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Table Of Contents 3 Chapter 3: Races of the Continent 5 Ch

Chapter 1: Welcome to the North 3.1 Dwarves 5.


Skellige and the Northern Realms 3.1.1 Dwarf Names 5.
The World and Its Lands 3.1.2 Mahakaman Dwarves 5.
Time in the Continent 3.1.3 Assimilated Dwarves 5.
A Brief History 3.1.4 Dwarven Deities 5.
Magic in the Continent 3.2 Elves 5.
Religion in the Realms 3.2.1 Dol Blathana Elves 5.
Deities of the North 3.2.2 Scoia'tael 5.
3.2.3 Aen Elle 5.
2 Chapter 2: Skellige and the North 3.2.4 Elven Deities 5.
2.1 The Four Kingdoms 3.3 Halflings 5.
2.1.1 Redania 3.3.1 Halfling Deities 5.
2.1.2 Temeria 3.4 Humans 5.
2.1.3 Aedirn 3.4.1 Human Ethnicities of the World 5.
2.1.4 Kaedwen 3.4.2 Human Deities 5.
2.2 Minor Northern Kingdoms 3.5 Dopplers 5.
2.2.1 Kovir and Poviss 3.6 Dryads 5.
2.2.2 Hengfors League 3.7 Gnomes 5.
2.2.3 Cidaris 3.8 Half-Elves 5.
2.2.4 Lyria and Rivia 3.9 Werebbubbs 5.
2.2.5 Verden 3.10 Vodyanoy 5.
2.2.6 Cintra (1263) 3.11 Vran 5.
2.3 Isles of Skellige 3.12 Optional Races 5.
2.3.1 Clan an Craite 3.12.1 Half-Orc
2.3.2 Clan Brokvar 3.12.2 Orc 6 App
2.3.3 Clan Heymaey 3.12.3 Tiefling 7 App
2.3.4 Clan Dimun 3.12.4 Triton
2.3.5 Clan Drummond 3.12.5 Dragonborn 8 App
2.3.6 Clan Tuirseach
2.3.7 Clan Tordarroch 4 Chapter 3: Classes and Subclasses
2.4 Independent Realms 4.1 Barbarians
2.4.1 Brokilon 4.2 Primal Path
2.4.2 Dol Blathana 4.2.1 Path of the Svalblod Cultist
2.4.3 Mahakam 4.3 Bards
2.4.4 Novigrad 4.4 Clerics
2.4.5 Saskia's Free State (1271) 4.5 Divine Domains
4.5.1 Dragon Domain
4.5.2 Lovecraft Domain
4.5.3 Prophet Domain
4.5.4 Seduction Domain
4.6 Druids
4.7 Fighters
4.8 Martial Archetypes
4.8.1 Field Medic
4.8.2 Witch Hunter
4.9 Monks
4.10 Paladins
4.11 Paladin Orders
4.11.1 Melitele Guard
4.11.2 Order of the Flaming Rose
4.11.3 Temple Guard
4.12 Sacred Oath
4.12.1 Oath of the Knight-Errant
4.13 Rangers
4.14 Rogues
4.15 Roguish Archetype
4.15.1 Troubadour
4.15.2 Sindicate Boss
4.16 Sorcerers
4.17 Warlocks
4.18 Witchers
4.19 Wizards
Preface
Chapter 1: Welcome to the North

O
N THE WORLD OF THE WITCHER,
between the windswept Great Sea to the west Skellige and the Northern
and the mysterious lands of Zerrikania to the Realms
east, lies the Continent. A place of varied
cultures and races, the Contintnent is Running along the Great Sea from north of the Amell
dominated by human lands, be they kingdoms, Mountains to the Dragon Mountains, the Northern Kingdoms
independent cities, or carefully maintained are a group of human states whose inhabitants are called
alliances. Interspersed among the lands of humans are the Nordlings. It is bordered by the Great Sea to the west and the
old dwarven kingdom of Mahakam and the Valley of Flowers, Blue Mountains to the east.
assimilated populations of nonhumans, and, perhaps, more More broadly, the North refers to all the territory north of
exotic folk. the Amell Mountains, dominated primarily by the Four
A great deal of adventure is to be had in the world of the Kingdoms - Aedirn, Kaedwen, Redania, and Temeria. Aedirn
witcher, for those willing to seek it out. The routes between is lies between Temeria and the massive Mahakam
cities and nations often cross into the territory of brigands or Mountains to the west, and the Blue and Fiery Mountains to
monsters. Every forest, swamp, and mountain range has its the east. Kaedwin's ruler, Henselt, quarrels frequently with
own perils, whether lurking bandits, crones, savage beasts, or the monarch of neighboring Aedirn. Kaedwen also shares
mighty creatures such as giants and dragons. Ruins, borders with the kingdoms of Redania and Caingorn and
especially those left by the elves' retreat, dot the landscape with the duchies of Yspaden and Creyden. Portions of the
and the caverns that wind beneath the surface. In these Fiery Mountains, the Kestrel Mountains and the Blue
places, treasures of every living race- and perhaps a number Mountains run through the kingdom. Situated between the
of dead ones- wait for adventurers intrepid enough to come Braa River in the north and the Pontar in the south, Redania
and claim them. is one of the North's more important kingdoms. Temeria is
The Continent is filled with rich history and wondrous bordered on the north by the great Pontar River. The eastern
tales of adventure and magic, but the lifeblood of its common border is the Mahakaman Mountains. On the western side,
people is agriculture and trade. Most rural folk depend on Temeria is largely isolated by the Brokilon Forest and in the
farming to eat, and Nordlings who live in cities ply skilled south, Temeria borders the Temerian protectorates of Brugge
trades or use brawn to earn their keep, so they can purchase and Sodden, now lost to Nilfgaard.
the goods and food provided by others. News and gossip are Most of the communities, nations, and governments of the
carried between population centers by caravans and ships North can be grouped into five categories: the Northern
that bring in supplies for trade and by traveling bards and Kingdoms, the nonhuman lands scattered throughout the
minstrels who recount (or invent) stories to inform and area, the isles of Skellige off the coast, the independent city of
entertain people in taverns, inns, and castles. Adventurers Novigrad nestled along the Pontar, and the former lands, now
also spread news- while also creating it! conquered but, perhaps, ready to rise up again. Each
The common folk of the Continent look on most category is discussed briefly here; more details can be found
adventurers with a mixture of admiration, envy, and mistrust, in chapter 2.
but that is to say nothing of witchers. Folk generally believe
that any stalwarts willing to risk their lives on behalf of The Northern Kingdoms
complete strangers should be lauded and rewarded. But such The Northern Kingdoms are a group of, more or less, united
adventurers, if they become successful, amass wealth and kingdoms and settlements in the north, bound together by
personal status at a rate that some people find alarming. the threat of Nilfgaard to the south. New kingdoms are
Even people who admire these adventurers for their energy occasionally formed, and old kingdoms and regions are
and their acts of valor might have misgivings: what horrors sometimes conquered, but the region is fairly stable in and of
will be unleashed if adventurers, heedless or unknowing of its self. Here are all the kingdoms of the north, with
the danger, unlock a ruin or a tomb and release an ancient parenthetical years for kingdoms which no longer exist, as of
evil into the world? Most of the people who populate the the year 1272:
Continent have little or no knowledge of lands outside of the
North. The most educated among the populace agree that the Aedirn, formerly ruled by King Demavend the Third.
Continent is but one continent and that the World is the Cidaris, ruled by King Ethain.
whole of the world, but for the majority of people, who don't Cintra, formerly ruled by Queen Calanthe Fiona Riannon,
experience intercontinental travel or extraplanar exploration, the "Lioness of Cintra" (1263).
"the Continent" is more than large enough of a concept for Emblonia, ruled by inept monarchs (1195).
them to comprehend. Except in the most remote or insular Hengfors League, ruled by King Niedamir.
places, Nordlings are accustomed to seeing people of Kaedwen, formerly ruled by King Henselt (1272).
different cultures, ethnicities, and races, who they generally Kerack, ruled by King Tarrand.
treat with hatred, or, at the least, suspiscion. Kovir and Poviss, ruled by King Tankred.
Adventurers tend to be more tolerant, accepting exiles, Lyria and Rivia, ruled by Queen Meve.
misfits, and redeemed folk from strange lands and with Redania, ruled by King Radovid the Fifth.
occasionally unusual shapes into their company. Temeria, ruled by King Foltest (1272).
Verden, ruled by King Kistrin (1263).

CHAPTER 1 | WELCOME TO THE NORTH


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The Blue or Grey Mountains are a large mountain range
The Northern Realms include the strongest mercantile and dividing the Northern Kingdoms from Haakland and
political powers of the North. The northern kingdoms Zerrikania. The mountains form a natural border for at least
generally provide military support to one another and allow Lyria, Aedirn, and Kaedwen. Dol Blathanna, the Valley of
leaders to meet peacefully to discuss major political events. Flowers, lies at the very foot of the mountains, and the river
Yaruga's spring is hidden among the rocky heights. The free
Nonhuman Lands elves have made their abode in the mountains; amongst them
The forests of Brokilon, the Valley of Flowers, the Mountains were Ida Emean aep Sivney and Filavandrel aén Fidháil.
of Mahakam, and the Blue Mountains are all states , at least The Skellige Isles
in part, ruled and populated by nonhumans.
Brokilon, also known among humans as the Forest of Skellige, commonly referred to as the Skellige Isles or the
Death, is an ancient forest queendom on the Continent and Isles of Skellige, is an archipelago and one of the Northern
the sole nonhuman state in Northern Realms never Kingdoms. The group of six islands is situated in the Great
conquered nor subjugated by Nordlings. Ruled by dryads and Sea, off the coast of Cintra and southwest of Cidaris and
hamadryads, it hosts many other races and species Verden. It's legendary, famous for the unrivaled corsairs and
persecuted in the outside world. swift longships that sail many seas.
Dol Blathanna, known also as the Valley of Flowers in Its people are united under the King of the Skellige Isles,
Elder Speech, was a kingdom and now a freehold in Aedirn. who's elected by the jarls of the seven major clans during
It is bordered on the north by Kaedwen and the Blue traditional moots. In practice, however, the kings are from the
Mountains to the east. As a result of peace treaties, humans same clan or at least related.
and elves have equal rights here. Even though their relations with most of the North were
Mahakam is both a vassal state and mountain range always tense, to say the least, they were longtime allies of
between the kingdoms of Temeria, Aedirn, Lyria and Rivia, Cintra, due to the marriage between Queen Calanthe and
and Sodden and is inhabited by dwarves, gnomes, halflings, Eist Tuirseach of Skellige. After King Eist's death in the
and werebbubbs. Although the kings of Temeria are titular Battle of Marnadal, the Islanders concentrated their raids on
lords of Mahakam, in practice its dwarves and gnomes keep the Nilfgaardian Empire in an act of revenge.
the region largely autonomous as any foreign intervention
would cause them to stop the supply shipments and flood the Novigrad, the Free City
mines. Novigrad is a free city within Redania and is therefore not
subject to the rule of that kingdom. It is one of the major
ports on the continent and populated by nearly 30,000
inhabitants, making it one of the largest cities in the North.
Like any true metropolis, Novigrad has many factories and
is home to all manner of craftsmen offering every ware
possible and one can even find the occasional con-man or
shady dealer. The city is also home to numerous banks and
even has a zoo. The Eternal Fire is said to protect the city's
inhabitants from all evil, monsters included. The thick city
walls have never been breached, as they were tactfully
designed by the architects of the Oxenfurt Academy.
Novigrad is inhabited by an unusually colorful group of
both permanent residents and those in town on long and
short-term visits. Most eye-catching amidst the throngs of
common townsfolk, stall-keepers, and craftsmen are those
practicing the more roguish professions. There is no army in
the city but it does have a secret service, an ever-present
Temple Guard, and a powerful Temple Fleet.
Former Lands (1272)
Lower Sodden was the northern part of the former kingdom
of Sodden, the area around the Yaruga river between Cintra,
Brugge, and Riverdell. In the aftermath of the First Northern
War, Sodden was divided between Nilfgaard and the
Northern Kingdoms into Upper Sodden (the southern region)
and Lower Sodden. After the death of Ekkehard of Sodden,
King Foltest of Temeria became the ruler of Lower Sodden
because, as Ekkehard's nephew, he was the logical heir. It
was later reunited with Upper Sodden and became Sodden
once more, though this time as a vassal state to Temeria
rather than a kingdom.

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ART CREDIT: CD PROJECKT RED
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Saskia's Free State was a state in Upper Aedirn created by Ofir. Ofir or Ofier is a landmass in the region known to
Saskia, the Virgin of Aedirn. Theoretically, it is a country Nordlings as "beyond the seas" near Zangvebar, south of the
without prejudice. Being tolerant of all nations and races, Nilfgaardian Empire. It consisted of various fallen empires,
elves, humans, mages, and even trolls could live side by side, kingdoms and tribes, which were unified by malliqs before
as was Saskia's vision. However, the Lodge had different the 1270s.
plans for the Free State and planned to take over the country Not counting trade in hubs like Novigrad or Cidaris, Ofir
and use it for their own purposes. The leaders of this nation rarely has any contact with the Northern Kingdoms and
were to become Philippa Eilhart and Sheala de Tancarville. remains largely unknown there.
After Geralt lifts the spell from Saskia, she regains her power Zangvebar. Zangvebar, also spelled Zangwebar or
in the country. It was bordered by the Blue Mountains to the Zanguebar, is a country found beyond the seas, right next to
east, the Dyfne river to the south and west, and the Pontar to Ofir and south of the Nilfgaardian Empire. Zangvebar lies
the north, but conquered by Nilfgaard, though Saskia down off the Continent's southern edge, although some
escaped. Nordling scholars like Markus Hohlenberg think it's the same
landmass connected by an isthmus of deserts and savannas.
Its landscape varies from wastes to thick forests with mimosa
The World and Its Lands trees.
The World is a vast and wondrous plane, filled with an The Zangvebari are primarily a trade nation. They are often
immense diversity of peoples and a rich, full history. For most seen in Nordling ports engaged in the commerce. They sell
folk of the North, however, knowledge doesn't extend much various products including mimosa bark or even the enslaved
beyond the confines of the Continent, and anything "known" cynocephali. The cynocephali are also often engraved on
outside of the Northern Realms proper is based more in Zangvebarian clocks and compasses.
rumor than in fact. Some Nilfgaardians tend to see Zangvebarians as
barbarians no different than Zerrikanians or Nordlings. For
The Continent example, Ardal aep Dahy mockingly suggested that if the
Emperor couldn't find Ciri, he may as well present an
The vast central continent of the world, the Continent is a empress of Zerrikanian or Zangvebarian origin.
land mass divided by the Blue Mountains. The lands beyond
the North can be roughly divided into those to the south and
those to the east, becoming more foreign to the folk of the
Continent and the North the farther away they are.
Lands to the South
Nilfgaard. The Nilfgaardian Empire (Ceas'raet in
Nilfgaardian) is the most powerful empire in the history of
the known world. It is located in the southern part of the
Continent and boasts both a thriving economy and a strong,
well-trained army with talented commanders. It has
expanded mostly through the conquest of foreign countries,
which were then turned into provinces of the Empire. The
Empire's inhabitants believe that "real" Nilfgaardians are
only those born in the heart of the Empire, and not those
born in the conquered provinces.
The provinces are ruled by either stewards or kings (in
cases in which a king willingly surrenders, he retains his
throne but is subject to the Emperor or just a vassal). The
empire has expanded throughout the years, conquering new
lands and going as far to the north as the Yaruga River during
the reign of Emperor Emhyr var Emreis.
In the Witcher saga, the Empire is portrayed as an
overarching antagonist, with many free people of the North
expressing hatred towards it with passion. It is introduced in
Sword of Destiny, when it invades Cintra.
Barsa. Barsa is a half-mythical land lying to the south of
Nilfgaardian Empire along with Ofir, Zangvebar, and Hann.
According to Dandelion, who likely heard it from travelers,
local customs demand that all girls guard their virginity until
they wed.
Hannu. Hannu or Hann is a half-mythical land lying to the
south of Nilfgaardian Empire along with Ofir, Zangvebar, and
Barsa. Yennefer once mentioned the land while describing
her powers.

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Lands to the East
Zerrikania. According to the book, The Wonders of
Zerrikania, the land is filled with temples dedicated to the Coin in the Continent
worship of dragons. Warrior maids "clad in leopard skins, Nearly every major power of the Continet has its
tattooed from head to foot and giving no ground to witchers own currency: coins minted within its borders that
in mastery of the blade," make their home here. Mages who represent both its influence and material wealth.
channel power from fire, or pyromancers are found there. Most coins of pure composition and standard
weight are accepted at face value across the
The book concludes that, "In short, Zerrikania is a land continent, though not every city-state or nation
where the fantastic is normal, and the impossible occurs bothers to mint every sort of coin.
daily..." Some of the most commonly found, and widely
Zerrikania is a vast realm located to the east of both the accepted, currency in the Northern Realms and
Northern Kingdoms and the Nilfgaardian Empire. Isolated Nilfgaard is summarized below. The equivalent
from the westerners by mountain ranges, deserts and value in typical D&D currency is listed in
wastelands, it is often perceived as a mysterious land of parentheses. Most people across the Continent
warrior women, dragon cults, and exotic beasts. refer to coins by whatever name the issuing
Hakland. Hakland or Haakland is a land located east of the government uses, regardless of origin.
Tir Tochair and Fiery Mountains, beyond Elskerdeg Pass,
lying further than Zerrikania, which it borders in the Kovir and Poviss: Bizant or Bezant (4 gp), Koviri
northeast. Haak people are said to be the finest horsemen in Mark (240 gp)
the world, learning the art as babies before they even learn to Redania, Novigrad, and Brugge Copper (cp), Crown
walk. They are also remarkable archers and combining this (gp)
Arcsea and Ebbing: Denar (gp)
with excellence in horsemanship, they become formidable Cintra, Kaedwen, Aedirn, and Skellige: Ducat (3 sp)
warriors. Smooth silk, sold for large sums in Redania, comes Oxenfurt: Copper (cp), Farthing (sp), Crown (gp)
from Hakland. Nilfgaard: Silver Penny (sp), Floren (17 sp),
Nilfgaardian Mark (102 gp)
Beyond the Great Sea Gors Velen: Groat (cp), Noble (gp)
Temeria: Oren (15 cp)
The Western Continent, an unnamed landmass, referred to Lyria and Rivia: Gulden (gp)
as the New World or New Continent by immigrants and Hengfors League: Lintar (2 gp)
colonizers, is located west to the Great Sea ocean. Maribor: Oren (15 cp), Mariborian Crown (gp)
Discovered by Fabio Sachs, it became a target of colonization Narok: Mark (4 sp), Bizant or Bezant (4 gp)
over the course of century or two. Many exotic and strange Cidaris: Copper (cp), Thaler (sp), Crown (gp)
beings inhabit these lands, including the vampires of Tribe
Ammurun. Legendary sites include the Golden Cities of the While the conversion numbers above come from
Autochthonous and the Valley of the Vran. the books and other sources, the Witcher 3: Wild
Hunt, taking place in the year 1272, has different
conversions. The value of an Oren has risen to 1
Time in the Continent gp, while the value of the Floren has also risen and
Although a number of means exist for marking the days and threatens the economy of the Four Kingdoms, all
the passage of time during a year, many folk in the North have the way to 3 gp, and, thus, the value of the Mark to
180 gp, with the value of a Silver Penny being 3 sp.
adopted the Elven Calendar. Even the cultures and races that The Syndicate, an association of gang bosses in
don't favor this method of marking time are aware of it, with Novigrad, also mints a coin, called simply the
the result that it is recognized across nearly all races, Syndicate's Coin (gp). Anyone who accepts a
languages, and cultures. In addition to the elven calendar, the Syndicate Coin as payment must honor the deal
Gregorian Calendar is also used (the one used in the real- and follow through - or be hunted down and killed,
world), except each month is exactly 30 days, following the without exception.
cycle of the moon.
A year on the Continent consists of 360 days. In the Elven
Calendar, the year is divided into eight months, called Savaed,
of fourty-four days. A month is made up of six weeks, plus two
extra days, one at the beginning following the festival, and
one at the end to prepare for the coming festival, which are
marked by the new moon. Four annual holidays occur of
magic occur and divide the months, along with the two
equinoxes and two solstices.

CHAPTER 1 | WELCOME TO THE NORTH


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Individual days of a week have no special names. Instead, Belleteyn (April 30). Belleteyn or Beltane, sometimes
they are denoted by counting from the beginning of the known as "May Day", "May Night" or "Blossoming", is a
period ("first day," "second day," and so on). Days of the month fertility festival beginning at dusk on the 29th and continuing
are designated by a number and the month name. For until the dawn of the 1st. It is also a traditional time to begin
example, sages would record an event as occurring on "1 (or end) relationships of a physical nature. Food, drink and
Yule" or "27 Feainn." People might also refer to a given day by love are the order of the evening making this celebration a
its relationship to the current date ("two weeks from today") time of many marriages. Bonfires abound, and revellers are
or the nearest holiday ("three days past Belleteyn"). encouraged to jump the flames for luck and their own fertility.
This holiday of the elven calendar marks the beginning of the
Special Calendar Days fifth savaed, Blathe, as well as being the birthday of the famed
Every nation, faith, and culture across the Continent has its sorceress, Yennefer.
own special festivals and holidays, the observances of which Midsummer (May 15). Midsummer or Midaëte is the
are governed by the cycles of the sun, the moon, the stars, or summer solstice, the longest day of the year, celebrated as
some other event. In addition, the Elven Calendar specifies part of the elven year. It marks the beginning of the sixth
eight annual festivals keyed to the changing of the seasons savaed in the elven calendar, Feainn. Summer Shrines are
and months, with particular celebrations varying based on errected on this day "to give praise to the sun and life, while
local traditions and popular faiths. acknowledging death's certainty". They are supposed to draw
Saovine (October 30). Saovine or Samhain is a holiday of power from the sun's heat and protect all living things. They
the elven calendar celebrated at the beginning of the new are used by witches to bless crops and summon fires, as well
year, and the first savaed, with which it shares the name. as by witchers to increase the intensity of their Signs.
People have taken a habit to burn a figure representing Falka, Lammas (July 30). Lammas or Lughnasadh is the harvest-
a famous rebel, on a bonfire during the Saovine. It's holiday also called the "Feste of the Scythe", which begins the
considered bad luck to play an instrument or enter a seventh savaed. According to the ancient book Physiologus,
graveyard during the time between Saovine and Imbolc. It's Dana Méadbh, the nonhuman goddess, can be seen most
also believed that a child born during the time between the likely around this festival.
two holidays will become a striga, and on Saovine night, Velen (September 15). Velen is the autumnal equinox. It's
beann'shies appear to weep for those who will die in the a holiday which gives the name to the eighth, and last savaed
coming year. of the elven calendar and is usually marked with a harvest
Midwinter (December 15). Midwinter or Midinváerne is feast.
the day of the winter solstice, celebrated as part of the elven
year. Being the longest night of the year, it's considered to be The Elven Calendar
infused with magic. It marks the beginning of the second Month Name Season
savaed, Yule.
Imbolc (January 30). Imbaelk, also known as Imbolc Saovine Invaerne
(Common for "Sprouting") is celebrated at the beginning of 1 Saovine Invaerne
the third savaed of the year, to whom it lends its name. It Midwinter Invaerne
heralds the end of winter. The holiday is a festival of the
hearth and home, and a celebration of the lengthening days 2 Yule Invaerne
and the early signs of spring - that's the reason why Imbaelk Imbolc Unknown
is often called "Sprouting". Celebrations often involve
hearthfires, special foods, divination or watching for omens, 3 Imbolc Unknown
lighting candles or a bonfire if the weather permitted. Fire Birke Unknown
and purification is an important part of the festival. The 4 Birke Unknown
lighting of candles and fires represents the return of warmth
and the increasing power of the Sun over the coming months. Belleteyn Aete
In some regions blessed candles are lit during storms and 5 Blathe Aete
placed in windows to ward off thunders. Imbaelk is also
traditionally a time of weather divination - people are making Midsummer Aete
predictions about weather in the coming year. 6 Feainn Aete
Birke (March 15). Birke is the spring equinox, a Lammas Unknown
celebration that marks the end of the savaed Imbolc and the
beginning of the savaed with the same name, fourth of eight 7 Lammas Unknown
in the elven calendar. An important event was the day of Birke Velen Unknown
in the year 1133 when the Prophet Lebioda preached to his
followers under the big oak tree near Sylvan Dam. On each 8 Velen Unknown
Birke day, the closing ceremony of the novitiate connected
with admission to Melitele's priesthood was organized.
Keeping Time from Day to Day The Age of Man
Most people don't keep track of the time of day beyond Known as the "First Landing" or "Landing of the Exiles", the
notions such as "mid-morning" or "nigh sunset." If people arrival of men in the north is a very important event in human
plan to meet at a particular time, they tend to base their history. According to scholars, humans most likely came
arrangements around such expressions. ashore at the mouth of the Yaruga and the Pontar Delta.
The concept of hours and minutes exists mainly where Once on land, Jan Bekker was quick to discover and harness
wealthy people use clocks, but mechanical clocks are often the Force found there and humans set up the first settlement.
unreliable, and rarely are two set to the same time. If a local It took several hundred years for the elves to notice the
temple or civic structure has a clock that tolls out the passing growing threat posed by the newcomers. Fen Carn, an elven
of the hours, people refer to hours as "bells," as in "I'll meet burial ground is created.
you at seven bells." The reign of King Dezmod, of Temeria, and of Sambuk, of
Redania, begin ruling simultaneously, while, in the south,
Toussaint's last elven king, Divethaf, is defeated and Ludovic
A Brief History becomes the first human king of Toussaint. The Novigradian
The known history of the Continent spans thousands of Union is also formed.
years, extending back thousands of years before the Finally, the modern alphabet, still of twenty-four runes, is
Resurrection, before the arrival of elves and dwarves. introduced.
Comparatively recent history is the story of the rise and
deeds of humans and other younger races. Much of what The Rise of Mages
follows in this section is known mainly by sages, many of Geoffrey Monck takes a group of children to be trained by the
whom have been alive for the last few centuries of the North's elves at Loc Muinne, while the mages' seat in Mirthe is
history. The common folk across the continent have little established. A massacre at Loc Muinne and Est Haemlet
knowledge of, and little use for, events that have transpired carried out by Raupenneck of Tretogor's army occurs, souring
far away in time and space. News does travel, of course, so relations. Raffard the White ends the Six Years' War, and,
even people who live in a village along the Pontar might get while he does not officially rule, becomes the first advisor to
wind of happenings in distant lands. Temeria's mentally ill king, Abdank, commanding power from
behind the throne.
The Arrival of Nonhumans The Conclave of Mages is created and the laws drawn up
by Herbert Stammelford, Aurora Henson, Ivo Richert, Agnes
Dwarves arrive in the lands of Continent in 2700 BR, when of Glanville, Geoffrey Monck and Radmir of Tor Carnedd are
the gnomes already have small colonies in Mahakam and Tir adopted. Later, the Chapter and Supreme Council of Mages is
Tochair. Human scholars debate whether elves arrived, formed, which executes all those who do not recognize the
during the Age of Migration, 1460 years later, or a mere 470, Conclave and new laws, incuding Raffard the White. Aretuza
due to the source stating only "2000 years before the arrival and Ban Ard are subsequently created. Witchers are also
of humans," who arrived in the world during the Conjunction created by the mages Alzur and Cosimo Malaspina.
of Spheres, but did not land on the Continent until the First Emiel Regis Rohellec Terzieff-Godefroy, vampire and good
Landing. friend of Geralt, is also born.
The Conjunction of the Spheres The Decline of the Elves
The Material Plane collided with a variety of other worlds, The elf Aelirenn, who was later known as the White Rose of
bringing monsters into it. Along with them came the humans, Shaerrawedd, led a final suicidal assault against the humans,
who, if you ask a nunhuman, might be the greatest monsters which resulted in her and her army's noble death.
of all. The first to come, the Dauk and Wozgor people settled
in the Continent's north, beginning to worship Melitelle and Early Modern Period
write in a language known as First Runes, which has an Years and days are known for the events of this period, and
alphabet of twenty-four runes. some mages, such as Stegobor, lived throughout it. Thus, any
adventurer seeking to learn about it in a library, or at
The Ressurection Oxenfurt Academy, almost certainly finds what they're
An event known as the ressurection, by which the years are looking for. What follows is only the most influential of
divided, occurs. events, with the notable exclusion of the deeds of the witcher
Geralt, told of in Dandellion's tales.
Founding of Kovir
King Radovid III, looking for resources to wage war against
Aedirn, decided to tax the Appanage of Kovir in 1140. The
Appanage declares itself as the independent Kingdom of
Kovir, resulting in war between the new kingdom and
Redania. Despite support from ally Kaedwen, the war ends
with Kovir's victory and the First Treaty of Lan Exeter is
signed.
Falka's Rebellion First Northern War
Falka's Rebellion was a major uprising predominantly across In 1263, the Nilfgaardian Army, led by Menno Coehoorn,
the kingdoms of Redania and Temeria that occurred in the crossed the Amell Mountains through the Marnadal Stairs on
1150s. It was started by Falka, the disinherited daughter of the orders of Emperor Emhyr var Emreis. A full scale
King Vridank, and initially led as an attempt of the legal invasion of the north was launched and the Battle of
firstborn to gain the throne which was rightly hers. As such, it Marnadal fought against the Cintran Army at the mouth of
was even supported by some members of the Temerian and the mountain pass, resulting in the defeat of the Cintrans and
Koviri nobility. But it soon changed into peasant war, larger the death of their king Eist Tuirseach.
and bloodier than the Northern Kingdoms had ever The army moved north through Erlenwald to the capital of
witnessed, with both sides committing gruesome atrocities. Cintra where they sacked and slaughtered the entire city, with
To keep herself in command, Falka had generously Queen Calanthe committing suicide, rather than be taken
bestowed her charms on all leading officers, from the prisoner by the Nilfgaardians, and the death of most of the
noblemen to ordinary thugs. royal family.
The rebellion reached its largest size when Falka killed her After taking Cintra, the Nilfgaardian Army moved north
father, his second wife Cerro and her two half-brothers into Sodden, conquering and burning the region of Upper
Heltmult and Denhard with her bare hands. Due to this, she Sodden in a decisive battle which ended in a Nilfgaardian
passed into legend as a bloodthirsty demon. Fighting under victory.
words like "Death To Kings" or "Death To Priests, Nobility, After burning Upper Sodden, the Nilfgaardian Army
Gentry and Anybody WellToDo" and later "Death To marched north and crossed the Yaruga into the region of
Sorcerers", these forces were responsible for burning down Lower Sodden. They reached Sodden Hill and faced the
the entire Mirthe, ancient city of mages in Gelibol, and armies of Redania, Temeria, Aedirn and Kaedwen, where the
skinning of Master Radmir of Tor Carnedd alive. Battle of Sodden Hill, with over a hundred thousand
After crossing Pontar river and declaring war on Temeria participants, commenced. Over thirty thousand were killed,
as well, they made themselves headquarters at Castle including thirteen northern mages, and the result ended in a
Houtborg where they imprisoned then-pregnant Princess sound Nilfgaardian defeat.
Riannon. While in prison, Riannon gave birth to a set of twins The Nilfgaardian Army retreated south, followed by the
and then went mad. Around the same time, Falka also gave northern armies, until they crossed the Yaruga, and so across
birth and left her newborn in the hands of the deranged the river both armies reached a stalemate, and the
prisoner proclaiming that only queens were worthy of the Nilfgaardian Army retreated south back past the Amell
honor of being wet nurses to her bastard, and a similar fate mountains.
would await every queen and princess in the new order Falka
would build after her victory. Second Northern War
This enraged Riannon's husband, valiant Goidemar, who The second Northern War was an attempt by both Nilfgaard
stood in charge of Temerian Army and, with a bit of luck, and the Northern Kingdoms to attack each other. In the case
defeated rebellious armies in several battles, even at of the North, the rulers believed Nilfgaard would keep
Houtborg itself. Around this time she lost grounds in attacking them and thus they should be the first to strike but
Redania, where the throne was taken over by Vridank's uncle, make it look like Nilfgaard was the instigator, while Nilfgaard,
Vizimir I. learning of this, prepared its arms to quickly subdue any
Not long after the rebellion was quelled, Falka the Bloody kingdom that stood in its way.
was tried and condemned to die by burning on a stake; In the end, Nilfgaard once more suffered a defeat due to
henceforth, people of Temeria and Redania have thrown a lacking intel during the decisive Battle of Brenna. Despite
figure representing Falka on the bonfires during the Saovine this, Emperor Emhyr var Emreis ended up marrying False
celebrations. According to the legend, Falka cursed all the Ciri (who everyone but a few rulers and mages believed was
people present and promised that they and their progeny the real Ciri), thus solidifying Cintra as part of the Empire.
would suffer in the hands of a child bearing her blood. The Second Northern War is ripe with opportunities for
Whoever her heir was, she was spared by mages who adventure.
discovered her identity, but did not wish to see a child
executed.
Before the War
Founding of Hengfors League The Kings of the Nordlings met in Hagge to discuss plans to
After King Baldwin Thyssen of Kovir and Poviss was cross the Yaruga and retake Cintra, following a staged act of
overthrown in the 1230s, Audoen proclaimed independence aggression by Nilfgaard. Learning of this, Emperor Emhyr var
of Arcsea and Hengfors and named himself their king. Emreis moved a huge force into Dol Angra.
Queen Calanthe's First Battle Start of the War
The Battle of Hochebuz took place in 1233 and was Queen The Thanedd Coup, assassination of King Vizimir of
Calanthe's first major battle and was fought against Nazair. Redania, and the attack on Lyria took place nigh-
She admitted herself that it was a trivial battle, fought over simultaneously.
money and nothing more, but three thousand troops died
there. Later on, songs were sung in her honor about it.

CHAPTER 1 | WELCOME TO THE NORTH


11
Thanedd Coup Once in the tower, Philippa began to draw up the charges
Emperor Emhyr, having suffered a humiliating loss in the last against the group, including Vilgefortz, Francesca, Artaud
war during the Battle of Sodden Hill thanks to the North's Terranova, and Fercart. When the arch-mistress of Aretuza,
mages, resolved to take care of the mages before another Tissaia de Vries, interrupted, she pointed out that all the
attempt at war with the North. For this, he employed Northern supporters were also biased, backing kings rather
Vilgefortz, a member of the Chapter, to help stage a coup and than being independent mages, and that she knew of the
take out the opposing mages in the Brotherhood. Vilgefortz plans the North had for war but to make it look like Nilfgaard
soon learned that things weren't as harmonious between the started it. When Philippa pointed out that the Nilfgaard
Northern rulers and their mage advisors either: instead of supporters weren't any less innocent, having decided to back
employing their mages to send messages to each other, the the Empire after being promised to rule over the Northern
rulers were using the longer and older method of royal lands if they won, Tissaia demanded proof. However, as proof
messengers to ride to and fro, having grown wary of their could be fabricated, the arch-mistress instead brought in
mages growing too politically powerful. Using this, Vilgefortz Yennefer with Ciri, who had been put in a trance to act as a
leaked this information to the mages who then called for a medium, as one couldn't lie while in an augury. In her trance,
conclave at Thanedd Island to discuss how to deal with the Ciri revealed the truth behind the attack in Dol Angra where
new situation. Demavend tried to use it to incite war against Nilfgaard.
Mages began to arrive at the magical island for the meeting However, as it'd been a technical attack against the Empire,
and held their usual banquet beforehand, where everyone Emhyr's troops answered back and began to push into Aedirn
mingled and acted cordially. However, there were heavy and Lyria. She then further revealed that King Vizimir II had
undertones about everyone's political alliance and warning been assassinated last night.
each other who a mage spied for, even if they were technically As Philippa cried out this was all a lie, Tissaia made up her
on the same side. Several non-mages were also included in mind and removed the magical spells preventing the use of
these festivities: Geralt of Rivia, who'd been brought along by magic in the tower and freed the Nilfgaard supporters from
Yennefer, and Dijkstra, who'd been brought along by Philippa their shackles and a battle broke out immediately, with
Eilhart. several dying within the first few minutes and the Scoia'tael
The next day the two groups of leaders, the Chapter and being allowed in by the now freed Francesca, causing more
the Council, were to meet in Garstang, a tower on the island chaos. Seeing the bodies, Tissaia tried to calm down
that had been embedded with spells to prevent any magic Vilgefortz to stop the killing, but the sorcerer merely laughed
inside it, making it safe for heated discussions between in her face and continued. Distraught, Tissaia ran off while
mages. Unbeknownst to the Northern supporters, Francesca the fighting continued between the two sides. Neither side
Findabair, another member of the Chapter and Nilfgaard ended up truly winning, as many had died or been injured
supporter, had successfully snuck in a boat of Scoia'tael during it.
beneath the hollowed island and remained hidden, waiting to Following the coup, confidence in mages seriously declined
enter through Garstang and take out the North's supporters and many of them were expelled from the royal courts. It is
during the next day's meeting there. Despite not knowing also cited as one of the precipitating events of the war that
this, the Northern supporters knew there were traitors followed. For her role in the coup, Francesca Findabair was
among them and made plans of their own and instead of made queen of Dol Blathanna, a free elven state, under the
going to bed, they stayed awake through the night to make condition that she would openly denounce the violent actions
their move while the rest went to sleep. of the Scoia'tael, while allowing them to continue to harass
Just before dawn, the Northern supporters made their the Northern Kingdoms. With the fall of the main leaders of
move and began to arrest the Nilfgaard supporters with the the Brotherhood of Sorcerers, the organization was dissolved
help of Dijkstra and his Redanian soldiers, handcuffing the and a few weeks later Philippa and other sorceresses
traitors in Dimeritium shackles before taking them to forming the Lodge of Sorceresses, but this time also included
Garstang to be tried and hanged for treason. While they were Nilfgaardian mages.
trying to prevent as much violence as possible, Lydia van Assassination of King Vizimir
Bredevoort, Vilgefortz's assistant, was killed in the
commotion, though her death was actually caused by King Vizimir II the Just was assassinated by an elven blade,
Vilgefortz himself to buy him and Rience time to prepare. succeeded by the Regency Council, headed by Sigismund
Despite this, all the Nilfgaard supporters were successfully Dijkstra and Philippa Eilhart. This caused temporary chaos
arrested without much trouble and taken to Garstang, where thoughout Redania.
all the mage advisors to kings were also called even if they
remained neutral, like Dorregaray.

CHAPTER 1 | WELCOME TO THE NORTH


12
Attack on Lyria The primary target of attack was Temeria. The Center
Meanwhile, the northern rulers planned to stage an attack at Army Group was to depart for attack from Sodden under the
Dol Angra to make it look like Nilfgaard had attacked Lyria command of Field marshal Menno Coehoorn. They were
and Aedirn, giving them an excuse to attack Nilfgaard and ordered to invade the kingdom of Temeria and reach the river
take Cintra back. However, Emhyr came to know of these Pontar, the main Novigrad-Vizima-Ellander trade route. On
plans and sent a large battalion just across the border, the Eastern Front, the East Army Group, under the command
waiting for the right excuse. King Vizimir II of Redania and of duke Ardal aep Dahy, was to attack the Pontar valley and
his head of intelligence, Sigismund Dijkstra, learned of this kingdom of Kaedwen, moving from Aedirn, and securing
betrayal and sent word to Aedirn's king, Demavend, not to Menno Coehoorn's flank. The divisions from the East Army
stage the attack as now Nilfgaard was prepared to attack if Group were to prevent king Henselt of Kaedwen from aiding
they went through with it. However, the royal messenger was king Foltest of Temeria. The Verden Operations Group, led by
killed while traveling to Aedirn and Demavend never received duke Joachim de Wett, was to take Cidaris and move towards
this crucial information. Aedirnian troops attacked north to completely cut off Novigrad, Gors Velen and Vizima.
Glevitzingen, a frontier fort in Dol Angra, precipitating the The general staff decided that it was necessary to block these
Second Northern War. three important settlements.
300,000 troops (counting the main forces and reserves),
Aggression in Dol Angra both men and elves, were to take part in the spring offensive.
Nifgaard quicky forced Queen Meve out from Lyria and
northwards, surrounding one fifth of the Lyrian troops and The Great Offensive for Temeria
confining them to fortifications in Aedirn, taking the Scalla In this phase, the Nilfgaardian attack reaches its apogee and
and Spalla fortresses, along with Rivia. Nilfgaard then began has an unseen scale. However the Northern Kingdoms, after
the invasion of Aedirn, winning at Aldersberg and taking heavy losses in the previous two phases, stand side by side to
Vengerberg, and taking the Pontar Valley as far as Dol face the common enemy together. The united allied forces
Blathanna. make bold offensive actions against the enemy, becoming a
Queen Meve of Lyria and Rivia, along with King Henselt of worthy opponent for the, so far unbeaten, Nilfgaardian
Kaedwen, begin pushing back, with Henselt taking the invasion forces.
Lormark region of Upper Aedirn. Verden pays tribute while The Western Front
Emhyr var Emreis blocks the mouth of the Yaruga preventing
Foltest's counter-attack, which leads to King Foltest On the western front, the offensive on Temeria did not bring
hammering out a truce with the emperor, allowing Temerian the expected result, this was caused by foolishness and
troops to enter and occupy the western Aedirn fort of Hagge. decrepitude way of command of main commander, duke
Meanwhile, Demavend of Aedirn flees to Redania while the Joachim de Wett. The annalists say that "Duke de Wett led
army of Aedirn marches to Temeria via the Mahakam his Operation Group "Verden" in a way that the word
Mountains. "bogocity" is too delicate."
Joachim de Wett was an active plotter in the nobles'
Invasion of Brugge and Sodden conspiracy. The other main plotters were dukes Ardal aep
After sixteen days of waiting, Emhyr breaks his truce with Dahy, Berengar Leuvaarden, count Broinne and emperor's
Temeria, marching against Brugge from the west and south, coroner Stefan Skellen, who also had the support of the
while the kingdom was attack by Scoia'Tael via Brokilon from sorcerer Vilgefortz. The conspiracy was to overthrow and kill
the north. The army lays seige to Brugge, Dillingen, and the the Nilfgaardian Emperor, Emhyr var Emreis. The great
fortresses of Razwan and Mayena. They also engage in dukes of Nilfgaard felt humiliated, deceived and betrayed by
battles for the Chotla, Armeria, parts of Angren, and Maribor Emhyr, for he rejected their offers to marry their daughters
before retreating back to Sodden. and decided to marry Cirilla of Cintra instead. However,
Then, Emperor Emhyr var Emreis gave up his immediate Emhyr var Emreis had a vast number of supporters,
military pursuits and decided to put off the offensive for a including the inner troops and fanatic guard called the
year. He did so for two reasons: The upcoming winter was "Impera Brigade", but civil war was not taken into account.
predicted to be particularly harsh and cold, which The plotters planned to assassinate Emhyr using a
complicated the key issue which was supplying the army. Any hypnotized killer, the sorceress Yennefer, who was
passable roads were very important; and the second reason imprisoned by Vilgefortz. They assumed they would be able
was that the attack on Temeria, while resulting in a victory at to convert the remainder of the army to their side, especially
Maribor, was simply too quick and easy. The number of the officers, for they were angry at Emhyr for the purging
troops was technically insufficient to win the battle, after the loss at Sodden, and the people, for they were sick of
suggesting that the fortress at Mayena had been left under- the destructive ongoing war. After the assassination of the
defended. A great offensive was planned, but it would not emperor, the plotters planned to put Prince Voorhis or his
begin until the following spring. son Morvran on the throne so the Council of Regency, the
great dukes and high nobles, would rule in his name. Emhyr
var Emreis, predicting the plot, sent Ardal aep Dahy and
Joachim de Wett to command the armies of Nilfgaard in the
war with Temeria. By doing so, he moved them and their
loyal troops away from throne. But when Emhyr did that he
"signed the declaration of his own death", because the dukes
did not want Emhyr to win the war.

CHAPTER 1 | WELCOME TO THE NORTH


13
Joachim de Wett was lingering with the offensive toward It was clear that Temeria's and Redania's forces were
north, the only kingdom in his way being Cidaris, and unable to defeat Menno Coehoorn and his entire army. The
Nilfgaardian army outnumbered them two to one. He East Army was expected to assault the eastern flank of
concentrated his army to fight with Verden's guerrillas, Temeria through the Pontar valley. From the Pontar valley to
wanting to secure his back and wipe out all the rebels and the west to Temeria and Redania, it was a straight and open
brigands first. On his order, the Operation Group "Verden" road to the two kingdoms. However, to get to Pontar valley,
committed many cruel acts during the fightings with duke Ardal aep Dahy would have to attack Kaedwen, where
guerrillas and on the innocent civilian Nordling people as King Henselt expected he could not stop the East Army on
well. Verden's guerrillas counted about five hundred in force his own.
in winter, then in the spring the entire country had rebelled Nordlings, aware of this, quickly changed their strategy.
against the invaders. King Ervyll of Verden, who was loyal to They decided to continue their offensive actions, especially
Nilfgaard, was murdered and his son, prince Kistrin, was when they had the forces and supplies to continue them, and
placed as a leader of the uprising. they did not allowed Nilfgaard to respond to these bold
The Operation Group did not have to fight only with the attacks. The entire allied army, counting the regular and
Verden's guerrillas but also with the army of King Ethain of reserves of Temerian and Redanian troops and allied
Cidaris, who used the situation and attacked with the aid of divisions, marched south to aid fortress of Mayena, hoping to
Crach en Craite of the Skellige Islands, who had made some get there before Menno Coehoorn's Middle Army. Field
bold attacks on the west shore of Verden. Joachim de Wett Marshal Coehoorn immediately marched to the west in order
was forced to fight on all fronts and lost battle after battle, to block the allied army from getting to Mayena. Dividing his
blocking the Center Army Group under the command of force, he sent the entire infantry to Mayena to aid in the siege
Field marshal Menno Coehoorn instead of the west flank of while he took the IV Calvary Army and the entire cavalry
the Nordlings. from the III Army wit himself, totaling about forty-six
thousand men. Thanks to his decision, Menno Coehoorn was
The Eastern Front able to move faster and made his way towards the allied army
The situation remaining unchanged, Ardal aep Dahy, of the Northern Kingdoms. The main commander of the
commanding the East Army, occupied Lyria, Rivia and allied army, King Foltest of Temeria, faced the incoming
Aedirn. He did not attack Kaedwen either, which had taken power of Nilfgaard, putting his army between the Chotla river
the upper part of Aedirn. Because of this action, Ardal aep and the village of Brenna (which had been previously burnt to
Dahy was unable to attack Temeria from the flank. the ground). Everything indicated there would be a great
The Center Front
battle between Nilfgaard and the Nordlings.
The actions of duke de Wett had a great psychological effect. The Battle of Brenna
The myth about the invincible army of Nilfgaard was gone - For their initial incursion, Nilfgaard sent the heavily armed
like snow in the spring - and hundreds of volunteers started Alba Division. After some success on the battlefield, the Alba
to join the army, especially to the threatened army of Temeria Division had reached the center of the Temerian Army and
and the famous "Poor Fucking Infantry" division. Queen was stuck there. The Nilfgaardian soldiers' heavy armour
Hedwig of Redania had sent King Foltest of Temeria restricted their movements making them easy targets for the
Redania's troops to aid him and his kingdom. Once separated pikes and spears of the Temerians, and, ultimately, the
at the beginning of the war, now, the Northern Kingdoms Temerian infantry prevailed.
stood united to fight their common enemy. The Nordlings Menno Coehoorn responded to this attack by bringing in
were also supported by the "Free Company," Dwarves from his own troops (the Deithwen cavalry and a heavy battalion,
Mahakam sent by the elder, Brouver Hoog. Ard Feainn) and assaulted the enemy lines above Golden
The Nordlings quickly used Nilfgaard's failures and Pond, where the troops from Brugge had made their stand.
counterattacked, pushing the enemy troops away from The troops from Brugge managed to fend off the
Maribor, preventing Nilfgaard from conquering the fortress, Nilfgaardians for a while, but their morale was low and their
and moving into the north part of Sodden. They were pushing weapons inferior. Fortunately, the Free Company arrived with
the army of Nilfgaard steadily toward south when the Battle much needed help, and the enemy troops were halted, with
of Mayena took place, where the Nordlings continued to heavy casualties on both sides.
prevail. Some troops, due to their losses, moved back and Nevertheless, Nilfgaard was still close to breaking through
regrouped in Vizima while the uprising in Verden stopped to the front, so the Free Company and troops from Mahakam
Field Marshal Menno Coehoorn for some time. Therefore, joined the fray and took on Ard Feainn, managing to push
Coehoorn decided to move out and attack, departing from the them back. Seeing this, Field Marshal Coehoorn sent in the
river Ina with his army, which numbered over one hundred elven Vrihedd brigade to try and divide the Temerian and
thousand troops. The Nilfgaardian forces defeated at Mayena Redanian armies. Their hope was to break through to the
then proceeded to besiege the fortress a second time. front before the dwarves and other reinforcements arrived to
bolster the Nordlings, which they managed, panicking the
Northern Army. In response, King Foltest and John Natalis
sent in Bronibor's and Blenckert's troops from Redania.

CHAPTER 1 | WELCOME TO THE NORTH


14
Field Marshal Coehoorn gathered his remaining troops (the The Western Front
Nauzicaa and 7th Daerlan brigades) and attacked the Commander Joachim de Wett faced his doom. The only
position of the elves, not counting on Bronibor's infantry direction from which Nordlings did not attack him was the
fighting so bravely against a larger foe. On the left flank, east, from Brugge. John Natalis marched from Sodden,
Nilfgaard's army was in ruins, and troops fighting at the leading the Temerian and other allied forces, and wanted to
center front were losing to the Nordling armies. Nauzicaa attack de Wett from the east. Natalis was heading east with a
was surrounded and destroyed and the 7th Daerlan brigade forced march, however, his army had slowed down in central
was defeated by the Poor Fucking Infantry and by the Free Brugge, where his forces were forced to besiege the cities of
Company. The entire Nilfgaardian Army was either defeated Brugge and Dillingen. This gave de Wett enough time to
or surrounded. Menno Coehoorn was killed trying to escape prepare. The "Verden" Group could not settle the fate of the
from battle by Zoltan Chivay's company. war on the western front. He could not win with the
guerrillas from Verden, with Kistrin leading them, and he
Northern Coalition Counter-Offensive could not stop the warriors from the Skellige Islands and was
The fourth phase, known also as the "Counter Attack of the unable to respond on attacks from Cidaris, with king Ethain
Nordlings". After the significant victory of the allied army over leading their army. It was obvious to him the fight with John
the more powerful Nilfgaardian Middle Army after the Battle Natalis could only worsen the already catastrophic situation
of Brenna, the offensive was broken. The greatest forces of in Verden. De Wett decided to evacuate back via the Yaruga
Emperor Emhyr var Emreis were shattered, and all of the river to Cintra. He secured his retreat by leaving strong crews
world learned of it soon after. Bravery and confidence came in the powerful fortresses of Verden - Nastrog, Rozrog, and
to the Nordlings' hearts, like the sun rising after a dark night, Bodrog. Joachim de Wett, after retreating back to Cintra, was
and, following the counterattack on the central front, other able to defend himself from behind the Yaruga, as the crews
allied armies moved towards south. he had left in the fortresses were defending themselves from
The Center Front the Nordlings until the end of the war and left Verden after
Peace of Cintra.
The rout of the Middle Army after the battle of Brenna,
caused by Temerian and Redanian forces, had long term The Eastern Front
effects. The tide of war was on the side of the Northern The eastern front was the only front in which Emhyr var
Kingdoms, and they decided to take advantage of the success, Emreis had an advantage over the Nordlings, which all
instead of stopping to celebrate. The most active commander changed after the battle of Brenna. First, after the Temerian
on the front was John Natalis, the constable of king Foltest, and Redanian victory over Menno Coehoorn in Sodden, it
commanding, side by side with him, the allied forces under was time for Kaedwen's army and the remains of the Aedirn
Brenna. Natalis quickly took, following the example of Menno troops to demonstrate themselves in the war. The victory at
Coehoorn, the cavalry unit and marched from Brenna's fields Brenna gave a new shot of bravery and confidence, bringing
to the fortress of Mayena. In the mean time, the other group together the quarreled kings Demavend and Henselt, who
of the Middle Army, after learning there was a huge army of both shook hands in a symbolic promise to work and
Nordlings awaiting the Niflgaardian army, moved towards the cooperate with one another. Secondly, the East Army, under
north to aid Coehoorn. However, the remainder of the army the command of Ardal aep Dahy, had the task of aiding
did not know about the outcome of the battle which gave John Coehoorn's offensive on Temeria after getting help from
Natalis big advantage. With the cavalry unit, whose main Kaedwen. Meanwhile, the Middle Army was completely
body was the Free Company from Kovir, he attacked the vanquished, leaving the goal of the Nilfgaardian army in
column of the Middle Army's infantry, with the attack so Aedirn unknown. The Nordlings immediately took advantage
sudden Nilfgaard's forces routed. Thus John Natalis fulfilled of the Nilfgaardian hesitation. Still few in numbers, the
the full defeat of Coehoorn's army on the central front. The recreated army of Demavend, with the Temerian crew, left the
unnamed battle took place on the road between Mayena and fort of Hagge and marched southeast, while Henselt's army
Maribor. The commander of the Nilfgaardian troops in crossed the armistice line on the Dyfne river and began the
Sodden, after learning the outcome of the battle of Brenna offensive against Ardal aep Dahy's army.
and Natalis' victory over the army that was to aid Coehoorn,
decided to retreat to Riverdell and Angren, in order to
separate his army from the army of Nordlings by the Ina river.
Meanwhile, John Natalis surprised everyone, when, instead of
advancing to Mayena and chasing the Nilfgaardian army, he
moved to the west, to the Chotla river, to release Brugge from
the Nilfgaardian occupation and strike on the forces of the
duke Joachim de Wett, settling the war on the western front.

CHAPTER 1 | WELCOME TO THE NORTH


15
The Nilfgaardian commander, not knowing what to do, began Dol Blathanna was to become an allod (a free and
to retreat southwards, which proved to be a big mistake. He autonomous land), to swear fealty to Aedirn but without
could have defended himself easily from the Nordlings on the tribute obligations. Additionally, there were to be
Kaedweni border, while the retreat meant that he had to repatriations for the people of Dol Blathanna, with the
stretch the defensive line, because Demavend was closing in restoration of property rights and an equitable split of
from the west. Moreover, he had to prepare for an attack from resources between humans and elves. Scoia'tael
the north and defend Dol Blathanna, because Francesca commanders were branded war criminals, and expected to
Findabair and Filavandrel did not have enough elves to form be given fair hearings by the North leading to benign and
a capable army. Thus the valley of flowers was written off rapid judgments or amnesty. Kaedwen was forced to pay
after the vicious revenge of the Nordlings, and it was called restitution to Demawend for the taking of Upper Aedirn. The
later "The Valley of Ashes". Duke Ardal aep Duhy stopped settlers of Brugge and Lyria were repatriated and the lands
retreating and decided to stop in southern Aedirn to defend given back by Nilfgaard. Riverdell, Sodden and Angren were
himself there, the line of his defence settled by the city of recognised as provinces of Temeria. With Ehmyr's marriage
Aldersberg. The forces of Nilfgaard and the Nordlings were to False Ciri, the issue of Cintra's throne was resolved, and,
balanced, so Henselt and Demavend were not hasty to attack. finally, the Redanian and Temerian armies were to withdraw
Everything changed when, suddenly, the main commander of from Hagge.
the East Army, Ardal aep Dahy, died. After the Nordlings
found about this, they attacked and the battle was later Witcher Game Period
known as the "Second Battle of Aldersberg," where the The witcher games take place in the years 1270-1272, with
conjoined forces of Aedirn and Kaedwen defeated the East each game composing the events of that year. Blood and
Army, settling the war of the eastern front. This started the Wine takes place seperately, in the year 1275. Following the
liberation of the kingdom of Aedirn, with the capital city of events of Loc Muinne, witch hunts begin in 1272 and
Vengerberg as one of the first cities liberated, the chaotic continue until 1276. The second outbreak of the Catriona
retreat of the East Army through Lyria where Queen Meve plague also accompanies the coming of the witch hunts.
fought a guerrilla war, and the march of the Kaedwen's forces
to the river Yaruga.
The End of the War
Magic in the Continent
On the western front Verden was liberated, however, there Magic plays a large and central role in the witcher universe. It
were still three fortresses occupied by Nilfgaard still resisting is used not only by witchers, but by the many mages, priests,
the Nordling's forces. King Foltest and his army liberated druids and myriad other magical creatures that inhabit the
Lower Sodden from the Nilfgaard's occupation, and the literature. Magic is used by harnessing the power of Chaos.
Nilfgaardian forces, greatly outnumbered, retreated through While a few simple spells, like a witcher's Sign can be used
the Yaruga river to empower the defence there. On the by anyone, only those born with the power, known as
eastern front the Nilfgaard forces retreated back to the Sources, are capable of truly wielding its incredible power.
empire, and Kaedwen's army reached Dol Angra, the place
where the war started. Nilfgaard was losing on all fronts, but Brances of Magic
the Northern kings gave up the idea of liberating Cintra, as Magic is divided into Air, Fire, Earth, and Water, the Four
they already controlled the right shore of Yaruga and all the Elements, which determines what element must be drawn
retreating Nilfgaardian forces were there, together a great from in order to cast a particular spell, with Fire, at least
military power. Both north and south had enough of the sometimes, leading to deceitful pyromantic visions which
destructive war. The negotiations started and there was a encourage the user to seize the power of fire to prevent
proposed truce to stop the military actions and border horrific events it foretells. Goetia, used to summon demons to
crossings. It was settled that on the 2nd of April, all leaders of bargain with, and Necromancy, used to communicate with
countries involved in the war were to meet in Cintra to the dead or relive their last moments, are both banned by the
negotiate a peace and bring a new order to the world. Brotherhood of Sorcerers.
The Peace of Cintra Places of Power
Signed on 2 April 1268, the Peace of Cintra was the peace
treaty which ended the Second Nilfgaard War between the Places of Power are locations where humanoids know the
Northern Kingdoms and the Nilfgaardian Empire. The talks Power is strong and have thus erected a stone obelisk there,
were held in Cintra between the kings and princes of the with a hollow section where magic can be brought to the
North, and the representatives of Emperor Emhyr var surface and coalesced. While the power is everwhere, it is
Emreis. Although the negotiations were ostensibly conducted particularly strong here and easily drawn, with sites like the
by the monarchs, the treaty was actually the work of the Temple of Melitele run by Priestess Nenneke being built near
Lodge of Sorceresses, using their powers of persuasion with one.
the various rulers.

CHAPTER 1 | WELCOME TO THE NORTH


16
Magic Items Religion in the Realms
An item can be suffused with magic by leaving it near a Place Religion in the Northern Realms is not meaningfully different
of Power for a set period of time and then manipulating the from that in Faerun, except that persecution, as is often the
magic absorbed to provide a certain effect. Witcher case in the witcher, is more common. Such information can
medallions are well-known magic items, as are magic be found in the Sword Coast Adventurer's Guide.
swords. Magic items generally function as their own sources
after becoming magically, and therefore do not need to be
recharged. Some magic items require attunement, a special
bond between it and its user.
Deities of the North
Nordlings believe in a vast pantheon of numerous gods,
goddesses, mystical powers and local forces, as well as
Magic spells and effects human Prophets and Saints. Their religion is not as
Certain spells allow casters to perceive or organized as the Imperial Cult of the Great Sun – it lacks of
manipulate the effects of Chaos in particular ways. one head above the whole cult, instead being centered
The Chaos itself also has irregularities that affect around regional hierarchs, archpriests of given deities and
spells. charismatic leaders such as Grand Masters of knightly orders
Detect Magic. Detect magic reveals the presence and self-proclaimed Prophets.
of magic in an item. The item appears alight with a Settled priests usually follow a single deity but
magic aura matching the school of magic it comes acknowledge and respect others while the wandering ones
from. Necromancy gives off black wisps of smoke, tend to invoke all the gods. Some of the deities are known as
while evocation magic is a red flame. Enchantment the Immortal Ones.
magic sprinkles with hot pink, while abjuration It should be noted that while most of one deity's followers
shows a sweeping, pulsing coating around the believe in the existence of another one, they do not
object. Illusion magic waves and flexes like cloth
blown in the wind, showing a bright green.
necessarily worship the latter in the same way as the primary
Meanwhile, conjuration magic, and any rune used
one – and, in extreme cases, can even hate it and its
therein, glows bright orange. Divination is a blue, followers, as in case of the persecuted Coram Agh Tera cult.
enveloping flame with the shape of a serpent's iris
in it. Finally, creatures under transmutation magic
have an indigo outline, glowing brightly around
areas transmuted.
Dispel Magic. Dispel magic rids the world of the
effects of Chaos placed on an element of it.
Antimagic. Antimagic effects can dispel existing
spells and unravel any magic drawn for the Chaos.
Permanent effects, such as those from magic
items, are usually suppressed by anti magic: while
the effect is within an area of anti magic, the
source of magic remains, but is unable to affect the
outside world.
Dead Magic. In rare areas of dead magic, the
Power is absent. Not only do spells and magic
items cease to function, but even the supernatural
abilities of creatures that are innately tied to Choas
might fail as they find themselves unable to
replenish their magical supplies.
Wild Magic. In an area of wild magic, the Chaos
becomes "tangled," spontaneously forming its own
combinations of elements and resulting magic. It
also tends to twist the constructs of Chaos created
by spellcasting, causing unexpected results.

CHAPTER 1 | WELCOME TO THE NORTH


17
Deities of the Nordlings
Deity Alignment Suggested Domains Symbol
Aesculapius, god of medicine NG Life A snake entwining a staff
Coram Agh Tera, god of death, cruelty, and fate CE Death, Grave, Spiderweb
Trickery
Dagon, great old one UN Lovecraft, Tempest A fishy, toothed maw with tantacles
radiating outwards
Dana Meadbh, goddess of the fields CG Life, Light, Nature A Blossoming Flower
Epona, goddess of horses NG Life, Nature, War Double-headed horse, horseshoe
with an arrow
Huldra, goddess of lust CG Seduction Cow tail
Kreve, god of lightning, power, and expansion LG Life, Order, Tempest, Thunderbolt
War
Lilvani, goddess of the moon NG Light Moon
Melitele, goddess of love, fertility, peace, and nature NG Knowledge, Life, Bunch of berries
Light, Nature
Morrigan, goddess of magic, war, and panthoms CN Arcana, Death, Grave, Raven
War
Nehaleni, goddess of luck and concealment CG Trickery Dog
Sedna, goddess of the sea CN Nature, Tempest Waves
Verna, goddess of mercy NG Light, Seduction, War Hooded woman
Veyopatis, god of rivers LG Nature Head with open mouth

Unaligned: Dagon's goals are incomprehensible to all. The Eternal Dreamer


Aesculapius Deep in the eternal darkness of the abyss, powers older than
The Healer men and elves lie aslumber, awaiting a time known only to
them. When that hour strikes, they will awake and bring an
Aesculapius is a mythological figure after whom the Rod of end to the world. One such being bears the name Dagon.
Aesculapius on the Merchant Street is named. Shani wears Dagon's emergence is usually presaged by a thick fog,
an amulet depicting its symbol, a snake entwining a staff. impermeable to wind or sun, that suddenly envelops a body
of water. After that comes a gurgling and a powerful waft of
Coram Arg Tera slime and rotten seaweed. And after that... well, no one who's
failed to flee at this point has lived to tell the tale.
The Lionheaded Spider, the Great Weaver When fighting in the fog, it is often difficult to estimate the
enemy's strength. Anyone who has fought the monster hordes
The worshippers of Coram Agh Tera consider him to be the under Dagon's control knows this very well. Those beasts'
Great Weaver, who weaves the human fate into a great web. numbers seem to double and triple when wrapped up in their
The web is constantly being expanded and corrected. dark lord's tendrils of fog. Within that murky mist, fangs and
Sometimes some threads are broken, which results in claws attack from all sides, leaving no room for retreat, no
someone's sudden death. When one commits suicide, his chance for rest.
thread is broken and he is devoured by Coram. Therefore, he Some claim the more sentient monsters consider Dagon
is worshipped as the god of sudden and unpredictable death. something of deity, that they worship him, make him offerings
His temples are typically full of human bones and skulls and of human sacrifices. It is difficult to say how much truth lies
lit by green fire. in this... Though it is clear he commands not just creatures of
Most worshippers are people who lived through some instinct and herd behavior, but also headstrong recluses such
tragedy (like the death of a beloved) or people with constant as ancient foglets and leshens.
contact with death, who love to inflict pain and suffering, like
executioners, soldiers or bandits. They are all drawn by the
cult's vision of the world, where death is a constant, and even
wanted, part of the reality. The priests are required to keep
Coram's web clean by "breaking the threads" of some people.

Dagon
CHAPTER 1 | WELCOME TO THE NORTH
18
Dana Meadbh The basic commandment of Kreve's followers is the fight
against evil, understood both internally, as challenging
The Eternal One, Queen of the Fields, Lyfia, Bloemenmagde oneself to fight against one's own weaknesses, and outwardly,
when "evil" means anything that threatens the peoples' lives,
Dana Meadbh is a goddess worshipped in the area of Dol health, souls, and property. This is the reason why Kreve's
Blathanna, the Valley of Flowers, as well as in Kaedwen and clergy are talented exorcists, but also opponents of mages
Aedirn, venerated by peasants, beekeepers and pitch-burners, and exotic, pagan, or sectarian cults like Coram Agh Tera or
all of those who live off gifts of the soil and the forest. Lilith.
She appears on fields and meadows from May to October, They also are often prejudiced in relation to unassimilated
but most often during Lammas, the Feste of the Scythe. She non-humans. Kreve's military arm, Order of the White Rose
looks like a beautiful young fair-haired maiden of radiant eyes founded by Hugues de Napeys, actively contributed to the
wearing festoons of flowers, cereal ears and bunches of herbs extermination of Vrans and the suppression of Aelirenn's
and flower wreath on her head, surrounded by animals and rebellion.
plants bowing to her. The Cult of Kreve is strongly associated with the cult of the
Folks do not build temples or chapels devoted to her. She is Eternal Fire. Priests of Kreve often argue and carry out
worshiped during Lammas when farmers sacrifice cereals, disputes with priestesses of Melitele but they can cooperate
vegetables and fruits to her on the fields, in faith she would on important issues. Kreve's clerics are the most vehement
visit the very their village this year. There are also stories that opponents of the worshippers of Lionhead Spider.
one day she would settle down with the people who would
stand out from the others. Why, however, an eternal being Lilvani
that existed, exists and will exist, loving all the earth and The Lady in the Moon, the Silver Goddess
everything that is alive, would want to bend itself to merely
one place and one folk? Lilvani is the ancient Nordling goddess of the Moon,
It's the only deity that combines humans, elves, halflings worshipped particularly in Ellander and Velen, where she
and even dwarves in one faith. Even if some races do not had a temple built in a cave system east of Toderas. By 1272,
worship her like the others, they all adress her with deep many of her temples have been abandoned and turned to
respect. ruins.
Epona
Melitele
The Mounted Lady, Mother of Horses
The Trifold Goddess, Great Mother Melitele
She is a deity of horses and possesses several shrines
throughout the Northern Realms. Her symbols are double a Melitele, as a patroness of eternally transient nature, is
horse head and a horseshoe with an arrow. Beauclair's presented in three forms: the beautiful young Maiden, the
Epona Square is also named after her. mature, pregnant Mother and the edentulous, wrinkled
Crone. Under her second aspect, Melitele is the goddess of
Huldra fertility, protectress of women pregnant or in childbirth; all
women, regardless of their age, domicile or social position,
The Seductress, the Cow-Tailed Goddess have an esteem for her. Melitele is worshiped in most of the
Nordling countries, primarily by the people closely connected
Huldra is not a widely known goddess, but is popular in with nature, like farmers, lumbermen or foresters.
Creyden and Vespaden. Her temples are usually similar to The cult of Melitele have a chain of large and small
elegant inns or massage parlours, where one can find sanctuaries spread throughout the Continent. If it is
comfortable sofas, soft pillows, and the best drinks. necessary to decide some matters on a nationwide scale,
Monuments depicting the goddess are rarely seen since her abbesses of the major centers meet in selected temples and
priestesses look divine themselves, consisting of beautiful discuss various issues; though this happens rather rarely and
maidens among whom half-elves can be often found. Geralt every major center remains, in point of fact, self-contained.
learned an "exorcism" from one of these priestesses, though Priestesses of Melitele often criticize priests of Kreve, argue
it turned out to be just a vulgar joke in the secret temple and carry out disputes with them, however they can
language. cooperate together on important issues. They also stay in
good terms with druids or priestesses of Skelliger Freya,
Kreve similar to Melitele in many respects.
Forefather, Father of Lightning
Kreve is a kind of sky father or thunder god of the Nordling
pantheon. An expansive god, associated with such attributes
as decisive action, energy, power, spontaneity,
resourcefulness, expansion (in any meaning), and defense of
ownership. His symbol is the thunderbolt. Most popular
among soldiers, knights, monarchs, merchants and risk-
takers.

CHAPTER 1 | WELCOME TO THE NORTH


19
The future handmaidens of the Goddess are entered into the Sedna
novitiate at the age of fourteen, fifteen; adepts learn
arithmetic, biology, botany and medicine, they also acquire The Lady of the Sea, the Abyssal Goddess
general knowledge about the world. The closing ceremony of
the novitiate, connected with admission into Melitele's Sedna is the dangerous and wrathful lady of the sea. Folk say
priesthood, is organised on each Birke day. Young priestesses she commands a significant number of known and unknown
receive new robes and tasks from the abbess; usually it is sea demons, responsible for winds and sea currents.
taking care of the rural community or service in one of Sedna is worshipped and (fearfully) respected by all
temples. Many of them travel around the world as midwives inhabitants of the Continent who live off the sea – sailors,
or healers specialized in illnesses of women and children, as fishermen, and merchants. Just after setting sail, they throw
wandering druidess, teachers and governesses. money into the waves to gain her favor. They also offer her
apeople and animals who died onboard, as well as all those
Morrigan who have commited severe crimes like murder or thievery –
Mori Rigain, The Elf of the Sycamomores, the Lady of the or have just brought bad luck to the ship.
Ravens The goddess does not possess significant temples nor
influential priests; sailors claim that her temple is the sea as
Not much is known about the elven practices devoted to the a whole. Their seat is thought to be located in the infamous
deity. When Nordlings adapted Morrigan to their pantheon, Sedna Abyss. Each time a ship vanishes, sailors from the
they built her a chapel on the Gwyd Mountain. At least one whole Continent think the goddess is mad at humans.
virgin priestess always lived in the castle, where she was Verna
taking care of the sacred tree, performed rituals for the
goddess and tutored novices as well as the count's children. Verna the Merciful
The cult spread to different regions but Gwydberg remained
its very core. Verna is a trifold goddess like Melitele who is worshipped in
Velen at shrines of wooden statues.
Nehaleni
The Hidden Lady Veyopatis
The Totem God
Nehalenia or Nehaleni is goddess of various aspects of luck
and fate, thus including divinations, sooth, dreams and Veyopatis, a forgotten god of the Pontar Valley, is still
journey. People tend to call her when they are about to set worshiped in certain forest settlements, but the times of his
out on the road (or are ambushed by bandits while already on greatness and popularity are long past. A few priestesses and
the road), are afraid of bad dreams, when they wish to reveal witches make offerings to him, yet no common folk wish to
– or conceal – something. take part in their rites. In the era of human colonization,
While her temples and priests are rather rare, many larger Veyopatis was a guardian god, often associated with rivers
cities have shrines devoted to her, where people lit the from which humans drew benefit. He guarded people from
candles and offer her pebbles from the road. She is venerated the dangers of the forest. Poles bearing his likeness marked
mostly by journeymen, as well as by various farseers, spin the border between areas that had been tamed and those that
doctors, and fortune-tellers. remained wild and dangerous. Veyopatis gave people fish,
made sailing easier and his name was used to ward off
beasts. Yet, he remained petulant and fierce. In these times, if
those wandering through the woods come across stone idols
with gaping jaws, they believe them to be the likenesses of
fierce monsters rather than statues commemorating a once-
loved deity.

CHAPTER 1 | WELCOME TO THE NORTH


20
Other Nordling Religions
Religion Alignment Suggested Domains Symbol
Church of the Eternal Fire LG Life, Light Burning flame or torch

Adela
Church of the Eternal Fire The Young
The Sacred Flame, the Everlasting Flame
Adela was one of the three children, later known as the
The Eternal Fire is a symbol of hope, enduring the Houtborg triplets, born when Riannon, queen of Temeria,
misfortune, light pointing the way in darkness, heralding was imprisoned by Falka. After Falka died, none, including
progress and a better tomorrow. The Eternal Fire is a Riannon, who went insane, knew which of the three children
religious cult that has many followers among humans of the were Riannon's twins and which was Falka's. The sorcerers
Northern Kingdoms. It was founded in Novigrad, where it is summoned by King Goidemar found out that Adela was
practically law, and the city serves as the religion's de facto Falka's daughter, but they told the king they weren't able to
capital. The cult is led by an elected Hierarch, who's chosen determine which child was Falka's, to avoid a scandal and the
by the Electoral College, with the seat currently being execution of a 2-year old child. Therefore, she was brought up
occupied by Cyrus Engelkind Hemmelfart. The cult's greatest together with Fiona and Amavet.
temple is the Novigradian Grand Picket. During an outbreak of the Catriona Plague, she helped
By 1272, the cult has grown in popularity to the point it priests in a hospital and died from it at the age of seventeen.
was declared as the Church of the Eternal Fire. While it had Her body was burned alongside the other victims of the
no official acting army or military body, the Order of the plague. After her death, King Goidemar visited the hospital
Flaming Rose and witch hunters defended the Eternal Fire and gave it the name of Adela and arranged a monument of
and upheld its laws, while the temple guards patrolled and his daughter.
protected the Grand Picket in Novigrad. In one of the Viziman temples she was worshiped as an
incarnation of the goddess Melitele for a period of time.
Humans Nordlings Worship
Name Alignment Suggested Domains Symbol
Adela LG Life Same as Melitele
Elmo NG Nature Sail
Gregory LG Light Crown (Coin)
Lebioda LG Life, Light Open Book
Plegmund LG Life, Light Same as Lebioda
Zoatham LG Life, Light Crucifix

Elmo Lebioda
Saint, the Helper The Prophet, Evangelizer, Saint, King of the Universe
Saint Elmo, also known as Elmo the Helper, was an Lebioda was a prophet whose visions and parables are
individual held in high esteem by the Fabiolan sailors at some contained in the Good Book of Prophet Lebioda's Wisdom.
point after the 13th century. There is also one weather He became legendary for his goodness, wisdom, and modest
phenomenon dubbed St. Elmo's lights in his honor. peaceful ways.
As he became well-known, a cult began to form around
Gregory him. More and more people started following his teachings
Saint, the Hero with some of them becoming his pupils, as was the case with
Saint Plegmund who brought his master's words to
St. Gregory was a hero of Novigrad living in the 10th century Toussaint. He was seen doing miracles, and in short time, his
who was declared a saint after saving the city from a horrible words and deeds converted the whole duchy along with
famine by sacrificing half his fortune to import food from Duchess Caroberta who ordered both a temple in Beauclair
Nazair. The bridge connecting Temple Isle with the rest of and a monument on the west bank of the Sansretour River to
Novigrad is named after him. be built. Lebioda himself visited Toussaint at least once to
hear prayers of the faithful.
His wisdom reached even the edges of the Continent far as
Kovir and Poviss where it spread thanks to King Esterad
Thyssen's wife, Queen Zuleyka, who lived most of her life
according to the prophet's teachings.
He died, eaten by a dragon, which he attempted to stop Zoatham
harassing Kaedweni villagers near Ban Ard. The remains of
the prophet, recovered from the feces of the creature, were Saint
collected by his students and interned in the sarcophagus in
the Novigrad's Great Temple. On some holidays, the faithful Saint Zoatham is one of the many men worshipped as saints
are allowed to kiss the relic. in Toussaint and the duchy's inhabitants hold a holiday in his
He is not only revered by humans but also by several honor (25 March).
assimilated dwarves, and even the Cult of the Eternal Fire On one Saint Zoatham's day, Louis de Corentin died in
follows some of Lebioda's parables. Blaviken.
Plegmund
Saint
Saint Plegmund was an apprentice of Prophet Lebioda who
brought the cult of his master to Toussaint during the reign of
Carolina Roberta. He appears to be highly esteemed in the
Duchy.
Other Entities Nordlings Worship
Entity Alignment Suggested Domains Symbol
Gernicora CE Death A leech
The Crones LE Death Frosted cookie
Lady of the Lake LG Light, War A sword pointing upwards
The Ancient Leshen CG Light, Nature, Death A leshen's skull
The Water Lords NE Nature, Tempest An octopus head

Gernicora The Crones


Gvaern Ichaer, the Bloody Mistress, Queen of Ysgith The Ladies of the Wood
Gernichora, also known as Gvaern Ichaer (Bloody Mistress), The Crones, also called the Ladies of the Wood, are three
was a centuries-old monster that nested in Ysgith. The witches who live in a cabin in the swamps of Velen. Legend
ancient elves thought she was a fallen goddess, while the suggests the three are sisters and the daughters of the
local human-folk of Angren believed her to be the spirit of a original "Lady of the Wood", also known as "She-Who-
cursed princess, whose entire retinue had drowned in the Knows". They are named Brewess, Weavess, and Whispess.
bog en-route to her wedding. Gernichora had managed to Most of the time they communicate through an enchanted
grab a root before the quagmire swallowed her whole. She tapestry and a medium, an elderly woman named Gran, in
screamed for hours, but there wasn't a soul to hear her. reality Anna Strenger, who also seems to be their slave, or at
Leeches, hundreds of them, covered her from head to toe as least is bound to them in some way.
she lay helpless. They settled in for a royal feast, and sucked
her dry, draining her to the very last drop. Fear and revulsion The Lady of the Lake
so completely overwhelmed her spirit, that she couldn't pass
into the afterlife. So she came back, revived by Ysgith's The Knight's Lady
magic...
In reality, Gernichora was a repulsive, muck-covered The Lady of the Lake is worshipped by both the inhabitants
monster who used leeches and ticks - her "fruit" - filled to the of Murky Waters and the Vodyanoi with whom they
brim with her own blood, as offerings to the other monsters grudgingly co-exist. She spends her time in a shallow, lily-pad
of Ysgith. Her blood was so irresistible that it allowed her to filled covered inlet on Black Tern Island and can be consulted
mind-control any monster that drank it. there on various matters relating to Destiny, her servants,
A witcher, Ivo of Belhaven, had been hired by the invading quests for the Holy Grail and the relations between the
Nilfgaardian force to eradicate the beast. Alas, the witcher locals, as well as near various other, magical lakes in the
could not complete his task as he was wounded in battle. As world.
the filth stood in the way of Queen Meve and her army, it fell
onto her to remove this so called "Queen of Ysgith." The Ancient Leshen
The Lord of the Woods
An ancient leshen can serve as a divine entity for some
communties near their woods. More of the leshen can be
found in Witcher: A Guide to Monsters.

CHAPTER 1 | WELCOME TO THE NORTH


22
The Water Lords
The Deep Ones
The "Water Lords" are the object of worship among the
brickmakers in the Swamp outside Vizima. Led by their
village eldress, Vaska, they pray daily to their idols and leave
their fates to these mysterious creatures. It is highly probable
that these water lords are vodyanoi, with myths of Dagon
mixed in to refer to the whole race.

CHAPTER 1 | WELCOME TO THE NORTH


23
Chapter 2: Skellige and the North
The cult of the nobility runs strong in Redania, and that
The Four Kingdoms social stratum possesses more privileges here than in any
Upon the First Landing and the arrival of humans on the nearby realm. Great differences in wealth exist among the
Continent, the Northern Kingdoms were just large areas of gentry, but Redanian law cares for birth, not property, making
uncolonised land inhabited by the Elder Races, and others a well-born beggar the legal equal of the richest magnate.
races such as vrans and werebbubbs, before the eastward Those of high birth and great wealth draw the latter primarily
expansion of the people later known as Nordlings, around from the grain trade and pedigreed horse husbandry. At the
five hundred years ago. last, Redanians excel, outdoing all other nations; Redanian
After the elves were pushed east by human expansion, at steeds are unsurpassed. The Redanian cavalry is thus among
least twenty four cities throughout the kingdoms were built the best of its kind in the world, and with the country's
by the Nordlings on the sites of elven settlements, such as nobility filling its ranks, it is the heart of the Redanian armed
Novigrad and Vizima. forces.
As a consequence of nobility's privileged position, the
Redania peasantry is treated worse here than in any neighbouring
state, and only the king's iron fist keeps them from rebelling.
Redania, named after Roeden, a duke, is a wealthy realm King Vizimir II of Redania was assassinated during the
which profits from trade and agriculture and one of the Four Second Nilfgaard War. During the interregnum, the country
Kingdoms.In Redania, Sambuk ruled an area including was ruled by a Regency Council headed by Sigismund
Novigrad and the Pontar Delta. The port and the river drove Dijkstra, the head of Redanian Intelligence, and Philippa
Redanian trade development. Eventually as the countries Eilhart, head of the Lodge of Sorceresses. Subsequently,
became larger, the Redanian trade empire bumped up against reached the proper age, the country passed in the hands of
the Temerian trade empire across the Pontar, sometimes Radovid V, known as The Stern.
with volatile results. Sambuk’s grandson Radovid I, also
known as Radovid the Great, solidified the Redania we know Arcsea
today. Radovid despised his brother, Troydan, and suspected Gustfields
that he was scheming to take the throne. He gave his brother
what should have been an honor title: dominion over the Oxenfurt
northern province of Kovir; a cruel joke, as the province of Riverside
Kovir has eleven months of winter and August. Little did Tretogor
Radovid know that Kovir contained one of the largest gold
deposits in the North and 70% of the world’s dimeritium. Yamurlak
Kovir and Poviss are now the wealthiest countries in the
North.
The capital city of Redania is Tretogor. Other prominent
cities are Oxenfurt, with the largest university in the Northern
Realms, and the free city of Novigrad. The kingdom's
neighbors are Kovir, Caingorn, Kaedwen, Aedirn, and
Temeria.
The Kingdom derives enormous profits from trade with
Novigrad as well as grain exports. It may be said that the
monarchy is the granary of the whole Continent, and even
other parts of the world. Therefore, the dominant landscape
of Redania is huge, undulating fields of grain. Currently, the
state economy is seriously threatened, because of the flow of
cheap goods from Nilfgaard and others into the country,
which constitute serious competition for local artisans. In
addition, there are very few manufactories.
For ages, Redania has fought a customs war with Temeria,
its primary rival in the North. The country possesses the best
intelligence network in the world, and the government of
Redania is also heavily influenced by sorceresses.
Temeria
Temeria is one of the northern kingdoms, lying south of the
Pontar river. Its neighbors are Redania, Kerack, Kaedwen,
Aedirn, Mahakam, Lower Sodden, and Cidaris.
After the first and second wars, Temeria profited the most
out of the defeat of Nilfgaard, expanding its borders as far
south as Angren and Riverdell, reaching the Amell
mountains. But the Kingdom also received a heavy blow
regarding its economy, which forced it to buy goods from
their southern neighbor.
One of the fiefdoms of Temeria is the dukedom of Ellander
and the magical Thanedd Island, with a school for young
female adepts of magic located off the kingdom's western
shores. Temeria is the strongest of the Northern Kingdoms
and played a key role in the war against Nilfgaard. Temeria is
ruled by King Foltest and its capital is Vizima.
The Temerian population is very polite and religious but
does not accept representatives of the so-called Elder Races.
In general Temeria's residents have a tendency for
xenophobia. This region is the home of powerful sorcerers
and famous travelers.
Temeria is one of the wealthiest realms in the North.
Temerian economy is based on cultivating the production of
various goods, trade, and extracting valuable mineral
resources, from the mountains of Mahakam. The Temerian
oren is one of the most used currencies in the world. Temeria
also remains a land with highly developed agriculture, animal
husbandry, and food industry. As Mahakam is officially part of
the kingdom, Temeria has considerable interests in the
extraction of precious metals and the production of high-
quality weapons.
The most popular and most widespread religion in the
kingdom is the worship of the goddess Melitele but cults of
the Prophet Lebioda and Kreve also have their followers.
Brugge
Dorian
Ellander
Garramone
Gors Velen
Maribor
Pontaria
Sodden
White Orchard
Velen
Vizima

Ancient Kingdoms of the North


Aedirn Ban Ard
Aedirn, named after Aedireen, is one of the Four Kingdoms Ban Gleán
which lies between Temeria and the massive Mahakam Vattweir
Mountains to the west, and the Blue and Fiery Mountains to
the east. The Kingdom is feuding with Kaedwen about the Minor Northern Kingdoms
land called Lormark or Upper Aedirn, depending on the Besides the main Northern Kingdoms of Aedirn, Redania,
interested party's political persuasion. These lands have been Temeria, and Kaedwen, there are other kingdoms in the
disputed for ages, with Kaedwen laying claim to them as well. north, like Kovir and Poviss.
Aedirn, adjacent to the mountains forming the western
border of the continent, was one of the latest areas colonized Kovir and Poviss
by humans. Unfortunately, aversion to other races still exists,
especially the elves, whose remnants still inhabit the dense The Dauk and Wozgor were the first people to live on the
woodlands and mountain valleys, including nearby Dol Continent, settling in the regions of Kovir and Poviss,
Blathanna. In contrast to it, the situation of dwarves is rather specifically the duchies of Narok, Velhad, and Talgar,
good; many of them live on an even keel in Upper Aedirn, according to a classification by the historian Arnelius Grock.
near their homeland, the Mahakam Mountains. Kovir and Poviss are now the richest realms in the North,
Aedirn is an agricultural country full of ridges and hills. though this was not always the case. The poverty of the locals
Unchanging, continental climate makes the grounds give was once literally on everyone's lips, in the form of antiquated
good yields, especially in the east, in the area called the common sayings. As recently as the days of Heribert the
Valley of Flowers (or Dol Blathanna in Elder Speech), which Quarrelsome, one spoke of a particularly impoverished
forms a real granary to the kingdom. person as being "poorer than a mouse from Poviss," called
It also has a well-developed industry. In Upper Aedirn and bone broth "Koviri delight" and referred to beggars as
at the border with Mahakam, large amounts of minerals, "praxedes," after the gulf along the shores of which these
mainly coal and less precious metals are exploited by kingdoms lie.
Aedirn's mines. In Lower Aedirn, in Gulet and Eysenlaan, A handful of generations ago Kovir and Poviss were
there are smelters and forges. Vengerberg (which is the officially still part of Redania. King Radovid I, known as
capital of the realm) and Aldersberg are mainly known for Radovid the Great, handed dominion and title of Koviri earl
dyeworks and manufactures of wool and textiles. Vengerberg over them to his hated brother, Troyden, with one stipulation
also has malt mills and distilleries And it's also famous for its – that he never leave his newly acquired demesne and not
estemeed carpets. interfere in matters of state.
Handing over this rocky scrap of far-northern ground
Aldersberg (where, the saying went, the year had two seasons – August
Lormark and winter) was naturally meant as a cruel joke, a slap in the
face for the overly ambitious Troyden.
Lower Aedirn Yet time soon proved that Radovid the Great had made a
Vengerberg grave error. Before long it was discovered that Kovir's bare
rocks hid priceless treasure in the form of enormous deposits
Kaedwen of precious metals and rock salt. This discovery, in turn, led
Kaedwen (from the Elder Speech "Caedwen," translated as to tremendous growth in productive industry. Mills, forges,
"White Forest") is the largest of the Northern Kingdoms (and and workshops sprouted up like mushrooms after a hearty
the second largest country in the Continent, next to rain.
Nilfgaard). Its main cities are its capital, Ard Carraigh, and Radovid III decided to correct his famous forebear's
the city of Ban Ard, famous for its sorcery school. It is known mistake and take back the northern frontiers of his kingdom.
for its cold and unforgiving climate, along with the many He was convinced the combined armies of Redania and its
forests within its borders. then-ally Kaedwen ruled by Benda would quickly bring this
King Henselt frequently quarreled with neighboring ever more audacious vassal led by Gedovius in line. History
Aedirn, mostly over the ownership of the Pontar Valley which took a different turn, however, and Kovir won a resounding,
once belonged to the Kaedweni. Kaedwen also shares crushing victory. Radovid III was forced to sign the First
borders with the kingdoms of Redania and Caingorn; and Treaty of Lan Exeter, granting Kovir independence while
portions of the Fiery Mountains, the Kestrel Mountains and binding it to eternal neutrality – a promise Troyden's
the Blue Mountains run through the kingdom. The witchers' successors have kept with great diligence.
fortress of Kaer Morhen is located amidst the peaks of the
Blue Mountains, and further south lies the land of the Free
Elves, an enclave established by elves seeking refuge from
centuries of warring with humans.
In the far future, the weather has changed enough that
northern regions, like Talgar, Caingorn, and Kaedwen, are no
longer able to grow certain types of produce due to the colder
climate. In particular, Kaedwen no longer has the capability
to grow grapevines and thus no longer has a wine industry.
Ard Carraigh
Until the later years of 13th century Kovir was ruled by While the region is said to have been populated since
Esterad Thyssen, a king as wise as he was greedy. Even his ancient times, the majority of its inhabitants settled here in
untimely demise did not stop his lands from developing and two waves: the first after the Six Years' War in the 9th century
blossoming under to his extreme free market policy. Koviri and the second in the 11th, both comprised mainly of war
metallurgists proudly compete with the best Mahakam can refugees and opponents of Temerian and Cintran rulers. Out
offer, and many believe the University of Lan Exeter long ago of the several principalities and lordships, Lyria and Rivia
surpassed the famous Oxenfurt Academy as the leading seat became prominent. In 1133 Berrik of Lyria ascended the
of higher learning in the North. And so it has come to pass Rivian throne and proclaimed the confederation of both
that, over the course of a few generations, the Koviries and realms. About a generation or two later, King Egon's daughter
Povissites have turned from paupers into princes, from Impecca married Prince Ceran of Cintra, forging a lasting
beggars into bankers. alliance with the kingdom at the mouth of the Yaruga. One of
The Kingdom of Kovir and Poviss (also known shortly as Berrik's descendants on the throne of Rivia extended his
Kovir and Poviss or simply Kovir) is one of the Northern influences to Angren and Riverdell.
Kingdoms located on the Gulf of Praxeda. It is also the In the first half of the 13th century the kingdoms were
largest exporter of mineral resources in the known world, conjoined once more via the marriage of then Princess Meve
with huge profits from trade. It is ruled by king Tankred of Lyria to Rivia's king, Reginald. On becoming queen, Meve
Thyssen of the House of Thyssen and maintained neutrality took care of ensuring that both nations had equal
during the Second Nilfgaard War, refraining from lending representation despite their differences. She continued to
coin or men to either side. rule after her husband's death and became one of the most
Because it is so mountainous, the region is rich in mines. important political figures of the Northern Realms,
Kovir and Poviss export glass, salt, iron ore, silver, nickel, considerable enough to attend secret meetings with the
lead, tin, zinc, copper, chromium, titanium, tungsten, and leaders of the Four Kingdoms.
platinum. The Kingdom accounts for three-quarters of the In July 1267, during the Second Nilfgaard War, Lyria and
world's ferroaurum, kryobelitium, and dimeritium and 80% of Rivia were invaded and conquered by Nilfgaard without any
the world's gold. formal declaration of war. After the Lyrian golpe, Meve fled
and continued warfare in Aedirn and Angren. The kingdom
Hengfors League was finally liberated some time around the Battle of Brenna
The Hengfors League was first settled by the Dauk and or shortly beforehand.
Wozgor people before the First Landing, specifically the While Lyrians and Rivians share a large portion of history,
lands of Caingorn, Malleore, Creyden, and Woefield, they remain separate nations. Monarchs are assisted by the
according to a classification by the historian Arnelius Grock. Council of Peers consisting of lords from both kingdoms.
During the Secession of Poviss in which King Baldwin Apart from national differences there are also conflicts
Thyssen was overthrown, Kovir lost control of East March between humans and assimilated nonhumans; racial
and the land was divided into minor kingdoms and duchies, tensions are escalated due to competition the skilled dwarven
which were later re-united by Niedamir of Caingorn. smiths present to Rivian workers.
Hengfors League, formerly the East March of Kovir, is one Rivians speak the Common Speech with a specific accent
of the minor northern kingdoms. unique to themselves. They are distinct enough to face
The capital city of the league is Hengfors, also the capital prejudice in other Northern Realms such as Temeria or
of Caingorn. The region is situated between the Dragon and Aedirn, where they are considered thieves and derogatorily
Kestrel mountain ranges on the Braa. referred to as "Rivs". Lyrians, in turn, are considered good
Like Kovir and Poviss, the League maintained neutrality seasonal workers by citizens of wealthier, neighboring
during the Second Nilfgaard War. kingdoms.

Cidaris Verden
Cidaris is a small kingdom on the western shore of the Verden is one of the minor kingdoms in the North, located at
Continent and is ruled by King Ethain. The river Adalatte in the very mouth of the river Yaruga, with Kerack and Brokilon
the south forms a natural border between Cidaris, on its northern borders and Cintra in the south, just on the
Bremervoord, and Kerack. East of the kingdom lies Temeria, other side of the river.
west lies Bremervoord. Up until 1263 it was a vassal state of Cintra. It surrendered
This vivid country owes its position and prosperity from to the Nilfgaardian Empire at the beginning of Northern War
maritime trade, shipbuilding industry, vine plantations and II. Later, it would gain its independence and became a small
the rational use of the riches of the ocean. kingdom.
Few centuries later, in the age of colonization and piracy,
Verden established a few forts on the Eastern Coast.
Lyria and Rivia
Lyria and Rivia is a name used while referring to a Cintra (1263)
confederation of realms in Dol Angra, composed primarily of Once known as the elven city of Xin'trea, Cintra was built on
Lyria and Rivia. Joined for the first time by King Berrik it its ruins after the eastern expansion of humans
collapsed and reorganized again a couple times more, which approximately five hundred years ago, and the abandonment
led to saying that "Lyria and Rivia were either at war with of the city by the elves.
each other or conjoined by personal union."

CHAPTER 2 | SKELLIGE AND THE NORTH


28
Cintra was one of the Northern Kingdoms, located south of Clan Brokvar
Sodden, Riverdell, and the great river Yaruga.
Cintra was a very powerful kingdom in the times of Queen Clan Brokvar is one of the seven most influential clans of
Calanthe, but was conquered by Nilfgaard during the First Skellige from Svorlag in northeastern Spikeroog. The
Nilfgaard War. After the Second Nilfgaard War, the kingdom progenitor is, according to legend, Sove who had to suffer a
was nominally an independent state, but was actually ruled great deal until his father Hemdall and goddess Freya gave
by Emperor Emhyr var Emreis of Nilfgaard because of his him Understanding. The name of the clan is derived from the
marriage to Empress Cirilla, also known as False Ciri. ancestral family steel sword Brokvar that was in the family
Cintra's neighbors are Sodden, Brugge, and the Nilfgaard for generations.
province of Nazair. When Emhyr var Emreis proclaimed They are considered cowards by members of Clan an
False Ciri queen, he also named her princess of Brugge, Craite and Clan Tuirseach since one of their jarls withdrew
duchess of Sodden, heir of Skellige, and sovereign of Attre from a battle when he saw that the enemy showed larger
and Abb Yarra. numbers. In spite of that the clan is famous for its archers
that are said to have no equal on any of the isles.
Isles of Skellige Clan Heymaey
Skellige, commonly referred to as the Skellige Isles or the Clan Heymaey, also known as Clan an Hindar because of the
Isles of Skellige, is an archipelago and one of the Northern holy grave located in their domain, is one of the seven most
Kingdoms. The group of six islands is situated in the Great influential clans controlling the Skellige Isles. Their territory
Sea, off the coast of Cintra and southwest of Cidaris and is Hindarsfjall according to the legends given by Freya and
Verden. It's legendary, famous for the unrivaled corsairs and Hemdall to heroic progenitor Otkell, one of Hemdall's sons.
swift longships that sail many seas. Distinction of this clan from the others is their piety
Its people are united under the King of the Skellige Isles, resulting from the fact that the Temple of Freya, the greatest
who's elected by the jarls of the seven major clans during church for this goddess and the holy grave of Hindar, are both
traditional moots. In practice, however, the kings are from the located here. This clan does not have a specific rival in the
same clan or at least related. Isles, only some "classic" disputes with Clan Drummond.
Even though their relations with most of the North were
always tense, to say the least, they were longtime allies of Clan Dimun
Cintra, due to the marriage between Queen Calanthe and
Eist Tuirseach of Skellige. After King Eist's death in the Clan Dimun or also Clan an Dimun is one of the seven most
Battle of Marnadal, the Islanders concentrated their raids on influential clans controlling the Skellige islands. Their
the Nilfgaardian Empire in an act of revenge. territory is Faroe ruled from Harviken. Members of the clan
Before the first appearance of a human, the isles were developed a reputation as cheats, thieves, and marauders
apparently inhabited and dominated by Aen Seidhe elves who worse than any other from the archipelago. Islanders
shared it with giants and frost giants. consider Broddr to be the progenitor of the clan, quite
Humans who came to settle the isles had first divided strange as the hero was a paragon of virtue.
themselves into independent clans with jarls, clan chieftains,
as sovereign rulers of their respective islands. Clan Drummond
Thus were the petty jarldoms of Skellige, small in size, Clan Drummond is one of the seven most influential clans
several times invaded by rising powers of the Continent controlling the Skellige islands. Their territory was originally
throughout the years. Most menacing of such invaders being Undvik but then they left the island and settled in the
Cidaris whose kings made attempts at full insurrection, southern half of Ard Skellig which centers in Holmstein and
however, no one ever managed to conquer them. On the Kaer Muire. The founder of the family is said to be Modolf
contrary, the threat of larger kingdoms and uncivilized who ruled by the will of his father Hemdall.
barbarians from smaller islets further away caused Skelligers Jarls from this clan do have a tradition in pillaging
to unite. Skellige then became an elective monarchy, ruled by possessions of Heymaeys on Hindarsfjall but the biggest and
a king chosen from among the jarls. only true rival for them is Clan an Craite. The Jarls
established seat is the fortress of Kaer Muire while the role
Clan an Craite of capital is in the hands of Holmstein.
Clan an Craite is the second most powerful clan in Skellige
and the most important ally of Clan Tuirseach, the longtime Clan Tuirseach
holders of the throne. Its jarls reign over the northern half of Clan Tuirseach is one of the seven most influential clans
Ard Skellig from Kaer Trolde citadel. Legend has it that the controlling Skellige. It rules over An Skellig, its southern part
keep was single-handedly carved out of a large boulder by is low and flat while the hidden northern side precipitous and
Grymmdjarr, son of Hemdall and Heulyn famed for his scored with fjords. Their emblem is head of a white bear on a
strength, who then started the clan. blue or teal shield. This is tied to a legend of Tyr, the son of
Their colors are red and black, which they carry on their Hemdall and Heulyn famed for his cleverness, who defeated
shields, tartans, and sails along with three black longships powerful Yngvar with an enhanced sword and founded a clan.
symbolizing either their marine prowess or mighty fleet.
They gave the Isles at least two kings and held positions like During the Northern Wars Brokilon supported Scoia'tael
Jarl of Skellige or King of Cintra, as they were connected to guerrilla, providing them a safe place to retreat, heal and find
House of Raven through marriage. They also have ties to guides. At the early stages of war, dryads organized
another powerful family, Clan an Craite of Ard Skellig. ambushes at unsuspecting scalp hunters from Verden and
Kerack who were lured into the forest by Milva,
Clan Tordarroch impersonating a "guide".
Clan Tordarroch is one of the seven most influential clans Brokilon is inhabited by numerous intelligent races, some
controlling the Skellige Isles. Clan Tordarroch is native to of them almost extinct outside of the forest's border. Apart
Undvik. They are renowned for master smiths and excellent from the dryads and hamadryads, one can encounter
fisherman. A famous forge where the best tools and weapons leprechauns, pucks, and other nymphs such as rusalkas. The
in all of isles were once made belonged to them. They were dryad society does not include members of these other races,
ultimately driven off the island due to the Frost Giant. but dryads occasionaly meet them in order to mate.
However some of them survived, hid on Ard Skellig, and The dryads of Brokilon are organized in a quasi-monarchic
later, after Hjalmar an Craite and his crew slew the giant, society, for centuries led by Queen Eithné residing in Duén
returned and repaired their former homes. Canell. She administered the forest through messengers and
operatives, such as Sinéad and Milva.
As forest nymphs, dryads are spiritually connected to the
Independent Realms nature. They seem not to have objections against hunting but
deeply care for trees and other plants. It is absolutely
The North is home to a handful of independent realms, forbidden to bring fire into the forest or to cut a tree with axe.
mostly nonhuman lands, who are either officially their own Instead of cutting wood to construct buildings, hamadryad
states, or are functionally independent due to political magic allows the dryads to shape the living trees and shrubs
machinations. whichever way they want. This way, they can have huts, or
even large houses, either on the ground or in the treetops.
Brokilon
Brokilon (Brokiloén in Elder Speech), also known among Dol Blathanna
humans as the Forest of Death, is an ancient forest Dol Blathanna,translated from Elder Speech as the Valley of
queendom on the Continent and the sole nonhuman state in Flowers, was a kingdom and now an allod to Aedirn. It is
Northern Realms never conquered nor subjugated by bordered on the north by Kaedwen and the Blue Mountains
Nordlings. Ruled by dryads and hamadryads, it hosts many to the east. It belonged to the elves for ages, until humans
other races and species persecuted in the outside world. came and laid claim to the land about one hundred years ago,
According to the dwarven accounts, the dryads had been and the elves fled to the mountains.
present in the world "since always", some even speculating The region, while originally held by elves, later fell to
they were here as early as the first tree. Thus it can be humans around the 1160s and, by the summer of 1267, was
assumed that Brokilon itself is equally old. When Aen Seidhe ruled over by a governor from Vengerberg in Aedirn.
arrived in the Continent, dryads adopted certain elven Emperor Emhyr var Emreis of Nilfgaard, however, looking
customs as language, as well as interbred with them. At least to take out the Northern mages and prevent a humiliating
one elven town, Craag An, was built within the forest's defeat like during the First Northern War, enlisted the help of
borders but was abandoned and ruined an unknown amount Francesca Findabair, promising to give her Dol Blathanna
of time later as the forest's inhabitants were not very tolerant and make her queen. After the Thanedd coup, while there
towards those who modify the natural environment to one's were heavy casualties on all sides, Francesca was successful
will. and, true to his word, the emperor made her queen, giving the
The biggest threat to the forest, however, was yet to come. elves a kingdom of their own.
Early after First Landing, humans perceived nymphs as This was short-lived. Following the Battle of Brenna in
monsters, demons who had to be either expelled or destroyed March of 1268, Nilfgaard once more suffered a devastating
in order to obtain new lands. Leimoniads and oreads faced defeat and by early April, meetings were held to hash out the
near extinction, the number of hamadriads decreasing with terms of peace. Meanwhile, Aedirn's king, Demavend III,
each cut tree. While other dryad forests surrendered and acknowledged the new land, but as a duchy rather than a
eventually forged a relative peace with humans, who were kingdom, and requested he be paid a tribute and that Dol
after all potential fathers of their children, Brokilon never Blathanna grant equal rights to both humans and elves.
subjugated. The major, ongoing conflict started in the 11th Francesca, having heard all this upstairs with the other
century, over the course of which Brokilon lost, among Lodge of Sorceresses' members, agreed to all of Demavend's
others, Burnt Stump, Eight-Mile and Owl Hills. Dryads never conditions except paying tribute, making Dol Blathanna a
recognized the human borders and continued to attack freehold and lowering her status to that of duchess.
humans as far as Sodden.
Brokilon and its neighbouring Nordling realms remained Mahakam
hostile towards each other, though attempts at making peace
were made by at least few human monarchs, such as Venzlav Mahakam is both a vassal state and mountain range between
of Brugge. The negotiations were usually turned down by the kingdoms of Temeria, Aedirn, Lyria and Rivia, and
Queen Eithné who perceived most of the human side's Sodden and is inhabited by dwarves, gnomes, halflings, and
conditions, such as giving up half of the forest, as werebbubbs.
unacceptable.
It is the biggest known exporter of iron and steel to the
Northern Kingdoms and Nilfgaard, and many mines,
foundries, forges, and ironworks are located there. Mahakam 1267 Mahakaman Ale Festival
iron is famous for its quality and is considered to be the best All have heard of Mahakam, yet few have seen the
in the world. Aside from its iron, Mahakam is famous for its famed dwarven homeland and stronghold from
weapons, especially gwyhyrs forged using advanced gnomish within. Elder-in-Chief Brouver Hoog is ever
technology. distrustful of travelers and opens the gates to them
Although the kings of Temeria are titular lords of with the greatest reluctance... unless, that is, they
Mahakam, in practice its dwarves and gnomes keep the come to attend the Great Mahakam Ale-Tucking.
region largely autonomous, as any foreign intervention would For you see, once each quarter century, Mahakam
cause them to stop the supply shipments and flood the mines. opens its doors to any who wish to celebrate... uh,
The real power lies in the hands of local clans governed by a well, hm, drunkenness, really. Yet while the
librations are volatile and the hangovers brutal, the
chosen elder who rules absolutely for life. During the reign of feast itself usually remains a peaceful affair... except
King Foltest, the position was held by Brouver Hoog. for once, when guests from Skellige boasted they
Apart from the rich mines and breathtaking strongholds, could out drink the dwarves by barrels. Naturally,
the enclave is famous for its Ale Festival, which takes place Brouver Hoog could not let the insult stand
every twenty-five years and attracts thousands of participants unchallenged!
from every part of the world. This is the only occasion where The quarrel between the dwarves and Skelligers
the gates of Mahakam are opened to everyone. When the had been barely resolved when another vicious
festival is ended, no one can enter the enclave, except with dispute erupted. Draig Bon-Dhu boasted he alone
the permission of the Elder-in-Chief, who usually gift the of all the world's bards could flawlessly perform the
visitor with the Leaden Ring, which allows him to stay in infamously demanding chorus to "The Virgins of
Mahakam as long as he desires. Vicovaro" after downing a fifth of Mahakaman
Apart from the rich mines and breathtaking strongholds, spirit. Upon hearing the claim, Dandelion grabbed
the enclave is famous for its Ale Festival, which takes place the nearest flask, drained it in three slurps and
every twenty-five years from the end of September to mid- began strumming his lute with deft fingers...
If Brouver Hoog had had his fill of fracases for
October and attracts thousands of participants from every the day, he was sadly in for a disappointment.
part of the world. This is the only occasion where the gates of Towards the evening's end, three unexpected
Mahakam are opened to everyone. When the festival is guests crashed the feast. Even more unexpectedly,
ended, no one can enter the enclave, except with the they were neither dwarves nor men, but rock trolls.
permission of the Elder-in-Chief, who usually gift the visitor Offended Hoog had not sent them an invitation,
with the Leaden Ring, which allows him to stay in Mahakam the trolls took to tearing the feast fall apart. Most
as long as he desires. of the warriors had already fallen, casualties of a
doomed battle against mead... but not Odrin. The
brave Kaedweni wiped the foam from his mustache
and stood to face both the enraged trolls and
gravity.
Brouver Hoog drew two conclusions from the
whole affair. First - one should never mix plum
brandy and Nilfgaardian lemon schnapps. Second -
next time, he would either need to invite the
trolls... or order his guards to being no strong drink
to their lips. His guests left Mahakam hoping that
they would attend the next Ale-Tucking in twenty-
five years - and that their hangovers would abate by
then...

Novigrad
Novigrad is a free city within Redania and is therefore not
subject to the rule of that kingdom. It is one of the major
ports on the continent and populated by nearly 30,000
inhabitants, making it one of the largest cities in the North.
Like any true metropolis, Novigrad has many factories and
is home to all manner of craftsmen offering every ware
possible and one can even find the occasional con-man or
shady dealer. The city is also home to numerous banks and
even has a zoo. The Eternal Fire is said to protect the city's
inhabitants from all evil, monsters included. The thick city
walls have never been breached, as they were tactfully
designed by the architects of the Oxenfurt Academy.
Novigrad is inhabited by an unusually colorful group of both
permanent residents and those in town on long and short-
term visits. Most eye-catching amidst the throngs of common
townsfolk, stall-keepers, and craftsmen are those practicing
the more roguish professions. There is no army in the city but
it does have a secret service, an ever-present Temple Guard,
and a powerful Temple Fleet.
Before the First Landing, Novigrad was a small elven
settlement. When the first human ships arrived in the Pontar
Delta, the city was abandoned by the elves and it quickly
became the capital of a new country created by King
Sambuk, the ancestor of the first king of Redania.
During the reign of Vestibor the Proud, Novigrad was
conquered by Temeria during the Seven Years' War. The
capital of Redania was then moved to Tretogor and Novigrad
became a Temerian city for a long period.
The situation changed again during the reign of Vestibor's
grandson, Radovid III the Bold. After long negotiations, a
compromise was reached and the metropolis was proclaimed
as a free city.
Although Redanian kings are officially recognized as "kings
of Redania and Novigrad", real authority is vested in the
hierarch by the Electoral College
By 1272 the current hierarch was Cyrus Engelkind
Hemmelfart.
Saskia's Free State (1271)
Saskia's Free State was a state in Upper Aedirn created by
Saskia. Theoretically, it is a country without prejudice. Being
tolerant of all nations and races, elves, humans, mages, and
even trolls could live side by side, as was Saskia's vision.
The Lodge, however, had different plans for the Free State
and planned to take over the country and use it for their own
purposes. The leaders of this nation were to become Philippa
Eilhart and Sheala de Tancarville. If Geralt lifts the spell from
Saskia, she regains power in her country. It is bordered by
the Blue Mountains to the east, the Dyfne river to the south
and west, and the Pontar to the north.
After the events of the summit at Loc Muinne, Nilfgaard
defeats Vergen, their defiant city razed to the ground, and
Saskia, with Geralt's help, flees the city after the death of
Barclay Els. After losing the battle with the Nilfgaardians, the
territory is merged with the province Aedirn.
The World of the Aen Elle
Chapter 3: Races of the Continent

T
HE CONTINENT IS HOME TO MANY Short and Stout
races, some of them immigrants from other
worlds who found their way here in ancient Bold and hardy, dwarves are known as skilled warriors,
times when gates and portals were more miners, and workers of stone and metal. Though they stand
plentiful, and easier to traverse. Others are well under 5 feet tall, dwarves are so broad and compact that
relative newcomers to the world, still finding a they can weigh as much as a human standing nearly two feet
place for themselves among the taller. Their courage and endurance are also easily a match
longestablished races. The civilizations of the elder races for any of the larger folk.
have declined, while those of the younger races are Dwarven skin ranges from deep brown to a paler hue
flourishing and spreading ever outward. tinged with red, but the most common shades are light brown
Only some of the character races described in the Player's or deep tan, like certain tones of earth. Their hair, worn long
Handbook are found in the world of the witcher, along with but in simple styles, is usually black, gray, or brown, though
some subraces unique to the Continent. Each character race paler dwarves often have red hair. Their women are also
has all the traits of the primary race, as given in the Player's capable of growing beards, and it is difficult to convince any
Handbook, plus traits for each subrace that are unique to dwarf humans are not in love with their women's kitten-soft
those individuals, unless it is an entirely new race. This facial hair. Dwarves value their beards highly and groom
chapter provides racial traits for a subrace only when they them carefully.
differ from or replace those given in the Player's Handbook.
The information in this chapter is specific to the Continent, Long Memories
so if something stated here differs from what's presented in Dwarves are solid and enduring like the mountains they love,
the Player's Handbook, this material takes precedence. weathering the passage of centuries with stoic endurance
and little change. They respect the traditions of their clans,
Dwarves tracing their ancestry back to the founding of their most
ancient strongholds in the youth of the world, and don't
"DWARVES," MILVA SAID UNDER HER BREATH. "BUT abandon those traditions lightly.
they aren't Scoia'tael. They don't have plaited beards." There Individual dwarves are determined and loyal, true to their
were six of them, dressed in short, hooded capes, word and decisive in action, sometimes to the point of
shimmering with countless shades of grey and brown, the stubbornness. Many dwarves have a strong sense of justice,
kind which were usually worn by dwarves in foul weather. and they are slow to forget wrongs they have suffered. A
Capes like that, as Geralt knew, had the quality of being wrong done to one dwarf is a wrong done to the dwarf's
totally waterproof, which was achieved by the impregnation entire clan, so what begins as one dwarf's hunt for vengeance
of wood tar over many years, not to mention dust from the can become a full-blown clan feud.
highway and the remains of greasy food. These practical
garments passed from fathers to oldest sons, as a result they Clans and Mahakam
were used exclusively by mature dwarves. And a dwarf
attains maturity when his beard reaches his waist, which The dwarven lands of Mahakam stretches deep beneath the
usually occurs at the age of fifty-five. mountains where the dwarves mine gems and precious
-Andrzej Sapkowski, Baptism of Fire metals and forge items of wonder alongside the gnomes.
They love the beauty and artistry of precious metals and fine
Dwarves are one of the humanoid races. Together with jewelry, and in some dwarves this love festers into avarice.
gnomes and elves they are called the Elder Races, and along Whatever wealth they can't find in their mountains, they gain
with gnomes they were one of the oldest sentient races on through trade. Trustworthy members of other races are
the Continent. An adult dwarf grows as tall as a human almost never welcome in dwarf settlements, with the
male's chest. They are more sturdy than humans, which exception of the Ale Festival and those bearing the Leaden
makes them tougher and stronger. They usually grow long Ring, who may extend their welcome to their companions.
beards. Dwarves are often excellent soldiers, artisans and The chief unit of dwarven society is the clan, and dwarves
businessmen. While they tend to be uncouth, they are also highly value social standing. Even dwarves who live far from
jolly and cheerful. their own kingdoms cherish their clan identities and
The motherland of dwarves is Mahakam. Like other affiliations, recognize related dwarves, and invoke their
nonhumans, dwarves are often persecuted by Nordlings. ancestors' names in oaths and curses. To be clanless is the
Because of that, some dwarves were members of the worst fate that can befall a dwarf.
Scoia'tael guerrilla allied with Nilfgaard during the empire's Dwarves in other lands are typically artisans, especially
invasion of the Northern Kingdoms. These dwarves weaponsmiths, armorers, and jewelers. Some become
distinguished themselves from their brethren by wearing mercenaries, bodyguards, or cutthroats, highly sought after
their beards in plaits, though dwarves from Mahakam have for their courage and loyalty.
many laws on how to wear their beards.
For Riches and Clan
Dwarves who take up the adventuring life might be motivated
by a desire for treasure-for its own sake, for a specific
purpose, or even out of an altruistic desire to help others.
Other dwarves are driven by the command or inspiration of a
deity, a direct calling or simply a desire to bring glory to
Bloemenmagde. Clan and ancestry are also important
motivators. A dwarf might seek to restore a clan's lost honor,
avenge an ancient wrong the clan suffered, or earn a new
place within the clan after having been exiled. Or a dwarf
might search for the axe wielded by a mighty ancestor, lost on
the field of battle centuries ago.
Dwarven Names
A dwarf's name is granted by a clan elder, in accordance with
tradition. Every proper dwarven name has been used and
reused down through the generations. A dwarf who misuses
or brings shame to a clan name is stripped of the name and
forbidden by law to use any dwarven name in its place.
Male Names: Addarion, Amadeus, Baltimore, Barclay,
Berthold, Blasco, Boros, Brendan, Brouver, Caesar, Caleb,
Carlo, Casimir, Cecil, Cosma, Dennis, Eggar, Einar, Elkana,
Fabian, Felix, Fergus, Ferko, Figgis, Gabor, Gabron,
Gaspard, Giacomo, Golan, Gunn, Gunter, Gus, Haggard,
Harald, Heekernen, Hoog, Hurgan, Igor, Isidor, Justin,
Lucas, Malcolm, Mantas, Merton, Molnar, Munro, Nino,
Ogden, Paulie, Raymond, Regan, Ren, Rhundurin, Rodolf,
Rostan, Ruiz, Schrader, Sheldon, Skalen, Thordak, Tunak,
Vimme, Waldmer, Wilfli, Willis, Xavier, Yaki, Yannick,
Yaren, Yarpen, Yazon, Zahin, Zoltan
Female Names: Eudora, Euphemia
Clan Names: Bach, Bassi, Bilzen, Bhangra, Birut, Bolt,
Brass, Breckenriggs, Bringgs, Bruys, Burdon, Candeleria,
Cianfanelli, Chivay, Cohenn, Corto, Craggs, Cranmer,
Dahlberg, Dorrit, Drozdeck, Els, Favela, Foster, Fuchs,
Gausel, Gessler, Giancardi, Gord, Graem, Grant, Grouver,
Hargis, Hoog, Ingvar, Kay, Kazmer, Merluzzo, Meyer,
Moran, Muggs, Rafiberg, Schmartz, Skaggs, Stein,
Stratton, Varda, Varese, Vivaldi, Zammorto, Zigrin
Mahakaman Dwarves
Mahakaman Dwarves on the Continent have the racial traits
of mountain dwarves in the Player's Handbook. They have
tan or rosy skin, with hair of brown, blond, black, or red, and
eyes of green, brown, or hazel. They wear their beards in
plaits.
Assimilated Dwarves
Assimilated Dwarves on the Continent have the racial traits
of hill dwarves in the Player's Handbook. They have tan or
rosy skin, with hair of brown, blond, black, or red, and eyes of
green, brown, or hazel. They wear their beards loose, and
might grow them shorter than their cousins.
Dwarven Deities
Bloemenmagde, an aspect of Dana Méadbh.
Hidden Woodland Ruins
Elves Some elves dwell alongside humans on the edge of forests,
"WE WERE ORDERED TO ROUND THEM UP, BUT HOW while others live in Dol Blathanna, the Blue Mountains, or
do you catch an elf? It's like trying to catch the wind." city slums. Though many now are destroyed, elves were once
-Lance Corporal Zyvik, Blood of Elves capable of making great cities and palaces out of stone, but
Elves are one of the humanoid races that inhabit the did not make castles or fortresses. Despite their lack of
Continent. Forming a major part of the Elder Races (along cuspids, necessity has driven the elves to omnivorism. Elves
with dwarves and gnomes), those known as Aen Seidhe came hunt game and gather food, but have had difficulty learning to
to the Continent on their white ships much earlier than grow crops and raise domesticated animals, their skill and
humans, but later than the other Elder Races. magic previously allowing them to support themselves
Elves are capable of interbreeding with humans (thus without the need for clearing and plowing land or consuming
producing half-elves and quarter-elves) and dryads. Though meat. They are talented artisans, crafting finely worked
elves are incredibly long lived, only young elves are fertile, clothes and art objects. Their contact with outsiders is
and thus elven populations tend to reproduce at a slower rate usually limited, though a few elves make a good living in cities
than humans. and other positions with regular and somewhat friendly
Like other nonhumans, elves are often persecuted by relations with humans.
Nordlings. Because of that, many elves were members of the In battle, elven warriors favor bows and metal swords, as
Scoia'tael guerrillas allied with Nilfgaard during the empire's well as light armor made out of furs and hides. They tend to
second invasion of the Northern Kingdoms. In return, be skilled at sword fighting from horseback as well.
Emperor Emhyr var Emreis gave the elves a state of their
own in Dol Blathanna and made Enid an Gleanna its queen. Exploration and Adventure
Aside from Aen Seidhe, there exists another group of elves,
called Aen Elle, that inhabits another world. Elves take up adventuring out of wanderlust, vengeance, and
necessity, caused by persecution and hunger. They might
Slender and Graceful seek to lead normal lives alongside humans, or join with
rebels fighting against oppression. Others are powerful
Characteristic features of elves include pointed ears and mages who seclude themselves in ruins, converting them into
small, identical teeth lacking cuspids, the canine teeth. Elves laboratories.
tend to be very tall and lean, and due to their longevity often
appear youthful. Elves are often considered attractive by Elven Names
humans. They are slightly taller than humans on average,
ranging from 5 feet tall to well over 6 feet. Males and females Elves are named by their parents and reach full maturity,
are about the same height, and males are only marginally losing much of their fertility, reaching the end of their first
heavier than females. century of life. Even before this, only every other or every
Elves' coloration encompasses the normal range of human third couple is successful in bearing children.
caucasians and also includes other skin colors. Elves have no Male Aen Seidhe Names: Aegar, Angus, Caellad, Cairbre,
facial and little body hair. Like humans, elves choose to wear Cedric, Chireadan, Ciaran, Coinneach, Cuannah, Divethaf,
a variety of different clothing styles. They favor elegant Durden, Echel, Éibhear, Eldain, Ele'yas, Elihal, Errdil,
clothing in bright colors, and they enjoy simple yet lovely Filavandrel, Galarr, Goeveth, Iorveth, Isengrim, Maeglor,
jewelry. Scoia'tael are known to favor furs and hides, Mael, Maevarienn, Meryn, Nissail, Ra'mses, Reim,
particularly those of squirrels and other forest dwelling Riordain, Seherim, Til, Tyen'sail, Valdo, Vanadain,
creatures. Yaevinn
Female Aen Seidhe Names: Aelirenn, Aenyeweddien,
A Timeless Perspective Aevenien, Aideen, Amrynn, Breainne Diarbhail, Deirdre,
Derae, Ettariel, Eveline, Fionnuala, Francesca, Ida Emean,
Aen Seidhe can live well over 300 years, giving them a broad Ilona, Ithlinne Aegli, Lorethiel, Malena, Milaen, Moril,
perspective on events that might trouble the shorterlived Mottle, Nissa, Saevel, Toruviel, Vernossiel, Vienne, Vinifrida
races more deeply. They are more often amused than excited, Aen Seidhe Surnames: aén Fidháil, aep Aevenien,
and more likely to be curious than greedy. They tend to aep Cathall, aep Dearbh, aep Diared, aep Easnillen,
remain aloof and unfazed by petty happenstance. When aep Finavail, aep Sihiel, ap Muigh, Bri Cri, Dá Reo,
pursuing a goal, however, whether adventuring on a mission aep Sivney, Echrade, Faoiltiarna, Findabair, Gallo,
or learning a new skill or art, elves can be focused and Gor-Thon, Hattori, Traighlethan
relentless. They are slow to make friends and enemies, and
even slower to forget them. They reply to petty insults with Male Aen Elle Names: Auberon, Avallac'h, Crevan Espane,
disdain and to serious insults with vengeance. Caranthir, Eredin, Ge'els, Imlerith, Inglor, Nithral
Like the branches of a young tree, elves are flexible in the Female Aen Elle Names: Lara Dorren, Shiadhal
face of danger. When humans first arrived, they trusted in Aen Elle Surnames: aep Caomhan Macha, aep Shiadhal,
diplomacy and compromise to resolve differences before they Ar-Feiniel, Bréacc Glas, Helyanwë, Muircetach
escalate to violence and retreated from intrusions into their
woodland homes, confident that they could simply wait the
invaders out. When the need arises, elves reveal a stern
martial side, demonstrating skill with sword, bow, and
strategy.
Replacing Trance
Elves of the Continent do not enter a trance - they
sleep, just like humans and dwarves. the trance trait
can therefore be replaced with the following.
Marksman. When you make a ranged weapon
attack with a longbow or shortbow, you can use
your bonus action to make a second ranged
weapon attack with the same ranged weapon.

Dol Blathana Elves


As an elf of Dol Blathana, you have comly features, at least a
small amount of magic in your blood, and an affinity for art.
You have tan skin, with hair of mousy blond, blond, dark gold,
black, or red, and eyes of green or blue, although unusual
colors like yellow and purple have been known to appear.
Ability Score Increase. Your Charisma score increases by
1.
Elf Weapon Training. You have proficiency with the
longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from the
sorcerer spell list. Charisma is your spellcasting ability for it.
Artistic. You gain proficiency with one set of Artisan's
Tools.
Scoia'tael
Scoia'tael on the Continent have the racial traits of wood
elves in the Player's Handbook, and include both actual
Scoia'tael and elves living amoung humans. They have light
skin, with hair of mousy blond, blond, black, or red, and eyes
of green or blue, although unusual colors like yellow and
purple have been known to appear.
Aen Elle
As an elf of the Aen Elle, years of war with the unicorns has
strengthened and hardened you. You have pale white or pale
blue tinted skin, with hair of mousy blond, black, or brown,
and eyes of silver or white.
Ability Score Increase. Your Constitution score increases
by 1.
Red Rider Training. You have proficiency with the
longsword, shortsword, and heavy armor.
Aen Elle Legacy. You know the frostbite cantrip. When
you reach 3rd level, you can cast the armor of agathys spell as
a 2nd-level spell once with this trait and regain the ability to
do so when you finish a short of long rest. Charisma is your
spellcasting ability for these spells.
Elven Deities
Dana Méadbh
Elves believe they were created by Dana Méadbh, unlike
humans, who evolved. For this reason, some elves consider
humans to be little more than hairless apes.
Elves generally avoid discussing their faith in the presence
of humans, because they think the barbarians would be
unable to grasp its philosophical and mystical subtleties.
Most humans, on the other hand, don't care about elven
beliefs.
Halflings are easily moved to pity and hate to see any living
Halflings thing suffer. They are generous, happily sharing what they
"IT DOESN'T MATTER ... IF THIS ONE HERE ... IS A have even in lean times.
peasant, a member of the minor gentry, old nobility or
aristocracy. He's lying on my table. And to me, as I hum to Blend Into the Crowd
myself, a duke's worth a jester. Before God we are all equally Halflings are adept at fitting into a community of humans,
wise-and equally foolish." dwarves, or elves, making themselves valuable and welcome.
-Milo Vanderbeck, halfling doctor, The Lady of the Lake The combination of their inherent stealth and their
Halflings, sometimes called hobbits and in Elder Speech unassuming nature helps halflings to avoid unwanted
Pherians, are one of the non-human races and, despite the attention.
name, are actually a distinct race and not mixed, like half- Halflings work readily with others, and they are loyal to
elves. their friends, whether halfling or otherwise. They can display
Unlike gnomes and dwarves whom they have best relations remarkable ferocity when their friends, families, or
with, halflings don't have any traditional dominion ruled and communities are threatened.
inhabited exclusively by them. Instead, they live in human
countries of Northern Kingdoms, despite the prejudice, and Pastoral Pleasantries
the Nilfgaardian Empire.
The comforts of home are the goals of most halflings' lives: Most halflings live in small, peaceful communities with large
a place to settle in peace and quiet, far from marauding farms and well-kept groves. They rarely build kingdoms of
monsters and clashing armies; a blazing fire and a generous their own or even hold much land beyond their quiet shires.
meal; fine drink and fine conversation. Though most halflings They typically don't recognize any sort of halfling nobility or
live out their days in remote or human agricultural royalty, instead looking to family elders to guide them.
communities, others form nomadic bands that travel Families preserve their traditional ways despite the rise and
constantly, lured by the open road and the wide horizon to fall of empires.
discover the wonders of new lands and peoples. But even Many halflings live among other races, where the halflings'
these wanderers love peace, food, hearth, and home, though hard work and loyal outlook offer them abundant rewards
home might be a wagon jostling along an dirt road or a raft and creature comforts. Some halfling communities travel as a
floating downriver. way of life, driving wagons or guiding boats from place to
place and maintaining no permanent home.
Small and Practical
Exploration Opportunities
The diminutive halflings survive in a world full of larger
creatures by avoiding notice or, barring that, avoiding offense. Halflings usually set out on the adventurer's path to defend
Standing about 3 feet tall, they appear relatively harmless and their communities, support their friends, or explore a wide
so have managed to survive for centuries in the shadow of and wonder-filled world. For them, adventuring is less a
empires and on the edges of wars and political strife. They career than an opportunity or sometimes a necessity.
are inclined to be stout, weighing between 40 and 45 pounds.
Halflings' skin ranges from tan to pale with a ruddy cast, Halfling Names
and their hair is usually brown or sandy brown and wavy. Halflings all have a first and a family name. They might also
They have brown or hazel eyes. Halfling men often sport long have a nickname. Petunia is a very popular female name,
sideburns, but beards are rare among them and mustaches with many families having at least one.
even more so. They like to wear simple, comfortable, and Male Names: Andy, Arno, Bernard, Bernie, Brean, Brunon,
practical clothes, favoring bright colors. Cosmo, Dainty, Didi, Folkert, Franklin, Henri, Holofernes,
Halfling practicality extends beyond their clothing. They're Hugo, Milo, Otto, Rico, Rocco, Sam, Sandy, William
concerned with basic needs and simple pleasures and have Female Names: Aloë, Begonia, Cinia, Gardenia, Impatientia,
little use for ostentation. Even the wealthiest of halflings keep Incarvilia, Lily, Lotta, Petunia, Tangerinka, Tara, Yasmin
their treasures locked in a cellar rather than on display for all Family Names: Ansbach, Baldenvegg, Bamber, Biberveldt,
to see. They have a knack for finding the most Frogmorton, Hardbottom, Herberck, Hildebrandt, Hoff,
straightforward solution to a problem, and have little Hofmeier, Hotsch, Meiersdorf, Rautlec, Tulle, Vanderbeck
patience for dithering.
Halfling Traits
Kind and Curious
Your halfling character has an innate magical resistance and
Halflings are an affable and cheerful people. They cherish the is inclined to be affable and get along well with others.
bonds of family and friendship as well as the comforts of Ability Score Increase. Your Dexterity score increases by
hearth and home, harboring few dreams of gold or glory. 2, and your Wisdom score increases by 1.
Even adventurers among them usually venture into the world Age. A halfting reaches adulthood at the age of 20 and
for reasons of community, friendship, wanderlust, or generally lives into the middle of his or her second century.
curiosity. They love discovering new things, even simple
things, such as an exotic food or an unfamiliar style of
clothing.
Alignment. Most halftings are lawful good. As a rule, they are
good-hearted and kind, hating to see others in pain. They are
also very orderly and traditional, leaning heavily on the
support of their community and the comfort of farm life.
Size. Halftings average about 3 feet tall and weigh about
40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Magical Resistance. Whenever you roll a saving throw
against a magical effect, you have advantage. Illusion magic
meant to change or enhance your appearance has no effect
on you. Magic potions also have no positive effect on you.
Farmhand. You have the ability to communicate in a
limited manner with beasts. They can understand the
meaning of your words, though you have no special ability to
understand them in return. You have advantage on all
Wisdom (Animal Handling) checks made to influence them.
Halfling Nimbleness. You can move through the space of
any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you
are obscured only by a creature that is at least one size larger
than you.
Languages. You can speak, read, and write Common and
Halfling. The Halfting language isn't secret, but halftings are
loath to share it with others. They write very little, so they
don't have a rich body of literature. Their oral tradition,
however, is very strong. Almost all halftings speak Common
to converse with the people in whose lands they dwell or
through which they are traveling.
Halfling Deities
Humans Exemplars of Ambition
Humans are the dominant race on the Continent, forming the Humans who seek adventure are the most daring and
majority of inhabitants in both the Northern Kingdoms and ambitious members of a daring and ambitious race. They
the Nilfgaardian Empire. When humans first arrived on the seek to earn glory in the eyes of their fellows by amassing
already-populated Continent, they quickly set about power, wealth, and fame. More than other people, humans
conquering the lands already inhabited by Elder Races. The champion causes rather than territories or groups.
humans thus established themselves as the dominant race
and so elves, dwarves, gnomes, werebbubbs, and halflings Human Names and Ethnicities
are now generally referred to as "nonhumans." Having so much more variety than other cultures, humans as
a whole have no typical names. The material culture and
A Broad Spectrum physical characteristics of humans can change wildly from
With their penchant for migration and conquest, humans are region to region. In the Continent, for example, the clothing,
more physically diverse than other common races. There is architecture, cuisine, music, and literature are different in the
no typical human. An individual can stand from 5 feet to a Isles of Skellige than in distant Toussaint or Kaedwen to the
little over 6 feet tall and weigh from 125 to 250 pounds. east-and even more distinctive in far-off Zerrikania.
Humans are not terribly dissimilar from Aen Seidhe elves in Haak
appearance, but humans do not have pointed ears, delicate
features, and their teeth are slightly bigger. While elves tend Markee
to live far longer than humans, humans reproduce at a faster Nilfgaardian
rate. Humans reach adulthood in their late teens and rarely
live even a single century. Nordling
Aedirnian Names
Variety in All Things Cintran Names
Temerian Names
Humans are the most adaptable and ambitious people among Male Names: Aarhenius, Abdank, Adalbert, Adam, Alvin,
the common races. They have widely varying tastes, morals, Amavet, Ambros, Angus, Anzelm, Arthur, Aryan, Aubry,
and customs in the many different lands where they have Baltt, Barnold, Bartholomew, Bastien, Berem, Bernard,
settled. When they settle, though, they stay: they build cities Berthold, Bokhai, Bolko, Borzoy, Boussy, Bram, Bronibor,
to last for the ages, and great kingdoms that can persist for Bruno, Bytomir, Cedric, Chet, Chorab, Clord, Codringher,
long centuries. An individual human might have a relatively Coleman, Conrad, Crispin, Dagmar, Daniel, Deuslax,
short life span, but a human nation or culture preserves Devereux, Dezmod, Dieter, Dromle, Dune, Enzo, Erkyn,
traditions with origins far beyond the reach of any single Falco, Falwick, Fenn, Finch, Florian, Foltest, Franklin,
human's memory. They live fully in the present-making them Frans, Franz, Fuson, Gardik, Geddes, Genny, Gert, Gardik,
well suited to the adventuring life-but also plan for the future, Goidemar, Graham, Griffin, Haddy, Hardal, Haren,
striving to leave a lasting legacy. Individually and as a group, Harevard, Hareward, Harn, Herman, Hortensio, Hugo,
humans are adaptable opportunists, and they stay alert to Hugues, Humbert, Ignatius, Igo, Igor, Jackamar, Jacob, Jan,
changing political and social dynamics. Jarre, Jeremiah, Jethro, Johann, John, Jonah, Jurkast,
Lasting Insitutions Kalkstein, Kobus, Kurt, Lambert, Leslav, Linus, Lodrin,
Louis, Marquis, Martin, Medell, Melfi, Michael, Mikah,
Where a single elf or dwarf might take on the responsibility of Mikel, Mikkel, Mikul, Milton, Mislav, Morden, Napp,
guarding a special location or a powerful secret, humans Nidas, Niellen, Norman, Odolan, Ontan, Orvall, Ostrit,
found sacred orders and institutions for such purposes. Oswin, Oven, Pat, Patrick, Paul, Phillip, Pieter, Preben,
While dwarf clans and halfling elders pass on the ancient Primisalvus, Radko, Raffard, Ragbard, Ralf, Ravanen,
traditions to each new generation, human temples, Raymond, Robert, Roderick, Roger, Segelin, Seuxen,
governments, libraries, and codes of law fix their traditions in Sheridan, Silas, Stan, Stran, Swann, Symko, Thaler, Titus,
the bedrock of history. Humans dream of immortality, but Tobias, Travik, Treska, Valerian, Velerad, Vernon, Vincent,
(except for those few who seek undeath or divine ascension Vitek, Vitty, Volker, Voytek, Vserad, Walthemor, Willemer,
to escape death's clutches) they achieve it by ensuring that Wolfstein, Yanos, Yaren, Yontek, Yoël, Zdenek
they will be remembered when they are gone. Female Names: Abigail, Adalia, Adda, Adela, Agneta, Alina,
The nordlings are at war with elves in particular and have a Annabelle, Anaïs, Anezka, Anna, Annie, Arnesse, Aynara,
rather poor relationship with the dwarves, halflings, Bazyli, Bienvenu, Brigida, Carmen, Caroline, Celina, Claer,
werebbubbs, and gnomes. The races do live together in the Dea, Debora, Diana, Dolores, Elsa, Eurneid, Fiona, Glenna,
cities, however, the nonhumans are forced to pay a levy just Glover, Gretka, Hanna, Hildegard, Hrosvitha, Ilsa, Iola,
for being nonhumans, and several pogroms have taken place. Jayne, Julia, Katje, Keira, Lena, Lessy, Leticia, Liesje,
Many of the larger human cities were built on the ruins of Mandy, Margret, Margrit, Maria, Marica, Marietta, Matilda,
elven cities which the humans had burned down, like Vizima Mikula, Millie, Muriel, Myrrha, Petunia, Prine, Tamara,
and Novigrad. Tangerinka, Thecla, Tomira, Triss, Tvilla, Ves, Yagna,
Yagoda, Yanina, Zula
Surnames: Ansbach, Aubry, Bargee, Blunt, Borel, Brogg,
Candeleria, Charbonneau, Duben, Dysart, Etcheverry,
Fenn, Fishgulper, Geermer, Gielas, Glomb, Grethen,
Hoffman, Hofmeier, Kameny, Kimbolt, Kniprode, Krantz,
Loredo, Maarloeve, Maravel, Merigold, Meis, Merse, Metz,
Mitty, Natalis, Papebrock, Pulcheria, Reardon, Roche,
Sador, Strenger, Szabo, Tailles, Torquil, Trick, Verdun,
Verrieres, Vildenvert, Ygvenn, Zollstock
Noble Titles: de Napeys, de Saint-Villiers, de Weyze,
de Vintre, de Vollen, don Stessa, La Creahme, la Guevre,
La Louve, La Valette, of Garramone, of Maribor,
of Oakdale, of Temeria
Redanian Names
Most Redanians have a first name and a surname, or a first
name and a title.
Male Names: Abbé, Abelard, Abner, Abrad, Adalbert,
Aeramas, Albert, Aldert, Alexy, Alonso, Andres, Anselm,
Bertram, Blenheim, Bohumil, Boratek, Brandon, Bruno,
Carlo, Casimir, Caspar, Centurion, Chappelle, Dambor,
Damiaan, Denhard, Donimir, Dragomir, Duke
Female Names: Aldona, Bea, Celia, Dalimira, Dalka
Surnames: Blenckert, Faria, Geert, Lamch, Lanier, Rizza,
Rycher, Solpietra, Tybalt, Vegelbud, Vierny, Wiley
Noble Titles: de Lauterpacht, de Lettenhove, de Navarette,
de Ruyter, of Oxenfurt, of Tretogor, of Troy, van Schagen, von
Everec
Ofiri
Skelliger
Zangvebarian
Zerrikanian
A doppler's name is usually two simple syllables, such as
Dopplers Dudu. Otherwise they have no conventions, nor do they
"YOUR PACKAGE? YOUR BROTHER PICKED IT UP. YOU recognize gender in and of themselves, as a doppler might
know, you two're damn near identical... Hey! Where you assume the identity of male for one purpose and a female
running off to?!" identity for another.
– Hanne Kluger, postmaster
Dopplers, also known as vexlings or changelings, are Doppler Traits
beings able to take on the form of any humanoid or animal Your doppler character is blessed with the ability to change
they please. This transformation is no mere illusion able to shape and unerringly assume another's identity.
be shattered with a simple spell, but an authentic and Ability Score Increase. Your Charisma score increases by
complete metamorphosis. This means no protective amulets 2, and either your Dexterity or your Intelligence increases by
or witcher medallions will signal a doppler's presence - they 1 (your choice).
emanate the same aura as the being whose form they have Age. Dopplers mature slightly faster than humans but
assumed. This, combined with their incredible intellect and share a similar lifespan – typically a century or less. While a
cunning, would make dopplers supreme assassins or thieves - changeling can shapeshift to conceal their age, the effects of
had not nature endowed them with generous and timid aging still catch up to them.
spirits which make them avoid the shedding of blood at all Alignment. Dopplers are exceptionally kind and gentle
costs. beings in general, for whom the ability of metamorphosis
serves as compensation for lack of aggression, fangs and
Hidden People claws.
Dopplers (also called shifters, mimics, doubles, imitators, or Size. In their natural forms, changelings average between
pavrats) are shapeshifters who can take the form of anyone or 5 to 6 feet in height, with a slender build. Your size is
any beast they have encountered, provided it has a similar Medium.
body weight. They used to live in the plateau and forests Speed. Your base walking speed is 30 feet.
around the Pontar near modern-day Novigrad, but moved to Change Appearance. As an action, you can transform your
the city itself after it proved to offer more possibilities of appearance or revert to your natural form. You can’t duplicate
survival. the appearance of a creature you’ve never seen, and you
In natural form they look quite hideous – like bald, long- revert to your natural form if you die or come into contact
nosed and yellow-eyed midgets with elongated limbs, with silver.
tongues, and noses; somewhat resembling a figurine molded You decide what you look like, including your height,
out of dough. They rarely remain so, however – they can weight, facial features, the sound of your voice, coloration,
change into any being who they know and who does not differ hair length, sex, and any other distinguishing characteristics.
from their size. They can copy so precisely that apart from You can make yourself appear as a member of another
appearance they acquire physical features (like voice), skills, Humanoid race, though none of your game statistics change.
mindset, and characteristic behaviors. To do all this they don't Your clothing and other equipment don't change in
need any previous insightful observation, they do it appearance, size, or shape to match your new form, but your
instinctively. They also can change fragments of their bodies flesh can take on the appearance of clothes and equipment so
into clothes or equipment, like a sword or lute. long as it remains a part of you. Injuries you sustain persist
Their abilities have some limitations, however: shapeshift from one form to the other.
is possible only if they do not touch silver, and any item Even to the most astute observers, your ruse is usually
created from their body would change into torn out flesh if it indiscernible. If you rouse suspicion, or if a wary creature
loses contact with the rest of a doppler. suspects something is amiss, you have advantage on any
Charisma (Deception) check you make to avoid detection.
Doppler Instincts. You gain any three skill or tool
Masks and Personas proficiencies the creature you have turned into has. You can
Before the First Landing dopplers used to inhabit a plateau also choose from Deception, Intimidation, Insight, and
and forests near the Pontar Delta. They spent time taking Persuasion, or any tool proficiency. Finally, you can gain
forms of wolves and other animals and join their packs or expertise with one skill the creature has, if the creature has
herds. During winters, they usually hibernated in expertise. If you have turned into a creature once, the next
windthrows. For a doppler, their shapeshifting provides them time you turn into that creature you must use the same
a defense which makes up for their lack of claws and other proficiencies.
features. Assumed Persona. While transformed into a creature, you
All of that changed dramatically when the human settlers gain its personality traits, ideal, bond, and flaw, in place or
arrived, hunting dopplers like rabid dogs. Only a few survived addition to your own (your choice).
and most of those began to move to newly-built Novigrad to Languages. You can speak, read, and write Common and
live as humans and members of other more accepted races. two other languages of your choice.
Even that wasn't easy however – the mistrust of vexlings grew
to such levels that some fanatical priests captured the
hapless creatures and killed them in the most excruciating
way: they would be encased in clay vessels and baked until
they burst.
Doppler Names
Age. Dryads age at the same rate as humans until they
Dryads reach maturity, and then slow their aging, with a lifespan
Dryads, also known as eerie wives by humans and Aen twice that of a human.
Woedbeanna in Elder Speech, are the nymphs of woods, Alignment. Dryads tend to favor the uncaring laws of
concentrated primarily in their forest realm of Brokilon. Born nature. They defend their home in Brokilon uncaringly, and
through sexual contacts with other races or transformed by do not show much care when arbitrating outside of it. Most
Water of Brokilon they are exclusively female and their dryads are lawful neutral.
descendants remain so for many generations even without Size. Dryads are about the same size and build as humans.
drinking the water. Your size is Medium.
Transformed dryads are referred to as naturalised dryads, Speed. Your base walking speed is 35 feet.
while the subrace of dryads who have the deepest connection Darkvision. Thanks to the waters of Brokilon, you have
with the forest are called hamadryads. superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
Nymphs of the Woods darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Dryads tend to have a slender and small build. It is generally Mask of the Wild. You can attempt to hide even when you
impossible to distinguish a naturally born dryad from the are only lightly obscured by foliage, heavy rain, falling snow,
transformed one; only older girls who became dryads after mist, and other natural phenomena.
age ten can be recognized due to lthe ack of the distinct Languages. You can speak, read, and write Common and
dryad sweat, which smells like willow's leaves. Dryads and the Dryad Dialect.
hamadryads are generally similar to humans and can be Subrace. Some dryads, called hamadryads, are born
mistaken for them in certain situations. dryads, while others were once young girls who entered
Their hair is typically chestnut, green or red and is often Brokilon and were transmuted, becoming naturalised dryads.
dreadlocked, but also left straight and loose. Born dryads
rarely have blond hair or blue eyes, but these can be inherited Hamadryads
from human or elven fathers. Their skin tones can be Ability Score Increase. Your Wisdom score increases by 1.
described as similar to humans, though often take on forest- Fey Ancestry. You have advantage on saving throws
like tints of olive, chestnut, red, or green. On some occasions against being charmed, and magic can’t put you to sleep.
they may appear entirely green. The exact shade is often Speak with Plants. You can communicate with plants as if
unclear due to the Brokilonian habit of painting their skin they shared a language.
camouflage, as well as wearing clothes patched up out of Tree Stride. Once per short or long rest, you can enter a
their natural surroundings, like leaves and twigs, which help tree and magically transport yourself to an unoccupied space
them to blend into the forest. Dryads living in settlements in adjacent to another tree up to 60 feet away. Both trees must
the heart of the forest, like Queen Eithné, tend to wear more be Large or larger in order for you to do this.
fanciful dresses, while those on the outskirts go nude, or Magic of Brokilon. You know the druidcraft cantrip. When
wear "panties" constructed of fabric, vines, or leaves. you reach 3rd level, you can cast the Cure Wounds spell as a
2nd-level spell once with this trait and regain the ability to do
Magic of Brokilon so when you finish a long rest. When you reach 5th level, you
The relation between dryads and magic might be very strong, can cast the Pass Without a Trace spell once with this trait
though Sources are practically absent among members of and regain the ability to do so when you finish a long rest.
this race. The Water of Brokilon often activates magical Wisdom is your spellcasting ability for these spells.
abilities in young girls, functioning in a similar way to witcher Naturalised Dryads
mutagens. Those who drink from the Water of Brokilon do Ability Score Increase. Your Constitution score increases by
not remember their lives before doing so, and are helped to 1.
adjust by the other dryads. Dryad Weapon Training. You have proficiency with the
spear, shortbow, longbow,
Exclusively Female and sling.
Beyond Brokilon Long Watch. You can subsist on half the normal amount of
necessary food per day.
Dyrad Archery. Whenever you make a ranged weapon
The Waters of Brokilon
attack, the minimum and maximum ranges both increase by
60 feet.
Dryad Accuracy. You gain proficiency in the Wisdom
(Perception) skill.
Dryad Traits
Your dryad character is a stark defender of the woods,
especially of Brokilon, and might be skilled with many kinds
ranged weapons, or a naturally gifted healer and manipulator
of plant-life.
Ability Score Increase. Your Dexterity score increases by
2.
Though gnomes love jokes of all kinds, particularly puns
Gnomes and pranks, they're just as dedicated to the more serious
"GNOMES, THOUGH SHORTER THAN DWARVES AND tasks they undertake. Many gnomes are skilled alchemists,
not as strong, are equally resistant to hardship and much jewelers, smiths, and metallurgists. They're willing to make
more agile. This ancient and noble race is characterized by mistakes and laugh at themselves in the process of perfecting
their long, pointy noses, in which they take great pride ... Like what they do, taking bold (sometimes foolhardy) risks and
dwarves, they. love their handiwork, and are particularly dreaming large.
adept at the arts of the metallurgist, the armorer, the jeweler,
and the goldsmith. Not many, however, elect to ply their trade Bright Burrows
beyqnd their native lands, since their grand mastery, and the Gnomes live in Mahakam alongside the dwarves, or deep
profits which it brings, 'inevitably becomes the object of envy beneath mountain ranges in other parts of the world. Since
and thus human aversion, which ends in slander at best and they dig deeper than the dwarves and rarely leave their
pogroms at worst." homes, gnomes are not commonly seen, even within
- Reverend Jarre of Ellander the Elder, The Truthful Mahakam.
Description of the Elder Races Gnomish communities live in human cities as well, where
Gnomes are an old and noble race, one of the Elder Races, their members work as jewelers, artisans, and pawnbrokers.
which came to be the first to populate the northern part of Immature gnomes often work as gofers and office boys for
the Continent. They are related to dwarves with whom they dwarven banks. Some gnomes, on the other hand, tend to
peacefully coexist. prefer less reputable ways of life and become burglars or
In the Northern Kingdoms, many gnomes live in Mahakam highwaymen. During the Second Northern War, a few
alongside dwarves, while the majority of those south of the gnomes became upset by the Nordling prejudice and joined
Yaruga inhabit the Tir Tochair mountain range. Few other the Scoia'tael as a result.
gnomish former settlements can be found throughout the
realms e.g. the Citadel on Mount Cremora and an abandoned Gnome Traits
underground town beneath the modern-day Maribor.
The gnomes on the Continent have the racial traits of rock
Vibrant Expression gnomes in the Player's Handbook.
A gnome's energy and enthusiasm for living shines through
every inch of his or her tiny body. Gnomes average slightly
over 3 feet tall and weigh 40 to 45 pounds. Their tan or
brown faces are usually adorned with broad smiles (beneath
their prodigious noses), and their bright eyes shine with
excitement. Their fair hair has a tendency to stick out in every
direction, as if expressing the gnome's insatiable interest in
everything around.
A gnome's personality is writ large in his or her
appearance. A male gnome's beard, in contrast to his wild
hair, is kept carefully trimmed, shaved, or styled into curious
forks or neat points. A gnome's clothing, though usually made
in modest earth tones, is elaborately decorated with
embroidery, embossing, or gleaming jewels.
Delighted Dedication
As far as gnomes are concerned, being alive is a wonderful
thing, and they squeeze every ounce of enjoyment out of their
three centuries of life. Humans might wonder about getting
bored over the course of such a long life, and elves take
plenty of time to savor the beauties of the world in their long
years, but gnomes seem to worry that even with all that time,
they can't get in enough of the things they want to do and see.
Gnomes speak as if they can't get the thoughts out of their
heads fast enough. Even as they offer ideas and opinions on a
range of subjects, they still manage to listen carefully to
others, adding the appropriate exclamations of surprise and
appreciation along the way.
Half-Elves
Walking in two worlds but truly belonging to neither, half-
elves combine what some say are the best qualities of their
elf and human parents: human curiosity, inventiveness, and
ambition tempered by the refined senses, love of nature, and
artistic tastes of the elves. Some half-elves live among
humans, set apart by their emotional and physical
differences, watching friends and loved ones age while time
barely touches them. Others live with the elves, growing
restless as they reach adulthood in the timeless elven realms,
while their peers continue to live as children. Many half-elves,
unable to fit into either society, choose lives of solitary
wandering or join with other misfits and outcasts in the
adventuring life.
Of Two Worlds
To humans, half-elves look like elves, and to elves, they look
human. In height, they're on par with both parents, though
they're neither as slender as elves nor as broad as humans.
They range from under 5 feet to about 6 feet tall, and from
100 to 180 pounds, with men only slightly taller and heavier
than women. Half-elf men do have facial hair, and sometimes
grow beards to mask their elven ancestry. Half-elven
coloration and features lie somewhere between their human
and elf parents, and thus show a variety even more
pronounced than that found among either race. They tend to
have the eyes of their elven parents.
Diplomats and Wanderers
Half-elves have no lands of their own, though they are
tolerated in human cities and in elven forests. In large cities
in regions where elves and humans interact often, half-elves
are sometimes numerous enough to form small communities
of their own. They enjoy the company of other half-elves, the
only people who truly understand what it is to live between
these two worlds.
In most parts of the world, though, half-elves are
uncommon enough that one might live for years without
meeting another. Some half-elves prefer to avoid company
altogether, wandering the wilds as trappers, foresters,
hunters, or adventurers and visiting civilization only rarely.
Like elves, they are driven by the wanderlust that comes of
their longevity. Others, in contrast, throw themselves into the
thick of society, putting their charisma and social skills to
great use as advocates or as swindlers.
Half-Elf Names
Half-Elves on the Continent have the racial traits of Half-
Elves in the Player's Handbook.
Werebbubbs
Vodyanoy
Vran
Chapter 4: Classes and Subclasses
You choose whether your equipment falls to the ground in
Barbarians your space, merges into your new form, or is worn by it.
Worn equipment functions as normal, but the DM decides
Primal Path whether it is practical for the new form to wear a piece of
Barbarians in the Northern Realms have the following Primal equipment, based on the creature’s shape and size. Your
Path option, in addition to those in the Player's Handbook. equipment doesn’t change size or shape to match the new
The barbarians of Skellige tend to follow the Path of the form, and any equipment that the new form can’t wear
Svalblod Cultist. must either fall to the ground or merge with it. Equipment
that merges with the form has no effect until you leave the
form.
Path of the Svalblod Cultist
Svalblod cultists, sometimes called Vildkaarls (meaning Tooth and Claw
"wild men" in Skellige jargon) are a brotherhood of warriors Beginning at 6th level, when you hit a creature with a melee
in the Ard Skellig highlands, independent of any clan. They weapon attack while raging, you can use your reaction to
eat what they hunt and live only to kill. make another attack against a creature within 5 feet of you.
What's unknown to rest of the islanders is that they
secretly worship the forbidden deity Svalblod and all the Primal Strike
blood they spill is meant to be in sacrifice to him. The Starting at 10th level, your attacks in bear form count as
remaining priests of Svalblod submit vildkaarls to trails magical for the purpose of overcoming resistance and
meant to ensure only the strongest individuals pass and then immunity to nonmagical attacks and damage.
recreate them into werebears ("berserkers" on Skellige) via
ancient ritual. Champion of Svalblod
Starting at 14th level, the beast within grows so powerful that
Berserker’s Form you can spread its ferocity to your allies. When you enter your
Starting at 3rd level when you choose this subclass, you can rage, you can choose a number of willing creatures you can
use your rage to magically assume the shape of a Large see within 30 feet of you equal to your Constitution modifier
brown bear. While you are transformed, the following rules (minimum of one creature). Until your rage ends, the chosen
apply: creatures gain the Reckless Attack feature and you have
Your game statistics are replaced by the statistics of the advantage on saving throws against being frightened. You
beast, but you retain your alignment, personality, and also gain 5 temporary hit points for each creature that
Intelligence, Wisdom, and Charisma scores. You take the accepts the benefit. You can use this feature a number of
higher of the two ACs. You also retain all of your skill and times equal to your Constitution modifier (a minimum of
saving throw proficiencies, in addition to gaining the once). You regain all expended uses when you finish a
perception skill, using the higher of the two values, along long rest.
with advantage on Wisdom (Perception) checks that rely
on smell.
When you transform, you retain your hit points and hit die.
If your rage ends as a result of dropping to 0 hit points,
you remain in the bear’s form.
You can’t cast spells, and your ability to speak or take any
action that requires hands is limited to the capabilities of
your bear form. Transforming breaks your concentration
on a spell you’ve already cast.
You retain the benefit of any features from your class,
race, or other source and can use them if the new form is
physically capable of doing so. In addition to any extra
attacks, you also gain the bear’s multiattack feature. You
can use any of your special senses, such as Darkvision,
but remain sunlight sensitive if you are so.

ART CREDIT: CD PROJEKT RED


Bards
Dragon Domain Spells
Clerics Cleric Level Spells
"HE WHO INTENDS TO WALK THE VALLEY OF 1st Absorb Elements, Burning Hands
darkness ought to bring a lantern with him. For he who 3rd Aganazzar's Scorcher, Alter Self
sprains his ankle in the darkness will not walk far."
–The Good Book; or, The Teachings of the Prophet 5th Fear, Fireball
Lebioda 7th Fire Shield (warm only), Wall of Fire
The gods are most active through their chosen clerics, who
carry out the gods' work on the Material Plane. A typical 9th Flame Strike, Immolation
cleric in the world of the witcher serves a single divine
patron, but some individuals might feel called to serve a Bonus Proficiency
group. At 1st level, you gain proficiency with martial weapons and
Some clerics in the Continent belong to an established heavy armor.
religious hierarchy, but many do not. The gods choose
whomever they will, and sometimes a devoted worshiper is Worshipper of Dragons
blessed with all the abilities of a cleric, despite not being a When you choose this domain at 1st level, you learn to speak,
priest of any kind. That cleric might be a contemplative read, and write Draconic if you don’t know it already.
hermit, a wandering prophet, or simply a devout peasant. Additionally, whenever you make a Charisma check when
Religious orders often try to recruit such clerics and bring interacting with dragons, you can add your wisdom modifier
them into the fold, but not all of those clerics wish to be to the check.
bound to a hierarchy.
Conversely, not everyone who pursues a religious vocation Channel Divinity: Frightful Presence
is a true cleric. Some acolytes discover a different path for Starting at 2nd level, you can use your Channel Divinity to
their lives than the path of the cleric. They serve their faiths exert the intimidating presence of a dragon over others. As an
in other roles, such as priests, scholars, or artisans, while action, you present your holy symbol, and each creature of
some go on to vocations that have nothing to do with religion. your choice that can see or hear you within 30 feet of you
A few souls who are denied the path of the cleric become must succeed on a Wisdom saving throw or be frightened by
embittered and seek favor with sinister or forbidden gods or you until the end of your next turn.
forge pacts with other powerful entities. Religious scholars in
the North debate whether divine rejection led such a person Blessing of Zerrikanterment
to embrace a dark path or whether the person was rejected Starting at 6th level, you gain the ability to channel the fire of
because the gods foresaw the potential for darkness in the a golden dragon. Fire damage dealt by your cleric spells and
person's future. The gods remain silent on the matter. features ignores resistance to fire damage.
Some clerics are homebodies who serve a particular
community of the faithful, but adventuring clerics tend to Divine Strike
have a certain crusading zeal to do their deity's work in the At 8th level, you gain the ability to infuse your weapon strikes
wider world. This work may include ministering to far-flung with divine energy. Once on each of your turns when you hit a
communities, as well as seeking out and defeating threats to creature with a weapon attack, you can cause the attack to
the civilized world. deal an extra 1d8 fire damage to the target. When you reach
14th level, the extra damage increases to 2d8.
Divine Domains Scorch
Clerics in the Continent have the following Divine Domain Starting at 17th level, when you cast a spell of 1st through
options, in addition to those in the Player's Handbook. 5th level that deals fire damage, the spell deals max damage.
Dragon Domain Pseudodragon Familiar
The Dragon domain represents the terrifying presence of While not granted by any class feature, a cleric of
dragons, as well as their destructive power. While all true the dragon domain who encounters, or seeks out, a
dragons are worthy of worship, the greatest of these is the pseudodragon is not unlikely to acquire the
golden dragon. This domain is favored by clerics of far-off creature as a loyal familiar, assuming their
Zerrikania, where dragons are worshipped as the only divine alignments are similar and/or goals aligned.
entities, from whom they draw magical power, just as the
dragons draw magical power from the world. Gods who grant
access to this domain include Zerrikanterment, Tiamat,
Bahamut, Baal-Zebuth, and Takhisis, among others.
Lovecraft Domain As an action, choose one creature that you can see within
60 feet of you. That creature must make a Wisdom saving
Unknowable horrors lurk beyond the bounds of the world, throw. If the creature succeeds on the saving throw, you can't
inhabiting another plane known only as the Far Realm, which use this feature on it again until you finish a long rest. If the
crossed with the Material Plane during the Conjunction of creature fails its save, you can alter a memory of the creature,
Spheres. Gods of the Lovecraft domain drive men mad and typically adding horrific circumstances (for example,
have goals and ambitions beyond comprehension, regarding modifying a memory of a person visiting their father to add
the opposition of adventurers as the adventurers regard the the revelation their father is secretly a deep one). This
opposition of ants at their feet. Why a cleric serves such a memory can be no longer than 1 minute.
deity varies, and could be due to a lack of knowledge, but, in During that time, you can use your action to end this effect
the Continent, it may merely be deemed the lesser of two and inflict a long-term madness on the creature.
evils.
The gods of this domain are often associated with Potent Spellcasting
madness, as learning of these deities and their ways goes Starting at 8th level, you add your Wisdom modifier to the
hand-in-hand with insanity. In the North, deities of this damage you deal with any cleric cantrip.
domain number but one - Dagon.
Lovecraft Domain Spells
Robes of Yellow
Starting at 17th level, you can use your action to activate an
Cleric aura of madness that lasts for 1 minute or until you dismiss it
Level Spells using another action. Your enemies within 30 feet of you have
1st Dissonant Whispers, Tasha's Hideous disadvantage on saving throws against any spell that deals
Laughter psychic damage. Additionally, any enemy creature who sees
3rd Crown of Madness, Phantasmal Force you during this time can't recall the experience or events
surrounding it.
5th Enemies Abound, Hunger of Hadar
7th Confusion, Phantasmal Killer Prophet Domain
9th Dream, Synaptic Static Wherever a religion rises, prophets are required to spread its
mythologies and tenets to others. Gods of the Prophet
Ph'nglui Mglw'nafh Cthulhu R'lyeh domain require clerics to announce them to the world or
Fhtagn warn belivers of punishments to come for their misdeeds.
When you choose this domain at 1st level, you gain the Some of these clerics might speak of a new god, never before
Vicious Mockery cantrip. It is a cleric spell for you. heard of, who might even be themself. Other clerics of the
Prophet domain come to spread an existing religion, and
Awakened Mind might be a saint.
Starting at 1st level, your alien knowledge gives you the The gods of this domain are often associated with
ability to touch the minds of other creatures. You can conversion and rousing speeches. In the Continent, deities of
communicate telepathically with any creature you can see this domain include the Prophet Lebioda, as well as,
within 30 feet of you. You don't need to share a language with potentially, the players themselves.
the creature for it to understand your telepathic utterances, Prophet Domain Spells
but the creature must be able to understand at least one Cleric Level Spells
language.
1st Bless, Command
Channel Divinity: R’lyeh Rising 3rd Aid, Calm Emotions
Starting at 2nd level, you can use your Channel Divinity to
exert a maddening presence over others. As an action, you 5th Beacon of Hope, Tongues
present your holy symbol, and each creature of your choice 7th Divination, Guardian of Faith
that can see or hear you within 30 feet of you must succeed 9th Hallow, Raise Dead
on a Wisdom saving throw or gain a short-term form of
madness until the end of your next turn. Afterwards the
creatures report visions of non-Euclidean cities hidden Bonus Cantrip
beneath the waves. When you choose this domain at 1st level, you gain the
thaumaturgy cantrip if you don't already know it.
Channel Divinity: Horrific Revelation
At 6th level, you can use your Channel Divinity to modify a Divine Authority
creature’s memory and conceptions of what is real, and can At 1st level, you learn an additional language of your choice.
use your access to its mind to inflict madness upon it. You also become proficient in the Persuasion skill. Your
proficiency bonus is doubled for any ability check you make
that uses that skill.
Channel Divinity: Religious Fervor Lebioda’s Last Stand
Starting at 2nd level, you can use your Channel Divinity to Starting at 17th level, you can delay death for an instant to
bolster your allies As an action, you present your holy symbol perform a final heroic act.
and evoke rallying power that can bestow a number of When you are reduced to 0 hit points by an attacker you
temporary hit points equal to five times your cleric level. can see, even if you would be killed outright, you can use your
Choose any creatures within 30 feet of you, and divide those reaction to move up to your speed toward the attacker and
temporary hit points among them. You can't use this feature cast sacred flame with it as the target, even if you do not
on an undead or a construct. know the cantrip, as long as the movement brings it within
your reach. You make this attack with advantage. If the attack
Channel Divinity: Word of God hits, it is a critical hit. You then fall unconscious and begin
At 6th level, you can use your Channel Divinity to recruit making death saving throws as normal, or you die if the
others to your cause. As an action you present your holy damage you took would have killed you outright.
symbol and begin to speak the gospel of your religion. Each
Humanoid that can see, hear, and understand you within 60
feet must make a Wisdom saving throw. Hostile Humanoids
have advantage on the saving throw. If the Humanoid
succeeds on the saving throw, you can't use this feature on it
again until you finish a long rest.
If a Humanoid fails its save, its regards you as a messianic
figure and follows along as an apostle. They use apostle
statistics, as shown in the apostle statblock. You gain as
number apostles per use of channel divinity equal to your
Wisdom modifier.
During that time, provided they can see and hear you, you
can issue them commands on your turn, which they do their
best to carry out. If you issue your apostles truly strange or
uncharacteristic demands, your apostles might abandon you
or brand you a heretic. Apostles will always abandon clerics
who issue them suicidal commands, or whose allies harm
them.

Apostle
Medium humanoid (any race), any alignment

Armor Class 18
Hit Points 55(1d4 + 5)
Speed 20ft.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)

Skills Persuasion +2, Religion +2


Senses passive Perception 10
Languages Any One Language (Usually Common)
Challenge 1/8 (25 XP)

Divine Devotion. The apostle has advantage on


saving throws against being charmed or frightened.

Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit 4 (1d6 + 1) slashing damage.

Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the
damage you deal with any cleric cantrip.

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Once you use this feature, you can’t use it again until you Superb Seduction
finish a long rest. Starting at 6th level, when you cast an enchantment spell of
1st through 5th level that targets only one creature, the spell
Seduction Domain can instead target two creatures within range and within 5
The power of seduction is one wielded by many individuals to feet of each other. If the spell consumes its material
both good and evil ends. Gods of the Seduction domain know components, you must provide them for each target.
the secrets and potential of seduction intimately. For some of
these gods, the beauty which aids in an ease of seduction is a Potent Spellcasting
great responsibility that comes with a special understanding Starting at 8th level, you add your Wisdom modifier to the
of the nature of reality. Other gods of seduction see beauty as damage you deal with any cleric cantrip.
an advantage bestowed upon select few, to be used as its
wielder sees fit. Master of Seduction
The gods of this domain are often associated with beauty, Starting at 17th level, you can enchant your soft words, gaze,
love, and lust, as these are all intertwined with seduction. In and natural beauty, allowing you to seduce another creature
the Northern Realms, deities of this domain include Verna with ease.
and Huldra. As an action, you choose one creature that you can see
within 5 feet of you. If the target can see or hear you, it must
Seduction Domain Spells succeed on a Wisdom saving throw against your cleric spell
Cleric Level Spells save DC or be charmed by you for 1 minute.
1st Charm Person, Heroism On subsequent turns, you can use your action to maintain
this effect, extending its duration for another minute. You can
3rd Entrall, Suggestion meditate in this way for a number of minutes equal to your
5th Beacon of Hope, Spirit Guardians Wisdom score and must maintain concentration during that
time, as if you were casting a spell. The effect ends if you
7th Conjure Woodland Beings, Guardian of Faith move more than 15 feet away from the creature, if the
9th Dominate Person, Geas creature can neither see nor hear you, or if the creature takes
damage.
Blessings of Beauty Once the effect ends, or if the creature succeeds on its
At 1st level, you become proficient in persuasion and initial saving throw against this effect, you can't use this
deception. Your proficiency bonus is doubled for any ability feature on that creature again until you finish a long rest.
check you make that uses one of those skills, which you Once you use this feature, you can't use it again until you
choose when you gain this ability. finish a short or long rest.
Divine Beauty
Also at 1st level, you can channel the beauty of your deity to
avoid blows. When a creature you can see within 30 feet of
you makes an attack roll against you, you can use your
reaction to divert the attack, provided that the creature can
see you. The attacker must make a Wisdom saving throw
against your cleric spell save DC. On a failed save, the
attacker can’t take the attack action against you. On a
successful save, you can't use this feature on the attacker
again until you finish a long rest.
You must choose to use this feature before knowing
whether the attack hits or misses. You can use this feature a
number of times equal to your Wisdom modifier (a minimum
of once). You regain all expended uses when you finish a long
rest. Creatures that can't be charmed are immune to this
effect.
Channel Divinity: Turn Heads
Starting at 2nd level, you can use your Channel Divinity to
turn heads and astonish creatures with your beauty.
As an action, you present your holy symbol, and each
creature of your choice that can see or hear you within 30
feet of you must succeed on a Wisdom saving throw or be
charmed by you until the end of your next turn or until the
charmed creature takes any damage. You can also cause any
of the charmed creatures to drop what they are holding when
they fail the saving throw.

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Druids
Starting at 3rd level, your skillful work is able to keep your
Fighters allies in the fight longer, and get them back in action when
“KNOW WHAT DISTINGUISHES A SOLDIER FROM A they fall. Whenever you make a successful Medicine check to
*common swashbulker? Soldiers think tactically. They know stabilize a dying creature, you can choose to have the
when to strike, when to fall back, when to charge, and when creature regain a number of hit points equal to your Medicine
to hold.” skill proficiency, instead of remaining at 0 hit points.
–Vernon Roche, Commander of the Blue Stripes
At 10th level, when you use this ability, the creature's hit
point maximum is raised to match the number of hit points
Whether doughty warriors, idealistic young soldiers, or hard- restored if it would otherwise be below it.
bitten mercenaries, fighters are found everywhere in the
Continent, including renown Men at Arms such as Vernon Diagnose
Roche or John Natalis. Even the most peaceful lands have Starting at 7th level, you can quickly assess a creature’s
militia for protection against their enemies. There are always injuries and determine how to treat them. As a bonus action
opportunities for those who know how to handle themselves you can examine it. The DM tells you the creature’s current
in a fight. hit points, and your next Wisdom (Medicine) check made to
Able-bodied folk in many parts of Skellige and the North stabilize it within the next minute has a bonus equal to your
learn at least the rudiments of combat as part of a local proficiency modifier.
militia or raiding party, serving in times of need, while a few
go on to become professional soldiers, guards, or the like. Anatomist
Officers tend to come from the nobility, although there are At 10th level, your knowledge of anatomy is so advanced as to
opportunities for capable leaders to demonstrate their skills allow you to precisely strike the major veins and arteries of
and rise through the ranks like Vernon Roche. the creature you are attacking. Whenever you hit a creature
Fighters who don't make a career of soldiering find other with an attack roll, it takes an amount of bonus damage equal
ways to demonstrate their prowess. Mercenaries find to your Wisdom modifier.
employment with those who need skilled warriors but who
lack the time or means to train them. Such employers include Master Surgeon
adventuring companies, which are almost always in need of a Starting at 15th level, you can spend a short or long rest
reliable fighter. helping an ally to heal. The creature recovers the maximum
Merchants and guilds hire guards to protect caravans, number of hit points per hit die rolled, plus your Wisdom
ships, and their warehouses and guildhalls. Such work modifier per hit die expended. This can’t increase a creature’s
affords the opportunity for frequent travel and danger. hit points above its maximum.
A good deal of danger comes from fighters who abandon
legitimate employment to become bandits- raiding caravans,
robbing travelers, and pillaging isolated homesteads, manors,
and villages. Out-of-luck fighters might also take part in
gladiatorial fights or similar blood sports to make a living off
their skills, although such matches are virtually unknown in
the North, as compared to Nilfgaard.

Martial Archetypes
Fighters in the Forgotten Realms have the following Martial
Archetype options, in addition to those in the Player's
Handbook, but might not feature the Witch Hunter if the
campaign takes place before the events of Loc Muinne.
Field Medic
Field medics are soldiers trained in the art of healing. On the
Continent, not all of them study at academies or universities,
and there are a good number of mages, druids, and priests
talented in the ways of healing. In the countryside, most folk
do not trust educated doctors. Instead, they seek medical
advice at local quacks, charlatans, gammers, and pellars.
Field medics are often calculating men, trained in surgery,
allowing them to treat injuries with great efficiency, or cause
grievous wounds if the need arises.
Healing Hands
Starting when you choose this martial archetype at 3rd level,
you gain expertise with the Medicine skill and proficiency
with the Healer’s Kit if you don't already have them.
Patch ‘Em Up
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Crippling Wound
At 18th level, your anatomical knowledge is extensive, even of
inhuman creatures, allowing you to inflict wounds which
greatly hamper your opponents. When making an attack roll
you can choose to make the attack roll disadvantage, but if
the attack hits you decrease the target’s speeds by your
Wisdom modifier x 5 feet until it finishes a long rest. A
creature’s speeds can’t become less than 0.
Witch Hunter
Witch Hunters are harsh, cruel, and fanatical members of an
inquisitorial synod dedicated to the persecution and
eradication of magic in Novigrad, Oxenfurt, and Velen during
ongoing witch hunts. Equipped with swords, crossbows,
dimeritium bombs, and shackles they are well prepared to
fight both amateur and professional mages. They became
even more formidable when the Order of the Flaming Rose
was disbanded by Radovid V, resulting in some of the knights
joining the witch hunters.
Though officially without any allegiance, their operations
are sanctioned by the Church of the Eternal Fire and
monarchs occasionally support them with gold and firewood
for the pyres. They are known as being intimidating as well
as overzealous in their cause.
Arcane Initiate
When you choose this martial archetype at 3rd level, you gain
proficiency in the Arcana skill.
Additionally, you gain the ability to cast detect magic once
per short rest as a 1st-level spell. Intelligence is your
spellcasting ability for it.
Spell Resistance
Beginning when you choose this martial archetype at 3rd
level, when an attacker you can see hits you with a spell
attack, you can use your reaction to halve the attack’s damage
against you and gain advantage on saving throws against
magical effects until the start of your next turn.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of
certain area of effect spells, such as a fireball or an ice storm
spell. When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw,
and only half damage if you fail.
Spell Stopper
Starting at 15th level, when a hostile creature within reach of
you casts a spell, you can make one weapon attack against it
as a reaction, even if you have already used your reaction.
Dimeritium Strike
At 18th level, you learn how to make your weapon strikes
undercut a creature's magic. When you hit a creature
concentrating on a spell or spell-like ability with a weapon
attack, that creature breaks its concentration.

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Monks
Some people are warriors of superior virtue. They exemplify
Paladins a host of traits that folk consider honorable, just, and good.
"THE GOOD BOOK SAYS THE WORLD IS A GARDEN These warriors aspire to be the best people they can. When
which the gods once conferred upon man, and we man have such a warrior also has great devotion to a particular deity,
this garden neglected. In consequence, all manner of filth has that god can reward the faithful with a measure of divine
made its liar here - drowners, ghouls and other kobolds! I power, making that person a paladin.
have sworn ne'er to rest until the day when, with the gods' Most paladins of the Continent, like clerics, are devoted to
help, I have rid the world of these beasts and pests. I wander a particular deity. The most common paladin deities are
all lands, seekin' out evil and facin' it in mortal combat." those that embody action, decision, watchfulness, and
- Eyck of Denesle, Knight-Errant wisdom. The followers of the Lady of the Lake are often
paladins, as are followers of the Eternal Fire and the Prophet
Lebioda.
Their devotion to a higher ideal makes paladins popular
folk heroes in the Continent. Many tales are woven about
noble knights and oath-sworn champions, although
pragmatists note that the tales often end with a tremendous
sacrifice on the part of said champions.

Paladin Orders
The following paladin orders can be found in various parts of
the Northern Realms.
Melitele Guard
In regions of the north where Melitele is not very popular,
such as Kaedwen, the Melitele Guard protect her temples,
relics and clergy with their own lives, wielding shields with
the emblem of Melitele. Of the options in the Sacred Oath
class feature, the Oath of the Ancients, Oath of Devotion, and
Oath of Redemption are all common among the ranks of this
order.
Order of the Flaming Rose
The Order of the Flaming Rose, sometimes simply The
Order, is a religious knightly order established in 1268 with
significant presence in the Nordling lands. At first, knights
were mostly based and organized in the kingdoms of Aedirn
and Temeria but later, after the uprising in Vizima, King
Foltest confiscated the Order's assets in his dominion to
finance repairs and they were forced to move further north to
Redania and even Kaedwen.
The primary purposes of the Order are to defend the
downtrodden from evil and spread the belief in the Eternal
Fire, but they also serve as a police force or an iron fist to
hunt down heretics. Before the death of the first Grand
Master, Jacques de Aldersberg, defending the needy extended
to killing monsters for free, but after reforms, they had less
time for that. Of the options in the Sacred Oath class feature,
the Oath of Vegeance, Oath of the Crown, and Oath of the
Knight-Errant (presented here) are all present and valid
options.
Temple Guard
The Temple Guard, also known as the Novigrad Guard, is the
armed hand of the Novigrad Security Bureau which serves to
protect the Great Temple of the Eternal Fire, ensure the
safety of the citizens and oversee the observance of the law.

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From at least 1230s to the 1260s, its members were dressed Aura of Bravery
lightly in black tunics and round leather hats. Their weapon Starting at 7th level, you and friendly creatures within 10 feet
of choice during these times was a spiked lamia, a whip of you can't be frightened while you are conscious. At 18th
forbidden in most of the civilized countries for its cruelty. level, the range of this aura increases to 30 feet.
In 1272, when Caleb Menge took over the secret service,
the guard's equipment changed significantly. Members of the Multiattack Defense
Guard were now fully armed and their colors changed to red At 15th level, you learn to dodge and weave between a
and white. They also replaced lamias with steel swords and monster’s blows, striking at its underbelly. When a creature
halberds. Some also had crossbows or bows. The Oath of the hits you with an attack, any subsequent attack it makes
Crown and Oath of Devotion paladins are evenly represented against you before the start of your next turn is made with
in this group. disadvantage.
Sacred Oath Living Legend
Starting at 20th level, you can now empower yourself with the
Paladins in the world of the witcher have the following legends - whether true or exaggerated - told of your great
Sacred Oath option, in addition to those in the Player's deeds. As a bonus action, you gain the following benefits for
Handbook. 10 minutes.
• You gain advantage on all Charisma checks.
Oath of the Knight-Errant • Once on each of your turns when you make a weapon
Tenets of the Knight-Errant attack and miss, you can reroll the attack.
• If you fail a saving throw, you can use your reaction to
The tenets of the Oath of the Knight-Errant are inscribed on reroll the saving throw, with advantage.
the hearts of those who swear to rid the world of monsters Once you use this feature, you can't use it again until you
before the gods. finish a long rest.
Killing Monsters. When you face a choice between
fighting a monster and a humanoid enemy, you always choose
the monster.
Generosity. When coin is offered for your services you are
gracious and accepting, but it is never a requirement.
To the Death. You never back down from a fight with a
monster, even if the outcome seems certain death.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Knight-Errant Spells
Paladin Level Spells
3rd Detect Magic, Hunter's Mark
5th Branding Smite, Magic Weapon
9th Beacon of Hope, Protection from Energy
13th Divination, Locate Creature
17th Commune, Dispel Evil and Good

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Noble Challenge. As a bonus action, you issue a challenge
that compels a monster to do battle with you. One creature of
your choice that you can see within 30 feet of you, excluding
beasts and humanoids, must make a Wisdom saving throw at
disadvantage. On a failed save, the creature can't willingly
move more than 30 feet away from you. This effect ends on
the creature if you are incapacitated or die or if the creature
is more than 30 feet away from you.
Monster’s Match. You can use your Channel Divinity to
strike monsters with added fervor. You gain advantage on
attack rolls against creatures excluding beasts and
humanoids for 1 minute or until you drop to 0 hit points or
fall unconscious.
Rangers
Raise a Crowd
Rogues Starting at 13th level, you gain the ability to give a
performance for at least 1 minute, and inspires wonder in
Roguish Archetype your audience by singing, reciting a poem, or dancing. Every
Troubadour humanoid within 60 feet of you becomes incapacitated and
has a speed of 0 for the duration. At the end of the
Bardic Inspiration performance, choose a number of humanoids within 60 feet
You can inspire others through stirring words or music. To do of you who watched and listened to all of it, up to a number
so, you use a Bonus Action on Your Turn to choose one equal to your Charisma modifier (minimum of one). Each
creature other than yourself within 60 feet of you who can target must succeed on a Wisdom saving throw against your
hear you. That creature gains one Bardic Inspiration die, a Troubadour DC or be charmed by you. While charmed in this
d6. way, the target idolizes you, it speaks glowingly of you to
Once within the next 10 minutes, the creature can roll the anyone who speaks to it, and it hinders anyone who opposes
die and add the number rolled to one ability check, Attack you, avoiding violence unless it was already inclined to fight
roll, or saving throw it makes. The creature can wait until on your behalf. This effect ends on a target after 1 hour, if it
after it rolls The D20 before deciding to use the Bardic takes any damage, if you attack it, or if it witnesses you
Inspiration die, but must decide before the DM says whether attacking or damaging any of its allies.
the roll succeeds or fails. Once the Bardic Inspiration die is If a target succeeds on its saving throw, the target has no
rolled, it is lost. A creature can have only one Bardic hint that you tried to charm it.
Inspiration die at a time. Once you use this feature, you can’t use it again until you
Alternatively, you can expend one Bardic Inspiration die to finish a short or long rest.
impose a penalty equal to the amount rolled on the Charisma
skill checks of one creature within 60 feet for the next
minute, or to grant a bonus to your own Charisma skill Troubadour DC = 8 + your Proficiency Bonus + your
checks for the next minute. Charisma modifier
You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain any
expended uses when you finish a Long Rest. Your Bardic Et Tu Brute
Inspiration die changes when you reach certain levels in this At 17th level, your honeyed words, lies, and half-truths have
archetype. The die becomes a d8 at 9th Level, a d10 at 13th the ability to turn a friend against its allies. Make a Charisma
level, and a d12 at 17th level. (Deception) check against one humanoid you can see within
30 feet of you. If successful, the humanoid becomes hostile to
Jack of All Trades one its allies of your choice for a number of days equal to
Starting at 3rd Level, you can add half your Proficiency your Charisma modifier. Whether or not the creature attacks
Bonus, rounded down, to any ability check you make that its former ally depends on the humanoid affected.
doesn't already include your Proficiency Bonus.
Good Friend
Starting at 9th level, you are capable of quickly finding a
friend among a crowd of people. Make a persuasion check
against one humanoid you can see within 30 feet of you, at a
DC determined by the sidebar table. The DM might raise or
lower this DC depending on the individual you are attempting
to befriend (for example, a witcher is a rare individual, and
therefore less likely to be your friend). On a successful check,
the individual becomes friendly to you, and will perform one
reasonable task for you, for old times’ sake, and then cannot
be called on again for free.
Syndicate Boss Marked Man
Starting at 13th level, you make a Charisma (Intimidation)
Go to Ground check to mark a target by carving a mark on their door, or the
Starting when you choose this archetype at 3rd level, once like. Whenever the target make a Charisma, Persuasion, or
per long rest, you can make an Intelligence (Investigation) Intimidation check to get any help or service from anyone in
check to find a hideout where you and your allies can lie low their settlement, they must roll higher than your Intimidation
for a while. You may then divide the amount rolled on the check.
table in the green sidebar, detailing the safehouse. This
hideout remains until destroyed, and you can always return to Rally
it. At 17th level, once per long rest, you can spend an hour to
recruit a number of bandit allies equal to your Charisma
Go to Ground modifier. Your Charisma modifier also serves to limit the
number of bandit allies you can have from this feature at any
Name Cost given time.
Area
A Week's Ride 5
A Day's Ride 10
A Day's Walk 15
In the Area 20
Security (Multiple)
A Trap of the DM's Choice 1
Locks on Doors and Windows 2
Hidden 5
Two Bandit Guards 10
Perks (Multiple)
Food and Water 2
Healer's Kit 4
A Forge 5
Alchemist's Supplies 5

Blackmail
At 3rd level, you can spend an hour observing or talking to a
person and make an Intelligence (Investigation) check against
a Charisma (Deception) check in order to learn the target’s
bond, flaw, or a carefully concealed secret (perhaps the
individual is a higher vampire in disguise).
You can then leverage what you know of the target to gain a
bonus to Intimidation checks against them equal to the
difference between their check and yours. This bonus lasts
until their bond or flaw changes to something else, or until
their secret becomes publicly revealed.
Case the Area
At 9th level, you can take an hour observing a castle,
residence, place of business, or similar location. At the end of
this hour, you have memorized guard patterns, street layouts,
and hiding spots, gaining advantage on stealth checks made
in and around the location for the next number of days equal
to your Intelligence (Investigation) modifier.
If you have access to the interior of the location, you
memorize the layout of any rooms and areas you would have
access to.
Sorcerers
Warlocks
Witchers
Wizards
Chapter 5: Personality and Background

C
HARACTERS ARE DEFINED BY MUCH MORE Standard Languages
than their race and class. They're individuals Language Typical Speakers Script
Ci
with their own stories, interests, connections,
and capabilities beyond those that class and race Common Nordlings Modern Alphabet Ci
define. This chapter expounds on the details that Elder Speech Aen Seidhe Elder Runes
distinguish characters from one another, Dryad Dryads Elder Runes
Cr
including the basics of name and physical
description, the rules of backgrounds and languages, and the Mermaid Merpeoples Elder Runes Fie
finer points of personality and alignment. Dwarven Older Dwarves Dwarven Ideograms
Nilfgaardian Nilfgaardians Elder Runes
Character Details Ofiri Tongue Ofiri Elder Runes
Your character's name and physical description might be the Scholar Human Scholars First Runes
first things that the other players at the table learn about you.
It's worth thinking about how these characteristics reflect the Skellige Jargon Skelligers Modern Alphabet
character you have in mind. Zerrikanian Dialect Zerrikanians Elder Runes

Name Exotic Languages


Your character's race description includes sample names for Language Typical Speakers Script
members of that race. Put some thought into your name even Ellylon Aen Elle Elder Runes
if you're just picking one from a list. Gnomish Gnomes Gnomish Alphabet
Height and Weight One Speech Ancient Elves Elder Runes
You can decide your character's height and weight, using the Vampire Vampires Vampire Alphabet
information provided in your race description or on the Vodyan Vodyanoy R'lyehian Alphabet
Random Height and Weight table. Think about what your Vran Vran Vran Alphabet
character's ability scores might say about his or her height
and weight. A weak but agile character might be thin. A
strong and tough character might be tall or just heavy. Aretuza Adept
If you want to, you can roll randomly for your character's
height and weight using the Random Height and Weight Skill Proficiencies History, Persuasion
table. The dice roll given in the Height Modifier column Tool Proficiencies One type of gaming set
determines the character's extra height (in inches) beyond Languages One of your choice
the base height. That same number multiplied by the dice roll Equipment A set of fine clothes, a makeup kit, a scroll
or quantity given in the Weight Modifier column determines certifying your enrollment, and a purse containing 25 gp
the character's extra weight (in pounds) beyond the base
weight. These tables may differ from those in the Player's Feature: Kept in Style
Handbook, and also include homebrew races. While you are in Gors Velen or elsewhere in the North the
school sees to your everyday needs. Your name and scroll are
Languages sufficient to cover most of your expenses; the inns, taverns,
and feasthalls you frequent are glad to record your debt and
Your race indicates the languages your character can speak send an accounting to the school in Gors Velen to settle what
by default, and your background might give you access to one you owe.
or more additional languages of your choice. Note these This advantage enables you to live a comfortable lifestyle
languages on your character sheet. without having to pay 2 gp a day for it, or reduces the cost of
Choose your languages from the Standard Languages a wealthy or aristocratic lifestyle by that amount. You may not
table, or choose one that is common in your campaign. With maintain a less affluent lifestyle and use the difference as
your DM's permission, you can instead choose a language income – the benefit is a line of credit, not an actual monetary
from the Exotic Languages table or a secret language, such reward.
as thieves' cant or druidic.
Some of these languages are actually families of languages
with many dialects. For example, the Elder Speech language Ban Ard Tutor
includes the Mermaid and Dryad dialects. Creatures that
speak different dialects of the same language can Cinfrid Reaver
communicate with one another, as well as those utilising the
same script. Cintrian Artificer
Cintrian Enchantress
Dun Banner. The Dun Banner is a light calvary unit known
Noble (Courtly Advisor) for their yellow cloaks and beaver hats.
Skill Proficiencies History, Persuasion Kaedweni Calvary. The kaedweni calvary consists of heavily
Tool Proficiencies One type of gaming set armored men wielding maces and shields mounted on
Languages One of your choice warhorses.
Equipment A set of fine clothes, a signet ring, a scroll of Siege Master. The seige masters of the kaedweni army are
pedigree, and a purse containing 25 gp highly skilled in operating siege equipment.
Variant Feature: The Lodge Lyria & Rivia
You have reliable means of magically contacting a network of Lyrian Arbalests. Lyrian arbalests are skilled and notorious
other sorcerers and/or sorceresses, appropriate to your crossbowmen.
gender or the time period. Specifically, you can use Lyrian Cavalry. The lyrian cavalry is a heavily-armored
megascopes and other telecommunication devices to contact cavalry division in the lyrian army. Lyrian horses are known
almost any other mage in the world with access to those to be some of the best on the Continent.
devices. Lyrian Landsknecht. Lyrian landsknecht units wear colorful
hats with large feathers protruding from them. They are a
Variant Feature: Novigradian Hospitality king of pikemen.
You took to hiding in Novigrad after the events of Loc Lyrian Scytheman. The lyrian army employs scytheman,
Muinne, hoping to find a safe haven. Unfortunately, the well trained peasants who reap men instead of grain.
church of the Eternal Fire soon took to burning mages, Redania
forcing you into hiding. You can find a place to hide, rest, or Redanian Archer. Redanian archers are known for their skill
recuperate among commoners in the city, unless you have with the bow and on the battlefield.
shown yourself to be a danger to them. They will shield you Redanian Elite. Redanian elites appear as knights wearing
from the law or anyone else searching for you, though they heavy armor, shields, and longswords.
will not risk their lives for you. Redanian Knight. Redanian knights serve as the calvary of
the redanian army, wielding lances on horseback.
Oracle Redanian Knight-Elect. These knights are the infantry of the
redanian army.
Oxenfurt Scholar Tridam Infantry. Military units loyal to the old baron of
Tridam became outlaws after his exhile.
Pellar Temeria
Pyrotechnician Blue Stripes. The temerian Blue Stripes were a unit of elite
special forces which consisted of dauntless swashbucklers,
Soldier interrogation specialists, and noiseless scouts.
Poor Fucking Infantry. These were largely untrained
The soldier background is found the the Player's Handbook. peasants recruited during the Second Northern War who
Players from the North with the soldier background might've were sent against the Nilfgaardian calvary wielding pikes.
served as one of the following units, from the following Temerian Infantry. The temerian infanty served in many
countries. wars and was comprised of men wearing breastplates and
wielding halberds.
Aedirn Temerian Landsknect. Temeria is famous for its landsknect
Aedirnian Cavalry. Aedirnian calvarymen are lightly units, which are not dissimilar from pikemen. Many nobles
armored, mounted troops weilding longswords and serve in these units.
concealing their faces with hoods.
Aedirnian Mauler. Aedirnian maulers wield large axes which
they use to chop down their opponents.
Aedirnian Special Forces. The aedirnian special forces
wielded black, gold, and red bows, fighting scoia'tael instead
of Nilfgaardians.
Cintra
Cintrian Infantry. Like most other countries, Cintra has an
infanty, which wields longswords and wears heavy armor.
Cintrian Spellweaver. Some cintrians are powerful
spellcasters who can be employed in battle.
Kaedwen
Passiflora Peach
Skill Proficiencies Persuasion, Sleight of Hand
Tool Proficiencies One Gwent deck (any faction), makeup kit
Languages None
Equipment A makeup kit, a set of seductive common clothes
including undergarments, and a belt pouch containing 15 gp
Strumpet Type
d10 Type
1 Bathhouse Belle
2 Brothel Beauty
3 Escort
4 Fisstech Whore
5 Inn Maiden
6 Massage Mistress
7 Private Courtesan
8 Soldier's Harlot
9 Strumpet
10 Tavern Wench

Feature: Material World


You can work as a prostitute in a brothel, inn, bathhouse, or
similar location. At such a place, you receive free lodging and
food of a modest or comfortable standard (depending on the
quality of the establishment), as long as you take a client each
night. In addition, you learn local rumors and details.

Tax Collector
Temple Guard
Townsperson
Traveling Merchant
Watchman
Witch Hunter
Wretched Addict
Appendix A: NPC Statblocks
Appendix B: Matt Colville Unit Stats

A
ppendix B contains statistics for units found on
the Continent, which can be used in
conjunction with Matt Colville's content in order Cintrian Knights
to simulate battle between the Northern Human Seasoned
Realms, and their looming enemy, Nilfgaard. Super-Heavy Infantry
Cost: 320
Attack: 3 Power: 6
Defense: 7 Toughness: 2
Morale: 3 Size: 1d6
Aedirnian Maulers Traits
Human Seasoned
Courageous. Once per battle, this unit can choose
Heavy Infantry
to succeed on a Morale check it just failed.
Cost: 346
Attack: 3 Power: 4
Defense: 5 Toughness: 2
Morale: 3 Size: 1d8
Traits
Courageous. Once per battle, this unit can choose Cintrian Royal Guards
to succeed on a Morale check it just failed. Human Veteran
Super-Heavy Infantry
Cost: 252
Attack: 3 Power: 6
Defense: 7 Toughness: 2
Morale: 4 Size: 1d4
Blue Stripe Commandos Traits
Human Super-Elite Courageous. Once per battle, this unit can choose
Heavy Infantry to succeed on a Morale check it just failed.
Cost: 265
Attack: 4 Power: 4
Defense: 5 Toughness: 3
Morale: 6 Size: 1d4
Traits
Courageous. Once per battle, this unit can choose Dun Banner
to succeed on a Morale check it just failed. Human Seasoned
Light Cavalry
Cost: 350
Attack: 4 Power: 2
Defense: 1 Toughness: 1
Morale: 5 Size: 1d6
Blue Stripe Scouts Traits
Human Super-Elite Courageous. Once per battle, this unit can choose
Light Archers to succeed on a Morale check it just failed.
Cost: 346 Charge. Cannot use while engaged. A Charge is an
Attack: 4 Power: 2 attack with advantage on the Attack check. It
Defense: 1 Toughness: 2 inflicts 2 casualties on a successful Power check.
Morale: 7 Size: 1d4 The charging unit is then engaged with the
Traits defending unit and must make a DC 13 Morale
check to disengage.
Courageous. Once per battle, this unit can choose
to succeed on a Morale check it just failed.
Kaedweni Cavalry
Human Seasoned Lyrian Cavalry
Super-Heavy Cavalry Human Seasoned
Cost: 500 Medium Cavalry
Attack: 4 Power: 7 Cost: 380
Defense: 6 Toughness: 1 Attack: 4 Power: 3
Morale: 5 Size: 1d6 Defense: 2 Toughness: 1
Morale: 5 Size: 1d6
Traits
Courageous. Once per battle, this unit can choose Traits
to succeed on a Morale check it just failed. Courageous. Once per battle, this unit can choose
Charge. Cannot use while engaged. A Charge is an to succeed on a Morale check it just failed.
attack with advantage on the Attack check. It Charge. Cannot use while engaged. A Charge is an
inflicts 2 casualties on a successful Power check. attack with advantage on the Attack check. It
The charging unit is then engaged with the inflicts 2 casualties on a successful Power check.
defending unit and must make a DC 13 Morale The charging unit is then engaged with the
check to disengage. defending unit and must make a DC 13 Morale
check to disengage.

Kaedweni Knights
Human Veteran Lyrian Landsknecht
Super-Heavy Cavalry Human Seasoned
Cost: 530 Heavy Infantry
Attack: 4 Power: 7 Cost: 230
Defense: 6 Toughness: 1 Attack: 3 Power: 4
Morale: 6 Size: 1d6 Defense: 5 Toughness: 2
Morale: 3 Size: 1d6
Traits
Courageous. Once per battle, this unit can choose Traits
to succeed on a Morale check it just failed. Courageous. Once per battle, this unit can choose
Charge. Cannot use while engaged. A Charge is an to succeed on a Morale check it just failed.
attack with advantage on the Attack check. It
inflicts 2 casualties on a successful Power check.
The charging unit is then engaged with the
defending unit and must make a DC 13 Morale
check to disengage.
Lyrian Scythemen
Human Levies
Light
Cost: 110
Attack: 2 Power: 1
Lyrian Arbalests Defense: 1 Toughness: 0
Human Seasoned Morale: 0 Size: 1d6
Super-Heavy Archers
Cost: 465 Traits
Attack: 3 Power: 7 Courageous. Once per battle, this unit can choose
Defense: 6 Toughness: 2 to succeed on a Morale check it just failed.
Morale: 4 Size: 1d6 Levies. This unit is always Diminished.
Traits
Courageous. Once per battle, this unit can choose
to succeed on a Morale check it just failed.
Peasant Militia
Human Levies
Light
Cost: 110
Attack: 2 Power: 1
Defense: 1 Toughness: 0
Morale: 0 Size: 1d6
Traits
Courageous. Once per battle, this unit can choose
to succeed on a Morale check it just failed.
Levies. This unit is always Diminished.
Appendix C: The Law of Surprise

W
hen players rescue a man from otherwise
certain death, they may wish to invoke the Law
of Surpirse. To do so, a player requests as
payment "the first thing that comes to greet
you" or "what you find at home yet do not
expect." The DM then rolls on the appropriate
table to determine what is given as payment.
Humanoids won are considered to be the legal property of
the person, and, if the same race as the man saved, might be a
child. In other cases they may be an adopted child or a
neighbor's child. Some might try to resist, even violently,
handing over the new property.
The First Thing that Comes to Greet You
d10 Item
1 Dog
2 Cat
3 Parent
4 Town Guardsman
5 Spouse
6 Neighbor
7 Mistress
8 Horse
9 Mule
10 Child

What You Find at Home yet do not Expect


d10 Item
1 Wife's Lover
2 Newborn
3 Horse
4 Dog
5 Cat
6 New Plow
7 Barrel of Ale
8 New Gwent Deck (Any Faction)
9 Sack of 1d6 x 10 Crowns
10 Ox

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