
Kaedwenistout
Lore
Lore Directory for my RP blog, and various non-muse OCs!
FAMILY MEMBERS / CHILDREN
WITCHERS
CONCUBI
FAE
HUMANS
MAGES
DEITIES
NATIONS AND CITIES
Witcher Schools
Species and Societies
Luca

B A S I C S
Name // Lucian von Averesch
Nicknames // Luca
Gender // Male
Age // Verse Dependent - Born 1269
Species // A little more than half-Elven (mutated)
Profession // Witcher of the School of the Gryphon
== Sexual Orientation== //
P H Y S. C H A R A C T E R I S T I C S
Height // 5'11"
Hair Color and Type // Deep reddish-brown, with soft curls. Usually worn short, occasionally grown out to shoulder-length.
Eye Color // Dark emerald green, speckled with silver.
Skin Tone // Ivory
Body Type // Slender, but muscular.
Accent // Koviri
Scars & Tattoos // Various scars from
Notable Features // His hair,
Faceclaim // Ruairi O'Connor (as Henry Tudor, The Spanish Princess)
Zodiac Sign // Taurus
P A S T
Birthplace // Kovir
Hometown // N/A
Parents // Ianira von Averesch and Thyand ab Morwen aep Aderyn
Siblings // Taliesin (half-brother), Revka (half-sister)
Relationships // Ia (mother), Cato (adoptive father)
Backstory //
P R E S E N T
Location // Kaer Seren
Friends & Relationships //
Pets //
Rel. Status // Single
Shipping Availability // Closed
Taliesin

B A S I C S
Name // Taliesin von Averesch. Also known as Taliesin ap Tegwen, Prince of the Seelie Court of Wychwood.
Nicknames // Tali
Gender // Male
Age // Verse Dependent - Born 1274
Species // Fae, with Elven Blood
Profession // Notable Bard, Poet, Lyricist, and Adventurer.
Sexual Orientation //
P H Y S. C H A R A C T E R I S T I C S
Height // 6'1"
Hair Color and Type // Pale, pearly white-gold. Soft curls, always worn at or below the ears. A well-manicured, soft, short beard, which is meticulously styled and cared for.
Eye Color // Silver-Blue
Skin Tone // Warm Ivory
Body Type // Slender, delicate and tall.
Accent // Koviri.
Scars & Tattoos // None of note, almost unsettlingly so.
Notable Features // His striking eyes and soft features. In addition, his pearlescent wings and slight blue sheen to his skin which are only visible when chooses to appear in his Faerie form.
Faceclaim // Toby Regbo (as Francis of Valois, Reign)
Zodiac Sign // Scorpio
P A S T
Birthplace // The Mirrorworld
Hometown // Caer Sidi, Wychwood
Parents // Ianira von Averesch and Tegwen Haf Bleddyn aep Madoc, King of the Seelie Court of Wychwood. Though he was primarily raised by Cato and Ia, he considers himself to have two fathers, and many aunts and uncles.
Siblings // Luca, Revka, Damien, Bianca
Relationships // Siva (aunt),
Backstory //
Taliesin is a special case. The result of a tempestuous love affair between his mother, Ia, and the King of a Faerie Court, he has straddled two worlds since the day he was born. Unlike his mother and brother, however, he is free to walk between them - both the waking world, that of humans and elves and witchers, and the Mirrorworld: where his father and the rest of Faekind resides.Also unlike his mother, he dances between the two as naturally as breathing. The Faerie magic he inherited gives him the ability to slip through the barrier effortlessly. Visually, he doesn't appear to be Fae - simply a good looking and very delicate human, presumably due to his mixed ancestry.From a very early age, Taliesin was fascinated by music and poetry. Ia and Cato took it upon themselves to teach him all they knew about the subject before recognizing they were very much so out of their depth. Though reluctantly at first, they sent him to live with his adoptive aunt Siva - at his behest! During this time he mastered various instruments including the lute, harp, and vielle, and his interest blossomed into a love for all types of music, poetry, and performance art.He's an alumnus of the University of Lan Exeter, having studied there for several years. His emotive, passionate poetry, brilliant lyricism, hypnotic voice, and superior skill with instruments set him apart from his peers and has earned him fame and renown in the Northern Kingdoms as one of the most promising young bards the world has yet seen.His skills are undoubtedly, in part, related to his Fae ancestry and magic, though his hard work and dedication are the most important factors of his rise to fame and shining success. His desire for adventure, though, is a very human trait. Above all he craves new and exciting experiences, to go where no one has gone before, and to do the impossible - just like his mother.
P R E S E N T
Location // Traveling throughout the Continent.
Friends & Relationships // TBA
Pets // A domesticated Hippocampus named Ahti, who currently lives in the Mirrorworld.
Rel. Status // Single
Shipping Availability // Closed
Granny

B A S I C S
Name // Elissedd Ylvadottir
Nicknames // Elli, Granny
Gender // Female
Age // 500 or so
Species // Succubus
Profession // Leader of Clan Damhán, Seer
Sexual Orientation // Bisexual
P H Y S I C A L
Height // 5'11"
Hair Color and Type // Mousy blonde, thick and curly. Always worn down, sometimes with accent braids.
Eye Color // Dark blue-green
Skin Tone // Cool-toned, light and freckled.
Body Type // Slender and very tall, but a little shrunken due to her age.
Accent // Thick Skelligan
Scars & Tattoos // Most of her body is covered in ancient tattoos and scars. The scars have faded, but the tattoos haven't.
Notable Features // Her tats!!! Very cool very neat
Faceclaim // Alyssa Sutherland as Aslaug, Vikings
Zodiac Sign //
P A S T
Birthplace // Spikeroog
Hometown // N/A
Parents // Ylva
Siblings // A handful, but she's outlived them.
Relationships // Her Kids and Grandkids, Hjort, Erland of Larvik, her favorite Grandson-in-Law Lyron
Backstory //
P R E S E N T
Location // Clan Damhán's holdings, Spikeroog
Friends & Relationships //
Pets // A massive she-bear called Ysola, and an unnamed raven who likes to perch on her staff.
Rel. Status //
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Sylvi

B A S I C S
Name // Sylvinaise Sivadottir
Nicknames // Sylvi
Gender // Female
Age // The eldest of all her siblings.
Species // Succubus
Profession // Seer, Adventurer
Sexual Orientation //
P H Y S. C H A R A C T E R I S T I C S
Height // 6'1"
Hair Color and Type // Ashen-blonde and loosely curled. Almost always worn loose or half-up.
Eye Color // Blue-Green
Skin Tone // Cool-toned, light skin. Her face is dappled with freckles.
Body Type // Slim and tall.
Accent // Vaguely Skelligan, with a hint of Cintrian.
Scars & Tattoos // Various scars from fights, training, and accidents. She can hardly remember where they all came from. She has many tattoos across her body, much like her mother, though hers are dark in color rather than white, and feature different designs.
Notable Features //
Faceclaim // Thea Sofie Loch Næss as Skade, The Last Kingdom
Zodiac Sign //
P A S T
Birthplace // Cintra
Hometown // N/A
Parents // Sivadanh of Spikeroog and [Redacted]
Siblings // Too many to count
Relationships //
Backstory //
P R E S E N T
Location //
Friends & Relationships //
Pets // Various wild animals, wolves she's raised from pups, and a tamed elk-moose named Vik.
Rel. Status //
Shipping Availability // Nope.
Kit

B A S I C S
Name // Yekaterina Blauvelt
Nicknames // Kit, Katya, Katyusha
Gender // Female
Age // Almost 60 at the time of TW3
Profession // Sorceress, Researcher and Archivist at Aretuza
Sexual Orientation // Lesbian
P H Y S. C H A R A C T E R I S T I C S
Height // 5'7"
Hair Color and Type // Ginger, fine and almost entirely straight. Occasionally worn braided, but usually loose.
Eye Color // Nut brown
Skin Tone // Porcelain
Body Type // Slender, with generous curves.
Accent // Lyrian
Scars & Tattoos // None of note. Although, if she did, no one would know anyway.
Notable Features // Her hair, and her natural appearance - uncommon enough for sorceresses.
Faceclaim // Luca Hollestelle
Zodiac Sign // Pisces - Born on Feb. 27th, 1213
P A S T
Birthplace // Lyria
Hometown // Unknown
Parents // Unknown
Siblings // None
Relationships // TBA
Backstory //
Kit was born in a small farming village in Lyria, the only child of a moderately wealthy vintner. She had a happy childhood, and all she needed was provided for her. She lived in comfort in the countryside, frolicking in orchards and practicing her embroidery. Her conduit moment occurred when she witnessed her first execution, stopping a man from being hanged by levitating him in midair. Soon after, she was brought to Aretuza to study. Kit elected to go of her own volition, believing she would bring pride to her family and country by becoming a learned, skilled sorceress. She succeeded with flying colors, but chose to remain at Aretuza and serve as its archivist and librarian.Sometime in her youth, having grown bored of the political intrigue and courtly life she was forced to endure, she decided to become a traveling mage - serving the masses as a near-infinite wellspring of knowledge where matters of history were involved. She enjoyed it so much that she was reluctant to return to Aretuza, and remained on the road for a couple decades.Kit was in Kovir visiting Cato(a witcher she'd befriended) during the Thanedd Coup, and remained at Kaer Seren, in hiding, for years afterwards. She made herself useful and helped to excavate its grand library, retrieving and restoring hundreds of volumes that were believed lost to the ages.When she eventually returned to the Isle, she focused her efforts towards preserving its archives and adding new volumes to its aging and nearly irrelevant library, which she continues in the present day. She also serves as a teacher and advisor to the apprentices, more than willing to stay up all night to help a young adept study.
P R E S E N T
Location // At Aretuza, continuing her research into the Conjunction
Pets // N/A
Friends & Relationships // TBA
Rel. Status // Single
Shipping Availability // With Plotting And Chemistry, Yes!
Erhard

B A S I C S
Name // Erhard von Averesch
Nicknames // N/A
Gender // Male
Age //
Species //
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P H Y S I C A L
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Accent // Gentle, rolling Kaedweni
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Faceclaim // Tobias Menzies as Edmure Tully, Game of Thrones
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Revka

B A S I C S
Name // Revka von Averesch DeWitt
Nicknames // Revka, Little Nighthawk
Gender // Female
Age //
Species // Non-Human
Profession // Monstrologist, Witcheress of the School of the Gryphon.
Sexual Orientation //
P H Y S. C H A R A C T E R I S T I C S
Height // 5'5"
Hair Color and Type // Dark brown, wavy. Worn long and often loose.
Eye Color // Silver
Skin Tone // Rosy, pale
Body Type // Slender hourglass
Accent // Koviri, but only slightly
Scars & Tattoos // Scars on her hands from accidents with knives, and several on her upper arms from training.
Notable Features // Her eyes. Silver, like her mother's.
Faceclaim // Millie Brady as Æthelflæd, The Last Kingdom
Zodiac Sign // Leo
P A S T
Birthplace // Kaer Seren
Hometown // N/A
Parents // Ianira von Averesch and Lars Dewitt
Siblings // Luca and Taliesin, her older brothers, and Damien and Bianca, her younger brother and sister.
Relationships // Cato (adoptive father)
Backstory //
P R E S E N T
Location // Kaer Seren
Friends & Relationships //
Pets //
Rel. Status // Single
Shipping Availability // Closed
Viemeic

B A S I C S
Name // Viemeic of Mag Turga
Nicknames // Viemeic, Vi
Gender // Male
Age // 111
Species // Human (Mutated)
Profession // Witcher of the School of the Viper
Sexual Orientation // Bisexual
P H Y S. C H A R A C T E R I S T I C S
Height // 6'4"
Hair Color and Type // Jet black, thick and wavy.
Eye Color // Very deep amber.
Skin Tone // Medium, sparingly dotted with beauty marks
Body Type // Slender, willowy
Accent // Nilfgaardian
Scars & Tattoos // Various scars, two that stretch across his face, though none are very severe.
Notable Features // His dark eyes, winning smile, and single gold earring.
Faceclaim // Tamino
Zodiac Sign // Aquarius
P A S T
Birthplace // Nilfgaard
Hometown // Unknown, in Gheso
Parents // Father Atvern, and Mother Iphi
Siblings // Yamera, his elder sister.
Relationships // Cato (best friend and SO), Ia (adoptive little sister)
Backstory //
Viemeic was born to traders from Gheso, and remained with his family until he was six years old. He doesn't remember much of those days, but what he does recall is traveling through many villages and towns selling their family's wares. When a witcher from the School of the Viper saved his mother from a basilisk and invoked the Law of Surprise, it was to her dismay that her young son was the first to greet her upon her return home. Viemeic was then promptly carried off to Gorthur Gvaed to begin his training, but not before receiving a parting gift - his mother's golden earrings, which she brought from her home in Ofir.Like any other young witcher, he trained long and hard before he underwent his Trials. Viemeic proved himself a worthy candidate: balanced and quick, with a sharp wit and a knack for puzzles. He excelled in the use of knives, blade oils, and poisons. However, Viemeic never truly mastered the bestiary, nor did he particularly care about the duties of an average witcher. He spent much of his life, like his mentor, attempting to decode the mysteries of the Wild Hunt, and the Conjunction of Spheres.Nevertheless, Viemeic set out on the Path eventually. Not long after, he made his way into the Northern Kingdoms for the first time in his life. There, he met two other young witchers from the School of the Griffin, Cato and Aldredd. The three became fast friends, and in fact stayed on the Path together for many years.
P R E S E N T
Location // Wandering the North
Friends & Relationships //
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Rel. Status // Borderline Married to Cato
Shipping Availability // Depends
Raven

B A S I C S
Name // Raven
Nicknames // Black Griffin, Raven of the High Mountains
Gender // Male
Age // 133 at his death, 246 as of his "resurrection"
Species // Human (Mutated)
Profession // Witcher of the School of the Griffin
Sexual Orientation // Bisexual, preference for women
P H Y S. C H A R A C T E R I S T I C S
Height // 5'11"
Hair Color and Type // Jet black, hence his name. Worn in many different styles and often changed, but usually it's long.
Eye Color // He has heterochromia. His right eye is a light, greyish blue, while his left is hazel.
Skin Tone // Light, cool-toned.
Body Type // All lean muscle, well-proportioned.
Accent // Koviri
Scars & Tattoos // Heavy scarring across his body, three notable scars on his face - one, across his lip, from a wraith, and the two others (crossing his left eye) from the dragon.
Notable Features // His hair and eyes, both uncommon (along with his whole black color scheme). His armor is also very noteworthy
Faceclaim // Arnas Fedaravičius as Sihtric, The Last Kingdom
Zodiac Sign // Libra
P A S T
Birthplace // Temeria
Hometown // Maribor
Parents // Unknown
Siblings // Unknown
Relationships // Ánrai (partner), Jens of Rinde (father figure), Efrosine (merperson, former SO), Petronella 'Nellie' Vidmar (dwarven runewright, SO)
Backstory //
Much of Raven's early life is a mystery. He doesn't remember who his parents were, but he knows he was given to the School of the Griffin when he was very young - just under a year old. His parents believed his birth was a bad omen, due to his black hair -a trait no one in his very light-featured family possessed- and sought to give him away, or so he was told later in his life by the witcher who claimed him. This witcher, called Jens of Rinde, chose the name 'Raven' for the young boy - a name that would live forever in the ballads sung of the Black Griffin, mighty witcher-knight and defender of the common folk.Raven blossomed at Kaer Seren. He grew up well, cared for attentively by his elder brothers. He excelled in archery, alchemy, and swordsmanship, and had extremely powerful signs that gave his mentors a fright when he first tried to use them. He was also incredibly intelligent, and known for being fond of reading.Like every young witcher, however, Raven eventually had to leave his keep and set out on the Path with his partner, Ánrai. The two roamed the Northern Kingdoms searching for work together for many years before Raven ever became notable.As the ballads tell it, Raven took a contract to cure the Duke of Maribor of Lycanthropy. He successfully lifted the curse, and thus his name spread across the North. His deeds continued to impress - he had, at one point or another, even slain a manticore. His greatest deed, though, was slaying a Black Dragon who had made its lair in the Mahakam Mountains, right on top of a valuable deposit of meteorite ores.He accepted the contract, primarily for selfish reasons. He had foolishly fallen in love with a Dwarven woman, Petronella Vidmar, enchanted by her beautiful red hair and her skill as a runewright. Both the witcher and the woman knew that it was not to be, but he hoped that by slaying a dragon - a legendary deed - he would be able to convince her Clan that he was worthy of her hand.Raven knew it would be no easy task, so he commissioned a suit of armor crafted by the Gnomes of Mahakam, and finished by the Elven songmaster Tyen'sail. The armor itself was sleek, light, dyed black, and perfectly designed to match his combat style - that of a Griffin ranger. It was also imbued with extremely powerful magic, which would enhance his own witcher signs when he wore it.The battle itself was long and hard, but Raven eventually emerged victorious - with a few scars as souvenirs. He then returned to Mahakam and presented the dragon's head to the leader of Clan Hoog, receiving his payment - a mountain of gold from the dragon's hoard, and a supply of meteorite steel large enough to forge one hundred blades. However, this reward mattered not. He had failed to win what he desired most, and despite his best efforts to the contrary, Petronella was married off against her will. This sent Raven spiraling into misery, and in the depths of his grief, he cursed himself.The exact nature of the curse is mysterious, but in essence, it placed him into some kind of magical stasis, a state much like death. Those around him at the time (primarily Temerian peasants) were convinced he was in fact dead, and buried him in a crypt outside of Vizima. There he remained for over 100 years, before being released from the curse by some mysterious force in the spring of 1278. He was understandably confused at this, and continues to search for both his stolen armor and any leads as to how and why his curse was broken.
P R E S E N T
Location // The Northern Kingdoms
Friends & Relationships // TBD
Pets // A stallion (Dutch Warmblood) called Grackle.
Rel. Status // Being emo about his long lost love.
Shipping Availability // Friends Only. Shipping with Raven requires heavy plotting, and the understanding that any ships with him are going to be very difficult.

Lydia

B A S I C S
Name // Lydia van Bredevoort
Nicknames // Liddy
Gender // Female
Age // 59
Species // Human
Profession // Sorceress, Researcher, Painter
Sexual Orientation // Biromantic Grey-Asexual
P H Y S. C H A R A C T E R I S T I C S
Height // 5'2"
Hair Color and Type // Dark brown. Naturally wavy.
Eye Color // Warm brown.
Skin Tone // Light olive, warm undertones.
Body Type // Slender
Accent // Not distinctive
Scars & Tattoos // Her scars are all hidden beneath an extremely powerful illusion. However,
Notable Features // Her strange face, the product of an illusion. Also her beautiful gowns, usually made from expensive silk.
Faceclaim // Marta Gastini as Giulia Farnese, Borgia
Zodiac Sign // Sagittarius
P A S T
Birthplace // Poviss
Hometown // Osterhan
Parents // Maiike and Dewitt van Bredevoort
Siblings // Two sisters, Katrina and Claudia
Relationships // Vilgefortz of Roggeveen, Various Northern Mages
Backstory //
Lydia was born to the van Bredevoort family of Osterhan, Poviss, the middle of three daughters and apple of her parents' eye. As she grew, however, it became obvious that she was different to other children. While her magical abilities were relatively minimal, they made her troublesome - and thus she was taken to Aretuza for education.She wasn't particularly good at magic, nor did she have a particular passion for it. In fact, she was mostly ignored by her peers and dismissed as "meaningless", even in her adult life. She did, however, thoroughly enjoy studying the history of magic and its cultural implications. Research is where she truly excelled, and when she graduated she chose to apprentice with more experienced mages in an effort to expand her knowledge and broaden her fields of study.Eventually she settled on magical anthropology and archaeology, and found a place in the entourage of Vilgefortz of Roggeveen - as his personal assistant and secretary, which suited her well enough. She grew to admire, and even love him, though she never showed her affection towards him. She was too proud to confess her feelings. Neither spoke of it, and thus created an environment of inert stability.On one of their expeditions, around 1263, Vilgefortz asked Lydia and a team of mages to experiment on an ancient artifact found in a necropolis. They managed to activate the artifact, but it accidentally exploded, killing three mages on the spot and severely injuring Lydia herself. She was badly burned, her jaw was mangled, and her larynx and throat were mutated so severely that she could no longer speak. She was left with sign language and telepathy as her only means of communication, though she primarily uses the former because - as aforementioned - she wasn't a very powerful mage, and telepathy for Lydia was not effortless.Many attempts were made to heal Lydia using regenerating spells, but each one failed. Instead, the bottom half of her face was covered with a powerful illusion, as were her burn scars. Her injuries were said to have caused people to faint upon seeing them. It became a common courtesy among mages to not look directly at Lydia's face, and instead avert their eyes in a show of respect.Due to the illusion's static nature, she wasn't able to move her mouth at all, and thus wasn't able to express emotions as easily anymore. As a result, she primarily communicated her emotions through her eyes - which were said to be very expressive.Lydia was also an accomplished artist, and her oil paintings were said to be exceptionally beautiful. She usually painted historical scenes, but she would sometimes paint portraits of people she found to have particularly interesting features. She was exceptionally touched by any and all compliments involving her art.During the Thannedd Coup, Lydia accompanied Vilgefortz. He asked her to provide a distraction for him, and - though she knew it was wrong - she complied. She began attacking the rebel mages, but suddenly stabbed herself in the chest with a dagger. She had finally realized the error of her actions and the fact that the man she loved did not, and could never, love her in return.Canon Divergent - Lydia was fortunately healed from her injury, and though the process was extremely slow, she eventually made a full recovery and returned to her homeland, where she continues her research. She intends to travel to Zerrikania when things quiet down, to study the origins of its great cities.
P R E S E N T
Location // Lan Exeter
Friends & Relationships // TBA
Pets // A cat called Minerva, her very sweet research assistant.
Rel. Status // Single
Shipping Availability // Friends Only
Evird

B A S I C S
Name // Evird
Nicknames // N/A
Gender // Male
Age // Over 500
Species // Human (Mutated)
Profession // Elder Witcher of the School of the Gryphon
Sexual Orientation // Heterosexual
P H Y S. C H A R A C T E R I S T I C S
Height // 6'2"
Hair Color and Type // Once flaxen-blonde, now white.
Eye Color // Dark Hazel-Green
Skin Tone // Rosy-pale
Body Type // Tall, Broad
Accent // Kaedweni
Scars & Tattoos // Many and varied scars, but none that are immediately visable.
Notable Features //
Faceclaim // Ian McElhinny as Ser Barristan Selmy, Game of Thrones
Zodiac Sign // Taurus
P A S T
Birthplace // Kaedwen
Hometown //
Parents // Unknown
Siblings // Unknown
Relationships // Erland of Larvik, Sophia Fieldse, Cato, Aldredd
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Erland of Larvik

Aldredd
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Ánrai

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Leila

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Vyasa

B A S I C S
Name // Vyasaethra
Nicknames // Vyasa
Gender // Female
Age // 86
Species // Succubus
Profession // Street Performer
Sexual Orientation // Pansexual
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Height // 5'2"
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Viaan

B A S I C S
Name // Viaanarathe
Nicknames // Viaan
Gender // Male
Age // 86
Species // Incubus
Profession // Street Performer
Sexual Orientation // Pansexual
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Height // 5'9
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Faceclaim // Sebastian de Souza
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Sylvas

B A S I C S
Name // Sylvasethnai of Spikeroog
Nicknames // Sylvas, Syl
Gender // Male
Age // 240
Species // Incubus
Profession // Hermit, Seer, Priest of Herne
Sexual Orientation // Polyamorous Pansexual
P H Y S. C H A R A C T E R I S T I C S
Height // 6'7"
Hair Color and Type // Warm golden blonde, curly(3A). Worn to his waist.
Eye Color // Blue-Green
Skin Tone // Lightly tanned, warm undertones.
Body Type // Tall, slim, muscular.
Accent // Skelligan
Scars & Tattoos // Tattoos cover most of his body up to his neck.
Notable Features // His tattoos, and his antlers.
Faceclaim // Jordan Patrick Smith as Ubbe, Vikings
Zodiac Sign // Taurus - Born on May 5th, 1032
P A S T
Birthplace // Spikeroog, Skellige
Hometown // Somewhere in the forests on the Isle of Spikeroog
Parents // Lillica and Riznear
Siblings // Cazia, Nixia, Nyma, Neria, Issira, and Siva
Relationships // Granny, Sigurd, Siva (his twin),
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P R E S E N T
Location // Clan Damhán's Seers' Cottage, Spikeroog, Skellige.
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Issira

B A S I C S
Name // Issira of Skellige
Nicknames // Issira, Issy
Gender // Female
Age // 272
Species // Succubus
Profession // A very famous courtesan. Mistress of several monarchs and men and women of high status.
Sexual Orientation // Bisexual
P H Y S. C H A R A C T E R I S T I C S
Height // 5'7"
Hair Color and Type // Golden Blonde and thick, curly(2C). Worn either in a jeweled updo or loose.
Eye Color // Bluish-Green
Skin Tone // Light, rosy and warm-toned, with a scarce dusting of freckles
Body Type // Slender but feminine.
Accent // Skelligan, although it's softened considerably since she's been on the mainland. She could almost be mistaken for an Aedirnian by birth.
Scars & Tattoos // Matching tattoos with her sisters. Hers are located on her hands and extend down her forearms to her elbows, although they're easily concealed with simple enchantments.
Notable Features // Her legs. She possesses the same deer-like traits as her younger sister, Siva. Though, she doesn't share the antlers. Her own horns, once of the slightly curling ramlike variety, have been filed down to such a degree that they're completely unnoticeable unless someone were to look directly at her scalp.
Faceclaim // Holliday Grainger
as Lucrezia Borgia, The Borgias
Zodiac Sign // Virgo - Born on Sep. 18th, 1000
P A S T
Birthplace // Skellige
Hometown // somewhere in the forests of Spikeroog
Parents // Lillica and Riznear
Siblings // Cazia, Nixia, Nyma, Neria, Siva, and Sylvas.
Relationships // King Demavend III of Aedirn (Lover, until his death), Her Various Children (Cerridwen and Gwilim are the most well-known in polite society and in the gossip's whispers, though she is said to have more)
Backstory //
Issira was always one for adventuring. As soon as she was able, she left her home in Skellige behind to sail the seas and venture to far-off and exotic lands. Over the years she's found herself in many places - The far reaches of Nilfgaard and Zerrikania, to name a few. However, she usually stayed within the Northern Kingdoms.Soon, she found herself intrigued by the concept of court life and deigned to try it for herself. She filed down her horns and donned dresses and soon became an object of desire for much of the Aedirnian nobility, of whose court she'd infiltrated thanks to a sympathetic courtesan she had
befriended. Issira was prized among the court for her unparalleled beauty and burgeoning intellect. She soon became an expert in political games, favoring the use of her natural charms to get what she wanted out of life.Eventually, she became the mistress of King Demavend III. They met in his younger years, while he was still filled with the vigor of youth. She was drawn in by not only his position of power and what he could provide for her, but also his unique charms and good looks. It was incredibly easy for her to enamor him, and they spent many happy years together - their union bearing fruit in the form of several suspiciously beautiful royal bastards. She held his favor until his death, and while she will always ask herself if he ever really loved her, and if she ever really loved him, the answer is plain to see in their love for their children.After many years of hiding her true nature and bedding various powerful people, she made her home in the Aedirnian countryside she was so intimately familiar with. With a fortune amassed over several decades, she built an estate and now lives there for much of the year with her children, in luxury and comfort. She does go to court very often, though, to preserve her reputation and guide young Stennis as much as she can with the knowledge she possesses of politics and intrigue.
P R E S E N T
Location // Aldersberg, Aedirn
Friends & Relationships // TBA
Rel. Status // She has various casual flings, but none stick.
Shipping Availability // Available! Shipping with Issy is dependent on chemistry and plotting, but she's a naturally flirty muse and won't shy away from courting and bedding someone she fancies, if they can give her something in return.
Tegwen

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Lars

B A S I C S
Name // Lars DeWitt
Nicknames // Lars of Velhad
Gender // Male
Age // 73
Species // Human
Profession // Mage
Sexual Orientation // Bisexual
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Height // 5'11"
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Eye Color // Pale Blue
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Faceclaim // George Blagden as Æthelstan, Vikings
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Children // Revka von Averesch-DeWitt
Relationships // Margarita Laux-Antille (Former Lover), Ianira von Averesch (Lover), Lydia van Bredevoort (colleague)
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Ursula
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Faceclaim // Noémie Schmidt as Henriette, Princess of England, Versailles
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Penelope
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Faceclaim // Anna Brewster as Françoise-Athénaïs, Marquise de Montespan, Versailles
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Nechama

B A S I C S
Name // Nechamavirne
Nicknames // Nechama, 'Ama
Gender // Female
Age // 110
Species // Succubus
Profession // Artist
Sexual Orientation // Pansexual
P H Y S I C A L
Height // 5'5"
Hair Color and Type // Dark brown, curly(3A). Often worn in either an elaborate jeweled updo, or loose.
Eye Color // Deep brown.
Skin Tone // Medium olive, warm undertones.
Body Type // Well-muscled, curvy.
Accent // Zerrikanian
Scars & Tattoos // She has various tattoos, according to Zerrikanian custom, and to the traditions of her clan. The most noteworthy ones are on her face, in brilliant blue ink.
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Faceclaim // Maria Valverde as Zipporah, Exodus: Gods and Kings
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P A S T
Birthplace // Zerrikania
Hometown // N/A, Nomadic.
Parents // Akim and Tehmina
Siblings // A younger sister Aminat.
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Location // Vizima, Temeria
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Bianca

B A S I C S
Name // Bianca von Averesch Fieldse
Nicknames // Yanna, Little White One, Dove
Gender // Female
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Species // Human (Spicy)
Profession // Witcher of the School of the Gryphon
Sexual Orientation // Biromantic
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Height // 5'11"
Hair Color and Type // Very pale blonde, almost white. Curly and long, often braided for convenience.
Eye Color // Silver-green.
Skin Tone // Porcelain
Body Type // Slim and tall, well-muscled.
Accent // Koviri
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Faceclaim // Georgia Hirst as Torvi, Vikings
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P A S T
Birthplace // Kaer Seren, Kovir
Hometown // N/A
Parents // Ianira von Averesch and Cato of Pont Vanis
Siblings // Three older half-siblings (Luca, Tali and Revka) and a slightly older twin brother, Damien.
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Damien

B A S I C S
Name // Damien von Averesch Fieldse
Nicknames // Little Griff, Junior
Gender // Male
Age //
Species // Human (Spicy)
Profession // Witcher of the School of the Gryphon
Sexual Orientation // Biromantic
P H Y S. C H A R A C T E R I S T I C S
Height // 6'7"
Hair Color and Type // Dark brown and curly, like Cato's
Eye Color // Dark grey-green.
Skin Tone // Medium-light and freckled, warm undertones
Body Type // Tall and broad
Accent // Koviri
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Faceclaim // Giacomo Gianniotti as Remy/Julien Varga, Reign
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P A S T
Birthplace // Kaer Seren, Kovir
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Parents // Ianira von Averesch and Cato of Pont Vanis
Siblings // Three older half-siblings (Luca, Tali and Revka) and a slightly younger twin sister, Bianca.
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I N T R O D U C T I O N
The School of the Gryphon is one of the most famous of the Witcher Schools to have ever existed. Located on the remote western coast of Poviss, the School has sat overlooking the ocean since the creation of the School by their founder, Erland of Larvik. Fantastical tales of Gryphon witchers, like that of the Dragonslayer George of Kagen, have colored the perception of the School in the eyes of peasants and kings alike as proud and righteous knights. Witchers of this School are known for their code of honor and emphasis on the chivalric virtues, for possessing expertise in signs and alchemy, and their extensive knowledge of magic. The School once possessed the largest and rarest library in the Northern Kingdoms, rivaling even the great archives of the Empire. Sadly, though, the jealousy of Mages caused its destruction in an avalanche and the deaths of many of its members, as well as the subsequent abandonment of its keep, Kaer Seren.The School today is near extinct, with no new Witchers having been made in decades. Its remaining members are scattered across the Continent, having either been absorbed into other schools or struck out on their own. One Witcher, Cato of Pont Vanis, remains - watching over the ruins and waiting for his brothers to return, if they ever do.
G E N E R A L
Location // western, coastal Poviss, at the end of a mountain range overlooking the ocean.
Keep // Kaer Seren, destroyed in an avalanche caused by invading mages. Though, by 1275, it is almost completely repaired and has returned to working order.
Membership // Only about 15 or so living members, all scattered to the winds with no contact with each other.Living members at the time of the destruction of Kaer Seren include Erland of Larvik, Coën, Old Keldar, Ealdred, Cato, Raven, Aldredd, Evird, Casper, Gianni, Mikko, Niccolo, Petri, Joannes, Gavino, Pippin, Heikki, Ánrai, Kerstan and Kajetan, Narve, Tycho, Emeril, Maes, Fiorello, Rogier, and Lorenzo (Enzo for short), not counting the apprentices.Several mages resided at the School, namely Ottmar of Narok, Florentin Degenhard, and Elsie van Olst.
T R A I N I N G
Witchers of the Gryphon School are trained extensively in cooperation from a very young age. As soon as they arrive at Kaer Seren, they're separated into groups of six or eight based on age, and from there they are assigned a partner. Partners are chosen based on their demeanors, and how well they complement each other in nature and fighting style. They have to be able to work well together, but also to challenge each other. These pairs remain together throughout their apprenticeship and Trials, and set out on the Path together for the first decade or so, depending on how successful they are. It's not uncommon, however, for witchers to choose to remain with their partner indefinitely.Gryphon apprentices are also each assigned a mentor, usually an elder witcher who has since retired from the Path. This mentor serves as a guide and instructor, imparting invaluable knowledge onto the young trainee up until they leave for the Path. This structure ensures the unparalleled discipline and responsibility of Gryphon witchers, and is the reason why members of the School are almost never wild and unstable. Apprentices and mentors often develop close bonds, and most Gryphon witchers will speak of their mentors fondly. Some mentors take on a parental role, though all are strict without exception and in fact compete with each other to see which apprentice does the best in training exercises. It's a point of pride for the elder witchers for their charge to do well.Apprentices are educated extensively in swordsmanship, archery(using crossbows), tracking, monstrology, theoretical and practical magical knowledge, the use of enhanced signs, and alchemy. Their expertise with magical disciplines comes from their general emphasis on the pursuit of knowledge, learning, and innovation. Their magical knowledge is vastly superior to the other Schools, and they are able to undertake more complex magical rituals and perform more complicated spells, and their use of multiple signs simultaneously, and often their formulation of entirely new signs, is a well-kept trade secret.
T R I A L S
Trial of the Cliffs // The first trial Gryphons undergo is called the Trial of the Cliifs. The land surrounding Kaer Seren is mountainous and filled with rocky outcrops overlooking the wild sea, and thus the perfect place to test Witcher apprentices' physical skills and stamina. The apprentices set out in pairs, and are expected to leap from the cliffs into the water below - a test of their fearlessness as well as their accuracy and reflexes. They're also expected to climb back up the cliff face, if they survive the fall.Trial of the Grasses // This trial is what creates the witchers. It's alchemical in nature, but requires magic to stabilize it. The Gryphon's Grasses are very similar to those of the Wolf School, with a few notable exceptions - several additions and subtractions were made to the formulae to ensure that Gryphons were less unstable than their brethren from other schools, and various other mutagens were added to enhance their stamina and magical abilities. These secrets have been lost, however, and the exact formula of how Gryphon witchers were once created is unknown.Trial of Fledging // The Trial of Fledging is the final Gryphon trial. The apprentices are given two choices - to either locate and retrieve a Griffin egg from one of dozens of nests in the treacherous mountains around Kaer Seren, or recite the Liber Tenebrarum. Most choose the former, and once completed, the apprentices become fully-fledged Gryphons.
W I T C H E R S
Mutations // Typical witcher mutations to the organs, bones and muscles, and body in general to enhance speed, stamina, and the senses. The mutations of the eyes differ slightly in Gryphon witchers, giving them a higher likelihood of having uncommon eye colors - for example, green and blue. Grypons also almost always have normal human-like eyes, and their pupils usually only retract into slits when in bright and direct sunlight. In addition, Gryphon mutations occur later than most, and have a moderate to high survivability rate (6/10).
Skills // Extremely Enhanced Signs and Magic, Tracking, Archery, Alchemy, Swordplay.
Armor // Medium Armor, heavy focus on glyphs and runes as well as sturdiness and durability. Commonly scale and chain mail, with some plate depending on the individual witcher's style and preference.
Weapons // Two swords, crossbows with silver-plated arrows, signs and bombs.
Practices // Monster hunting, occasional curse breaking, and knightly pursuits like saving damsels in distress and defending the downtrodden.
Combat Style // Focused on fighting large and resilient opponents, as well as multiple opponents at the same time. Swift, strong strikes, and using signs to deadly effect.
Behavior // Gryphon witchers differ somewhat in their behaviors. Some choose to cater to the nobility, where their School's notoriety gives them a leg up. Others turn their attention towards magical matters, curses and the like. A few Gryphons have even chosen to adopt a knightly code of honor and virtue, and set out to do good deeds. However, all are well-educated, efficient, and notable in their chosen discipline.
Hierarchy // The School of the Gryphon, in its heyday, was a democracy led by a permanent Grandmaster and a council of mages and witchers alike, both young and old.
Trainees // Before the destruction of Kaer Seren, there were around eighteen trainees. None survived. After 1275, when the School begins to take in apprentices again, there are about ten including Luca, Revka, Damien and Bianca von Averesch.
Reputation // Witchers of the School of the Gryphon enjoy a well-earned reputation for being honorable, effective, and knowledgeable. They're favored among the nobility for their superior manners and social graces, and are known by the lower classes due to the stories of Gryphons like George of Kagen, the famed Dragonslayer, and Raven - Witcher-Knight and defender of the common folk.
School of the Manticore

Image Credit // seventhirtytwo on reddit
I N T R O D U C T I O N
The School of the Manticore is a vastly unknown and mysterious witcher school, though one more ancient than most realize. The occasional tale of the wild lands of Zerrikania includes mention of the the School, but only in passing, and most have never even heard of the School, let alone met a witcher hailing from it. Manticore witchers, though originally created by western mages and alchemists, grew displeased with the Order as it declined, and a small group of witchers broke from the majority and traveled East. They reached Zerrikania, where the current Queen provided them aid, and a keep -which they named Kaer Diwo- in exchange for one small favor. Manticore witchers started as the magically and alchemically mutated order of personal guards to the Zerrikanian Queen, but quickly became what we now know as the School of the Manticore, with the aid of various Zerrikanian mages and master alchemists. Contemporary Manticore witchers no longer enter into the service of the Zerrikanian royal family(for the most part, at least), and instead perform the various duties of an ordinary witcher - with a few notable differences, of course. To Zerrikanians, the witchers of the School of the Manticore are spiritual warriors and guardians of the people from the forces of evil, most often in the form of mindless monsters. They are tasked with protecting the Dragons their people revere, as well as slaying any beast that seeks to harm or endanger the lives of innocent people and sentient monsters.The School is one of the only witcher schools still in full-scale operation, and there are dozens of apprentices in training between their keep, a large ancient temple with an extensive library, and the caravan in which many of its adult members and apprentices travel. They are also one of only a couple witcher schools to train women, and of those, possess the greatest number of female witchers. The School is also renowned for its expertise in alchemy, and its discovery of many contemporary potions and formulae used in the witcher's trade.
G E N E R A L
Location // Northeast Zerrikania, bordering on Haakland.
Keep // Their primary keep, where the initiates are educated and trained, is called Kaer Diwoduro, or more simply Kaer Diwo. It was once an ancient temple dedicated to the dragon Adbugissa which has since been converted into a fully functioning witcher's keep, complete with mages' quarters and everything a witcher could need. In addition to the formal keep, most initated witchers of the School travel with the Caravan, called the Nemet, and this is also where the apprentices begin their life on the Path once initiated.
Membership // The School has about sixty members, not including trainees. There are hardly any known Manticore witchers in the Northern Kingdoms or Nilfgaard. However, various witchers from this school are well-known in the east. The story of the witcheress Kazenatth, a noted protecter of Dragons, is a folk tale among Zerrikanians. Haaklandians prefer to tell the tale of their countryman, the witcher Xeran, who outsmarted and killed a Hydra, preserved its five heads, and gave them to the Queen of Zerrikania as tribute.
T R A I N I N G
Manticore witchers are chosen, and trained, quite uniquely to other witchers. Firstly, members of the School come exclusively from Zerrikania and Haakland. All male members from the School are Haaklandian. All witchers and witcheresses are given willingly to the School, as no Manticores practice the Law of Surprise. This is seen as a noble sacrifice for the greater good, and it's a point of pride for many Zerrikanians and Haaklandians to say that a member of their family is/was a witcher. Male witchers of the School are mostly children of Haaklandian warriors, with exceptional prowess for archery and horsemanship, and are trained accordingly.Each Manticore apprentice has two mentors, one male and one female. The male mentor is tasked with teaching the apprentice practical skills, such as how to survive in the wilds, horsemanship, the bestiary, and basic manners and the rules of etiquette, while the female mentor instructs the apprentice in combat, alchemy, how to make bombs, and the use of signs. Very occasionally, these roles will be reversed.All Manticore witchers go through their training after they pass the Trial of Memory, when they are allowed to join the Nemet as apprentices. This is also when they are allowed to choose their horse, which is a crucial point in every Manticore witcher's life. All horses are bred within Kaer Diwo, and are singularly suitable for a witcher's life, especially one who operates mainly in the desert. This specific breed of horse(resembling the Akhal-Teke) is raised to fear monsters less, and is acclimated to them further along with their young witcher companion.The training itself for Manticore witchers is brutal, but accurate to what they will face in the outside world. Apprentices are subject to being left alone in the desert for days to fend for themselves, and are put in various other dangerous situations in an effort to better prepare them for life on the Path. In addition, hazing is quite common among the young initiated witchers and the apprentices, and occasionally some apprentices will be accidentally poisoned. The vast majority survive, though, and the mortality rate among apprentice, novice, and experienced witchers is extremely low, giving Manticores the longest life expectancy of all witchers.With the completion of the Trial of Beasts, an apprentice becomes a fully-fledged witcher and their training ends. Most choose to remain in the Nemet with their fellow witchers for several years before striking out on the Path, both to gain knowledge and experience and also to be acclimated to life outside of Kaer Diwoduro. Most Manticore witchers remain in the east, traveling Zerrikania and Haakland and the Korath Desert in search of their next trophy, occasionally traveling west to take a particularly lucrative, interesting, or difficult contract. However, a few witchers are tasked with quests and causes, like one Fayza of Tanisius; a witcheress whose divine purpose, as prophesied by the high priestesses of Raróg, is to protect and care for the remaining dragons in the west.
T R I A L S
Trial of Memory // The Trial of Memory is the first, and most important, trial that Manticore trainees go through. This is the Trial that allows them to be apprenticed to their mentors and is a prerequisite for continuing up the ladder. In essence, the Trial is an exam; a test of sorts to gauge the trainees' knowledge and ability to retain information. Trainees are educated extensively in alchemy, history, language, religion, and philosophy, and successfully passing this Trial requires a wealth of knowledge rivaling that of what easterners would consider a genius. It is relatively easy, however, for most trainees to pass on the first or second attempt, and move on to the next Trials.Trial of the Sands // The second trial that apprentices endure is called the Trial of the Sands. It consists of the trainees being brought out into the desert and requires them to put their knowledge to practical use by fending off wild animals, creating a shelter, and finding food. There are two parts, including both a solitary and group Trial.Trial of the Grasses // The Trial of the Grasses is much the same in all the witcher schools, but in the School of the Manticore, it is vastly different. Parts of the alchemical formulae have been changed and adjusted to cater to the female body, and apprentices go through different trials based on their biological sex. However, the outcome is much the same - superhuman abilities and senses far beyond the reach of a normal person.Trial of Beasts // The final Trial is called the Trial of Beasts. It is quite simple, in that the apprentice must hunt a large monster by themselves. However, that does not mean the Trial is easy, or without considerable danger. It poses a great risk to any who attempt it, and quite a few apprentices die on their final Trial. However, those who manage to complete it and return with the monster's corpse as a trophy, are formally initiated into the School of the Manticore as a witcher or witcheress.
W I T C H E R S
Mutations // The mutations Manticore witchers undergo are very similar to those of other Schools. They're catered more to resilience, speed, and stamina, rather than sheer strength and brutality. They're best suited to long, involved, deadly fights with large monsters. Their mutations also give them enhanced resistance to toxicity, and as mentioned before, have an almost 100% survival rate.
Skills // Advanced Alchemy, Swordplay, Archery, Survival Skills, Horsemanship, Mounted Combat
Armor // Light, usually leather armor, emphasizing maneuverability. Most Manticore witchers have various belts on which to hang and store alchemical components, potions, and bombs. In addition, many witchers keep the hide of the monster they killed during their final Trial and have somehow incorporated it in, or fastened it to, their armor and/or their horse's tack.
Weapons // Two swords, some witchers prefer a bow with silver-tipped arrows. Various daggers. Bombs are also extremely common.
Practices // Monster hunting, serving as guards at temples and for the Zerrikanian royals(formerly), protection of endangered species such as dragons.
Combat Style // The combat style of the School of the Manticore emphasizes graceful, quick movements and successive blows. They employ extensive dodging and use defensive signs, blade oils, poisons, and bombs to distract and further damage opponents.
Behavior // Manticore witchers are renowned for their efficiency, grace, and ability to kill damn near any creature with practiced ease. They are a confident and eloquent lot, with great people skills and a desire for success and glory that rivals any knight. Some can be flashy and prideful, but their feelings are warranted - there is hardly another being on the continent that can rival a Manticore witcher on skill and discipline alone.
Hierarchy // The School's hierarchy is primarily matriarchal and led by the elder witcheresses, but is egalitarian and democratic when it comes to decision-making.
Trainees // A little over a dozen trainees and apprentices are currently residing in Kaer Diwo and the Nemet.
Reputation // In the west, Manticore witchers don't have a reputation as they're almost completely unknown. However, in the east, their reputation precedes them. Tales of their benevolence and prowess in battle has led to the fostering of trust and admiration between the citizens of Zerrikania, Haakland, and the Manticore witchers.
School of the Wraith

Image Credit // Thai Vo on ArtStation
I N T R O D U C T I O N
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Zerrikania

I N T R O D U C T I O N
Zerrikania is a nation in the east of the Continent, located beyond the Korath Desert and southwest of Haakland. It's a mysterious land, most westerners having only heard of it in stories - which are more than likely either highly exaggerated or outright lies. Only those who have ventured there, in traveling caravans through the desert wastes, would know the truth of it.It is a place of supreme natural beauty and wonder, its landscape dominated by the vast, burning expanse of the Korath Desert and dotted with steppes, high mountains, jungles, and oases.Massive, ancient cities tower above the desert sands, with sprawling and lively outdoor markets selling exotic goods no westerner has ever seen. Acrobats and performers line the streets, and some of the world's finest bards refine their lyricism and compositional skills in the forums and coffeehouses of its capital. Their hanging gardens are legendary, as are their great libraries and academies - the very centers of knowledge and learning on the Continent, though few outsiders are allowed to study there. Zerrikanian temples are glorious feats of architecture and design, often with magic weaved into their very stones.Mages harness the power of desert lightning storms and fire magic to strike awe and fear into the hearts of their nation's allies and enemies alike. Monsters and wild beasts stalk in the desert, some species entirely new and unrecorded, posing a significant threat to even the strongest, most skilled, and experienced witcher.It's a beautiful, dangerous land, ruled and protected by women, driven by their worship of Divine Dragons. A center of science, technology, enlightenment, and the arts, Zerrikania is a modern society far in advance of any western nation. They are, by nature, a more peaceful people than their reputation in the west would suggest, preferring to send dignitaries and missionaries in the form of Free Warriors to the outside world with the aim to find and protect the remaining dragons.
H I S T O R Y
I don't really want to restate the entire ancient history of Zerrikania as it is in canon, so here is the link to the particular section of the wiki which discusses Zerrikania's history. Below is a section on its contemporary history, which I've changed a little.In contemporary times, Zerrikania has been notably neutral in the Northern Wars, preferring to remain that way in order to maximize their ability to trade freely with the west. They have little care for outside disputes, and after all, they have no horse in the race. However, their relationship with Nilfgaard is gradually souring - they start war after war in their foolish lust for power and conquest, which are terrible for trade and make conditions unsafe for delegations, merchants, and Free Warriors to travel into the Northern Kingdoms.After the various Zerrikanian civil wars and the death of the previous Queen, a warlike sorceress with an unparalleled bloodlust, Zerrikania came under the rule of the young Queen Cantismerta. Elected, as is tradition, by a dragon: in her case, it was the red dragon Voteporix - who prophesied that she would be the one to lead Zerrikania into an era of enlightenment and peace. She has, so far, performed her duties as Queen remarkably, and with wit, enthusiasm, and a notable spark of life.
C U L T U R E
Zerrikania is, by its very nature, a multi-cultural nation. It's a center of trade and education, which makes it a very attractive place to settle for foreign merchants, bards, and adventurers. It's not uncommon to see people from all walks of life in the streets of its cities and towns.Given that, most Zerrikanians are multilingual: speaking both Zerrikanian and Common natively, along with various other languages often including but not limited to Haaklandian, Nilfgaardian, and the eastern Elder Speech dialect.One of the more notable, and well-known, aspects of Zerrikanian culture and government is its matriarchal alignment. Women and men carry vastly different duties and responsibilities. For example, women are expected to become great rulers, warriors, priestesses, mages, scholars, and teachers, while men take on more domestic roles - such as cultivating the land, manning quarries and mines, becoming tradespeople, and raising children. This is not out of force, as any Zerrikanian is allowed to choose what they want out of their life, but it is simply the way of things. Most don't think to question it.Tattooing is common among Zerrikanians, especially with members of the Faithel, though there is no specific significance nor guidelines surrounding the practice. Tattoos are seen as beautiful, and it is encouraged for both men and women to undergo tattooing if they so choose.Zerrikanian culture is also innately tied to its primary religion, which you'll find information on in the Religion section below.
G O V E R N M E N T
Zerrikania is a matriarchal elective queendom, ruled by a single Queen and aided by various councilors, leaders of certain factions, and High Priestesses, who oversee specific cities and regions.// INFANTICIDE TW //
The process of royal election is somewhat complicated, as the future queen is chosen from many different Priestesses upon the death of the old queen. Various women are put forward as candidates, and are subjected to rigorous testing and training before finally going before a living dragon. This dragon determines whether or not the woman is fit to be queen, and bestows a magical gift upon her - as well as melts down the previous queen's tiara and alters it to fit the new queen, both in size and personality.Many of Zerrikania's queens, including its current ruler, have been produced from a singular, proud bloodline descending from, as is rumored, a dragon. This bloodline is entirely female and is rumored to have been kept that way through male infanticide. Though, it's equally likely that the bloodline carries a gene that is deadly to males, as no male child survives more than a year. The true reason, however, is a mystery.Beneath the Queen are various advisors, and elected councilors who preside over the various regions of Zerrikania. Under the councilors are the representatives of individual clans, cities, towns, and of the Holy Orders such as temples, the Faithel, and even the School of the Manticore, that position being currently held by one Fayza of Tanisius.
P O P U L A T I O N
As mentioned earlier, Zerrikania is a multicultural society made up of many different groups of people from various origins and walks of life.The population of its more remote and rural areas are mainly native-born Zerrikanian humans, with the occasional band of elves or gnomes. Many Zerrikanians are members of nomadic clans and tribes, and travel the vast swaths of desert between Zerrikania's cities and towns in order to trade.The nation's cities, however, are quite different. A good portion of the citizens of its large cities are from the Nilfgaardian provinces or the heart of the Empire itself, having visited to trade and decided to make a permanent home there. Most visitors from the Northern Kingdoms find the climate disagreeable, and few choose to reside there permanently.Zerrikania is also home to a vast amount of concubi, who are viewed quite differently to how they are in the west. Zerrikanians believe that concubi are close cousins to humans, also native to these lands, and placed under Zerrikanterment's protection alongside themselves. Therefore, they are treated with respect and seen as equals. They're allowed freely into cities and towns, and are often given tribute and gifts by their human cousins in the form of silks, gold, and animal pelts.Zerrikanian concubi are mostly nomadic by nature, preferring to travel the land they're so tightly tethered to in caravans. Often, each group of humans will have at least one concubus among them, as it improves their chances of survival - after all, Zerrikanian concubi are the best navigators and desert survivalists there are. Many concubi, however, have chosen to eschew their nomadic roots and live in Zerrikania's cities. Quite a few own or work in Zerrikania's pleasure houses, teach and lecture at the universities, or perform in the forums.
R E L I G I O N
While most religions are welcomed and accepted in Zerrikania, the two main religions are the traditional Zerrikanian Dragon worship (the Cult of Divine Dragons), and the Cult of Niya, known as Lilit or Lilith to the Nordlings.The dragon worship centers around the veneration of ancient dragons as a pantheon, and also the protection and worship of living dragons housed in temples. Adherents believe that Zerrikanterment, an ancient dragon, chose a group of humans and nonhumans and placed them under his protection - creating Zerrikania and the Korath Desert by burning the land around the eventual nation's borders - in exchange for the protection of his species by these people. Eventually, this turned into worship, and became Zerrikania's dominant religion. This religion is connected to the Queens of Zerrikania, who brought the religion to all of their subjects, as well as the Faithel - a religious order focused on the protection of dragons both within and beyond Zerrikania's borders.According to their texts and doctrine, dragons are the world's creators and the embodiment of various forces of nature. The religion is centered within temples where dragons, living and dead, are housed. They are watched over by priestesses who are often magically gifted, usually by the dragon's favor.Known Divine Dragons include:
- Zerrikanterment
- Baal-Zebuth // Dominion over rain, wind, and darkness. His symbol is the double star. Extreme duality, both good and bad aspects
- Raróg // Dominion over drought, fire, passion, luck. His symbol is the scarlet cardinal or firebird. Popular among birdkeepersThe Cult of Niya is, in essence, the worship of the goddess Lilit. Most Nordlings know of the tale of the Curse of the Black Sun, though Easterners view it differently. Many Zerrikanian women were captivated by Lilit's strong, willful, and merciless personality, and her cult eventually became a strong competitor to the worship of Divine Dragons, particularly among Free Warriors.Native Rural Zerrikanians also often worship the gods of their forefathers, though very little is known about this mysterious and ancient pantheon.Currently, the majority of religions coexist peacefully, as spiritual freedom is incredibly important to Zerrikania's stability as a nation.
L O C A T I O N S
Zerrikania's capital city is called Zerrikan, so-called (of course) after the nation's namesake, Zerrikanterment. It's the oldest, and largest, city in Zerrikania and also the most populated and wealthy. Zerrikan is the center of trade in Zerrikania, and the royal palace is also located there, within the innermost part of the city.Other notable cities include Axrotalus, Tanisius, Peccia, Vercin, and Uesuca.Many temples exist in Zerrikania, each dedicated to a specific Divine Dragon, or even multiple depending on the size and grandeur of the temple. The largest of the temples is called Faraihaja, located within the capital city. Another massive, ancient temple is located within Kaer Diwoduro, the keep of the School of the Manticore.There are many large forests, jungles, and oases in Zerrikania, most of which are unnamed. However, one oasis in particular, called Kidaghere's Garden, is known for being one of the only places besides Brokilon that grows certain varieties of herbs and plant life. Various jungles, like the Waking Wild(translated to Common), have entered infamy due to the sheer volume of beasts and monsters which prowl within their bounds.The Korath Desert is a ubiquitous feature of the Zerrikanian landscape. Vast, desolate, and scorched by the burning sun - it's no wonder why it's called the Frying Pan by westerners. During the day, temperatures soar so high a person could easily dehydrate and die, quickly mummifying in the heat of the unyielding desert sun. In addition, dangerous sandstorms and lightning are commonplace in the desert, able to be warded off only by concubi and powerful mages.The Desert sports many important landmarks, such as the Canyon of the Golden Sun, a vast crack in the earth which, legend says, was created by Zerrikanterment himself. Another well-known landmark, the Spirit Pillars, are ancient circular rock formations often used as a ritual site where sacrifices were offered up to the Divine Dragons.
F L O R A & F A U N A
Zerrikania's biodiversity is legendary. Since there are so many different biomes and microbiomes within the nation, there exist various types of plants and animals that exist nowhere else on the Continent.Tigers, camels, elephants, lions, various insects, and many types of birds
The Fae

I N T R O D U C T I O N
The Fae are a mysterious and enigmatic people, almost completely unknown to the world beyond the depths of their ancient, primeval forests. Faeries are rumored to enjoy stealing away humans and elves to join their Courts - and, according to legend, replace human and elven children with Changelings.They use their ancient magic to create a reflection of our world which they inhabit. This land is called Annwn, or the Mirrorworld.
H I S T O R Y
The Fae are, in fact, one of the oldest species to inhabit the world of the Aen Seidhe, though their origin is somewhat ambiguous. it is likely that they are Pre-Conjunction creatures, and simply have never interacted with the world with the exception of the Aen Elle many centuries ago.
C U L T U R E
Faeries are reclusive by nature, preferring to watch the outside world from afar behind their illusions and masking spells, though did at one point coexist with the Aen Seidhe, as evidenced by their names.
G O V E R N M E N T
The Fae are governed by the various Courts that rule within each Fae-controlled forest in the Continent and beyond. Headed by a single King or Queen, Faerie Courts are overseen by various members of nobility. Fae nobles are quite similar to human knights, having gained their title as a reward for prowess in battle, or other virtuous or extraordinary deeds.Fae Courts are divided into two defining categories, Seelie and Unseelie - depending on whether or not its members are benevolently or malevolently inclined, respectively.
P O P U L A T I O N & D I S P E R S A L
Faerie Forests and Fae Courts are located across the Continent, but are primarily located in the Northern Kingdoms.Known Fae courts include:
The Seelie Court of Morcant
The Seelie Court of Wychwood
R E L I G I O N
The religion of the fae is mysterious and mostly unknown, like everything about their society. However, what little we do know about Fae religion is this:The Fae worship a pantheon of gods and goddesses, who align with the various forces of nature, seasons, magic, prophecy, and other attributes.
P H Y S I O L O G Y
Resembling elves closely in appearance, the Fae are quite similar to the other Elder Races. Their indefinite lifespans and inhuman appearances, however, set them apart.Faeries have been known to live for thousands of years, and some yet live that were present at the Conjunction of Spheres.
M I R R O R W O R L D
Annwn, or as it is more commonly known, the Mirrorworld, is the ancestral land of the Faeries. In essence, the Mirrorworld is a parallel world connected to the world of the Aen Seidhe by reflections, like those in water or polished metal. However, not just anyone can jump through a pool of water into the Mirrorworld. You must either be taken through the barrier by a Faerie, invited, have business with the Fae, or must be a Faerie yourself. Those with impure intentions, or cruelty in their hearts, will not be able to pass through the barrier. This protection has allowed the Fae to stay safe and undiscovered for thousands of years.The Mirrorworld itself, however, is a land so foreign to humanity that when mortal beings enter it, they may not ever be able to leave again. Time moves much faster there, and in the mere blink of an eye, hours have passed in the outside world. At least for humans, that is.
Cynthe

I N T R O D U C T I O N
Countless deities, once widely worshipped and favored, have been lost to time, now known only in legends and stories passed down throughout the ages. Cynthe is one such deity.In ancient times she was revered as the Goddess of the Moon and the personification of the Veil, as well as death, motherhood, and retribution. She is still worshipped in small sects in the far North, as well as by the Fae.
L E G E N D
TW - Infant Death and SuicideThe story of Cynthe is a tragic one. She was once a mortal woman who lived a happy, if difficult, life. Her joy only grew with the birth of her daughter, the light of her life and her purpose. The joy, sadly, was not to last - as her daughter grew ill and eventually passed away. Cynthe, overcome with a mother's grief, committed suicide by drowning herself in a river.The Elder Gods of her pantheon took pity on Cynthe and raised her to minor godhood, gifting her powers that were at first mysterious to their bearer. She begged them to resurrect her daughter, but they refused. Thus, Cynthe split with them and struck out alone, desperate to be reunited with her daughter.
A P P E A R A N C E
Cynthe occasionally chooses to appear in corporeal form, though only during eclipses. For all intents and purposes, she vaguely resembles an elf, exceptionally tall and slender, with pure white skin, long white hair, and black eyes. She has an intricate black tattoo that curls from her chest to her chin.She primarily wears long white gowns with silver ornamentation and is very often depicted as veiled.
R U L E R S H I P S
Cynthe is one of the Guardians of the Otherworld. She serves the pantheon as Keeper of the Veil, which separates the world of the living from that of the dead.
P O W E R S
B L O O D L I N E
Cynthe is often depicted as a maternal figure, and for good reason. She has many descendants, who in the ages since her ascension have thrived.Notable children of Cynthe include Lilvani, Meridian of Arcsea, Celimene, Melinoe Hollow-Bone, Achlys ap Vrohann, and of course Ianira von Averesch.
W O R S H I P
The Tdet

I N T R O D U C T I O N
The Tdet
Alchemy

I N T R O D U C T I O N
"Witcher, alchemy is the mother of all sciences, and do you know why? For it allows us to understand the world! All that surrounds us you is none other than the alchemy you strive so dutifully to deride! Alchemical processes transpire in your body at all times! They allow you to eat, breathe and excrete. What's more, they are responsible for your thoughts and feelings! Alchemy is life!" - Adalbertus Kalkstein, d. 1272
H I S T O R Y
T H E O R Y
P R A C T I C E


P O T I O N S

Original:
Eclipse
Widow's Tears
Whisper
Devil's Tongue
D E C O C T I O N S
M U T A G E N S