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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).
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.
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
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."
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.
Apostle
Medium humanoid (any race), any alignment
Armor Class 18
Hit Points 55(1d4 + 5)
Speed 20ft.
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.
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
ART CREDIT: CD PROJEKT RED
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.
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.
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
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