swearing:

  • "Ploughin'" - Common curse (fucking)
  • "Bollocks" - Bullshit
  • "Whoresons" - Bastards, insult
  • "Piss off" - Go away
  • "Bugger" - Damn, or insult
  • "Arse" - Ass
  • "Bloody" - Damn (bloody hell)
  • "Shite" - Shit
  • "Cock" - Dick
  • "By the gods" - Religious exclamation
  • "Lilac and gooseberries" - Yennefer's scent (Geralt's reference)

Common Phrases:

  • "Walk in the Light" - Eternal Fire blessing/goodbye
  • "May the Great Sun shine upon you" - Nilfgaardian blessing
  • "Winds howling" - Geralt's weather comment (meme-worthy)
  • "Looks like rain" - Geralt's observation
  • "Damn, you're ugly" - Geralt to monsters
  • "How long are you gonna make me wait?" - Geralt waiting
  • "Pam pa ram, pam pam pa ram" - Whistling tune reference
  • "Evil is evil. Lesser, greater, middling..." - Geralt's philosophy
  • "If I'm to choose between one evil and another, I'd rather not choose at all" - Geralt's stance

Insults:

  • "Mutant" - Anti-witcher slur
  • "Freak" - Witcher insult
  • "Knife-ear" - Anti-elf slur
  • "Dh'oine" - Elven word for human (often derogatory)
  • "Bloede" - Elven curse
  • "Son of a whore" - General insult
  • "Craven" - Coward
  • "Cur" - Dog, insult

Regional (Skellige):

  • "By Freya's arse/tits" - Skellige curse
  • "Aye" - Yes (constantly)
  • "Kelpie" - Water spirit
  • "Drowner shite" - Worthless
  • "An Craite!" - Clan war cry
  • "Skalds" - Bards/poets

Nilfgaardian:

  • "Alba Division" - Elite unit
  • "Gloir aen Ker'zaer" - Glory to the Empire
  • "Aen Seidhe" - Elves
  • "Dh'oine" - Humans

Monster Hunter Jargon:

  • "Witcher's senses" - Enhanced perception
  • "Medallion's humming" - Magic nearby
  • "Take a trophy" - Proof of kill
  • "Track the beast" - Hunt
  • "Nests" - Monster breeding grounds

Alchemy/Magic Terms:

  • "Megascope" - Magical communicator
  • "Portal" - Teleportation
  • "The Lodge" - Sorceress cabal
  • "Source" - Magic talent
  • "Mutagens" - Alchemical enhancements

Formal vs Informal Address

Titles:

  • "Lord/Lady" - Nobility
  • "Your Grace" - Dukes/Duchesses
  • "Your Majesty" - Kings/Queens
  • "Your Imperial Majesty" - Emperor
  • "Master/Mistress" - Craftsmen, mages
  • "Captain" - Military leaders
  • "Jarl" - Skellige clan leaders
  • Witcher doesn't get special title - Just "Witcher" or name

Informal:

  • First names among equals
  • "Friend" - Casual
  • "Mate" - Friendly
  • Witchers call each other by name

MONSTER INTELLIGENCE & MORALITY

Intelligent Monsters (Can Speak)

Higher Vampires

  • Intelligence: Human-level or higher, centuries of experience
  • Speech: Fluent in multiple languages
  • Morality: Individual choice - can be good (Regis) or evil (Detlaff when enraged)
  • Examples: Regis, Dettlaff, Orianna, Unseen Elder
  • Notes: Not inherently evil, complex morality, capable of love/hate/philosophy

True Dragons

  • Intelligence: Superior to humans
  • Speech: Multiple languages, can shapeshift to human
  • Morality: Individual, often wise and moral
  • Examples: Villentretenmerth (Borch), Saskia (Saesenthessis)
  • Notes: Rarely seen, avoid human conflict

Godlings/House Spirits

  • Intelligence: Child-like to adult
  • Speech: Common tongue
  • Morality: Generally neutral to good, mischievous
  • Examples: Sarah (Novigrad godling), Johnny (bog godling)
  • Notes: Want to be left alone, help if treated kindly

Trolls

  • Intelligence: Low but present, can reason
  • Speech: Broken Common, simple sentences
  • Morality: Generally peaceful unless provoked
  • Examples: Bridge trolls, ice trolls (more aggressive)
  • Notes: "Me build bridge, you cross bridge, you pay toll"
  • Misunderstood: Often attacked for being ugly, not evil

Sylvans

  • Intelligence: Human-level
  • Speech: Fluent Common
  • Morality: Neutral, defend territory
  • Examples: Fugas the sylvan
  • Notes: Goat-like, forest dwellers, philosophical

Succubi/Incubi

  • Intelligence: High
  • Speech: Fluent, seductive
  • Morality: Not inherently evil, need intimacy to survive
  • Examples: Salma (succubus), Elihal's "friend"
  • Notes: Often just want companionship, can live peacefully

Dopplers

  • Intelligence: Human-level
  • Speech: Mimic perfectly
  • Morality: Generally peaceful, prefer avoiding conflict
  • Examples: Dudu Biberveldt
  • Notes: Shapeshifters, often hide as humans/merchants

The Crones

  • Intelligence: Ancient, cunning
  • Speech: Fluent, manipulative
  • Morality: EVIL - feed on children, corrupt bargains
  • Examples: Brewess, Weavess, Whispess
  • Notes: Ancient godlings turned malevolent

Leshens

  • Intelligence: High, ancient
  • Speech: Cannot speak but understand
  • Morality: Neutral - protect their forest
  • Examples: Ancient Leshen, regular leshen
  • Notes: Worshipped by some villages, territorial

The Unseen Elder

  • Intelligence: Beyond human comprehension
  • Speech: Telepathic, ancient languages
  • Morality: Beyond morality - views mortals as insects
  • Notes: Most powerful vampire, ancient beyond measure

Semi-Intelligent Monsters

Fiends/Chorts

  • Intelligence: Animal-level cunning
  • Speech: None
  • Morality: Predators, not evil, just dangerous
  • Notes: Hypnotic abilities, hunt for food

Griffins

  • Intelligence: Animal-intelligent, loyal to mates
  • Speech: None
  • Morality: Neutral - territorial, mate for life
  • Notes: Will hunt humans if hungry, protect nests

Rock Trolls

  • Intelligence: Simple, can communicate
  • Speech: Broken Common ("Troll strong! You weak!")
  • Morality: Peaceful unless drunk or provoked
  • Notes: Build things, charge tolls, easily deceived

Harpies/Sirens

  • Intelligence: Pack intelligence
  • Speech: Screeching, no language
  • Morality: Predators, attack anything
  • Notes: Swarm tactics, scavengers

Bestial Monsters (No Intelligence)

Ghouls/Alghouls

  • Intelligence: Animal cunning
  • Speech: None, growls
  • Morality: Scavengers, eat corpses
  • Evil? Not evil, just following nature

Drowners/Water Hags

  • Intelligence: Pack hunters, limited
  • Speech: None
  • Morality: Predators
  • Evil? No, just dangerous

Nekkers

  • Intelligence: Swarm intelligence
  • Speech: Chittering
  • Morality: Aggressive but just territorial

Endrega/Arachas

  • Intelligence: Insect-level
  • Speech: None
  • Morality: Defend hive/territory

Wyverns/Forktails

  • Intelligence: Reptilian predator
  • Speech: None
  • Morality: Hunt for food

Wolves/Bears

  • Intelligence: Animal
  • Speech: None
  • Morality: Natural predators

Cursed Beings (Variable Intelligence)

Werewolves

  • Intelligence: Retain some human awareness (varies)
  • Speech: Sometimes, when not fully transformed
  • Morality: Victims of curse, not inherently evil
  • Examples: Morkvarg (cursed, aware)

Wraiths

  • Intelligence: Echo of former person
  • Speech: Wailing, sometimes fragmented words
  • Morality: Trapped spirits, suffering
  • Evil? Not evil, victims

Botchlings/Lubberkins

  • Intelligence: Limited
  • Speech: Crying, wailing
  • Morality: Cursed spirits of unwanted babies
  • Evil? Botchling dangerous, lubberkin helpful

Nightwraiths/Noonwraiths

  • Intelligence: Memory-driven
  • Speech: Echoes of trauma
  • Morality: Victims seeking justice/revenge

Magical Constructs (No Intelligence)

Golems

  • Intelligence: Programmed
  • Speech: None
  • Morality: Follow creator's orders

Elementals

  • Intelligence: Elemental consciousness
  • Speech: None
  • Morality: Neutral forces

Gargoyles

  • Intelligence: Programmed guardians
  • Speech: None
  • Morality: Guard locations only

Inherently Evil Monsters

The Wild Hunt Riders

  • Intelligent: Yes (elves)
  • Evil? YES - enslave, raid, destroy
  • Can speak: Yes
  • Morality: Ruthless conquerors

The Crones

  • Intelligent: Yes
  • Evil? YES - child eaters, torturers
  • Can speak: Yes
  • Morality: Completely evil

Hym

  • Intelligent: Yes
  • Evil? YES - tortures through guilt
  • Can speak: Telepathic
  • Morality: Feeds on suffering

Plague Maidens

  • Intelligent: Limited
  • Evil? Spread disease intentionally
  • Morality: Malevolent spirits

Neutral/Misunderstood Monsters

Most monsters in Witcher are:

  • Following instincts
  • Defending territory
  • Hunting for food
  • Not inherently evil

Exceptions (truly evil):

  • Demons (Hym)
  • The Crones
  • Some corrupted spirits
  • Wild Hunt

Gray Area:

  • Higher vampires (individual choice)
  • Succubi (need intimacy but not killers)
  • Werewolves (cursed victims)
  • Leshens (protect forest, not evil)

Witcher Philosophy on Monsters

Geralt's View:

  • "Evil is evil. Lesser, greater, middling..."
  • Monsters follow nature, humans often worse
  • Some monsters deserve mercy
  • Some can be reasoned with
  • Contracts paid to kill, but moral nuance exists

Professional Approach:

  • Research monster type
  • Determine if truly dangerous
  • Some quests allow sparing creatures
  • Witchers don't hunt sentient beings without cause

Moral Complexity:

  • Troll protecting bridge vs. bandits
  • Succubus living peacefully vs. scared villagers
  • Doppler merchant vs. paranoid humans
  • Godling helping vs. superstitious peasants

COMMUNICATION EXAMPLES BY GROUP

Peasant: "Please, good witcher, me daughter's been took by a wraith. We ain't got much coin, but we'll give what we can."

Noble: "Witcher, your services are required. There is a beast plaguing my estate. You shall be compensated appropriately, provided you complete the task satisfactorily."

Nilfgaardian Officer: "Mutant. The Empire requires your expertise. You will assist or face consequences."

Skellige Warrior: "Aye, witcher! Good to see ye! By Freya's tits, there's a fine feast tonight!"

Sorceress: "Geralt. I trust you've prepared adequately? The creature we seek is no common beast."

Witcher: "Hmm. Medallion's humming. Place of power, gotta be."

Troll: "Troll build bridge! Pretty bridge! You cross, you pay! No pay, troll smash!"

Higher Vampire: "Ah, Geralt. Do come in. Would you care for some wine? I assure you, it's merely grape, not the vintage you might suspect."

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