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A Tome of Chaos

A Celebration of the Art, Chaos, and Science of Magic


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Cast & Crew


Writers Bad Moon Art Studio Nemanja Stankovic Playtesters
Cody Pondsmith Bartłomiej Gaweł Oleksandr Kozachenko Aaron Burdett
James Hutt Bogna Gawrońska Sandra Chlewinska Alex Thompson
Linda Evans Bruno Biazotto Sebastian Szmyd Caitlin Murphy
Lisa Pondsmith Bryan Sola Shen Fei Craig “Wuruhi” Hyder
Simon Goudreault Claudio Pozas Stanislav Sherbakov Dagmara Bohdana Wojtczak
SMiki Lorebringer Cody Pondsmith Valeriy Vegera Justin Bales
Dendy Dhamier Volmi Games Karl Warlow
Cover Diego de Almeida Peres Yamandu Orce Kimberlee “Bugs” Walters
Kai Carpenter Dolan Pondsmith Zuza Kapuścińska Leon “Leothedino” Mendez
Filipe Pagliuso Nicole Walters
Art Direction Form Language Studio Layout & Design
Jaye Kovach Paul Khalifé
Grafit Studio Cody Pondsmith
Roxanne Phan
Cris Viana
Illustration Janna Sophia
Agus SW Kai Carpenter J Gray Special Thanks to
Karol Bem Amir Ghareaghadje
Alberto Bontempi Typography Jan Rosner
Aleksandra Wojtas Katarzyna Bekus Cris Viana
Alicja Kapustka Kevin Zamir Goeke Jason Slama
Alicja Użarowska Lorenzo Mastroianni Editing Justyna Lemieux-Lefebvre
Anna Podedworna Maciej Łaszkiewicz Carol Darnel Marcin Batylda
Anton Nazarenko Manuel Castanon Cody Pondsmith Maxim Zimnukhov
Araire Marek Madej J Grey Patrick Mills
Astor Alexander Matt DeMino Lisa Pondsmith Rafał Jaki
Aziel Kan Mikhail Palamarchuk Matt Click

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Table of Contents
Compiling a Tome...................... 5 The Circle of Caed Myrkvid.................... 64 Mages of Interest................... 152
The Circle of Gedyneith........................... 65 Artorius Vigo...........................................154
Ley Lines..................................... 8 Wandering Druids.................................... 66 Bronwyn Deadeye...................................155
The Druid Profession................................ 67 Cadfan of Ebbing.....................................156
Mages........................................ 10 Forces of Nature........................................ 70 Dormyn of Gemmera.............................157
A Background on Mages......................... 11 Dorregaray of Vole..................................158
Mage Lifepath............................................ 18 The Magical Mundane............. 72 Elgan of Verden.......................................159
A Little Knowledge................................... 33 A Background on Magical Talents......... 73 Francesca Findabair................................160
Magical Gifts.............................................. 74 Drystan of Nazair....................................161
Priests........................................ 34 Tactical Pursuits........................................ 76 Fringilla Vigo............................................162
A Background on Priests......................... 35 Istredd.......................................................163
Dana Meadbh............................................. 39 A Compilation of Chaos.......... 78 Keira Metz................................................164
The Eternal Fire......................................... 40 Mage Spells................................................. 81 Margarita Laux-Antille..........................165
Freya............................................................ 41 Priest Invocations...................................... 91 Philippa Eilhart........................................166
The Great Sun............................................ 42 Druid Invocations..................................... 96 Sile de Tancarville...................................167
Kreve............................................................ 43 Witcher Signs...........................................101 Stregobor of Kovir...................................168
Melitele........................................................ 44 Rituals........................................................102 Xarthisius..................................................169
Coram Agh Tera........................................ 45 Hexes.........................................................105
Epona........................................................... 45 A Binding Clause................... 170
Lilvani.......................................................... 46 The Magical Marketplace...... 109
Morrigan..................................................... 46 Glyphs........................................................110 Bestiary................................... 195
Nehaleni...................................................... 47 Enchantments..........................................111 Bes..............................................................196
The Prophet Lebioda................................ 47 Elixirs.........................................................115 Casglydd....................................................198
Svalblod....................................................... 48 Magic Items..............................................117 Corpse Amalgam.....................................200
Veyopatis..................................................... 48 Purchasing Magic Items........................123 Great Bear.................................................202
The Priest Profession................................ 49 Trophies....................................................124 Living Armor...........................................204
Wine or Wisdom....................................... 52 Mari Lwyd.................................................206
The Dark Arts......................... 126 Penitent.....................................................208
Druids....................................... 54 A Background on the Dark Arts..........127
A Background on Druids......................... 55 Necromancy.............................................129 Components & Mutagens..... 210
The Circle of Gwyn Carn......................... 61 Mutation...................................................134
The Crow Clan........................................... 62 Goetia........................................................139 Index........................................ 211
The Circle of Bleobheris.......................... 63 Portrait of the Artist...............................150
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Compiling a Tome
“Ban Ard has proven a haven for a sorceress who’s repudiated her homeland. I can argue aca-
demic minutiae with Brandon of Oxenfurt one day, then spend the evening with cups of wine
hearing the doings of the world as filtered through Merchant Kazmer’s eyes. One should never
ignore an opportunity to learn.”
−Glynnis var Treharne

You may be wondering how I, Brandon of Oxenfurt, renowned I will leave the sordid details of our long trip for another
historian, have come to write the tome you hold in your time, but we did finally arrive at Ban Ard with all extremities
hands—a tome concerning magic in all its forms, a subject intact (if slightly blue). From there, we went directly to the
some might consider dangerous knowledge for the average boy’s school of magic. I thought perhaps some crusty old mage
reader. The quest for knowledge sends one down all manner wanted to leave a legacy of magic behind. But imagine instead
of dark and twisting corridors. But in the end, I have survived that the person I was to meet was elven, Nilfgaardian, female,
the journey and returned to bring this knowledge to you. And and a sorceress. I can’t imagine anyone I would trust less. And
besides, a friend of mine suggested that if I didn’t write it, a sor- yet she didn’t have the arrogance of most elves, nor the unimag-
ceress might, and one can only guess how that would come out! inative nature of a Nilfgaardian, nor the flighty, self-indulgent
One blustery day, I opened my door to find Rodolf, my old nature of most women. And, well, you know how most sorcer-
friend (who you may remember from our discovery and publica- esses are—superior, scheming, always looking to start a con-
tion of the personal journal of Erland of Larvik). He was excited spiratorial cabal, unwilling to let magic knowledge creep from
about something but seemed hesitant to divulge it. I plied him their grasp. Thus, I was introduced to Glynnis var Treharne, a
with the contents of my liquor cabinet, and it loosened his tongue former director of magic at Gweison Haul. In a level way, she
a bit. He said there was someone I should meet—someone who, explained that, while she wished no harm on Nilfgaard, nei-
were I to collaborate with them (as I had with him), might bring ther could she tolerate their systems of oppression nor endorse
me fame and perhaps some money. I glimpsed one of those their expansionist policies, fearing that victory in the North
aforementioned corridors stretching out before me. would not end aggression but encourage the army to seek new
targets. Unfortunately, due to the cloistered status of mages in
“But you must come with me to Ban Ard,” Rodolf said with the South, Glynnis had few options in her current position, nor
his trademark grin. could she teach her students anything beyond the controlled
I glanced out the window with a sigh. “Can it not wait until status of magic. She felt that, were the knowledge of magic made
Spring?” more accessible, then perhaps its study might be less stringent
in the South, and knowledge could be brought to shore up the
“No, you old fool! We must be on our way immediately.” or
weakened nations of the North. But mostly, when she spoke of
something to that effect.
bringing all magical knowledge, from the North and the South,
I gathered a few meager belongings and a great deal of paper, together in one volume, I glimpsed a light in her eyes that I
pens, and ink. Rodolf had brought his wagon, of course, brim- understood immediately.
ming with unlikely things to sell along the way. I commented
Beyond politics, Glynnis is a scholar—and I have great admi-
that he may not find much business with the bears and wolves
ration for the difficult and dangerous path she walks. She will no
who would no doubt be our primary company along the long,
doubt be outlawed in her homeland. I asked her why she had not
snowy road to Ban Ard. I should have been more tactful—were
sought out the sorceresses of the North. She said she knew them
it not for the pickling salts, wolverine hides, and cooper’s ham-
only by reputation. That was enough for me.
mer, ours would have been a much shorter story indeed.
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And so, we started out on an overwhelmingly large project. ance, and how the world interacts with these oft misunderstood
We have tried to encompass as much verifiable magical knowl- shepherds. Additionally, we’ll take a deeper look at the six larg-
edge as possible. When one of us lost faith, the other reawak- est druid circles on the Continent with information concerning
ened their determination. Many, many people have helped us their practices and culture.
through firsthand observations, or the loan of many excellent
but forgotten tomes of magic. Read on and learn, as I did. The Magical Mundane
-Brandon of Oxenfurt
Below the more powerful mages, priests, and druids exist a cast of
magical individuals ignored by magical society at large: the major-
The Contents of the Tome ity of magic users, capable of only a single magical effect. In this
chapter you’ll find rules for giving your character a magical gift.
Within the pages of A Tome of Chaos you will find many
exciting options for the magically inclined player or the devi-
ous Game Master. The many spells, invocations, rituals, hexes,
Magic Compiled
alternate rules, and monsters presented in A Tome of Chaos are A Tome of Chaos’ bread and butter is new magic for all types of
designed to work hand in hand with the material in the Witcher magic users. In this chapter you’ll find spells, invocations, signs,
TRPG Core Book, adding both danger and excitement to your
rituals, and hexes compiled into a comprehensive list of new
gameplay. Across these nine chapters, you’ll find:
magic from which to learn.

Mages Magical Marketplace


Often considered the most powerful wielders of Chaos, mages Across the Continent, magical items are rare and often falsi-
occupy a strange niche across the Continent, ranging from fied—but when you can get your hands on real magic, it can
almost equal to the aristocracy in the North to useful tools in make a real difference. In this chapter you’ll find a wealth of
the South. We’ll take a deeper look at the training of mages in magic items, as well as runewords and magical trophies.
the various regions of the Continent, how the cultures and soci-
eties of the Continent view them, and what the future holds
now that the North is no longer safe. Additionally, you’ll find The Dark Arts
a whole custom Lifepath designed to emulate the long, sordid
Certain magic is too dangerous to be used by any mage. These
lives of sorcerers and sorceresses. With it, you can discover how
forbidden magics were locked away by the Council of Mages
your magic manifested, how your loved ones reacted, and the
so that they couldn’t ruin the reputation of mages and wreak
nature of your training.
havoc. In this chapter we’ll explain the three most prevalent
forms of forbidden magic—necromancy, goetia, and muta-
Priests tion—and provide rules for unleashing them upon the world.
More widely accepted by the world at large, priests often serve
as community leaders, wielding magic bestowed on them by Magical Society
a power beyond mortal comprehension. The truth of priestly
magic may be a hot topic of debate among magical scholars— Despite their many feuds and foibles, most mages are in some
but the people believe it, nevertheless. We’ll look at how priests way bound by their connection to Chaos. This has led to a large
interact with their followers, how their treatment differs from and interconnected web of alliances and interactions referred
mages, and how their magic manifests. Additionally, we’ll take to as Magical Society. In this chapter you’ll meet a number of
a deeper look at the six largest religions on the Continent, along members of that magical society to acts as allies, villains, or
with eight of the less popular or prevalent religions which still mentors in your campaigns.
pervade certain regions of the world.
Adventure
Druids Finally, with a host of knowledge under your belt, embark on
Often overlooked beside the more visible mages and priests, an adventure to the dark depths of goetic practice. “A Binding
druids nevertheless play a vital role in the magical landscape Clause” is an adventure designed to be played with up to six
of the Continent. From their duties as keepers of balance to the players that shows the dangers of making deals with devils.
nature of their primal magic, we’ll discover what makes a druid But first, we should begin by diving into the fundamen-
tick. You’ll learn about the tenuous balance of the natural and tals of magic: the crisscrossing web of dimensional intersec-
unnatural upon the Continent, what druids do to keep that bal- tions that form the backbone of magic in the Continent.
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Ley Lines
ic as 'the other.' A force that exists
"Those not attuned to chaos are quick to label mag
ely separate from the natural world and , with its alien nature, cannot be trust-
complet
Magic permeates the land we walk
ed. But the matter is not quite so black and white.
the pathway s it follows form a com plicated web of beauty that could only be
on and
brought about by magic."
−Glynnis var Treharne

Ley Lines are invisible semi-physical pathways of magic that Ley Lines and Places of Power
crisscross the world. Where these lines converge, the forces of
magic are most powerful. Ancient elves built standing stones All Ley Lines eventually lead to Places of Power linked to
at these intersections, which came to be known as Places of the element of the Ley Line. This is where two of the same
Power. Though individual Ley Lines are bountiful sources of elemental Ley Lines cross. In general, this intersection hap-
magic, most magic users focus entirely on Places of Power.. pens at a location befitting the element of the Ley Lines: a
Largely, this is because tapping a Ley Line is inherently less river delta for water, the rim of a volcano for fire, or the top
controlled than using a Place of Power. A Ley Line can be of a mountain for air. This being said, Ley Lines traverse the
drawn on by mages, priests, and druids alike to empower entire world, which means following one could lead you on
their magic—but if drawn on improperly or overdrawn, they a long and possibly epic journey. It’s also important to keep
are far more dangerous. One must also know how each ele- in mind that the location of Places of Power are sometimes
ment of magic functions to know what to expect from a Ley inhospitable or dangerous to humans. Luckily, Ley Lines
Line. Each Ley Line is linked to a specific element of magic are largely metaphysical and can be found and accessed at
and each behaves differently. any altitude, even when moving toward the peak of a high
mountain or the depths of a cavern.
How Do You Find Ley Lines?
Drawing from Ley Lines
Despite being around six meters wide and spanning hun-
dreds of miles, Ley Lines are difficult to detect due to their Once a Mage, Priest, or Druid is physically touching a Ley
invisible, intangible state. Luckily, there are two surefire Line, they can try to draw from it by taking an action. To
ways to find a Ley Line for the observant magic user. Firstly, do this, they must make a DC:16 Spell Casting check. If the
a magic user can search for the Ley Line’s magical signature. magic user succeeds, they have unlocked the power of the
Each Ley Line radiates a magical signature which can Ley Line and can benefit from it as long as they are touch-
be sensed by anything that is capable of sensing magic. Any ing it. However, they also suffer extra Overdraw and Fum-
character attuned to magic (with a Vigor Score) gets a cramp ble Effects as per the element of the Ley Line. If they move
in their ring finger when within 10 meters of one. If a Mage away from the Ley Line, their connection to it is severed
uses Magic Training to sense for magic within 10 meters of and they must attempt to draw from it again when they
a Ley Line, they sense a great deal of magic and know the come back in contact with it. If the magic user fails to draw
direction of the Ley Line. from the Ley Line, they immediately suffer an elemental
fumble of their type with no additional damage. While
For the non-magically adept, there is a more mundane
connected to a Ley Line, a Mage can only cast spells of the
way to find Ley Lines. Each Ley Line has a minor physical
element of the Ley Line.
effect on the area that it passes through. If you find an area
with unusual rock patterns, frequent dust devils, or unnat- Priests and Druids are able to cast their invocations
ural humidity, its likely you’ve stumbled across a Ley Line. despite not being aligned with the element of the Ley Line.
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Elemental Ley Lines


Random
Element Signs Benefit Additional Penalty Elementals
Prevalent While casting earth magic “Traveling near to a Place
Your connection to the
Plant Growth, at a Ley Line, anyone of Power in a remote loca-
Ley Line is severed and tion can prove very dan-
Earth Gnarled Trees, defending against your spell
the DC to connect again gerous. A Place of Power
Strange Rock (no matter the defense)
is 2 points higher. that has not been tapped
Patterns takes a -4 to their attempt.
recently may spontaneously
While casting air magic from summon elementals, which
are often aggressive.”
a Ley Line, you are capable
of casting any air spell of —Glynnis var Treharne
The spells always goes off, but
Frequent the same level as an air spell
Dust Devils, you already know. This
the GM chooses a different Witchers & Other
Air Cirrus Clouds, doesn’t give you knowledge
air spell of the same level Magic Users
for you to cast instead. You
A Smell of of the spell. You do not have
still pay the stamina cost of Drawing power from a
Ozone access to the spell after you Ley Line requires a great
the spell you initially cast.
disconnect, and you cannot deal of magical training.
teach another mage or Just opening the con-
scribe a scroll of the spell. nection can be tricky for
most mages. A witcher or
You must spend extra stamina a magically talented per-
While casting fire magic to take another action to cast son attempting to open a
Withered connection to a Ley Line
from a Ley Line, add 2 the same spell again at the
Plants, Heat would have nowhere near
Fire damage dice to any damaging same stamina cost with a
Haze, Glaring the training required to
spell and raise any chance to random target. If you fumble
Sunlight succeed.
inflame the spell has to 100% that spell you just suffer the
normal fumble effects.

You experience vivid


hallucinations. These
Humidity, While casting water magic
hallucinations are controlled
Unnatural from a Ley Line, your Spell
Water by the GM and last until
Water Flow, Casting skill is considered
you disconnect from the
Extreme Tides two points higher.
Ley Line and up to one
minute after that.

Drawing from Ley Lines as a Priest or Druid


Element Benefit Additional Penalty

You lower your Vigor Threshold by 2 for six hours.


While casting
If you fumble or overdraw again while connected
magic at a Ley
to this Ley Line you take another -2 penalty to
Mixed Line, increase
your Vigor Threshold cumulatively. If your Vigor
your Vigor
Threshold is reduced to 0 or below, you are incapable
Threshold by 4.
of casting any magic until it rises above 0.
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Mages The Imperial


Magic Academy
While the vast majority
of students pass through
“I’m no noble; I grew up a merchant’s daughter with a talent for Cha- Gweison Haul, the more
prestigious children of
os. Socially I’ve traditionally fallen somewhere between a trebuchet and a the empire are sometimes
natural disaster. I rely upon lists to track who’s who in power so the ease extended the opportunity
to study at the Imperial
with which sorceresses negotiate Courts in the North is baffling.” Magic Academy near Loc
Grim. This royal acade-
− Glynnis var Treharne my of magic was created
to train the highest eche-
lon of Nilfgaard’s magical
community. While the
students of the Imperial
Magic Academy are not
as strictly controlled as
the students of Gweison
Haul, they study under
the same understanding
The lives of mages are often consumed by increase not only their magical knowledge but that their magic exists
the knowledge and practice of magic. In the also their status in the Empire. Besides inher- to benefit the Empire. In
South, most mages attend Gweison Haul, the ent ability and good school reports, approval almost all cases, students
headquarters of magic in Nilfgaard. Some also involves signs of loyalty to the Emperor who graduate from the
come of their own accord, seeking magical and Nilfgaard, birth into noble families who Imperial Magic Acade-
training and knowledge; others, with more support the Emperor, and willingness to be my immediately join the
dangerous powers, are reported to Gweison guided and ordered by Gweison Haul. While imperial military or are
employed by their family.
Haul and summoned. Most are happy to powerful Southern mages are given a great
become a part of the magical establish- deal of autonomy, they are still monitored. If
ment because they see it as a path to politi- a mage with advanced magic acts against the Buying Your
cal power. They are tested as young as six or best interests of Nilfgaard or Gweison Haul, Way In
seven. After a rigorous review by Gweison they may be imprisoned. This is not common,
It is said that some stu-
Haul and after they have been entered into however. Southern mages are essentially agents dents of marginal abili-
the records, many are simply taught how to of Nilfgaard. ties from wealthy fam-
control their minor abilities and sent home. In the North things are different. People ilies may be admitted
The empire may call upon them later in life with minor magics—healing, mending, local- to the Imperial Magic
if their magical talent become useful, but Academy after an appro-
ized weather control, animal handling—are not
largely, they are left to their own devices. priate contribution to
considered important. Only those with signif- the school.
For a person whose magical potential is icant magical abilities are taken into the girls’
worthy of being trained, they will be given the school at Aretuza or the boy’s school at Ban
opportunity to join Gweison Haul. What they Ard. Girls at Aretuza are cloistered during their
learn and how much they learn is decided by years at school. They are taught more esoteric
their teachers. Most receive a thorough basic magics than the boys, as well as a large number
education in magic. Some will then special- of skills in order to make the young sorceress
ize while others will continue to be trained in more beautiful and more able to influence oth-
increasingly advanced magics. For students to ers. They are taught that non-magical persons
go on to the highest level of training, they must are below them and should not be considered
be approved by the Directors of Magic and the in one’s plans. Boys, on the other hand, are not
Rector. This approval process can be long and cloistered, and are taught more practical magics
bureaucratic but if approved, a mage stands to with an emphasis on control.
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After years of training, many mages can the North. By contrast, while mages are no
Mage Abduction profitably use their powers, and most live doubt used as agents in the South, they are
comfortable lives. Often, they are placed in more commonly employed as assassins and
While the practice of kid- the courts of nobles, remain at their school saboteurs than battle mages.
napping magically po- as teachers, or become experimental mages. −Brandon of Oxenfurt
tent children ended many Sorceresses are free to move as they wish, but
years ago, it was a very responsibility to their school or their teach-
real issue in the early ers generally drives them to find positions of
What is a Mage?
days of the Brotherhood
power. Before the Northern Wars there were A mage is someone who is born with a pow-
of Sorcerers and led to a
bad reputation for mages many mages working as advisors and prob- erful innate ability to channel Chaos to effect
across the Continent. lem-solvers to the Northern Monarchs. In material changes in the world around them.
those days, the mages were organized into the What most people think of when describing
Chapter and the Council, who determined mages are those who have sufficient control
magical policy. Unfortunately, after the coup over Chaos to learn the versatile applications
at the island of Thanedd, the Chapter and known as spells. They are not the only ones
Council dissolved and the fact that some capable of using magic; priests and druids
Northern mages were shown to be working do things their own way when utilizing the
with Nilfgaard caused the Northern king- same forces, which is inherently incompre-
doms to drive most of the mages out of the hensible to the academically inclined mages.
courts. In recent years, the mage hunters of Additionally, there are myriad Chaos-wield-
King Radovid of Redania have driven many ers with minor talents, some are able to direct
mages to the outer lands of Kovir and Poviss. their magic in a narrow, specific area, while
While many Southern mages live under others can only use one or two Rituals, where
the control of the Empire, powerful North- Chaos is focused through specific instruc-
ern mages are drawn back into magical poli- tions. Witchers can, through their mutations
tics as the mages seek a way to return to their and training, learn to use Signs, a limited and
places of power and influence. But they all simple form of magic, but this does not make
use the same power—the energy that mages them mages. To have any hope of becoming a
call upon and shape to their desires is inher- true mage, one must be born to it.
ent in the land. Ley Lines of magic run across Mages rarely know what they can do right
the countryside. Places where they meet are from the word go; those with the potential
especially powerful. It is not for nothing that come to that realization in a variety of ways.
many elven cities stand at the intersections of Some are precocious enough to understand
Ley Lines. In the South, experienced mages that sparks from the fingertips or burying your
chart the strongest Ley Lines. In the North, family in a sinkhole is not normal; in this case,
mages are more often taught how to find they may try to train themselves. This study
Ley Lines when they wish to use them. Due rarely goes well, however, and can be devastat-
to the less regimented nature of Northern ing, with lingering psychological effects. More
mages, they sometimes draw more magic, commonly, the first magical experience is born
or primal Chaos as it is known, than is wise; out of high emotion, and the easiest and most
their magic can be greater in effect but more powerful emotions for a child to reach for are
difficult to shape. This is sometimes referred negative. Anger and hatred tend to have a spe-
to as Wild Magic. A powerful spell may not cific focus, so curses are not an unusual way of
be entirely under the mage’s control and may discovering one can do magic. Even if they are
rage through their body, leaving them weak- excited at discovering the beginnings of their
ened. Drawing beyond one’s capacity can talents, it doesn’t follow that their family will
kill. But with greater training, one can safely be thrilled, making estrangements the norm.
draw more energy. At the battle at Sodden Some trained mages, with a range of motives
Hill, great spells were pulled up and thrown from benign to manipulative, can spot the
at the Nilfgaardian front, bringing victory to potential in a Chaos-influenced child. A con-
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fused and scared family may be persuaded, bribed, or forced host gatherings of honored guests from the magical commu-
to put their offspring in the hands of someone better quali- nity and visiting alumni of the academy. Its walls have been
fied to deal with them. infused with a powerful aura that blocks the effects of magic.
Without formal training, mages are highly at risk of det- The academy proper stands adjacent to Garstang, and below
rimental effects when using their powers, so those surviv- both is Loxia. This palace guards the bridge to the mainland
ing long enough to merit the title will have undergone some and is the only place visitors and students may mix, as out-
form of training. The nature of this education varies accord- siders are banned from entering the school and the students
ing to the innate power of the subject and the environment cannot leave. Thanedd is accessed by one of two means: the
in which they grow up. Some regions are highly organized bridge to the mainland, or via secret sea caves allowing boats
when it comes to dealing with their young magic users, but to land inside the hollow mountain.
outside of the Nilfgaardian Empire, a baby mage might find Aretuza has a strong academic focus and a traditional
themselves learning from one of the established academies, private school structure, with fees standing at 1,200
taken as an apprentice, or secretly taught in a less formal crowns per year and an atmosphere somewhere between
environment. a dedicated university and a girls’ finishing school. Study
is intense and girls develop a firm grounding in both the
Aretuza theory and practice of magic as a science first, art second,
with little romanticism around the subject. Nor is magic
The Isle of Thanedd in Temeria is home to Aretuza, an the only lesson, as they expect students to learn in detail
academy of magic attended by daughters of some of the the history and politics of the world in which they will
most prestigious families in the North, though they accept function. Once they have joined, adepts cannot leave the
girls from anywhere in the world with the right potential. school until graduation without facing punishment. This,
Thanedd is an isolated rock, which has been sculpted over coupled with the high costs, means that girls studying
the centuries into terraces and soaring towers, forming there tend to remain, retaking classes until they graduate
a series of distinct structures. Garstang is a palace used to
14

as fully trained mages. Those few who drop face expulsion if they commit certain offenses.
Tuition out go on to parlay their training in social Petty theft, for example, is looked upon far
manipulation to win influential roles usually more severely than outraging public decency
“It baffles the mind that denied to women in the world at large, such after successful exams.
anyone should have to as becoming lawyer. In keeping with the feel of the region, Ban
spend thousands of flo-
rens to attain a magical
Isolating the students for their entire educa- Ard students are positively encouraged to train
education. Brandon tells tion promotes a hothouse atmosphere, but also their combative and militaristic sides along
me that this fee can be makes interpersonal politics a survival skill. with their magical talent. Advanced students
waived if a girl shows Aretuza students are magically sterilized to may take time to engage in monster hunts or
proper potential but still avoid the unpredictable effects of giving birth even mercenary contracts to develop their
the concept is troubling. to potentially unstable children. This redirects skills. Such activities take place under the aus-
Regardless of potential, their energies toward success and personal pices of the Academy, as internships, so the
magic can be dangerous power and makes strategic alliances more students can expect to see the school take a cut
if untrained.” common than trust. The only external con- of any fees they receive. This adds up to a lack
—Glynnis var Treharne tact they are permitted is in Loxia, where they of focus on magic in day-to-day studies. Aca-
can meet and mix with visitors and dignitaries demic topics are important but the boys in Ban
Agent of the under strictly controlled conditions. Here they Ard do not have that constant pressure that
State practice their social skills and see the practical drives the girls studying in Aretuza. Indeed,
results of political interactions they have stud- there are regular contests between the schools
In the years before the
Winter War, the Kaed-
ied. Graduates of Aretuza frequently attain and Aretuza consistently dominates. One the-
weni Secret Service was influential positions as the—sometimes lit- ory is that the Ban Ard students’ ambition
known for commonly eral—power behind the throne. Their magical exceeds their grasp, and they overreach them-
employing drop outs acumen does not protect them from a world selves, whereas Aretuza’s better understand
from Ban Ard. These that, at best, distrusts mages so some turn to their own capabilities, what is possible, and
partially trained mages mundane protectors, seeking to influence mat- back this up with focused academic training in
could be turned into “su- ters through wit and charm while maintaining magical theory.
per human” agents of the
a certain aloof, determined superiority. The lack of pressure may have some-
state. Now, with Redania
storming across their bor- thing to do with the higher rate of Ban Ard
der, that recruitment has Ban Ard students failing to complete their studies,
expanded even further. though it may also have something to do with
The Academy of Ban Ard resides in the city the relative opportunities afforded children.
Nilfgaardian of the same name, in the kingdom of Kaed- Academic success is often key for women to
Reeducation wen. While not controlled by Kaedwen, Ban achieve rank and status in their own right,
Ard is influenced by the uncouth energy and whereas boys who only partially complete
Contrary to popular strength of personality of the nation constantly
northern belief, teach- their studies can still find a range of opportu-
in conflict with both its neighbors and its less nities across the board. Even a poorly trained
ers at Gweison Haul do than hospitable climate. Unlike Aretuza or
not employ mind-con- sorcerer may find success in a mundane occu-
Gweison Haul, the exclusively male students of pation, for example, and charge a premium
trolling magics or devi-
Ban Ard are not sequestered from the outside for their services, where they are not expected
ous alchemical elixirs to
“reeducate” mages who world. The Academy stands just outside the to face fully trained mages. In addition to
have acted against the city proper, an imposing, stone-built structure their classes, Ban Ard houses clubs and secret
Empire. and it is far from unusual for students to take societies where the wealthy boys can make
—Glynnis var Treharne themselves around town. Older boys find great connections that may prove profitable long
amusement in drinking, socializing, and tak- after they leave the school.
ing in all the sights and pleasures that the city
can offer a young man of means; High fees and
a preference for boys of noble families makes Gweison Haul
for classes full of the sons of the wealthy. This The Nilfgaardian Empire takes a different
“boys will be boys” attitude encourages a lack approach to mages than the Northern King-
of discipline to a point, although students can doms. It is deemed a civic duty for anyone
15

with magical potential to be trained, whether that is by instills a certain resistance to the alloys effects in much of
a mentor or at the school of Gweison Haul. Once simply the student body.
the state magic school of Vicovaro, Gweison Haul now Despite these somewhat authoritarian practices, stu-
stands as a complex devoted to training the mages of the dents of Gweison Haul are well taken care of and often
Empire. The school was built up over the years as Nilfgaard excel in their studies. The school maintains a well-stocked,
conquered territories and shipped the remains of enemy strictly curated library, and students are allowed to roam
Mage’s laboratories and studies back from the front. This the halls and courtyards of the campus when not attend-
has lead to the architecture and furnishings of the school ing classes. The rigidly structured lifestyle of Gweison Haul
being somewhat eclectic. This sets the tone for the way combined with the ever present expectations of the Empire
students from across the Empire are treated. Students of can lead to fast friendships among students seeking trust-
Gweison Haul may come from any of the imperial nations, worthy confidants with whom to share their concerns and
even the heart of the Empire, and they arrive at the school fears. Education is thoroughly standardized in Gweison
with attitudes as widely spread as their origins. Rebellious Haul, putting little value on an individual’s feelings or opin-
Northerners and loyal subjects are all treated with the same ions. Once students graduate, they are assigned a value
heavy hand once they enter the school. While it is never based on their skill which informs how easily they can find
directly stated, every trainee mage has it impressed upon employment and what that employment might entail.
them that they are tools of the Empire. Teachers often dis-
courage unconventional thinking and common areas are Recently, rumors have come out that deep within the
under magical surveillance. The penalties for breaking the catacombs of Gweison Haul, curious students have found
rules can be harsh and the school houses a platoon of Mage secrets dating from before the Usurpator’s reign. There
Hunters, who are empowered to deal with rebellions and are untold secrets to be found in dusty corners, hidden
threats to the faculty as they deem necessary. These Mage away from the world. Ancient tomes, records of audacious
Hunters carry dimeritium shackles and regularly patrol research, and long-forgotten scrolls of lore missed by the
the halls. These shackles are rarely used but their presence prying eyes of the Empire.
16

The Imperial Magic Academy those of the capital. Upon their graduation,
Parental students usually take up positions of service
Guidance Magic-inclined children of nobility and wealth with their families or as adjutants in the armed
need not learn amongst the commoners of the forces, acting as advisors and organizing the
A little over a century Empire in Gweison Haul; in return for a substan- most effective deployment of mages.
ago, before the empire tial annual fee, these young minds are sent to the
was as regimented as it
is now, I studied magic
Imperial Magic Academy. This highly defensible, Apprenticeship
secure castle on the banks of Loc Grim is staffed
under my father. He by the most prestigious mages in all of Nilfgaard Not every mage can or wishes to study in
wasn’t a powerful mage,
and protected by veterans of the Imperial Army. one of the official schools. Ban Ard and Are-
but he was well-versed in
the science of magic and The academy is just as focused on loyalty tuza in the Northern Kingdoms are expensive
there were no sages where and service to the Empire as Gweison Haul, but and thus exclusive; though allowances can be
we lived under whom I the students are afforded greater luxuries. Each made for particularly talented students, the
could apprentice. student receives a lavish personal room and the wealthy generally do not wish to rub shoul-
—Glynnis var Treharne school is staffed by servants who are at the stu- ders with the magically-inclined children of
dents beck and call. During holidays the acad- shepherds. In Nilfgaard the problem is less
emy hosts feasts and celebrations on par with one of cost and more regarding the distance
to Gweison Haul or the strict regulations of
the school. Meanwhile, in the elderlands, they
have always practiced a less rigid structure
when it comes to educating their magic users.
Some magic training can literally start at
home, with parents or friends of the family
who have some skill and knowledge. Magic
users who have children sometimes pass on
their gift and these children must receive the
proper training or risk horrible side effects.
Alternatively, gifted children may be picked
out by traveling mages to be their appren-
tice. Currently, the North holds a deep mis-
trust of mages as a whole, so someone taking
it upon themselves to educate a gifted child
would certainly wish to do so quietly. In Nil-
fgaard, most mages attend Gweison Haul but
apprenticeship is still considered better than
no training at all. Said student might, how-
ever, be considered less qualified than a mage
trained at an academy.
Elderfolk mage training has traditionally
happened under mentors, with a one-to-one
relationship where a student might seek out
a teacher to study under, or a teacher see the
potential in a child and take responsibility
for their training. One tool that can be used
by any teaching mage, independently or in
a school environment, is the apprenticeship.
In this relationship, the student is leashed
to their master, and their magic is linked.
This can be positive, imposing a more mea-
sured pace to learning on an impulsive and
17

reckless student but might also be coercive and used as a


means of control to dominate young mages.
An alternative is that some mages may run classes for
those magic-rich and gold-poor. Parents who cannot handle
their children’s power may give them over to such teachers,
and it is unlikely that they would often return once their
studies are complete. These classes are normally poorly
equipped, lacking the resources of the mainstream schools
but can still provide effective training in a less formal and
more flexible environment.
The mage providing the teaching sets the tone and may
be doing so out of the goodness of their heart, for a humble
living, or for other, darker reasons. A mage may well see the
potential in educating a class from an impressionable age,
to be loyal to them out of fear for how the world at large
may treat them, with this being particularly strong if they
have been rejected by their blood relatives.

Mages in Society
Prior to the First Northern War, mages and mundane rul-
ers often held themselves broadly separate, with kings claim-
ing no dominion over mages’ studies and mages likewise
interfering little in matters of state. The pact that cemented
this distinction was called the Novigrad Union and, while
there were numerous blurrings of the line between the
mages’ academia and leadership, each side was content to
keep to their own spheres of influence. This perceived neu- by rulers and adopted as valued and dangerous counselors,
trality allowed mages to be regarded as impartial mediators, court diviners, and healers. Most mages still preferred to
having no inherent loyalty to either side in a dispute as they stick to their studies, but more and more began to dabble
were independent irrespective of the outcome. As such, they in politics as the newfound respect went to their heads. This
were no threat to the ruling classes and were free to organize culminated in the Thanedd Coup, a planned rebellion by
themselves to better further their research. mages in league with Nilfgaard and the Scoia’tael anticipated
by mages still loyal to Northern kings. This brutal battle saw
The oldest organizational body was the Brotherhood of the end of the Supreme Council, the Conclave, and the trust
Sorcerers, formed from the co-operation of the preeminent rulers placed in their court mages, as the shocking news of
mages of the time. This was born after a brief period of the Nilfgaardian sympathizers’ treachery emerged.
internecine warfare that cleared the board of many inde-
pendent individuals resistant to the formalization of rules In the wake of the Thanedd Coup, the women-only Lodge
and regulations that governed practitioners. Later, the lead- of Sorceresses was established, comprised of both Northern
ership of the Brotherhood split into two governing bodies, and Nilfgaardian mages and geared toward establishing
the Chapter of the Gift and the Art and the Supreme Coun- political power. Today mages are alternately hated, feared,
cil of Sorcerers, who had the responsibility of policing and and seen as both useful but also untrustworthy. Many faiths
enforcing standards. Despite these bodies, though, most preach that they participate in dark magic and the populace
mages were still involved in pure research and experimen- is as keen to turn on them as they are on non-humans, in
tation, holding themselves above the pettiness of the mun- some kingdoms. With their organizational structures largely
dane world. gone, it falls to mages to police themselves against forbid-
den arts such as necromancy. Some still endeavor to pursue
During the First Northern War, though, this detachment research while others seek political power both for its own
was abandoned when Northern mages stood with their sake and as a shield against the scapegoating that has seen
nations in the Second Battle of Sodden, turning the tide of mages burned at the stake in the North by Witch Hunters.
the invasion. After this intervention, mages were courted
18

Mage Lifepath
The life of a mage is long and often filled with the kinds of the hallowed halls of their alma mater, they are sent into
opportunities and dangers that would never even occur to a world that will likely come to revere and hate them in
the average craftsman or merchant. Training in a school equal measure. For most mages, every movement is cal-
of magic can be grueling and oppressive, cutthroat and culated, every word is weighed, and every risk is assessed.
duplicitous, or raucous and chaotic. The forces of Chaos To replicate this life of difficulties, when creating a Mage
swirl around sorcerers and sorceresses almost constantly, character, you can roll on this Mage Lifepath rather than
and the drive to expand one’s power can lead to terrible rolling on the standard Lifepath in the Core Rulebook.
losses and triumphant victories. And once a mage leaves

Where Were You Born?


Roll Birth Location Elderfolk Birth Location
1 The Northern Realms (Kovir & Poviss or The Hengfors League)

2 The Northern Realms (Redania or Kaedwen)

3 The Northern Realms (Aedirn, Lyria & Rivia, or Temeria)


4 The Northern Realms (Cidaris, Kerack, or Verden) An Elven, Gnomish, Vran, or
Werebbub mage can choose
5 Skellige to have been born in the
6 Nilfgaard (Cintra, Angren, or Nazair) elderland of Dol Blathanna
or a mountain conclave.
7 Nilfgaard (Mettina, Toussaint, or Mag Turga)
8 Nilfgaard (Gheso, Ebbing, or Maecht)
9 Nilfgaard (Etolia, Gemmera, or Vicovaro)
10 Nilfgaard (The Heart of Nilfgaard)

Who Was Your Family?


Roll Family Size Family Personality Family Status
1 Tiny Conservative Aristocracy
2 Small Aggressive Artisans
3 Small Strange Knights
4 Medium Kind Merchants
5 Medium Depressive Peasants
6 Medium Stern Slaves or Prisoners
7 Medium Immature Priests
8 Large Supportive Mages
9 Large Tight Knit Entertainers
10 Huge Calm Academics
19

How Did You Discover Your Magic?


Roll Event
1 Catastrophe
(Subtract 3 from your next Lifepath roll)
The discovery of your magic was tied to an unfortunate catastrophe when you were young. One
day, unaware of your connection to Chaos, you let your emotions get the better of you. You
may have burned your parents alive, triggered a cave-in, or frozen another child solid.
2 Accidental Curse
(Subtract 2 from your next Lifepath roll)
The discovery of your magic was tied to a powerful hatred. Without really planning
on it, you lashed out at someone in your early childhood and cursed them. A witcher
may have lifted the curse—or maybe it still plagues them to this day.
3 Discovered by a Mage
When you were young, a mage came to your home and spoke with your parents privately. They explained to
your parents that you had a magical gift and without proper training you would become a danger to everyone.
4 Inspired by a Mage
One day you were treated to a demonstration by a traveling mage who showed you the wonders
of magic. After the mage’s demonstration, you tried to copy them and found that you had
a gift. Your inspiration to study magic was all according to the plans of the mage.
5 Terrifying Magical Development
Your magic developed in the form of a small magical trait and expanded from there. One day
you performed a small magical effect while playing and the event scared the hell out of you.
You had no idea how it happened or what might happen if you tried to do it again.
6 Joyous Magical Development
Your magic developed in the form of a small magical trait and expanded from there. One day you figured
out how to perform a small magical effect and you quickly showed it off to your family and friends.
7 Press-ganged by a Mage
A traveling mage saw potential in you and decided it was their duty to take you away
to train. They may have intimidated your family into giving you over, or they may have
directly stolen you. But in the end, you were taken to train against your will.
8 Bought by a Mage
A traveling mage saw your potential while passing through your hometown and made
an offer to your parents. You may not even know how much you were worth to your
parents, but a price was agreed upon and you were taken away by the mage.
9 Grudge-born Curse
(Subtract 2 from your next Lifepath roll)
Your gift became apparent when you cursed someone in your hometown. A grudge you
held against this person grew and festered just below the surface until it eventually became
powerful enough to draw magic from the beyond and formed a terrible curse.
10 Catastrophe
(Subtract 3 from your next Lifepath roll)
You learned you had magical capability at a young age but kept it hidden and tried to study
on your own. Inevitably this backfired. You may have set fire to your family home, caused a
flood, or summoned a dangerous storm. Either way, everything came crashing down.
20

How Did People React to Your Magic?


Attendance of
the Imperial Roll The North The Elderlands Nilfgaard
Magic Academy Your family became
1 Your family cast you out. Your family cast you out.
terribly scared of you.
For the purposes of this
Lifepath, attendance Your family became Your family tried to Your family sent you
to Gweison Haul is the 2
terribly scared of you. ignore your gift. to the church.
same as attendance
to the Imperial Magic Your family tried to
Your family sent you Your family immediately
Academy. 3 sell you to a family
to train immediately. sent you to Gweison Haul.
of high standing.
Far From Home
Your family immediately Your family pushed
Your siblings and friends
The guidelines of what 4 sent you to Aretuza you to study magic
became horribly jealous.
school your character or Ban Ard. and get into politics.
attended are just that,
Your family tried to Your family pushed you Your family tried to use
guidelines. A mage born 5
in Nilfgaard may have ignore your gift. to become a great mage. your power for themselves.
been spirited away to Your family and friends Your family and friends Your family and friends
Aretuza or Ban Ard when 6
celebrated your talent. celebrated your talent. celebrated your talent.
their talent was discov-
ered and it’s equally likely
that a magically gifted What School Did You Attend?
child in the Northern
Realms may have been Female Male
rounded up and sent
to Gweison Haul when The North Aretuza Ban Ard
their village was raided
during one of the North- Skellige Aretuza Ban Ard
ern Wars. Lore-wise, the Nilfgaard Gweison Haul or the Gweison Haul or the
only hard guideline is the
Imperial Magic Academy Imperial Magic Academy
strictly gendered nature
of mages in the North- The Elderlands Minor Academia Minor Academia
ern Realms. That being
said, if you want to break Minor Academia
that “rule” you’re free to. Minor Academia represents the many unaffiliated mages across the Continent who take gifted
There could be special children as apprentices. Often times, these mentors are not officially recognized by the Conclave
situations that led to a of Mages. Generally, in the Elderlands, Elderfolk do not attend an official school and instead
male mage being trained train with elder mages in their own society. No matter where you come from you can choose to
in Aretuza or a female
have had your training in Minor Academia.
mage being trained in
Ban Ard. This is the case Aretuza Ban Ard Gweison Haul Minor Academia
for Bronwyn Deadeye Wellspring Controlled Tolerance Versatile Caster
(see pg. 155) who was as-
By spending 10 extra Collateral When coming By spending 10
signed male at birth and
attended the Ban Ard STA on your turn, When you suffer in contact with extra STA when you
Academy and then tran- you can raise your a Magical Fumble dimeritium, you can cast a spell, you can
sitioned afterwards using Vigor Threshold by you can sacrifice 10 spend 10 STA to give either add +4m of
magic and alchemy. 2 for the duration STA to lower the yourself a +3 to your range to a spell, +2
of that turn. This amount fumbled by Endurance check to Rounds of duration
increase does stack 5 (minimum 1). resist the effects. to a Non-Active.
with Focus Items.
21

Life in Academia
No matter what school you attended, every mage goes ing Chaos. For many mages, these formative years are full
through roughly 20 years of magical training. During this of exciting incidents and “character-building” moments. For
time, they learn how to control their gift, study the science of each of the two decades, you must roll 1d10 on the column
magic, and familiarize themselves with the process of wield- of the table that corresponds to your School.

Roll Aretuza Ban Ard Gweison Haul Minor Academia

Spell Backfired Spell Backfired Spell Backfired Spell Backfired


A spell you cast backfired A spell you cast backfired A spell you cast backfired A spell you cast backfired
1
horribly. You lower your horribly. You lower your horribly. You lower your horribly. You lower your
Vigor Threshold by 1. Vigor Threshold by 1. Vigor Threshold by 1. Vigor Threshold by 1.

Developed a Bond with


Dabbled in Dark Magic
Another Student Rule-Breaker
You have dabbled in
You and another student Caught Smuggling You broke one of the
Dark Magic and
spent time together You smuggled tomes out many rules of Gweison
unleashed a demon on
2 to unwind. You gain a of the school and were Haul but were caught
the world. You bear
Mage Ally. Roll on the caught. You were made an in the process.
the demon’s lucifuge
Ally table on pg. 30 to apprentice (see pg. 23). You were made an
and they always know
see how close you are apprentice (see pg. 23).
where you are.
and what their value is.

Got a Rival Expelled


Helped Develop Witcher Target
You got a rival of yours
Stole a Spell Scroll Weapons of War Your unsupervised use
expelled from Aretuza.
Start with a journeyman for the Empire of magic caused enough
You gain a Mage Enemy.
3 spell scroll. Work with Start with 1 bomb damage that a Cat school
Roll on the Grudges
the GM to determine formula. Work with witcher was hired to
table on pg. 28 to see
which spell. the GM to determine kill you. This witcher is
how it’s escalated and
which bomb. still looking for you.
what their power is.

Helped with
Law Bringer Apothecary
Unsanctioned Research
Teacher’s Pet You helped the Part of your learning
Roll once on the
You got preferential authorities with a involved being able
Knowledge table on pg.
4 treatment from a teacher. magic related crime. to diagnose and cure
31. If knowledge of this
Start with an extra Gain a +2 Reputation ailments for the people
research comes out, you
known Novice spell. with Nilfgaardian of your community.
will be in major trouble
authorities. Gain a +2 to First Aid.
with Ban Ard Alumni.

Impressed a Foreign Explored the Catacombs


Hunted a Monster
Dignitary You found a scroll in the Botanist
You went out to hunt
You start with +2 catacombs of the school. You tended to your
5 a monster in the dense
Reputation at the Gain 1 journeyman spell school’s garden. Gain +2
forests of Kaedwen.
court of one kingdom scroll. Work with the GM to Wilderness Survival.
Gain +1 to Monster Lore.
of your choice. to determine which spell.
22

Roll Aretuza Ban Ard Gweison Haul Minor Academia

Censorship Helped Locals with


Miscast
Stole Ritual Components You were asked to find Various Issues
You accidentally cast
You squirreled away tiny and erase all traces You have used your magic
magic on a school
bits of rare ritual of a banned work. Its to aid a region in need.
6 member or faculty
components. author is now out for Your Social Standing
and ruined their day.
Start with an extra 100 revenge. Roll on the is Equal in this area.
Roll on the Grudges
crowns of components. Grudges table on pg. 28 Work with the GM to
table on pg. 28.
to determine who it is. determine where this is.

Mercenary Work Cursed


Helped hunt down
Found Blackmail You fought for a minor You were cursed, either by
a Renegade Mage
Material on a Teacher noble in a land dispute. your own hand or the ire
You helped the Mage
You can use this You kept part of your of another at your school.
7 Hunters bring in a rogue
information to force a pay, after the school Work with the GM to
mage. Gain +1 in any
single favor out of them took its cut of course. pick an appropriate curse
combat skill or start a
at the GM’s discretion. Gain 1d6 x 100 from the ones listed on
new combat skill at +2.
crowns. pg. 230 of the Core book.

Cursed Harbored a
You were cursed, either by Renegade Mage Defended a Village
Found Clues on the
your own hand or the ire You helped shelter a from a Monster
Location of a Relic
of another at your school. rogue mage. You gain a You used your magic to
8 Consult with the GM to
Work with the GM to Mage Ally. Roll on the repel a monster attack
determine which Relic
pick an appropriate curse Ally table on pg. 30 to from a village.
and what you know.
from the ones listed on see how close you are Gain +1 to Monster Lore.
pg. 230 of the Core Book. and what their value is.

You Were Sent


into the World Church Liaison
Secret Society Initiation
You were leashed to a You were sent to help Extracurricular Learning
You were inducted into
mage living outside of the Church of the Great You studied under many
a secret society within
9 Aretuza. Roll a regular Sun with magical matters. mentors, learning as
the school. Gain +2
life event from the table You gain a +1 to much as you could. Start
Reputation with the other
on pg. 31 of the Core Charisma, and with an extra Novice spell.
alumni of Ban Ard.
Book. You were made an Social Etiquette.
apprentice (see pg. 23).

Cursed
Better Part of Valor
You were cursed, either by
You were trained in the Crafted your Own Focus
your own hand or the ire Translated a Tome
basis of spy work. You You built your first
of another at your school. You helped translate an
10 gain a +1 to Disguise and focus item. You gain an
Work with the GM to old elven tome. You gain
can attempt to disguise Amulet which counts as
pick an appropriate curse +2 to Elder Speech.
yourself without a a Focus (2) item for you.
from the ones listed on
disguise kit at no penalty.
pg. 230 of the Core Book.
23

Were You an Apprentice?


Leashing
Among mages, the practice of taking an apprentice is common, though its prevalence varies based
on the school of magic. Young mages are made apprentices of more experienced mages, allowing Mechanically, leashing a
the elder mage to guide their pupil. In some cases, this goes so far as to “Leash” the pupil to their mage to a mentor binds
master, binding the two mages’ magic together so the pupil can better learn. In theory, this rela- the two mages’ magic
tionship allows an inexperienced or reckless mage to learn control and skill at the side of their together. When within
mentor so they will be better prepared to operate independently. In practice, reckless mages are 10m of each other, both
mages can use any spell,
often made apprentices to elder mages to keep an eye on them until they learn to act with respect ritual, or hex collective-
and follow the rules. ly known. Additionally,
the mentor can, without
Roll Aretuza Ban Ard Gweison Haul Minor Academia spending an action, limit
the amount of stamina
1 No No No Yes their apprentice can use
to cast magic per turn,
2 No No No Yes setting a cap that the ap-
3 No No Yes Yes prentice cannot surpass.
Finally, if the apprentice
4 Yes No Yes Yes fumbles a Spell Casting,
Ritual Crafting, or Hex
5 Yes Yes Yes Yes Weaving roll, the mentor
6 Yes Yes Yes Yes can choose to take half of
the damage the appren-
tice would suffer from
What Was Your Mentor Like? the fumble. Once two
mages are leashed, only
Roll Personality Value Clothing Style Hatred the mentor can break
this bond. Otherwise,
1 Secretive Money Utilitarian Arrogance the two mages remain
bound together until one
2 Rebellious Honor Ostentatious Politics
of them dies.
3 Violent Their Word Severe Other Races
4 Idealistic Hedonistic Pursuits Militaristic Mundane People
5 Contemplative Knowledge Traditional Violence
6 Stern Vengeance Comfortable Disrespect
7 Deceptive Power Ragged Young People
8 Friendly Love Unusual Adversity
9 Arrogant Survival Charming Criminals
10 Nervous Friendship Foreign Disorganization

"I have had the honor of being the mentor of a few young mages in my lifetime and
I have always found the experience to be a pleasant one. That's not to say I haven't
had my fair share of troublemakers leashed to me to temper their disruptive tenden-
cies. But I haven't met a student yet that I couldn't teach."
−Glynnis var Treharne
24

What Was Your Mentor’s Teaching Style?


Journeyman
Mages Roll Style
1 Hands On
It’s not uncommon for
mages in the North to 2 Patient
make their way in the
world as an independent 3 Demonstrating
journeyman. These ma-
gicians, known as Dwim-
4 Neglectful
veandra if female, roam 5 Overbearing
the Continent, taking
odd jobs and studying 6 Manipulative
under other mages they
encounter until they have
gathered enough knowl-
What Was Your Most Memorable Moment with Your Mentor?
edge and skill to return to
their academy and apply Roll Moment
to become a Master or 1 You shared a touching moment
Mistress. In earlier days,
the Chapter even provid- 2 They used you to achieve a goal
ed a special scholarship
fund to pay for these stu- 3 They abused you in some way
dents’ travels.
4 They risked their life to help you
Life in Nilfgaard 5 They betrayed your trust
6 They took you to meet your family
While mages in Nil-
fgaard are more con- 7 They tried to ditch you
trolled than they are in
the North a clever mage 8 They helped you recover from something
can still learn to subtly
manipulate things to get
9 They killed or hurt someone close to you
themselves where they 10 They saved your life
want to be. They could
volunteer to perform spe-
cific experiments for the How Did You End Things with Your Mentor?
betterment of the Empire
or work closely with the Roll Ending
aristocracy to get a foot-
hold in politics. 1 They were murdered
2 You poisoned them
3 You are to marry their child
4 You are still with your mentor, but as lovers now
5 You parted ways after a particularly intense argument
6 You passed all of their tests
7 They discarded you after you failed them yet again
8 You became friends and still keep in touch
9 You killed them in self-defense
10 You watched in horror as they lost control of their magic and obliterated themselves
25

The Life of a Mage Lifepath


Example
For example, a young
sorcerer has just gradu-
ated from Ban Ard and
finished their appren-
ticeship. At the start of
their Lifepath they are
23. From the years of 23
to 33, they decide that
they spent their time pol-
iticking, so they roll per-
centiles on the Danger
rating for Politicking.
They roll a 36 which is
well within the 50% dan-
ger rating of Politicking.
So before rolling to see
if something went their
way, they go to the Dan-
Once out of schooling and no longer leashed to another mage, it is largely up to each mage to ger table on pg. 26 and
make their way in the world. Depending on where the mage operates this may take many different roll 1d10 on the Politick-
ing column. Their result
forms. A mage may choose to get into politics and attempt to become an advisor to a powerful
is 9 meaning something
noble. They may pour their focus into experimentation, ethical or otherwise, to try and discover they did netted them a
new theories and practices or improve old ones. Or they may choose to continue their magical rival. After rolling on the
study, attempting to ferret out the answers to long held questions of Chaos. No matter what path corresponding Grudges
a mage chooses to pursue their profession ensures that there will always be a shadow of danger, table to flesh out their
even if they choose to live a cautious life. rival, they roll 1d10 on
the Events column for
Upon graduating your magical training, you are somewhere between 20 and 29. Next you’ll Politicking. They get a
have to choose how old you are when your game begins. Currently, the oldest recorded mage is 2 meaning they got a
Gerhart of Aelle who was somewhere around 491 when he died of coronary failure at the Thanedd benefit. Going down to
Coup in 1267. Mages are generally not considered “adults” by other mages until they have several the benefits table on pg.
decades under their belt and even mages in their 80s and 90s are considered “young.” 29, they roll a 7 on 1d10
meaning they found a
Once you’ve decided how old you are, look at the following table. For each decade after your portal. It could be that
20’s decide how you chose to spend the majority of that decade. First, roll on the Danger row and they went on an expe-
consult the appropriate column. If you rolled the number presented or lower, something went dition to find this por-
wrong. Immediately go to the Danger Table on Pg. 26 and roll on the appropriate column to deter- tal and beat out anoth-
mine what happened. Regardless of whether you have to roll for a Danger, then roll on the Events er mage, gaining some
section of the first table to see what went right then roll on the corresponding Event table. Follow knowledge or fame that
made the other mage
this process once for each decade after 20.
deeply jealous. Either
way, this sums up the
Time Cautious Politicking Experimentation Magical Study major events of their 20s
and now it’s time to make
Danger 20% 50% 70% 50% their choice for the years
Events 1 Benefit 1-2 Benefit 1-3 Benefit 1-5 Benefit 33 to 43.

2 Ally 3-7 Ally 4 Ally 6-7 Ally


3 Knowledge 8 Knowledge 5-10 Knowledge 8 Knowledge
4-10 Nothing 9-10 Nothing X Nothing 9-10 Nothing
26

Danger
Roll Cautious Politicking Experimentation Magical Study
Magical Block
In your studies you neglected
Grudge
Overdraw one of the elements in favor
Someone hurt
In your arrogance or of others. Pick one element;
your feelings, or
Debt your ignorance, you drew earth, air, fire, or water. When
you hurt theirs.
1 You fell 1d10 x 100 too much power into casting spells of this element,
Nevertheless, one of you
Crowns in debt. your body and suffered you take a cumulative-2 to
is holding a grudge from
the consequences. Lower the Spell Casting check. Each
this event. Roll on the
your Hit Points by 2. time you get this Danger
Grudges table on pg. 28.
you must either choose the
same element or a new one.
Monster Encounter
Demonic Encounter
You had a near death
At some point, whether
False Accusation experience while studying a
it was your own doing, or
You were falsely accused monster. Choose a monster
Addiction the workings of a fellow
of something. Roll 1d10. from the Witcher TRPG.
You developed an student, you came in
1-2: Theft, 3: Treason, 4: You now have a phobia
addiction to something. contact with a demon.
2 Cowardice, 5: Rape, 6: of this creature and take
You can pick your You may have fled or
Murder, 7: Fraud, 8: a -2 to Courage checks
poison. See Core perhaps you fought for
Forbidden Magic, 9: Tax against it. Additionally,
Book (pg. 32). your life but either way,
Evasion, 10: Unethical you must make a Courage
you bear the demon’s
Practices. check at DC:15 when first
lucifuge and they always
encountering any instance of
know where you are.
this creature or be Staggered.
Overdrew from a Place
Betrayed
Fell Ill of Power
You were betrayed by a Deemed Dangerous
You fell ill from a You found a Place of Power,
friend or acquaintance. Something you
wasting disease. You but in your inexperience
Choose a friend and did labeled you as
eventually recovered, overdrew from it and was
3 make them an enemy. dangerous to the people
but it left behind some permanently scarred in the
If you don’t currently of a kingdom. In this
lasting fatigue. You process. Every Place of Power
have any friends make a kingdom you are wanted
lower your you draw from requires an
new one and then mark by the authorities.
STA by 2. Endurance save as if you were
them as an enemy.
drawing from it a second time.

Angered City Folk Friend or Lover Killed


It might be something A friend or lover was Hunted by a Golem
you did (or something killed in an accident In your studies you managed
Alchemical Incident
you didn’t do), but or perhaps due to a to step on the toes of a
You mixed the wrong
you have riled up the scheme. Pick a friend powerful mage who sent
4 reagents and suffered
citizens of a major city. or lover. If you don’t a golem after you. It now
consequences. You take a
If you return to that currently have a friend seeks you out across the
-2 penalty to STA.
city, the citizens will or lover, make a new Continent. If it finds you
immediately see you one and then determine it will try to destroy you.
as a threat or a target. how they died.
27

Roll Cautious Politicking Experimentation Magical Study

Accident
Loud Telepathy
Roll 1d10. 1-4: You
You learn the Telepathy
were disfigured. Caught Red Handed
Spell. You tried to improve
Change your social You were caught Lasting Scars
upon the basic telepathy
standing to Feared, attempting to One of your
spell, but the result was not
5-6: You were manipulate others into experiments backfired
what you expected. When
bedridden for 1d10 doing your dirty work. horrendously,
5 you spy telepathically on a
months, 7-8: You Roll on the Grudges deforming your face.
target, you cannot help but
lost 1d10 months of table on pg. 28 for an Change your social
emit a low mumble in their
memory from that year, enemy. This enemy standing to Feared.
mind that may alert them.
9-10: You suffer from must have a Power
Anyone you spy upon can
horrible nightmares based in Minions.
roll an Awareness check at
(7 in 10 chance each
a DC: 15 to sense you.
time you sleep).

Magical Allergy
Polymorphed
You have developed
Social Faux Pas You spent the decade
an allergy to magic.
Imprisonment You made a terrible polymorphed by another
Whenever you drink
Something you did social faux pas at a mage. It took a long time
a potion or elixir,
6 (or a false accusation) gathering of mages to find a way to reverse it.
in addition to the
had you imprisoned and are now treated To this day, you have kept
standard effects, you
for 1d10 months. as Tolerated by other some of the mannerisms of
also suffer from the
mages instead of Equal. that animal. You suffer a -2
Nausea condition for the
to your Social Etiquette.
duration of the elixir.

Mentor Passed Away Intoxicated


If your mentor was You tried a poorly made
Extreme Vulnerability
still alive, they passed Hunted concoction on yourself
You tried to make yourself
away during this There are bounties and it changed your
resistant to dimeritium. You
decade. If you did not out on you. A group metabolism forever.
7 got the opposite result. You
have a mentor, you can of (1d6+5) bounty When drinking a
suffer a -3 penalty to your
re-roll this result. It hunters are actively potion or an elixir,
Endurance checks to resist
is up to you and the looking for you. you must roll beneath
the effects of dimeritium.
GM to determine your BODY on 1d10 or
how they died. become Intoxicated.

Enemy of the State


Your political schemes
Alchemical Dependency Teleportation Sickness
Hair Fell Out were discovered, and
Through constant testing You experience teleportation
A spell went you have been branded
of elixirs and potions, sickness. Whenever you
awry and as a the enemy of a nation
you have developed an teleport or travel through a
8 result, all of the hair on you were conspiring
addiction to Elixirs. This portal, you must make an
your body has fallen out against. You are
works exactly the same Endurance check at a DC:
and refuses to Hated in that nation
as any other addiction. 12 or suffer from the Nausea
grow back. regardless of what
See Core Book (pg. 32). condition for 10 minutes.
your Social Standing
is in that region.
28

Roll Cautious Politicking Experimentation Magical Study

Arthritis
Your hands have trouble Wanted by Hunters
Rival
making the intricate Lost a Sense You did something so careless
Through your actions,
gestures required for Your experiments have and heinous with your
you have made a rival
spell casting without cost you much. You lost magic that a church sent a
of another school
9 pain. You suffer a the sense of taste, smell pair of Witch Hunters (or
member. Roll on the
-1 penalty to your or touch. You have a -2 Mage Hunters in Nilfgaard)
Grudges table on pg.
Spell Casting checks penalty on skill checks after you. They are enemies
28, but they must be
whenever you cast that rely on that sense. that will do anything to
the offended party.
a spell that requires subdue or kill you.
hand movement.

Retained by a Noble
Hexed
A minor noble hired you
You were hexed, either Mutation
for your magical abilities Cursed
by your own hand or Your attempts at
and arcane knowledge. You cursed yourself by
someone you irritated. understanding mutagens
Each month, you gain a accident, trying to understand
Work with the GM to backfired. You gain
stipend of 100 crowns. the workings of curses.
10 pick an appropriate the physical changes
However, you must go Work with the GM to
hex from the ones of a Minor Mutation
to them immediately pick an appropriate curse
listed on pg. 105 or pg. of a Mutagen of your
whenever they summon from the ones listed on pg.
120 of the Core book. choice and the changes
you and perform any 230 of the Core Book.
Your character has in Social Standing.
tasks they require of you
yet to undo the hex.
or risk angering them.

Grudges
Roll Profession The Cause Escalation Power
1 Criminal Sold out the offended party They/you have forgotten about it Social
2 Mercenary Backstabbed the offended party They/you are on the lookout Social
Turned down the They/you have forgiven the aggressor
3 Merchant Knowledge
offended party but could be pushed back
Kept the offended party They/you are actively scheming
4 Artisan Knowledge
from acquiring something against the other
Stole something from
5 Scholar They/you want nothing to do with the other Physical
the offended party
They/you are planning to go
6 Druid Caused the offended party harm Physical
after the other’s loved ones
Tried to ruin the offended
7 Priest They/you are trying to sabotage the other Minions
party’s reputation
8 Mage Manipulated the offended party They/you are just spreading harmful rumors Minions
Tried to poison the They/you are mad enough to fly into
9 Knight Magic
offended party a rage at your next meeting
10 Noble Insulted the offended party They/you are looking for allies to hurt the other Magic
29

Benefit
Roll Event
Scouted out a Prospective Mage
You found a young person gifted with Chaos. You helped them
1 bring their powers under control and trained them to be a mage.
You are in constant communication and can ask them to re-
search magical matters for you. You gain a Mage Ally.
Moved into a Community
You moved near a small village. The people there slowly
opened up to you as you helped them with their woes. You
2
will always be welcome there, and they will even offer shelter
and food should you need it. While in this region you are
always treated as Equal.
Payment Due
3 Someone owes you 600 crowns and you have kept the right to
collect at any moment, even after decades.
Familiar
You have gained the friendship of an animal that follows you ev-
4
erywhere. This can be a cat, a dog, a bird, or a serpent. This an-
imal is trained and follows your commands unless you abuse it.
Love Affair
You found a lover who appreciated your magical talents and
5 made a meaningful connection. Roll 1d10. 1-6: it lasted a few
months, 7-8: it lasted a few years, 9-10: it’s still going on and
off.
Won a Duel
You fought another mage in a magic duel and came out the
6 victor. You took an item of theirs as a trophy. Roll 1d10. 1-4:
An Elven Walking Staff, 5-8: A Gnomish Staff, 9-10: A Crystal
Skull.
Found a Portal
You discovered the location of an old elven portal. Roll 1d10.
On an even number it is still active; roll 1d10 again for the
7 destination: 1-3: An old glade in Dol Blathanna, 4-5: the Tir
Tochair mountains, 6-8: a swamp in northern Kaedwen, 9-10:
deep under the city of Novigrad. The portal can also, at the
GM’s discretion, lead to another destination.
Battle Magic Training
8 You spent the decade training to battle other magic users and
resist their power. You gain +1 to Resist Magic.
Place of Power
You have found the location of a Place of Power and harnessed
9
its energy. You gain 5 Units of Fifth Essence. Work with the GM
to determine where it is, and which element it is attuned to.
Armored Casting
You have practiced casting in armor. Subtract 1 from the total
10
EV of all the armor you are wearing for the purposes of spell
casting. If you already have this benefit you re-roll this result.
30

Allies
Roll Profession How You Met Closeness Value
1 Criminal You studied with them Acquaintances Social
You saved them
2 Mercenary Acquaintances Social
from an accident
You supported them
3 Merchant Acquaintances Knowledge
at a tough time
You backed them
4 Artisan Acquaintances Knowledge
against a betrayal
You were one-time
5 Scholar Acquaintances Physical
romantic partners
You set out to
6 Druid Acquaintances Physical
manipulate them
You showed them
7 Priest Friends Minions
genuine kindness
8 Mage You set out to study them Friends Minions
You helped them
9 Knight Friends Magic
backstab someone
You met during
10 Noble Bound by Bond Magic
some punishment
31

Knowledge
Roll Knowledge

Stumped by a Curse
You began delving into the workings of a particularly vile curse that has been affecting a
1
family for generations. While you could not dispel it, your findings gave you insight into
the nature of curses. You gain a +1 to Magical Training and a +1 to Hex Weaving.

Memorized Formulae
2 You spent your decade memorizing spell formulae. Choose one Novice and one
Journeyman spell. You begin the game knowing both of these spells.

Magical Biologist
3 You spent a great deal of time studying the inherent magic of monsters like leshen and fiends. You begin
the game knowing the Imbue Trophy Ritual. If you already have this knowledge you re-roll this result.

Zerrikanian Alchemy
4 You spent your time studying the alchemy of the Zerrikanian scholars. You
begin the game with the Formula for Zerrikanian Fire memorized.

Signs and Portents


5 You peered into the future and saw an event you must prevent or must ensure happens. Work with
your GM to determine what it is. This vision was conveyed through symbols and metaphors.

Encyclopedia Arcana
6 You spent this decade diving into the laws of Chaos, its evolution, and its uses. You gain a
+2 to Magic Training. If you already have this knowledge you re-roll this result.

Ley Line Studies


7 You spent the decade studying the Ley Lines of the Continent. When you try to draw on a Ley Line
you do so with a +2 bonus. Additionally, you begin the game knowing the Detect Ley Line Spell.

Teacher’s Assistant
8 You spent your time helping a teacher or perhaps your mentor. When teaching new
spells to other mages, you halve the number of learning checks required.

Apprenticed to an Alchemist
9 You spent some time studying the finer points of alchemy. You begin the game
with any 2 novice alchemical formulae and gain a +1 to Alchemy.

Divination Expert
10 You delved into the study of divination and clairvoyance. You begin the game knowing
either the Hydromancy, Pyromancy, Tyromancy, or Oneiromancy Ritual.
32

A Little Knowledge
1271, Gweison Haul • Transcribed by Alec von Karst
33

“...So, by positioning your hand over the dish and focusing on bring- Aleister, briefly taken aback at the sudden opportunity, started
ing just enough flame to ignite the candle without melting, we can see clambering over his classmates to the stairs. His last obstacle was a
how controlling breath controls thoughts and thoughts control Chaos…” boy who sat transfixed, wide-eyed at this boldness. Aleister met his
Glynnis held her palm flat above a deep terracotta bowl in illustra- gaze and the child retreated, bolting from the room as the new lec-
tion, and her candle flickered to life, floating in the water. She glanced turer took to his stage with the confidence of a performer.
at the ranks of students ranked above her lecture space, encircling the “We learn to deal with the minutiae of power, with petty, limited
hall. Black-clad in the uniform of Gweison Haul, most likewise wore tricks that must never be demonstrated to a wider audience lest we
expressions of concentration as they worked the experiment. scare them. In the priesthood, initiates our age are trained to glory
A flickering giggle drew her scrutiny to the back of the room to see in their abilities! All is done in honor of the Great Sun; the people
a student rewarded for his lapse in attention with a flash of flame and can see what their leaders accomplish in its name! We are capable of
a face full of steam as the liquid performed its dual function of safety much more than we are permitted to show!”
valve and salutary example. The sound of the door and heavy footsteps drew Glynnis’
“Master Kai, if you are uninjured, kindly replace your water. attention, but her gaze remained fixed on Aleister, her mind rac-
Everyone else, snuff your flames and try again. As Kai has demon- ing. Always sincere in his beliefs, this was a whole new level. He’d
strated, in losing concentration you lose control. This is a minor been attending extra-curricular classes with priests of the Great
working in a peaceful room—imagine you stand in the ranks in bat- Sun; what had they taught and why hadn’t she made time to mon-
tle, drawing power to aid your comrades while men scream and die, itor their activities? She drew in a breath to remonstrate, calm the
purely to distract you.” situation, regain control.
That earned a ripple of shy laughter. It usually did. At least one “Aleister, you raise interesting questions we should discuss,
calmly.” Too late she felt the unmistakable prickle of the boy drawing
student received an impromptu steam bath every time she taught this
in power.
experiment, discomfiting them without true pain. Glynnis was mildly
surprised only Kai the joker had washed his face, she’d anticipated “I’ll show you what I’ve learned—what I can do! Then you’ll
over-enthusiasm from another source… understand!”
A strangled intake of breath from the front row she knew from Aleister drew in fire, pointed both hands at Glynnis’ bowl and
experience meant “I have an opinion and you may not appreciate hurled a stream of flame that splashed like oil and washed out in a
it.” There we are. wave, filling the lecture floor. Glynnis barely had time to throw up
a defense; the flames split and flowed past her, lapping against the
“You have something to add on the topic of self-restraint, Mas-
front-most desks as students recoiled from the heat.
ter Aleister?” Glynnis kept her face neutral, but a smile touched her
The table and paneling were cracked and blackened; Glynnis
voice. Aleister was talented and intelligent and instructing him was
stood untouched while fragments of her notes rained embers around
a welcome test of her own control.
her. It was so much worse for Aleister.
“Mistress Var Treharne, this is ridiculous!” The words burst from
The boy let out a wail of agony and collapsed to his knees as his
a boy in the center front row, his accustomed place. “Why do you not
arms scorched away, revealing twitching tendons and blackened
truly test us? Why do we play with candles and hold our breath when
bone without the mercy of allowing him to faint.
the forces of Chaos are ours to command?”
From the doorway, a cry.
“As your classmate has just demonstrated, Master Aleister, not
“See! I told you—he’s dangerous!”
everyone has yet attained your finely-tuned self-control and preci-
sion. Were it not for the lessons you learn here, your emotions might Suddenly, armored men were running down the steps, filling the
overwhelm you in stressful moments. I have engravings to pass floor, while the boy who had fled pointed accusingly as Glynnis tried to
around of the injuries that may be sustained through unwise power summon the coherence of thought to cast a healing spell on the wreckage
drawing and I caution you they make for grim viewing” of the child before her.
She was jolted from her spiraling thoughts when two of the men—
Aleister flushed and Glynnis realized something was amiss. He
Mage Hunters, she now registered—gripped Aleister by his shoulders
challenged her teachings daily, but this was new, harsher, and out of
and pushed his head down. Glynnis started forward, a plea for pity
step with their usually amicable exchanges.
on her lips, but powerful hands stopped her in her tracks. There was
“That’s a failure in your students, Mistress! Their faith failed them, nothing to be done as their captain declared Aleister’s crime and sen-
and they lost control. If we hold to the Great Sun, surplus Power is tence, their right and duty within Gweison Haul. In another breath
safely channeled away, protecting the faithful mage! All you’re doing is the axe swept down, ending Aleister’s torment and sending his sev-
holding back more capable students to save the slower feeling foolish!” ered head rolling across the floor, an expression of agonized confu-
Fervor shook his voice and Glynnis felt a growing chill of concern, sion on his face.
though her own lessons in control kept it from her face. This needed A ripple of approval spread through the class as the Hunters released
defusing; if Aleister didn’t vent he’d burst and if she could isolate his and saluted Glynnis, their task complete, a dangerous rogue dispatched.
ideas, this might be turned to a lesson for the class. One to hopefully They filed out, all shining mail and heroic stature and only the force of
prevent a favorite student from immolating himself one fine day. ingrained habit prevented her from dropping to the floor and wailing.
“I don’t recall any teachings referring to protecting ourselves Without removing her gaze from Aleister’s as his remains were uncere-
from our own foolishness, Aleister. But please, I am always willing to moniously carried away, Glynnis spoke with all apparent control.
learn. Come, the floor is yours.” “Class. Dismissed.”
34
35

Priests
“Faith is important; it can give comfort, strength, and help believers extract sense from a confus-
ing world. But a gentle faith in another climate may turn harsh; a simple belief twisted and com-
plex. I walk cautiously as a stranger around the faithful until I discover the flower or the flame.”
−Glynnis var Treharne

I believe this will be the most controversial chapter in their magical power by their Goddess but do not believe
the book: priests and magic. The standard explanation is that they are being used as a conduit for their Goddess. The
that priests can use priestly magic, like invocations and priestesses of Melitele especially are keepers of knowledge
incantations, because their gods or the powers they wor- and often have schools within their temples. The religions of
ship use magic through the priest. This is an important the goddesses are common throughout the North and in the
point because in this age of backlash against mages, many northern provinces of Nilfgaard. They exist quietly among
priests draw a thin line with their invocations on one side, the people. In Nilfgaard, because of the official status of the
and the terrible, ungodly mage spells on the other side. Great Sun, the faith of Melitele may be somewhat overshad-
Let’s look at where priestly power comes from. Priests of owed but temples and priestesses can still be found. In the
Kreve and the Eternal Flame claim their magic comes from a North, besides education the priestesses are alchemical as
holy being. They are trained by old, venerable priests of their well as magical healers. They encourage people to live with
faith who have spent decades manifesting their god’s magic nature and they dispense common sense.
through themselves. The concept is that the priest is taught Then there is the Great Sun. The power of the Great Sun
how to contact their god, and how to receive his power. As is seen in different ways in different parts of Nilfgaard. On
far as we know, the power of Kreve or the Eternal Flame can the fringes, the small local farming villages, some still believe
be used for good or evil purposes. I think we can agree that that the Emperor is in some way connected to the sun and is
the work with the Order of the Flaming Rose was morally a focus for the power of said heavenly body. The main tem-
dubious at best. These priests are generally found in towns ple of the Great Sun is adjacent to the imperial palace. It is
and cities. In larger cities they may have many beautifully beautiful inside and out and its exterior contributes to Nilf-
decorated temples with an “eternal” flame in each. These
gaard’s capital being named the City of Golden Towers. All
are faiths for people who want a well-controlled, predict-
temples of the Great Sun, large or small, are subsidized by
able faith that will tell you what you should and should not
the government. Priests and priestesses can marry and have
be doing. Besides keeping the temple, and listening to the
families as it is consistent with the values of the Great Sun.
supplications of followers who come to them with concerns,
As long as one is loyal to the Empire and fulfills their civic
priests may be involved with local charities and local pol-
responsibilities the faith encourages the comforting values
itics. They usually encourage conformity and promote the
of home, family, filial responsibilities, humility, hard work,
absolute power of kings.
and charity. Education is overseen by the Imperial Office of
The priestly power wielded by the followers of Mel- Education and is not related to religion.
itele and Freya the Great Mother of the Skelligers are less
straightforward. In both cases the goddess is one with the In all of these religions, incantations and invocations of
natural world. A lot of their magic is healing of mind and the power of their god is trained but functions primarily
body, and fertility. It suggests that Melitele and the Great through focused will and piety.
Mother are focuses for the natural powers. As far as I know, —Brandon of Oxenfurt
the priestesses of both of these groups believe they are given
36

Why is a Priest not a Mage? recipes to follow, both for their casting and their lifting.
These imposed misfortunes are cast simply by following the
To the literal uninitiated, a priest and a mage may appear to be instructions to the letter. Like baking an unpleasant cake.
capable of exactly the same feats. They draw and channel power Does priestly magic come from a god? Something powers
laypeople don’t understand and change the world around them their invocations, but these are designed in such a way as
to a degree both incomprehensible and terrifying. And yet a to render mages incapable of comprehending the necessary
fully trained mage cannot attempt to perform an invocation mindset. Priests internalize prescribed portions of lore and
that a novitiate can perform with relative ease. Both are gener- chant, declaim or mutter these to invoke the power of their
ating supernatural effects, so what’s the difference? deity, working themselves into a state approaching self-hyp-
A mage approaches the study of Chaos and its manipula- nosis. It does not seem to depend upon how “good” or “evil”
tion in terms of science first, art second. They learn to chan- they are, simply that they deploy their belief in the power of
nel the quantities of the correct form of Chaos that they need their chosen divinity to accomplish their goals.
to achieve their desired effect. Casting spells in a heightened
emotional state can lead to overdrawing power, with undesired Priests and the Common People
consequences. Priests draw upon their own fervor and faith to
perform invocations. They have passion, depth of belief, and Irrespective of the dominant faith of a region, the dedication
a certainty that their abilities come from their spiritual con- of priests in their training and work garners the respect of
nection to a power greater than themselves. That is anathema common folk, if not their belief. Unless running up against
to the analytical soul of many mages, and hence invocations someone actively opposed to their god, or to gods as a con-
simply make no sense to them and are mere words. cept, priests are regarded as responsible parties, and their
opinions carry weight. This influence is especially strong
Where they find common ground is in the most formu-
over followers of their own deity and magnified where there
laic of workings. Anyone capable of channeling a thread
is one dominant faith, such as Nilfgaard, where the Great
of power can learn how to cast a Ritual, with its clear rules
Sun often over-shadows all alternatives. A village priest may
and defined effects. Hexes likewise come with standardized
be all a peasant ever sees of the clergy, so to them, they are
the embodiment of the faith.
Leadership and political squabbles are entirely outside the
purview of the man on the street; all they see is someone who
heals the sick, rallies the faithful, and can pull lightning from
the sky to defend their flock. They perceive priestly magic as
“cleaner” than the more incomprehensible mage workings
without the associated taint of dark arts. Thus, priests repre-
sent a bulwark against what might harm ordinary people, be
that monsters, rival faiths, or subversion. Priests of almost all
stripes hold positions as pillars of the community, holding
the responsibility of being trusted by the people.

The Nonbelievers
Despite a plethora of gods and mystical powers to choose
from, there are still those who simply do not believe. These
people do not disbelieve in the effects of priestly magic
but do not call them “miracles.” They don’t get to ignore
invocations, nor gain any special defense against them—
it’s their source they doubt, not their efficacy. Nonbelievers
normally fall into one of three groups: gods exist but are
unworthy of worship, gods may or may not exist, or gods
are simply a justification for the spell casting of priests.
The first includes those who feel failed by their faith
or representatives of a deity. This can destroy their belief
37

and comes from a place of anger that may


fall upon priests, temples, and the concept of Gods and
gods altogether. The remaining groups tend Monsters
to be those who have studied and dug into
the secrets of natural and magical philoso- To common, powerless
phy. Scholars of Oxenfurt may believe that people, anything capable
their knowledge renders the reality of gods of devastating their com-
munity might be consid-
irrelevant; they may, or may not, exist with
ered divine. The ekhidna
no direct impact on the world at large, save Melusine in Skellige and
that which their followers impose. The closest the sylvan calling him-
to classical atheists often originate from the self “The Allgod”, for ex-
ranks of mages. They understand the flow of ample, were propitiated
Chaos on a personal level and see no reason by the locals out of fear
to bring superior beings into the equation. To of their wrath. The dif-
this last group priests and their invocations ference between “god”
and “monster” becomes
are merely another form of spell casting that
academic when either
requires special training but uses the talents could destroy you and all
of the caster. That priests vehemently disagree you love. Such sacrifices
with this point of view is a source of disgrun- can themselves become
tlement to these scholarly mages. the root of new cults, de-
tached from their origin.
The Old Ways
Subsuming
The Old Ways is a catch-all term by which Beliefs
modern, or at least dominant, faiths refer to
Younger faiths can sup-
the Gods Who Came Before—beliefs once
plant their forebears by
commonplace which now seem folksy, out- closer to the truth, but it was not always this appropriating the old
dated, and potentially dangerous. To the peas- way. Even during these troubled times there deity as an aspect of the
antry, however, the Old Ways represent a part are still itinerant priests who preach the glory newcomer. Instead of
of their social history and may linger, despite of multiple gods at once. stamping out the exist-
their having ostensibly adopted newer deities. ing beliefs, missionaries
The majority of the Northern Realms’ encourage the adoption
The inhabitants of a village on the Yaruga may
inhabitants believe in the gods but specifi- of the new gods as part of
be “hatched, matched, and dispatched” under
cally revere one or more deities from a loose, the status quo. They add
the auspices of the Eternal Flame, and yet still names to ceremonies
regional pantheon, with the function and
light a candle to Veyopatis or pour out a liba- and fold festivals into
importance of given deities interpreted differ-
tion to Dana Meadbh on their way home from new holidays with a sim-
ently depending on regional traditions. Born
the fields. Some more militant beliefs might ilar theme. The Eternal
out of a myriad of local cults and beliefs of the
try to crush the Old Ways, whoever they may Fire, out of Novigrad, has
settlers, this pantheon of beings is referred to incorporated the works
venerate, but this is more likely to send them
by some priests and scholars as the Immortal of the Prophet Lebioda
underground than eradicate them. When
Ones. into its canon, making
the crusaders move on, the believers dust off
The task of proper interpretation of the many of his followers its
shrines, uncover murals, and garland sacred own. Gradually the old
trees with fresh flowers. many texts and doctrines of this pantheon, in gods become less prom-
the Novigrad Union’s spirit of separation of inent, until a couple of
The Organization of Belief church and state, belonged to highly esteemed generations down the
clergymen: arch priests of important tem- line, people forget things
To an outsider, the mosaic of competing dei- ples and popular preachers. Together, they were ever different.
ties and divine powers worshiped by Nordlings formed local clerical Councils convened to
might seem like a set of outright separate reli- settle doctrinal and disciplinary disputes. The
gions. Today, with the actions of Eternal Fire most important of such gatherings are Elec-
clergy, this conclusion is getting closer and toral Colleges, each choosing a Hierarch out of
38

their ranks whose task was to oversee the peaceful relations This model ultimately fell out of favor as over time the
between priesthoods of different deities, serve as negotiators Hierarchs began to pick favorites from the pantheon. Cyrus
between local clergy and monarchs, and help with the orga- Engelkind Hemmelfart, elected in early 1250s as the Hier-
nization and funding of new temples in areas of their care. arch of Novigrad, chose the Eternal Fire as a force to lead
The Hierarchs were, at least officially, equal in importance, the hearts of his subjects and promoted its worship with the
but it soon became apparent that in practice the most esteem help of Novigrad’s Chancellor of Security, Chappelle. Simi-
was tied to the five Hierarchs close to seats of powers in the larly, Krevenic Hengist Pikker, the Hierarch of Ard Carraigh,
Four Kingdoms and Cintra, with the Hierarch of Novigrad started to promote Kreve, the heavenly god of expansion, to
who was often chosen to act as a mediator between con- justify King Henselt’s conquests. The last truly ecumenical
flicted Nordling kings. Hierarch who strove to keep intact the balance of power
between churches in the realm of his care was Olcan Gran-
demot, the Hierarch of Vengerberg who cared even for Freya
who was revered by Skelliger mercenaries who were hired
during the Loremark War. Olcan’s death at the hands of King
Henselt marks the final step to the end of this dialogue.
The aforementioned monotheistic tendencies might ulti-
mately lead to a situation akin to the position of the Church
of the Great Sun in the Empire. Here, only one faith is
officially recognized by the state, with others not officially
banned but often overshadowed. Each province has a clerical
Council called a Synod that is composed of arch priests of
regional Great Sun temples. In the major provinces, there are
also hierarchs, called Incandescents. Unlike in the North, the
Great Sun’s Incandescents hold supreme power over lower
clergy, and are themselves held accountable to the Emperor.
On the other hand, the organization of the priesthood is
very different in Skellige. Here, while Hindarsfjall is treated
as the spiritual center of the kingdom, all temples are entirely
autonomous. Despite a lack of centralized hierarchy or cler-
ical Councils, Skellige is refreshingly devoid of theological
conflicts. Druids, and worshipers of Freya, Sea Gods, or the
Heroes, don’t feel the need to squabble about the primacy
of their school of thought as they are bound in one culture.
An entirely different matter are the Dark Cults, as their
followers tend to be unwelcome even in the most tolerant
regions of the Continent. Worshiping gods with a deep
interest in blood and death requires secrecy. Dark cultists
determine the wishes and goals of their deity on a far more
localized basis than the mainstream “cults” and the leader-
ship of each circle, cell, or web is determined by cunning and
strength rather than assigned from above by a hierarch or a
council. Promotion via “Dead Man’s Shoes” is the usual way
of climbing the ranks for people prone to meeting masked,
in isolated places, with the goal of bringing misfortune in the
interest of personal power.
39

Dana Meadbh Elven God or


Regional Deity?
“Many humans and even
some elves would con-
sider Dana Meadbh to be
an ‘Elven deity.’ This, of
course, is inaccurate. The
Queen of the Fields is an
ancient being who existed
long before my people
arrived on the Continent.
I would think this associ-
ation comes from the Aen
Seidhe’s strong connec-
tion to the natural world.
Even I, who grew up in the
midst of the City of Golden
Dana Meadbh is an ancient being, known under different names by her worshipers dating from Towers, feel a certain con-
before the time when elves ruled. The elves call her Dana Meadbh, the dwarves Bloemenmagde; nection to the forests and
she’s also known as the Eternal One, Lyfia, and the Queen of the Fields. She is not necessarily valleys of the Continent.”
recognized as a Goddess but more of a personifications of nature and the natural world, with an —Glynnis var Treharne
emphasis on the life of the wilderness and the wild wood.
The worship of Dana Meadbh is one of the most open and welcoming of all the faiths; as the Naturally
personification of love for all living things, she is revered by people of all races. Her followers Neutral
have no official organization or hierarchy and those who depend upon the weather and the soil As perhaps the most lit-
for their livelihood will often celebrate her as part of their direct connection to nature. There are eral personification of
no temples to Dana Meadbh and her few places of worship are ancient and derelict, having been nature, Dana Meadbh
abandoned by their inhabitants long ago. These places of worship can be found at significant remains neutral in most
trees, rivers, and caves, but her worshipers more commonly make offerings to her at their places affairs unless they have
of connection. Farmers may offer up a portion of their crops in the fields where they grow, bee- to do with the natural
world. She has no inter-
keepers share honey directly from their hives, and foresters burn scented woods to show their est in the rise and fall
respect around the trees they harvest. The elves, who do not, as a rule, practice agriculture make of kings, the shifting of
offerings gathered from natural groves and orchards. power, or even the per-
While Dana Meadbh’s worship has declined over the years, her faithful can be found across the secution of one race or
another.
Continent, frequently giving worship to Dana Meadbh privately while publicly following another
deity. Her worship is strongest in Dol Blathanna, the ancient elven kingdom now restored to their
rule by Nilfgaard in gratitude to those elves who fought for Emhyr var Emreis. It is least common in
Skellige, where agriculture is less important and much of Dana Meadbh’s purview is held by Freya,
but in the Northern Kingdoms and Nilfgaard it survives as part of the nebulous concept of “the Old
Ways,” much to the disgruntlement of proponents of the Eternal Fire who see it as ancient supersti-
tion. Druids do not worship Dana Meadbh, as their focus is on nature as an entity in its own right. In
fact, Dana Meadbh has no “priests” in the traditional sense. Those who guide communities in her
rituals and practices are most commonly village elders and sages.
In keeping with her many names, Dana Meadbh’s worshipers can vary wildly. Scoia’tael bands
might call upon her aid for the trees to hide them while making raids on human farmers who
will raise a basket of produce to her come harvest time. The goddess loves all people and does not
play favorites. As a personal deity, she is known to visit the people from time to time at her cel-
ebrations, joining them for feasts or roaming the fields in the shape of a beautiful young woman
adorned with flowers and accompanied by various animals which flock to her side.
40

The Flaming
Rose Now
The Eternal Fire
After the catastrophe in
Vizima and the death of
their Grand Master just
a few months prior, the
chaos at the Loc Muinne
Summit, and a crushing
defeat at the hands of the
Nilfgaardian war ma-
chine, the Order of the
Flaming Rose has been
all but destroyed. King
Radovid V has reclaimed
and sold their fortresses
and estates and effective-
ly disbanded the order The Eternal Fire is not a deity—the scriptures describe It as a divine force, the power that fuels the hearts
in the eyes of the church. of both gods and mortals in a perpetual fight against evil. Its Church stands as a light in the world’s dark-
The few remaining mem-
ness, a guide both spiritual and toward progress and advancement. Its focus is on defending the faithful
bers have largely gone
their separate ways with against evil, whether that be within themselves or from external forces that would harm or corrupt them.
many of them joining Representatives of the Eternal Fire can be found spread across the North, in most towns and many
Radovid’s Witch Hunt- villages. The church is centered in the Free City of Novigrad, which houses a full nineteen temples to
ers and a small faction the faith. Largest and most imposing of these is the Great Temple of the Eternal Fire, seat of the Hier-
turning to drug-dealing arch of Novigrad. An elected position, they are voted in by the Electoral College of Novigrad, a body
to make a living. Still, a of priests and high-ranking local worthies, as part of their civic duty. The power of the church in the
few knights have not giv-
city is growing rapidly, and there are concerns that it will eventually undermine the city government.
en up on their order and
wander the realm seek- In the towns and villages of the Northern Kingdoms, the Eternal Fire offers a sense of security to
ing to carry on Jacques the populace. It is strident in its morality but has no desire to lose congregants to the forces of darkness
de Aldersburg’s goals. and will take steps to hire aid or distribute charity to those of the faithful in times of need. When an
enemy is less immediately obvious, the faithful might look to their purses and wonder what exactly
it is that the church does for them. Here, it has proven necessary for the priesthood to expand their
definition of “evil.” The true cleansing wrath falls upon non-humans, practitioners of sorcery, and any
who threaten the congregation. The harsh principles of the church are attractive to zealots and fanatics
who then act according to their own interpretations of its scriptures.
An effective and popular way of disposing of evildoers is through the cleansing power of flame, specifi-
cally pyres and stakes, depending upon the occasion. Burning the local witch in the town square is the sort
of statement that makes people consider their own beliefs, and cling to them even more vocally, lest they be
judged “evil.” The Eternal Fire has its own Inquisitors to ferret out and interrogate suspects, through tortures
frequently involving flames and branding. Priests are known by their red and white robes, often adorned
with a black cross with golden filigree. This faith primarily appeals to men, though it numbers some women
within the zealous ranks of its priests. The church also maintains lay members, including Witch Hunters,
and a dedicated unit of Temple Guards in Novigrad.

The Order of the Flaming Rose


Founded in 1268, the Flaming Rose was tasked with the spreading of the faith in the Eternal Fire and
the defense of the needy. It was born from the dregs of the Order of the White Rose, which mostly listed
members of the nobility among its members and was a stiff and moralistic order affiliated with the Cult
of Kreve. When the previous Grand Master of the order died, the new leader, Jacques de Aldersberg,
imposed his vision of a less tolerant and more proactive organization. Non-humans and mages suffered
special persecutions at the hands of the Flaming Rose.
41

Freya The Gods


of the Sea
“Had a lot of dealings
with Skelligers over my
years. Mostly tradesmen
comin’ from Hindars-
fjall. Seems like they
worship some ‘Gods of
the Sea’ as well as Freya
but I’m not sure that they
all agree who these ‘Gods
of the Sea’ are. I’ve heard
plenty of names chanted
under their breath and
offerings tossed into the
ocean but it’s rare that
The predominant faith in the Skellige Isles, Freya represents the differing aspects of the forces of the I hear the same name
natural world, similar to Melitele on the mainland. While she is depicted as maiden, mother, and crone twice. Heh, probably a
at different time, she is most commonly depicted as a beautiful, mature woman, heavily pregnant, regional thing.”
wearing the diamond Brisingamen around her neck. Freya embodies the qualities of maternal wisdom —Rodolf Kazmer
and strongly supports love, marriage, and families.
Freya is normally benevolent, and the Islanders are her beloved children. She is, however, a mother Hemdall &
with some definite ideas on how her children should behave, and those who break her strictures or des- The Clans
ecrate her temples face her wrath. There are many strong and adventurous types who would sooner face Unlike many nations,
a screaming horde than disappointment and punishment from their mothers for cruelty and misdeeds. the Clans of Skellige
In Freya’s case, she severs them from the source of motherly love and kindness until they show proper hold a very person-
and sincere contrition. Those who refuse to repent or do penance for their crimes face an even stronger al connection to their
punishment. The goddess curses them to never again know the love and support she provides, eternally. goddess. It is believed
Worse, because Freya embodies the concept of family, this curse falls upon any descendants of the mis- by the Skelliger peo-
creant in perpetuity. A lesson in not making your mother angry and why abandoning or slaying one’s ple that the founders
own kin is one of the worst crimes a Skelliger can commit. Those who have done so can seek an honor- of the 6 great clans of
Skellige were all sons
able death in battle to expunge their offense and protect their children’s futures.
of the great hero of leg-
Throughout the Skellige Isles, the general population reveres Freya, especially women regardless of end, Hemdall and his
social status. Those who work closely with nature and depend upon its moods and shifts also strongly wife Heulyn. Hemdall,
favor this goddess. A hunter might offer a prayer to her for a successful pursuit, a farmer would like- a mighty champion
wise in hopes of clement weather and a good harvest. The raiders for whom the Isles are famed plead who lays in rest until
for calm seas and those they leave on land for their safe and swift return. summoned for the last
great battle of Ragh nar
Women form the whole of the priesthood of Freya, though men may serve in a lay capacity. Priest- Roog, is believed by
esses wear practical dresses and caps of simple, purple fabrics. This suits their position as de facto most to be the son of
“mothers’’ to the community, taking care of injuries and illnesses and adjudicating squabbles before Freya and a demi-god
they develop sufficiently to escalate to the jarls’ courts. In particular, they serve women as midwives in his own respect.
and counselors, providing solace, explanation, and remedies for girls as they mature. Worshipers may
seek their blessings for healthy children, crops, and the safe return of loved ones. Freya’s priests regard
those with sorcerous abilities with mistrust, as not quite being part of the natural world. Druids, how-
ever, while not forming part of her clergy, recognize Freya as a face of Mother Nature, in a bond of
mutual respect with the priesthood. Freya’s primary temple is on the isle of Hindarsfjall; here, her wor-
shipers make offerings of honey, strawberries, yogurt, and mead, and sing her love songs and poems.
According to legend, Freya can take the form of a white cat, so cats, along with falcons, are sacred to
her. Feeding a stray or adopting a cat to your hearth is seen as a way of cultivating her favor.
42

The Spread of
the Great Sun
The Great Sun
After the end of the First
Northern War, the faith
of the Great Sun began
to spread north. Fanat-
ics, mystics, and priests
began to preach the good
word of the Great Sun,
linking it to the prophe-
cy of the legendary Elven
oracle, Ithlinne aep Aeve-
nien. Ithlinne’s Prophecy
declared that the world
would be destroyed by
the White Frost and The Church of the Great Sun is the official state religion of the Nilfgaardian Empire and the Em-
would be born anew by peror, Emhyr var Emreis, is also the Head of the Church. While the Emperor has no part in the
the White Flame and church’s day to day affairs and is not a trained priest of the Great Sun, it has been tradition for
the White Queen. These the Emperor to be the Head of the Church since the time of Emperor Torres var Emreis. During
itinerant priests claimed Torres var Emreis’ rise to power, his followers claimed that he was the literal incarnation of the
that Emperor Emhyr var
Sun and held the divine right to rule over the land. There are speculations that this belief came
Emreis, the White Flame
Dancing on the Barrows from more ancient beliefs held by the humans who lived around the River Alba but regardless, this
of his Enemies, was the belief in a divine right of rulership helped found Nilfgaard. As time passed, the faith evolved and
legendary White Flame the Var Emreis family came to merely be blessed by the Great Sun and not descend from the Sun
which would bring life itself. Still, a few people in the most rural regions believe this to be true.
back to the world. While
the Northern Monarchs While its political power is now limited, the church of the Great Sun lies at the heart of the
quickly cracked down on Nilfgaardian Empire. The banners of the black-armored military bear the emblem of The Great
these preachers, there are
Sun, and most imperial citizens follow its tenet. Among the knights and aristocracy of the Empire,
still Nordling worshipers
of the Great Sun who see the tenants of the Great Sun exist as a set of guidelines for living and a reminder of the power
the Emperor as a savior of the imperial family. The church extols the virtues of bravery, loyalty, and cooperation while
who will usher in a new, also giving the nobility of Nilfgaard a clear way to distance themselves from the commoners.
utopian world. Those who support the Emperor are seen highly in the eyes of the church and are often rewarded.
Among the commoners of the Empire and beyond, the Church of the Great Sun offers a light in
dark times. The faith teaches that if one lives their life by the virtues of the Great Sun and shows
their loyalty to the Empire they will flourish and the Empire will protect them from the ravages
of the world. Despite all of the morally gray actions of the Nilfgaardian Empire, the Church of
the Great Sun is a supportive organization which encourages familial devotion, community, and
respect for the natural world among the often beleaguered people of the Continent. On a day-to-
day basis, priests of the Great Sun organize celebrations, hand out small gifts or cakes at festivals,
and involve themselves in every emotional beat in the lives of the faithful, with ceremonies for
births, marriages, and deaths.
Shrines and temples to the Great Sun are common throughout Nilfgaard and its territories.
The priests themselves are distinguished by their robes, normally black accented with gold or
silver. At significant occasions such as eclipses or the sitting Emperor and High Priest’s birthday
priests will wear gold or yellow vestments with complex patterns of embroidery. In addition, they
bear white enameled masks on chains around their necks, which are worn during services and
heavily painted with stylized images of the Sun. Among some priests blonde hair is considered
most fashionable and some rising priests commission wigs, formally styled, and worn as part of
their ceremonial garb.
43

Kreve God of Good


Fortune
Despite the strict nature
of Kreve, the Forefather
has come to be wor-
shiped by risk-takers and
action-oriented members
of society. In adherence to
the tenets of Kreve, these
individuals act decisively
and trust that Kreve will
guide them. And so, they
call out to Kreve to bless
their actions. In turn,
priests of Kreve believe
Kreve, also known as the Forefather, is often considered by Nordlings to be the Sky Father to that this mixture of de-
Melitele’s Earth Mother. In a way, they are two sides of the same coin. While Melitele preaches votion and self-confi-
dence pleases the light-
the benefits of compassion and cooperation, Kreve inspires his worshipers to action in defense
ning god and can gain
of their people. He is a deity who opposes the forces of “Evil” and extols the virtue of family and his blessing. And so, for
community. The Forefather expects his worshipers to act decisively and never surrender to forces many, Kreve has come to
which might harm their community. be associated with good
The usual image of Kreve is as a towering, muscular man wielding a spear made of lightning fortune, as long as you
actively seek out that
and a large shield. His priesthood stands against the monsters and evildoers that would threaten fortune and make Kreve
their flock and the dangerous nature of the Continent has led them to take up their swords against proud.
a great number of different threats over the years. The priests of Kreve have encouraged and
empowered the people to stand and fight against bandits, monsters, hostile non-humans, wild The Virtues of
animals, and foreign invaders. All in defense of their homes and families. This eagerness to protect Kreve
the realm made the Church of Kreve a perfect match for the Monarchy of the Northern Realms.
Over time, a number of Northern Monarchs embraced Kreve, raising up the priesthood and in The Virtues of Kreve are
return receiving their blessing. The church claimed that Kreve had chosen the Monarch in ques- a set of traits extolled by
tion to rule the land and that any defiance against the crown would be violating the divine order. the priesthood in the
name of the Forefather.
Recently, the Church of Kreve has lost some of its influence in parts of the North, with the Every worshiper of the
people flocking to the more radical Church of the Eternal Fire which is quickly gaining power Forefather likely knows
in Redania. The worship of Kreve is especially popular in Kaedwen and the Hengfors League, these virtues by heart and
though, where its tenets of self-reliance match the harsh climate. This land has built a hardy, aus- tries to live their lives ac-
tere and stoic population, for whom the strong and non-coddling nature of Kreve is a good fit. cording to them where
possible. The virtues are:
Particularly, the priesthood in Kaedwen has placed itself close to the seat of power and holds great Courage, Hospitality,
sway within the kingdom. Self-Reliance, Honor, and
Kreve’s worship is present among specific groups outside Kaedwen as well. He is popular Truth.
among those who live harsh lives on the fringes of society such as lumberjacks, miners, and pio-
neers and among people who risk their lives to protect others including soldiers, knights, and
even mercenaries. These worshipers strive to live by the Virtues of Kreve which are preached by
all priests of the Forefather as a guideline to a true, fulfilling life.
The priesthood of Kreve is exclusively made up of men; though his philosophy of self-reliance
appeals to some women as well, they cannot serve as priests. Clerical garb is dark brown or black
robes, with an integral pointed hood falling low on the brow. The border of the robe is of a lighter
brown, trending toward gold. An embroidered stole, depicting crossed lightning bolts, may be
worn for ceremonies or official business. Some priests of Kreve carry a sword or other weapon so
that they can be ready to defend those in need at any moment.
44

Church
Protectors
Melitele
“Heh, funny thing about
temples of Melitele. Plenty
folk think they’re good
targets for raiding and
what not. All staffed by
scholarly women, plenty
of statues and herbs to
steal. And ya might just
get away with that in a
tiny town somewhere in
the backwoods. Plenty of
The archetypal goddess of fertility and birth, Melitele’s cult is one of the oldest in the world
temples that don’t train
their priestesses to fight.
and stands despite the effort of newer faiths to subsume it. She is the classic embodiment of the
But let me tell ya, they maiden, mother, crone vision of womanhood and has a great deal in common with Freya. So
don’t have to. I personally much so that it is possible both deities are simply different aspects of the same being. Whatever
watched a group of ban- the truth, her cult has proven resilient and expansive. Melitele is primarily worshiped in her
dits try to break down a aspect as a mother but her shrines may show any of her faces and her temples house three-
temple’s doors in Aedirn sided statues displaying her in her entirety. As a guardian of women in childbirth, her name
a few years ago. ‘Course is frequently on the lips of women in pain, as they are tended to by her clergy. In this, she is a
I was about to get my powerful protector of women, adapted from the primal beliefs of the earliest human cultures,
crossbow when I see folk merged into the form and worship of the goddess.
comin’ outta every hut.
Heh, every brother, son, The Cult of Melitele can be found throughout the Northern Kingdoms, whether in large tem-
husband, and father in ples or rough, but carefully tended shrines. Although her appeal is predominantly to women,
the damn town turned many men are numbered among her worshipers. Men with wives or sweethearts going through
out carrying every- difficult births, or those hoping for children are especially likely to make offerings and prayers to
thing from wood axes to Melitele. In addition, people who work closely with and depend upon the natural world for their
kitchen knives!” living; farmers, herders, and similar may worship her in her aspect of an embodiment of kindly
—Rodolf Kazmer nature and fertility.
Although the regional leadership of the cult may act according to their own guidance, the
leaders will meet from time to time to discuss and agree on future policy and direction for the
faith. This spirit of co-operation extends to other churches; while priests of Melitele may not agree
completely with those of Kreve or the newer and more aggressive Eternal Fire, they debate them
in clerical councils and attempt to foster peaceable agreements, so that their ministrations are
unhindered. They are generally on good terms with druids and the followers of other nature-wor-
shiping sects, recognizing their common ground and shared origins.
The priesthood of Melitele accepts only women, though men are free to worship her and serve
her as laypeople. There is a strong tradition of service within the cult, and you can find priests
of Melitele working as healers and midwives or supporting populations during times of war or
plague. The structure of the priesthood has evolved to be quite formal and fairly scientific; novices
learn biology, botany, medicine, and arithmetic alongside the scriptures of the faith. This renders
them eminently practical and capable in their future careers as healers and helpers. In terms of
dress, Melitele’s priesthood wears red, gray, or white dresses or robes, with close-fitting hoods or
wimples. During formal occasions or when they wish to be more visible, such as in war zones or
other crises, they wear a headband over the wimple fronted by a tall, polished bronze miter. They
frequently carry pouches with medical supplies at their belts when in their temples or satchels
with similar when traveling. They are respected by the population, as they save lives when people
are at their most vulnerable and are known for their practical and unflappable demeanor.
45

Coram Agh Tera Epona

Also known as the Lionheaded Spider, Coram Agh Tera The Lady of Horses holds sway over horses, mules, ponies,
is revered as a deity of death, black magic, and the night. and those who rely upon them. Her worship is unevenly dis-
It is an enigmatic figure which has been depicted in many tributed; on the Continent, she is strongly revered by those
forms from a monstrous spider lurking in the darkness to an whose fate she governs but little elsewhere. Some aspects of
unfathomable being weaving a massive web beyond reality. Epona’s worship are reportedly shared by horse cults in Ofier
Unlike many other deities, the Lionheaded Spider offers and Hakland, but the details of this relation are yet uncon-
direct favors in return for dark sacrifices. Priests of Coram firmed. Epona’s good graces are sought by riders, stablemen,
Agh Tera give themselves to this dark force in return for farmers, and racers; anyone who lives with and uses horses
aid, spending their lives maintaining its temples in secluded or horse-adjacent animals. She protects and loves the beasts
areas of the Continent. They adorn these temples with carved and those who harm them risk her wrath—rumors persist of
bones and braziers of acrid green fire and act as middlemen brutal owners beating their mounts and being found tram-
between the Lionheaded Spider and the people of the Con- pled into the sod in the morning. Epona is associated with
tinent. Priests of the Lionheaded Spider master the art of fertility, both as it pertains to horses and also crops, making
weaving potent curses and learn to induce a trance-like state her doubly important to those working the land. Farmers
in those who come to the temple, allowing them to bargain will invoke her name in hope of a healthy foal and when fol-
with Coram Agh Tera. Coram Agh Tera’s blessings always lowing the plow behind their hardworking mare to encour-
require a meaningful sacrifice of equivalent value. This price age a bountiful harvest.
is communicated directly by Coram Agh Tera and rarely do One specific aspect of the goddess is venerated by sol-
two hopefuls receive the same price. The only guarantee is diers; this started with cavalrymen but spread downward
that this price will be bloody and will require personal sacri- through the ranks of many continental militaries over time.
fice. Frequently, people are drawn to the Cult of Coram Agh In this aspect, Epona appears as an archer on horseback,
Tera when they have nowhere else to turn. When other faiths standing as a protective force for those that fight in defense
refuse to help, the desperate few are drawn into the Lion- of their homes. Homemade altars to Epona sometimes
headed Spider’s web. spring up in barracks and military encampments, and her
It is unknown how the cult of Coram Agh Tera was ceremonies are often conducted by devoted cavalry officers
founded but the Church of the Eternal Fire claims that before great battles. Outside of the military, Epona’s worship
Coram Agh Tera is a demon manipulating the weak. How- includes people of all genders, all of whom are skilled at rid-
ever, despite the many rumors, priest of Coram Agh Tera ing and handling horses. There is no dedicated priesthood of
are not bloodthirsty murderers. They do not force anyone to the Lady of Horses but particularly pious knights, farmers,
sacrifice, only give them the incentive. There are, however, and travelers have been known to dedicate themselves to her
unaffiliated cultists who believe they are chosen by the Lion- worship. These acolytes travel the Continent performing fer-
headed Spider or have awakened another dark force trying tility ceremonies and animal blessings in Epona’s name and
to contact it. These individuals are genuinely dangerous, sac- tending to her shrines which usually stand on roadsides and
rificing others in droves in hopes of gaining dark power. frequently include natural springs.
46

Lilvani Morrigan

In centuries past Lilvani was worshiped in the North as God- Morrigan, known to some as the Queen of the Veil, is an
dess of the Moon and of peaceful death and burials. Her cult ancient goddess of war, knowledge, fate, spirits, and magic.
was particularly prevalent in Ellander, Nazair, Mettina, and Reliefs of this warrior goddess were first found among the
Velen, the latter housing a large temple to her in the cave menhirs of the Dauk people of Nimnar Valley. Similar depic-
system near Toderas. Unfortunately, this ancient goddess fell tions have been found as far south as Angren and in caves on
out of favor and her temples were neglected and destroyed, the islands of Skellige suggesting that her worship was once
as much by time as by rivals. Many suggest that the wor- widespread among early humans. The modern worship of
ship of Melitele was the primary factor in the organic demise Morrigan is relegated to small remote communities across
of the older cult, as her worship spread widely among the the Northern Realms though interactions with the traders of
women of the Continent. Some even go so far as to say that the Far North suggest that she is more commonly worshiped
Melitele is another face of Lilvani or vice versa. beyond the Dragon Mountains.
Where Lilvani is still depicted it is as a naked, beauti- The Queen of the Veil is depicted as being a wise mon-
ful woman with a somber expression on her face, but with arch, capable of outright bloodshed but also possessed of the
her arms spread in welcome. Her visage can still be found wisdom to understand when guile and cunning were more
in ancient crypts and other burial places and her shrines in useful. She is depicted as wearing heavy armor of metal and
alcoves and caves where the moon can shine upon them, leather and carrying a bearded axe. Her symbol and sacred
directly or through holes carved in the roof. One of the only creatures are ravens, and her followers revere them.
remaining artifacts of Lilvani is the Moon Blade, a powerful When humans from the Landing of Exiles expanded into
silver sword blessed by one of the Goddesses few surviving Angren, they discovered Ard Gwyd, a forested mountain
priests to combat a powerful demon. among the Slopes with the ruins of an ancient fort at it’s peak.
The priesthood of Lilvani tended toward women but also The ruins showed signs of having once been a grand fortress
numbered a significant proportion of men. Historically they and the remains of tattered tapestries and ruined murals
were involved in preparing the dead for burial and making depicted Morrigan. At the heart of the ruin stood a massive
sure that the appropriate rites were followed. In the heyday sycamore tree growing at a convergence of earth ley lines.
of the cult, worshipers would gather at shrines to observe The explorers were soon forced abandon the ruin when an
a cycle of ceremonies tied to the phases and forms of the unknown force began to stir, darkening the sky with a terri-
moon. A ritual of protection against evil on the night of the ble storm and a vicious flock of ravens.
New Moon and a jubilant celebration on the night of the Full Morrigan no longer has a priesthood, but her tenets live
Moon with fertility ceremonies dedicated to Harvest Moons on in her sages who are knowledgeable in battle tactics, his-
and cleansing rituals performed on the nights of Eclipses. tory, and rituals of magic. These sages believe that magic
Lilvani’s priesthood is not completely extinct but has permeates all things but is a naturally chaotic force that can
dwindled to the dedicated few. A low-level of belief may run only be controlled by a clever mind, a strong will, and stron-
through family lines descending from more powerful wor- ger conviction. They consider knowledge and courage to be
shipers, though many of her duties have been subsumed into the key to success in all things but stress that respect is para-
the worship of Melitele. mount, especially the respect of the dead.
47

Nehaleni The Prophet


Lebioda

Nehaleni, or Nehalenia in the South, is a goddess of travel


and divination whose worship is thought to have origi-
nated with a nomadic human culture from the Mag Deira The cult of the Prophet Lebioda started when he was but a
Plains in the time before Mettina joined the Nilfgaardian simple shepherd. He wandered the Continent, telling para-
Empire. These nomads prayed to Nehaleni to protect them bles about life, gods, and men, and preaching sermons with
on their journeys and to guide their caravans to prosperous an emphasis on kindness and compassion. In short order he
lands. These travelers roamed the Continent from Cintra to built up something of a following. Contemporary accounts
Maecht and as they traded with traveling merchants, sailors, hold him as a kind man, whose calling was to persuade those
and ferrymen the worship of Nehaleni spread. who would listen that they should be nice to each other.
While Nehaleni’s cult has always been far from powerful, Lebioda’s mortal life ended unpropitiously at the jaws of
many people court her favor before setting out on a jour- a dragon who swallowed him whole while he attempted to
ney, and she is also venerated by diviners and fortune tellers. dissuade it from devastating a village. After the prophet’s
Nehaleni is primarily worshiped at crossroads or at points of demise, some loyal followers ventured to where the dragon
embarkation such as ports. Those calling upon her hoping left its spoor and retrieved his remains. These were carefully
for a safe journey may burn sacrificial loaves of bread baked cleaned and housed in a reliquary that is now stored in the
in the shape of boars, calves, and fish which act as stand ins Great Temple in Novigrad, where it is displayed during festi-
for the animal sacrifices of other, more visceral deities. vals. The faithful, at this time, are permitted to kiss the relic.
Images depict Nehaleni as a young, joyful woman, Acolytes of the Prophet spread his worship both during
wrapped in a traveling cloak, carrying a carved wooden staff his lifetime and subsequently. Notable among these was Saint
and a compass. At her heel is a large hound which stares Plegmund, who brought Lebioda’s philosophy to Toussaint,
adoringly at her. Among worshipers of Nehaleni, dogs are a region he had visited and loved. The Saint’s visits were
considered symbols of good fortune and are often kept as marked with spectacular miracles, including the healing of
companions. Sheep dogs and wolf hounds especially. severed limbs and deathly illness. All this while preaching
Nehaleni’s has no clergy but her few devoted worshipers love and compassion and listening to the needs and prayers
embark on pilgrimages across the Continent, aiding travelers of his believers. Plegmund converted the whole duchy to the
and performing divinations in hopes of earning prosperity. worship of Lebioda, and the people erected a vast monu-
In line with ancient traditions, they show their dedication ment to Lebioda on the banks of the Sansretour River and a
to Nehaleni by tossing a coin or rolling dice to make major temple in Beauclair.
decisions. While these pilgrims are often adept at divination, Lebioda is widely revered across the Continent and his
they also offer their services as guides to accompany travelers teachings have been adopted and adapted to serve many
on uncertain paths and to find safe routes through swamps, other churches. The Eternal Fire, which has the Great Temple
forest, and avalanche-prone mountains. Those lucky enough of Novigrad as its headquarters, has been especially keen on
to encounter such pilgrims in their travels, often encourage using his writings to fill the philosophical gaps in its message.
them to join their company, believing that they bring them Incorporating these books into its holy texts has added a layer
good fortune in their travels. of mercy and compassion to its otherwise hardline preaching.
48

Svalblod Veyopatis

Before the worship of Freya and the full dedication of the Veyopatis is an ancient, protective deity whose worship-
Skelligers to honorable bloodshed and the joy of battle, ers relied upon him to keep them safe throughout what is
some followed a darker and more visceral deity, Svalblod. now the Pontar Valley. The cult of Veyopatis has lessened as
This entity, a distorted and furious mixture of bear and man, newer gods took over and people spread more widely, but he
reveled in the pain and slaughter of battle. Svalblod’s wor- is still revered by a few of those who live alongside the great
shipers included warriors, but his ties to nature, red in tooth Pontar river. He stands as the embodiment of the river val-
and claw, attracted druids fallen to the more brutal aspects of ley, capable of calm protection and capricious cruelty, as the
their faith. Some worshipers could shape-shift into gigantic moods of a river may change along its length.
bears when the blood lust took them, the better to rip and As human populations arrived and migrated across the
claw their foes to pieces. Legends held these powers came lands, they stayed close to the rivers. The land was fertile
from a rite wherein worshipers took hallucinogenic herbs and the visibility good, so they could see danger coming,
and offered themselves to cave bears, who would consume unlike the woods which housed all manner of monster. As
them. This deadly ritual was said to bond the berserker’s soul settlements expanded along the valley and into the wild for-
with that of the bear. ests, carvings of Veyopatis were used to mark the bound-
The jarls took steps, distressed at the vicious cruelty Sval- aries beyond which danger lurked. Camps became villages
blod inspired in their people. Most of the cult was wiped and then towns; stable and better defended. Worn poles
out, the cultists sentenced to death. Tied to their ships and with Veyopatis’ face carved into them may be seen in the
sent without sail or means of navigation into the teeth of undergrowth where the forest reclaimed the land outside
the stormy seas, their fate was intended to deter any further their walls. The appearance of Veyopatis is a scowling man’s
deviants from taking up the torch in the future. But a cult of face with an open mouth, as if shouting or blowing, his fear-
blood and strength will always hold an appeal to some, and some image being held to have defensive properties. Coming
not all the altars were destroyed. Warriors, brigands, lovers across such a carving is disturbing, stumbling into one of his
of violence, and human monsters abandon much of their larger shrines in the middle of the forest, with wild eyes and
humanity to join the cult despite the price Svalblod demands gaping maw is an experience.
in blood and cannibalistic feasts. Veyopatis has no official priesthood but a few village
There are rumors that the heart of Svalblod’s worship on elders around the Pontar Valley still perform his rituals
Ard Skellige is once again active. His priests, clad in furs and for community protection and good health at his shrines.
dried blood, exist only to slake Svalblod’s thirst for red death Veyopatis has taken the position of a protective household
and revel in the power he grants in return. While the cult is spirit in the Pontar Valley, even where the people worship
still treated with fear and disdain, bloodthirsty warriors who other gods. During rituals, wise men and women sometimes
can transform into bears are a useful tool when war comes wear wide belts of cured, woven river-grasses, and medal-
for the jarl who dares to use them. Some even claim that Ber- lions bearing his face. These are carved from river pebbles,
serkers loyal to Svalblod live amongst the people of Skellige, and the less carving they need, the more powerful they are
slipping away in the night to perform their blood sacrifices. believed to be.
49

The Priest Profession Defining Skill


Initiate of the Gods
“In this temple, I give the orders. I
usually ensure my orders don’t con- Vigor Threshold
flict too much with Hereward’s poli-
2
tics, as far as those politics are logical
and understandable. In this case they
are irrational, so I won’t treat them Magical Perks
any more seriously than they deserve.” 2 Novice
–Nenneke Invocations
Alright, so perhaps I haven’t been as accurate in 2 Novice Rituals
my descriptions of the magic wieldin’ folk as I 2 Low Danger
coulda been. Heh, Glynnis set me straight on a Hexes
few things and I suppose I ought to set the record
straight myself. While they may not seem all that
different to the average folk like myself, priests Skills
and druids are worlds apart. Priests are magic Charisma
users who gain their power from the gods, or at
Courage
least they say they do. From what Glynnis says,
the facts ain’t exactly holdin’ up. But wherever First Aid
they get the fuel they make the fire in their own Hex Weaving
special way, heh. Ya see, for a priest it’s all about
belief. Belief in yer god, belief in yourself, belief Human Perception
Social Standing in your message, all that sorta stuff. For some, Leadership
that belief gets channeled straight down the
Ritual Crafting
Priests are considered Equal by those who middle as divine power. These are the preachers
respect their deity but are Tolerated by ya see managin’ flocks in town squares all over Spell Casting
those who don’t and Hated and Feared by the Continent. Born leaders, whose faith lets ‘em Staff/Spear
those who hate magic and don’t respect pull off all sorts of magical hijinks. Rumor has it,
their deity. they even get messages from the gods but I ain’t Teaching
so sure how much stock I put in that, heh. Then
ya got the cultists, the ones who ain’t exactly Gear (Pick 5)
Initiate of the Gods (EMP) lucky enough to worship a mainstream deity.
100 crowns of
Might be death cultists of Coram Agh Terra or components
The churches of the world are often just worshipers of Melitele in the South. Either
warm and inviting places which aid their way, their faith’s gotta persevere against a world Clotting Powder (x5)
communities and welcome new converts. that wants ‘em gone. You’ll find theses priest in Dagger
A Priest can roll Initiate of the Gods at a private, hidden shrines, givin’ secret sermons to
DC set by the GM at churches of the same Double Woven
their followers to bolster their faith and move
faith to get free lodging, healing, and other Gambeson
‘em to action. The ones ya really gotta watch out
services at the GM’s discretion. Initiate of Holy Symbol
for are the fanatics, heh. Sure, they’re convincin’
the Gods also works when dealing with
but that convincin’ usually leads to inquisitions Hourglass
members of the same faith, though they
and angry mobs burnin’ down slums, and broth-
will likely be able to offer less than a fully Jewelry
els, and anybody else the priest don’t like. They
supplied church. At the GM’s discretion,
usually like to keep a cohort of “apostles” nearby Numbing Herbs (x5)
Initiate of the God will also work with
too so they ain’t easy to dethrone either.
worshipers of related deities. Staff
–Rodolf Kazmer Surgeon’s Kit
50

The Priest Skill Tree


Defining Skill: Initiate of the Gods (EMP).
The churches of the world are often warm and inviting of the Gods also works when dealing with members of the
places which aid their communities and welcome new con- same faith, though they will likely be able to offer less than
verts. A Priest can roll Initiate of the Gods at a DC set by a fully supplied church. At the GM’s discretion, Initiate of
the GM at churches of the same faith to get free lodging, the God will also work with worshipers of related deities.
healing, and other services at the GM’s discretion. Initiate

Cultist Preacher Fanatic


Mystagogue (EMP) Divine Power Blood Rituals (WILL)

When in a settlement, a Priest can A Priest can become more in tune A Priest casting a ritual can make a
spend a day and roll Mystagogue at a with their god, gaining 1 point of Blood Ritual check against the casting
DC based on the settlement to build a Vigor threshold per skill level in DC of the ritual. If they succeed, they
shrine to their deity that attracts people Divine Power up to level 9. At the can cast the ritual without required
and converts them to their religion. 10th level in Divine Power, you raise alchemical substances by sacrificing
The GM determines how many people your Vigor Threshold by 5 bringing 5 HP in blood per missing unit of
join. Additionally, while within 20m it to a total of 16. Divine Power can alchemical substance. This blood
of this shrine, the Priest can use the be trained like any other skill. can come from others but must be
shrine as a Focus with a value of 3. spilled at the time of the ritual.

Cult Mystery (WILL) Divine Authority (EMP) Fervor (EMP)

At higher levels, a Priest is shown The peasants and common folk of the A Priest can roll Fervor against a
the inner workings of their religion world see Priests as agents of the gods’ target’s current INTx3. On a success,
and are privy to some of its will. A Priest can add their Divine the rallying power of the Priest’s
secrets. The Priest’s cult mystery Authority to their Leadership checks if words grants 1d6 temporary health
depends on the type of religion they are in an area where their religion for every point rolled over the DC
they follow. Refer to the Cult is worshiped. Even when outside such (maximum 5). This lasts for as many
Mystery table to know which one. areas of worship, a Priest adds half rounds as their Fervor x2 and only
this value, due to their presence works once per target per day.

Blessings (WILL) Precognition (WILL) Word of God (EMP)

A Priest can bless a group of people At the will of the GM, a Priest A Priest can roll Word of God to
through a 1-hour ceremony. can be overcome by visions of the convince people that they are speaking
At the end of the ceremony, they roll future, sending them into a catatonic directly for the gods. Anyone who
Blessings at a DC:16. For one day state for 3 rounds. After this time fails to defend with Resist Coercion
afterward, a number of people equal the Priest can roll Precognition at sees the Priest as a messiah and
to the Priest’s Blessings level gain a DC set by the GM to decipher follows along as an apostle. A Priest
bonuses as per the Blessings table. the visions that they are stricken can have as many apostles as their
by. Such visions are composed Word of God value. In combat, use
of symbolism and metaphors. bandit stats for apostles without stats.
51

Settlement Table Cult Mystery

Settlement DC Type of Priesthood Cult Mystery

Hamlet 22 The Priest has been initiated


into the higher workings of
Town 20 Organized
your church. They can add
Churches
their Cult Mystery level to their
Small City 18 Initiate of the Gods checks.

Capital 14 The Priest has been shown


the ways of old magic. When
Deities of the Witcher World Old Gods
they craft a ritual, they can roll
both a Cult Mystery check and
a Ritual Crafting check and
Type of Priesthood Deities take the highest of the two.

Eternal Fire, Kreve, Great Sun, Secrecy is key. When someone


Organized Churches
Melitele, Prophet Lebioda tries to discern the Priest’s true
faith or their motives through
Dana Meadbh, Epona, magic, they must roll against the
Old Gods Freya, Lilvani, Morrigan, Priest’s Minor Mystery check.
Nehaleni, Veyopatis Dark Cults
If they fail, the Priest makes
them believe what they choose.
Dark Cults Coram Agh Tera, Svalblod
Against non-magical scrutiny, the
Priest can add their Cult Mystery
Guiding Your Apostles level to their Deceit checks.
The apostles gained through the Word of God ability gen-
uinely believe that you are the conduit of whatever deity you
follow. While this makes them incredibly loyal it can sometimes
Blessings
be difficult if you try to use them for your own gain as they will
expect you to act in accordance with the doctrine and teachings Type of Priesthood Blessing
of their deity.
Any time you give a truly strange or uncharacteristic com- The Priest empowers their
mand to your apostles, you must make a Word of God check followers with the divine
Organized
at a DC set by the GM. If you fail, your apostles will still carry authority of their church. On
Churches
out the command but a seed of doubt has been planted in their a success, they gain a +4 to
minds. On the third consecutive time you are forced to make Leadership and +4 to Reputation.
this check and you fail your apostles become disillusioned and
leave you. If your third failure is a fumble your apostles will The Priest empowers their
brand you as a heretic or a false messiah and attack you. followers with a blessing that
Examples of conflicts of interest include: commanding fol- Old Gods shields their mind and bodies.
lowers of Melitele to torture or kill seemingly undeserving peo- On a success, they gain a +3 to
ple, commanding followers of the Eternal Fire to save or aid SP and +2 to Resist Magic.
Elderfolk or mages, commanding followers of the Great Sun to
go against the word of the Nilfgaardian Emperor, etc. In most The Priest empowers their
cases, the teachings of each deity is fairly clearly spelled out in followers with a blessing of
Dark Cults
their description but if there is any confusion the GM has final celerity. On a success, they gain a
say on what is and isn’t a conflict of interest. +4 bonus to Stealth and Initiative.
52

Wine or Wisdom
1270, Loc Grim • Transcribed by Alec Von Karst
53

Glynnis straightened her sleeve for the third time, smoothed her hair, and glass was sharp under her fingers and she deliberately relaxed her hand.
endeavored not to give an empty room any sign she was intimidated. “Lads and ladies, yes. But their discipline is not a problem to bring
It had been nearly half an hour since the young servant, neatly clad to you, Incandescent. This is more a matter of teaching styles. It has
in their approved black uniform, had escorted her into this haven of come to my attention that several of my students have been attending
wealth and calculated displayed power. She was calling upon Incan- meetings with your initiates. I’m concerned that this may distract them
descent Bertrand de Grym, patriarch of the Summer Capital of the from their lessons.”
Nilfgaardian Empire. Glynnis idly wondered if that was his given name “Surely outside their studies, your students’ time’s their own? I’d
or adopted from the city to cement his position. have thought opening their minds to all the possibilities their talents
De Grym’s study was a medley of rich, honeyed tones and plush may offer would be of interest to you? Unless, of course, you fear the
comfort. Bookshelves lined one whole wall, filled with leather-bound competition.”
treatises and collections of sermons. The windows’ subtle tint threw There was a smile in the man’s voice, but it didn’t quite touch his
golden light across the room, and they were thick enough that the street eyes. Glynnis nearly rolled hers, refusing to step into the trap. Respect
noise couldn’t enter this sanctuary. The Incandescent was far above the the man who could ruin your reputation forever...or worse.
petty concerns of the populace. “I would not dream of suggesting we compete for these children.
Glynnis sighed inwardly, where it wouldn’t show. The chanting of the Merely that by showing them a different method of wielding Magic,
service de Grym had been presiding over had long since faded. She recog- they may become confused at a critical moment to the detriment of
nized the delay for what it was; not a power-play, that implied competi- themselves and those around them.”
tion. He was making certain Glynnis knew where she, and by extension, “My dear Glynnis, if they’re distracted in your lessons, perhaps that’s
her school, stood in the grand scheme. Something she had learned over a sign they’re better suited to a career within the Church. We welcome
her two centuries; humans did like to assert their dominance. all truly questioning minds here, and the Great Sun can warm their
After roughly another age of the world, the door opened and in hearts and feed their souls in a way dry book-learning never could.” He
strode the gentleman himself. Incandescent Bertrand was tall, solidly examined a grape and popped it in his mouth before continuing,
built, and with a face just lined enough to convey an air of authority “You needn’t fear that they will waste their magical talents, far
and an expression of benevolent condescension. from it! By delivering miracles to the people, we show the power and
At first glimpse his hair appeared a silky, flowing golden blonde, fall- righteousness of the true faith. The well-trained mind, schooled in the
ing to his shoulders, but as he entered his room, he lifted the ceremonial rituals of the Church, can be a beacon of sheltering power and show the
wig off and passed it back to his servant without a glance. The youth benevolence of the Emperor. You Gweison Haul types are, perhaps, a
smoothed a few stray hairs and set the wig carefully upon the stand on little too dangerous to ever truly hold the trust of the populace.”
the Incandescent’s desk. Silently, the servant departed but almost at once I know a clamp-down when one is threatened, Bertrand, never
returned with a burnished silver tray, bearing a carafe of wine, glasses, fear. I can also spot an opening.
and a matching silver fruit basket laden with oranges and golden grapes.
“I agree! The trained mind, with proper guidance, is absolutely the
They arranged these on the central table with practiced speed before
ideal tool for both our needs. I merely fear that your initiates, fervent
retreating, bowing to the Incandescent’s back as he examined himself in
though they are, may not be sufficiently experienced to deliver the detailed
the mirror.
instruction my students require in deciding where their talents truly lie.”
“So, Director Var Treharne—Glynnis? What brings you to my
“May I, therefore, propose a compromise, Incandescent? I would
humble suite? Ah, please, sit. Help yourself to wine and fruit, you look
not dream of placing barriers between my pupils and the Church but
in need of refreshment.”
perhaps organized classes with your representatives, making use of our
He gestured to the smaller of two armchairs, taking the more com- learning facilities, would be less ad hoc than young preachers practic-
modious seat opposite and self-consciously straightening his belted robe ing on children even younger than themselves?”
of office. The style left ample room at the chest to show the tailoring of
De Grym leaned forward, a beatific smile on his face.
his dark velvet doublet and the heavy porcelain mask that was both a
“My dear girl, that’d be ideal! The different arms of the Church can
symbol and ceremonial wear. The shiny white face with its gold-rimmed
offer their teaching, finding those among your students, gifted with the
eyes and rayed Sun upon the forehead stared at Glynnis. She did as
blessings of the divine while they’re still young. It’ll be simplicity itself
requested, pouring a measure of the pale wine, the jug chilled enough
to identify those better suited to a life of service, freeing you and yours
to leave a sheen of water on her hand. Sitting bolt upright in her chair,
to deal with those for whom the confines of your lessons are a better fit.
she gripped the stem of her glass and tried to appear composed.
I’ll speak with my subordinates and make arrangements immediately”
“Incandescent Bertrand, thank you for agreeing to meet with me. I
Glynnis shifted a little uncomfortably, “These classes would need
value the friendly relations between Gweison Haul and the church, and
supervision by tutors from Gweison Haul, Incandescent”
it is regarding my school I wish to speak.”
He waved his hand, brushing her concern aside.
“Indeed? Are you experiencing difficulties? I’m sure the work you
do there is appreciated.” De Grym poured a large glass of wine, snagged “Yes, yes, I’m sure you can arrange that for yourself. Now, if you’ll
a few grapes, and relaxed into his chair. excuse me, I have to attend a meeting of the local landowners. Tedious,
but that is the price one pays to accomplish good works, and this inter-
“No difficulties—not yet, at least” Careful woman; remember, the
view has run a little longer than I expected.”
church is never in the wrong. “It is about some of my students.”
The Incandescent downed his wine in a mouthful, rose and, smil-
“Rambunctious young lads?” Amusement filled de Grym’s words.
ing, indicated the door. Moments later, Glynnis was standing in a stark
“I’m not sure I can help you if they’re lacking proper discipline.”
stone hallway, as the servant waited to escort her out. Off-balance and
Glynnis stood on a retort, keeping her tone level. The stem of the
wrong-footed, it left her wondering as to exactly what she had agreed.
54
55

Druids
Druids are fascinating but they remind me how far from the natural world
Druids of the
Continent
“You may, dear reader, be
tempted to point to the few
circles of druids present
our civilization has brought us. Predator and prey, drought and flood, on the Continent. I would
man and beast; these are the concerns of the druids and their rituals are be quick to mention that
thanks to the ravages of
stark as a bloodied fang in their maintenance of the balance. the Nilfgaardian War,
many areas of wilderness
−Glynnis var Treharne have been destroyed and
likely many druids have
been run out or killed. As
of yet, our research sug-
gests that the great oak
Bleobheris survives with
the druids that tend it.
But an expedition beyond
Many people, North and South, who cannot Koviri merchants have mention dealings with
the front line is something
use magic fear it for its power and potential druids across the Dragon Mountains and there I am most definitely not
misuse. This is a sensible fear. But they fear are numerous stories of travelers encountering interested in.
the flashy mages and the blood-and-thunder hermits living in the deep forests of the Con- -Brandon of Oxenfurt
preachers. All this time druids are wander- tinent. With all of this, do you truly believe
ing through the woods, talking to trees, and that there are so few circles of druids? I believe
hand-raising baby bunnies, or whatever else there are far more than we know, probably in Brandon’s Druid
they do. No one knows exactly how many the deep forests of Angren, Kaedwen, or other Theories
Circles of Druids exist these days but there sparsely populated nations. I hear the argument
“Ya may have noticed,
are likely fewer now than before the War. that humankind is pushing back the boundar-
Brandon’s got some opin-
ies of the wild and that the forests are dwin- ions about druids. Heh,
Druidism isn’t strictly a religion. They do
dling. However, thanks to the wars, villages on I’d say it’s all about the
not proselytize for converts and they do not
the edges of the great forests are destroyed by outlook. Personally, I’ve
hold services. They are protectors of the land armies and many of the countryside’s inhabi- never cared that much
itself, or should I say, forests. I’m not aware tants have deserted their farms for the safety of for ‘progress’ and ‘society’
of any druids of the deserts, moors, or bar- city walls. I would not be surprised to find that and all those high-minded
ren mountain tops. They have no fixed tem- ideas. Heh, If ya ask me,
there are sects of druids seeking to reclaim the
ples or houses of healing, preferring instead the Druids are just some
forests and lands that humanity cultivated so folks tryin’ to uphold
to gather around ancient trees and standing long ago. the old ways and keep
stones. Their circles, under the control of a humans from ruinin’ the
Druids, when encountered, appear to
Hierophant (male) or Flaminika (female) take land for everybody. But
be simple children of nature. Protecting the
place deep in forests. It would be easy then to Brandon’s all about ‘civi-
forest creatures and writing many aggrieved
say they must be on the decline. lization’ and ‘advancing’
letters to local authorities all the way up to society. I’d guess to him
However, there are still many deep forests the kings. Their cause is to care for the wilds the druids are a threat to
that dot the Continent and many of them show and promote balance between of nature. all that. Seems to be the
signs of magical beings within them. It is not Many may never see them as they go about way of things for plenty
beyond the realm of possibility that there are maintaining the balance deep in the forests. of folks. The druids are a
druids who ally themselves with the dryads of Others, I have heard, are in nearly constant reminder of the old ways
the Brokilon forest or perhaps hide amongst and they stand in the way
contact with isolated forest communities. It
of progress.”
the bogs and mires of Angren or the high seems that where humanity intersects more
-Rodolf Kazmer
mountain woodland of the Blue Mountains. thoroughly with the wild and the rule of kings
56

is weakest, the druids take it upon themselves to adjudi- lands. These rumors suggest that in the early days, just after
cate disputes and settle quarrels. The most visible of these the Conjunction, members of earlier human societies such
druids are in Skellige where they are even consulted on as the Dauk and Wozgor, became druids. Deep in the for-
the ascension of the next king. The belligerent Skelligers ests these druids formed circles, led by a Hierophant (male)
live close to the land. They are more likely to fish and raid or a Flaminika (female) surrounding ancient and venerable
than try to subdue nature. Druids can and do make these oak trees. They shepherded the natural world and guided
livelihoods safer by affecting the weather and the sea. The small communities of humans around the dangers of the
Hierophant of this circle was at one time a member of the Continent to keep them from being destroyed. Much like
courts of both Skellige and Cintra. I imagine druidic magic the rest of the early humans the final fate of these speculated
is a great aid on sea raids to Nilfgaard. On the other hand, druids is largely unknown but modern scholars believe that
in Angren, whenever there are mishaps and accidents in they left signs of their presence among the menhirs of the
the logging camps druidic magic is blamed. Dauk and Wozgor which carried forward their teachings.
The magic of the druids is similar to the magic of Melitele When the next wave of humans came to the Continent they
and Freya. But as protectors of the forests and the balance, faced the same harsh conditions and were also preyed upon
they are attuned to mobilize the powers of wind and wave, by the many monsters that prowled the land. In response,
and all living things. In this way their spells are a little like the druids of this era took up the same mantle that the dru-
the invocations of the priests except that what they worship ids of old would have, attempting to strike a balance between
is primeval life itself. They also manifest magic through the allowing nature to run its course and stopping humanity from
use of sigils, symbols inscribed in the air or on objects to being utterly wiped out. These druids did not see all of the
focus magic on that spot. These are often protections of that monsters of the Conjunction as anathema to their cause and
section of the forest that impede those who may come to perceived some of them as new facets of nature. While they
loot and destroy the plants and animals. I’ve heard that they would slay monsters to protect the balance of nature, there
use this kind of protection at the breeding sites of endan- were very few that considered the existence of the monsters
gered animals and the headwaters of salmon streams. Do to be unnatural. More often, druids took up roles as advisors
not touch or deface these sigils as they are said to be able to to chieftains, sages who kept the knowledge of their people, or
protect themselves. healers of the ill.
Druids do not distinguish between humans, elves, As humanity spread across the land, beginning to build
dwarves, or other elderfolk. They say that their magic is cities, farms, mines, and other foundations of civilized soci-
older than the elves, that it was here before the dwarves, and ety, the druids’ role began to change. Humans were no lon-
will remain when they are gone. There is no verifiable refer- ger in need of protection and instead, other aspects of nature
ence to druids sacrifices any living thing, including humans. were being encroached upon by humanity. The druids coun-
Though I would not put it past them. seled the rulers of humanity to stop their reckless expansion
—Brandon of Oxenfurt but they were labeled as “archaic” and accused of slowing the
progress of society. Gradually, their place in society was taken
The History of Druids over by mages who were more pragmatic and less interested in
preserving the balance. By the beginning of the 13th century,
James Rufus of Oxenfurt, a scholar writing long ago before the druids had been pushed out, relegated to their remote cir-
the University was formally established wrote: “After the cles, deep in the wild.
ships landed and humans spread out into the dark forests Over the years, druids worked to regain their influence
of the river valleys, they came across stone altars and crude over the courts of the Continent but their pleas tended to
stone arches centered around huge oak trees. The sigils and fall on deaf ears as few monarchs besides the kings of Skel-
writing on these stones is as of yet still undecipherable but lige would halt the progress of their nation for a seemingly
we believe that they were created by the Wozgor or another, nebulous, mystical balance. By the year 1272, the majority
earlier human population which had died out prior.” of druid live in their circles, tending to the surrounding
While very little of this information can be substanti- wildlife, communing with the natural world, and sending
ated, rumors persist that druids have been on the continent chastising missives to kings, merchants, and mages who are
far longer than humanity. They have always lived apart despoiling nature, fully knowing that they lack the resources
from cities as they value the peace and harmony of the wild or influence to do much about these injustices.
57

Types of Druids
The people who become druids are all drawn
to the wild in some way. But there are many
types of druids. The fledgling druid will grav-
itate to the lifestyle they require.
The druid that most people expect is a
shabbily dressed servant of the woodland,
standing in the way of society and trying to
drag everyone back to the old ways. They
have a deep connection to a particular for-
est and spend a lot of time meditating to be
in touch with the woods. In their spare time
they may foster fawns or care for young chil-
dren who have become lost. They remain
separate from human society and only com-
municate with the other druids of their circle.
When they do communicate with outsiders
it is usually by way of long letters demand-
ing that a settlement cease it’s logging, hunt-
ing, trapping or other ravages of the natural
world. And there are some druids like that.
Usually, they are people who have escaped
from desperate lives in human society, and
they wish to immerse themselves as deeply as
possible in the tranquility of a healthy forest.
These are the druids that will most discour-
age human settlement in the forest, believing
that humans have outgrown their place in
nature and must be stopped from expand-
ing further. The areas around their meeting
grove may be set with natural deterrents
from thorny brambles to irritating plant-life
but these deterrents are rarely too dangerous.
In rare cases, as these druids are pushed far-
ther and farther into the wilds, they start to
develop a paranoid outlook which can make
them dangerous. There are rumors of druids
who take a more “active” role in the protec-
tion of nature: accosting hunters and lumber-
jacks who enter their woods, lighting fire to
lumberyards and hunting lodges, and using
their magic to empower the land to fight for
itself. These rumors are almost entirely fabri-
cations, concocted by merchants and nobles
looking to demonize the nature priests, but
every few decades a small group of these more
isolated druids gets fed up with the ambiva-
58

lence of humanity. It’s not usually long before the druids in herbalism, and the accumulated lore of hundreds of years.
question are run out or killed but they leave a great deal of They manage the growth of the trees, maintaining openings
chaos in their wake which fuels the rumors of wild, danger- for the small plants to grow, prune back or remove diseased
ous forest people. Being traditionally pacifists, the majority plants, and find water in times of drought. They protect the
of druids consider these eco-warriors to be dangerous radi- gravel beds where the salmon spawn and dress the wounds of
cals, who have lost sight of the way of nature. injured animals, but they do not interfere with the relations
The majority of druids, however, are peacefully, practical between predator and prey. The only time these druids take
stewards of nature who prefer the tranquility of the forest up arms is when the balance of nature is greatly threatened.
and feel responsible for the creatures who live there. They If a griffin moves into their forest, this is the way of nature.
are prodigious walkers and are familiar with each tree and But if a fiend gets loose in the woodland and devastates tens
dell, sometimes saluting them by name. These individuals of acres of forest, massacring anything it comes across, then
care for the forest by healing trees and animals with magic, the druids will intervene. Even in this drastic circumstance,
the druids would first attempt any means necessary to calm
the beast or lure it away, only resorting to violence as a last
resort. The druids of the Continent are often considered
pacifistic to a fault, loathing the idea of taking a life unnec-
essarily. They are often content to nurse and maintain their
great oaks and pass down the ancient wisdom of their people
through songs and poetry.
In small, rural communities, druids sometimes still main-
tain their ancient roles as spiritual leaders and counselors.
While they belong to a circle, they mediate between the vil-
lage and the forest, making sure that the farm plots, charcoal
makers, and fur hunters do not upset the balance and that
the native beasts of the forest do not terrorize the villagers.
They teach the people their foraging and healing skills, why
different animals and plants, exist and how they contribute
to the wholeness of the forest. They bless the fields before
planting and after the harvest and sometimes bless babies in
the name of the forest. In most cases, these druids are better
educated than the people of the villages and they keep oral
histories of the settlement. The children of the village receive
an education if they show interest, intelligence, and the abil-
ity to memorize long poems and songs. Many bards get their
start this way and traveling minstrels sometimes visit these
circles to learn the tales and legends of the land.
Among most druid circles there are one or more druids
that are particularly gifted with druidic magic. Frequently
these druids rise to be the hierophant or flaminika, but not
always. These more magically-inclined druids use their com-
mand of nature to help their circle achieve its larger goals
such as building sanctuaries for endangered species, regrow-
ing damaged woodland, and cultivating stores of herbs for
healing salves. To the druid’s way of thinking, magic is found
in the energy of the nature is not an alien force to be feared
or controlled. Each circle has its own magical traditions, and
its own way of utilizing magic but unlike other magic users,
druids do not flaunt their abilities to those outside.
59

Druidic Interactions animals native to the land partially thanks to the druids.
Meanwhile, off the coast of the Continent in Skellige the peo-
The druids of the Continent have much to offer and in many ple have always lived close to the land. The worship of Freya
cases they are willing to offer their bounty under the right compliments the druids’ beliefs and the Circle of Gedyneith
circumstances. As long as a settlement is willing to follow is one of the oldest of all the existing circles. The druids of
the old ways and help maintain the balance of nature, most that circle know many weather magics and are always con-
druid circles are happy to tend to their wounded, help them sulted before large fleets take any action. Hierophant Ermion
with their crops. However, their staunch beliefs and rigid was also an important advisor to the royal family of Cintra
codes of conduct often make interaction with other people until the country was overrun by Nilfgaard.
tricky. On the other hand, the druids of Angren are forever chal-
While the druids possess great knowledge regarding cer- lenging the locals about deforestation. When under attack
tain aspects of the natural world their knowledge is some- by the foresters, the druids of Caed Dhu withdrew into the
times antiquated and many druids are unwilling to accept
that fact. Druidic healers sometimes have disputes with uni-
versity trained doctors who question their methods. These
druids see their healing, whether by herbalism, magic, or
folk medicine as an indisputable gift. They do not ask why
white thistle makes childbirth easier because they know it
has done so for generations and there’s no reason for that to
have changed. They maintain the knowledge of their ances-
tors and pass it on, unquestioned. This stubborn adherence
to the old ways can drive modern doctors to distraction,
especially since most often the druid’s knowledge is correct.
This rigid outlook on life has hampered the druids as
most circles remain unwilling to compromise with the
human societies that encroach on their forests. Many cir-
cles have been destroyed by wars, by human expansion,
and by the distrust of the druids by those in power. Their
sacred oaks fall, and while some find a home in another cir-
cle, many are left wandering. Some of these displaced dru-
ids spend years traveling, some carrying an acorn of their
great oak in the hopes of planting a new circle in some far
off land where humanity may not reach them. Despite the
destruction of their circles, druids displaced by war gener-
ally don’t hold a grudge against either party in the conflict.
To them, the wars raging across the Continent are no dif-
ferent from the territory disputes between animals in the
wild. After all, as much as they fight the idea humans, elves,
and all other sapient races are animal just like the wolves
and deer.
Those druids who do get involved in politics are few
and far between. As of the moment there are only two
places where a druid is able to bend the ear of a monarch
to any great degree. In Toussaint, the Duchess Anna Henri-
etta has signed treaties with the Circle of Caed Myrkvid,
allowing them to act as shepherds of the beautiful wildlife
of the region. Toussaint’s forests are breathtaking and their
famous vineyards grow in harmony with the plants and
60

dark, dangerous forests of southern Angren. races count their lives in centuries, they are
Lost Circles Rumors state that they had struck a deal with more prone to thinking long term than the
the terrifying wildlife of the forest and lum- short lived humans. The dwarves and elves
In the wake of the 3rd berjacks or hired swords that followed them are aware of the long term effects of over-har-
Northern War a number didn’t emerge unscathed. Eventually the for- vesting the natural world and are much more
of smaller druid circles
have been destroyed or
esters set fire to the forest and waited for the likely to live to see those consequences. To
uprooted. It is hard to druids to emerge. They were disappointed as combat this, both races devote a great deal of
say how many were dis- the druids had snuck out through the thickest effort to natural conservation making druids
turbed but the numer- forest and traveled to join the circle of Loch largely unnecessary.
ous refugees flocking to Monduirn; but that circle also eventually fell,
the great oak Bleobheris It is difficult to tell if there are druid cir-
forcing many druids to travel south to settle cles in the Nilfgaardian lands besides Caed
would indicate many.
in Caed Myrkvid. Myrkvid but if there are that they are likely in
Notably, there are no druidic circles Maecht, Ebbing, or Mag Turga. Nilfgaard made
associated with the Dwarven stronghold of swift work of Maecht, avoided large sections of
Mahakam or the Elven lands of Dol Blath- the Pereplut marsh in Ebbing, and peacefully
anna. Besides that fact that the Dwarven absorbed Mag Turga. All three provinces have
holds in Mahakam have little natural vege- large areas of wilderness that could easily hide
tation to protect and the elves traditionally a druid’s circle and in most circumstances, the
do not partake in farming, the cultures of the Nilfgaardians see the benefit of having druids
dwarves and elves don’t lend themselves to in their lands. That being said, Nilfgaardian
the need or desire for druids. Dwarves and officials will not halt their expansion for the
elves both respect nature and some revere sake of the druids. Mag Turga and Angren
Dana Meadbh but they don’t inherently see are both important sources of lumber and ore
nature itself as divine or worthy of worship. which are used throughout the Nilfgaardian
Additionally, since member of both elder empire.

“There are enclaves of elves within the Empire who


largely govern themselves. Though I have never had
the opportunity to visit them, my father would talk
about them from time to time. I can’t say that they
have druids per-say but in many ways some elven sag-
es may seem similar to the druids of the Continent.”
—Glynnis var Treharne
61

The Circle of Gwyn Carn The Death of


Galvalesteith
Beyond the Dragon Mountains lies a frozen land of deep forests and windswept plains. The people The story of the dru-
who live in this land, known as the “People of the Far North” are only ever seen by the merchants ids slaying the dreaded
of Kovir and Poviss and the Hengfors League. Every now and again hunters from the Far North white dragon Galvaleste-
ith has been corroborat-
cross the Dragon Mountains to trade. In these brief meetings they appear to be human with a ed by at least two schol-
sturdy appearance and a gruffness to their manner. It is clear to anyone who meets a Far North- ars from Kovir & Poviss,
erner that they hail from an inhospitable realm likely not meant for human settlement. And this but it is worth mention-
is where the Circle of Gwyn Carn comes in. ing that this story was
circulated throughout
In more hospitable terrain, druids act as the moderators of civilized expansion, keeping the region during a
humans and other races from destroying the delicate balance of the natural world. In the Dragon time when the slaying
Mountains and beyond the role of these magic users changes ever so slightly to help civilization of dragons was seen as
survive at relative peace with nature that would destroy them. The Circle of Gwyn Carn is located a valiant endeavor un-
deep in the Dragon Mountains, in a dark coniferous forest. The druids make their home in vari- dertaken by great heroes
and its spread was large-
ous natural shelters around a tremendous oak tree called Elvanen. While very few know how the ly supported by the Jew-
circle was founded, many scholars who have interacted with the circle share a vague story told to eler’s Guild of Kovir &
them by the druids about human settlers of the Dauk and Wozgor societies who traveled north Poviss. One document-
across the Dragon Mountains and were met by a white dragon called Galvalesteith who had bent ed interview with a dru-
the beasts of the mountains to her whim. Specifics are hazy but it is said that the first druids of id of the Circle of Gwyn
the Circle of Gwyn Carn slew Galvalesteith in defense of the valley and their brothers and sisters Carn does exist which
seems to refute this sto-
and buried her body where she fell from the sky. As they watched, a great oak sprouted from the ry, claiming that Gal-
burial mound and grew high into the sky, sheltering the travelers from the snow. The druids had valesteith, was instead
done a great service to the spirit of the mountains and in turn the mountains had welcomed them. a protective being who
And so, the druids created their home around the burial mound and the great oak to shepherd the struck a pact with the
Dragon Mountains and all beyond. druids. In return for the
druids looking after the
In early years, it’s speculated that the druids of Gwyn Carn were instrumental in helping the mountains Galvalesteith
settlers of the Far North survive in the frozen wastes, teaching them how to live in harmony with allowed the settlers to
the dangerous terrain and sheltering them against deadly monsters and terrible storms. It is said pass through the moun-
that this led to the modern society of the people of the Far North; focused on hunting and gather- tains safely. In this ac-
count the “White Burial
ing and very skilled at traversing the wild taiga. The druids worked less to reign in the expansion Mound” from which the
of civilization and more to help civilization live in relative harmony with the land with druids Circle gets its name was
acting as tribal councilors and spiritual leaders. Many believe that the humans who exist beyond created to honor Galva-
the Dragon Mountains today may be remnants of the Dauk and Wozgor who were shepherded by lesteith upon her death.
the original druids of the circle of Gwyn Carn but that is difficult to say as both societies appear
to have either died out or been assimilated by the Nordlings.
When more Nordlings made their way north and began to settle in the mountainous regions
that would become Kovir & Poviss, they came to a truce with the druids who would help them
to settle in the mountains and guide them in living harmoniously with nature. However, this
agreement would be largely broken when great deposits of ore were found under the mountains
and humans began voraciously mining them out. Now, the Druids of Gwyn Carn live deep in the
mountains attempting to rein in mining efforts by the humans and facilitate interactions between
the Nordlings and the people of the Far North.
62

Outsiders The Crow Clan


To many druids, the
Among the druids of Skellige there are those who push the boundaries of magic, beyond what
Crow Clan Druids are
largely seen as outsid- their brothers and sisters would deem safe or necessary. These druids are often among the Crow
ers. Not to be feared Clan, an unorthodox group of druids who exist on the outskirts of the Skelliger Druid culture.
or demonized but not While the druids of the Circle of Gedyneith focus their efforts on the shepherding of the nat-
necessarily trustworthy.
Even for druids, watch-
ural world and the clans of Skellige, the Crow Clan seems to focus entirely on a quest for esoteric,
ing their kin cawing and hidden knowledge. Druids of this clan believe that the Druids of Gedyneith are cowards who have
shrieking at a bird is un- chosen to close their minds and exist in ignorance for fear of allowing themselves to be enlight-
settling. ened. They believe that the world holds secrets yet undiscovered by humanity and that the key
to unlocking them is in communion with the noble crow. The crow stands as an observer of the
Morrigan world at large, gathering in great flocks and sharing knowledge of the world we see and the world
beyond. Acolytes of the Crow Clan are quick to claim that much like cats, which can sense and
Much as Freya and Mel-
itele are often compared absorb ambient magic, crows too have a form of 6th sense which allows them to see into a realm
by Continental scholars, beyond human understanding.
the Crowmother is often To bolster their connection to the crows, Crow Clan druids study extensively in alchemy and
compared to the ancient
Continental goddess, Crow Clan alchemists are skilled and often quite radical, mixing elixirs of toxic Crow’s Eye Rhi-
Morrigan. Morrigan is zome and trying to attain alchemically induced trances to commune with the birds. Many Crow
also a goddess heavily as- Clan Druids will even go so far as to work tirelessly to learn the complex language of the crows.
sociated with crows and It’s not unusual to find one of their number attempting to communicate with a group of crows
her primary temple on roosting nearby. It is still largely unknown to outsiders how effective this communication is, but
the Continent is located
the Crow Clan does claim to have gained great insight into matters beyond human understanding.
around a large sacred
tree. At this point, the Crow Clan’s obsession with crows is apparent but its origin isn’t. The foun-
dation of this obsession can be traced back to the Flaminika of the Crow Clan, known as the
Crowmother. The Crowmother is an ancient woman who has been the Crow Clan’s leader since
its inception centuries ago. The Crowmother is looming and frightening, with feathers sprouting
from her skin and scant clothing that appears to be made of leather with a peaked hood and a veil
covering the top of her face. To most she would appear monstrous but to the Crow Clan she is
their leader and a maternal figure.
The Crowmother is easily the oldest and most powerful Flaminika in recorded history and
rumors abound as to her origin. Some say that she is a crow who took human form, while oth-
ers say she’s just a powerful druid who learned how to speak with the crows. Still others believe
the Crowmother is a powerful relict who has made her home on Skellige because of the lack of
witchers and the more zealous Skelligers believe that she was once a powerful deity cast down to
the realm of mortals by Freya centuries ago. Whatever her origin, the Crowmother is a force to be
reckoned with and her clan of druids are unwavering in their pursuit of knowledge.
When Crow Clan druids interact with others it is usually in the process of gathering ingredi-
ents for elixirs or advising local community members. As with many other druids it is rare that
a Crow Clan druid will leave their home, but they can be found wandering the roads of Skellige
or even occasionally on the continent where they will often say they are following the guidance
of the crows or the Crowmother. Unfortunately, they are usually unwilling to explain what that
might mean for themselves or the other people around them. Luckily, these druids rarely cause
serious trouble.
63

The Circle of Bleobheris Halfling Druids


In the dark forests north of Gors Velen stands the great oak, Bleobheris, believed to be the first tree While halflings are fa-
mously magic deterrent
on the Continent. Its broad branches shelter an enormous clearing which is the center of a druid and thus incapable of
circle which dates to before the human ships arrived. For a long time, the circle existed quietly, casting invocations or
in a deep, dark forest surrounded by bogs and swamps. It is unknown exactly who made up this drawing sigils, they are
circle of druids but some speculate that it was a center of worship and society for early humans. also considered to be
among the most nature
Eventually the Landing of Exiles brought new groups of humans who spread throughout the attuned races besides the
region, looking to build farms and villages. But the bogs and swamp lands could not be plowed, elves. There are a hand-
and groups of lumberjacks sent into the forests were run out again by wild animals. Eventually ful of halfling families
those few successful settlers sent brave individuals into the forest to parley with whatever was who now serve among
guarding the wilderness. They approached humbly and were met by the druids. An agreement was the druids of the Circle
of Bleobheris, after hav-
reached where the druids would help the settlers start some small farms in the bogs and swamp
ing been run out of their
lands and allow the settlers to carefully manage a part of the forest and cut trees only as part homes after the Landing
of the management plan. In return the farmers supplied sacrifices for the altar and other trade of the Exiles hundreds of
items the druids might need. Over time this relationship flourished. The Druids healed the locals, years ago.
blessed their fields, and protected them from dangerous forest creatures. Many of the halfling
druids moved to live among the farmers, helping them with their fields and livestock. The locals
protected the forest from outsiders but over time the area under Bleobheris’ leafy canopy became
a famous meeting place for any that honor the ancient oak. Anyone of any race is welcome in the
circle as long as they keep the peace. People honor Bleobheris by posting letters and wishes on
papers attached to the great oak. Because of the great history of the oak, even though it is out of
the way, many famous bards have played under its enormous umbrella of limbs.
The fate of the Bleobheris circle is uncertain currently. War with Nilfgaard has decimated
most of Temeria, but the forest still stands, and many refugees have been taken in by the druids.
In fact, the refugees of many smaller druid circles destroyed by the war have also found their
way to Bleobheris seeking shelter. Fortunately, the forest is not really on the way to any of Nilf-
gaard’s goals and there is little to conquer so the circle has survived. The people of the area now
cherish the druids who protect them from beasts and war. They flee to the forest to avoid press
gangs who would take any men for the army. The druids’ relationship with the forest helps them
feed many whose homes have been destroyed. The druids teach the refugees how to tend and
gather plants that can replace substances they now lack, including herbal substances that stop
infection, salves that heal burns, cuts, and muscle aches, and even dyes for clothing. When ban-
dits approach the forest, druidic magic allows the Hierophant to send them away with a loud
threatening voice. In the very worst situations, the Hierophant can cast a plague on invaders. At
this circle, as well as others, many people try to pressure the druids to use their magic to fight
armies, but the druids’ magic is based on their faith in the forest, not the world of man and the
most they will do is foster peace.
In the few times military detachments or roving free companies have come to the forest of
Bleobheris with violence in mind, they have been quickly turned away by the druid circle. One
Nordling free company recounts tales of entering the forest after a group of refugees only to be
met with a group of druids who used some powerful magic to make them sit down and negotiate.
64

Angrenian
Tree Cats
The Circle of Caed Myrkvid
Caed Myrkvid lies in a valley in the mountains of Toussaint. Looking down upon it you see only
One thing that the dru- a blanket of fog. It twists and curls in ways that remind you that it is not natural. If you have been
ids brought from An-
gren was a species of to the dryad forest of Brokilon this would look familiar. Riding down through the fir forests,
green and brown speck- one descends through fog into a thick, damp forest of beech and alder, dotted with venerable
led, arboreal feline, en- oaks. Ferns and blackberry vines grow thickly between the trees and an unnamed river marks the
dangered by logging. boundaries of the druid’s sanctuary. Do not think to cross this river without good reason for the
They are slightly larger circle of Caed Myrkvid is probably the most powerful left on the Continent. Like most circles, it is
than a house cat and
ancient and was founded by people or races unknown before written history began. Its isolation
make great companions
for the druids. meant that for centuries the Druids of Caed Myrkvid did not have to teach people how to live in
harmony with nature and the land is so fertile that plants and mosses grow on top of each other.
Wickermen In a way, the druids here are more in service to the forest than to human settlers.
Most druids now in Caed Myrkvid are refugees from two other circles that existed in the north.
“To my knowledge, the
druids of Caed Myrkvid
The circle of Caed Dhu was in Angren on the bank of the Yaruga. But the druids suffered during
have rarely used this ‘rit- the wars and the growing population wished to drive them out. After all, lumber is the “Angre-
ualistic’ form of execu- nian Gold” that fuels trade in Angren and the lumberjacks weren’t interested in maintaining the
tion. Perhaps only once balance. When driven out, the druids moved on to Loch Monduirn in Sodden. Sodden, of course,
or twice from the stories has had armies fighting back and forth over it many times since then and during one of these
of druids I have had the skirmishes the druids once again moved on bringing with them the refugees of the original Circle
pleasure of encountering. of Loch Monduirn. In 1267, the Caed Myrkvid circle accepted the Druids of Caed Dhu and Loc
It is truly a shame that
Monduirn as refugees. The refugees held a grudge against the human populations that drove them
they would feel the need
to threaten it at all.”
out and when one of their number became flaminika of Caed Myrkvid, the protections of the cir-
cle increased. As part of those protections the Druids of the Circle used a great deal of magic to
–Glynnis var Treharne
create walking oak tree monsters that follow the directions of the druids.
This brings up one of the most controversial stories about druids. For years, humans who
hated the druids spread the rumor that they captured invaders, jailed them in a huge wicker statue
and then set the wicker on fire, burning their victims alive. This story was used against the druids
for many years but apparently the new flaminika of Caed Myrkvid decided that if everyone spread
these lies about them, then they would make it a reality to make sure no one attempted to push
them out of Caed Myrkvid.
In their new home, the Druids of Caed Myrkvid have common dealings with the people
of Toussaint which has been both beneficial and troublesome. Most notably, the great wines
of Toussaint have always been aged in Beauclair Oak but harvesting the sacred oaks for wine
barrels put the Cooper’s Guild at odds with the druids. At first this did cause friction as the
druids refused to let woodsmen into the depths of the forest which in turn led to many calling
to the Duchess to displace or destroy the circle. Fortunately, the rulers of Toussaint have long
been fond of the unspoiled wilderness of the grove and the druids were able to prove themselves
excellent caretakers by mitigating the catastrophe caused by the rerouting of the Sansretour
River some years ago. And so, they struck a deal. Treaties were signed between Toussaint and
the Druids of the Circle. The Groves of Caed Myrkvid were established as a sanctuary, fully
autonomous in their internal affairs. The Cooper’s Guild is allowed to harvest oaks but only
under strict supervision. Also, as part of the agreements the druids cultivate and harvest useful
plants for the ruling house of Toussaint.
65

The Circle of Gedyneith Skelliger Druids


Unlike their continental
Nowhere in the world are druids more respected than in the Skellige Isles. Where druids are
counterparts, Skelliger
generally seen as outsiders and agitators by Nordling rulers and Nilfgaardian officials, they are druids carry the same
viewed as trusted advisors and spiritual mentors by the Jarls of Skellige. Druids are well respected, warrior’s spirit that all
handsomely accommodated, and attentively heeded by the vast majority of Skelligers. Skelligers do. In most
cases, if you have done
The largest and most influential group of druids in Skellige is the Druid Circle of Gedyneith, something to upset a
who take their name from a sacred oak growing on a hill on Ard Skellig. These druids are led by an druid of the Circle of Ge-
elderly Hierophant named Ermion who has stood as the advisor to the throne of Skellige for many dyneith you will know
decades and traveled at the side of King Eist, King Bran, and Jarl Crach an Craite, even acting as about it immediately.
a court-appointed druid for the Kingdom of Cintra when King Eist Tuirseach of Skellige married Petitions and strong-
Queen Calanthe of Cintra. ly-worded letters are far
from a Skelliger druid’s
Under Ermion’s steady leadership, the Circle of Gedyneith has remained a stable pillar of first choice when settling
Skellige society, often using their influence to temper the quick tempers and brash nature of the disagreements.
Skelliger people and help them survive in the harsh climate and terrain of the Skellige Archipel-
ago. When two clans have reached a disagreement it’s not uncommon for a druid to step in to Rough Skellige
help them settle the situation before any bloodshed. This doesn’t always work but the attempt is Seas
made nonetheless. Even more commonly, farmers call upon druids to help them grow their crops, “Heh, sailing the sea to
huntsman to guide them to good game, or sailors to calm the storms so they won’t be dashed to Skellige ain’t easy. Even if
pieces on the rocky shores of the islands. Many scholars believe that the Skelligers’ reverence for ya avoid the raider ships
the druids stems from the fact that the Skellige Isles are inherently wild and dangerous and with- patrolling the Great Sea,
out the aid of a person attuned to that dangerous wilderness, colonization of such terrain would you’ll probably just wind
be a daunting process which might end in disaster. In a realm where witchers are uncommon and up bein’ capsized by enor-
mages are almost unheard of, druids are often instrumental in running off or slaying monsters mous waves or smashed
on the rocky shores of the
that threaten the Skellige society. A great warrior seeking to slay an Ekhidna or a Kraken is likely
isles before ya even see
to visit the Circle Gedyneith first for the counsel of the druids. land. Some folks think
Indeed, the Druids of Gedyneith are such a foundation for the culture of Skellige that they are the druids’re the ones who
often intertwined with the other primary pillar of Skellige society, the Church of Freya. While the made the seas so rough,
Druids of the Circle of Gedyneith do not pray to Freya for their magic and the Priestesses of Freya but I can’t say one way
or the other. Heh, do my
do not view the natural world around them in the same way as the druids, both faiths are able to
best to be on a ship as lit-
come together in the care of nature and the Skelliger people. Freya herself is an ancient goddess tle as possible if I’m hon-
who is often associated with certain aspects of nature and in that way, the relationship between the est. Dwarves and the sea
Church and the Circle is made easier. Often, a druid of the Circle of Gedyneith is also a worshiper don’t mix as far as I’m
of Freya and both groups gather at the great oak for worship and ceremonies including important concerned.”
weddings, and the crowning of the King. −Rodolf Kazmer
When the King of Skellige dies, the wake has rocked the halls of Kaer Trolde, and the next
King has been chosen, the Druids of Gedyneith and the Priestesses of Freya gather under the
bows of Gedyneith along with the Jarls of the seven Skelliger clans and any who wish to attend
to crown the king in a ceremony that began centuries ago with the first kings of Skellige. The
new King will reign over all Skellige with the Hierophant of the Circle of Gedyneith as their
trusted advisor, able to keep them on the right track and prevent them from making foolish
mistakes and costly miscalculation.
66

Druids &
Witchers
Wandering Druids
Many people believe that wandering druids are a product of the wars which have decimated many
When humans first came of the northern countries. The truth is that there have been wandering druids as long as there have
to the Continent, druids
been druids. In the early days, just after the Landing of the Exiles and before the humans got their
would sometimes slay
monsters to keep the feet under themselves, forests would have gone on forever, or as they say, a squirrel could have
human populations safe. traveled from Poviss to Nilfgaard without its feet touching the ground. The menhirs and remains
They did this not out of of druidic circles found by human scholars suggest that the druids would have been thriving and
a loyalty to humanity but expanding. As the circles expanded, it’s only natural that some druids would leave the circle to
a desire to maintain the find another forest with another great oak. In these cases, the wandering druids might have been
natural balance and keep explorers, eager to know what was over the next hill. They may have been very opinionated and
the humans from being wished to start a circle following new beliefs. Some may simply have been dreamers, preferring
wiped out. When hu-
the wilderness over the circle. These wandering druids likely wouldn’t have respected any political
mans expanded beyond
the need for this help, the boundaries and may have been an important source of news and spiritual solace as they traveled
druids stopped protect- between the small villages in the forests and fields. Once again, we must remember that druids
ing them. When human- accumulated a lot of information; about the wild, about trees and animals, but also about the sea-
ity created witchers the sons and the stars. Their knowledge would have aided the first farmers and fisherman of humans
druids saw this as a grave as they began to build settlements up and down the great rivers. However, because the druids do
offense against nature. not write down any of their laws, formulae, or oral histories we don’t have too much information
To most druids, a witch- about those days. Once populations of elves and humans multiplied, the areas they controlled
er is nothing more than
a butcher, tipping the
began to outnumber the deep and mysterious forests that the druids represented. By this time, the
scales of balance in the druids were primarily known for the celebrations they conducted at the solstices and equinoxes
favor of humans by mas- before more formal religions started to take hold. At these events, the druids blessed mistletoe
sacring other creatures. collected from the oaks and it was used for fertility and as an antidote to poison.
The fact that witchers
Today there are refugee druids. Some join other circles but many refuse to abandon the lands
successfully drove many
species to extinction they know so well even if their central oak has been cut down. They have found that trying to
during the Gold Age of influence the dukes, aldermen, or bandits that rule the land doesn’t get much done, except per-
Witchers only solidifies haps killing the druid. Compassion causes them to lend their knowledge and skills to aid the few
this belief. people left in places like Velen to help them restart farms to feed the starving. Some bring a seed-
ling oak from the forests and around it build circles marked by stones or carved posts. They help
the pioneers who are trying to re-establish villages, and the villagers help the druids to replant the
trees. The druids capture and heal wild animals that have been burned, stabbed, or trapped, to
re-establish the circle that will maintain life going forward. These druids will use their magic to
aid villages in danger of being utterly destroyed by monsters but only enough to re-establish the
balance of nature. Once balance has been restored, they continue on their path.
These druids are perpetual wanderers. They do what they can for the wild lands they pass
through, and they heal the sick or injured that they come across. While traveling, these druids
may sometimes “liberate” animals kept under abusive conditions but always keep the balance in
mind. Their relationship to the wild is very personal and very individual. Some wanderers see
their trail as a series of pilgrimages to visit the existing druid circles where they may stay long
enough to learn a new song or poem of lore. Most current religions do not consider druids a
threat, so they are safe enough, but they are almost never seen in urban settings and they still
tend to keep to themselves.
67

The Druid Profession Defining Skill


Rite of Oak and
“Life and Death, entwined as a braid.” Mistletoe
–Axel Three-Eyes
If ya talk to a druid they’ll tell ya they’re the Vigor Threshold
guardians of nature and the ones who keep
2
balance in all livin’ things. They’re empow-
ered by their connection to the natural world
to make sure nothin’ gets outta sorts. Stoppin’ Magical Perks
poachers, protectin’ endangered animals from
2 Novice
monsters, helpin’ rebuild after forest fires and
Invocations
whatnot. But that ain’t all. Heh, I’ve had my
fair share of interactions with druids and they 2 Novice Rituals
ain’t all the same. Most of the druids yer gonna 2 Low Danger
see are initiates of nature who’re settin’ out to Hexes
do all the stuff I mention before. They’re real
attuned with the world around ‘em, can call on
the forest to do all sorts of magical stuff, read Skills
the smallest signs in broken branches and bent Awareness
grass to learn about intruders, and even make Endurance
pacts with animals to help ‘em guide the wil-
First Aid
derness. Then ya got yer sages. These are the
druids who study the mystical arts and secrets Hex Weaving
Social Standing
of their circles. Also turns out they tend to be Monster Lore
Druids are considered Equal in Skellige the ones who interact with other folk the most, Persuasion
and in rural communities but are Tolerated heh. You’ll find ‘em actin’ as spiritual guides
Ritual Crafting
by all other groups and Hated and Feared and counselors for backwoods communities.
by those who hate magic. Tellin’ fortunes with rituals of blood and bones, Spell Casting
and settlin’ disputes between all manner of Teaching
folk. I hear the most powerful ones can even Wilderness Survival
Rite of Oak and Mistletoe (INT) change their bodies to be more beast than man
A Druid learns very quickly how to but I ain’t seen it. I suppose if ya live in the
wild long enough and ya go seekin’ out all sorts Gear (Pick 5)
harvest magically potent plants and turn
them into a powerful focus for their magic of ancient knowledge it’s bound to have some 100 crowns of
effect on ya. Heh, the last ones are the ones city components
which connects them to the land around
them. A Druid can take a day and make folk are most concerned about, the militant Bedroll
a Rite of Oak and Mistletoe check against ones. Ya see, some druids get fed up with being
Belt Pouch
a DC specific to the area in which they peaceful all the time. Most folks couldn’t care
less about nature long as they get theirs. Plus, Candles (x5)
find themselves to harvest the necessary
ingredients. If successful, the Druid creates ya gotta deal with all the damn monsters with- Cold Weather
a Staff which works only for the Druid. out a place in nature! These militant druids Clothing
This staff functions exactly as a Staff tend to designate an area as their sacred grove, Druid’s Sickle
(Witcher Core Rule Book, pg. 74) but usin’ the nature around ‘em to fend off loggers, Numbing Herbs (x3)
its Focus value rises as they improve poachers, and monsters; and if that fails, they’ll
use their magic to grow a beast into a behe- Pipe and Tobacco
their Rite of Oak & Mistletoe value.
Additionally, while the druid is carrying moth to run the invaders off. Smelling Salts (x2)
their staff, they gain benefits based on –Rodolf Kazmer Staff
their Rite of Oak & Mistletoe value.
68

The Druid Skill Tree


Defining Skill: Rite of Oak and Mistletoe (INT)
A Druid learns very quickly how to harvest magically potent Greater Focus Effect. Additionally, while the Druid is carrying
plants and turn them into a powerful focus for their magic their staff, they gain the following benefits based on their Rite
which connects them to the land around them. A Druid can of Oak & Mistletoe value. At level 2, the Druid ignores all envi-
take a day and make a Rite of Oak and Mistletoe roll against a ronmental penalties in overgrown or swampy terrain. At level
DC specific to the area in which they find themselves to harvest 4, the Druid ignores the penalties for snow and ice conditions.
the necessary ingredients. If successful, the Druid creates a Staff At level 6, the Druid ignores the penalties for extreme heat con-
which works only for the Druid. This staff functions exactly as ditions. At Level 8, the Druid ignores all penalties from being
a Staff (Witcher Core Rule Book, pg. 74) but its Focus value underwater. At Level 10, the Druid can roll to create a new staff
rises as they improve their Rite of Oak & Mistletoe value. The by taking a full round action rather than 1 day. The DCs to cre-
Focus value begins at 1 at level 1 and raises by 1 every 2 lev- ate a staff are 14 when in a forest, 16 when in swampy areas, 18
els to a maximum of 4 at level 7. At level 9, the Staff gains the when in mountainous regions, and 20 when at sea.

Initiate Mystic Sage Militant


Nature Attunement Lore Keeper Beast Healer (CRA)
A Druid can become more in tune with Part of the initiation into a Circle is to Working often with animals in defense of
nature, gaining 1 point of Vigor threshold memorize a plethora of topics that can nature, a Druid can tend to grievous wounds
per level in Nature Attunement up to level come in handy to the Druid. They can in their beastly companions. A Druid can
9. At the 10th level in Nature Attunement, roll their Lore Keeper Ability in place of roll Beast Healer to treat Critical Wounds
the Druid’s Vigor Threshold rises by any Wilderness Survival, Monster Lore, inflicted on Beasts. This roll works exactly
5 to a total of 16. Nature Attunement Human Perception, or Education checks. like the Doctor’s Healing Hands ability.
can be trained like any other skill.

Read Nature (INT) Blood and Bones (WILL) Sacred Grove (WILL)
When in a purely natural environment, By casting bones in a bowl filled with blood A Druid can turn an area of nature into a
a Druid can roll Read Nature at a DC drawn from a person, the Druid can alter sacred grove. This takes 1 hour, and covers
set by the GM. On a success, the Druid the fate of that person. The Druid rolls Blood an area with a 20m radius. The Druid
reads the signs around them to learn and Bones against a DC:10 + the target’s takes the value of their Sacred Grove check
everything that passed through that WILL. On a success, the target can add half and uses those points to add protections
area within the last week and what each the Druid’s Blood and Bones value to one to their sacred grove. The Druid and
creature did in the area. Read Nature check made before the next sunrise. On a anyone they specify are immune to these
renders a very localized picture and cannot failure, the target cannot benefit from this protections. This grove lasts for 3 months
track things but gives a very detailed ability for 1 week. A single target can only and the Druid can maintain a number of
description of what happened in the area.. benefit from this ability once per session. groves equal to their Sacred Grove value.

Animal Compact (WILL) Bestial Form Grove Guardian (WILL)


A Druid adds their Animal Compact Unlocking ancient rituals allows the Druid By using an ancient ritual, the Druid can
value to any Wilderness Survival rolls to incorporate animal aspects into their empower an animal or beast. By taking one
they make to handle animals. The body, transforming into a hybrid form full round and rolling Grove Guardian against
Druid can also make a compact with without taking an action. For each 2 levels a DC:10 + the creature’s BODY, the creature
an animal. By taking a full round and the Druid has in Bestial Form, they can add grows to twice its size, its BODY increases
rolling an Animal Compact check at a a new animalistic aspect to their hybrid by 5, and gains a +5 bonus to damage. This
DC set by the GM, they can make one form. Additionally, while in their hybrid bonus affects the creatures Derived Statistics
Beast or animal their ally for a number form, the Druid can speak with animals as well. The creature also becomes highly
of hours equal to their Animal Compact of a type they have incorporated, and aggressive to enemies of the Druid. This
value. Monsters are unaffected. become Feared & Hated by non-druids. lasts for 24 hours and during that time the
druid’s Vigor threshold is reduced by 5.
69

Sacred Grove Shapeshift


Protection Cost Animal Effect
The Druid’s skin thickens and
Overgrown Environment Boar grows bristles. The Druid gains
The plants of the area grow wildly out +3 SP on all body locations.
2
of control, imposing a -2 to Dodge/
Escape and Athletics checks. The Druid’s hands grow claws. The
claws deal 4d6 slashing damage and
Bear
Lost have 10 REL. If damaged, these claws
A magical fog settle around the grove regrow at a rate of 1 REL per day.
which forces anyone entering it to make The Druid’s ears grow to a point and their
10
a Resist Magic DC:16 to enter the area. mouth and nose change into a snout.
Targets who fail are turned around Wolf They gain the benefits of enhanced senses,
and immediately exit the grove. granting a +1 to Awareness and allowing
them to rack things by scent alone.
Poisoned Harvest
Deadly magic suffuses the plants of the The Druid’s legs become digitigrade
6 and furry allowing them to leap twice
grove causing crops grown in the area
inflict the poison effect when eaten. Panther their Leap distance by using your move
action from a standing start. This leap
Miracle Harvest can be made horizontally or vertically.
The plants of the grove grow a bountiful
The Druid grows poisonous fangs.
harvest doubling the number of 4
They gain a bite attack that deals
plant-based ingredients gathered Serpent
3d6 damage and has a 100% chance
from each gathering check.
to inflict the Poison Effect.
Thorns The Druid’s eyes grow large and
A wall of thorny vines sprouts at the edge Owl feathers sprout around their face.
of the grove and anything that passes 10 They gain Superior Night Vision.
through it must make a DC:16 Athletics
The Druid’s body sprouts black
check or suffer the Bleeding condition.
feathers and their mind sharpens
granting a +1 to INT which can raise
Crow
their INT above 10. Additionally,
whenever they Reposition they can
move their full SPD rather than half.

Druid’s Sickle
Name Type WA Avail. DMG REL. Hands RNG Effect Conc. EN Weight Cost
Grappling
Druid’s Sickle S/P +0 P 3d6 15 1 N/A L 1 1.5 540
Bleed (30%)

Druid’s Sickle Diagram (Journeyman)


Name Crafting DC Time Components. Investment Cost.
Hardened Timber (x2), Resin (x1), Beast
Druid’s Sickle 17 5 Hours Bones (x2), Hardened Leather (x2), 390 780
Sharpening Grit (x4), Steel (x2), Feathers (x3)
70

Forces of Nature
1270, Nazair • Personal Journal of Glynnis var Treharne
71

I have arrived at the estate of Baron Amaury de Melin to investigate a fiber. These are closed at the neck and bicep with wide toggles carved of
gathering of druids from the surrounding area. There are… concerns smooth, yellow bone. They clothe their feet in open boots with strapping
as to their activities; so officially I am here to watch, assess, and take reaching up the leg. At their shoulders, they wear mantles of fur, each
steps if need be. This journal will serve as the core of my report when I of a unique color and texture. Many of the mantles show silver tips,
return to the Capital. Honestly, I feel the only reason a cadre of Mage indicating the animals died in advanced years.
Hunters isn’t already en route is that there might be a legitimate cause Mounting a rise, we came upon the offending architecture. The
for their rumored actions. Still, it’s an exciting opportunity to see dru- dam was an ugly thing of wood, nails, and banked mud, and its reser-
idic workings in the wild, so to speak. voir had formed in a natural bowl, with a sluice directing the flow into
Therefore, I am sitting in an estate worker’s tavern glorying in the trenches dug between the rows of a flourishing lemon grove beyond. It
name “The Pulpy Pith”, sipping a glass of the local interpretation of was only then I realized the dusty road we had trod to get here must be
Nilfgaardian Lemon. It’s not bad, as these things go, de Melin at least the correct course of the river.
has an eye for distillation. Most of the drinkers are clearly estate labor- Here, Johann directed me to this coppiced tree and told me to sit
ers, paying in wooden chits, and there are a few armed and uniformed still and watch. Then, he deployed his people on either side of the dam
guards at the best table. in readiness for their ritual.
Ah! The druids are arriving! And being met by the armed men… if Each opened the sling bag they carried and pulled out first a large
there’s a conflict, I had better stay out of it and introduce myself after- yellow lump the size of my two fists and then bundles of pungent herbs
ward to avoid complicating matters. I could smell from my vantage point. They kneaded the lumps until
Later.... they softened and gave off a potent scent of honey, then divided the
De Melin is not receptive to the druids’ proposal to (and I quote) beeswax into three, flattening them in their hands, and wrapped a por-
“restore the land you have violated”. It was quite the sight, seeing how tion of herbs within a cylinder. These crude candles were set around
they resisted the blandishments of the guards and notably their cap- the dam, some molded onto the wood, some sitting on stones to either
tain, who is a nasty piece of work and clearly spends far too much time side. With a whisper of Power, each candle sprung to smoldering life,
polishing his armor. sending scented smoke billowing into the sky.
The druids’ leader got the brunt of the brutal language meted out by As an attentive student, here is where I sit, watch, and write.
the guards; the issue of them trespassing on the de Melin estate was raised, Johann stands in the riverbed, before the dam. He raises his hands
and he declaimed in a voice designed to carry that “the land cried out to and begins a chant I regret I cannot hear in sufficient detail to record
me and I shall not be swayed”. The captain postured but understandably accurately. There’s a note of command but also respect, and it’s cer-
refrained from overt conflict with eight druids on a mission. tainly answered. I can feel the power building as the smoke swirls into
I’ve introduced myself to the Circle’s Hierophant, a brusque gen- a spiraling column between the practitioners.
tleman by the name of Johann Hollyrood. I indicated that I was here Later....
for purely academic reasons but he was having none of it. Rural this I was so engrossed in the working that I nearly missed the tread
man may be, but he’s no bumpkin. My admission to being an agent behind me: a guard from the inn. Conscious of both his drawn blade
of Gweison Haul satisfied him, and he’s allowed that I may join their and of my need to not disturb the ritual I grabbed my staff, dropping
pilgrimage, so I may better learn of their bond with the natural world. I this journal in the dirt.
would have hoped my heritage would have given me some credit there, An advantage of the staff is the striking distance compared to that of
but he pegged me as a woman of the city at first glance. His sole condi- a sword. As the guard drove his blade towards my face I stepped to my
tion was that I should neither interfere nor use any Power of my own, right, bringing the crystal in its heavy mount down on his left wrist with
lest it cause unfavorable resonances. a satisfying crack. While he was occupied, I reversed my staff, tapping his
I must ask Johann if he really did hear the land crying out to him temple with the iron-shod butt, felling him like a tree.
and if so, how? Dreams? Visions? A particularly talkative fox? Glancing around, I saw more men stealthily approaching the druids,
The source of the grievance is a dam erected by de Melin as an swords drawn. I was ready to shout a warning—that might have distracted
irrigation project. Lemons, it seems, require a constant source of water, them but less than an attack, when the smoke spun out to a wider circle,
and rather than tailor his crops to the land, he has dammed and redi- whipping tunics and driving back the armed men, leaving them coughing.
rected a tributary of the Sylte. Said tributary supplies swathes of wil- At the dam, the planks were distorting, knotting around each other,
derness now in a drought, so the druids are taking steps. A local solu- carrying the candles upwards as they formed a column taller than a
tion will save the Empire the trouble of dealing with the problem should man. The water gushed free, almost taking Johann’s feet from beneath
it start affecting citizens. him as the column sprouted branches, leaves, and a coating of bark that
I hope the druids’ plan is peaceful; it would be a shame to lose such ran along its surface like melted wax. Within moments a healthy, mature
a wealth of knowledge in the ways of Chaos. tree stood on stilt-roots in the center of the reinstated river.
The walk from The Pulpy Pith was not overlong but dry. In the As the smoke cleared, the druids turned their attention to their
interests of practicality, I’d opted for leggings under a traveling dress ambushers, laying about with walking staves as they fought to clear their
but regretted my choice after mere minutes of steady striding along the eyes. The fight did not last long, and they were gracious enough to allow
valley in which the estate sits. them to drag away their wounded, including my contribution.
It’s worth recording the appearance of these druids as they do not As they staggered away, Johann called after them:
dress in traditional Imperial or Mettinese garb. These nature-priests, “The land will restore itself. Do not rebuild this foul tool, lest we
men and women alike, wear pale tunics falling to mid-knee, of sturdy return with Nature’s fire and storms, instead of her gentle growth.”
72
73

The Magical Mundane


“To be born with enough control over magic to become a sorcerer or sorceress is extremely rare.
The vast majority of magically talented children are born with just enough grasp of chaos to
create a single, simple magical effect. Despite being well in the majority, these gifted individuals
are often ignored by the greater magical society.”
−Glynnis var Treharne

When I was growing up in Oxenfurt there was a woman by dousing, they will usually be seen favorably. If they can
who could influence the weather of about 2 square blocks. control one person for a few minutes or set things on fire
I remember when there was a blizzard on the university from a distance, they are frequently called witches and
campus the day that mathematics finals were to be held. become scapegoats in their communities. Many of these
Other than that, she was not well-liked. The inhabitants people leave their village or neighborhood and wander
of Oxenfurt are very attached to their city and don’t want until they find a place where news of their ability has not
people messing with it, even if it is to give them a warm reached and there they settle, probably hiding their abil-
spring day in January. Eventually she moved to a small ity. They are generally seen as pathetic by more powerful
village on the Temerian side of the river that specialized mages and they cannot learn to draw and use magic. Since
in growing squash. She was beloved and I hear the squash Thanedd, rulers, like King Radovid, distrust all magic.
were better than they had ever been. Their belief flows out to the common people who are then
There are many people, perhaps 1 in 500, that are born more suspicious of magic in all its forms. Radovid’s witch
with a magical talent. They can do one thing. They can repair hunters do arrest people with limited magic. Some even
pot-ware. They can find lost geese. They might even be able specialize in it as it is an easy way to get bounties. In areas
to make wooden things unbreakable. They are usually not like southern Temeria and Aedirn, where authority is thin
born into families with manifest magic. How these people on the ground, the people are more open to anything that
live is just as varied as their talents. In the South, as we’ve might help them.
mentioned before, these people often attend Gweison Haul One village might be able to make unbreakable boar
long enough to be evaluated, trained, and often cataloged. If spears. Another may build up a pottery trade that can replace
they are finders of lost waterfowl they will likely be forced to their scorched fields. In these cases, the magic user can use
pursue a mundane career unless one province of Nilfgaard is their skill to create a good life for themselves. But sometimes
suddenly plagued by missing geese. In the outer provinces of notoriety is a curse. If word gets out that a child can charm
Nilfgaard, these people are sometimes hidden away by parti- fish to a boat, they may find themselves stolen in the night
sans in case one day their abilities might help in an uprising. and chained to the mast of a fishing boat.
These limited magic users have an advantage over mages. No one has developed a good explanation for why limited
They do not need to be trained by a mentor. If left to their magic occurs and why one particular person receives it. One
own devices they will not go mad. Even provincials who are mage has suggested that perhaps these people were exposed
not overly fond of Nilfgaard understand that people born to a large charge of magic as children or perhaps even in the
with the potential to be mages must be trained the easiest womb. Some interpret it as a religious gift. Some that it is the
place to find that training is Gweison Haul. result of extreme trauma. They suggest that limited magic
In the North, these limited magic-users can be seen in is more common since the wars started. Certainly a lot of
various ways. If they can increase the crop, or find water people are experiencing trauma in these times.
74

Sold To
The South
Magical Gifts
To most people on the Continent, having magic is synonymous with being a priest, druid, or
“Grim business but I mage. But that isn’t exactly true. Any mage will tell you that sorcerers and sorceresses are the most
once had the honor of
powerful of the magically gifted. The majority of people who are gifted with the powers of Chaos
helping one of these little
are really only capable of doing one small task. Their gift is usually self-taught and their attune-
sprouts durin’ the second
war. Heh, little Cidar- ment is such that they are incapable of channeling enough magic to learn spells, invocations,
ian boy, no taller than or other forms of magic. In some cases, gifted individual are students of magic academies who
me. Parents found out proved incapable of higher learning and were expelled or dropped out.
he could sharpen blades In character creation, if a player gets permission from their Game Master, they can choose to
with his mind and tried give their character one of the 14 Magical Gifts at the cost of taking the matching Side Effect. The
to barter him off to the character gains access to this Magical Gift and a Vigor Threshold of 2. Mages, Druids, Priests, and
Black Ones for money or
Witchers cannot take a Magical Gift and neither can any character of a race that is incapable of
safety or such. Found the
kid on the run after some
being a Mage. Furthermore, unlike a Mage, Witcher, Druid, or Priest, a Magically Gifted character
Verdenian rebels had hit is not attuned enough to Chaos to learn any new magic or properly utilize a Focus.
the Black Ones on their Magical Gifts comes at two different levels denoted by their Stamina Cost and Difficulty. Lesser
way past Orth. Nice lad, Magical Gifts have a Stamina Cost of 1, can be cast as an action, and do not have a DC. These gifts
well-behaved consid- draw on so little Chaos that the user doesn’t even have to roll a Spell Casting check to cast them.
erin’. Dropped him off in Major Magical Gifts on the other hand, have a Stamina cost of 2, require a full round to cast, and
Kerack with a friend of
the caster must beat a DC:9 Spell Casting check to perform the effects of that gift.
mine who’d look out for
him.” Being Magically Gifted does not initially change your character’s Social Standing but if you
—Rodolf Kazmer are caught using magic you will be assumed to be a Mage by the majority of people, meaning that
your Social Standing changes to that of a Mage with anyone who saw you or believes the word of
someone who saw you.

Minor Gifts Fear Aura Fleet of Foot


Spell Casting DC: N/A Spell Casting DC: N/A
Calm Animals STA Cost: 1 STA Cost: 1
Spell Casting DC: N/A Effect: As an action, you are Effect: As an action, you
STA Cost: 1 able to emit an aura of palpa- can double the range of your
Effect: As an action, you ble fear. Everyone within 4m LEAP for 1 Round.
can calm a Beast that does of you must make a DC:12 Side-Effect: When you are
not have a Medium or Hard Resist Magic check or be knocked back, you travel an
Threat Rating. After this frightened and take a -2 to additional 4m, raising the
effect, the Beast considers any action made against you possible damage taken from
you and your allies friendly for 24 hours. hitting an object.
and will not attack unless Side-Effect: You count as
provoked. one level lower on the Social
Side-Effect: Beasts of Threat Standing Chart (Minimum
Rating Medium or Hard are Hated) and members of your
enraged by your presence own race now treat you as
and if possible, will priori- Tolerated instead of Equal.
tize attacking you over other
targets.
75

Green Thumb Major Gifts Geokinesis


Spell Casting DC: N/A Spell Casting DC: 9
STA Cost: 1 Aerokinesis STA Cost: 2
Effect: As an action, you can grow a Spell Casting DC: 9 Effect: As a full round action, you
small plant from seed to maturity. This STA Cost: 2 can create a tremor with a 8m radius
allows you to grow herbs and alchemical Effect: As a full round action, you can centered on yourself. Anyone within
plants but not larger plants such as trees. manipulate up to 5 ENC of material at this area must make a DC:14 Athletics
Side-Effect: Any alchemical concoc- a range of 8m as if you were holding it. check or fall prone and be staggered.
tion you create with a plant-derived Side-Effect: Whenever you are knocked Side-Effect: If you would suffer the
substance as one of its ingredients prone or knocked back you are also Staggered condition you are instead
gives you the poisoned condition as reduced to 10 STA unless you were cur- Stunned for 1 round.
well as the intended effect when you rently at or below 10 STA.
use it. Pyrokinesis
Cryokinesis Spell Casting DC: 9
Minuscule Illusion Spell Casting DC: 9 STA Cost: 2
Spell Casting DC: N/A STA Cost: 2 Effect: As a full round action, you can
STA Cost: 1 Effect: As a full round action, you can light a fire or put out a fire. You can
Effect: As an action, you are able to freeze up to 2 square meters of liquid light one object or target within 8m on
create an illusion within 4m that fills a or a single target within 8m. fire. You cannot target yourself with
1m cubed space. This illusion must be Side-Effect: Whenever you have a this ability.
simple and is only visual. chance of being frozen, you are no Side-Effect: Whenever you have a
Side-Effect: You take a -3 penalty to matter what. Additionally, instead of chance of being caught on fire you are
determining whether an illusion is the standard Frozen condition you caught on fire no matter what.
real or not. reduce your SPD by 6 and REF by 4.
See Aura
Pigment Detect Poison Spell Casting DC: 9
Spell Casting DC: N/A Spell Casting DC: 9 STA Cost: 2
STA Cost: 1 STA Cost: 2 Effect: As a full round action, you can
Effect: As an action, you can make a Effect: As a full round action, you can see the aura of all targets within 8m
mark with your hand on a surface that smell a substance to detect whether it of you. This aura tells you what the
has a color you desire that can option- has been poisoned. Vigor Threshold of each target is.
ally glow, should you desire. The glow- Side-Effect: You give off a tangible
Side-Effect: Whenever you would gain
ing mark raises the light level by 1 for tingle that alerts anyone who touches
the Intoxicated or Poisoned conditions,
4m all around it (Maximum Daylight). you to your magical capability. This
you are additionally Nauseated for the
Once you have made a mark you can duration of those conditions. will make many people assume you
take an another action as long as you are a mage. Because of this your
are within 4m to make the mark emit Fortify Social Standing is considered to be
a flash of Glaring Light for one round that of a mage.
Spell Casting DC: 9
after which it disappears.
Side-Effect: When someone within
STA Cost: 2 Weapon Honing
10m of you suffers a magic fumble Effect: As a full round action, you can Spell Casting DC: 9
effect, you suffer the effect as well. If increase the Reliability or SP of an STA Cost: 2
you suffer a magical fumble you do item you can touch by 1. An item can Effect: As a full round action, you can
not suffer a second effect. only benefit from Fortify once. add a 25% Bleed chance to a weapon
Side-Effect: If you come within 4m that deals Piercing or Slashing
of any amount of dimeritium you lose damage.
all Vigor Threshold and must make Side-Effect: Whenever you have a
an Endurance roll at a -3 against the chance of bleeding, you bleed no
Dimeritium Effect Table. matter what.
76

Tactical Pursuits
1272, Ban Ard • Transcribed by Alec Von Karst
77

Winter in Ban Ard is crisp, clear, and crunchy. On the outskirts, the sea- The guest cast her gaze over the yard as Eachan and the gaggle of
son’s snowfalls layer upon each other, undisturbed save by hunting ani- small ones huddled together trying to go unnoticed. To these last, she
mals and enthusiastic youngsters. smiled and said, “We will have a game when I have talked with your
Which was why, Eachan thought, it was unfair that today’s plans for friend. Can you make snowballs?” Enthusiastic nods. “Then make as
building and shaping last night’s snowfall were going to be ruined by the many as you can, and a wall to hide behind. Over there, next to the
forces of Evil. trees.” The children scampered off to their task.
He always thought of Tomos and Dylan like that; Evil, big “E”. Three “Miss, who are you?”
years his senior, the older boys were wealthy, convinced they were destined In reply, the elf led Eachan to the far side of the yard.
to be officers when they went to war. Many of the city’s fathers had left “My name is Glynnis. And I think you need my help. I watched what
already, and it seemed to Eachan that the army had enough people already. you did to the stones. Was that the first time?”
As if they read his thoughts, the two young men grabbed a handful Stunned by her bluntness, Eachan’s instinct was to deny everything,
of stones from the inn yard where Eachan had assembled his friends. but her direct gaze left him sure she’d know. He looked away.
The little ones liked him, looked up to him, and were good at following
“N-no. Sometimes… things move when I want them? Since I was a
orders in his games.
baby. Dad wanted me tested, but the magicians at the school, they said I
Now they sheltered behind him as Tomos tossed a stone. It flew wide
was worthless.” The memory stung, though he wasn’t certain why.
of the mark, but Dylan was ready to follow-up. Dylan’s father was a
merchant and teaching his son the family business involved having him “Child, you defended your friends.” Glynnis sighed. “You are no sor-
lugging bales around from deliveries. There was a lot of Dylan. cerer in waiting, but this power is far from worthless.” She raised her
voice. “Come, children, time for a battle! All of you against Eachan! Boy,
This time the throw was on target. Eachan saw it heading straight for
you will stop the snowballs, understand? Don’t think, do.”
his face and flinched away. In his head, he felt a sharp *snick* and the
stone missed him, clattering off the kitchen window shutter. Baffled, Eachan nodded and grabbed a handful of snow and had
“Stand still, you little bastard!” Dylan’s face twisted in anger. barely formed it when the first wave struck with a series of wet slaps and
laughter. He grinned at the next attack, dodging most and waving one
Stung, Eachan’s retaliation was out before his sense could stop his mouth.
aside. The children gasped, giggled, and rearmed; this time he deflected
“I’ve got a dad and a mum, and I know who they are!”
two balls and held another for a moment before sending it back. As a
It was stupid; worse, it was rude, and the bullies made him feel it, send- large, wet example lofted towards him, Glynnis’ voice suddenly whis-
ing a pair of stones straight and true. Behind him, the youngsters squealed pered in his head though she stood clear of the exchange;
and Eachan felt pure anger as that internal *snick* came again and the
“Your father left you.” The ball stopped as Eachan froze. “You’re a
missiles zipped aside. One bounced harmlessly off the wall, the other....
useless freak, he hates you.”
“Ah!”
His breath came fast, words trying to spill out. The snowball hung
Eachan turned in horror to see his mother next to the kitchen
in the air, shaking—and then exploded in his face. Rage vanished as he
door, rubbing a cut above her eye. Seeing his distraction, Tomos
spluttered, wiping his eyes and mouth. Glynnis helped clear his vision.
drew back his arm. The next moment could have gone badly, but for;
Her hands gentle on his face.
“ENOUGH.” The word was not shouted, it was stated, carrying the
weight of practice and with no time for nonsense. “Child, when angry, you lose control. Power does not vanish, but
The speaker was the only guest the inn had, an elf-woman with long without control…”
blonde hair braided tight to her head. She strode out of the door and gazed at Emotions churning, Eachan stared at her.
the assembled children with a frown. After a long moment, she spoke again, “A face-full of snow?”
in that weird maybe-Nazairi accent he’d noted when she arrived a week ago. “At best. One day you may face other things.” Glynnis brushed her
“You two are too old for such mischief. Go.” Tomos and Dylan rocked hands dry on her skirt and called out, “Come here, children! And that
back, but turned and stalked away. Dylan tossed a sneering farewell over includes you two, I see you skulking. Come and listen.”
his shoulder, “Just as well your father left for the war! When he’s killed, Tomos and Dylan slouched out of their hiding place at the side of the
he won’t be able to ditch you for a real son!” inn. The small ones pounded over, red-faced and smiling.
Eachan’s vision blurred with angry tears and he started forward “One day, all of you will fight. When that happens, you may not have
with no thought but to force those words back down Dylan’s throat. His your friend at your side. You could have a stranger or one you hate. It
mother was faster, spinning him to face her. matters not. That’s why this time, these two will throw for you, Eachan,
“Boy, you are a fool! We’ll be lucky if their families don’t take the and you will defend them. No, do not protest. You are to be men soon
inn!” She pulled him towards the door, but the odd guest stepped into and this lesson is for you also. Now, let battle commence!”
their path and spoke gently.
Reluctantly at first, but with increasing enthusiasm, Tomos and
“Madam Gilreath, please, permit me to speak with your son. I’m cer- Dylan scooped snow and hurled it at the children behind their defensive
tain the child meant no harm.” wall. Soon the air was full of snowballs arcing across the yard and the
“I don’t need an elf ’s help to raise my son! Do you even have chil- laughter of children. Eachan stood tall, deflecting and bursting snow-
dren?” His mother all but spat. balls that threatened his team with more confidence each moment and a
Eachan watched in pure shock as the guest locked eyes with his growing smile on his lips.
mother and grip on his arm slackened. Glynnis retreated to the sidelines, watching the game. Her fond smile
“No, I do not have that honor. But I am a teacher. Please. Allow me faded as she looked South to where the army she had but recently left
to help.” was lying, a spare few months from raining death and horror on these
“Teach this little idiot not to get himself killed by his betters!” And his innocents. Could she warn them?
mother stomped inside, slamming the door. “Let them be children,” Glynnis whispered, “if only today.”
78
79

A Compilation The Importance


of Learning

of Chaos
“The greatest enemy of
magic is and has always
been ignorance. All my
life I have striven to
illuminate the minds of
magicians and laypeople,
young and old, in hopes
“Researching and refining a new spell can take months or years and the of stamping out this igno-
cost in resources, head-pain, and sleepless nights can be high. It’s a matter rance wherever possible.
Please, as you read this
of minor wonder to me that so many spells make their way around the chapter, do your best to
world intact and almost entirely predictable in their effects.” keep an open mind and
an open heart. Magic is
−Glynnis var Treharne capable of so many won-
derful things if it is con-
trolled.”
—Glynnis var Treharne

This chapter is a compilation from many we pored over our notes, eliminating things
sources. Glynnis has contributed spells that seemed of dubious authenticity. Glynnis
and rituals not seen in the North. Rodolf tried many of the spells we have included.
has collected stories of hexes and rituals. She decided that spells have “dialects” of
My library has been ransacked for spells how magic is used between the South, the
and invocations. We have spent hours por- North, and the islands. We declined to try
ing over the library at Ban Ard as the snow the invocations as none of us felt sufficiently
fell. We searched the Oxenfurt library, and religious to contact any gods or forces. We
the private libraries of my contacts built up experimented with some rituals and Rodolf
over the years. I must acknowledge the help and I attempted to venture into the hexes but
of the librarian of the Church of the Eter- surprisingly we lacked the focused malice.
nal Flame in Novigrad. Eventually we made
contact with the fabled library at Lan Exeter At first I thought that curses would make
by megascope. Between all these places we an interesting chapter but Glynnis was
found a treasure trove of spells, invocations, against it. She said that curses were very
rituals, and hexes. Some Northern sorcer- personal things, entirely irreproducible; I
ers and sorceresses helped us but ask to argued that they certainly made for good sto-
remain nameless. Oddly we found that when ries. But Rodolf ’s outlook was that the hexes
we truly convinced people, often complete were bad enough and did we really want to
strangers, that we were studying magic and doom a great number of mothers-in-law and
collecting great knowledge so that nothing inconvenient business partners. From there
would be lost, many of them opened up and I’m afraid the conversation degenerated into
could hardly stop talking. Of course, we usu- silliness and in the end we bowed to Glynnis’
ally sent Glynnis in first. good sense.
In the end we gathered all our informa- One thing I regret is that we did not get
tion together in the library of Ban Ard where much access to elven magics. If there is a
80

library of elven magic we were not able to get even a whis- In the name of getting the most information possible,
per about it. The elves declined to let us see their libraries I sent word to a correspondent in Nazair. I didn’t men-
or to be interviewed on the subject of magic. Some inferred tioned Glynnis or suggest that I had any other Nilfgaardian
that if humans had not destroyed the great elven libraries, sources. My correspondent’s library offered a fair amount
there would be much more information for us to find. I of knowledge about Nazairi magic during its Golden Age,
suggested that if they had not destroyed their cities as they around 1000 of our calendar. It appeared to be elegant and
retreated that they might have access to their centuries of centered on aesthetics. I was delighted to bring Glynnis
information. Rodolf broke in and closed that conversation. something she had never seen.
—Brandon of Oxenfurt

e working with him,


“I must admit that in my tim
Brandon of Oxenfurt.
I have become quite fond of
ou gh I am qu ite su re he is my junior by many
Th
ewhat of a curmud-
decades he has become som
and vigor with which
geonly uncle to me. The vim
l its facets is inspiring
he approaches learning in al
en if hi s pr op en sit y for qu arreling is unmatched
ev
ledge that I am often
and he has a breadth of know
e a great deal of that
jealous of, though I imagin
promptu journeys to
knowledge is gleaned from im
ng er ou s plac es wi th m as te r Kazmer. In all, he is
da
e academia of the Em-
a refreshing change from th
ht for the sake of the
pire where knowledge is soug
n an d co m po su re is pa ra mount. You would
natio
ha rd pr es sed to fin d an im perial scholar as an-
be
ancient gnomish-hu-
imated in his discussion of
of Oxenfurt. Were he
man relations as Brandon
lden Towers I have no
to practice in the City of Go
ub t he wo ul d ha ve eit he r been imprisoned or as-
do
first month.”
sassinated by the end of the
—Glynnis var Treharne
81

Mage Spells

Mixed Earth Air Fire Water


Novice Spells
Alchemical Recovery Cryfhau Bronwyn’s Bow Breath of Fire Aurora’s Breath
Blemish Earthen Pillar Dust Coating Coating of Fire Slip Stream
Detect Ley Lines Sharpen Senses Light Feet Harmless Fire Water Jet
Fergus’ Demise Soften Earth Magnify Odor Vahila’s Smoke Web of Ice
Hold Tongue
Magic Screen
Reopen Portal
Savolla’s Method
Journeyman Spells
Cloak Bekker’s Rockslide Ball Lightning Cinder Door Essence of Potion
Disrupt Focus Elgan’s Bastion Invisible Ribbon Mage’s Forge Invaerne
Dormyn’s Chamber Javed’s Swarm Touch of Lightning Smith’s Touch Rusting
Empower
Spectral Tether
Trap Portal
Master Spells
Bekker’s Dark Mirror Crystal Stasis Gwyntog Blaze of the Korath Ainfra’s Extraction
Steal Spell Shape Earth Hand of the Tempest Living Fire Deluge of Ys
82

Novice Spells
Reverse
Engineering Mixed Detect Ley Line Hold Tongue
STA Cost: 2 STA Cost: 5
Creating a portal is a lot Alchemical Recovery
like crafting a wooden Effect: Detect Ley Line allows Effect: Hold Tongue allows
door. Building the frame, STA Cost: 3
you to locate the closest Ley you to magically glue a tar-
shaping the wood, and Effect: Alchemical Recovery Line by sending out a mag- get’s lips and paralyze their
attaching all the fittings allows you to revitalize the
is a complicated process ical pulse. Upon casting this tongue, rendering the them
potency of a spent substance. spell, your hand points in the unable to speak. While
that requires a great deal
Upon casting this spell, you direction of the closest Ley affected by this spell, the tar-
of skill. But once that
door has been created, can choose an alchemical Line and you can feel which get cannot open their mouth
opening it doesn’t come crafting project that has failed element it is connected to. and can only emit muffled
with any complicated and recover one of its Alchem- sounds. If a Mage, Priest, or
Range: 1 Mile
requirements. In the ical Substances. This spell Druid with a Spell Casting
same way, any Standing cannot be cast on the same Duration: Immediate
skill value below 7 is affected
Portal created leaves a failed project more than once Defenses: None
small trace which can by this spell, they cannot cast
but can be used alongside the magic. At the end of every
be opened like a conven-
tional door.
standard Recovery step. Fergus’ Demise round, the target can attempt
Range: 2m STA Cost: 4 another Resist Magic check
Duration: Immediate Effect: No one knows who against a new Spell Casting
Defenses: None created this spell but it was check to end the effect.
made infamous by its use on Range: 10m
Blemish Emperor Fergus var Emreis Duration: 10 Minute
after he was dethroned. Fergus’
STA Cost: 5 Defenses: Resist Magic
Demise allows you to summon
Effect: Blemish allows you to a cluster of magical needles
create a small but noticeable that act on your command, to
Magic Screen
illusion on a target that they torture a target within range. STA Cost: 3
are unaware of which makes For the duration of this spell, Effect: Magic Screen allows
them off-putting or unat- you are able to make a Spell you to create a very specific
tractive. Upon casting this Casting check instead of an illusion over a 2m cubed area
spell, the target suffers a -3 Intimidation check to interro- to hide or alter items. Upon
to Seduction, Charisma, and gate your target. casting this spell, you can
Leadership checks. If the tar- hide or change the appear-
Range: 2m
get is alerted to the illusory ance of items within the
blemish, they become aware Duration: 1 Hour
area. This change can only be
of it. A target that looks in a Defenses: None visual and remains until dis-
mirror or reflective surface, pelled or until any items are
can make a DC:16 Awareness removed from that 2m cubed
check to notice it as well. area. When a target comes
Range: 4m within 4m of the Magic
Duration: 1d6 Hours Screen they can make a Resist
Defenses: Resist Magic Magic check to see through
the Illusion.
Range: 4m
Duration: Immediate
Defenses: Resist Magic
83

Reopen Portal Earthen Pillar Air


STA Cost: 6 STA Cost: 4
Effect: Reopen Portal allows you to Effect: Earthen Pillar allows you raise a
Bronwyn’s Bow
find the trace of an existing portal 2m cubed pillar from earthen ground. STA Cost: 5
and reopen that connection tempo- This pillar counts as cover with 10 SP Effect: Developed by Bronwyn Dead-
rarily. Upon casting this spell, you and remains until destroyed. eye to bombard the Nilfgaardian Navy,
can choose either a Permanent Portal Range: 10m this spell allows you to summon a pow-
which is currently closed or the trace erful current of air to propel a thrown
of a Standing Portal which was cast Duration: Immediate
weapon great distances. Upon cast-
within the last 30 seconds and roll Defenses: None ing this spell, you can make an attack
a Spell Casting check. If the chosen with any Thrown Weapon, hand-
portal is a Permanent Portal, the DC Sharpen Senses held Ranged Weapon Ammunition
to reopen it is 16. If the chosen portal STA Cost: 2 (Arrows or Bolts), or Bomb against a
is a Standing Portal, the DC is 20. Effect: Sharpen Senses allows you to target using your Spell Casting base.
Range: 2m heighten the sensitivity of your sight, If throwing an arrow or bolt, you deal
Duration: 1 Round smell, and hearing. Upon casting this 4d6 damage.
Defenses: None spell, you immediately gain the bene- Range: 50m
fits of Night Vision and Scent Tracking Duration: Immediate
Savolla’s Method and have a +2 to Awareness checks.
Defenses: Dodge & Block
STA Cost: 5 However, if you are subjected to a
bright light or a very loud noise, you
Effect: An evolution of ancient tech- suffer Staggered condition.
Dust Coating
niques, Savolla’s Method breaks down STA Cost: 3
the tissue and mucous membranes of a Range: Self
Effect: Dust Coating allows you to
corpse and makes it easier to find and Duration: 30 Minutes whip up dust from the local area into
extract mutagenic compounds. Upon Defenses: None a 10m cubed cloud which reveals
casting this spell, the Mutagen within any invisible creatures for one round.
a corpse separates itself and emits a Soften Earth Choose one target within this area to
slight glow allowing it to be extracted STA Cost: 2 adhere the dust to. If the target fails to
with a DC:14 Alchemy or Witcher defend, you cover them in a coating
Training Check. Effect: Soften Earth allows you to soften
a 6m cubed area of earth into a muddy of dust which negates the benefits of
Range: 2m invisibility.
morass or change sand into quicksand.
Duration: Immediate The area of the spell becomes difficult Range: 20m
Defenses: None to maneuver within and imposes a -2 Duration: Active (2)
to Dodge/Escape and Athletics checks. Defenses: Dodge
Earth Range: 10m
Duration: 2d10 Rounds
Light Feet
Cryfhau STA Cost: 2
Defenses: None
STA Cost: 4 Effect: Light Feet allows you to accel-
Effect: Cryfhau allows you to perma- erate your movement by carrying
nently increase the density of a single yourself along on a gust of wind. Upon
2m cubed area of cover. Upon casting casting this spell, you raise your Speed
this spell, you immediately raise the Statistic by 5, your Run Derived Statis-
cover’s SP by 5. This can raise the SP tic by 15, and your Leap Derived Sta-
higher than its original total. Cryfhau tistic by 3.
cannot be cast multiple times on the Range: Self
same area. Duration: Active (2)
Range: 2m Defenses: None
Duration: Immediate
Defenses: None
84

Magnify Odor Harmless Fire Slip Stream


STA Cost: 5 STA Cost: 3 STA Cost: 5
Effect: Magnify Odor allows you to Effect: Harmless Fire allows you to Effect: Slip Stream allows you to propel
intensify an existing scent until it manipulate the heat and power of a yourself through the water in a current
encompasses a 6m cubed area. A crea- fire to make it temporarily safe. Upon of your own creation. While swim-
ture who starts their turn in this area casting this spell, choose an area of fire ming, your Speed Statistic is changed
or enters it must make an Endurance no larger than 2m cubed and that fire to 12 and you do not suffer the normal
check against your Spell Casting check
becomes harmless to anyone touching penalties for attacking and defending
or be overwhelmed by the odor and
it. The fire will not spread or otherwise underwater.
Nauseated for 1 Minute. Additionally,
damage anything it is touching. If you Range: Self
anyone who enters the area is perme-
are on fire and under the effect of this
ated by the scent for 1 week along with Duration: 10 Minutes
their possessions granting anyone with spell you can still take damage from
fire-based attacks. Defenses: None
Scent Tracking a +2 to track them. Any
creature with Scent Tracking loses that Range: 8m Water Jet
ability while affected by this spell. This Duration: 10 Minutes
scent lasts for the duration of the spell STA Cost: 5
Defenses: None Effect: Water Jet creates a controlled
or until entirely submerged in water.
Range: 10m geyser from a source of water to strike
Vahila’s Smoke a target with your choice of slashing,
Duration: 1 Week
STA Cost: 3 piercing, or bludgeoning damage. If
Defenses: None
Effect: Created by the feared Etolian the target fails to defend, they take 4d6
Fire assassin Vahila, this spell transforms
a wisp of smoke into a choking veil.
damage and are knocked Prone.
Range: 8m
Breath of Fire Upon casting this spell, you can engulf
Duration: Immediate
a single target’s head in thick smoke.
STA Cost: 4
If this target fails to defend they are Defenses: Dodge & Block
Effect: An imperfect attempt by the immersed in smoke and considered
sorcerer Afan of Gulet to re-create the Blinded and Suffocating. Each turn, Web of Ice
breath of a true dragon, Breath of Fire
the target can spend their action to STA Cost: 2
allows you to exhale a stream of magical
attempt another defense check against Effect: Web of Ice allows you to create
fire onto a target. If the target fails their
a new Spell Casting check to end the a delicate structure of ice on a surface
defense, they take 3d6 damage and have
a 100% chance of being lit on fire. effect. which is linked to a duplicate that you
Range: 4m Range: 10m possess. The moment a creature inter-
Duration: Immediate Duration: Active (2) acts with the surface it is placed on,
Defenses: Dodge the structure and its duplicate break.
Defenses: Dodge or Block
Alternatively, breaking the duplicate
Coating of Fire Water melts the original structure. The ice
can be spotted with a DC:18 Aware-
STA Cost: 3
Effect: Coating of Fire allows you to
Aurora’s Breath ness check.
STA Cost: 5 Range: 2m
subtly permeate a single object with
fire magic to make it highly flammable. Effect: Developed by the famed Water- Duration: 1 Day
For the duration of the spell, the object Mage, Aurora Henson, to explore Defenses: None
will burst into flame immediately if submerged ruins off the coast of the
exposed to any open flame. If cast on Continent, Aurora’s Breath allows you
a creature any effect that would have a to breath water as well as air through
chance to light them on fire automati- skillful manipulation of water magic.
cally does.
Range: Self
Range: 2m
Duration: 30 Minute
Duration: 1 Hour
Defenses: None
Defenses: Dodge
85

Journeyman Spells
Vahila’s Pipe
Mixed Empower “Heard a little bit about
STA Cost: 12 this lass from one of my
Cloak contacts in the Blue Rose.
Effect: Empower allows you to weave addi-
STA Cost: 16 Said she used to take
tional magic into your spell casting to create
Effect: Cloak allow you to render yourself a dangerous convergence of chaos. The next contracts on rebels and
and anything you are carrying invisible. This traitors to the Empire.
spell you cast gains one of the following ben-
grants you a +10 to Stealth and a +5 to Attack Heh, they said she liked
efits of your choice: the percentage chance of
and Defense. Even if a creature makes their to find her targets in their
any effects caused by the spell raise to 100%, homes and disorient ‘em
Awareness check to spot you, you still gain a the roll to cast the spell is made at a +2 bonus, by chokin’ ‘em with the
+3 to Attack and Defense. Yrden or a Moon- or an already damaging spell deals an addi- smoke from her pipe.
dust Bomb can render you partially visible, tional 2d6 damage. However, if you roll a 1 While they’re clawing at
reducing your Stealth bonus to +5 and your when making the Spell Casting check you the smoke and thrashin’
Attack and Defense bonus to +3. If you are automatically suffer from a Magical Fumble as around she’d put a stiletto
hit by an attack while invisible, this spell ends though you had rolled a 10. in their gut and split ‘em
immediately. open groin to throat.”
Range: Self
Range: Self —Rodolf Kazmer
Duration: 1 Minute
Duration: Active (2)
Defenses: None
Defenses: None

Disrupt Focus Spectral Tether


STA Cost: 8
STA Cost: 15
Effect: Spectral Tether allows you to weave a
Effect: Disrupt Focus allows you to tempo-
tether of magic around a target which binds
rarily disturb the magical pathways in an item
it to it’s physical form. While affected by this
with the Focus effect. Upon casting this spell,
spell, a target cannot become incorporeal or
a single item with the Focus effect ceases to act
invisible and cannot teleport by any means.
as a focus for the duration of the spell.
Additionally, as long as the spell is in effect,
Range: 10m the target cannot move more than 10m away
Duration: 10 Minutes from you. Each turn, the target can spend their
Defenses: None action to attempt another Resist Magic check
against a new Spell Casting check to end the
Dormyn’s Chamber effect.
STA Cost: 18 Range: 10m
Effect: Dormyn’s Chamber allows you to Duration: Active (4)
imprison a single target within a translucent Defenses: Resist Magic
magical bubble. The chamber has 40 Hit Points
and remains stationary where it was cast. The
creature within the chamber cannot target or
be targeted by anything outside. Additionally,
sound does not pass through the chamber’s
walls.
Range: 10m
Duration: Active (8)
Defenses: Dodge
86

Trap Portal Elgan’s Bastion


STA Cost: 12 STA Cost: 14
Effect: Trap Portal allows you to place Effect: Created by the famed magi-
a magical trap inside a portal which cian Elgan of Verden, Elgan’s Bastion
redirects the portal’s end point. Upon uses trace amounts of metal in stone
casting the spell, you learn the por- to magnetically lift a shield of rocks
tal’s end point and can choose a loca- around you to defend yourself from
tion within 1 mile of that point to be physical attacks and damage. This
the new end point. This trap makes a shield of rocks counts as a Cover with
notable change to the portal which 30 SP and entirely surrounds you.
requires a DC:16 Magic Training check While surrounded, your SPEED Sta-
or a DC:20 Education check to spot. tistic cannot be higher than 2 and you
Anyone with at least 1 point in Magic cannot do anything on your turn but
Training automatically gets to roll a take a single Movement Action.
Magic Training check upon seeing the Range: Self
portal to try and spot the trap. Imme-
Duration: Active (4)
diately after a creature passes through
the portal, the trap is dispelled but Defenses: None
evidence that the portal was trapped
remains for 1 month. Javed’s Swarm
Range: 4m STA Cost: 10
Duration: 1 Month Effect: Javed’s Swarm allows you to
Defenses: None control a great number of insects from
the environment. Upon casting this
Earth spell, a swarm of controlled insects
crawls out from nearby crevices and
Bekker’s Rockslide forms a horde with a SPD Statistic of
7 which can engulf a single target by
STA Cost: 13
making an attack at a Base 14. This
Effect: Bekker’s Rockslide allows you attack deals 1d6 damage to the tar-
to rip a large stone from beneath the get’s torso, ignores all worn armor, and
ground and drop it on a target. Upon has a 100% chance of poisoning. The
casting this spell, the target must roll Horde has 15 Hit Points and a Dodge
a Reposition roll against your Spell base of 14.
Casting check. If they fail, the target
Range: 6m
takes 6d6 damage to the torso with a
100% chance of Knock-Down. As the Duration: 10 Minutes
rock makes impact, it explosively shat- Defenses: None
ters covering a 6m radius. Anyone in
that area must make a DC:16 Athletics
check or be Knocked-Down and take
4d6 damage to the torso..
Range: 10m
Duration: Immediate
Defenses: Dodge (Reposition)
87

Air Touch of Lightning this area of cover no longer


STA Cost: 8 has any SP, it crumbles away. Mage’s Ingots
Ball Lightning Effect: Touch of Lightning Range: 2m
STA Cost: 14 The ingots created by
allows you to imbue a sta- Duration: Active (3)
Mage’s Forge don’t look
Effect: Favored by mages who tionary metal object with a Defenses: None any different and are not
commonly fight agile tar- powerful charge of electricity. magical which means that
gets, Ball Lightning summons Upon casting this spell, the Mage’s Forge it is difficult to convince a
an orb of magical lightning object becomes an electrical merchant or craftsman
trap which will deal 1d6 dam- STA Cost: 12
which flies through the air at to pay a higher price for
your command. Upon casting age to the first body location Effect: Mage’s Forge allows them without demon-
this spell, you can direct the that touches it. This spell can you to create a magical fire strating their purity.
ball lightning at a single tar- be charged by spending extra that can be used to purify
get who must make a defense rounds focusing on it during metal. When ingots of metal
check against your Spell Cast- the casting. For each round are placed within this fire
ing check. If they fail, the target that you continue to hold the their impurities are burned
takes 3d6 damage to the torso object and pay its active cost away making them easier to
the trap deals an extra 1D6 recover after a failed craft-
and suffers the Concussion
of damage (maximum 8D6 ing attempt. During the
Critical Injury Effect for 10
total). If the object is moved Recovery Step any purified
Minutes. If the target success-
before it is touched by a body ingots used are automatically
fully defends, the Ball Light- location it loses all charges.
ning remains in the area. On recovered. Additionally, the
Additionally, 24 hours after fire created acts as a Tinker’s
subsequent turns you can use the spell is cast the object
your action to make a new Forge for the purposes of
loses all charges. It requires
attack against a target with a crafting, but cannot be used
a DC:20 Perception check to
new Spell Casting check. Once on Dimeritium.
determine an object has been
the ball lightning hits a target it affected by this spell. Range: 2m
dissipates. Range: 2m Duration: 1 Day
Range: 20m Duration: Active (5) Defenses: None
Duration: 5 Rounds Defenses: None
Defenses: Dodge Smith’s Touch
Fire STA Cost: 10
Invisible Ribbon Effect: Smith’s Touch focuses
STA Cost: 15 Cinder Door fire magic into metal allowing
Effect: With a whisper, Invisi- STA Cost: 12 you to manipulate it with your
ble Ribbon allows you to focus bare hands. While this spell is
Effect: Cinder Door allows
a gust of wind into a sharp, active, you are able to bend,
invisible blade that whistles you to funnel fire magic
into a flammable structure shape, and manipulate metal
through the air. Upon casting
to safely and silently con- as if it were clay. Additionally,
this spell, a single target must
sume it from within. Upon by taking an action to make
make a Defense check against
your Spell Casting check. If casting this spell, up to a 2m a Brawling attack, you can
they fail, the target takes 3d6 cubed section of the cover deal 3d6 ablation damage to
damage. The ribbon is invisi- you touch takes 4d6 abla- armor or reliability damage to
ble and thus even after attack- tion damage. This spell can a weapon. This spell cannot be
ing, anyone in the area must be maintained by spending used on Dimeritium.
make a DC:20 Perception extra rounds focusing on it Range: 2m
check to determine where the during the casting. For each Duration: Active (10)
attack came from. round that you continue to
Defenses: Dodge
Range: 10m maintain the spell and pay
Duration: Immediate its active cost the cover takes
Defenses: Dodge or Block 4d6 ablation damage. When
88

Water
Invaerne
STA Cost: 14
Effect: Invaerne allows you to create
a howling snowy gale in an area with
a 30m radius. This area has Snow
& Ice conditions. If cast in a cold
environment, the duration of this spell
is increased to one week.
Range: 50m
Duration: 1 Hour
Defenses: None

Rusting
STA Cost: 14
Effect: Rusting allows you to emit
a spray of chemically reactive water
which rapidly oxidizes metal objects.
If using this spell on a target’s armor,
all their worn armor takes 2d6
ablation damage and wearing any of it
imposes a -2 to their Reflex, Dexterity,
& Speed Statistics. If using this spell
on a target’s weapon, the weapon takes
2d6 reliability damage and imposes
a -2 to attacks made with it. If this
spell is blocked by a shield, the shield
takes 2d6 Reliability damage. The rust
created by this spell can be removed
from 10 items by taking an hour to
make a DC:14 Crafting check.
Range: 4m
Duration: Permanent
Defenses: Dodge or Block

Essence of Potion
STA Cost: 12
Effect: Essence of Potion allows you
to take a single dose of any Decoction,
Potion, or Elixir that has not yet been
affected by this spell and magically
transfer some of its properties into a
unit of Essence of Water, transforming
it into a copy of that item.
Range: 2m
Duration: Permanent
Defenses: None
89

Master Spells
Mixed Earth Air
Bekker’s Dark Mirror Crystal Stasis Gwyntog
STA Cost: 25 STA Cost: 25 STA Cost: 24
Effect: Bekker’s Dark Mirror allows Effect: Crystal Stasis allows you to Effect: Gwyntog allows you to create a
you to trap a creature’s reflection in a cause crystals to grow up around a tar- localized windstorm with up to a 40m
reflective surface near them, drain- get and encase them entirely, placing radius. While this spell is in effect, gale
ing their strength. Upon casting this them into an unaging, coma-like state. force winds whip around the area mak-
spell, you can choose two of the tar- These crystals grow rapidly but not ing flight impossible and movement
get’s Statistics and reduce them each instantaneous and the spell must be extremely difficult. Immediately, any
by 1d6. This reduction affects Derived maintained as per an Active Spell over flying creature is knocked out of the
Statistics. Once drained, this Statistic three rounds. On the target’s next turn, air and suffers damage as per normal.
their body becomes sluggish and stiff,
remains lowered for the duration of Ranged attacks made will fail to hit
imposing a -3 to attack and defense
the spell or until the mirrored surface their intended target and land wherever
and a -3 to their SPD. On their second
containing the reflection is completely the GM decides. Finally, any creature in
turn, their body begins to be consumed
destroyed. The affected target casts no by crystal and they additionally can- the area must make an Athletics check
reflection until the spell ends. A crea- not move from where they stand. On DC:20 or be unable to take a Movement
ture without a reflection cannot be their third turn, the target is entirely or Run Action during their turn.
affected by Bekker’s Dark Mirror. entombed in a pillar of crystal render- Range: 100m
Range: 10m ing them unconscious. If the mage is Duration: Active (6)
Duration: 1 Month forced to stop maintaining this spell
Defenses: None
before the third round, the spell ends
Defenses: Resist Magic
and the effects are reversed. Otherwise,
the only way to reverse the effects are
Hand of the Tempest
Steal Spell the use of the Dispel spell. STA Cost: 25
STA Cost: 20 Range: 6m Effect: Summoning the full force of gales,
Effect: Steal Spell allows you to take Duration: Active (6) you exert a tremendous force on a target
control of another mage’s spell and Defenses: Resist Magic or Dodge which can manifest in one of 3 ways.
re-designate its target. When another With a powerful updraft you can send
mage casts a Non-Master level spell Shape Earth a target who fails a Reposition check or
you can immediately force the mage object of 1000kg or lighter flying 14m
STA Cost: 25
to make a contested Spell Casting into the air. The target begins to fall at
Effect: Shape Earth allows you to create
check against you. If you succeed at the end of their next turn. Upon hitting
a single structure composed of mate-
this check, you change the target of the ground, the target and anything it
rials present at the site such as wood,
the spell to anyone within range of the hits takes 7d6 bludgeoning damage to
stone, or earth that fills a 20m cubed
original caster or yourself if the spell cube. This structure can be whatever the torso and are knocked prone. Alter-
had a range of self. If the spell requires you wish, provided that it is simple natively, with a powerful gust you can
an attack check, use your Spell Casting in nature for example, a tremendous flood a 14m cone with powerful wind.
check from the contested check. If the wall, a statue, or a fortification with a Anyone in this area who fails a Reposi-
spell you steal is active, you remain in few rooms and simple furnishings. The tion check or could not escape the area of
control of the spell but must pay its structure will build itself over the next the spell with their reposition is knocked
active cost. 10 minutes and will vary in SP from a back 14m and takes ramming damage if
Range: 10m wooden wall with 5 SP to a stone wall they hit anything as they fly. Finally, you
with 30 SP. This is determined by the can manipulate an object up to 1000kg as
Duration: Immediate
GM. though you were holding it in your hand.
Defenses: None
Range: 6m Range: 20m
Duration: Permanent Duration: Immediate
Defenses: None Defenses: Dodge
90

Fire Water

Blaze of the Korath Ainfra’s Extraction


STA Cost: 24 STA Cost: 22
Effect: Blaze of the Korath allows you to create a sweltering Effect: Created by the famed Ainfra of Mag Turga, Ainfra’s
aura with up to a 40m radius which eats away at creatures’ Extraction allows you to desiccate a target and then utilize
STA. Upon casting this spell, each creature in the area low- their water for your own means. Upon casting this spell, a
ers their current STA by 2d6. Additionally, while in the area, target that fails to defend lowers their current STA by 8d6
creatures are incapable of taking the Recovery Action. If a and the caster may immediately cast Rhewi, Ice Slick, or
creature is in the area at the start of its turn or enters the area Water Jet at no STA cost.
on its turn, they lower their current STA by 2d6. If a target Range: 8m
is reduced to 0 points of STA by this spell, they fall uncon-
Duration: Immediate
scious until they recover at least 20 points of STA and make
a successful Stun save. Defenses: Resist Magic
Range: 100m Deluge of Ys
Duration: Active (4) STA Cost: 24
Defenses: None Effect: Deluge of Ys allows you to summon a 20m cubed
cube of water which floods out in all directions. Anyone
Living Fire caught in the area takes 5d6 damage to the torso and must
STA Cost: 25 make a DC:24 Physique check or be knocked prone as water
Effect: Living Fire allows you to summon a small amount batters them. If cast in an open area, the water will flood out-
of life into a fire. While not as sentient or powerful as a wards within the same turn it was cast. If cast in an enclosed
Fire Elemental, this living fire is capable of taking a turn, at space, the water fills the space, breaking any non-reinforced
your Initiative. The Living Fire has a Speed Statistic of 5, is barriers and leaves the area entirely submerged.
considered Incorporeal, and can cast Aenye, Wave of Fire, Range: 40m
and Flaming Vortex, with a Spell Casting Base of 16 and
Duration: Immediate
infinite STA. The Living Fire cannot take extra actions and is
destroyed if the fire is put out. Defenses: None
Range: 10m
Duration: 10 Minutes
Defenses: None

ting master grade


“There aren’t many mages capable of cas
ething of a bless-
spells and I’ve come to believe that is som
who seem to use
ing. I’ve encounter a number of mages
d I would hate to see
magic to solve all of their problems an
oded by a sorcerer
a poor inn keep have his whole inn flo
d him at a round of
who thought some ruffian had cheate
gwent.”
—Glynnis var Treharne
91

Priest Invocations

Novice Invocations Master Invocations


Blessed Weapon Quill of the Divine
Divine Inspiration Sagitta Aurea
Duplicitous Darkness
Light of Penance Arch Priest Invocations
Presence of the Divine Deity Invocations
Epona Blessed Herd
Journeyman Invocations Svalblod Blood of the Berserker
Blessing of Abundance Veyopatis Champion of the River
Brand of Withering Dana Meadbh Feast of Plenty
Seek the Seekers The Prophet Lebioda Miracle of Lebioda
Nehaleni Omen of Misfortune
Morrigan Retribution of the Raven
Lilvani Silverlight
92

Novice Invocations
Blessed Weapon Light of Penance
STA Cost: 2 STA Cost: 3
Effect: Blessed Weapon creates a glow- Effect: Developed by the beloved
ing rune on a melee weapon you touch Incandescent Anika var Myricks in the
which magically lightens and balances heart of Nilfgaard, Light of Penance
the weapon. For the duration of the summons the power of your deity to
invocation, the weapon has the Bal- punish a target, draining them of their
anced Effect. will to resist. Upon casting this invo-
Range: 2m cation, the target lowers their current
STA by 2d6. If the target has a Vigor
Duration: ½ Hour
Threshold of 1 or higher, they lower
Defenses: None their current STA by an additional 2d6
Divine Inspiration as well.
STA Cost: 2 Range: 6m
Effect: Common among inquisi- Duration: Immediate
tors and artists alike, Divine Inspira- Defenses: Resist Magic
tion allows you to bless a target with
insight. Upon casting this invocation, Presence of the Divine
you grant a +2 bonus to a single skill. STA Cost: 3
The target of this invocation must have Effect: Presence of the Divine allows
at least a Skill value of 1 in the skill you to summon the aspect of your deity
affected before the invocation is cast. to make your bearing more imposing.
A character can only benefit from this Upon casting this invocation, you can
invocation once per day. make your voice boom loud enough to
Range: 8m be heard from far away and you gain
Duration: 10 Minutes a +4 to Intimidation checks. Alterna-
Defenses: None tively, this invocation can be cast on up
to 6 targets to make them immune to
Duplicitous Darkness fear effects.
STA Cost: 2 Range: 10m
Effect: Duplicitous Darkness shrouds Duration: 10 Minutes
your target’s mind in a veil of false Defenses: None
thoughts. Your target gains a +2 to
Deceit checks, cannot be forced to
tell the truth by magic, and cannot
be mentally spied on with Telepathy.
Anyone attempting to probe the target
with magic is unaware that this invo-
cation has been cast unless they make
a DC:20 Awareness check.
Range: 2m
Duration: 1 Hour
Defenses: None
93

Journeyman Invocations
Blessing of Abundance effect that would allow them to recover
STA Cost: 6 Hit Points, including natural healing.
Effect: Blessing of Abundance imbues Range: 8m
you with divine providence, making you Duration: 1 Week
more likely to benefit from found goods. Defenses: Resist Magic
The first time you or your GM rolls to
determine how much loot you gain, the Seek the Seekers
roll is made twice and the higher value STA Cost: 6
is taken. This applies to an entire loot Effect: Seek the Seekers creates a mag-
source; meaning that if you loot a dead ical ward around you that warns you
monster, you would roll each loot item of divination such as Hydromancy, or
twice and take the higher value. Pyromancy. If you or anyone within
Range: Self 10m of you is the target of divination
Duration: 1 Day you are alerted as soon as it is cast
Defenses: None and are shown the face of the diviner.
Anyone who tries to spy on you with
Brand of Withering divination must make a DC:20 Educa-
tion or Magic Training check to real-
STA Cost: 6 ize they have been caught. However, if
Effect: Favored by death cultists of all they succeed this check, you are made
creeds, Brand of Withering marks a tar- aware that they know you caught them.
get with a symbol of creeping decay that Range: Self
arrests their ability to heal. Upon casting Duration: 1 Day
this invocation, a target who failed to Defenses: None
defend can no longer benefit from any

Master Invocations
Quill of the Divine Sagitta Aurea
STA Cost: Variable STA Cost: 14
Effect: Quill of the Divine allows you Effect: Sagitta Aurea summons the
to reach into a target’s mind and alter divine power of your deity to form a
their memories. By spending 14 STA spear of golden light. Upon casting
you can lock away the memories of this invocation, a target must make a
a target who fails to defend against Defense check against your Spell Cast-
this invocation giving them severe ing check. If they fail, the target takes
retrograde amnesia. By spending 16 7d6 damage. Sagitta Aurea can travel
STA you can implant memories of in a straight line through targets with
your own creation into a target who each target making a Defense check. If
fails to defend. Unless the target has a target is possessed by a demon, the
had their memories locked away with demon takes the damage as well and is
this spell, they gain a +5 to resist the forced out of their body. Additionally,
implantation of these new memories. any demon damaged by this invoca-
Range: 2m tion cannot use any of its abilities for
the next round.
Duration: Permanent
Range: 20m
Defenses: Resist Magic
Duration: Immediate
Defenses: Dodge
94

Arch Priest Invocations


Blessed Herd (Epona) tion, any damage or critical wounds
STA Cost: 16 you already had are applied to your
Great Bear form.
Effect: With power granted to you by
Epona, you summon up to 10 wild Range: Self
horses and empower them with magic. Duration: 1 Day
These horses appear within the next Defenses: None
hour. A horse empowered by this invo-
cation can either be empowered with Champion of The River
swiftness or strength. If enchanted (Veyopatis)
with swiftness, the horse summoned
STA Cost: 16
is a Horse with a Speed Statistic of 24
and an Athletics Skill Base of 20. If Effect: With the power of Veyopatis
enchanted with strength, the horse you anoint with river water a target as
summoned is a Warhorse with a Con- your champion and suffuse them with
trol Mod of +2 and a natural armor magical strength. As long as this invo-
value of 20 which can’t be layered with cation is active, your champion has
barding. While riding these mounts, Resistance to all damage sources and
creatures you choose get a +5 to their gains a +5 to all rolls.
riding checks. You can only have up to Range: 10m
ten horses summoned with this invo- Duration: Active (5)
cation at a time. Defenses: None
Range: N/A
Duration: 1 Week Feast of Plenty (Dana
Defenses: None Meadbh)
STA Cost: 16
Blood of the Berserker Effect: Calling upon the power of the
(Svalblod) Lady of the Valley, you bless a feast
STA Cost: 16 gathered entirely from the local area
Effect: Channeling the power of Sval- and large enough to feed at least 20.
blod, you transform your body into Upon eating from this feast, a crea-
a towering great bear. While in this ture gains 6d6 Hit Points, immediately
form, any items on your person meld treats all critical wounds; and removes
into your form and you gain access to the Poison and Disease conditions.
all the abilities of the Great Bear but This invocation can affect as many
loose access to your Profession abilities people as the feast can feed.
and magic. Your Statistic and Skill val- Range: 2m
ues change to those a great bear with Duration: Immediate
the exception of any values that would Defenses: None
be higher than those of a Great Bear.
When you end the effects of this invo-
cation, any damage or Critical wound
you took as a Great Bear are trans-
ferred to your natural body. However,
if the damage sustained as a Great Bear
would be enough to kill you normally
you are instead reduced to 1 Hit Point.
Similarly, when you cast this invoca-
95

Miracle of Lebioda (Lebioda) Retribution of the Raven (Morrigan)


STA Cost: 16 STA Cost: 16
Effect: Calling upon the power of the Prophet Lebioda you Effect: With power granted to you by Morrigan, the Lady of
command the body of a target to heal itself. Immediately Ravens, you block the connection to the elemental planes, nul-
upon casting this invocation, a living target entirely heals one lifying magic. Within the area of this invocation, all magical
critical wound or removes the lingering penalty from a past effects, such as runes, glyphs, focuses, curses, trophies, relics,
critical wound. The wound is treated as though it had never magical items, etc. are rendered inert. As long as this invoca-
been inflicted even if this means regrowing limbs, eyes, etc. tion is active, only those you choose or those who successfully
Range: 2m defended against this invocation can cast magic of any form.
This invocation cannot be dispelled.
Duration: Immediate
Range: 20m
Defenses: None
Duration: Active (5)
Omens of the Future (Nehaleni) Defenses: Resist Magic
STA Cost: 16
Effect: You allow Nehaleni to fill your mind with thousands
Silverlight (Lilvani)
of glimpses of possible futures which you cannot immedi- STA Cost: 16
ately decipher. Roll 1d10 until you get 3 outcomes that are Effect: Summoning the power of the Moon Goddess
not 1 or 10 and record these numbers. For the duration of Lilvani you anoint up to 5 people with the a blessing of
this invocation, if a target within 20m of you rolls one of moonlight which shelters them in their darkest hour. For
these values on 1d10 you are immediately able to recognize the duration of this invocation, affected characters take no
this outcome, allowing you to, without taking an action, penalties from being within their Wound Threshold or in
intervene in some minor way and force that target to instead Death State and the first time they would be reduced to
roll a fumble. below 1 Hit Point they are instead reduced to 1 Hit Point.
Range: Self Range: 2m
Duration: 1 Day Duration: Until the next Sunrise
Defenses: None Defenses: None
96

Druid Invocations

Novice Invocations Master Invocations


Herbalism Druidic Totem
Touch of Bounty Wrath of Nature
Voice of the Counselor
Web of Roots Hierophant/Flaminika Invocations

Word of Summoning Circle Invocations


Bleobheris Shade of Bleobheris
Journeyman Invocations Gwyn Carn Winds of the Taiga
Bigelow’s Befoulment Caed Myrkvid Sanctuary of the Black Grove
Blood of the Mountain Crow Clan Conspiracy of the Mother
Sigil of the Hunt Gedyneith Well of Knowledge
97

Novice Invocations
Herbalism Voice of the Counselor check against a new Spell Casting
STA Cost: 2 STA Cost: 3 check or by dealing 15 points of dam-
age to the roots.
Effect: Herbalism allows you to create Effect: Voice of the Counselor allows
an elixir using ancient druidic practices you to imbue your words with inspira- Range: 10m
instead of traditional alchemy. As long as tion. For the duration of this invoca- Duration: Active (1)
all the ingredients for the elixir are plants, tion, you can either make your voice Defenses: None
you can roll a Spell Casting check instead boom loud enough to be heard from
of an Alchemy check when creating the far away or whisper in the ear of one Word of Summoning
Elixir or in the Recovery step. person within range. Additionally, you STA Cost: Variable
Range: 2m gain a +4 to Leadership checks.
Effect: Speaking the Word of Sum-
Duration: Immediate Range: 10m moning calls out to a nearby wild ani-
Defenses: None Duration: 10 Minutes mal which arrives within 1d6 rounds.
Defenses: None When the animal arrives, it is friendly
Sigil of Bounty to you and will help you as long as you
STA Cost: 1 Web of Roots don’t betray or abuse it. If you spend
STA Cost: 2 2 STA casting Word of Summoning
Effect: Widely used by druids who you can summon a small animal (Bird,
advise rural communities, Sigil of Effect: Web of Roots allows you to take Serpent, Cat, etc.). If you spend 5 STA
Bounty imbues an aspect of nature with control of the roots of a nearby tree you can summon a medium animal
vigor to cause one of three effects. If cast to grapple a target. Upon casting this (Wolves, Panthers, Boars, etc.). If you
on spoiled food or drink, this invocation invocation on a tree, you can use its spend 10 STA you can summon a large
causes them to become fresh and deli- roots to grapple, trip, or disarm a tar- animal (Bear, Ox, Horse, etc.). Word of
cious again. If cast on a forageable plant, get within 10m of the tree who fails a Summoning can only be cast once in
the plant will produce twice the units Defense check against your Spell Cast- an area per day. When this invocation
of forageable material. Finally, if cast on ing check. Each round that you main- ends, the animal becomes neutral to
soil, any plant grown in the soil will grow tain this invocation you can either you.
to twice its typical size in half the time. maintain your grapple or attempt one
of the other options on a target within Range: N/A
Range: 2m
10m of the tree. A grappled target can Duration: 10 Minutes
Duration: 1 Year
escape by succeeding a Dodge/Escape Defenses: None
Defenses: None

Journeyman Invocations
Bigelow’s Befoulment discretion of the Game Master or suffer the Nausea condition.
STA Cost: Variable The Disease condition can only be removed by having a Doc-
tor roll a DC:15 Healing Hands check on the affected char-
Effect: Bigelow’s Befoulment taints all food or drink you acter and then that character getting a full night’s rest. If you
desire within a 2m cubed area with harmful bacteria. If you spend 10 STA casting this invocation, the affected targets also
spend 5 STA casting this invocation, anyone who consumes suffer the Poison condition.
the affected food or drink suffers the Disease condition within
the next hour. While affected by the Disease condition, a tar- Range: 4m
get takes a -2 to all actions, lowers their maximum STA by Duration: Permanent
one quarter, and must make DC:14 Endurance checks at the Defenses: None
98

Blood of the Mountain Sigil of the Hunt


“Black Bile” STA Cost: 6 STA Cost: 5
Bigelow Effect: Calling upon the wellspring of power Effect: Drawing the Sigil of the Hunt on a
“Everybody knows, if
deep within the earth, Blood of the Mountain target allows you to change how animals and
you’re on the Yaruga, near empowers a target with tremendous strength. monsters perceive them. Upon casting this
Scala, and ya see a heron The target’s melee attacks cannot be parried Invocation, you can mark up to 6 targets as
ya best leave it alone. Bet- and deal double ablation damage to weapons, either “safe” or “prey”. A target marked “safe”
ter ya go hungry or try shields, and armor. Additionally, the target is does not disturb animals and any beast they
your luck with the berries immune to any effect that would knock them encounter is initially friendly; and any mon-
than hunt a heron near off their feet. ster they encounter will initially be neutral.
“Black Bile” Bigelow’s hut. Range: 6m A target marked “prey” is perceived as prey
Met the old bastard once by all predatory animals or monsters. These
and let me tell ya, the man Duration: 10 Minutes
creatures will attack the target on sight. Both
could out-glower Brouver Defenses: None “Prey” and “Safe” marks appear almost identi-
Hoog himself, heh! Lives
cal but with a DC:16 Education check, you can
out in a hut on the Yaruga
cause none of the other
tell the difference.
druids can stand him. Range: 2m
Most folks in Lyria know Duration: 1 Day
him from the stories of
Defenses: Resist Magic
Baron Ludwik’s disastrous
feast years back. The Bar-
on’s men had been hunt-
ing heron in the swamps Master Invocations
for weeks, gatherin’ up a
feast for the Baron’s eldest
son’s birthday. Bigelow
Druidic Totem ◆ Underground: You have Superior Night
STA Cost: 14 Vision and gain a +4 to Stealth checks.
took notice and decided
to attend the feast himself! Effect: Druidic Totem allows you to sacrifice ◆ Forest: If you consume fruit grown within
Heh.” your staff of oak and mistletoe to create a mag- the area of your totem, you gain a Regener-
-Rodolf Kazmer ical totem which connects you to the natural ation value of 3 for 1 Hour.
world. After casting this Invocation, you must ◆ Swamp: You are immune to the Poison and
sacrifice the focus created by the Rite of Oak Disease conditions.
and Mistletoe by planting it in the ground. The ◆ Shore: You can breath underwater and have
staff grows into a 2m tall totem with 20 Hit no penalties for fighting or maneuvering in
Points, reminiscent of the local flora. While water.
within 1-Mile of this totem, you are always ◆ Desert: You are immune to the Extreme
counted as having a focus with a value of 4, Heat condition and you can always find a
all animals are considered friendly to you and source of water. Once per day, when you
your allies, and you gain an additional bene- consume water collected within the area of
fit based on the location where you placed the your totem, you regain all lost STA.
totem. You can only have one totem active at a
◆ Tundra: You are immune to the Snow & Ice
time and creating a new totem transforms the
conditions, you cannot be lit on fire or fro-
old totem into a non-magical plant.
zen, and you gain resistance to fire and ice
◆ Fields: You have a Speed Statistic of 12. damage.
◆ Mountains: You have Resistance to Blud- Range: 2m
geoning, Slashing & Piercing damage.
Duration: Immediate
Defenses: None
99

Wrath of Nature gets within 20m. These target’s must make Dodge/Escape
STA Cost: 14 or Athletics checks against your Spell Casting check or
take 3d6 damage and be knocked back 6m.
Effect: Wrath of Nature allows you to summon the tremen-
dous power of the natural world to wreak havoc on your ◆ Desert: Every turn you can spend a full round action to
enemies. Depending on the terrain, Wrath of Nature creates kick up a gust of burning sand in a 6m radius area. Any
a different effect centered on you with a 60m radius. creatures within this area must make a Dodge/Escape
or Athletics check versus your Spell Casting check or be
◆ Fields: Every turn you can spend a full round action to blinded for 5 rounds and be lit on fire.
either touch down a rope tornado within 10m of you or
direct a single rope tornado within the area of the storm. ◆ Tundra: Every turn you can spend a full round action to
A rope tornado covers a 4m cubed area and when directed summon up a whirl of snow and water magic around a
by you can move 10m per turn. If it runs over or into tar- single target to encase them in ice. The target must make
gets those targets must make Athletics checks against a Dodge/Escape, Athletics, or Resist Magic check versus
your Spell Casting check. If they fail, they take 4d6 dam- your Spell Casting check or be encased in solid ice. This
age to the torso and are knocked back 10m in a direction ice immobilizes the target and keeps them from taking
decided by the GM. actions. To break out of this ice, the target must make a
DC:16 Physique check. Alternatively, if someone deals 10
◆ Mountains: Every turn you can spend a full round action points of damage to the ice or 5 points of fire damage to
to summon down a bolt of lightning which strikes a tar- the ice, it allows the person to break free. Any damage
get. The target must make a Dodge/Escape or Athletics beyond the 10 points (or 5 points) required to break the
check against your Spell Casting check or take 6d6 dam- ice is dealt to the target’s torso.
age to the torso and have a 50% chance of being lit on fire. Range: 60m
◆ Underground: Every turn you can spend a full round Duration: Active (6)
action to summon a stalagmite or stalactite to violently Defenses: Variable
erupt from the stone and stab a single target. The target
of this attack must make a Dodge/Escape, Athletics, or
Block check against your Spell Casting check or take 5d6
damage. Each summoned stalagmite or stalactite remains
until destroyed and counts as a 2m cubed piece of cover
with 20 SP.
◆ Forest: Every turn you can spend a full round action to
either summon up a tangle of roots from the ground to
take one of the following actions or give a single command
to each existing tangle of roots you have summoned.
These roots are immobile but have the Long Reach Effect
and can be used to Grapple, Trip, Disarm, Choke, or Pin
a target. They have a Brawling base of 16 unless your Spell
Casting base would be higher.
◆ Swamp: Every turn you can spend a full round action
to summon a 6m radius area of swamp gas that erupts
from the ground. Anyone caught in the gas must make
an Endurance check against your Spell Casting check or
suffer from the Disease condition. This gas remains until
the invocation ends. Additionally, if an exposed flame is
present in the area of this gas, it explodes, causing every
creature in the gas to take 5d6 damage to the torso and
have a 75% chance of catching on fire.
◆ Shore: Every turn you can spend a full round action to
summon a powerful waterspout out of the nearby body of
water to knock down targets with pressurized water. Two
jets of water emit from the spout towards one or two tar-
100

Hierophant/Flaminika Invocations
Shade of Bleobheris Sanctuary of raises their claw damage from 1d6/2
to 2d6. You can only be bonded to 10
(Bleobheris) the Black Grove crows with this invocation at a time but
STA Cost: 16
(Caed Myrkvid) the effects on the crow are permanent.
Effect: Shade of Bleobheris calls upon STA Cost: 16 Range: ½ Mile
the great oak to calm the hearts of man Effect: Sanctuary of the Black Grove Duration: Immediate
and beast. Upon casting this invoca- allows you to attune yourself and as Defenses: None
tion, all animals become docile and many allies as you wish to the trees
all affected combatants are removed within a 1 Mile radius. While this Well of Knowledge
from initiative and cannot take hos-
tile actions for 1 day. Additionally, the
invocation is active, you can touch a (Gedyneith)
tree and look simultaneously through
essence of Bleobheris temporarily sup- all the trees within 1 mile of you. You STA Cost: 16
presses the prejudices of all affected are able to parse this information and Effect: Well of Knowledge causes a tree
creatures, negating any penalties from focus on specific views if you want. you touch to grow an integrated basin
Social Standing or monstrous heritage. Additionally, you and any allies you of fluorescing water blessed by nature.
On each of its turns, a target affected designate can pass through any tree The next 20 people to drink from this
by this invocation can use its action to within this area and come out of any basin are affected immediately. For one
attempt a Resist Magic check against another tree within the area. Your day after consuming the water of the
a new Spell Casting check to end this allies cannot see through the trees but basin, a creature gains a +4 to Initia-
effect. If the target is attacked this spell are able to designate where they want tive and Awareness, becomes immune
no longer affects them. to go. to the Stagger, Stun, & Hallucination
Range: 50m Radius Range: 1 Mile Radius conditions, and can see through any
Duration: 1 Day Duration: 1 Hour illusions. If the creature had a Vigor
Defenses: Resist Magic Threshold of one or more before con-
Defenses: None
suming the water, they raise their Vigor
Winds of the Taiga Conspiracy of the Mother Threshold by 4 but suffer a -4 to Resist
Magic. After the invocation ends, the
(Gwyn Carn) (Crow Clan) tree shifts back to normal leaving only
STA Cost: 16 an etched sigil unique to the druid. A
STA Cost: 16 creature cannot benefit from this invo-
Effect: Winds of the Taiga summons Effect: Conspiracy of the Mother cation more than once a week.
the winter winds of the Far North to allows you to reach out to up to 10
create a blizzard that shelters you and Range: 2m
crows and summon them to you. Any
your allies. The area of the invocation Duration: 1 Day
crow affected forms a telepathic link
is immersed in a blizzard that blinds with you. This telepathic link allows Defenses: None
anyone in it and creates Snow & Ice you to communicate with them silently
conditions. Any number of people you within 20m, raises their Intelligence,
choose are not blinded by the blizzard, Reflex, & Dexterity Statistic to 7, gives
are immune to the Snow & Ice condi- them a Sleight of Hand score of 7, and
tions, and their attacks have an addi- makes them sapient creatures who
tional 50% chance of freezing. follow your orders unless you abuse
Range: 1 Mile Radius them. This telepathic link also allows
Duration: 1 Hour you to view their memories while you
Defenses: None are physical touching them and lets
them know where you are at all times.
Finally, any crow affected by this spell
101

Advanced Witcher Signs

Somne Supirre
STA Cost: Variable STA Cost: Variable
Effect: Somne puts a single target to sleep with soothing Effect: Drawing the Sign of Supirre on a surface allows you
magic. Upon casting this sign, if the target fails to defend, to link it to a point within the range of the spell. When
they are put to sleep and considered Stunned until they linked, you can hear anything happening near that point
wake, 8 hours later. If you spend 2 points of STA casting this as if it were right next to you and can choose to focus on a
Sign the target wakes if they take damage, if someone wakes single sound or conversation by tuning out all other noise.
them, or if a loud noise occurs. If you spend 4 points of STA As long as this sign is active, you do not need to make an
the target only wakes if they take damage or if someone tries Awareness check to hear any conversation at the linked
to wake them with an action. If you spend 6 points of STA point. The sign can only be linked to one location and must
the target wakes only if they take damage or if someone tries be recast to listen in another. The range of this sign is deter-
to wake them with a full round action. If you spend 7 points mined by the number of STA Points spent when cast. If cast
of STA the target only wakes if they take damage. If the target with 1 STA Point, Supirre has a range of 2m. For every STA
has no reason to suspect magical interference before being Point spent beyond that, the maximum range of the sign
put to sleep, they do not know they were affected by magic increases by 2m.
when they wake. Range: Variable
Range: 8m Duration: 10 Minutes
Duration: 8 Hours Defenses: None
Defenses: Resist Magic
102

Rituals

Novice Rituals Journeyman Rituals Master Rituals


Create Crystal Skull Animate Armor Create Place of Power
Imbue Trophy Beacon of the Unnatural Enchant Amulet
Tyromancy Fog of the Past
Wagerer’s Pendant Magical Guestbook

Novice Rituals

Create Crystal Skull Imbue Trophy


STA Cost: 5 STA Cost: 3
Effect: By infusing an existing animal skull from a cat, dog, Effect: By properly preparing and taxidermizing the remains
bird, or serpent with fifth essence you create a crystal skull of a monster, this ritual allows you to make use of a monster’s
which can be used to form a single animal of that type as alien physiology to channel magical effects. Upon perform-
per the Crystal Skull on pg.119. If the animal created by a ing this ritual, a single non-enchanted trophy you possess
Crystal Skull dies, the Crystal Skull can be recharged by per- becomes a permanent magical trophy that grants the ben-
forming this ritual again using only 2 units of Fifth Essence efits listed on pg.124 to anyone who carries the trophy who
and the inactive skull. also helped kill the monster.
Preparation Time: 10 Rounds Preparation Time: 10 Rounds
Difficulty Check: 14 Difficulty: 12
Duration: Immediate Duration: Immediate
Components: Animal Skull, Fifth Essence (x5) Components: Monster Trophy, Fifth Essence (x1), Infused
Dust (x1), Tanning Herbs (x10), Ogre Wax (x1), Ester
Grease (x2)
103

Tyromancy Wagerer’s Pendant


STA Cost: 2 STA Cost: 6
Effect: By magically aging or melting cheese and watching Effect: By binding a shard of etched glass in a pendant of
closely its qualities, Tyromancy allows you to divine whether wolfsbane, beast bones, and leather strips, you can create a
a course of action will have a positive or negative outcome. locus of dark magic. This pendant absorbs the chaos which
When the ritual is performed, the GM privately rolls 1d6 and forms hexes and temporarily stores it. While a person wears
either adds or subtracts it from 13 to determine the DC of it, they are freed from the effects of all hexes. If the pendant
the ritual. If the cheese used is of standard quality or lower is removed at any point, all of the effects return. Addition-
(10 Crowns per Unit) the d6 is added to 13. If the cheese used ally, if the person fails to rid themselves of all of the hexes
is of high quality (30 Crowns per Unit) the d6 is subtracted. by the end of this ritual’s duration, the pendant breaks and
You then make a Ritual Crafting check against this DC. After releases a torrent of dark magic. Should this occur, the per-
the check, you may ask the GM whether a course of action son wearing the pendant and anyone within 2m of them are
will have a positive or negative outcome. If your check was immediately afflicted by a number of hexes chosen by the
successful, the GM must answer truthfully. If the outcome of GM.
the action would be both positive and negative, the answer Preparation Time: 10 Rounds
is whichever would be more immediate. If you fail, the GM
Difficulty Check: 14
will give you a false answer based on the private roll of their
d6. If the number was odd the false answer is negative, if the Duration: 1 Week
number was even, the false answer is positive. Components: Glass (x2), Beast Bones (x1), Wolfsbane (x2),
Preparation Time: 5 Rounds Leather (x2), Chalk (x2), Etching Acid (x5), Ashes (x2)
Difficulty Check: 13 +/- 1d6
Duration: Immediate
Components: Cheese (x2)

Journeyman Rituals

Animate Armor Beacon of the Unnatural


STA Cost: 14 STA Cost: 12
Effect: By assembling a full suit of armor with a golem heart Effect: By constructing a grim totem containing a fifth
at its core and infusing the heart with magic you can ani- essence infused mutagen you create a beacon for monsters.
mate the suit of armor as a loyal servant. Upon performing Upon performing this ritual, the Beacon of the Unnatural
this ritual, the suit of armor you used becomes animate and calls to any monsters within 1 mile to come and build a new
uses the living armor stat block (pg. 204) except for its armor nest at the location. The scent given off by the Beacon grows
Stopping Power which is equal to the armor you used. The stronger over time, expanding the range of its draw by a mile
living armor is not a sapient creature and is eternally loyal every year. The Beacon is 2m tall and has 20 Hit Points.
to its creator. It will perform any task given by its creator to Preparation Time: 15 Rounds
the letter.
Difficulty Check: 18
Preparation Time: 10 Rounds
Duration: Until Destroyed
Difficulty Check: 18
Components: Hardened Timber (x4), A Mutagen, Rope,
Duration: Permanent Beast Bones (x5), Fifth Essence (x1)
Components: Head Armor (x1), Torso Armor (x1), Leg
Armor (x1), Fifth Essence (x3), Infused Dust (x3), Golem
Heart (x1)
104

Fog of the Past Magical Guestbook


STA Cost: 10 STA Cost: 8
Effect: By arranging a circle of candles, creating a pyramidal Effect: By weaving symbols in chalk and coal on an arch-
sculpture of glass with a lunar shard in its center, and filling it way or door frame and placing a small fifth-essence-infused
with essence of wraith you create a magical projector which clay icon on the top of the entryway you create an invisible
summons up a vision of the past. Upon performing this curtain. This magical curtain records the faces of anyone
ritual, the projector shows the most emotionally resonant who passes through and alerts you telepathically if anyone
moment to have ever occurred in the area. This moment can you designated when you cast the ritual pass through it.
be up to 5 minutes long and plays on repeat until the end of The curtain keeps the recordings of the faces until the rit-
the ritual. ual ends, after which they are stored in the clay icon which
Preparation Time: 10 Rounds can be viewed by someone with a Vigor Threshold of 1 or
higher. These recordings remain as long as the icon remains
Difficulty Check: 18
intact. While the ritual is active, you can access the records
Duration: 20 Minutes at any time telepathically while within 100m. You must also
Components: Glass (x5), Lunar Shard (x1), Candles (x5), be within 100m for the Magical Guestbook to alert you to a
Essence of Wraith (x2) designated person entering.
Preparation Time: 10 Rounds
Difficulty Check: 16
Duration: 1 Day
Components: Chalk (x2), Coal (x2), River Clay (x1), Fifth
Essence (x1)

Master Rituals

Create Place of Power Enchant Amulet


STA Cost: 18 STA Cost: Variable
Effect: By carving complex sigils on a standing stone erected Effect: By inlaying a common amulet with gemstones etched
at the confluence of two ley lines of the same element you with magic glyphs you create an enchanted amulet that
create a Place of Power. This Place of Power remains indefi- stores the knowledge of casting certain spells. When cre-
nitely. If you fumble when performing this ritual your fum- ating a magic amulet, a character must spend the required
ble outcome always results in a 10 and all of the stone used STA for each spell cast. If a spell has an active duration, the
for the ritual explodes as if it were a bomb (doing 7d6 dam- caster must also spend enough STA to sustain it for 4 rounds.
age) with a 6m radius. When creating an amulet, the caster may not use a magical
Preparation Time: 20 Rounds focus. Every spell to be imbued in the amulet must be cast
quickly in succession, without taking any other action in-be-
Difficulty Check: 20
tween, otherwise the Crafting process fails.
Duration: Permanent
Preparation Time: 15 Rounds
Components: Stone (x40), Runewright’s Tools
Difficulty Check: 18
Duration: Permanent
Components: Simple Amulet (x1), Perfect Gemstone (1 Per
Spell/Invocation), Fifth Essence (x2), Runewright’s Tools
105

Hexes

Low Danger Hexes Medium Danger Hexes High Danger Hexes


Curse of Temperance The Evil Eye Bones of Glass
The Odious Hex Unending Need Hex of Forgetfulness

Low Danger Hexes


Curse of Temperance The Odious Hex
STA Cost: 4 STA Cost: 4
Effect: The Curse of Temperance sours the subject’s stom- Effect: The Odious Hex weaves around a subject and
ach to alcohol and exacerbates the effects of drunkenness. makes them repellent. While hexed, the subject always
If the subject consumes anything that would cause them to counts as one level lower on the Social Standing table unless
become intoxicated, they immediately suffer the Intoxica- they were already Hated. This affects people of the subject’s
tion and Nausea effects as their head spins and their stomach own race.
churns violently. Danger: Low
Danger: Low Requirement To Lift: The subject must construct an
Requirement To Lift: The subject must gather 40 Crowns effigy of themselves from a unit each of Han Fiber, Barley,
worth of alcohol and find a bucket. They must then fill the & Fool’s Parsley. They must then insult the effigy as if they
bucket with the alcohol and dunk their head. Their head were insulting themselves until they can no longer think of
must remain submerged until they suffer the Suffocation insults. Finally, the subject must burn the effigy to free them-
effect. Upon pulling their head from the bucket the hex will selves of the hex.
be broken.
106

Medium Danger Hexes


The Evil Eye Unending Need
STA Cost: 8 STA Cost: 8
Effect: Casting The Evil Eye upon a subject weaves a web Effect: Unending Need causes the subject’s body to be con-
of misfortune around them which threatens their every sumed by sloth and gluttony, requiring more sleep and food
move. Whenever the subject rolls a Fumble, they must roll to function properly. The subject must get 10 hours of unin-
twice and take the worse outcome. Additionally, the GM is terrupted sleep each night or take the -3 penalty on rolls
encouraged to choose the subject whenever they would be for Sleep-Deprivation. Additionally, the subject must eat 5
randomly determining the target of a threat. meals a day or halve their total STA for the next day.
Danger: Medium Danger: Medium
Requirement To Lift: The subject must acquire a unit of Requirement to Lift: The subject must fast for 3 full days
coral from the Great Sea (50 Crowns) and fashion it into an and 3 nights drinking only water and sleeping with sweets
amulet with a DC:14 Fine Arts check. The amulet must be underneath their pillow. If the subject is able to perform this
worn during the entirety of a full moon and will shatter at fast and not touch the sweets beneath their pillow the hex
the sunrise, freeing you of the Hex. breaks on the morning of the fourth day.

High Danger Hexes


Bones of Glass Hex of Forgetfulness
STA Cost: 12 STA Cost: 12
Effect: Bones of Glass magically hollows the bones of the Effect: The Hex of Forgetfulness submerges the subjects
subject, making them prone to splintering. When the subject mind in a thick soup of magical obscurement making it
would suffer the Cracked Ribs Critical Wound, they instead difficult for them to retain knowledge and memories. The
suffer the Broken Ribs Critical Wound. When they would subject can no longer gain I.P. via being taught or study and
suffer the Fractured Arm/Leg Critical Wounds they instead practice, can no longer teach someone, and can no longer
suffer the Compound Arm/Leg Fracture Critical Wounds. learn new magic. Additionally, once per day, the GM can call
When they would suffer the Minor Head Wound Criti- upon the subject to make a Resist Magic roll at a DC:20 or
cal Wound, they instead suffer the Skull Fracture Critical forget a fact, memory, recipe, spell, invocation, ritual, hex, or
Wound. Additionally, rolls made to stabilize or treat these sign of the GM’s choice until the Hex is removed.
critical wounds are made at a -3 penalty. Danger: High
Danger: High Requirement To Lift: The subject must shave their head of
all hair and then prepare a paste of 2 units of essence of water
Requirement to Lift: The subject must acquire a war horse,
and 2 units of river clay. The subject must then inscribe spe-
a troll liver, meat from a wolf, 3 units of balisse leaves, and
cific sigils on their scalp with the clay and hold a unit of
a bottle of spirits. Upon gathering these things, the subject
optima matter under their tongue. They must wait silently
must bleed the war horse, collecting some of the blood in a
for a full day and night for the clay to dry. When the clay is
pot and add the liver, meat, and leaves to form a foul stew
removed from the scalp and the optima matter is removed
which takes 3 hours to cook. The subject must then con-
from their mouth, the optima matter will be ashen gray and
sume the entire pot of stew within 1 hour and follow it by
the hex will have been removed, returning anything forgot-
chugging the bottle of spirits. When they finish the bottle,
ten. The optima matter used is permanently grayed and acts
the hex will have been lifted.
as a Focus (2) that can only be used for Hexes, Goetia, and
Necromancy.
107

“One should always remember


that while they are more common
than Goetia and Necromancy,
Hexes and Curses are dark
magic with terrible consequence.
Many lives have been ruined
by their casting.”

— Glynnis var Treharne


108
109

The Magical Potions


VS Elixirs

Marketplace
“Dear Reader, you will,
I’m sure be quick to point
out that the potions for
which witchers are so
widely known are poison-
ous to anyone who hasn’t
been mutated by the tri-
“Present the average man a staff carved with twirling runes, capped with als of the Witchers. This
a glinting gem and he’ll declare it magical. The carving may read ‘property is of course, true, though
in some cases regular
of Adelheid’, the gem glass, but in his ignorance, he’ll treat it like a mage’s ‘non-mutants’ have ben-
prized artifact. Because next time it might explode in his face.” efited from these potions
and the most skilled of
-Glynnis var Treharne alchemists have shown a
capability to adapt these
potions to make them
less dangerous to the
uninitiated.”
—Brandon of Oxenfurt

Despite well-earned paranoia about mages cope or the Magical Amulet, this is because no
and sorcerers, most people can’t resist want- mundane person could properly use the item
ing a little bit of magic of their own. Magic in the first place. In other cases, the mage in
items, enchantments, magic elixirs, love question jealously guards the secrets of their
charms, and Gods know what. creation to keep it rare and special, purpose-
Having spent some time in the mind of a fully keeping the masses in darkness. And this,
Witcher, I know that effective enchantments of course, leads to the secondary reason, these
and magic potions do exist with the most items are expensive. Mages who aren’t attend-
powerful of them being the tools of witchers. ing fancy convocations have to make money
For centuries, witchers have used these bits somehow. And price is based on perception of
of magic to help them hunt down the nastiest value. I would guess that any mage who moved
creatures on the Continent. One might then into a village and started trading elixirs for a
expect that witchers are the source of many dozen eggs would be hunted down by the local
magic items. This would be far from the truth. magical fraternity.
Despite having been formed by all sorts of But it is now that we are able to pull back
magics, witchers are not mages, not spell cast- that curtain with the help of Glynnis and give
ers. While they can use these items, they did a more thorough explanation of the workings
not create them and most couldn’t really tell of magical items. I will admit that as a for-
you how they work. No, those capable of craft- mer-director of a magical academy, Glynnis
ing these works of magic are almost invariably knows more about this than I do and while she
mages. So if these are not witcher secrets, why has tried to explain the theories to me I now
doesn’t everyone have a rune etched sword and understand how my students feel during my
potions that let them see in the dark? There more obscure lectures. The processes of craft-
are two factors. Primarily, mages prefer to ing stable magical items are esoteric and com-
keep the majority of their magical creations to plicated, requiring a familiarity with chaos that
themselves. In some cases, such as the Megas- I cannot claim. I would certainly have been sit-
110

ting in the back row of her classes. While magic may spontaneously latch onto an item, the major-
Relic Items ity of magical items are created through rituals, which require specific treatments and magical
incantations to bind magic to rune, crystals, and other focusing items in or on the intended piece.
“I think it is far more And as for love charms, charms to make people tell the truth, charms to grow pumpkins, and
interesting that items
bring fish, these are far more often the fabrication of Hedge Magicians in need of coin. These
can take on magic all by
themselves. Actually I
lesser mages who have one minor ability can extend their “services” to people who truly want
think it’s related to curses to believe in whatever they are sold. Some people can make being an old crone into a cottage
and hexes. If you concen- industry. A cleaner at the university went into business selling little dolls made to look like who-
trate enough emotion, ever the buyer had a strong loathing for. Supposedly anything done to the doll, happened to the
enough intent, on an item victim. Interestingly one of her dolls actually worked. I believe that was one case that may have
it can take on magical fallen into the magic by use category. It took 17 years, but in the end the victim was run over by
aspects. If something is a carter’s wagon. In Oxenfurt, fake mages selling beauty potions and magic knitting needles are
used over and over again far less common. The current rage for alchemy has caused many of them to change professions.
by one person it can take -Brandon of Oxenfurt
on the emotion or the
intent. Wooden spoons

Glyphs
used by grandmothers,
musical instruments used
by bards, stilettos used by
assassins.”
—Brandon of Oxenfurt While most known glyphs on the Continent expand the magical capabilities of a magic user,
new glyphs are being discovered with every delve into elderfolk ruins. The following glyphs were
Crafting brought to the Continent from Ofir not long ago. While rare in the North, these glyphs are some-
Enchantments times traded in southern Nilfgaard and some eventually make their way to major trading hubs
such as Novigrad or Cidaris. Just like the glyphstones in the Core Rule Book, each of these new
“Now, what you’ll prob- glyphs can be inscribed on a piece of armor with an open Enhancement Slot. This glyph is perma-
ably be wondering is,
nent and inscribing it uses up the glyphstone.
“Why the hell is all this
so complicated?!” Etching
runes into my blade ain’t
this difficult. Ya just etch Name Effect Cost
the rune, and infuse the
rune stone in it! Heh, well While wearing this armor, whenever you would have
here’s the problem. Ya Binding 200
a chance of bleeding, lower that chance by 30%.
ain’t exactly enchanting
yer weapons right. Any While wearing this armor, whenever you regain
runewright’ll tell ya that Mending 450
Hit Points, you regain 1 additional point.
etching a rune or a glyph
ain’t easy if ya wanna get
Reinforcement The armor’s Stopping Power increases by 3. 100
the most out of it. Heh, ya
need the right tools and
While wearing this armor, you have resistance to damage
plenty of concentration Warding 300
and time. Runewords & dealt by an Elemental source such as fire or lightning.
glyphwords are so exact-
ing’ that ya can’t cut any
corners when etching ‘em.
Gotta do the whole thing
to get any effect.”
—Rodolf Kazmer
111

Enchantment: Runewords
& Glyphwords
Another magical practice flourishing in Ofir is the enchant- the process of etching the enchantment. If the rune or glyph
ment of items with runewords and glyphwords. These already present is part of the desired enchantment you can
enchantments combine multiple runes or glyphs to create add it to the enchantment; meaning you can build rune-
a unique magical effect. These effects can be very powerful words and glyphwords over time.
but the magic binding them is very carefully woven and can To etch an enchantment into an item, the item must
be disrupted by other enchantments. A weapon or piece of have a prerequisite number of open enhancement slots. A
armor can only ever benefit from one enchantment and can- lesser enchantment takes up two enhancement slots, while a
not be inscribed with other runes or glyphs even if it has greater enchantment takes up three. You cannot benefit from
more free enhancement slots. If the weapon or armor has the same enchantment multiple times, even if they are on
a rune or glyph already etched onto it which is not part of different items.
the enchantment desired, that rune or glyph is destroyed in

Runewords
Name Rune Slots Item Effects
The damage done by this weapon can change to fire damage
which bypasses Resistances to Slashing, Piercing, or Bludgeoning
Burning Lesser Weapon
Damage. It can still be resisted by creatures immune or resistant
to fire. The weapon does not cause the target to light on fire.
While wielding this weapon you can make a check at a -6 with
your weapon skill base when targeted by a ranged attack to
parry the attack. If your roll beats the attacker’s attack roll, you
Deflection Greater Weapon can choose a target within 10m. That target must take a defense
action against your initial weapon skill roll or be Staggered
by the flying projectile. If you have levels in the Parry Arrows
ability, instead you gain a +2 to it when wielding this weapon.
When casting a spell/invocation using this weapon as a
Depletion Greater Weapon focus, if your target fails to defend they lower their Stamina
by 1d6 in addition to being affected by the spell.
While carrying this weapon, whenever you use Adrenaline
Placation Lesser Weapon
dice the cost to your Stamina is 5 instead of 10.
Preservation Lesser Weapon or Shield This weapon or shield’s Reliability increases by 5.
When casting a spell/invocation using this weapon as a focus,
Prolongation Lesser Weapon if the spell/invocation has a duration expressed in dice (such
as 1d6 hours), roll twice and keep the highest result.
Whenever you kill a creature with this weapon, you
Rejuvenation Greater Weapon
regain Stamina equal to your REC score.
Attacks made with this weapon do an additional 1
Shearing Lesser Weapon point of damage to the Stopping Power of Armor or
the Reliability of Shields if they penetrate them.
112

Glyphwords
Name Enhancement Slots Item Effects

Balance Lesser Any Armor This armor’s Encumbrance Value is reduced by 1.

While wearing this armor, you gain a +1 to Charisma,


Beguilement Lesser Head Armor
Grooming and Style, and Leadership.

The Stopping Power of this armor is increased by


2 but its Encumbrance Value is doubled. If this
Heft Lesser Any Armor
glyphword is used on an armor with an Encumbrance
Value of 0 the Encumbrance value remains 0.

Protection Greater Torso Armor While wearing this armor, your Hit Points are increased by 5.
While wearing this armor, if you take damage from
Retribution Greater Any Armor an attack, the attacker takes 3 points of damage to
their torso which cannot be blocked by armor.

While wearing this armor, attackers do not gain a bonus


Rotation Lesser Leg Armor
when attacking you from outside your Vision Cone.

By taking an action to rub the rune word on your armor,


you can make it shed light up to 6 meters from you for
Shining Lesser Torso Armor 30 Minutes raising the light level to the level of daylight.
Monsters that have a weakness or susceptibility to light
or sunlight are affected by the light of this armor.
113

Crafting Enchantments

It is possible to recreate the old techniques of crafting required by the enchantment it can be counted towards the
Enchantments, but the necessary requirements often make it components of the enchantment and is not destroyed.
a costly endeavor. Before crafting an enchantment, a crafts- If you fail to craft an enchantment, you can attempt a
man must have the diagram for the enchantment, the com- recovery roll by rolling the same Crafting check again. If you
ponents, and a set of Runewright’s Tools. If an item you are succeed at this roll you can keep one rune or glyph used in
attempting to enchant already has one of the runes or glyphs the enchantment. The rest are lost.

Journeyman Diagram
Name Crafting DC Time Components Investment Cost
Runeword: Burning 15 1 Hour Chemobog (x1), Dazhbog (x1) 1175 2150
Runeword: Placation 15 1 Hour Morana (x1), Stribog (x1) 1075 2150
Runeword: Preservation 15 1 Hour Devana (x1), Morana (x1) 1150 2300
Runeword: Prolongation 15 1 Hour Perun (x1), Svarog (x1) 1175 2150
Runeword: Shearing 15 1 Hour Veles (x1), Zoria (x1) 1150 2300
Glyph of Mending (x1),
Glyphword: Balance 15 1 Hour 550 1100
Glyph of Reinforcement (x1)
Glyphword: Beguilement 15 1 Hour Glyph of Fire (x1), Glyph of Water (x1) 1150 2300
Glyph of Mending (x1),
Glyphword: Heft 15 1 Hour 550 1100
Glyph of Reinforcement (x1)
Glyph of Binding (x1),
Glyphword: Rotation 15 1 Hour 300 600
Glyph of Reinforcement (x1)
Glyphword: Shining 15 1 Hour Glyph of Air (x1), Glyph of Warding (x1) 875 1750
114

Master Diagram

Name Crafting DC Time Components Investment Cost

Runeword: Deflection 21 1 Hour Chemobog (x1), Perun (x1), Stribog (x1) 1650 3300

Runeword: Depletion 21 1 Hour Stribog (x1), Triglav (x1), Veles (x1) 1675 3350

Runeword: Rejuvenation 21 1 Hour Perun (x1), Svarog (x1), Triglav (x1) 1750 3500

Glyph of Earth (x1), Glyph of Magic


Glyphword: Protection 21 1 Hour 1450 2900
(x1), Glyph of Warding (x1)

Glyph of Earth (x1), Glyph of Fire


Glyphword: Retribution 21 1 Hour 1250 2500
(x1), Glyph of Reinforcement (x1)

Adding Extra Slots


The process of enchanting items isn’t all that common in a set of Crafting Tools, 4 units of Meteorite, 2 units of
the world of the Witcher which means that many items Infused Dust, and the Enhancement Slot Diagram. With
have little to no room for enchantment. However, through these prerequisites met, the craftsman can spend 4 hours
a complex and costly process, a craftsman can add an to roll a Crafting check to attempt to add an enhancement
empty enhancement slot to a weapon or piece of armor. slot to the item. This new enhancement slot can only hold
To do so, the item in question must be at its full Reliabil- runes or glyphs, and an item can only have a maximum of
ity or Stopping Power value and the craftsman must have 3 enhancement slots.

Master Diagram
Name Crafting DC Time Components Investment Cost
Enhancement Slot 25 4 hours Meteorite (x4), Infused Dust (x2) 684 1368

own sword in the field. While it


“I did once see an officer inscribing a rune onto his
sy. All wiggly lines and hardly any
was effective in a limited way it was also quite mes
fact. Remember, it is always best
clean angles. It was such a waste of a wonderful arti
pons enchanted.”
to find a trained professional if you want your wea
-Glynnis var Treharne
115

Elixirs The Evolution


of Elixirs
In many cases, the Elix-
irs presented here are ei-
ther based on infamous
Witcher potions or
served as the foundation
upon which the Witcher
potions were created.

Halflings
& Elixirs
Unfortunately, due to
their magic-resistant na-
ture, a Halfling cannot
benefit from any Elixir,
no matter how many
they drink. They can still
be effected by the Toxici-
ty of Elixirs, however.

“If memory serves me correctly, the Usurpator once tasked the top alchemists in the
Empire with reverse engineering potions stolen from a witcher of the Viper School.
Obviously this endeavor was less than successful but it may have led to some of the
elixirs used by Nilfgaardian infiltrators.”
-Glynnis var Treharne

While magical potions are most commonly gal. This, of course, has given rise to hordes
associated with witchers, there are many mag- of elixir merchants who peddle colored water
ical elixirs peddled by mages and alchemists and alcohest mixed with unidentifiable herbs.
which are perfectly safe for non-mutants to Real elixirs are all considered rare and are
ingest. These elixirs use magically reactive generally only sold by mages or highly skilled
alchemical compounds and fifth essence to alchemists.
alter the imbiber’s physiology in desirable While they are safe enough for anyone to
ways. Many knights, mages, and nobles keep consume, they are still toxic in large doses
vials of various elixirs on their person for var- meaning that a character who is not a witcher
ious needs throughout their day; making the is affected by having a toxicity score above
business lucrative in areas where it isn’t ille- 100% the same as witcher.
116

Name Avail. Effect Toxicity Weight Cost


Drinking Anabolic Steroids gives a character +10
Anabolic maximum Hit Points, and +2 to Endurance and Physique
R 50% 0.1 165
Steroids for 10 minutes. On the other hand, it makes the drinker
incredibly aggressive towards everyone for 1 hour.
A failed replica of the healing medicine of the dryads of
Brokilon, Last Hope can repair the most grievous wounds
at a cost. Drinking it treats 1 critical wound the drinker
Last Hope R 75% 0.1 200
has but that critical wound will not heal unless a Doctor
makes a DC:24 Healing Hands check to reapply the critical
wound and then treats it again with Healing Hands.
Lightning is the result of an attempt to recreate the
Lightning R Witchers’ Thunderbolt potion. It grants the drinker 75% 0.1 75
a +3 damage on your next physical attack.
A favorite of courtiers and nobles, Mongoose renders the
Mongoose R 50% 0.1 50
drinker immune to the poisoned condition for 30 minutes.
The drinker forgoes the need for sleep for a 24-hour period.
Doses of Strider used to be given to soldiers to allow them to
Strider R 50% 0.1 64
cross more territory without exerting themselves. The costs
of this potion quickly made it nonviable for large armies.
Tempest channels the inherent elemental magic
around a person. When making an attack or casting a
Tempest R 50% 0.1 52
spell that has a chance of inflicting the Fire, Freeze, or
Prone effects, the percentage is increased by 10%.

Crafting Elixirs
Crafting Elixirs is a process that requires a great deal of monetary investment and skill. In addition to the ingredients listed
here, elixirs always require 1 bottle of alcohest in their creation.

Journeyman Diagram
Name Crafting DC Time Components Cost
Anabolic Steroids 16 1/2 Hour 330
Lightning 16 15 Minutes 150
Mongoose 15 15 Minutes 100
Strider 16 15 Minutes 128
Tempest 15 15 Minutes 104

Journeyman Diagram
Name Crafting DC Time Components Cost
Last Hope 22 1 Hour 400
117

Magic Items Wearing


An Amulet
“I have worn an Enchanted
Amulet once or twice in
my life. The Empire keeps
a number of them at
Gweison Haul so a teacher
can cast a certain spell
when the Empire requires
it. Invariably, the experi-
ence is far from pleasant
but less than excruciating.
The fatigue is bearable but
makes managing a class
of youngsters far more
difficult.”
—Glynnis var Treharne

Across the Continent enchanted or magical the secrets of their craft jealously. There are
items range from rare and sought-after to even some magic items that are so old that
so common they may as well be mundane. knowledge of how they came about is lost to
In general, this is thanks to how magic items time. These items are most often found in the
get made. In the world of The Witcher most tombs and ruins of the elderfolk, abandoned
magic items are made in one of two ways. The so long ago that even the elderfolk have no
first and least common method is through idea what they are. Much like Relic Items,
ambient magic and moments of powerful Magic Items have an Education DC that must
emotion. This is how many relics are made. be rolled to determine the item’s nature. Alter-
Something like a curse, an item can have natively, this check can be made with Magic
magic attach itself to the item in some unex- Training.
pected way. More often, a magic item is tailor
made by a mage, priest, or druid for a spe- Enchanted Amulets
cific purpose. This item serves its purpose
for the magic user and may never make it (Education DC:14)
into circulation. But often times, the mage in Enchanted amulets are created by the sorcer-
question decides to sell this item, they teach esses and mages as a reservoir of magic and
others how to make it, or it gets stolen and to allow mages to cast spells that they would
replicated by someone else. And that’s how otherwise be unable to. In more recent years,
many of the magic items on this list wound the secrets to the creation of enchanted amu-
up spreading across the Continent. lets fell into the hands of the Druid Circle of
That being said, most magic items are still Mayena and the Church of the Eternal Fire is
quite rare since the knowledge and power to said to also be in possession of a few enchanted
make them is also rare and most mages guard amulets which they took from executed mages.
118

Every enchanted amulet counts as a There are many broken and non-functional
Power Stones Focus (2) item. In addition, the creator of gateway portals left across the Continent. So
an enchanted amulet may imbue it with the long as the entry portal remains undamaged,
Power stones are com- power to cast 1 to 4 spells. The magic inside its magic is strong and reliable enough to
mon across the world of the amulet draws on the wearer’s stamina transport people crossing it to its exit point.
magical items. These cut to activate the spells and the wearer must Entering a gateway portal instantly teleports
gemstones store magic
have a Vigor Threshold high enough to cast you to a point designated by its creator. A
and programmed com-
mands. In most circum- a spell from the amulet. When casting the Magical Training check DC:14 allows a mage
stances they are used like spells from an enchanted amulet, the wearer to know where the portal leads before cross-
remote controls for mag- cannot make use of any focus other than the ing. There are many different activators for
ic items but they can also amulet to lower the stamina cost. Addition- a Gateway portal ranging from passwords
be used to create items ally, an enchanted amulet can allow priests & which must be spoken aloud to small gem-
with very simple auto- druids to cast spells as if they were a mage. stones called power stones which must be
mated responses such as carried to open the portal.
Power Stone Guardians. Enchanted amulets have a drawback,
however. Once more than one spell has
been imbued in the amulet, the creator must Wishing Mirror
also choose a drawback from the following (Education DC:16)
list. These drawbacks remain as long as the
enchanted amulet is worn, and for 24-hours No one knows when these mirrors were cre-
afterward. The drawbacks can be: ated, by whom, and for what purpose. All
◆ The wearer’s maximum Hit Points are that’s known is that a small number of them
reduced by 5. were circulated throughout the Continent,
◆ The wearer experiences a constant head- sold by a traveling merchant. At first, these
ache giving them a -1 to INT, WILL, and mirrors adorned the walls of lavish manors
REF. and castles but as their magical properties
began to become apparent they began to
◆ The wearer fatigues more easily and filter into black markets and private collec-
reduces their maximum Stamina by 10. tions. These magic mirrors are very danger-
ous, and their effects are used by parents
Spell Formulae everywhere to warn their children against
(Education DC:14) spending too much time in front of a mirror
and avoid vanity.
Spell formulae are used by teachers of magic A wishing mirror allows a person to view
to ensure their pupils understand the under- their deepest desires within. When looking
lying theories and risks involved with cast- through the mirror, the onlooker sees their
ing particular spells. While many lay people ideal self-image in a location they’ve always
believe these papers to hold magical potential dreamt of and owning all the property they’ve
(and many are sold as such), no spell can be dreamt of owning. While looking into the
cast through a spell formula. When using a mirror, a person falls into a trance of sorts,
spell formula, you gain +2 to your skill check seeing themselves within the mirror, enjoy-
to learn a specific spell, invocation, hex, sign, ing the bountiful life just beyond the glass.
or ritual. These visions quickly become addictive and
after gazing into the mirror once, a viewer
Gateway Portal must make a Resist Magic check DC:18. On
(Education DC:18) a failure, the viewer is compelled to look into
the mirror for at least 1 hour every day. At
Gateway portals are an ancient means of the end of each period, the viewer can make
transportation used by the elves long ago. In a new Resist Magic check. On a failure, the
essence, they are the same as a standing por- duration increases by 1 hour for the next
tal, but they are fixed between two points. 24-hour period. On a success, the duration
119

is lessened by 1 hour. Additionally, for every commonly, they can be found at market stalls
day that the viewer succeeds in not looking that sell magical goods. A four-leaf clover Power of
at the mirror, the duration is lessened by 1 grants a temporary +1 to your Luck. Without Compulsion
hour. When the duration becomes 0 hours, taking an action, you can expend this Four-
the viewer is no longer under the magic of the Leaf Clover to gain a +1 to your next check. “Been lucky enough to
mirror. If the duration ever reaches 24 hours, Once this point has been used, the clover dis- never look into a Wish-
the viewer can no longer withdraw their gaze integrates. ing Mirror or meet the
from the mirror even for basic needs such as man who sold ‘em. But
eating and drinking. Without help, they are Crystal Skull I’ve seen folk who have.
Heh, not a pretty sight.
liable to die.
(Education DC:16) Got so wrapped up in
If the mirror is destroyed while someone their dreams they stopped
is under its sway, that person becomes sul- For many mages it’s very useful to have a eating and drinking, and
len and depressive for a month afterwards. small animal at hand to run errands and wasted away. Just a husk
They feel as though their life itself has been deliver letters, but not as convenient to con- in front of some glass.”
shattered and nothing brings them even the stantly be caring for a pet. This dilemma —Rodolf Kazmer
smallest amount of joy. This imposes a -2 to gave birth to the Crystal Skull, a crystallized
all actions they attempt. animal skull, permeated with magic which
can transform into a physical animal. Upon
Eye of Nehaleni speaking an activation word, the skull trans-
forms into the animal it came from (cat, dog,
(Education DC:16) bird, or serpent). The animal responds to
Eyes of Nehaleni are rare magical objects that your mental commands as long as you are
have begun to resurfaced in the last decade. within 50m, and will act like a regular ani-
These round stone tablets have inscriptions of mal of its kind should you give it no com-
a complex variation of the symbol of Nehaleni, mands. Upon death, the animal reverts to an
the Nordling goddess of fate & illusion. Hold- inert crystal skull. The Crystal Skull can be
ing the tablet aloft and calling to the goddess recharged by performing the Create Crystal
allows a person to attempt to dispel illusions. Skull ritual (see pg.102) using only 2 units
By taking an action you can make a Spell Cast- of Fifth Essence and the inactive skull. The
ing check with a +4 bonus against the original animal summoned from a skull is always the
check made to create the illusion or a DC set same animal.
by the GM. If you succeed, the illusion ends.
The Eye of Nehaleni does not require you to Magical Elven Rope
spend any Stamina to dispel an illusion. (Education DC:18)
Travelers through the North have noticed a
lone individual, cloaked in heavy leather and Crafted by the elves and carried throughout
furs, leave such items in remote shrines to the the Continent with elven scouting parties,
goddess. Of course, the resurgence of the eyes these tightly woven white ropes are imbued
have also led to a new market for fake Eyes of with magic which allows them to move with
Nehaleni, so take what you hear at the Novig- the will of their holder. The rope can twist and
rad market with a grain of salt. cling to people reaching out for it, tie itself
around objects that it is laid on, and retract
back to the holder. While the rope is capable
Four-Leaf Clover of tying itself around people, it never does
(Education DC:10) this fast enough to grapple a resisting crea-
ture. When climbing with this rope, you gain
These magical, dried, four-leaf clovers are a +5 bonus to Athletics checks made to climb.
rumored to be given by puckish relicts known Finally, the rope, despite is delicate nature, is
as griggs to people who help them, or as con- nigh unbreakable, able to support 300kg of
solation to the victims of their pranks. More weight and take 50 points of damage.
120

Runewright’s Tools ◆ Glyph of Mending: The additional


Sabotaged Health Points gained raises to 2.
Megascopes
(Education DC:16) ◆ Glyph of Reinforcement: The additional
Beyond the everyday crafting tools used to Stopping Power raises by 1.
“It is not entirely uncom-
mon for a mage in Nilf- inscribe runes and glyphs, Runewright’s Tools ◆ Glyph of Warding: You gain a +1 to
gaard to suffer the effects contain super fine chisels, metal guides, and Resist Magic while wearing this armor.
of a damaged megas- stabilizing compounds to set the magic of an ◆ Glyph of Binding: The penalty to the
cope. To the unaided eye, enchantment. A set of Runewright’s Tools is chance of bleeding raises to -40%.
the damage necessary to required to craft runewords and glyphwords.
destabilize a megascope
is nearly impossible to
Additionally, taking ½ hour to etch a rune or Megascope
glyph into an item with a set of Runewright’s
spot and can be caused
Tools grants an additional benefit based on the (Education DC:14)
by the slightest drop. Still,
rumors persist that agents rune or glyph: One of the most complex wonders of the magi-
of the Empire plant dam- cal world, the Megascope is a device composed
◆ Chemobog Rune: Your weapon only
aged gemstones in the of several lenses, magic focuses, and perfectly
megascopes of mages they
takes damage if the value rolled is a 1 or 2.
carved gemstones. It’s difficult to determine
consider dangerous or ◆ Dazhbog Rune: The chance of Fire raises
exactly who invented the Megascope or when
close to rebellion.” to 40%.
—Glynnis var Treharne
but it has become a household item for the sor-
◆ Devana Rune: The chance of Bleed raises cerous elite. The complex contraption focuses
to 40%. a mage’s power and aids with magic cast over
◆ Morana Rune: The chance of Poison great distances, especially teleportation and
raises to 40%. communication.
◆ Perun Rune: Each time you use an A Megascope must be arranged in a wide
Adrenaline Die, if the valued rolled is a 1 circle on a flat surface and activated by a person
you keep the die. with a Vigor Threshold of at least 1. No spe-
◆ Stribog Rune: The chance of Stagger cial ritual is required to activate a Megascope.
raises to 40%. Once activated the Megascope can be used in
one of two ways. Firstly, the Megascope can be
◆ Svarog Rune: Instead of Armor Pierc- used to contact another person with a Megas-
ing, your weapon gains Improved Armor cope or Telecommunicator. There is no earthly
Piercing. limit to the distance of communication, but a
◆ Triglav Rune: The penalty to Stun raises Megascope cannot facilitate communication
by 1. with things beyond the dimension in which
◆ Veles Rune: The weapon also gains the it is used. The recipient of the communication
Focus (1) effect. can choose to answer the communication; in
which case the Megascope creates a spectral
◆ Zoria Rune: The chance of Freeze raises
form of the recipient within the circle, allow-
to 40%.
ing communication as if the participants were
◆ Glyph of Earth: The bonus to Spell DC in the same room. Secondly, a Megascope can,
raises by 1. with a DC:16 Spell Casting check, be used to
◆ Glyph of Air: The bonus to Spell DC view a person the user has a strong emotional
raises by 1. connection to. If the person being viewed is a
◆ Glyph of Fire: The bonus to Spell DC mage they can sense the augury if they roll a
raises by 1. Magic Training check that beats your initial
Spell Casting check, but they cannot see who
◆ Glyph of Water: The bonus to Spell DC is spying on them. This remote viewing can
raises by 1. be maintained for up to 10 minutes before the
◆ Glyph of Magic: The bonus to Spell DC connection fades and the user must keep all of
raises by 1. their focus on the megascope.
121

Additionally, once a connection has been estab-


lished, a Megascope can act as a channel for telepor-
tation. While your Megascope is connected to or
remotely viewing a person, you can cast the Telepor-
tation or Standing Portal spells to transport yourself
to that location. If using Teleportation, there is no
Spell Casting check required to teleport.
Unfortunately, the complex nature of the Megas-
cope means that it must be in perfect working order
for it to be safely utilized. If one of the Gemstones
in a Megascope is damaged in even the slightest
way the Megascope becomes unstable. A gemstone
can be damaged by being struck, knocked out of
the Megascope, scratched, or anything else that
might mar its perfect surface. Additionally, due to
the highly magical nature of a Megascope, bringing
any amount of Dimeritium within 3m of a Mega-
scope will damage all the Gemstones at a nearly
imperceptible level.
If this happens while you are communicat-
ing with someone or you attempt to activate the
Megascope with a damaged or imperfect gem-
stone, the image just become a bit shakier than
usual requiring a DC:20 Awareness check to
notice. However, the real danger comes when try-
ing to remotely view a target or teleport through
a damaged Megascope. If you attempt to remotely
view a target through a damaged Megascope
the DC raises to 25 and if you fail to beat this
check any damaged gemstones in the Megascope
explode, dealing 1d6 damage to every location on
the body of anyone within 4m. This renders the
Megascope useless until the Perfect Gemstones
can be replaced. If you attempt to teleport through
a damaged Megascope far worse things happen. If
you cast the Standing Portal Spell with a damaged
Megascope, the spell automatically fails as though
you had rolled a fumble with a value of 10 and
all 3 Gemstones in the Megascope will explode,
dealing 3d6 damage to every location on the body
of anyone within 6m. If you attempt to cast the
Teleportation spell within a damaged Megascope
the magic begins to rend you apart violently. Any-
one within the range of their SPD Statistic has
one chance to make a DC:14 Athletics check to
remove the damaged crystal before your body is
torn apart and the individual pieces lie scattered
across the Continent. If they succeed, the Megas-
cope powers down and you are unharmed. If they
fail, you die a messy death.
122

Power Stone Guardian onto the scene within 10m. The guard is
The Pricing dressed and armed in the manner dic-
of Magic
(Education DC:16) tated when the power stone is created.
The illusion can shout a short phrase
These sculpted gems are enchanted to protect
Note that the prices pre- and can move about within 10m of the
sented here should be an area from intruders. While the power stone
stone. The illusion cannot interact with
used as guidelines. Mag- itself is a small gemstone, it can be placed in a
anything otherwise, nor can it damage
es may sell these items variety of settings. Power Stone Guardians can
anything. The illusion lasts for 8 hours,
for more or less depend- take many forms such as doors, statues, or even
ing on their situation. or until dispelled.
chandeliers. The consensus seems to be that
a power stone guardian must be made from
an object sturdy enough to resist accidental Bonding Pair
destruction. The power stone within this object (Education DC:16)
emits a faint magical aura that becomes stron-
ger the closer it is, meaning that a mage can These ornate silver rings are magically
detect one with Magic Training and a Witcher’s bonded to each other, allowing the wearers
Medallion will vibrate when near one. to communicate over great distances and
A power stone needs to be attuned to some- sense when their partner is in danger. It is
one. The creator of this object can attune it said that the original pair was created by a
to someone else, who then has the power to Nilfgaardian mage by the name of Ainfra of
attune it to others by placing their hands on Mag Turga who crafted the pair for her lover,
the stone. In large cities, you will find that a witcher on the Path. The diagrams for these
almost all noble houses are guarded by Power rings were taken from her dwelling when she
Stone Guardians of some form and even some was found to have disappeared. Some say,
middle class residences may have one guard- she left abruptly after sensing her lover was
ing their valuables. in danger and never returned. It is rumored
There are as many types of power stone that her creation is now widely used by Nilf-
guardians as there are paranoid mages, but the gaardian spies.
three presented here are the most common. This item always comes in a set of 2 rings.
◆ Alarm Power Stone: When an unattuned When a wearer turns the ring in a specific
creature moves within 6m of the stone, sequence around their ring finger, they can
it sends a telepathic message to those speak a few words, roughly twenty, to be car-
attuned to it. The stone can only alert ried on the wind to the wearer of the other
the attuned creatures that someone has ring. The message always reaches its destina-
entered the area but cannot tell them who tion in less than a day, but the exact amount
the intruders are. of time depends on distance and is left to the
◆ Arcing Power Stone: When an unat- Game Master.
tuned creature comes within 6m of the Additionally, the rings vibrate when one of
stone, it immediately rolls an attack at a the wearers is in mortal danger regardless of
base 10 to release a small bolt of light-
the distance between the two.
ning that deals 2d6 damage. This attack
can be dodged or blocked with a shield.
After this point the Arcing Power Stone
enters the initiative order at the bottom
and attacks every round so long as an
unattuned person remains in the area.
◆ Illusion Power Stone: When an unat-
tuned creature comes within 2m of the
stone, the magic inside creates an illusory
guard who appears to have just come
123

Purchasing Magic Items


While some mages peddle magical wares or make items ered Rare and can sometimes be found on sale in markets
on commission, the magical item industry in the world of across the Continent, or for sale by mages looking to fund
The Witcher is very limited. All Magic Items are consid- their other ventures.

Item Price Item Price

Crystal Skull 700 Magical Elven Rope 350

Bonding Pair 550 Megascope 3500

Enchanted Amulet (1 spell) 550 Power Stone Guardian 525

Enchanted Amulet (2 spells) 750 Runewright’s Tools 550

Enchanted Amulet (3 spells) 950 Spell Formula (Novice) 100

Enchanted Amulet (4 spells) 1150 Spell Formula (Journeyman) 200

Eye of Nehaleni 575 Spell Formula (Master) 300

Four-Leaf Clover 150 Wishing Mirror 880

mission by the mages of Gweison


“In Nilfgaard, most magic items are made on com
the strict quality regulations of the
Haul or guild affiliated artisans who adhere to
ket for magic items but I’ve made
their guild. I’m sure there is an underground mar
Master Kazmer that there are a
a point to never go looking for it. I have heard from
th, though not all of them are repu-
number of ways to buy magical items in the Nor
known as Rissberg. I had heard the
table. He especially mentioned a castle in Cidaris
thern Realms outside of an army I
name in passing but having never traveled the Nor
is inhabited by mages who make all
didn’t know much about it. He tells me this castle
ugh from his description it would
manner of magical items to sell across the North. Tho
r own unethical experiments or to
seem that they do this mostly to raise funds for thei
e the Nilfgaardian Army is stopped
test the results of said experiments. I certainly hop
t they would force these mages to
before they reach this castle. I can only imagine wha
do in the name of the Emperor....”
— Glynnis var Treharne
124

Trophies
It’s not unusual for great warriors to carry trophies of hunts Imbue Trophy Ritual to create a magical trophy which
they’ve been on or enemies they’ve defeated but decades grants its wearer a certain benefit as long as they are phys-
ago a process was created to imbue those trophies with ically touching the trophy. To benefit from the trophy, you
magical power. While no one knows exactly who created must have contributed to killing the monster in some way,
this process, most mages agree that it was likely one of the meaning that you cannot gain the magical benefits of a
mages involved in the creation of Witchers, as they are most trophy you buy. A single person can only have one active
often seen carrying these magical trophies. By inscribing trophy at a time and trying to carry another trophy grants
runes and often utilizing the naturally magical structures no magical benefits. You can choose to benefit from the
in a monster’s body a magic user can bind a magical effect effects of a different trophy by spending 1 hour in medi-
to part of a dead creature. tation over your trophy. In addition to the magical effect,
When an adult monster has been killed, a single piece each trophy you carry grants +1 Reputation (Maximum
of the monster can be removed and used as part of the +4) as a slayer of monsters.

Trophy Effect
Cursed Ones

Botchling You become Feared and if you already were Feared the bonuses are doubled.

Vendigo You are immune to diseases.

Werewolf You gain a +2 to Physique and Wilderness Survival checks.

Draconids

Cockatrice Your attacks have a 10% chance to stagger your opponent.

Phoenix You reduce the chances you have to catch on fire by 50% (Minimum 0%).
Slyzard You add +2 to Spell Casting when casting fire-based spells and signs
Wyvern Creatures you damage with your attacks have a 25% chance to be poisoned.
Elementa
Earth Elemental Your attacks deal double ablation damage to weapons, shields, or armor.
Fire Elemental Creatures you damage with your attacks have a 25% chance to catch on fire.
Golem You are immune to bleeding.
Ice Elemental Creatures you damage with your attacks have a 25% chance to be frozen.
Hybrids
Griffin When rolling for a critical wound, roll twice and keep the result of your choice.
Manticore You raise the DC to resist or remove the effects of poisons you use by 2.
Your social standing improves by one step (Hated becomes
Succubus
Tolerated, Tolerated becomes Equal).
125

Insectoid
Arachasae You are immune to poison.
You gain resistance to either slashing, piercing, or bludgeoning damage. Each
Frightener
day, you can change which type of damage you have resistance to.
Necrophages
If you would be targeted by a Necrophage and there is another target
Bullvore
within range, the Necrophage chooses the other target.
Foglet You gain a +2 to Stealth and Sleight of Hand checks
Grave Hag You gain a +2 to Ritual Crafting and Hex Weaving checks
Relicts
Fiend You gain a +2 to Spell Casting and Resist Magic checks
Animals and beasts can understand you when you speak and you can enter verbal
Leshen combat with them to get them to obey you. Regardless, an animal or a beast will never
do something for you it would not do for itself (for example, jump off a cliff).
Shaelmaar You add +2 to Spell Casting when casting earth-based spells and signs
Specters
When the damage you deal is negated by armor, your target still
Hym
takes 4 points of damage that goes through their armor.
Noonwraith You become immune to fear.
You are constantly surrounded by a cloud of flies. Opponents in melee with you
Pesta have a -2 to their actions and a 10% chance to gain the diseased condition. You also
take a -2 to Seduction, Persuasion, and Grooming and Style because of the flies.
Vampires
Bruxa You can communicate telepathically with characters within 20m of you.
If you would subtract from your Stun on a Stun Save subtract one less. If
Garkain
there is no subtraction your Stun Value is counted as 1 higher.
Katakan Creatures you damage with your attacks have a 25% chance to bleed.
Ogroid
When you would be stunned by a spell, you can choose to attack the nearest living target
Cyclops
to you to resist the stun effect. Any other effects from the magic apply as normal.
Rock Trolls You add 1 to the range multiplier of thrown weapons you wield.
Troll It takes twice as much alcohol to get you intoxicated, and you never get hung over.
Beasts
Bear People you grapple have a -2 penalty on their attempt to escape your grapple.
Panther You double your climbing speed.
126
127

The Dark Arts A Brief Warning


The world of the Witch-
er is a dark place with a
lot of dubious practices
and ethical nightmares.
“To work magic is to twist the threads of the world itself into patterns you Magic is often wielded
desire, an awesome and beautiful responsibility. Some threads are rotten by the morally bankrupt
and it dabbles in many
and will tangle even as you weave, leaving vile images that stain the soul dark places. In this chap-
and endanger the body even while delivering their grim results.” ter, we will be discussing
three of the darkest top-
-Glynnis var Treharne ics in the magic of The
Witcher: Necromancy,
Mutation, & Goetia.
These topics are filled
with unpleasant imagery
regarding, defiling corps-
es, torture, body horror,
and much more. As with
everything in this book,
this chapter is designed
Personally, I would have left this chapter out Who could have seen that coming? People to give you more options
entirely. The dark arts. Arts? Why do people summon demons because they want the use to tell gripping stories in
who have the darkest souls get to be artists? of the greater powers of the demon. There the world of The Witch-
Are we so afraid of them that we must hedge are always people who will do anything to er. But it’s not our goal
to traumatize anyone or
our bets? get more power and so they attempt to con- make anybody uncom-
There are forbidden magical arts; necro- trol something or someone who has greater fortable. Before you dive
mancy, goetia, and mutation. Who are they power. Inevitably the “controlled” realize into the dark arts it’s not
forbidden by? Well, certainly all the Northern they can mash the “controller” like a bug. The a bad idea to talk to your
Kingdoms. Though, I’m not sure the law is words “greater power than you” should tell players and determine
you something. I’m not generally very meta- exactly how dark you
what keeps people from summoning demons. want your game to get
I would guess that only the most learned can physical, but even I believe attempting to
and what everybody is
cast the rituals and a good proportion of those summon demons darken the soul. I checked
comfortable with.
are dragged off to some uncomfortable place. that with Glynnis, and it is frequently true
I’ve always said that strong magical skills are that those who attempt to use dark powers
generally paired with hubris and this is a per- become more and more obsessed. They do
fect example. not get up on a fine morning and think “I
think I’ll summon a demon today” and if it
Necromancy is magic dealing with the doesn’t work, they go off and take up pottery.
dead. Goetia is about summoning demons, No, a darkness resides in the soul. Some of
and mutations are the attempt to change one- you have probably encountered someone who
self or others physically with the application just seems to have a shadow about them. You
of powerful magics and chemicals. The things decided you probably won’t trust that person
they have in common seem to be casting and it may well have been for a good reason.
something that is very dangerous that deals
with matters that you and I know should not Necromancy may be all to do with the
be tampered with. power of the one summoned back from the
dead, it may be a desire to find out informa-
There are many stories about demon sum- tion that may have been taken to the grave,
moning and in most of them the sorcerer gets or it may just be a fond wish for someone
exactly what you’d expect. They are betrayed who has left this world. Some have suggested
by the demons and are lucky if they just die. raising armies of the dead and using them to
128

save the living. It turns out that all these ideas have many it away from non-witchers. What happens to those that
negative side effects. Oddly, most people do not want to be don’t survive the mutations? They are frequently deformed
dragged from wherever they are to chat and do not mis- in terrible ways, sometimes with decreased mental abili-
take, persons brought back through necromancy are not ties, and do not live long. You’re probably thinking “For the
suddenly made alive. They are here, but they’re still dead. strength and speed of a witcher, I’d take a chance.” But who
Hen Gedymdeith, one of the original human mages, dis- would you get to mutate you? The Witchers will not mutate
covered that creatures reanimated from the dead are erratic someone who is not a witcher acolyte and any other muta-
and undependable. His experimentation put a stop to the tions, by mages perhaps, are all experimental. We have no
idea of the walking dead army. legacy of mutation to depend upon, so you are truly rolling
Mutation is only included here because the mutation of dice in a game that has no winners.
sapient beings is also banned in most Northern Kingdoms. Reader, please view these pages only as a warning. We
Most people have heard of the dramatic and painful muta- educate you so you can avoid all these soul-twisting magics,
tion of Witchers. Only a small percent survive, and this is but I know some of you will think “It won’t happen to me!”
with knowledge that has come down through the years. The On your head be it.
Witchers know that mutation is dangerous, and they keep — Brandon of Oxenfurt

“In many ways, I have more reason than most to


want to bury the practices of Goetia and the other
and
dark arts. But that is not the way of an academic
e
I must remind myself of that. Forbidding a practic
a
only makes it more enticing and the greatest defense
person can have against a threat is knowledge of said
l
threat. While some may use this compilation of fou
magic to do harm, I can only hope that many more
lves
will use the following pages to better defend themse
,
against the dangers of the dark arts. With any luck
but
by presenting not only the benefits of the dark arts
we
also, the many prices that must be paid to use them
will deter desperate young practitioners from sealing
their fates and very likely damning their souls.”
-Glynnis var Treharne
129

Necromancy

Necromancy walks a dangerous line in the world of magic, cer reanimates a corpse, they are calling upon unknown and
using unknown forces to bind souls for various reasons. unnatural magic to drag a soul back from whatever afterlife
What makes it particularly tricky is that it rarely works may or may not exist to restart the bodily functions of the
exactly as its caster envisions. Many young magic users are corpse. The corpse does not heal itself, or grow whole again,
drawn to necromancy by loss. After the death of a loved one, and the soul is dragged back into a corpse which has already
the magic user is consumed with guilt and grief and eventu- begun to decay. Between the dark magic’s crushing grip on
ally seeks a way to reverse their loss with magic. They turn the soul, the body’s wounds, and the decay, this places the
to necromancy to return their loved one to life. But this isn’t reanimated person in unimaginable agony. This pain is so
how necromancy works. The crux of necromancy comes in terrible that even if the necromancer could bind the soul
the difference between Reanimation and Resurrection. permanently, the creature would eventually die again from
In resurrecting a person, you bring them back to life with the shock. When necromancy is employed by seasoned Nec-
everything they once had. By the power of magic a once- romancers it is almost always used to gain information from
dead person is returned to the state they were before they a corpse, by either reviving its brain to study its memories
died. Their mind, body, thoughts, memories, and so on are or reviving the corpse to interrogate it. But even in this case,
all intact. In reanimating a corpse, however, you temporar- necromancy is far from tame.
ily bring the functions of a body back to life, restarting the The practice of necromancy was banned by the Council
heart, and causing neurons to fire in their brain once again. of Mages many decades ago and even now the only way to
Despite many rumors, reanimation is all necromancy is legally study the practice is to get a dispensation from the
capable of in the world of The Witcher. When a necroman- conclave to study the theory of necromancy. This is largely
130

because even “safely” cast necromancy meddles with magic The Dangers of Necromancy
that is not only poorly understood but also noticeably dan-
gerous. Similar to goetia, the magic that makes necromancy When a person performing necromancy fumbles their Spell
possible is drawn from some dark place beyond scholarly Casting or Ritual Crafting roll or overdraws magic, they do
knowledge. When necromancy is cast, the world itself seems not suffer an elemental effect. Instead, their clumsy med-
to react with palpable discomfort. For most mages, the dling in the realm beyond disturbs the spirits of the dead.
practice of casting necromancy is described as a physically After taking an amount of damage equal to the fumble value,
revolting experience, comparable to consuming live insects refer to the Restless Spirits table. You suffer the effects of the
or swimming in filth. To make matters worse, beyond this rolled number and the effects of all previous numbers on the
discomfort, a failure to properly control the magic of necro- table’s column. For Example: if you roll an 8 when fumbling
mancy can lead to horrible consequences. a Journeyman Ritual, you summon wraiths, are affected by a
Hex, and are a gateway for spirits for 1 day.
Restless Spirits
Roll Novice
Gateway
You become a gateway for local spirits for 1 day. During this time, you occasionally hear whispers and feel
1-5
people brushing against you that you cannot see. You gain a +2 bonus to any checks made to perform any
necromancy Ritual or Spell. However, you must roll on the Restless Spirit table whenever you roll a 1,2, or 3.
Uninvited Guests
You have attracted an unknown spirit from beyond. It is too weak to attack you or possess you, but it refuses
to leave. This spirit remains in your vicinity, mimicking the effect of a single Hex (of the Game Master’s
6-9
choice). You cannot remove this Hex by the standard means. Instead, you must kill or banish this specter.
This can be done by summoning the spirit with a Seance (which does not require blood from a relative)
and killing it or convincing it to leave. You can be affected by multiple Uninvited Guests at once.
Host of Specters
10 Immediately upon rolling this result, 1d6 Wraiths are summoned within 5m of the caster. These wraiths
are violent and cannot be reasoned with. They will attack the closest target and will fight to the death.

Roll Journeyman
Gateway
You become a gateway for local spirits for 1 day. During this time, you occasionally hear whispers and feel
1-3
people brushing against you that you cannot see. You gain a bonus +2 bonus to any checks made to perform any
necromancy Ritual or Spell. However, you must roll on the Restless Spirit table whenever you roll a 1,2 or 3.
Uninvited Guests
You have attracted an unknown spirit from beyond. It is too weak to attack you or possess you, but it refuses
to leave. This spirit remains in your vicinity, mimicking the effect of a single Hex (of the Game Master’s
4-6
choice). You cannot remove this Hex by the standard means. Instead, you must kill or banish this specter.
This can be done by summoning the spirit with a Seance (which does not require blood from a relative)
and killing it or convincing it to leave. You can be affected by multiple Uninvited Guests at once.
Host of Specters
7-8 Immediately upon rolling this result, 1d6 Wraiths are summoned within 5m of the caster. These wraiths
are violent and cannot be reasoned with. They will attack the closest target and will fight to the death.
Tainted Ground
Immediately upon rolling this result, the area where the caster was casting the Necromantic Spell or
9-10
Ritual is affected by a powerful curse known as “The Haunting.” The Game Master may decide what must
be done to remove this curse, but it should reflect the danger of the Curse (Core Book, pg.230).
131

Roll Master

Gateway
You become a gateway for local spirits for
1 day. During this time, you occasionally
hear whispers and feel people brushing
1-2 against you that you cannot see. You gain
a bonus +2 bonus to any checks made to
perform any necromancy Ritual or Spell.
However, you must roll on the Restless
Spirit table whenever you roll a 1,2 or 3.

Uninvited Guests
You have attracted an unknown spirit from
beyond. It is too weak to attack you or possess
you, but it refuses to leave. This spirit remains
in your vicinity, mimicking the effect of a
single Hex (of the Game Master’s choice).
3-4 You cannot remove this Hex by the standard
means. Instead, you must kill or banish this
specter. This can be done by summoning
the spirit with a Seance (which does not
require blood from a relative) and killing it
or convincing it to leave. You can be affected
by multiple Uninvited Guests at once.

Host of Specters
Immediately upon rolling this result, 1d6
Wraiths are summoned within 5m of the
5-6
caster. These wraiths are violent and cannot
be reasoned with. They will attack the
closest target and will fight to the death.

Tainted Ground
Immediately upon rolling this result, the area
where the caster was casting the Necromantic
Spell or Ritual is affected by a powerful
7-8
curse known as “The Haunting.” The Game
Master may decide what must be done to
remove this curse, but it should reflect the
danger of the Curse (Core Book, pg.230).

The Penitent
Immediately upon rolling this result, a Penitent
is summoned within 5m of the caster. The
9-10 Penitent is bound to the caster and focuses
entirely on destroying the caster. This Penitent
will return to the caster every night until it
is killed or banished, or it kills the caster.
132

Spells
Due to the dangerous nature of necromancy, necromantic spells are relatively uncommon. Most practitioners prefer to have a
more structured environment which might lead to more stable magic in the end. Two necromantic spells are well known by
the necromancers of the Continent. Both spells are technically illegal, though Corpse Restoration is sometimes utilized by less
moralistic mages in studies and investigations.

Corpse Restoration Storm of Souls


Level: Journeyman Level: Master
STA Cost: 7 STA Cost: 22
Effect: Corpse Restoration uses magic to restore the muscle, Effect: Storm of Souls was first seen during a Nazairi riot
flesh, skin, and hair of a targeted corpse in ghostly form. after Nilfgaardian invaders captured the local magic acad-
The restored corpse appears to be a slightly translucent ver- emy and shipped its students to Gweison Haul. This highly
sion of the person they were at the moment they died. Any volatile spell drags restless souls into the world to sow chaos.
wounds the targeted corpse had sustained before they died Immediately upon casting this spell, 1d6+4 wraiths are sum-
are present in this illusory form and the form can be touched moned. These shrieking wraiths are blinded by rage and will
and examined as if they were real. You can only summon the attack any target including the caster or their allies.
“flesh and blood” of the pieces of the body you have but they Range: 10m
need not be connected as long as they are within 4m.
Duration: 2d6 rounds
Range: 4m
Duration: 1 Hour Defense: None
Defense: None

Rituals
Over the years, several necromantic rituals have been compiled by enterprising necromancers. Oftentimes, those brilliant
minds lead to their own destruction which has led to a great deal of knowledge being lost in ancient underground laboratories
or locked away by Mage Hunters who happened onto the scene of a necromancer’s demise. Four necromantic rituals have
been compiled here, taken from the notes of dead mages and the observations of Mage Hunters.

Cadfan’s Synthesis Create Soul Beacon


Level: Master Level: Journeyman
STA Cost: 16 STA Cost: 10
Effect: Cadfan’s Synthesis is a highly complex ritual created Effect: Create Soul Beacon uses bones to create a totem that
by the infamous necromancer Cadfan of Ebbing before his enhances the abilities of a Necromancer within 6m. A soul
disappearance. The ritual partially animates a great number beacon is a 1 meter tall totem topped with a skull. The Bea-
of corpses, binding them together into a single amalgam- con has 10 Hit Points. You can only benefit from one Soul
ated creature that can move and act on your commands. The Beacon at one time. The bonuses you gain are based on the
creature you create is a Corpse Amalgam. Like a golem, it skull used.
will perform any task given by its creator to the letter but is ◆ Human/Elderfolk: The DC of any necromancy ritual is
no longer capable of higher thought. lowered by 3. Additionally, the Stamina Cost required to
Preparation Time: 15 Rounds perform any necromancy ritual is lowered by 3. Finally, if
you fumble or overdraw while casting a necromancy ritual
Difficulty Check: 22
or spell, you roll 1d10-2 instead of 1d10 when rolling on
Duration: Permanent the Restless Spirits table.
Components: 10 Corpses (from creatures killed within ◆ Beast/Monster: Any creature created by necromancy
the last 24 hours), Chalk (x5), Tanning Herbs (x10), Lunar gains a +2 to Attack and Defense rolls. Additionally, the
Shards (x1), Hellebore Petals (x2), Ducal Water (x3), Fifth senses of a person in Hanmarvyn’s Blue Dream are height-
Essence (x10), Candles (x10), Crow’s Eye (x5), Specter Dust ened, giving them Scent Tracking and Night Vision.
(x5), Essence of Wraith (x5)
133

Preparation Time: 10 Rounds


Difficulty Check: 16
Duration: 1 Day
Components: A Skull (from a creature killed within the last 24
hours), Ashes (x10), Fifth Essence (x2), Infused Dust (x3), Tim-
ber (x5), Stone (x2), Leather (x3), Specter Dust (x2)

Hanmarvyn’s Blue Dream


Level: Master
STA Cost: 16
Effect: Hanmarvyn’s Blue Dream allows a single person to wit-
ness the last moments of a corpse’s life. Upon casting the ritual,
choose one person within 4m to receive the memories of the
corpse. This person must make a DC:24 Endurance check to
withstand the shock of the event. If they succeed, the effects of
the ritual begin. If they fail, they are immediately put into Death
State but the effects of the ritual still begin. For the duration of
the ritual, the affected person falls unconscious and witnesses
the last 10 minutes of the corpse’s life. They experience these
memories as if they were their own, even feeling that person’s
emotions. If under the influence of a Hallucinogen, the duration
of this ritual increases to 20 minutes.
Preparation Time: 10 Rounds
Difficulty Check: 18
Duration: 10 Minutes
Components: A Corpse, Fifth Essence (x10), Lunar Shards (x2),
Essence of Wraith (x3), Ginatia Petals (x2), Quicksilver Solution
(x1), Green Mold (x2), Mandrake Root (x1), Phosphorus (x3),
Specter Dust (x2)

Reanimate Corpse
Level: Journeyman
STA Cost: 10
Effect: Reanimate Corpse forcibly summons a soul and binds it
within its dead body. While animated, the corpse acts as though
it were alive but is in excruciating pain which prevents it from
moving and imposes a -3 to Resist Coercion checks. However,
for the corpse to answer any questions it must have all parts
required to speak including lungs, vocal chords, and a mouth
and tongue. Additionally, it’s brain must be at least 50% intact.
For the purposes of Verbal Combat, Torture and Torment will
not work on a corpse revived by necromancy as it is already in
unimaginable pain.
Preparation Time: 10 Rounds
Difficulty Check: 18
Duration: Active (3 STA per Minute)
Components: A corpse (with working vocal cords, lungs, brain,
and a mouth), Chalk (x4), Fifth Essence (x5), Candles (x5),
Crow’s Eye (x2), Specter Dust (x5), Essence of Wraith (x2)
134

Mutation

Mutation isn’t a new development in the world of The something is bound to go horribly wrong, and you’ll end up
Witcher. People have been attempting to improve people having to terminate the experiment before it does the same
and create war-beasts for centuries. The most well-known to you or your colleagues.
case of mutation is of course the witchers, created by a group To attempt an Advanced Mutation Experiment you’ll
of renegade mages lead by Cosimo Malaspina and Alzur. But need to follow the following steps. First, you must decide
many people have attempted to harness the power of muta- what you aim to achieve with this experiment. There are
tion throughout the ages including the Grand Master of two primary types of mutation you can perform: Combin-
the Flaming Rose, Jacques de Aldersberg. Very few of these ing Monsters and Adding Traits. In the process of Com-
attempts could be considered successful. bining Monsters (pg. 136) you’ll take multiple monsters
The crux of mutation is that the process causes extreme (or monsters and people) and try to merge their genomes
stress on the subject’s body. Most mutants die on the slab together to form something new. This process is very
when their bodies reject the mutagenic compounds. This is dangerous, but it can have some terrifying results, merg-
why the vast majority of successful mutators are mages of ing the strength of multiple monsters into one abomina-
some caliber. A mage can utilize magic to keep a subject’s tion. When Adding Traits (pg. 137) your goal is to add
body stable and help them accept the mutagenic compounds. one or more of the 11 listed traits to a monster or person.
This process isn’t quite as radical as combining monsters,
Advanced Mutation Experimentation but it can give an edge to a pet or a party member at the
risk of mangling them permanently. When adding traits,
Advanced Mutation Experimentation is the process by you must choose all the traits you are planning to add to a
which a Mage with at least 5 points in the Mutation ability creature before starting the experiment. If you are feeling
can add desired Traits to a creature and/or make a Combi- very lucky or very skilled you can even attempt to com-
nation of up to three creatures. The downside is, eventually, bine monsters and then add traits to that new monster
135

at the same time. This drastically raises the imentation can begin. Similarly to the Mutate
difficulty of the experiment, however. Ability, an Advanced Mutation Experiment Mutagens
Once you know what you want to do, always requires 1 full day of work and depletes
you’ll need to gather all the ingredients. To all the operating mage’s Stamina points. At Mutagenic compounds
the end of this 24 hour period, the Mage must can be found in the vis-
attempt an Advanced Mutation Experiment, cera of monsters and are
you’ll need several hard to gather compo- make a Mutate check at a DC determined by
the complexity of the experiment. usually classified as fol-
nents. First off, you’ll need the creatures you lows. Blue Mutagens af-
wish to experiment on, and they must be The more advanced your experiment, the fect the magical potency
in good health. You’ll also need to restrain higher the Mutation DC will be and the harder of a mutant, Green Muta-
them in some manner for the duration of the it will be to control with the Monster Lore skill. gens affect their physical
experiment. You don’t want them thrashing To determine the DC of your Advanced Muta- hardiness, and Red Muta-
gens affect their vicious-
around while you are trying to concentrate. tion Experiment, look to the Advanced Muta-
ness and natural defenses.
For Combining Creatures, you’ll also need tion Experiment DC table and add up all the Traditionally, compounds
one Red, Green, and Blue Mutagen, which modifiers that pertain to your experiment. If of mutagenic material are
attempting the experiment will consume. you succeed in your experiment, you’ve created injected into the subject
For Adding Traits, you’ll need specific com- something new and must now consult Main- through tubes and nee-
ponents depending on the trait(s) you want taining Control of your Experiment (pg. 136). dles, combined with mag-
to add. See Adding Traits to build your list. If you fail, skip to Failing your Advanced Muta- ical catalysts and mitigat-
tion Experiment (pg. 136). ing spells. The process is
With all the ingredients at hand the exper- invariably excruciatingly
painful for the subject.

Advanced Mutation Experiment DC


Experiment Conditions Additional DC
Base DC for Advanced Mutation Experiment 12
The Experiment Combines two creatures +6
The Experiment Combines three creatures +8
The Experiment Involves a creature that was already the
+8
subject of a successful Advanced Mutation Experiment
The Experiment adds a Trait to a creature +3 per Trait to be added
The Experiment involves one or more +3 per creature of Sapient
creatures of Sapient Intelligence Intelligence in the experiment
The Experiment involves creatures that are +2 per Complex/Difficult Threat
considered complex or difficult threats creature in the experiment
+2 per creature in experiment
The Experiment involves a creature that is in poor health
not in perfect health
136

Maintaining Control of Afterward it will be unable to be controlled again in this


manner for a week.
your Experiment If your experiment is of Sapient Intelligence, you are
Assuming your Experiment was a success and produced a out of luck and you’ll have to control your experiment the
creature of lower than Sapient Intelligence, you now have old fashioned way, with restraints, magic, drugs, wages,
a brand new Experiment that will follow your orders with- etc.
out question for one day. After the end of that day, you, or
another person whom you teach the secret of doing so, must Failing your Advanced Mutation
reassert control over that experiment by rolling the Monster
Lore Skill vs the DC of the most difficult Advanced Mutation
Experiment
Experiment that the creature has been subjected to. Success Failing an Advanced Mutation Experiment is particularly
means reasserting control over the Experiment for another messy. When you fail, you lose all your materials and must
day. Letting the time run out or failing the check to reas- choose one of your subjects to save from death. The only
sert control will cause the Experiment briefly to go berserk. caveat is that if you choose to save a subject of Sapient Intel-
ligence, they are reduced to a creature of Feral Intelligence
(their INT is reduced to one, but they still use their original
Intelligence for Wilderness Survival and Awareness, which
should be added to their Skill Bases for these skills). Addi-
tionally, despite the experiment being a failure, the experi-
ence will have warped their appearance, causing their Social
Standing to become Hated and Feared. Don’t worry, you will
be able to use them in future Advanced Mutation Experi-
ments without any penalties.

Combining Creatures
An Advanced Mutation Experiment may involve combin-
ing two or three creatures into a single much more powerful
creature. Doing so is simple, rules wise, but does require a
tidy amount of paperwork. For components, you’ll need a
Red, Blue, and Green Mutagen, which attempting the exper-
iment consumes, in addition to your chosen creatures. To
combine multiple creatures, first choose which creature you
wish to be the Base Creature for this Experiment. Write down
its Stats, Skill Bases, Abilities, and Vulnerabilities. For each
other creature in the experiment, swap 2 of the Stats from
the Base Creature with Stats from their Stat Blocks. Update
the Base Creature’s Skill Bases and Derived Skills to account
for this change in Stats. Then, for each other creature in the
experiment, add up to two Abilities from their Stat Blocks to
the Base Creature, and as many of their Attacks to the Base
Creature as you desire. You can’t double up on abilities with
the same name. Additionally, a creature with the Incorporeal
ability loses it when it is combined with a creature without it.
Finally, add all vulnerabilities from the other creatures in the
experiment to the Base Creature. The finished Experiment is
a Hybrid in addition to all the types of its component crea-
tures. Any finished Experiment’s Social Standing automati-
cally becomes Hated and Feared and is considered a Hard/
Complex Threat.
137

Adding Traits
Advanced Mutation Experiments can Engineer Regenerative Graft Additional Limb
include modifying the Experiment Components: Red Mutagen, Green
with as many Traits as you have the Capacity Mutagen, Preserved Limb
skill and materials to add. Each of the Components: Green Mutagen (x2),
following traits can only be added once By grafting bone and muscle from a
Troll Liver, Werewolf Saliva (x3), preserved limb into the Experiment’s
to a creature, unless mentioned other- Endrega Embryo (x2)
wise. For each Trait you wish to add body and injecting a cocktail of muta-
to your experiment, specific materials Enhances the Experiment’s tissue gens, you force the Experiment to grow
must be gathered, which attempting by bonding it with green mutagen a similar limb. The grown limb grants
the experiment will consume. and a blend of regenerative subject’s the Experiment all of its Natural Weap-
genomes. The Experiment gains the ons (like Punch, Claw, or Tail Barbs),
Amphibious Adaptation Regeneration ability allowing it to heal Abilities or Effects (like Crushing
5 Hit Points per turn. Force), and Vulnerabilities which are
Components: Blue Mutagen, Siren localized on, related to, or produced
Vocal Chords (x2), Drowner Brain (x1) Enlarge Appendage from the added limb. To be used as a
By merging the Experiment’s genome Components: Red Mutagens (x3) component for this Trait, the preserved
with a blend of aquatic monsters, limb must be within a year of its initial
Pick one of the Experiment’s natural
you adapting it to live on land as well preservation date.
weapons to augment with a danger-
as water. The Experiment gains the ous amount of red mutagen causing it
Amphibious ability, meaning it can live to grow wildly. Increase that weapon’s
Graft Wings
underwater indefinitely and cannot be damage by 1d6 and double its Reliabil- Components: Blue Mutagen, Green
drowned, in addition to not taking pen- ity. Additionally, increase the Experi- Mutagen, Preserved Wings
alties for acting underwater. Addition- ment’s Hit Points by 10. This Trait can By grafting bone and muscle from a
ally, the Experiment can now breathe be applied multiple times, but each preserved pair of wings into the Exper-
air and loses any Vulnerability that time, a new natural weapon must be iment’s body and injecting a cocktail of
would penalize the creature for being selected. mutagens, you force the Experiment to
on land, such as the Limited Movement grow a pair of wings. The Experiment
Vulnerability. Graft Additional Head gains the Flight Ability allowing it to
Components: Blue Mutagen, Green take flight as a movement. The Exper-
Armored Adaptation Mutagen, Red Mutagen, Preserved iment can only be knocked out of the
Components: Green Mutagens (x3), Head air by stunning it or doing more than
Arachas Chitin (x3), Draconid Scales 10 points of damage with an attack. If
By injecting a slurry of mutagens
(x3) the Experiment is knocked out of the
and material from the brain of a pre-
You harden the surface of the Exper- air it must make a DC:16 Athletics
served head into the Experiment’s
iment by injecting a slurry of green check or take ramming damage equal
spinal cord, you force the Experiment
mutagen and chitinous material. The to how many meters it fell.
to grow a vestigial head. The grown
Experiment gains Resistance to pierc- head grants the Experiment all of its
ing and slashing damage and loses any Natural Weapons (like Bite, Horns,
Improve Natural Weapons
Vulnerability it had to piercing and Gore, etc.), Abilities (like Spit Venom, Components: Red Mutagen, Vampire
slashing damage, in addition to losing Sonic Screech, or Night Vision), and Teeth (x4), Griffin Egg
the Soft Spot Vulnerability if it had it. Vulnerabilities which are localized on, Making use of a red mutagen, a foul
related to, or produced from the head. smelling mixture is injected into the
Engineer Immunity The brain of the newly attached head Experiment, causing their natural
Components: Green Mutagen, Endrega is no longer functional, and the main weapons to harden and sharpen. Each
Saliva (x10), Arachas Venom (x3) head’s brain is still in control of its of the Experiment’s natural weapons
By infusing the blood of the Experi- new head. To be used as a component gain the Balanced effect.
ment with a mutagenic mixture, the for this Trait, the preserved head must
Experiment becomes immune to poi- be within a year of its initial preserva-
son and disease. tion date.
138

Make Compliant
Components: Blue Mutagen, Triglav Rune
If your finished Experiment would have been
of Sapient Intelligence, they are reduced to a
creature of Feral Intelligence, meaning their
INT is reduced to one, but they still use their
original Intelligence for Wilderness Survival
and Awareness, which should be added to
their Skill Bases for these skills. The Triglav
Rune used as a component is not destroyed in
the experiment but embedded into the crea-
ture on the surface of its brain. Theoretically,
it could be removed with a DC:24 Healing
Hands check, which would remove this Trait,
and revert the creature to their previous intel-
ligence.

Maximize Bulk
Components: Red Mutagens (x3), Fiend’s Eye
By infusing the Experiment’s body with red
mutagen and fiend genome you cause it to
grow and thicken, increasing its Hit Points by
30. Additionally, the Experiment is immune to
Aard, or any effects that would knock them off
their feet. An Experiment with this Trait loses
the ability to benefit from the Flight ability.

I ever will. The prospect


“I have never attempted mutation and I doubt that
through torturous
of forceably twisting the body of another creature
no doubt that if a reliable
experimentation is repulsive to me. Though I have
e of the Usurpator I would
form of human mutation was discovered in the tim

have been forced to mutate slaves by the hundreds.
-Glynnis var Treharne
139

Goetia

Goetia is by the far the most dangerous form of magic in the of the elemental planes, demons want to be summoned.
world of The Witcher. In part, this is because it tampers with Invariably, the summoning of a demon causes great chaos,
forces beyond the understanding of even the most learned and is ultimately only beneficial for the demon. A demon
sages. While certain demons have been classified such as hyms, that senses a summons from another realm will often choose
barghest, mari lwyd and the like, their origin, home, and orga- to accept the summons knowing it can outwit or overpower
nizational structure is still largely a mystery. Many religions a foolish mortal into giving it exactly what it wants.
believe they have all the facts when it comes to demonology Despite the danger, people continue to study goetia and
but the demons aren’t very interested in discussing themselves demonologists continue to summon demons. Such is the
to confirm anyone’s theories. Those who tamper in demon- arrogance, desperation, and short-sightedness of mortals.
ology are often found mutilated by the forces they sought to Much in the same way as genie, demons are capable of call-
understand, and many are never seen again. ing on tremendous magical power to grant wishes and pro-
Unlike wielding the powers of the elements, mutating vide boons. Piles of gold coins, secret tomes that had been
monsters, and raising the dead, goetia requires no special lost for centuries, strength and speed unrivaled by any mor-
ability or great amount of knowledge to perform. A child tal beast. These are just a few of the treasures that demons
without a day of schooling or an ounce of magical experi- can offer to those who summon them. More often then not,
ence could feasibly summon a demon if they stumbled upon the demon will deliver on these promises but just like with a
the wrong book and had enough hatred or desire festering genie, there is always a price.... Often the gift you receive is
inside them. Some might say this is because unlike the genie not nearly worth the price you have to pay.
140

Dealing With Demon titioner should never be without a Bloodstone


Suppliers Dagger. This dagger can be used in a grisly
Anyone with enough desire in their heart can ritual to create a Goatskin Mantle which pro-
Unfortunately, since Goe- summon a demon (see Uncontrolled Sum- tects its wearer from the immediate wrath of
tia was outlawed by the moning on pg.142). This summoning process any demon they summon. Experienced prac-
conclave of mages, all is extremely simple but just as dangerous. Most titioners can even create unique defenses that
information pertaining
summoners who take this path are killed or make controlling specific demons easier and
to safely practicing goe-
tia has become terrify- worse before ever benefiting from it. A true safer.
ingly rare; sold only in goetic practitioner knows that many steps are Once you have successfully summoned a
black markets and kept required to safely summon a demon and skip- demon, things get a bit more complicated. The
in the private collections ping any of them would be disastrous. Before demon you have summoned is under no obli-
of high ranking mages. attempting a Controlled Summoning you’ll gation to remain, but will always be interested
Most practitioners are want to know who and what you’re summon-
only able to find snippets in making a deal with you. Each demon has
ing. To do this you’ll need to perform a Ritual a specific deal that it likes to make and will
of lore and instructions
that are only a fraction
of Naming which will teach you the name of begin by offering it to you. Demons are largely
of the full picture. a demon. To further mitigate the dangers of single-minded creatures and will not accept
goetia, you’ll need a few tools. A goetic prac- other offers unless they are along the same
lines as their favored deal. If both you and the
demon accept the deal proposed you can stand
to benefit (See The Benefits of Goetia Table
on pg.141). However, similarly to a genie, a
demon will always twist the words of any deal
made to benefit themselves or simply for their
own twisted enjoyment. This is where binding
comes in.
Demons will not accept deals that are not
beneficial to them unless they are bound using
the Ritual of Binding which few goetic practi-
tioners are ever able to learn. This is a highly
complex, tremendously dangerous process
which requires the practitioner to assemble a
magical artifact known as a Staff of Binding.
When combined with the Ritual of Binding,
the staff allows the wielder to trap a demon
within a magical barrier and force them into
subservience. Successfully completing this rit-
ual places the practitioner into a tenuous rela-
tionship with the demon where they can call
upon the demon’s power without having to
give anything up. Any bound demon will be
constantly looking to escape this relationship
and exact revenge on the person who bound
them. Should the demon ever get loose, your
best bet is to find a witcher.
141

The Benefits of Goetia


What Demons
Demon Bes Casglydd Mari Lwyd Want
A bes will offer to grant To successfully convince
A casglydd will offer A mari lwyd will offer
you great physical power a demon to take a differ-
to trade you any one you any combination of
by possessing your body. ent deal your proposition
piece of knowledge it items equaling no more must fall in line with the
You may specify a single
has collected for an item than 3,000 crowns in demon’s desires. Bes are
Unbound target that it will track
of its choosing. Upon value. The mari lwyd will violent sadists who enjoy
down and kill using your
delivering the item, you return for something causing pain and suffer-
body. However, the bes will ing. Casglydd are obses-
immediately learn the of a similar value in the
attack and kill anything sive hoarders that collect
knowledge promised. not so distant future.
that gets in the way. rare objects. Mari Lwyd
are greedy creatures that
Once you have bound
Once you have bound want to be lavished with
Once you have bound a a mari lwyd you can
a casglydd, you can attention and gifts.
bes, you can trap it within summon it and demand
talk with it through
your body. This increases an item of at most
shadows and ask it any Greater Demons
your Reflex & Dexterity 3,000 crowns in value.
Bound question that a mortal
Statistics to 12 and gives The mari lwyd will Not all demons are cre-
once knew the answer
you its Boiling Blood begrudgingly retrieve ated equal. There exist
to. The casglydd will greater demons whose
Ability. This remains as the item for you within
find the answer for powers are wildly expan-
long as the bes is bound. 1 week and cannot seek
you within 1 week. sive but whose desires
repayment while bound.
are equally as twisted.
A greater casglydd will These greater demons
offer to trade you any one will sometimes accept
A greater bes will offer to the call of an uncon-
piece of knowledge it has
grant you great physical A greater mari lwyd will trolled summoning and
collected from this realm
power by possessing your offer you any combination use the hapless practi-
or beyond for an item of its tioner to further their
body. You may specify a of items equaling no
choosing. Upon delivering own goals.
Greater single target that it will more than 30,000 crowns
the item, you immediately
Unbound track down and kill using in value. The mari lwyd
learn the knowledge
your body. However, will return for something
promised. This can allow
the greater bes will of a similar value in the
you to learn spells and
attack and kill anything not so distant future.
other magic including
that gets in the way.
magic unavailable to
your Profession.
Once you have bound
a greater casglydd, you
can talk with it through Once you have bound a
Once you have bound a
shadows and ask it any greater mari lwyd you can
greater bes, you can trap
question which can be summon it and demand
it within your body. This
answered by beings of an item of at most 30,000
increases your Reflex
Greater this realm or others. The crowns in value. The
& Dexterity Statistics
Bound greater casglydd will find greater mari lwyd will
to 14 and gives you its
the answer for you within begrudgingly retrieve
Boiling Blood Ability.
1 week. This can allow the item for you within
This remains as long as
you to learn spells and 1 week and cannot seek
the greater bes is bound.
other magic including repayment while bound.
magic unavailable to
your Profession.
142

Rituals of Goetia Journeyman Goetic Rituals


Chanting
at the Table In the practice of Goetia there are 4 rituals that
form the foundation of demon summoning.
the
For added effect, we rec- Each one builds on the others. One should be “Gods, my knees ache from
ommend chanting at the wn,
stones, but the circle is dra
very careful to know all of the rituals before
gaming table. Just don’t attempting any of them. That being said, due to
r
neat and precise as the pape
turn off the lights....
the taboo nature of Goetia, the information for
ce,
showed. The pieces are in pla
each of these rituals is usually spread across the
Continent. Rarely will you find instructions on
Elderfolk & on
Goetia more than one ritual in the same place. Often now all that’s left is to summ
you will have to make sacrifices. there,
Humans are usually it. Tonight. I will meet you
considered the most Novice Goetic Rituals at the place we chose.”
likely race to attempt
me
goetia. Their short life –From a letter found in a ho
Uncontrolled Summoning e
ransacked by the Order of th
spans and grand ambi-
tions have a tendency
STA Cost: 0
to make them impatient Flaming Rose.
and much more willing Process: Designate a chief summoner, to lead
to risk death and dam- the chant. Have them stand forward, with the
nation to achieve their rest of your group behind them in a semicir-
goals. By contrast, most cle. Scribe a chalk circle into the ground before
of the elder races are
blessed with extremely
you, to guide the demon to your ritual. Pick Controlled Summoning
long lives and are more
three syllables from your heart (the Demon
True Name Generator on Pg.143) at random, STA Cost: 0
willing to take the long
road to success than take and chant them while visualizing your heart’s Process: In a bowl of oil, add infused dust and
a short cut by invok- desire, one syllable at a time, without ceasing, essence of wraith, mixing them into a thick
ing demons. That being until a demon appears to you. paste. Spread this paste into a circle, and place
said, many members of equally spread outside of that circle five unlit
Effect: This summoning ritual is incredibly
the elderfolk have found candles. Add to the circle an item beloved by
themselves in desperate dangerous. The demon that is summoned is
not bound by any sort of code of conduct, and the species of demon you wish to summon.
straights after the hu-
mans dominated most of is not controlled by the players. It may attack To summon a bes, have everyone participat-
the Continent. There are them, or go back on any deal made with them, ing in the ritual add an offering of their flesh,
elderfolk so consumed with no consequences. Furthermore, a demon freshly cut. If enough flesh is offered, a greater
by rage, fear, or desper- of any species may show up in the summon- bes may be summoned. To summon a mari
ation that they will make ing, including greater demons. This ritual is lywd, fill the circle with fresh food and ale, or
pacts with the unknown to attract a greater mari lywd, prepare a feast
responsible for most of the deaths associated
in hopes of gaining back (100 crowns). To summon a casglydd, place
some power. Even at the with goetia.
into the circle a letter of introduction, prom-
risk of losing their own Preparation Time: 10 Rounds
lives or destroying those ising it a relationship of mutual benefit. To
Difficulty Check: 10 attract a greater casglydd, over-promise in this
around them.
Duration: Instant letter. Chant the name of a demon five times. If
Components: Chalk x1 you know the true name of a demon, chanting
Investment: 2 it here will force it to be summoned. Other-
wise, pick three syllables from your heart (the
Demon True Name Generator on Pg.143),
which will attract a demon, because it sounds
like a demon’s true name. After each repeti-
tion, one candle should light itself. When all
five are lit, the demon will appear.
143

Effect: This summoning ritual allows the players to choose ual Crafting check, then upon removing your skin from the
which species of demon they wish to summon, and whether fire, you find the coal had burned off during the ritual and
or not they wish to summon a more powerful one. Without the true name of a demon has been burned into your skin,
protections in place, like a Goatskin Mantle, or protections marking you with a Lucifuge. You may have discovered the
specific to the demon being summoned, the ritual is still true name of a demon, but it will forever know where you are
incredibly dangerous, and often deadly. while you bear this mark, and may appear to you on it’s own
Preparation Time: 15 Rounds terms, as it wishes.
Difficulty Check: 16 Preparation Time: 20 Rounds
Duration: Instant Difficulty Check:18 (DC: 24 for Greater Demons)
Components: Candle (x5), Essence of Wraith (x2), Infused Duration: Instant
Dust (x3), Oil (x2) Components: Coal (x10), Hardened Timber (x20), Beast
Investment: 639 Bones (x10), Infused Dust (x3), Your Own Blood
Investment: 848
Ritual of Naming
STA Cost: 0
Process: Create a bonfire of beast bones, coal, and dry wood.
me is
This fire must be hot enough to burn bright orange. Rub a I have it! The name. The na
ancestors
mixture of coal, fifth essence, and your own blood onto your
key. It holds power, as our
exposed skin to protect it. While holding a branch of hazel, mmon
submerge the treated skin into the fire. The fire will be harm- before us believed. I can su
on it and
less to you, and should burn white hot for a while before it. Yeá, aen ys. I can summ
eddyn,
going out. While the fire burns hot, think of a demon whose make things right again. Bl
edh, elaine
essea squaess. Aé minne ta
true name you wish to discover. When the fire expires,
remove your skin from the fire. The true name of the demon
should appear in the crust of the coal coating your skin. yn.
of a dead
Effect: This ritual allows the player to learn the true name –Found grasped in the hand
ountains.
of a specific demon. Once removed from the fire, the name elf in a cave near the Blue M
can be safely recorded to save for later. If you fail the Rit-

DEMON TRUE NAME GENERATOR


Roll for the first two syllables, then pick the final syllable that you think feels correct.
Roll 1d6 & 1d10 1 2 3 4 5 6
1 VOD TOS RES NEU MEY ITH
2 NOC DRE MON HUS NAB STO
3 HEI ZAK BAK CHO BAR VAS
4 MAL FOR AUM KAV KHO GUS
5 ROG SHA OTH CAM BAS AGO
6 MOR LAC BIA MAR OCK IAS
7 BOG SKI TAR HAX OVE ROS
8 CAM CAS RIS VAK VOI GAN
9 NOY DOM IEN EOS OSE CRO
10 AEL DAI LAM TAL SOR IAN
144

Master Goetic Rituals with your end goal being the Binding of the demon. A True
Staff of Binding can be used to make attacks through the
magical cage and torment the demon but other weaponry
Ritual of Binding and spells cannot penetrate this barrier. A regular Staff of
STA Cost: 0 Binding will not penetrate this barrier either. The demon is
Process: Prepare as you would for a ritual of Controlled bound to any agreements made while the Ritual of Binding
Summoning, by making a circle of candles and infused is in effect and cannot go back on these agreements unless
paste. Make a second paste of coal and your own blood and the binding is broken. Once, every 2 weeks the demon can
write the true name of a demon just outside of the circle of attempt a Resist Magic check against the Binding Charac-
controlled summoning. Line the inside of circle with silver, ter’s original Ritual Crafting check to attempt to break the
which will create a protective barrier within the circle, trap- Binding. This roll is made secretly by the Game Master. If
ping the demon inside and leaving it helpless to resist you. the demon breaks the Binding they are no longer beholden
Within the silver, present an offering to the demon as you to any agreements made earlier and are capable of harm-
would in a ritual of Controlled Summoning. Once you are ing the Binder but may not do so until the moment is
prepared, chant the true name of a demon until it appears right. Unless broken, the binding last indefinitely. During
within the circle, helpless to resist you. Torture the demon the duration of the Binding, the Binder can summon the
with the forked end of the Staff of Binding, until it accepts to bound demon at any time without performing the Con-
be bound to you, granting you benefits beyond your wildest trolled Summoning Ritual.
dreams. Preparation Time: 30 Rounds
Effect: You must know the name of the demon you are Difficulty Check: 20 (DC: 27 for Greater Demons)
planning to bind before you begin this ritual. Upon casting Duration: 24 Hours
the Ritual, the demon you named is summoned within the Components: Candle (x5), Essence of Wraith (x2), Infused
ritual circle and is trapped in a magical cage that renders it Dust (x3), Oil (x1), Coal (x10), Silver (x6), A Jug of Your
unable to escape or attack you for the duration of the Rit- Own Blood, True Staff of Binding
ual. The demon is aware that the ritual has a finite duration
but perceives time as passing more slowly. Once this ritual Investment: 1288
has been cast, you enter Verbal Combat with the demon

I haven’t much time. The bastard got at


me with its teeth – a lucky shot. Denn
and Rari are dead. I managed to get
away, but I fear I’ve only prolonged the
inevitable. The staff did nothing. Rari
must have messed it up somehow. Spelled
the name wrong? Stupid woman. Now
we’ve all paid the price for it.
–From a bloodstained letter on a
half-frozen corpse, pinned under the
shattered shaft of a broken staff.
145

Tools of Goetia Bloodstone Dagger


A long steel dagger with a flamberge blade inscribed with
Even if you know the rituals to summon a demon, you should
ancient runes. The most impressive and distinctive aspect
still invest in some tools that will help you even the playing
of this dagger is a polished bloodstone set into its handle.
field between the demon and yourself. Without any of the
Bloodstone daggers are carried by cultists of many creeds,
following items, you are more or less at the mercy of what-
but the original bloodstone daggers were created as tools for
ever malevolent being you managed to summon from the
goetic practitioners. Now a days they are difficult to find and
beyond. While the process of acquiring these items can be
it’s rare to find someone crafting them thanks to their omi-
stomach churning, they are a necessity for safe summoning.
nous reputation.

Name Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight
Bloodstone P or S +0 R 2d6 5 1 N/A Bleed S 1 .5
Dagger (25%)

Bloodstone Dagger Diagram


Difficulty Crafting DC Time Components Investment Cost
Journeyman 14 4 Hours Ashes (x2), Beast Bones (x1), Darkening Oil (x1), Etching 254 500
Acid (x4), Sharpening Grit (x2), Steel (x1), Gemstone (x1)

ls and tarnished blades, the


Tossed carelessly into a pile of farriers’ too ner clearly unaware
ried un der a mo un d of scr ap – the sta ll ow
dagger was bu
he had stu mb led up on . Th e blo od sto ne is, thankfully, still intact,
of what
ug h the bla de itse lf cou ld use a wh ets ton e before I set it to the task.
tho
tist.
–Found in the diary of a Coram Agh Tera cul

Goat Skin Mantle


Description Rarity Weight
A treated goat skin mantle that hangs around the shoulders and clasps at the front with bone Rare 0.5
toggles. Goat Skin Mantles have several unique effects when summoning various forms of
demons and are used as a first line of defense by goetic practitioners. The only person who
benefits from the effects of a Goat Skin Mantle is the person wearing it.

Bes: Unless the summoner is wearing a Goat Skin Mantle, the bes will immediately try to pos-
sess them upon its summoning. This happens before anyone can take an action.
Casglydd: Unless the summoner is wearing a Goat Skin Mantle, the casglydd will immediately
try to use its Claw attack to drag them into the shadows where it will negotiate on its terms.
This happens before anyone can take an action.
Mari Lwyd: Unless the summoner is wearing a Goat Skin Mantle, the mari lwyd will assume
that everything present in the building where the summoning takes place is part of the sum-
moner’s offering.
146

Ritual of the Goat Skin


STA Cost: 0
Process: The Ritual of the Goat Skin is a complex ritual used to create “Shadowy claws
a Goat Skin Mantle which protects goetic practitioners during their
rituals. During this ritual, the practitioner, who must have abstained
plucked at the locks of fur, recoiling
from all pleasures of the flesh and fasted for a fortnight beforehand, when they realized what they were
must anoint a goat with oil infused with ginatia and hellebore pet-
als and place a wreath of verbena and silk on its head. As the ritual touching. For all the stench of goat, the
begins, the practitioner must kill the goat, skin its body, and cast the
body into a burning bonfire of timber and animal bones.. While the
wretched creature’s skin had served well.
goat burns the practitioner must recite an unbroken series of protec- The casglydd could not touch me as long
tive prayers. When the fire burns down, the practitioner must take
the ashes of the bonfire and rub it into the pelt of the goat and then as I wore the mantle. To my delight, it
tan it and attach toggles made from the goat’s bones.
Effect: You create a single Goat Skin Mantle.
shrieked and writhed in the shadows,
Preparation Time: 30 Rounds enraged but impotent. It was I who
Difficulty Check: 16 held the power now.”
Duration: Permanent
Components: Goat (x1), Oil (x5), Coal (x1), Bloodstone Dagger,
–Found amongst the scattered notes of an
Ginitia Petals (x2), Hellebore Petals (x3), Tanning Herbs (x3),
Verbena (x4), Timber (x10), Beast Bones (x3), Silk (x1)
“alchemist ”.
Investment: 400

Earthly Ribbons
Description Rarity Weight
A length of beautiful silk ribbon, “The
embroidered with runes made from
ribbons we presented delighted the
thread infused with fifth essence. When
a goetic practitioner summons a mari demon, letting us string them about
lwyd they can present these ribbons each pronged bone on its long neck.
among the gifts to the demon. The mari
lwyd will happily accept the gorgeous Canting its skull side to side, the
gift and allow the practitioner to tie
R 0.1
stupid beast couldn’t comprehend it
the ribbons around them. Once bound was had. The fabrics we adorned it
by Earthly Ribbons a mari lwyd is
incapable of taking other forms. Once with were the very chains with which
tied, the Earthly Ribbons remain active we would bind it.”
for 1 year. After this year, the ribbons
lose their magic. Before that year ends –Found in the notes of a Scoia’tael
however, the ribbons can be removed
by anyone other than the mari lwyd.
mage.

Earthly Ribbons Diagram


Difficulty Crafting DC Time Components Investment Cost
Master 22 10 Hours Silk (x8), 5th Essence (x3), Thread (x10) 676 1352
147

Cerebral Elixir
Poppy
Description Rarity Weight
had yowled, fighting me every step of
An elixir composed of hallucinogen
infused with mandrake root, the way but I could scarcely blame
hellebore petals, crow’s eye,
wolfsbane, and feline brain her – what cat would want its brains
matter macerated in alcohest.
The concoction must be filtered smashed out of its skull? I buried her
through han fiber and mixed with
by the crow’s eye plants by the door for
silver shavings. The elixir must
Rare 0.1
be consumed at the beginning some dignity, at least. But what’s done
of the summoning ritual. The
Elixir lasts for 24 hours and while is done, the elixir is complete. The bes
under its effects if you cannot be
possessed by a bes. If you manage can’t touch me now.
to drink this Elixir while possessed
by a bes, the bes is immediately –Found in a pellar’s hut in Verden.
forced out of your body.

Cerebral Elixir Diagram


Difficulty Alchemy DC Time Components Investment Cost
Master 22 10 Hours Alcohest (x3), Feline Brain (x1), Hallucinogen (x1), 666 1332
Hellebore Petals (x3), Mandrake Root (x5), Crow’s
Eye (X3) Wolfsbane (x4), Silver (x1), Han Fiber (x4)

Centerpiece
Description Rarity Weight “An
An entirely unique item crafted for the
purposes of protecting a person from a
Relic N/A
intricate maze of engravings and
casglydd. This item can take many forms and sliding panels, the creation on the table
seems beyond that of even Aen Seidhe
you will never see the same item more than
once. This item must be crafted by a skilled

craftsmanship. It is... otherworldly,


artisan and must be incredibly complex.
This complexity can come in the form of
intricate carvings or embroidery, strange
shapes and angles, puzzle elements, hidden
and yet I know the man I commissioned
compartments, or the like. This item must be it from was all too human. The hidden
compartments are filled with trinkets –
wrapped up and presented to the casglydd
when they are summoned. Upon giving the

offerings. The casglydd will be delighted.”


Centerpiece to the casglydd the demon shifts
its fascination from you to the Centerpiece.
–From the diary of a noblewoman in
The casglydd will not attach to you and
reoccur even if you sign a contract with it.
Oxenfurt.
148

A Centerpiece Diagram
Difficulty Fine Arts DC Time Components Investment Cost
Master 22 10 Hours To create a Centerpiece, you must use the Fine 700 N/A
Arts skill to create an entirely unique item of
great complexity. The Centerpiece must include
at least 3 different materials and the total
investment cost must be at least 700 Crowns. Each
summoning must have a different Centerpiece.

Wand of Banishment
Description Rarity Weight
A hazel wand with a capped by etched “It works. My
dark steel and treated with ogre wax
and ester grease. This wand can be
hands are shaking and I’m lucky to be alive,
used to temporarily banish a specific but it works. Melitele’s tits, to think this stick
demon from existence. The wielder
must make a melee weapon attack was enough to stop it. It crumbled to ash at the
against the demon which if successful slightest touch, gone but for a foul stench in
deals no damage but banishes the
Rare 0.5
demon back to its own realm for the air. Banished to whatever dark pit it crawled
24 hours. Each wand can only be
used on one specific demon (whose out of. I should record my findings, but first...
name is carved into the wand) and I need a drink.”
has a 50% chance of breaking with
each banishment. If used against –Found in a journal of a dead mage.
a greater demon, the wand always
breaks after the banishment.

Wand of Banishment Diagram


Difficulty Crafting DC Time Components Investment Cost
Journeyman 17 9 Hours Timber (x1), Fifth Essence (x2), Ester Grease 405 800
(x2), Dark Steel (x2), Etching Acid (x5),
Ogre Wax (x3), Optima Matter (x1)

Staff of Binding
A sturdy staff of hazel, treated with ester grease, ogre wax, and drake oil, inset with a carved bloodstone. This staff is an
incomplete Staff of Binding but still functions as a powerful focus.

Name Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight
Staff of B +0 R 2d6 5 2 N/A Long Reach, Focus (3), N/A 1 2
Binding Greater Focus
149

Staff of Binding Diagram


Difficulty Crafting DC Time Components Investment Cost
Master 19 12 Hours Timber (x4), Fifth Essence (x5), Ashes (x1), Ester Grease 666 1332
(x1) Drake Oil (x3), Ogre Wax (x5), Gemstone (x1)

“And they say it can’t be tamed. Well, this’ll show them otherwise. I know its name
and wrote it on
the staff good and proper, no mistakes at all and I double-checked it twice to be sure!
The blasted
thing won’t get away this time, not until I say it can.”
–Found on a dismembered and frozen torso.

True Staff of Binding


A sturdy staff of hazel, treated with ester grease, ogre wax, and drake oil, inset with a carved bloodstone. This True Staff of
Binding is complete and has the finishing touches: a pair of meteorite brass caps on either end of the staff, inlaid with runes
and treated with optima matter. This Staff of Binding still functions as a powerful focus but additionally can be utilized in the
Ritual of Binding.

Name Type WA Avail. DMG Rel. Hands RNG Effect Conc. EN Weight
True Staff B +0 R 2d6 5 2 N/A Long Reach N/A 1 2
of Binding Focus (3)
Greater Focus

True Staff of Binding Diagram


Difficulty Crafting DC Time Components Investment Cost
Grand Master 25 13 Hours Staff of Binding, Meteorite (x3), Optima Matter (x2) 1160 2320
OR
Hazel Timber (x4), Fifth Essence (x5), Ashes (x1),
Ester Grease (x1) Drake Oil (x3), Ogre Wax (x5),
Gemstone (x1), Meteorite (x3), Optima Matter (x2)

“After years of clutching my wand of banishment my opportunity has come. The final
pieces of
my staff of binding are affixed. Today I set right what once went wrong. Restaltos
took my
arm and nearly my life but I will take from it everything.”
–Found in the catacombs beneath Cintra
150

Portrait of the Artist


1086, The City of Golden Tower • Transcribed by Alec Von Karst
151

Good evening Glynnis, allow me to express my deep condolences. It And that your soul is your own?
must be terrible to have lost a father under such terrible circum- You concealed yourself behind a wooden support? I suppose you
stances. I can only regret that he brought his demise upon himself by ARE somewhat waif-like, so that’s plausible, you seem to take after
the practice of goetia. your mother’s side of the family. Aside from promising to skin you
I hope you can understand that we need to go over just a few alive and make you eat it, what else did it say? Bear in mind demons
points in your statement. Yes, I know, I know you’ve spoken to my are never to be trusted, but I am curious as to why you are so coy on
subordinates. And your statement was... atmospheric. Still, facts are this point.
facts and once we’ve cleared them up, then you will be free to leave. There you were, a vulnerable young girl, flitting from shadow to
No, not yet. Soon. shadow, that big, bad demon stalking you. It must have said some-
Your statement says your father was training you in the cellar thing. Bes are like cats, if you don’t keep their interest, they simply
rooms of your shop; quite extensive cellars. Part storeroom, part lab- pull your head off and leave your corpse on the doorstep.
oratory, how convenient. Just you and your father alone. Very well, Oh, it offered you a chance to escape? That was sporting. But you
so, after your lesson, your father and you had a disagreement. You didn’t take it up on the offer? Ah, it had the key around your father’s
were asking after your mother, one Catrin var Treharne, is that true? neck. Well, that would assuredly make it difficult to open the door. If
Your father became angry at you over the conversation and left the only you had been more skilled, you might simply have burned your
cellar. Tell me, why did he expect you to stay there? Ah, to tidy his way through.
trappings. But then you stayed for... oh, a period of private study in And what were you doing while this offer was being made? Pre-
the darkened corner of a dark room. paring a spell was very resourceful, I hope it was a powerful one.
A more suspicious man might ask what you were studying but Dormyn’s Chamber? That’s advanced for such an immature prac-
let us proceed. titioner. Now if I remember right the working “produces a sphere
You say after some time your father returned, locked the cellar of glowing blue force that can contain magical energies”. It also, I
door, and began laying out ritual elements. Were you familiar with gather, is quite claustrophobic.
this? No, no, you say you’ve never seen such things before. So, a circle You hurled this spell and then what, fled to the door, hoping to
of candles, a bowl of—did you see him place his own blood into the pull it open? That was pointless, wasn’t it? The chamber only lasts
vessel? I understand. It’s just difficult to rely upon the impressions of a few moments under stress, which explains why the demon was
a scared child. stalking towards you when my men broke down the door. You really
After the blood—child, there’s no need to pale. Evil sorcery has its were extremely fortunate there.
price, and it is rarely tidy. So, the blood, and then a small portrait. Now, what do you mean your father’s eyes went out when my
Did you happen to see the subject? Your mother? He must have truly men entered the cellar? Are you implying the demon left his body
hated her for leaving, but still. It seems a little extreme to have sum- in time for us merely to dispose of an errant caster? That would cer-
moned—but I’m getting ahead of myself. tainly explain your sobbing and pleading as we carried the sentence
Your father placed the portrait in the center of the candle circle out. I do hope we didn’t hurt you too much, but you needed to be
then doused all the other lanterns in the work area? That seems fool- restrained. Decapitation can be a discomforting business if you’re not
ish, but I don’t feel you are describing a man in full possession of his used to it.
good sense. A final clarification for our records. The demon’s eyes. Did they
Tell me, where were you watching from and why did you not stop look like this? Or was there more smoke like this? And did its breath
him? Surely the chanting was a sign all was not well? Now is this next smell like rotting flesh with a hint of perfumed sulfur, like this?
part, right? He cut some of his own flesh into the bowl. Well, I sup- I can assure you there’s no point screaming. Or running. The door
pose that shows what we’re dealing with. Your father intentionally is locked. You’re quite safe, even though you caused the death of your
summoned a bes, a demon of cruelty and vengeance. You told my father. You could have stopped him; or been more eloquent in your
officer that a grim shape appeared in the circle. I think you’re indulg- pleas before the axe fell. But don’t worry, Gruffydd Aep Elis will be
ing your poetic tendencies here, my dear. I’m reasonably sure flowing here soon to arrange for your care. Not that he does care, of course,
like dark oil is not an accurate depiction, but you were under a lot it’s simply a service he’s been paid for by your mother. No, I wouldn’t
of stress and one can hardly expect clarity under such circumstances. beg for your mother, you’re too much your father’s daughter for her
You say it coated and entered your father. So, his... Oh, his eyes to come for you.
took flame. And you say they were red? Reddish-purple, that was Stop crying! I find your statement to be cloudy and inconsistent,
it. Yes, yes, with black smoke. Dramatic. I’m sure it was terrifying. but that’s what you get for relying on a child. Memories fade over
Anybody would probably have made some kind of utterance. As it time, and you’ve had nearly two centuries to forget the details.
happens, I’m rather impressed you merely gasped. Yes, I imagine that One day, you might take control. One day. If you can remem-
would draw his attention. Their attention. Its attention. ber the name your father spoke, in summoning that specific bes. You
So, this possession, as you call it. Your father—sorry—the pos- might even save another child from the same pain.
sessed body of your father spoke to you. And you say it threatened But today is not that day. Today you have failed. Again.
you? I find it incomprehensible that a father would say such things Wake up, Glynnis, you can try again another night. I’ll be waiting.
towards his own child, even under demonic influence. Well, perhaps
you can explain to me how you yourself are still alive. And intact.
152
153

Mages of Interest Spells &


Components
The mages listed in the
next several pages are
“There is a bond between those who can work Chaos, one not easily shat- accomplished members
of magic society. Many
tered by mere politics or short-term national enmity. When wars rage, we of them have created
new spells and many
stand for our nations while we feel they have a righteous cause but only of them are deeply in-
those who wield this power can understand our hearts afterward.” grained in the politics of
the Continent in some
-Glynnis var Treharne way. In short, they are
all highly capable, well
prepared mages. When
reading the following
entries there are two
things to keep in mind.
Firstly, any mage listed
in this roster is assumed
And now we come to what you all think of when their manners, and seemingly deferential to their to have the components
I say mages, sorcerers and sorceresses. All the kings while always moving them in the direction necessary to perform
people you expect to have wands and pointy hats. the sorceress wanted them to go. any of the Rituals they
But they’re not like that. Not that I’m endorsing know. Secondly, the Fa-
The mage advisors had to report frequently
them, of course. The pinnacle of magic on the vored Magic Section is
to the Chapter and Council. They were the ones intended to be a guide-
Continent is perhaps sixty individuals, perhaps who made policy, who decided which young line of the mage’s pre-
even less now. Wherever they came from, they royal would be married off to whom, who ferred magical style.
are all able to channel a great deal of magical decided whether the knowledge of magic would While they will focus on
power. They are men and women, old and not be shared by everyone else. Finally, the schem- these spells, we encour-
quite so old, all of them looking like preening ing went too far. Some of the mages chose to age you to augment their
courtiers, especially, of course, the ladies. These throw in with the elves and with Nilfgaard in spell lists based on the
are the ones who are trained at the great magic needs of the game.
return for great power in the reorganized North
schools of the Continent. When I was a student, under Nilfgaardian rule. The opposition found
long ago, some of the sorceresses used to meet at out about this, the ones who still worked for
the University. They were all as beautiful as but- and through the Northern Kings. There was a
terflies; but intrude on their meetings and you terrific row and mages died, those associated
were fixed with as many cold, pointed gazes as with Nilfgaard were arrested, and many Kings,
there were sorceresses in the room. I was a young unwilling to sort out who was who, expelled
lad just trying to make a coin or two delivering the mage advisors from their courts. Being a
messages or running errands to the kitchens of paranoid and brutal ruler, Radovid of Redania
the better taverns but even I was daunted by their established the Witch Hunters to kill the mages
scorn. I stuck around quietly and unobtrusively of Redania. As a result of the Northern War the
because information is as easy to sell as bread but courts of Temeria and Aedirn were abolished.
pays better. To outsiders they present a united In the end, I understand that most Northern
front of haughty arrogance but among them- mages fled either to Kovir and Poviss or to God
selves they are mostly catty, jealous, and quick to forsaken keeps and holdouts. Occasionally,
anger. I believe this is because they are among the I have seen mages traveling quietly through
only people who they believe can threaten them. Oxenfurt. Though I understand the principle,
In the “good old days” before the Northern Wars, it always shocks me that they will look just like
every court and many barons, dukes, and wealthy they did when I was a student. Rumor has it that
merchants had resident mage advisors. This is, some are pushing for a new council of mages,
in fact, what the young sorceresses were trained perhaps even with the help some Nilfgaardian
for at Aretuza: how to be beautiful, polished in mages.
154

INT 10 STUN 7
Artorius Vigo
“Ah, Artorius Vigo. Can’t say anyone in the
REF 6 RUN 15
North knows too much about the Black Ones’
DEX 6 LEAP 3 mages, but Vigo worked for the ducal house-
BODY 6 STA 35 hold in Beauclair for a while, an’ Toussaint’s,
SPD 5 ENC 50 ah, a little laxer about their security. The man’s
EMP 9 REC 7 a master illusionist, an’ not too shabby in other
CRA 7 HP 35 magic either. Heard some rumors he was the
one to make a special workin’ for the Duchess
WILL 9 VIGOR 25
Anna Henrietta an’ her sister’s amusement
when they were just young lasses. Rich folk, eh?
Skills Base Getting a serious mage like that to work for a
Awareness 16 child’s fun. Of course, that’s not all he did while
Business 18 workin’ for the dukes an’ duchesses of Toussaint,
an’ he even found the time to write at least one
Charisma 15
book, “The Essence of Spells and Illusions”, if
Courage 17 I’m remembering correctly. Brandon was afire
Dodge/Escape 14 to get a copy for the Oxenfurt library, said there
Education 19 was some useful talk about the mind in there,
Grooming and Style 18 along with all the information on spells. Me, I
Hex Weaving 17 dunno ‘bout some noble’s mage knowin’ much
about the way people think, but I managed to
Human Perception 17
help Brandon get a copy. Artorius left Tous-
Persuasion 16 saint a while back, maybe to write a couple
Resist Coercion 19 more books, or maybe to help train his brother’s
Favored Magic
Resist Magic 19 daughter, Fringilla Vigo. Fringilla’s a member
Blemish
Riding 14 of the Lodge of Sorceresses an’ apparently not
Cloak too shabby with illusions herself. Suppose magic
Ritual Crafting 19
Dispel does run in families sometimes. I never heard
Social Etiquette 19
Glamour that Artorius was anythin’ but kind to his niece,
Spell Casting 19 but I wonder if he’s feeling good about the rela-
Staff/Spear 12 Illusion
tionship now; the Black Ones weren’t too happy
Stealth 12 Interactive Illusion ‘bout two of their own mages bein’ part of the
Swordsmanship 14 Magic Screen Lodge, that’s for certain. Assire var Anahid, the
Shape Earth other one, is dead now, an’ I haven’t heard any-
thin’ about the younger Vigo either way. At very
Key Skills Standing Portal least, I haven’t heard anythin’ about Artorius
Assets 10 Teleportation denouncin’ her, which might speak for itself.”
Distillation 6 The Nightmare —Rodolf Kazmer
Expanded Magic 8
Grape Vine 8
Immutable 7 Gear
In Touch 10 Elven walking staff Esboda Fashionable clothing Gemstone amulet
Magical Training 10 Belt pouch Writing kit Journal Ledger
Mutate 2 Signet ring Horse w/ racing saddle Saddlebags Wine (x2)
Reverse Engineer 7 Sweets Pipe & tobacco Megascope Cologne
Scheming 6 Gwent deck (Nilfgaard) Wives’ tears potion Invisible ink Smelling salts
155

Bronwyn Deadeye INT 8 STUN 9


“Bronwyn Deadeye, the one and only Ban Ard-
trained sorceress. No, I did not misspeak. See, REF 10 RUN 21
Deadeye was born on Spikeroog in Skellige. DEX 8 LEAP 4
Supposedly, when she was just a lass, she cursed BODY 8 STA 45
a neighbor of hers, an’ was sent to train with SPD 7 ENC 80
the druids, the way Skelligers usually handle EMP 6 REC 9
magic. Somewhere along the way she decided
CRA 8 HP 45
she didn’t want to be a druid and managed
to get herself all the damn way to Ban Ard, WILL 10 VIGOR 25
where she did her learning. Ban Ard’s word on
it is that they had no interest in turning down Skills Base
such a talented student, but if that’s the truth, Awareness 18
they kept it unusually quiet ‘till after she grad- Brawling 19
uated. Whatever the real story is, Deadeye’s
Charisma 12
talent with air magic’s amazing—she’s created
two spells, Bronwyn’s Gust and Bronwyn’s Bow. Dodge/Escape 17
Though, her skill with combat magic might be Education 13
because she went back to her roots when she Endurance 16
graduated, picked up a ship and a crew an’ Hex Weaving 20
started raiding with the rest of ‘em! Mostly she Intimidation 20
hits the Black Ones, keeps a collection of insig-
Melee 20
nias an’ such from officers she’s killed—an’ from
what I’ve heard, it’s a damn large collection, Persuasion 11
heh. One of Deadeye’s claims to fame is the time Physique 17
she sailed up the Alba river an’ led a raid on Favored Magic Resist Coercion 20
the City of the Golden Towers itself, back when Air Pocket Resist Magic 19
the Usurper was still rulin’ Nilfgaard. She lost Ritual Crafting 18
Alzur’s Thunder
most of her crew an’ was badly injured herself,
Bones of Glass Sailing 18
but she got away with her life an’ enough spoils
to fund voyages for years, which counts as a Bronwyn’s Bow Social Etiquette 13
win in my books, heh! Talk claims she’s been Bronwyn’s Gust Spell Casting 19
as far as Ofir, an’ it’s even rumored she’s been Control Water Swordsmanship 16
to another continent far to the west. Deadeye’s Tactics 16
Dispel
rarely in port nowadays, which makes it easier
for Skellige—druids’re always a bit snippy when Evil Eye
Gwynt Troelli Key Skills
she comes up, though they never complain all
that loudly, maybe for fear of her catchin’ wind.” Imbue Trophy Assets 8
Distillation 9
—Rodolf Kazmer Telekinesis
Expanded Magic 10
Grape Vine 6
Gear Immutable 10
Skellige helm Hindarsfjall heavy armor Hindarsfjall heavy chausses In Touch 10
Berserker’s axe Dagger Krigsverd Magical Training 10
Broadhead bolts (x10) Gemstone amulet (x2) Wyvern trophy Mutate 0
Grappling hook & rope Gwent deck (Skellige) Waterskin Reverse Engineer 7
Cold weather clothing Sunstone Holy symbol (Freya) Scheming 10
156

INT 10 STUN 8
Cadfan of Ebbing
“When first meeting Cadfan, one is assailed
REF 6 RUN 18 with the very image of the storybook evil wiz-
DEX 6 LEAP 3 ard. A thousand peasants could describe him
BODY 7 STA 40 without ever seeing the man. He affects a long
black cloak and exotic robes. Likely the cloak’s
SPD 6 ENC 70
hood will be pulled down, casting his face into
EMP 8 REC 8 shadow. Cadfan’s staff is old, dark wood with a
CRA 10 HP 40 bleached skull atop it. The rumor goes that the
WILL 10 VIGOR 21 skull belongs to his master, who met a grisly
fate after teaching Cadfan all he could. Some
Skills Base say they have seen him speaking to it.
Alchemy 18 The educated may dig a little deeper and
discover a man taken with the theatrical possi-
Awareness 17 bilities of a reputation. Strip away the disguise
Brawling 12 and Cadfan is a sparkling conversationalist
Charisma 14 with all the best gossip and a taste for good
wine. He will smile and explain the skull is
Deceit 16
no relic of a tormented apprenticeship, merely
Dodge/Escape 12 ornamental. One may spend a happy evening
Education 17 discussing all manner of topics from theoretical
First Aid 18 chaos treatises to his exploits in the service of
Emperor Fergus, which earned him a degree of
Grooming and Style 18 respect and goodwill from that Worthy’s heir.
Hex Weaving 20 One would be advised, however, to make it
Human Perception 15 clear that someone knows where you are, for
Favored Magic not all his guests leave after dinner. Beneath
Intimidation 19
Alchemical Recovery the cloak and shadows, Cadfan is a dangerous
Persuasion 15 and capable necromancer, prone to using the
Cadfan’s Grasp
Resist Coercion 18 unwary in his experiments. The ornamental
Cadfan’s Synthesis skull on his staff changes with disturbing fre-
Resist Magic 18
Create Soul Beacon quency and I suspect is the source of the eru-
Ritual Crafting 20 dite gossip he spreads so freely.
Dispel
Social Etiquette 20 Cadfan has constructed a dark and for-
Pesta’s Kiss bidding tower in the Pereplut, deep within the
Spell Casting 18
Reanimate Corpse inhospitable swamps of Ebbing. I believe, how-
Stealth 16
Seirff Haul ever, that he maintains a house in Claremont,
Key Skills Standing Portal where he entertains the local worthies. The
nature of these entertainments is not entirely
Assets 4 Storm of Souls clear, and I would hesitate to accept an invita-
Distillation 10 Summon Staff tion without extensive defensive preparations.”
Expanded Magic 3 —Glynnis var Treharne
Grape Vine 6
Immutable 7 Gear
In Touch 8 Crystal staff Gemstone amulet Jambiya
Magical Training 10 Halfling protective doublet Double woven trousers Adda’s tomb (x3)
Mutate 7 Chloroform (x3) Clotting powder (x3) Fisstech
Reverse Engineer 10 Sterilizing fluid (x3) Surgeon’s kit Alchemy set
Scheming 7 Satchel Megascope Shackles
157

Dormyn of Gemmera INT 9 STUN 10


“I must admit to a personal interest in
Dormyn, as I’ve been an admirer of his craft REF 9 RUN 21
since I was a girl. Indeed, one of his workings, DEX 9 LEAP 4
Dormyn’s Chamber, was instrumental in my BODY 10 STA 50
surviving long enough to write this. Nonethe- SPD 7 ENC 100
less, I shall attempt to keep to the facts.
Gemmera breeds tough citizens who did EMP 6 REC 10
not respond well to the Empire’s advances CRA 7 HP 50
when they were slated for conquest. When the WILL 10 VIGOR 25
armies swept in, the inhabitants resisted, and
in resisting they were all but wiped out. A vic- Skills Base
tory of sorts, I suppose.
Dormyn aided the resistance; a thorough- Athletics 19
going battle mage, with the personality of an Awareness 18
avalanche. He methodically flattened waves Brawling 16
sent against his forces and those he did not Courage 20
lay low with magic he battered into submis- Dodge/Escape 17
sion with his staff or simply cut down with
his sword while they looked on in surprise. Education 14
Unfortunately, one man, no matter how pow- Endurance 18
erful, cannot stop an army. As Gemmera fell, Hex Weaving 18
Dormyn left rather than be enslaved. Human Perception 12
Some years later, rumors emerged of a pow- Physique 18
erful, solitary mage living in the Tir Torchair
mountains. An expedition left, and the survi- Resist Coercion 20
vors reported that the intelligence was correct; Favored Magic Resist Magic 19
that Dormyn had found a home among the Alzur’s Thunder Ritual Crafting 18
gnomes and that he considered himself retired. Artifact Compression Spell Casting 20
The scouts heartily concurred with this assess-
Dispel Staff/Spear 16
ment and the decision was taken to leave him
be as long as he did not act against the Empire. Dormyn’s Chamber Stealth 19
It’s said one should never meet a hero but Dormyn’s Fog Swordsmanship 18
despite this, I undertook the trek to the Tir Tor- Hex of Forgetfulness Tactics 18
chair where he maintains a stronghold carved Wilderness Survival 16
from a network of limestone caves. Dormyn Hydromancy
was no disappointment; I believe him to be con- Illusion
structed of leather over stone, with a bushy beard Key Skills
Bekker’s Rockslide
and eyes that brook no nonsense. He listened to Assets 7
Shape Earth
my babbled praise and then offered me tea.” Distillation 8
Teleportation
—Glynnis var Treharne Expanded Magic 10
Grape Vine 6
Gear Immutable 10
Iron staff Gemstone amulet Torrwr In Touch 10
Brigandine Armored trousers Dwarven armor enhancements Magical Training 10
Lantern Pipe & tobacco Spirits Mutate 5
Strider elixir Anabolic steroids elixir Magical elven rope Reverse Engineer 8
Dice poker board Satchel Trail rations (1 day) Scheming 10
158

INT 10 STUN 7
Dorregaray of Vole
“Dorregaray of Vole is a mage in an odd posi-
REF 6 RUN 15 tion. First, he is considered a spy for King Ethain
DEX 6 LEAP 3 of Cidaris. Quite logical as he is from the small
BODY 5 STA 35 town of Vole in Cidaris. Apparently, he’s not a
SPD 5 ENC 50 particularly good spy, as at Thanedd he was
EMP 9 REC 7 put aside as simply a messenger to Cidaris and
not actively involved on the side of the mages
CRA 4 HP 35
like Philippa Eilhart and Keira Metz who were
WILL 9 VIGOR 25 loyal to their kings. Somehow, the Scoia’tael
managed to shoot him in the back, puncturing
Skills Base his lung. Fortunately, being in a castle full of
Awareness 18 mages, Dorregaray was healed.
He is also a sorcerer, which at least these
Charisma 14
days is a difficult position to be in. Except for
Deceit 17 evil genius, Vilgefortz of Roggeveen, and Hen
Dodge/Escape 14 Gedymdeith, the oldest mage alive up until
Education 20 Thanedd, male mages are just not taken all that
Grooming and Style 16 seriously. Sorceresses hold most of the power. We
Hex Weaving 16 have one story about a magical spat between
Dorregaray and Yennifer of Vengerberg. While
Human Perception 16
Dorregaray throws magical fire, when he gets
Monster Lore 20 tired of the spat, Yennifer uses magic to cause
Persuasion 15 everyone involved to become numb and fall over.
Resist Coercion 19 And then there is the obsession with
Favored Magic endangered species. No one expects a mage to
Resist Magic 19
Alzur’s Thunder become worked up over lizard skin shoes but
Riding 14
Bekker’s Rockslide Dorregaray seems to be unable to hold a con-
Ritual Crafting 19
Cleansing Ritual versation without decrying the over-harvest-
Social Etiquette 19 ing of an infinite number of animal species.
Spell Casting 19 Dispel
Since Thanedd, Dorregaray has been pro-
Stealth 14 Luthien’s Quill moted to Rector of the Ban Ard school of magic
Teaching 20 Polymorphism for boys. He has the advantage of not being too
Wilderness Survival 16 Sharpen Senses threatening, and Ban Ard has the reputation of
Talfryn’s Prison being a not-so-close second to the extremely elite
school for girls at Aretuza. Hopefully, he will live
Key Skills Tanio Ilchar comfortably in Ban Ard leading the students in
Assets 10 Teleportation campaigns to save endangered newts.”
Distillation 6 Urien’s Shelter —Brandon of Oxenfurt
Expanded Magic 8
Grape Vine 8
Immutable 8 Gear
In Touch 10 Elven walking staff Pipe Purple velvet kaftan Invisible ink
Magical Training 10 Warhorse w/ racing saddle Military saddlebags Racing blinders Gemstone amulet
Mutate 1 Halfling protective doublet Hourglass Writing kit Journal
Reverse Engineer 6 Double woven trousers Chalk (x4) Fishing gear Cologne
Scheming 8 Cold weather clothing Dagger Signet ring Megascope
159

Elgan of Verden INT 10 STUN 8


“During our studies of mages I was most inter-
ested in Elgan of Verden. He is a specialist mage, REF 5 RUN 12
fascinated by all things Earth. He is well known DEX 5 LEAP 2
to some of the instructors at Ban Ard who told BODY 8 STA 40
me about named spells he has created. I was SPD 4 ENC 80
intrigued since most of the male mages these
EMP 7 REC 8
days seem to be either evil, or hanging from the
bottom rung of mage society. Apparently Elgan CRA 9 HP 40
is so focused on his magical studies that he has WILL 9 VIGOR 25
let go of the rungs entirely and rarely leaves the
mountains. We found that, quite sensibly for Skills Base
someone studying the earth, Elgan now lives
in Mahakam among the dwarves. It seems that Athletics 13
the only thing he misses from life outside the Awareness 19
mountains is the variety of beers produced in Charisma 15
northern countries. So, of course, Rodolf and Crafting 18
I filled his wagon with the greatest selection of Dodge/Escape 12
beers we could find and set off.
Education 20
When we arrived in Mahakam Rodolf
sent a dwarfling to tell Elgan that visitors had Grooming and Style 10
arrived. As we expected it took some time for Hex Weaving 16
him to be found in the tunnels and chambers Human Perception 13
but eventually he did appear. Rodolf told him Monster Lore 20
that we were creating a tome of magic so that Persuasion 14
no history or spells were lost. He seemed to Favored Magic
think that was a reasonable project. I found Resist Coercion 19
Air Pocket
that he speaks quite fluent dwarvish and Resist Magic 19
Dispel
nordling, retaining the somewhat sing-song Ritual Crafting 18
Earthen Spike
accent of Verden. Social Etiquette 17
Ensconced in his tidy quarters, we found Elgan’s Bastion
Spell Casting 17
that he is much valued by the dwarves as he Elgan’s Theory
Staff/Spear 11
magically reinforces their tunnels, points them Golem Crafting
toward exceptional veins of precious ores and Stealth 10
Mage’s Forge
rids the diggings of monsters. He told us about Wilderness Survival 19
his studies, about his named spells, about the Magic Barrier
geology of the Mahakam mountains, and a bit Shape Earth
Key Skills
about his disdain for the magic community. Smith’s Touch
Indeed, we talked, or I should say listened, Assets 0
The Eternal Itch
well into the night accompanied by fine beer.” Distillation 10
—Brandon of Oxenfurt Expanded Magic 6
Grape Vine 8
Gear Immutable 10
Iron staff Gemstone amulet Belt pouch In Touch 10
Brigandine Double woven trousers Satchel Magical Training 10
Journal Bredan’s fury (x2) Cart & mule Mutate 0
Bedroll Dice poker board Grappling hook & rope Reverse Engineer 10
Pipe & tobacco Quality prosthetic leg Beer (x3) Scheming 7
160

INT 9 STUN 7
Francesca Findabair
“I am sorry that I have never been in the pres-
REF 8 RUN 21 ence of Francesca Findabair, Enid an Gleanna,
DEX 9 LEAP 4 Queen of the Elves. Beauty is a hard thing to
BODY 4 STA 35 define. But there appears to be no question
SPD 7 ENC 40 that Queen Enid is the most beautiful woman
in the world. She is a full-blooded Aen Seidhe
EMP 10 REC 7 of royal lineage. Her very great age is appar-
CRA 8 HP 35 ently not even hinted at by her beauty. She
WILL 10 VIGOR 20 was disowned by her father, one of the Aen
Saevherne, or Sages of the elves, because she
Skills Base did not turn her back on rest of the world and
Awareness 17 follow her father into exile.
The more I study what is known of Queen
Charisma 20 Enid, the more respect I have for her. Many
Courage 19 people of the North hate her because she threw
Dodge/Escape 15 her fate in with that of Nilfgaard and Vilge-
Education 18 fortz of Roggeveen at the Thanedd conclave.
Many hate her because she accepted Nilf-
Grooming and Style 20
gaardian terms deserting the Scoia’tael and
Hex Weaving 20 not allowing them to return to Dol Blathanna
Human Perception 20 after it had been reclaimed by the elves.
Leadership 18 During her lifetime, Queen Enid has seen
Performance 20 her people, at that time far beyond humans in
art, architecture, social structure, and knowl-
Persuasion 19
Favored Magic edge, pushed by human violence farther and
Resist Coercion 17 farther to the east, destroying their beautiful
Aenye
Resist Magic 17 cities behind them. Eventually the elves that
Alzur’s Thunder
Riding 17 did not choose to acclimate to human soci-
Blaze of the Korath ety found themselves starving to death in the
Ritual Crafting 20
Bones of Glass peaks of the Blue Mountains. Through all of
Social Etiquette 19
Dispel this Queen Enid has chosen to fight for her
Spell Casting 20 people in whatever way she could. Betray the
Magic Barrier
Stealth 17 North and ally with Nilfgaard to re-establish
Magical Guestbook
Tactics 18 a homeland for her people? Of course. In her
Sharpen Senses lonely position as the only representative of the
Key Skills Standing Portal elves, who wouldn’t do just about anything to
Talfryn’s Prison establish a place where her people could be safe
Assets 10
Telepathy and take a shot at rebuilding their culture.”
Distillation 5 —Brandon of Oxenfurt
Expanded Magic 8
Grape Vine 9
Immutable 10 Gear
In Touch 10 Elven walking staff Gemstone amulet Makeup kit Megascope
Magical Training 10 Crystal Skull (Hawk) Hand mirror Perfume Fashionable clothing
Mutate 1 Halfling protective doublet Writing kit Journal Four-leaf clover
Reverse Engineer 7 Power stone guardian Belt pouch Jewelry Smelling salts
Scheming 10 Map of the Continent Signal whistle Horse w/ saddle Secret pocket
161

Drystan of Nazair INT 9 STUN 7


In the taverns of the Nazairi interior, when Nil-
fgaardian loyalists have sensibly retired, bards REF 8 RUN 21
may sing very quietly of their rebellion against DEX 7 LEAP 4
the Empire. One of these stories tells of a unit of BODY 5 STA 35
imperial knights, tasked with the gathering of SPD 7 ENC 50
magical knowledge in the province. One by one,
these men were hunted down and vanquished, EMP 10 REC 7
although the details vary. Some say they were CRA 8 HP 35
found dashed to pieces at the bottom of cliffs, WILL 9 VIGOR 21
others that they were found in their encamp-
ment with congested faces and lolling tongues.
Skills Base
Or perhaps they simply vanished overnight.
The culprit was one Drystan of Nazair, Awareness 16
the scion of a minor noble house, who owned Charisma 20
an unremarkable estate overlooking the sea Deceit 16
where he taught gifted, young nobles the mag- Dodge/Escape 16
ical arts. When the soldiers came to Nazair,
Education 16
Drystan cared not a jot. When his relations
fled, he barely noticed, caught up in his study. Fine Arts 15
When the order was given to seize his Grooming and Style 20
magical research, he simply paid off an appro- Hex Weaving 16
priate guard to look the other way while he Human Perception 19
removed his notes and equipment, including
Persuasion 20
a monogrammed alembic he was particu-
larly fond of. By some oversight, this last was Resist Coercion 17
Favored Magic
missed and boxed to be transported with the Resist Magic 17
Blemish
rest of the paraphernalia. Ritual Crafting 14
Drystan retaliated against the loss of his Cloak
Seduction 18
property with the power of a fully trained mage Dispel Social Etiquette 19
and the maturity of a toddler. The knights died Glamour
quite horribly, and he then fled to the capital Spell Casting 17
Hold Tongue Stealth 14
of Nazair, where the Crescent Moon welcomed
him and his romantic legend. Invisible Ribbon Streetwise 16
His current whereabouts are a mystery, Odious Hex Swordsmanship 14
though he has been known to attend parties in Pyromancy
an obviously covert guise, all tailored leather jer-
Spell Jar Key Skills
kins, breeches, and flirtatious hair. He cuts quite
the figure—and a swathe through the daughters Talfryn’s Prison Assets 10
of nobility who really ought to know better.” Teleportation Distillation 4
—Glynnis var Treharne Expanded Magic 6
Grape Vine 8
Gear Immutable 6
Crystal staff Belt pouch Gwent deck (Scoia’tael) In Touch 8
Writing kit Vrihedd cavalry sword Halfling protective doublet Magical Training 10
Cavalry trousers Wives’ tears potion Black venom (x2) Mutate 0
Horse w/ racing saddle Gemstone amulet Fine art tools Reverse Engineer 6
Loaded dice Secret pocket Jewelry Scheming 9
162

INT 9 STUN 7
Fringilla Vigo
“It is not in the Nilfgaardian tradition for mages
REF 6 RUN 15 to be overtly stylish; to pay attention to fashion
DEX 6 LEAP 3 is deemed a waste of energy that could be bet-
BODY 5 STA 35 ter used in service. Fringilla bucks this trend
and indeed sets others. She comes from distant
SPD 5 ENC 50
nobility and brings with her an air of gracious
EMP 7 REC 7 attention, bearing, and dangerous competency.
CRA 4 HP 35 Fringilla delights in subverting expectations;
WILL 9 VIGOR 21 by dedicating genuine effort to her appearance,
she might be expected to have let her studies go
by the wayside, but she is a dangerous combatant
Skills Base and quite single-minded in attaining her goals.
Awareness 16 She’s an interesting character study but I would
Business 15 be wary of relying on her in extremity unless
Charisma 15 working towards a clear mutual destination.
Courage 15 Her membership in the Lodge of Sorceresses
is one such case; primarily composed of Northern
Dodge/Escape 14 practitioners Fringilla clearly held no compunc-
Education 18 tion against joining them and offering them her
Grooming and Style 16 allegiance over the Empire. That said, her abili-
Hex Weaving 19 ties lie beyond the merely social and she proved
herself in battle at Sodden, fighting for Nilfgaard.
Human Perception 17
I can only imagine the apologies she felt neces-
Persuasion 14 sary when next she met her fellow Lodge mem-
Resist Coercion 18 Favored Magic bers over drinks rather than a barricade.
Resist Magic 19 Aenye That said, I have misgivings as to the Lodge
Riding 14 itself; Nilfgaard often treats its mages as tools;
Bewitch Pendant
but the Lodge as a tool to control the crowned
Ritual Crafting 19 Dispel heads of the Continent sits poorly with me. By
Seduction 15 Glamour setting ourselves too far above people we can
Social Etiquette 18
Illusion gain delusions of grandeur and lose sight of
Spell Casting 19 the consequences of our actions on individu-
Magic Screen als.
Staff/Spear 12
Mind Manipulation Perhaps it’s a necessary idea and one that
Stealth 11
Pyromancy needs to flower and fall naturally to be fully
excised. Be that as it may, Fringilla is clearly
Rhwystr Graig
Key Skills at home with the politics, the reputation, and
Assets 10 Standing Portal the parties. She never enters a room unre-
Distillation 5 Teleportation marked, and I believe she enjoys that fact.”
—Glynnis var Treharne
Expanded Magic 6
Grape Vine 10
Immutable 7 Gear
In Touch 8 Crystal staff Halfling protective doublet Double woven trousers Gemstone amulet
Magical Training 10 Makeup kit Perfume (x2) Belt pouch Fashionable clothing
Mutate 4 Signet ring Horse w/ racing saddle Writing kit Journal
Reverse Engineer 7 Invisible ink Jewelry (x2) Megascope Tempest elixir
Scheming 10 Mongoose elixir Gwent deck (Nilfgaard) Eye of Nehaleni Ledger
163

Istredd INT 10 STUN 7


“Istredd is an esoteric scholar of magic. Most
mages have never seen him, as he lives in a REF 6 RUN 21
small, dodgy village rather than any of the DEX 7 LEAP 4
cities which hold materials for research. He BODY 6 STA 35
doesn’t seem to have belonged to any of the
SPD 7 ENC 60
mage organizations but does publish research
papers that somehow make their way to meet- EMP 10 REC 7
ings and conclaves. Unfortunately, they are CRA 9 HP 35
usually so specific and filled with magical WILL 8 VIGOR 21
jargon that they are not widely read. In aca-
demia, one must remember that using rarefied Skills Base
terminology isn’t the same as having some-
Alchemy 16
thing to say.
Awareness 18
He’s one of those mages who buy calves
Charisma 20
with two heads or chunks of unicorn horn
from village people. If you live among mages, Dodge/Escape 11
then you must wonder who is the stronger or Education 18
more knowledgeable, but if you are the only Grooming and Style 19
mage for 25 miles in all directions it is easy Hex Weaving 13
to be superior to your surroundings. It would Human Perception 20
be nice to believe that mages choose these sur-
Leadership 19
roundings to help and protect “the little peo-
ple.” Not likely really. You are The Mage of Monster Knowledge 19
Favored Magic Persuasion 18
the town and the people around you feel awe
or fear. You can be a small magical fish in a Alchemical Recovery Resist Coercion 15
smaller magical pool. Not all the graduates of Ball Lightning Resist Magic 15
Ban Ard are ready to fight their way to the top. Cleansing Ritual Ritual Crafting 16
Some of his recent papers which I was Dispel Seduction 17
able to find in Oxenfurt have moved away Essence of Potion Social Etiquette 19
from magic and toward the study of history Illusion Spell Casting 17
and how lives were lived centuries ago. Per-
haps he wishes to delve into the past to reach Puro Dwr Stealth 13
the time before humans, because still little Savolla’s Method Wilderness Survival 20
is known about the magic of the Aen Seidhe Standing Portal
and the elves aren’t talking. Rumor has it that Telecommunication Key Skills
Istredd once dueled the famed witcher, Geralt Assets 7
Telepathy
of Rivia, but I doubt that quite highly.”
Distillation 7
—Brandon of Oxenfurt Expanded Magic 5
Grape Vine 6
Gear Immutable 6
Crystal staff Dagger Vicovarian blade Alchemy set In Touch 8
Adda’s tomb (x2) Smelling salts Gemstone amulet Writing kit Magical Training 10
Telecommunicator Journal (x4) Fashionable clothing Satchel Mutate 2
Belt pouch Gwent deck (Monster) Lantern Cologne Reverse Engineer 8
Mongoose elixir Crystal skull (Kestrel) Power stone guardian Spirits Scheming 8
164

INT 9 STUN 7
Keira Metz
“Keira Metz is another member of the Lodge
REF 8 RUN 15 of Sorceresses. Bit of a fussy one, Metz-never
DEX 7 LEAP 3 fond of muck or mess, appreciated the finer
BODY 5 STA 35 things in life. Terrified of rats, if I remember,
an’ used twenty-crown words all the time, too,
SPD 6 ENC 50
even when regular ones would do. She was
EMP 7 REC 7 workin’ for King Foltest back before the second
CRA 7 HP 35 war with Nilfgaard broke out, but he exiled
WILL 9 VIGOR 21 her after the Thanedd coup. Why, I dunno—I
heard she did well, beatin’ up on Artaud
Skills Base Terranova with a set of brass knuckles, heh!
Unfortunately, the bastard got the better of
Alchemy 15
her when the tide turned, threw her out a win-
Awareness 17 dow with a couple of nasty injuries. Lucky for
Charisma 13 her, she made it out alive. After being exiled,
Deceit 13 she must’ve joined up with the Lodge, workin’
Dodge/Escape 17 with Philippa Eilhart to make that country for
Education 18 mages. She’d been lyin’ low for a couple years
after the end of the second war, but it didn’t
Grooming and Style 15
stop her from being charged with treason over
Hex Weaving 17 the deaths of King Demavend and Foltest,
Human Perception 16 same as the rest of the Lodge. I suppose the
Melee 16 reasonin’ was that they all must’ve been in
Persuasion 14 Favored Magic on it, an’ Metz definitely had a reason for a
Resist Coercion 17 Alzur’s Thunder grudge against Foltest...I can’t help feeling like
Bronwyn’s Gust there’s another explanation, though. Nobody’s
Resist Magic 19
sure where she is or what she’s doin’ now, what
Ritual Crafting 19 Cenlly Graig with the North howlin’ for mages’ blood, espe-
Seduction 15 Dispel cially the Lodge’s, an’ the Black Ones havin’
Small Blades 14 Glamour taken most of Temeria an’ Aedirn, damn their
Social Etiquette 17 Onieromancy eyes. There’s been some rumors of a talented
Spell Casting 19 witch in Velen, though I can’t picture Keira
Reopen Portal
Metz being all that pleased with peasant liv-
Stealth 15 Somne ing. On the other hand, if it is her, maybe she
Standing Portal can do somethin’ about the Catriona plague—
Key Skills Telecommunication it’s startin’ to spread again which is the last
Assets 8 thing we need with a war going on. She was
Teleportation
Distillation 10 always good with potions an’ such.”
Expanded Magic 6 —Rodolf Kazmer
Grape Vine 8 Gear
Immutable 8 Crystal staff Brass knuckles Halfling protective doublet Crystal Skull (Cat)
In Touch 8 Makeup kit Gemstone amulet Alchemy set Satchel
Magical Training 10 Jewelry (x4) Perfume (x3) Fashionable clothing (x2) Numbing herbs (x3)
Mutate 7 Poniard Tempest elixir (x3) Tempest elixir formula Lightning elixir
Reverse Engineer 10 Lightning elixir
Scheming 8 Strider elixir Strider elixir formula Telecommunicator
formula
165

Margarita Laux-Antille INT 10 STUN 7


“Margarita Laux-Antille, known as Rita to
friends, is one of the most influential mem- REF 7 RUN 15
bers of the magical sorority. She is descended DEX 7 LEAP 3
from one Ilona Laux-Antille, a powerful
BODY 5 STA 35
sorceress who was the assistant to Aretuza’s
previous Rectoress, Tissaia de Vries. Magi- SPD 5 ENC 50
cal heritage is uncommon as those born to EMP 8 REC 7
magical parents often become overwhelmed CRA 5 HP 35
by their inherited gift but when it does occur WILL 9 VIGOR 25
it applies a great deal of pressure to the inher-
itors. In Margarita’s case, this great ancestry
Skills Base
pushed her to become an important part of
magical society. As a girl she attended Are- Awareness 15
tuza in the same class as Yennifer of Ven- Charisma 16
gerberg which may be why she has taken her Courage 15
physical perfection even farther than most Dodge/Escape 13
sorceresses. And yet she is less arrogant than Education 20
her peers. Their headmistress was the afore-
Endurance 11
mentioned Tissaia de Vries, no doubt fur-
ther stoking the fire of Margarita’s ambition. Grooming and Style 16
Eventually, Margarita succeeded Tissaia, Hex Weaving 19
becoming Rectoress of Aretuza. Margarita Human Perception 15
is known for her devotion to her school and Monster Lore 18
her students. Apparently, no one even consid- Persuasion 15
ered that she might be involved in the scan- Favored Magic
Resist Coercion 19
dal at the Thanedd conclave. But she could Ball Lightning
not escape the crisis that started at Thanedd. Resist Magic 19
Codi Bywyd
Eventually she would have to leave Aretuza Ritual Crafting 19
Dispel
to save her students from the anti-magical Seduction 18
backlash. She got as far as Novigrad in the Empower
Social Etiquette 19
hopes of reaching safety in Kovir and Poviss, Focus Shutdown
Spell Casting 19
but walked into the Novigrad of Radovid’s Hold Tongue
Stealth 11
mage hunters. In the end, her students are Hydromancy
being burned at the stake one by one. She Teaching 20
Interactive Illusion
only survives because Radovid wants her to
witness the horror of their deaths but her exe- Ritual of Magic Key Skills
cution is soon approaching. Truly, she is one Standing Portal Assets 10
of the saddest stories in the magical world.” The Eternal Itch Distillation 6
—Brandon of Oxenfurt
Expanded Magic 8
Grape Vine 6
Gear Immutable 5
Crystal staff Halfling protective doublet Stiletto Gemstone amulet In Touch 10
Writing kit Fashionable clothing Alchemy set Ritual pouch Magical Training 10
Megascope Numbing herbs Jewelry (x2) Hourglass Mutate 6
Garter sheath Double woven trousers Spell formulae (x4) Hand mirror Reverse Engineer 10
Satchel Makeup kit Perfume Crystal skull (Swallow) Scheming 7
166

INT 10 STUN 7
Philippa Eilhart
“Philippa Eilhart. Heh. Very dangerous mage—
REF 7 RUN 15 powerful enough to polymorph into an owl.
DEX 7 LEAP 3 Used to advise King Vizimir and was even
BODY 5 STA 35 involved with his spymaster Sigismund Dijks-
SPD 5 ENC 50 tra for a while though I’d call that an affair of
convenience since she’s strictly for other women.
EMP 5 REC 7
Eilhart been a real leader among the North-
CRA 7 HP 35 ern Mages. Durin’ the Thanedd Coup she and
WILL 10 VIGOR 25 the other mages loyal to the North, Dijkstra,
and a bunch of Redanian soldiers captured the
Skills Base mages who’d been bought by Nilfgaard. Some-
Awareness 17 thin’ must’ve gone wrong, though, ‘cause the
Black Ones’ mages got free, and it turned into
Charisma 10
a bloodbath. After seeing the fall of the Council,
Deceit 18 Eilhart started a group of her own, the Lodge of
Dodge/Escape 16 Sorceresses. Rumor has it they wanted to create
Education 19 a country for magic and mages, or some shite.
Endurance 15 Of course, now most of the Lodge is wanted for
Grooming and Style 16 treason, Eilhart included, so that tells you how
that turned out, heh. Damned witch was mixed
Hex Weaving 20
up in the murder of King Foltest, too. She was
Human Perception 15 even fosterin’ a peasant uprising to try to con-
Persuasion 15 trol the Pontar Valley after the Lodge hired the
Resist Coercion 20 Witcher Letho to start killin’ kings. Of course,
Favored Magic
Resist Magic 20 Letho was probably workin’ for Nilfgaard all
Alzur’s Thunder along, and her plans started going wrong when
Ritual Crafting 20
Blinding Dust her apprentice Cynthia turned out to be a spy
Seduction 17
Dispel for the Black Ones. King Radovid even had Eil-
Small Blades 13 hart’s eyes put out when he captured her in Loc
Eilhart’s Technique
Social Etiquette 18 Muinne. I suppose Eilhart’s damn near takin’
Fergus’ Demise
Spell Casting 20 over Redania after Vizimir was assassinated
Glamour explains where Radovid got his grudge against
Stealth 15
Tactics 17 Golem Crafting her. Radovid’s still tryin’ to chase her down and
Mental Command finish what he started, and the Witch Hunters
Polymorphism are tearin’ apart Velen lookin’, but she’s clean
Key Skills vanished. Suppose you’d have a lot more hiding
Assets 10 Pyromancy
places as an owl, but I don’t think for a minute
Distillation 6 Standing Portal we’ve seen the last of this one.”
Expanded Magic 7 —Rodolf Kazmer
Grape Vine 8
Immutable 5 Gear
In Touch 10 Crystal staff Stiletto Halfling protective doublet Double woven trousers
Magical Training 10 Gemstone amulet Belt pouch Makeup kit Perfume
Mutate 4 Writing kit Invisible ink Poisoner’s friend Black venom
Reverse Engineer 10 Alchemy set Satchel Secret pocket (x2) Fashionable clothing
Scheming 10 Acid solution Jewelry (x2) Sterilizing fluid (x3) Megascope
167

Sile de Tancarville INT 10 STUN 7


“Sile de Tancarville’s famed for two things: her
connection with the Lodge of Sorceresses and REF 6 RUN 15
being downright reclusive. I figure she joined DEX 6 LEAP 3
up with the Lodge hopin’ that those achieving BODY 5 STA 35
their goals would let her research in peace— a SPD 5 ENC 50
woman who resigns from a seat on the Coun- EMP 6 REC 7
cil of Wizards because it’s interfering with her
CRA 7 HP 35
work sure isn’t interested in politics for pow-
er’s sake. Heard some rumors that she’d been WILL 9 VIGOR 25
workin’ with Queen Zuleyka to keep Prince
Tankred Thyssen outta trouble. Seems to have Skills Base
worked, and maybe even left some fond mem- Alchemy 17
ories, heh, given he’s King of Kovir now, an’
Awareness 19
the only Northern ruler still willin’ to take a
chance with mages. De Tancarville popped up Charisma 11
in Flotsam not quite half a year ago, durin’ Deduction 18
the mess with the Kingslayer; apparently, Dodge/Escape 14
she was there to take care of a kayran in the Education 20
town’s port. She wound up workin’ with Geralt Endurance 13
of Rivia to kill the beast, and used somethin’
Grooming and Style 15
from the kayran to help with King Henselt’s,
heh, marital problems, gaining his trust. Of Hex Weaving 17
course, then the Kingslayers tried for Hen- Human Perception 13
selt, and at Loc Muinne it all came out that Monster Lore 20
Favored Magic
the whole thing had been a plot of the Lodge. Persuasion 13
They’d hired the a group of Witchers to kill the Dispel
Resist Coercion 18
rulers that weren’t bendin’ over for the whims Elgan’s Theory
Resist Magic 19
of mages. The Lodge’s plot started going all to Essence of Potion Ritual Crafting 19
pieces with that. De Tancarville tried to make
Freshen Air Social Etiquette 18
her escape after a damn dragon attacked the
conference. Some folks swear that her megas- Mental Command Spell Casting 19
cope blew and the sorceress met a grisly fate, Mind Manipulation Stealth 12
an’ some swear Geralt of Rivia saved her life Oneiromancy Teaching 18
instead. Can’t say for sure if being on the run Ritual of Magic
for treason’s much of a life, especially not with
Standing Portal Key Skills
what the Eternal Fire’s been doin’ to mages
they catch....” Teleportation Assets 8
—Rodolf Kazmer The Nightmare Distillation 8
Expanded Magic 7
Grape Vine 8
Gear Immutable 5
Crystal staff Halfling protective doublet Satchel Gemstone amulet In Touch 10
Writing kit Double woven trousers Alchemy set Belt pouch Magical Training 10
Strider elixir (x3) Garter sheath Stiletto Journal Mutate 6
Perfume Alchemical adhesive (x2) Fashionable clothing Silver fox fur boa Reverse Engineer 8
Jewelry Clotting powder (x2) Invisible ink Makeup kit Scheming 8
168

INT
REF
10
5
STUN
RUN
7
15
Stregobor of Kovir
“Stregobor of Kovir is the most wizardy-lookin’
DEX 6 LEAP 3 wizard I’ve seen in my entire life. Tall for a
BODY 5 STA 35 human, skinny as a stick, staff, robes, the whole
SPD 5 ENC 50 vein of ore, heh. Mostly did illusions and weather,
but he was obsessed with the Curse of the Black
EMP 5 REC 7
Sun. Whole-heartedly believed in the prophecy
CRA 8 HP 35 of Eltibald, that “sixty women wearing golden
WILL 9 VIGOR 25 crowns would drown the river valleys in blood”
to mark the return of the evil goddess Lilit. And
so, when an eclipse appeared, Stregobor started
Skills Base
researching princesses born durin’ it. All sorts
Alchemy 16 of rumors that the Black Sun Princesses were
Awareness 18 evil, or mutated, or possessed, all from birth.
Charisma 10 After a few years and more than a few dissec-
Crafting 15 tions, Stregobor was considered an expert on
‘em. Things went sideways when he was called
Deduction 18
in to deal with Renfri of Creyden, though. He
Dodge/Escape 13 confirmed she was twisted from the Black Sun,
Education 19 an’ the girl’s stepmother supposedly sent her into
First Aid 16 the woods with a hunter after to kill her. But
Grooming and Style 11 Renfri escaped ‘em, maybe killed ‘em, an’ blamed
Hex Weaving 19 Stregobor for ruining her life. Dedicated herself
to killin’ him, an’ word is she nearly did it in
Human Perception 11
Mahakam, but Stregobor froze her in a slab of
Intimidation 17 Favored Magic
crystal and ran. She got free with a bit of help
Persuasion 12 Afan’s Mirror an’ kept trackin’ him, picked up a crew along the
Resist Coercion 19 Corpse Restoration way. Eventually Stregobor wound up cornered in
Resist Magic 19 Create Crystal Skull Blaviken, an’ that is when Geralt of Rivia showed
up. I’d heard that Geralt wasn’t fond of Stregobor,
Ritual Crafting 19 Create Soul Beacon
that the mage’d gotten the Witcher chased out of
Social Etiquette 19 Crystal Stasis Kovir on a false accusation, but somethin’ hap-
Spell Casting 19 Dispel pened in that town. I doubt anyone knows the
Stealth 12 Illusion whole story except Stregobor and the Butcher
of Blaviken himself, but there were seven people
Interactive Illusion
dead in the marketplace, one of ‘em Renfri, an’
Key Skills Magic Screen Geralt of Rivia wasn’t letting anyone touch her
Assets 6 Summon Staff body. Stregobor went back to Kovir and hasn’t
Distillation 8 Telepathy been bothered since.”
Expanded Magic 8 —Rodolf Kazmer
Grape Vine 6
Immutable 8 Gear
In Touch 10 Crystal staff Gemstone amulet Gwent deck (Monster) Dice poker board
Magical Training 10 Surgeon’s kit Writing kit Journal Hourglass
Mutate 6 Alchemy set Alchemical adhesive Base powder Acid solution
Reverse Engineer 8 Satchel Adda’s tomb (x3) Clotting powder (x2) Dagger
Scheming 6 Runewright’s tools Cold weather clothing Belt pouch Sweets
169

Xarthisius INT 9 STUN 6


“There is no doubt in my mind that Xarthis-
ius has significant divinatory capabilities. But REF 5 RUN 15
divination in itself is a tricky subject as it often DEX 5 LEAP 3
produces results that are unsatisfactory to the BODY 4 STA 30
person seeking answers.
SPD 5 ENC 50
In his youth, Emperor Emhyr was placed
under a curse by the Sorcerer Braathens, to EMP 7 REC 6
legitimize the coup against hi father. None of CRA 8 HP 30
that line respond well to pressure and this lead WILL 8 VIGOR 21
to Fergus’ death and his cursed son’s exile.
The boy was able to garner some support-
Skills Base
ers, including Xarthisius. Through astrology
and divinations Xarthisius directed Emhyr’s Alchemy 14
party North, where he claimed, in his vague Awareness 15
fashion, that a cure could be found. Charisma 11
Fortunately, the divination proved accu- Deduction 17
rate, after a fashion and a great deal of time in
the life of a mundane human. Xarthisius was Dodge/Escape 11
well-rewarded, with a tower in the Summer Education 19
Capital, Loc Grimm, fully equipped with all the Grooming and Style 11
astrological equipment his heart could desire. Hex Weaving 17
Rulers are famously fickle, however, and when
Human Perception 13
Xarthisius was called upon to do service once
more his divinations proved woefully inaccurate Monster Lore 17
and much time was wasted dispatching an Impe- Favored Magic Persuasion 13
rial agent to comb a hundred square miles of des- Resist Coercion 14
Detect Ley Line
ert-haystack in search of a person-shaped needle. Resist Magic 18
Naturally, the Emperor assumed Xarthisius was Dispel
Ritual Crafting 18
incompetent and the poor man exchanged his Disrupt Focus
tower with a view of the stars for a cell. Sleight of Hand 11
Hydromancy
In our rare encounters, for he seldom ven- Social Etiquette 15
Magic Compass
tured from his tower, I saw no malice in Xarthi- Spell Casting 18
sius. He’s a slightly vague, overly earnest man Oneiromancy
Stealth 7
with a touching faith in the ability of the stars Pyromancy
to provide accurate guidance. The more I have Teaching 15
Telepathy
pondered his imprisonment, the more I am
convinced that his divination must have been Teleportation Key Skills
correct and that some other wrinkle must have Tyromancy Assets 4
led to the failure of the Emperor’s agent.” Urien’s Shelter Distillation 8
—Glynnis var Treharne
Expanded Magic 4
Grape Vine 8
Gear Immutable 6
Elven walking staff Dagger Basic clothing Belt pouch In Touch 8
Map of the Continent Gemstone amulet Alchemy set Writing kit Magical Training 10
Flint & steel Star chart Astrological text Cheese Mutate 6
Gwent deck (Nilfgaard) Bedroll Holy symbol (The Great Sun) Journal Reverse Engineer 8
Writing kit Waterskin Pipe & tobacco Sunstone Scheming 8
170

A Binding Clause

Background (Read Aloud) The Rest of the Story


The mountain air of Lyria and Rivia makes for a pleasant The village of Spetz has been plagued by a demon for over
change compared to the war-torn lands of Temeria—the cold four years now, the strange creature appearing and lin-
breeze too weak to carry the smoke of pyres and the stench of gering outside one home, pleading to be let in. The peas-
decay from the body pits. War seems a distant thing here, a bad
ants are terrified, now fearing the family inside the home
memory or forgotten nightmare—out of the reach of the White
the demon is drawn to. Given Rivia’s history, this fear
Flame Dancing on the Grave of His Enemies. But a violent his-
seems destined to become an all-consuming hatred that
tory lingers here in the marks left behind. Rivia, a city scarred
by pogroms, sits in the shadow of the Craag Ros mountains is waiting to end in bloodshed. All it needs is one little
on the horizon, somber and tarnished by the hatred its people push...something must give. Players must figure out how
hold. Tension bleeds like pus from a lanced wound, infecting to appease this demon but discover along the way that
all that encounter it. You see it in each suspicious look, hear it it’s not the only monster lurking in the village, hidden in
in every venomous word. And here, in the outlying village of plain sight.
Spetz, something is about to snap.
171

Setting the demon, so they have taken to calling


it the Horse of Frost. This demon did as A Brief History
Players arrive in Spetz, a tiny mountain village it was asked, but the parents failed to be of Lyria & Rivia
in the unified kingdoms of Lyria and Rivia, the specific about the terms of the deal; now
western capital of Rivia only a day’s ride north it seeks to fulfill the final part of the con- Rivia was once a tiny
and the Yaruga river a few miles south. Lyria tract. The demon can’t enter the family kingdom in the Dol
and Rivia were conquered by the Nilfgaardian home without express permission from Angra valley, on lands
that have since been giv-
Army not long ago but the land is still rife with Clenn or Ena and so seeks to find a way
en back to the elves by
fighting; Queen Meve managing to keep out of in, using its ability to steal and wear the Nilfgaardian Emperor
Emperor Emhyr’s clutches and rally a partisan skin of others to try and fool the parents Emhyr var Emreis. After
force. Still, the state of the nation has only con- into letting it in. the Six Years’ War in the
tinued to suffer. Since the pogroms, Rivia and ◆ Clenn Padd and his wife Ena, are the 9th century and later dis-
its outlying settlements have struggled to make parents and social pariahs who sum- putes with rulers of Te-
any progress between the human and non-hu- meria and Cintra in the
moned the Horse of Frost and made the
man population. Anyone that isn’t human, or 11th, Rivia garnered a
exchange for another child in place of reputation for providing
that isn’t ‘natural’, is treated with suspicion and the one they already had. Ever since the asylum to war refugees
contempt and it’s clear that the people of Spetz demon’s return, their lives have been in and political opponents.
are at their breaking point. The demon plagu- upheaval. The locals now fear them, and In the 12th century, it
ing them must go, and the family it’s drawn to their child and they have been ostracized was recognized as one
must go with it if that’s what it takes. by the community, shunned by everyone of the two major powers
they know. The villagers are terrified, and within the region, shar-
But there is more to this story than a fam- ing notability with rival
ily simply unfortunate enough to earn the this has started to lead to anger and hos- kingdom, Lyria. In 1133,
attention of a monster. This creature was sum- tility toward the family. King Berrik of Lyria as-
moned—to give a ‘perfect child’ to a mother and ◆ Orin is the son of Clenn and Ena and cended to Rivia’s throne
father terrified of what their neighbors would doesn’t know nor realize why the Horse of and formed a union
think of them and so an exchange was made. Frost wants him. He is five years old and between the two king-
A life for a life. When the truth is revealed, doms. This unity lasted
quiet, not having had the luxury of mak-
no longer than a gener-
the player characters must decide where they ing friends now the village has turned on ation before two differ-
stand—with the demon who came to make them. He usually plays by himself inside ent heirs ascended upon
good on a pact settled years ago? Or with the the house and his parents spend most of his death. In the first
parents who did the unthinkable? Either way, their time arguing. Though Orin doesn’t half of the 13th century,
Spetz is reaching its breaking point. Just how understand what the demon is, it appears King Reginald of Rivia
much will be consumed in the flames? to have an effect over him—trying to married Princess Meve
tempt him to open the door and let it in. of Lyria and once again
Forces These—what his parents refer to as ‘out-
joined the two king-
doms. Reginald died in
bursts’—have become more frequent over 1258 and left the throne
This adventure can be run with up to six the passing weeks and they are afraid of to his wife, Meve, who
player characters from either side of the war. what will happen to their son if they ever rules now. In 1268, the
So long as none of the characters are notori- fail to stop him from opening the door. capital of Rivia was the
ously known as enemies of Lyria and Rivia or ◆ Gart is the alderman of Spetz and seem- scene of a horrendous
Queen Meve, nor present themselves as such, pogrom between hu-
ingly the only person in the entire village
they shouldn’t run into any trouble with any of mans and non-humans,
who holds any sympathy for the strug- resulting in a massacre.
the locals or guards. The number of enemies gling family. He will enlist the help of the Four years on, the ten-
in combat should be equal to the players plus characters to try to get rid of this demon sions are still high.
two, unless stated otherwise. and end its tormenting of his neighbors.
◆ Das is a human neighbor of Clenn and
The Opposition Will Be his family and is proving to be a prob-
◆ The Mari Lwyd, a demon summoned by lem. He’s become more outspoken and
Clenn and Ena Padd to give them a ‘per- aggressive regarding the situation with
fect son’. No one knows the true name of the demon and Gart is worried that he
172

will incite other villagers to do some- no measures to hide this, he will pointedly
The Rivian thing extreme. Lately, the folk have been narrow his eyes at them, a sharp look of disap-
Pogroms agreeing more with Das than their own proval on his face.
alderman. Das’ character serves to act as The man glowers at you, small watery eyes
Four years ago—1268— a red herring, tricking the players into set into his worn face. His lips twist sourly
an argument between thinking he’s the Horse of Frost wearing
young noblewoman Na- beneath his coarse, thick beard. Cheeks,
Das’ skin to throw them off the trail in weathered and ruddy, are flushed from the
dio Esposito and a group
the final confrontation. cold air and the effort of descaling, running
of dwarves in Rivia’s city
marketplace became ex- ◆ Arrik of Scala was the local pellar who the curved blade of the knife along the length
tremely heated and erupt- lived outside of the village in a small of the fish he has on the wooden block at his
ed into violence. The hu- hut in the woods. He helped the Padd feet. Clearing his throat, he hawks a wad of
mans formed a pogrom family for the past few years to keep the spit and says:
against the non-humans, Horse of Frost at bay but was killed a
killing 184 in a savage Or are you lot freaks, too?
few weeks prior when the Order of the
attack. This was not the Other peasants appear drawn to the
last pogrom to occur in Flaming Rose passed through on one
Rivia, but it was the first of their witch hunts. His ransacked and ruckus this man is making—especially when
on its scale, marking what now-abandoned hut sits to the northwest the word ‘freak’ is thrown out. Their suspi-
would become a future of of Spetz. cious stares become glares of contempt, but
hate and oppression. It is ◆ The peasants will eventually rise into a none seem brave enough to speak up and
often referred to as the
mob in the final confrontation, tensions interrupt him. The player characters have a
Massacre in Rivia. few options here: they can choose to converse
finally breaking into a violent fallout.
Player characters can choose to attempt with this man, ignore him, or confront him
to defuse the situation and kill the demon themselves.
or step aside and let the Horse of Frost
finally get what it wants. Converse
If the player characters choose to speak with
Set Up (Read Aloud) the man, he will introduce himself as Das; a
local fisherman and self-proclaimed ‘voice’
It’s raining by the time you stumble across a for Spetz’ inhabitants. He is arrogant, self-im-
village hidden in the pine trees. Mud and moss portant, and loud—happy to be ignorant
squelch under you as you’re slowly soaked to and rude to anyone who is ‘different’ (read:
the bone, rain working its way through gaps in non-human).
your armor and clothes. Twenty or so buildings If asked what he means about ‘cursed
sit huddled together with the shutters drawn ones,’ he will explain that there is a family
against the foul weather. A few geese waddle on the very edge of the village who meddled
about aimlessly and a lone mule stands deject- in something they shouldn’t have and now a
edly in a fenced paddock, worrying at a limp monster has been plaguing them for the past
bale of hay as you pass. There are very few peo- six months. Das is adamant that the family are
ple milling around, and all of them eye you with plotting to sacrifice everyone to the monster
clear suspicion on their faces and in the unspo- and he refuses to let them stay in Spetz any
ken tension in the air. Someone murmurs some- longer; they are too great a threat. According
thing behind their hand. A gruff voice speaks up: to him, they have long outstayed their wel-
You’re ‘ere for the cursed ones, ain’t ye? come—a sentiment echoed by the murmurs of
approval from the gathering crowd.
Hook
Ignore or Confront
As the characters enter Spetz, draw their atten- If the player characters choose to either con-
tion toward an older man sitting in the door- front or ignore Das, he will erupt into a sud-
way of his home on a stool, descaling fish. If den tirade of anger—cursing, threatening, and
any characters are non-human and have taken causing as much of a commotion as he can. He
173

is a conceited, unpleasant man, and despises and he often pulls at it with his fingers to comb
being ignored or challenged. over the bald patches. He is fresh-shaven and Checking In
He will accuse the player characters of significantly cleaner than the other villagers,
somehow being in league with the family of carrying himself with an air of importance and Throughout this ad-
purpose—clearly taking pride in his position. venture, there are many
‘cursed mongrels’, especially if any of the topics that may be un-
characters are non-humans. Though the other Das thinks little of Gart and openly shows comfortable or upset-
peasants agree with the things Das says about this through derisive looks and bad attitude. ting for your players. It
this family or any non-human characters, they Currently, the alderman is the only person is your responsibility as
won’t get as aggressive or assertive as he does. preventing the so-called ‘cursed’ family from GM to ensure all at the
If any player characters try to walk away from being driven out of Spetz—stopping Das’ desire table is having a safe
him, Das will get up and attempt to block their of seeing them banished. However, Das holds and fun experience. Ask
your players beforehand
path, getting up in their personal space. some respect for the authority Gart has, and he
about boundaries and
Should any of the characters attack Das, won’t act out of turn and get rid of the family lines they may have and
treat him as having bandit stats but without himself. Instead, it is Das’ intent to sow dissent make them aware of the
armor and only a dagger as a weapon. amongst the other peasants so that Gart will be general content of this
forced to make the family leave. adventure—you don’t
Regardless of how the players react to Das, have to reveal spoilers
the commotion caused draws the attention of If any of the player characters are a to do this. For example,
Gart—Spetz’ alderman—who asserts himself Witcher, Gart will be somewhat relieved to see ask: ‘There are themes
to defuse the situation, saying: them. Despite Lyria’s reputation for hatred of of ableism and racism in
non-humans, Gart understands that this situ- this adventure, is every-
Now, now. That’s more than enough of that. ation requires a professional. It’s a fact reluc- one okay with playing
What’s going on here? tantly acknowledged across the Continent through this?’. Be sure to
Gart is a human man the same age as Das that without Witchers, monsters would run check in after scenes that
heavily involve or touch
and is somewhat financially better off than the rampant. As such, Gart will generally be polite
up such topics. Everyone
rest of the village. His clothes are practical, but and cordial to any non-humans, but the fear should have fun and feel
made of finer material, and a pair of specta- is still clear on his face; he wants the players safe when playing at the
cles sit perched on his round nose. His gray- to resolve this problem and be on their way as table.
ing hair is thinning about the top of his head soon as possible.

Das Gart
174

When Gart intervenes, Das will give up the past six months, the Horse of Frost has
Chased Out and sulkily go back to descaling fish, deeming been appearing every night, and the villag-
the argument no longer worth the effort; he’s ers have finally taken notice of its presence.
If the players end up kill- made his point clear enough for now. But it’s Any players who make Human Perception
ing Das at this point, certainly not the last time that Das will get checks to corroborate this will find that the
the other peasants—Gart involved. alderman is telling the truth, no matter what
included—will take up
Pausing to make sure Das has returned to they roll.
arms and chase them
out of Spetz. Refer to the his fish, the man turns to you with an apologetic A DC 26 Monster Lore check can be
peasant stat block at the look, running a hand through his thin hair ner- made to ascertain what a player character
end of this adventure. vously, saying: knows about this monster (If they succeed,
Then go to Ending (Cold refer to the Demonology: The Mari Lwyd
and Alone). Apologies. Das is... well, he doesn’t like
strangers. I’m Gart, the alderman of Spetz. If entry on page 186). A DC 14 Education
you’re wanting it, I have some work for you. check can also be made to discern the fol-
lowing information about the Order of the
Gart will instruct the characters to follow Flaming Rose in the box below.
him, saying he will explain everything he can as
they walk. Go to Development (The Ousted).
The Order of the Flaming Rose
Development (The Ousted)
The players are led to the eastern side of the Originally formed in 1268, the Order of the
village and down a narrow dirt path through Flaming Rose was established to be a count-
the trees, whilst Gart regales them with what er to the power of the Lodge of Sorceresses.
he knows about the situation. He explains It was inspired by the Redanian Intelligence
that there is a family in Spetz who are hav- Service and built upon the foundations of the
ing trouble with a monster that has been an Order of the White Rose who operated in Te-
ongoing occurrence for four years; they have meria. Their leader, Jacques de Aldersberg,
since taken to calling the monster the Horse set about establishing major reforms where
of Frost. In all that time, no Witchers have the now-called Flaming Roses would protect
passed through, so no one knows what to do the Northerners from monsters and evils,
about it. Up until a few weeks ago, the family ensure humankind’s survival, and establish
had relied on Arrik, the local pellar, but he peace when possible, through the teachings of
was killed during a witch hunt by the Order of the Eternal Fire.
the Flaming Rose, leaving them lost with little When Jacques was killed, Siegfried of De-
options. Gart claims to have seen the monster nesle was made leader and withdrew the Order
himself and describes it as such: to Redania where they were sacrificed in the war
‘Tis unlike anything I’ve ever seen, a horse’s against Nilfgaard and abandoned by King Ra-
bones wrapped in rags. Its huge eyes glow, and dovid V. Many became part of King Radovid’s
its neck...it stretches an’ grows, creeping outta Witch Hunters, persecuting so-called ‘witches’,
the cloth it’s wearing. ‘Tis a thing of nightmares, ‘freaks’, and ‘mutants’ (non-humans). Though
that’s fer certain. I’ll never get used to seeing the some smaller branches of the Flaming Rose are
blasted thing... still in action, working even as far out as Lyria
Player characters may recall that Das and Rivia.
mentioned the monster has only appeared They are a slowly dying Order, but some hope
in the last six months. If they mention this still remains for their survival down in Tous-
to Gart, he will explain that the monster saint, where their ‘noble deeds’ are looked upon
has been appearing for the past four years, more favorably.
but its visits have become so frequent now
that it no longer cares to hide itself from the
rest of the village; it is becoming bold. For
175

Gart will inform players that the fam-


Curious Oddities
ily—the Padds—has been steadily ousted Arrik of Scala
over the past few years since the Horse of Roll Result
Frost’s appearance means they can’t leave Until his death a few
Numerous footprints weeks prior to the play-
their house. The tensions between them and
are imprinted into the ers’ arrival, Arrik was an
the rest of the village has only intensified, in
dirt around the front of elderly human man who
no small part due to Das’ constant outspoken
the house, some of them served as the areas’ local
behavior. pellar, living in the woods
disappearing around the
The Padds live in a small house set back 10 – 13 corners, clearly marking to the west of Spetz, clos-
from the rest of the settlement, but that the whole perimeter. Mixed er to the foothills of the
doesn’t save them from the daily scorn and Craag Ros mountains.
in are the hoof prints of
He was killed by the
contempt that their neighbors have for them. a horse. On the doorstep Witch Hunters of the Or-
The Padds were once well-liked and social is a rotting line of rice, der of the Flaming Rose
people, amicable and friendly. Now, they are soaked by the rain. for the crime of ‘using
withdrawn and afraid, mere husks of who magic and nefarious and
they once were. Gart expresses his sympathy They also notice that the trees malicious sorcery’. His
for the family and how he has taken it upon around the house appear only real ‘crime’ was the
himself to ensure they have fresh food, drink, disturbed, branches half- time his chicken attacked
snapped off and hanging one of Queen Meve’s sol-
and supplies. In particular, he pities their son, 14 – 16
limply, others completely diers. He was a harmless,
Orin, who is only five and unable to leave though strange, old man.
the house to play with the other children. He stripped of their leaves. In
shakes his head sadly and says: places, the bark on the trunks
is missing, peeled off. A Full Sweep
It just ain’t right to raise a lad like that. The
poor thing. A faint scent, foul and If the players want to in-
lingering in the air; the stench vestigate the area around
The players then arrive at the Padd family of burning sulfur, muted the house, refer to the
home, sitting alone of the edge of the village. slightly by the rain, but Curious Oddities table.
Go to Development (Trial, No Errors). 17 – 20+ The only new thing they
there. The sounds of nature will notice around the
are missing: no birdsong,
Development animal sounds, not even the
back of the house is that
one of the windows no
(Trial, No Errors) movement of the wind. longer has shutters at-
tached to it, the hinges
The house sits, alone and forlorn, on the After a moment, there is the sound of broken clean off.
very edge of the village. An empty chicken someone moving behind the front door—a
coop is attached to one side, wood rotten and heavy thud and the rattling click of a lock. The A Useless
chewed by rodents and damp. The wood and door cracks open slightly to reveal a sliver of a Precaution
kiln brick structure of the small house is drab man’s face, the one eye they can see glaring at
them as a gruff voice says: Lines or circles of rice are
and slick with rainwater. Shutters are pulled part of the commoner su-
tight against the windows and the flickering Who is it? perstition that some crea-
of candlelight can be seen through gaps in the Gart seems unphased by this standoffish tures, such as demons,
slats. The air here is eerily still, tense, and a must pick up and count
behavior and smiles, though it’s a little strained each individual grain be-
feeling like you’re being watched settles on you as he replies: fore they can step past
all. When Gart raps his knuckles against the
You know who I am, Clenn. I’ve brought it. This belief however is
old wood door and steps back, his knocks might founded on nothing sub-
as well be explosions for how loud they crack in some folks who could help ye.
stantial, and rice affects
the silence. If any of the player characters are Witch- demons like garlic affects
If any players make an Awareness check, ers or Mages, Gart will specifically point Higher Vampires—that
them out as people who can help the family. is to say, it does nothing.
refer to the Curious Oddities table below for Those who succeed at a
what they notice. Player characters who introduce themselves
to Clenn will only get a grunt and a scowl in DC 16 Education or Mon-
ster Lore check know that
the rice has no effect.
176

response. The door will open a little further, have nothing to fear (unless they are the Horse
The Wand of enough to reveal Clenn, but still not enough of Frost, of course!). Clenn taps each player on
Banishment to see into the house: the cheek with the stick, explaining that it must
Clenn can’t be much older than thirty, but touch bare skin for him to know if the Horse of
This stick is the pel- the lines on his face are doing him no favors. He Frost is hiding among them. When he turns to
lar stick and is the only is pale and drawn, heavy bruises from lack of Gart, the alderman declines, saying:
item the Padd family has sleep under his restless eyes. His gaze flicks from I don’t intend to come inside, Clenn. I need
that must briefly banish
person to person, assessing you all, sizing you to have a word with Das....Now that this lot are
the Horse of Frost. This
wooden stick is reminis- up. He glances briefly towards the trees, then the here, I’m sure you can explain everything better
cent of a wand and was rotting line of rice along the threshold of his feet. than I—I only told them what little I know.
given to the Padds by the He mutters under his breath, running frantic Gart then addresses the players:
now-dead pellar, Arrik fingers through his matted hair:
of Scala. A strip of dark Let me know if you happen to need anythin’
More rice. Need more...to fix the lines. whilst yer here and I’ll see it’s delivered. ‘Tis the
red cloth binds a sprig
of mistletoe to one end He begins to close the door again, speaking least I can do.
and the other has two more directly to you all: He then leaves, bidding a final farewell to
branching twigs sprout-
ing in opposite direc- I’ll be right out. Clenn who merely nods in acknowledgment,
tions, both capped with The door closes again. Gart seems unsur- still nervous to be letting new people into his
dull copper. A series of prised that Clenn is behaving this way and home. His eyes flick from the players to the trees
runes has been carved gives the characters a patient smile, saying: one last time before knocking on the door:
into the main body of Ena! Let us in!
the wand. A DC 21 Best to err on the side of caution when a
Magic Training or DC monster’s involved, hm? I should’ve mentioned, The lock clicks and the door open inwards,
25 Education check re- but Clenn’ll be wanting to test you before he lets revealing an exhausted-looking young
veals that these runes are you in. woman—Ena. She looks at the stick in Clenn’s
a Lucifuge Rofocale (Lu- hand before nodding and stepping aside.
cifuge for short). Refer If the characters ask what kind of ‘test’ and
to the sidebar Words of why, Gart will explain that the Padd family Ena is just as harrowed as her husband,
Power for information are, understandably, terrified that the Horse Clenn. Dark circles frame her eyes, and her
on Lucifuge. of Frost will somehow manage to get into blonde hair is pulled up in a messy bun, scraggly
the house. It apparently can take humanoid and straw-like on her head. Her skin is washed
Poor Manners forms and tries to trick the family into letting out, her lips thin and firmly pressed in a hard
it in. No one knows exactly how it does this, line, and her hands pull restlessly at the bodice of
If any of the characters but it can also perfectly mimic voices to bol- her dress, worrying at the fabric over and over.
decide to try to barge ster the believability of its disguise. Gart says She stares at you all as you enter, saying nothing,
into the house before rather ominously: but her expression is haunted. She is afraid.
being touched with the
stick, they will have to ‘Tis a devious and wicked thing. May the Go to Development (A Broken Home).
get past Clenn by mak- gods help us all if you can’t stop it.
ing a DC 12 Physique
Clenn returns, quickly opening, slipping Development
check. He will curse at
the player(s) the entire out of, and then hurriedly slamming the door (A Broken Home)
time and hit at them shut after him, the sound of the lock turning
with the wooden stick from inside with a heavy clunk. In his hand, The players are now inside the Padds’
frantically, sheer terror Clenn is holding a small wooden stick which home; though perhaps ‘home’ is too kind a
on his face until he re- he raises at the player characters threateningly. word for it. It was clearly a home once, but
alizes that they don’t re- He seems hesitant to step away from the door there is no longer any warmth to it. It lacks life.
act the way he expects and gestures with his free hand for them to
them to. Upon realizing It isn’t welcoming.
approach him, saying:
this, he’ll stand aside You are brought into the main living area of
and shout for his wife, We won’t be fooled again, you hear? You know the house. A stove sits against the far wall next
Ena, to let them in and what this is. You know what it’ll do if it touches ye! to a dirtied window with no shutters on its outer
only then will the door
unlock. If any players
Gart will encourage the players to let Clenn side, giving a murky view of clustered pine trees
want to try and under- touch them with the stick, assuring them they and churned up, muddy grass. The room veers
177

off to the right into a small area where two sin- both the beam and wood around the door han-
gle beds are snugly pushed up to the wall, straw- dle and bolt—as if something tried desperately stand Clenn’s intentions
stuffed mattresses stained and covered with to get out. with this stick when ini-
threadbare sheets. A closed door on the opposite Player characters can make an Awareness tially faced with it, a DC
wall across leads to another room. 12 Human Perception
check to see what else they notice upon enter- check reveals that he
A back door on the far side, close to the beds, ing the house. Refer to the Beneath the Sur- doesn’t seem to want to
is clearly locked, the bolt closed, and a wooden face table below for the result. There is defi- hurt them. Instead, he is
beam fixed across, held in place by a bracket nitely something wrong here. clearly anticipating some
on either side of the door frame. Scratches litter sort of reaction from the
characters, but they can’t
discern exactly what re-
Beneath the Surface
action he’s expecting.
Roll Result
Words of Power
10 – 13 There are scratch marks not only around the back door, but the front door, too, all
varying in age. Some are older, faded into the grain of the wood, whereas others are In the world of The
new, small splinters and slivers of wood torn up around the side of the grooves. Witcher, words hold
A DC 14 Deduction or DC 12 Survival check determines that these scratches great power. They can
were not made by an animal, but a person. Asking Ena or Clenn about these curse people, manipu-
marks reveals that their son, Orin, makes these during his escape attempts. late Chaos, and could
bind certain monsters.
14 – 17 Fragments of a broken clay bottle have been hastily gathered into a small wicker Regarding demons, the
basket along with the shards of a shattered plate. On the wall, by one of the beds, is words used to hold some
a dent marked by a dark, fresh stain. The tart smell of Rivian Kriek hangs in the air. sway over them are their
Something, or someone, threw the bottle of alcohol at the wall with considerable force. true names. This doesn’t
Asking Ena or Clenn about this reveals nothing; neither of them wanting to talk give a person full control
of the demon, but names
about it. The most the players get out of them is that it was ‘an accident’. A DC 10
can be weaponized into
Human Perception check reveals that this is obviously a lie and a sensitive topic. items such as wands to
18+ The window by the stove is not only dirtied but cracked. A fine split splays up the bottom half of temporarily banish them
the pane, branching out in all directions. Mostly obscured by layers of grime, small hand prints for a short amount of
time. Even then, a de-
are smudged up the glass from the inside, as though someone frantically pawed at it to get out.
mon’s name can only
Again, if the players ask Ena or Clenn about this, they learn that be used in this manner
this was another one of Orin’s escape attempts. a few times before they
become immune to it.
Clenn will introduce the players to his wife and then move to the stove, throwing another piece The true name of a de-
of wood onto the fire and telling Ena to show the players their son. If the player characters want to mon when written down
speak more with Ena and Clenn, refer to the Current Understanding table below. is called a Lucifuge Ro-
focale, a ‘signature’. Lu-
Current Understanding—Clenn & Ena Padd cifuge can also be used
Both Clenn and Ena are reluctant to admit the Horse of Frost is a demon as this would by a demon itself to lay
a claim on a creature or
lead to the discovery that they summoned it using a tome they stole from Arrik, the
to signify a pact. These
Pellar. Since the summoning they’ve burned the book and thus they can’t find out the signatures are typically
Demon’s true name, which is why they’ve taken to calling it the Horse of Frost. left on a visible area of
Every time the demon appears, their son, Orin, begins to act strangely; overcome with the body and are of sig-
a frantic need to get outside and tries to escape the house to join the demon. nificant size, serving to
The demon can look humanoid and can mimic people’s voices perfectly. It has almost caught them off remind the creature of
guard a few times using this technique. As a result, they are suspicious of anyone outside the house. what they now belong to.
This has been happening for the past four years. In the beginning, the demon would only appear
once a month, then it became fortnightly, then weekly, leading up to now with its nightly visits.
The pellar originally took pity on them and made them the wand of banishment but
now that he is dead, they can barely sleep out of fear and are desperate for any help.
Go to Development (Marked).
178

Clenn and Ena Padd are both human Orin, dear, we have guests.
A Rivian Staple adults and their son, Orin, is currently in his Orin will turn at his mother’s insistence
room; his parents keep him there most of the and the characters will see that the boy’s right
Rivia is also known for time ‘for his own safety’. Once everyone is cheek is marked by a large, deep scar of lines
its famous Rivian Kriek, inside, Clenn locks the door behind him and
a cheap beer brewed and and shapes. He doesn’t seem bothered by it,
places a wooden beam across to keep it barri- and stares at the player characters with pale
made from cherries. It’s
caded shut. The bolt slides across with a heavy blue eyes, assessing them.
very popular among
both locals and visitors thunk. Everyone is locked in.
Orin is a quiet child; he can talk, but pre-
to the region.
Development (Marked) fers his own company, talking quietly to him-
self whilst he plays with his toys. He is nervous
Leaving around the player characters, unused to seeing
the House Having met and spoken with Clenn and Ena,
Ena will show the players to her son’s room new faces and becomes increasingly anxious
Characters can leave which is across from the two beds by the back whenever he is forced to leave his room.
the house at any time door. It is plain and simply furnished. He is clearly very fond of his mother
but will be subjected
A small bed is pushed up against one wall, and seeks her affection, but he is reluctant
to the pellar stick test
every time they return the sheets rumpled, and a crude-looking doll sits to interact much with his father, Clenn—
to prove they aren’t the propped against the pillow, dead, carved eyes always being very careful around him. Clenn
Horse of Frost. staring ahead blankly. A few candles burn in is quick to anger at his son’s behavior, not
their holders, bathing everything in a sickly yel- tolerating Orin’s escape attempts despite
low light as it strikes you that there are no win- knowing it isn’t the boy’s fault. He often
dows in this room. It’s clear there was one once, orders Orin about, raising his voice if his son
but it has been firmly boarded up, the wooden disobeys him in any way. It’s unsurprising
panels barely offering a glimpse of the outside that Orin prefers his mother who is always
world through the thin gaps between them. kind and patient with him; she often refers
to him as her ‘perfect little boy’.
Sat with his back facing you all is a young
boy, cross-legged and playing with an assort- If player characters investigate Orin’s
ment of animals carved from wood. He doesn’t room, they make an Awareness check, com-
seem to be aware of you all or, if he is, he sim- paring their roll to the Lonesome Room table
ply doesn’t care enough to turn around. After a below. If they ask about Orin’s facial scar,
moment of awkward silence, Ena says: refer to the sidebar A Growing Concern.

Lonesome Room
Roll Result
10 – 13 There are scratches on the boarded-up window made by human hands.
These are more recent than those over the doors in the main house.
14 – 17 A broken toy catches your attention. The head has been snapped off a
little wooden horse and placed on top of a small chest, angled so that it
is looking directly at Orin’s bed with its hollow, black-painted eyes.
18+ There are faint drawings made along the bottom of one wall,
scratched into the wood and then stained with soot gathered from
the stove; the ashes in an old clay bowl nearby on the floor.
The drawings are crude—clearly a child’s attempt—and depict
various little scenarios. One is of Clenn and Ena smiling, with
a smaller Orin stood between them. Others are of animals:
dogs, rabbits, chickens, all disproportionate and wonky.
At the farthest corner of the wall is a drawing of Orin smiling as he sits riding a
black horse. The horse is also smiling, a large lopsided grin with too many teeth.
179

If player characters want to spend time talking with Orin,


refer to the Current Understanding table below. Orin will
refuse to talk with them if his mother isn’t in the room with
him or if his father is in the room. If Clenn is in the room
and is asked to leave so they can speak to Orin, he will go but
noticeably clenches his hands into fists and tenses his jaw
with a scowl.

Current Understanding – Orin Padd

◆ Orin understands that his parents don’t allow him to


go outside and it’s dangerous out there for him. He’d
still like to play outside, of course, but at least inside the
house he has his toy animals to play with.
◆ He loves both his mother and father, but sometimes
Clenn gets angry, and Orin doesn’t know why, “He
shouts at me, and ma cries. I don’t like it when she
does that.”
◆ Sometimes, Orin can’t remember things. He gets
‘big spaces’ where memories should be. The most
recent example of this is last night – he was eating
dinner and felt dizzy, then he was suddenly being
held by his mother whilst she sobbed, and his father
yelled. Orin will show his hands to the players, the
skin of his palms littered with cuts and scrapes
because he woke up with splinters in his hands. He
doesn’t know what happened and his mother says it’s
because he’s unwell.
◆ A DC 12 Deduction check reveals that the splinters
must be from Orin scratching at the doors whenever
he tries to escape.
◆ If asked about the drawing of the horse on his bed-
room wall, he’ll simply shrug and say, “I just like
horses.”

Dreary afternoon bleeds into early evening, and the play-


ers are invited to eat with the Padds. They explain that the
alderman, Gart, leaves them food and supplies on their
doorstep as it’s unsafe for them to go outside; the Horse of
Frost could appear at any moment.
Clenn and Ena know that they are resented by the rest
of the village. Whereas Clenn couldn’t care less “what them
lot think”, Ena is extremely upset that her social reputation
has suffered. It frustrates her that she can’t go outside and is
now seen as an undesirable because of the demon. Refer to
Clenn and Ena’s individual Personality tables for inspira-
tion on how to roleplay both characters.
180

Clenn Padd—Personality
A Growing ◆ Clenn holds little regard for the opinion of the villagers, though he is troubled that it may
Concern become a problem for his wife and son soon; he is aware the tension in the village is going to
Orin’s scar has been there snap eventually, and he doesn’t want his family to get hurt or, even worse, killed.
since he was born. Ini- ◆ His usual reaction whenever faced with a stressful situation is to lose his temper, becoming
tially, it was a faint red irate. Whenever Orin has one of his escape attempts, Clenn loses all sense of rationality. He
patch, a little darker than knows and understands that Orin’s behavior is caused by the demon—the pellar having told
his fair complexion, and him and Ena so—but he can’t control himself.
his parents believed it
was a birthmark. How-
◆ Ena is also subjected to Clenn’s foul temper, but Orin is often the fixation of his mood. As a
ever, with every passing result, Orin talks to him very little, and this only serves to frustrate Clenn even more.
month, it grew bigger—
no longer a blemish, but
a deep mark that cut into Ena Padd—Personality
his cheek and scarred
◆ Ena clearly cares more about her image than Clenn does and, though she adores her son, she
over. Now it’s a deep,
dark red. It still spreads, is at heart a selfish woman. She speaks about the whole situation in terms of herself first and
new lines and shapes foremost, only adding how it affects Clenn and Orin as though they’re mere afterthoughts.
beginning to emerge on ◆ She is somewhat eager to finally have new people to talk to and comes across as clingy.
the skin about his eye- Understandable, however, given her predicament of isolation.
brow. It doesn’t seem to ◆ Her relationship with Clenn blows hot and cold sporadically. Sometimes they can be having a
be hurting Orin and, if quiet, genuine conversation, and at others can be shouting and at each other’s throats.
asked, he will tell them
that it is painless. How-
ever, Orin will remark
Once the player characters have finished friend(s). Ena makes it clear just how far the
that he doesn’t like how getting to know the Padds and inspect their demon will go to get their attention:
his father looks at it house, it has started to grow late. Go to Devel-
opment (The Uninvited Guest). It doesn’t matter if you hear someone
sometimes; it makes him
feel uncomfortable and screamin’ bloody murder out there. Do not open
the door. Do not let anyone in.
afraid. A DC 12 Educa-
tion or DC 10 First Aid
Development
Most concerning, after Ena has tucked
check reveals that the (The Uninvited Guest) Orin in for the night, she shuts his bedroom
scar’s appearance is like
door and locks it, rattling the handle a few
that of a brand. Dinner is a simple affair of stew and cheap ale.
times to be sure. She is visibly upset and
Clenn says that as there is no inn in Spetz, the
Clenn explains:
players are welcome to spend the night in their
home so he and Ena can be sure that the mon- Don’t you let the boy out neither. The
ster can’t pretend to be any of them to trick demon, it...bewitches ‘im somehow. No matter
them into opening the door and inviting it in. how much he screams, ignore ‘im. It’s for his
The players will have to sleep on the floor, but own good.
Ena will provide fur throws, sheepskins, and Ena doesn’t say anything, but it’s clear that
blankets for warmth. it pains her to lock her son up like he’s an
If players choose to spend the night outside animal. Player characters who ask why Orin
the house, go to the Outside the Home sec- is locked up, refer to Clenn and Ena’s Cur-
tion. For players who choose to stay inside, go rent Understanding table, specifically Orin’s
to the Inside the Home section. escape attempts.
Eventually, Clenn and Ena retire to their
Inside the Home beds, but it doesn’t look like they’ll get much
As the night grows ever closer, Clenn tells the sleep. Though lying down, they are still both
players that no matter what they hear from wide awake and the house becomes tense; as
outside the house, they cannot open the door though holding its breath—waiting for some-
to let anyone in, even if they think it’s their thing to happen.
181

Player characters can keep watch through Players make an Awareness check, referring
the night and can do so in two ways: listen- to the Lookout Table below. Players who roll
Using Players to
ing out for sounds, or by taking a post at the higher can alert others to what they have seen
Your Advantage
only shutter-less window next to the stove. or heard if others roll lower.
The Horse of Frost can
Lookout Table mimic the voice of any
person they have heard
Roll Result speak and you, as GM,
can use this ability to
10 –12 The rain has stopped, and the wind has died down. Somewhere nearby an affect your characters
owl calls out into the night. All is relatively still, but it’s not entirely unusual and their experience in a
for a small village out by the mountains. Nothing but the fog-shrouded session. If any players or
woods and the night sky beyond can be seen out of the window. NPCs have gone outside
to sit watch, have the de-
13 – 16 A soft, persistent clicking can be heard coming from outside, somewhere mon mimic their voice,
amongst the surrounding trees – like striking two stones together. Every trying to coax the other
players into opening the
now and then, something clatters distantly, the sound like bone dice
door. Additionally, the
tumbling onto a table. Out of the window, a shadow moves among the trees, mari lwyd can mimic the
never still long enough to assume a shape that is recognizable to you. voices of any character
in the village of Spetz in-
17 – 19 There has been an odd noise growing the past few hours; the sound of
cluding Das and Gart.
mice or perhaps a rat or two gnawing at the walls. It’s not an entirely
uncommon sound—vermin will always be a problem, wherever
you go. But now it has taken on a more menacing quality.
Now it sounds like a dog’s teeth rasping down bone, like a blade cutting
into gristle. The sound has not become louder exactly, just more intense,
making your hair stand on end and your skin crawl against your will.
Outside, the pale moonlight offers the briefest of glances of the moving
shadow in the tree line. Glimpses of chalk white bone can be seen every
now and then, appearing in the gaps between leaves and branches.
20+ The temperature has shifted minutely, gradually getting colder and
colder. Though the fire still burning in the stove has staved off the
worst of the chill, frost creeps up the shudders of the window.
Outside, the shuffling mass of shadow has stopped, deathly still. It is
shapeless, not truly committing to a form. Sometimes it looks almost
humanoid and at others like a monstrous beast slinking through the trees.

Go to section Voices of the Damned.

The Mari Lwyd’s Game


The Mari Lwyd currently stalking the Pad family has been doing so for so long that it’s
lost interest in the family and is now seeking only to get what it considers fair payment.
Typically, when a Mari Lwyd first returns for payment, it begin with a game of terror
in which the demon rasps its bony hands along the walls, doors, and windows of the
debtor’s home and sings to them in a chorus of eerie discordant voices. These songs
vary from one Mari Lwyd to another but they are always understandable to all listeners
and always incorporate a plea to the listener to let them in some way. Mari Lwyd are
patient demons and will sing throughout the entire night, often changing the lyrics
of their song as the night wears on to be more ominous or outright threatening.
182

Voices of the Damned He will, however, give them the pellar


The Final Charge A hush suddenly falls over the house, and a stick, telling them that if they touch the
mounting tension rises in the air—so thick you demon with it, it will banish it for a short
If the final charge of could cut it with a sword. The Horse of Frost while. He will warn them that the stick only
magic in the pellar stick is finally here… has one more use left in it so the player
is used up, the Horse characters should only use it when abso-
of Frost disappears in a Abrupt movement in the tree line brings your lutely necessary. Door slamming shut, all
whirling flurry of snow attention to the window, white frost framing the player characters outside hear the lock click,
and a rasping sigh, like edges of the pane. There is a knock at the front
the bolt slide home, and the wooden beam
a death rattle. No longer door. Then a knock on the back door. A knock up
imbued with magic, the thunk into place. They are now all alone out
on the roof. A chorus of voices from all around
pellar stick vanishes too, in the cold, waiting until the demon shows
the house speak as one:
crumbling into a fine itself.
gray ash that is carried Let me in... Let me in... Let me in.
Go to section Searching the Woods.
off by the breeze con- Clenn sits up on his bed and hugs his knees
jured by the demon’s de- to his chest. His face is grim. Ena turns onto
parture. Searching the Woods
her other side to face the wall, sobbing quietly.
The knocking continues, jumping from place Player characters may choose to search the
to place, wall to wall, all around the house. The woods surrounding the house, looking for
voices continue to hiss, whisper, and moan—a signs of the demon. Awareness or Wilderness
haunting chorus. Survival checks can be made, referring to the
results on the Signs Table below. Players who
Go to section Face to Face for the demon’s
roll higher can alert other players to their find-
description.
ings if the others roll lower.
Outside the Home During this time, the player characters
Players who choose to stay outside are locked outside the house have no idea what is hap-
out by Clenn who says before closing door: pening inside. They don’t hear or see anything
You stay outside until morning. I don’t care affecting any player characters who remained
how much ye scream an’ beg, you ain’t coming inside the house.
back in ‘til then. May the gods watch over ye.

Signs Table
Roll Result
10 –12 The rain has stopped, and the wind has calmed. An owl calls out, lonesome. Fog has
started to rise from the damp ground, coiling up around you. The shuffling of small
critters in the underbrush are the only disturbances in an otherwise still night.
13 – 16 A soft clicking disturbs the peace, getting steadily louder and louder.
Something stumbles in the foliage, sounding like an animal suddenly
spooked. A few hoof prints appear in the mud, but no creature to match.
Every couple of minutes a loud crack rends the air, sounding as though it’s
coming from everywhere at once; there’s no discernible direction or source.
17 – 19 Something shuffles through the trees all around, the sound of bones crunching
and heavy, rasped breathing. Whenever you turn to look at it, it suddenly appears
somewhere else, loping through the trees to the tune of cracking bones and clicking
teeth. Through the leaves and branches, flashes of pale, white bone can be seen.
20+ Steadily, the temperature outside has become colder and colder. Your every breath
perspires in a huff of white, the grass becomes stiff with frost beneath your feet.
A whining, reedy sound spills out from the trees, everywhere and nowhere all at
once, making your skin crawl against your will. A jingle of bells shudders in the air.
Go to section It Follows.
183

It Follows its arrival. A horse’s skull—clay beads looping


A hush suddenly falls over the woods, the air around its hanging jaw, withered branches pro- Impossibly Long
tense and still. Waiting. The Horse of Frost truding from hollow orifices, and a pair of glow-
is here… ing white eyes bulge from its sockets. It chatters Any characters who
its teeth loudly. decide to follow the de-
A crack of bone, a rattle of tarnished bells, mon’s long neck into the
Then you see its neck.
a huff of icy breath. The ground is frozen solid, trees, they find that it is
the trees shudder, branches shedding dried out Impossibly long, a stretch of vertebrae dis- endless. This monster’s
leaves and trunks peeling fractured bark. A appears into the tree line, smothered by foli- neck has wrapped and
knock from up in the canopy above. A knock age and fog. Brief glimpses of it can be seen coiled itself around every
from deep within the ground. Bones rapping constricting around a trunk, slithering over available tree, creating a
branches, an endless coil of old bones. Tar- dizzying web of bones,
against wood. Hissing voices rise from the ether: bells, and frayed cloth.
nished bells and rotten fabric clings along the
Let me in... Let me in... Let me in… length of it, jingling and fluttering as it stretches
No matter how hard the
characters look for the
Go to section Face to Face for the demon’s out, further and further. end of the demon’s neck,
description. Though it has no lungs, it huffs wisps of con- they cannot find it.
densation out of its nasal cavity. The grass below
Face to Face it has frosted over entirely, green blades turned
Whether inside or outside, the player charac- white and gray. Trees closest to where its neck
ters will all see the following happening: protrudes from seemingly wilt, bark peeling and
It appears slowly, looming out of the fog. The pine needles dying as it opens its mouth and
crack of bones and popping joints announce speak with a hundred voices:
Let me in.

Attacking the Demon


If any player characters who are outside the house want to attack the demon, refer to the
Mari Lwyd stats on page 206. Should they succeed in killing the demon, go to Ending (And
They Lived Ever After). If the player characters use the pellar stick and banish the demon
or the demon otherwise escapes, they have two options. They can choose to stay and see
if the demon comes back or leave Spetz and claim the job as done. If they choose to stay,
continue the adventure as normal. If they choose to leave Spetz, go to Ending (Peace For
Now). If they die when confronting the demon at this point, go to Ending (Cold and Alone).

An Eerie Encounter
If some or all the players are outside the house and decide to keep watch of the demon,
they find that the monster isn’t aggressive and doesn’t attack them. Instead, it seems
transfixed by the house and the one window without shutters, staring inside. The voices,
knocking and strange sounds are still present the entire time the demon is present.
The demon will remain watching the house and ask to be let in until
dawn, at which point it fades and vanishes into the ether.

Waiting it Out
If they are inside the house, they know that they are unable to leave until the
morning. Again, Clenn will assure them that the demon can’t enter the house unless
it’s invited in. If they stay in the house, it will eventually leave come dawn.
Ignoring the monster is easier said than done voices, knocking, and
unnatural sounds continue through the night without pause.
Eventually the demon will fade and vanish at dawn.

So long as the player characters don’t attack the demon, go to Development (New Leads).
184

Development (New Leads) attached itself to their son; hence the mark on
Getting Back In As dawn comes and the first few rays of light Orin’s face—and that a wand of banishment was
breach the horizon, the Horse of Frost fades needed to help keep the family safe and buy him
If characters spent the into the ether and vanishes from sight. Orin more time to gather information and research. If
night outside and didn’t has fallen silent in his room and Ena has the player characters ask for more information
use the pellar stick, then
already unlocked the door to gather him in on Arrik, refer to The Pellar in the Woods box.
Clenn will use it to test
the players again when her arms, huddled on the bed with him as she
Pellar in the Woods
they are let back in come kisses the top of his head and strokes his hair.
morning. If the charac- The boy seems exhausted and confused but Arrik of Scala lived in the woods in a hut
ters did use the pellar is happy to be held in his mother’s embrace, located to the northwest of the Padds’ house,
stick during the night, already falling asleep. down a small dirt trail through the surrounding
Clenn will let the players trees. It was ransacked during Arrik’s arrest and
back in regardless and
A DC 12 Awareness check reveals that
Orin’s palms and fingers are raw and red from following execution, but it’s still standing. The
tell the players that the
demon will be banished spending the night pawing relentlessly at the player characters can go and investigate to see if
until nightfall, so he is door and window boards in his room. A further anything of worth remains that could help them
certain none of the play- DC 10 First Aid or Healing Hands check can understand the Horse of Frost better; Arrik was
ers are it in disguise. be made to help take care of his injuries. Ena researching the demon after all.
will not stop anyone wanting to help and wel- Clenn and Ena would have gone to look
comes it. She doesn’t let go of Orin once, mur- themselves, but they, of course, can’t go outside.
muring reassurances that he is her ‘perfect boy’ No one else in the village would go and check,
and that ‘everything will be okay’. believing it to be a cursed place as the Order
Clenn avoids his son and sits on the edge deemed it the home of an ‘evil Sorcerer’. Even
of his own bed, a scowl on his face. If asked Gart refused to go near it out of fear.
what’s wrong, he’ll gruffly snap “Nothing.” and
rub both hands down his face—an obvious lie. Both Clenn and Ena firmly believe that there
He looks beyond exhausted and says: must be something left behind that can help them
Well... now you see what we’re dealin’ with. learn more about the Horse of Frost and will
If they require a recap, refer to their Cur- encourage the players if they show an interest in
rent Understanding table in Development going there. If player characters don’t seem to be
(A Broken Home). Frustrated, Clenn will interested, Ena will briefly pull them aside and
curse angrily: implore them to check and see if anything Arrik
was working on survived; both her and Clenn are
If it weren’t for them gods-damned Witch
desperate (even if Clenn won’t admit it).
Hunters killin’ Arrik…
With Clenn too angry to hold much of a If they decide to investigate the pellar’s hut,
conversation without losing his temper, Ena— go to Development (A Ransacked Home).
still sitting with Orin—will explain that Arrik They may decide also to investigate the
was the local pellar and the only other person village and talk with the villagers for poten-
able to help them with the demon (Gart being tial further information. Go to Development
the other). Arrik knew more about the demon (Trouble Brewing).
than anyone else and used what he’d learned
to create the wand of banishment. The Witch Development
Hunters of the Order of the Flaming Rose
killed him for ‘crimes of sorcery’—a fact Ena
(A Ransacked Home)
scoffs at, saying: The dirt trail to the northwest of the Padds’
They treated him like he was some kind of house leads to a derelict hut in a small clear-
Mage. He just helped people, that’s what he liked ing, surrounded by trees. A small brook runs
t’do. That ain’t a crime. briefly down the far side of the house before
Arrik didn’t tell Clenn and Ena much about curving back into the woods and vanishing
the Horse of Frost other than it had somehow amongst the foliage.
185

The building has clearly been ransacked; the front door ripped Investigating the Exterior
off its hinges and in pieces on the damp grass. Windows are From the description above, there are a few areas outside
smashed in, glass fragments jutting up from the frames like teeth. the hut for players to investigate. Refer to the Areas of Inter-
A scorched patch of ground scattered with debris next to an old est table below for descriptions of specific areas players can
chicken coop that has been pushed over and destroyed; wood and look closer at.
rotten seed thrown everywhere. From what little you can see into
the house, the interior is just as bad, furniture tipped and broken.

Areas of Interest
Brook A vein of running water trickles past the far side of the house before curving away and
into the surrounding woods. An empty pail lies on its side in the grass nearby. A DC
10 Deduction check reveals this brook was used as the pellar’s water source.
A few small animal bones have been deliberately placed in a line along the embankment: jaw bones, teeth, bird
skulls, and ribs. A DC 14 Deduction or DC 10 Education check reveals that these bones were likely harvested
from naturally-dead animal carcasses to be cleaned and used in soothsaying and other such rituals typically
carried out by pellars. A further DC 14 Wilderness Survival check tells the players that these bones have been
here for weeks and were likely left when the pellar was disturbed and detained by the Order of the Flaming Rose.
Chicken The remains of a chicken coop and pen lay scattered on the ground in front of the house. The
Coop coop is in pieces, wooden slats broken and splintered, and the pen has been uprooted out of
the dirt in places. Rotten seed is tossed all over. There are no chickens in sight; most likely, they
were either taken by the Order of the Flaming Rose or eaten by wolves or wild dogs.
Scorched A few meters away from the destroyed coop is a patch of ground that has been scorched, the grass burned
Ground away, and the soil blackened. A cluster of debris lies in the middle of it and players can make a DC 14
Deduction or DC 12 Wilderness Survival check to determine the following items in the debris: ashes,
the charred remains of a wooden pole, and human bone fragments. Someone—the pellar—was burned
here: tied to a stake and set alight. A DC 12 Education check determines that this style of execution is
popular among groups affiliated with or founded upon the teachings of the Church of the Eternal Fire.
186

Inside the Hut Goetia


The interior of the hut is in shambles but is still traversable
Goetia is a the highly volatile magical art of demon
for players to investigate. Read aloud:
summoning. This page details the partial instructions
Pieces of broken furniture are tossed about the floor of the for a ritual, detailing crafting components. Players
derelict hut, mixed in amongst fragments of shattered pots and make a DC 16 Education or DC 14 Ritual Casting
glass bottles. Dried herbs and plants still cling to the beams above or Magical Training check to know that these are the
alongside talismans of shaped metal, stones, and animal bones elements required to craft a pellar stick. They learn that
that rattle as you pass under them. The Order of the Flaming the stick’s actual name is a Wand of Banishment.
Rose were ruthless in their vandalism, having pulled everything Demon summoning is its own path of magic that is learned
off shelves, breaking everything in their path. But maybe there’s steadily over time by piecing information together, but there
something salvageable in all this. is no guarantee that it will work or be safe. Often, it is lethal
regardless of whether the binding process was successful.
Players investigating the hut make an Awareness check,
Scrawled in the margin of one page is a note that reads:
comparing their roll to the Investigation table below. Clenn? Or Ena?
It is evident that the pellar was researching into
Investigation the Horse of Frost’s true name. From Handout
3, it’s clear that Arrik must have found something
Roll Result of interest—a demon called the Mari Lwyd.
10 –13 Pieces of tattered parchment lies under
broken furniture. Writing in Nordling The Diary
is scrawled across the pages in hastily This scrap of paper appears to have originally been
scratched handwriting and the parchment part of a diary or journal kept by Arrik. It describes
itself is crumpled and littered with holes, his work with Clenn and Ena and a ‘problem’ they
some of them chewing so far into the paper were having. Arrik expresses a frustration that Clenn
that parts of words are completely lost. A and Ena ignored his warnings and stole a dangerous
further DC 12 Deduction check reveals tome that he had intended to keep locked away.
that this damage was caused by a bird’s Arrik also notes that there is something wrong with Orin,
beak—specifically, that of a chicken. noting that he never cried, gurgled, or made any typical
baby sounds when he was born. As a baby, Orin most lay
14 –17 Trapped in the cracked slats of a small,
still and silent, watching everything and everyone—like it
upturned wooden chest is a scroll tied
somehow knew something that Arrik didn’t. The journal also
with a thin leather tie. Written neatly in
documents Arrik’s desire to help the family fix their mistake
Nordling is a Novice Armor Diagram however long it may take. This page was dated 5 years prior.
of your—the GM’s—choosing.
18+ One floorboard sits up slightly from the Demonology: The Mari Lwyd
rest, jostled out of place. Underneath is a
The Mari Lwyd deals in exchanges. To get something from
small stone wrapped in a scrap of cloth.
it, the summoner(s) must offer something in return. This
A DC 16 Education, DC 14 Alchemy
demon prefers to loan out things as part of its agreement;
or DC 14 Ritual Crafting check reveals any knowledgeable summoner (of which there are very
that this is a Lesser Svarog Rune. few) knows that they must be very specific in detailing how
long the Mari Lwyd loans out something, otherwise the
The parchment in the pellar’s hut provides information demon is well within its right to reclaim it at any time.
on the pellar’s studies and lore on both Goetia and the It is an intelligent demon, always assessing and
Horse of Frost, but the damage the papers have taken has learning the behaviors of the creatures around it,
caused some of it to become permanently lost. The infor- able to mimic voices perfectly and steals and wears
mation has been summarized in the following boxes for the skin of another being. To take a person’s skin and
you, the GM. their form, the Mari Lwyd must kill them first.
187

Development Apparently, Gart has spoken to the rest of


the village on the characters’ behalf, lessening Arrik’s
(Trouble Brewing) their suspicions somewhat; they understand Companion
now that the characters are here to try and get
Characters can go into the village of Spetz,
rid of the Horse of Frost. However, this has Arrik was fond of ani-
looking to talk to some of the inhabitants and mals and owned quite
done nothing to ease everyone’s hatred of the
see if they can glean any additional informa- a few—the Order of the
Padds; if anything, the players’ presence has
tion. Refer to the Rumor Table for what they Flaming Rose during the
only confirmed to the village that the family
discover. ransacking and execu-
are indeed cursed and has created even more tion took many of them.
resentment. However, one chicken
managed to evade cap-
Rumor Table – Spetz ture and roams the ru-
ined hut, scavenging
The Midwife Vel is the local midwife whose mother helped deliver Orin five years ago. and destroying pieces of
Though Vel’s mother died a year after Orin’s birth, Vel is insistent that furniture and pages torn
her mother told her about the child; how he was born ‘sickly’ and ‘lame’ from books. Players will
notice this chicken is
and that he surely wouldn’t live much longer than a month. Her mother
tame and can choose to
asked her to keep this information a secret, but if it can help prove the befriend it; no characters
Padds are cursed, Vel is more than happy to tell the player characters. need to make checks.
For five years, Vel assumed the Padds simply were lucky; perhaps If they kill the chicken,
her mother had misdiagnosed Orin, or he had managed to thrive they do so without roll-
through the care of two loving parents? However, over the past ing and gain 1d6 chicken
month, Vel has started to suspect that perhaps the monster’s meat to put in their in-
presence has something to do with Orin’s miraculous recovery. ventory.

The ‘Perfect’ Darrik, a local hunter, usually takes the dirt trail leading past the
Family Padds’ house but has since stopped. He overheard disturbances before
changing his hunting grounds. He could never make out just what the
voices were saying, but he often heard a man and a woman screaming
at one another—blaming each other for something. He frequently
heard shouts of ‘It’s all your damned fault!’ followed by expletives,
thuds, and smashing glass. Sometimes, he caught a child crying too.
The Leader Gart is clearly losing his authority over the village despite his position
as alderman. Instead, Das and his angry tirades against the Padds
are being listened to; public opinion swaying in his favor.
Tensions are rising high, and folks are demanding that the
monster be dealt with once and for all. They think that Gart
has protected the Padds for long enough now; nothing will
change unless they take matters into their own hands.

Katarina the Speckled Hen


Those players who choose to interact the speckled white chicken roaming Arrik’s hut
may be surprised to find the hen is very friendly. Though it’s unlikely that anyone
would know this now that Arrik is dead, the chicken is named Katarina and she
will respond instantly to that name. Arrik raised Katarina from an egg and taught
her a number of simple tricks which she can still perform on command. As long
as the players treat her well and provide her with food, Katarina will follow them
dutifully, occasionally fetching small objects in hopes of getting treats in return.
188

Visiting Gart Development


Boxed In Gart is not currently home and asking around (It All Falls Apart)
will reveal that he has left for the day on ‘busi-
Das is so ignorant and
ness’. Any Human Perception checks reveal Returning to the Padds’ home, characters
set in his hateful ways
that he refuses to see that none of the villagers are lying about this— overhear raised voices as they approach:
sense, even when evi- some will even corroborate that they saw him
Voices, a man and a woman, can be heard
dence to the contrary leave that morning on foot after having strug-
as you approach the lonesome house. You can’t
is presented to him. If gled to calm his horse. Apparently, it was jittery
it doesn’t fit his world- make out the words from this distance, but the
this morning and the alderman claimed to one
view, then he doesn’t sharp tone and raised volume can only mean
of the villagers that perhaps a woodland animal
accept or acknowledge anger. Thudding, the banging of a fist against
has spooked it during the night. Some folks
it. He will ‘corner’ char- wood. A serious argument.
acters with this behavior.
found this to be a little strange as Gart owns the
only horse in the village and they have not once Those who want to approach unnoticed
They should now come
to realize just how se- seen it behave this way; in fact, Gart often likes make a DC 12 Stealth check to get close enough
rious the consequences to remind people that the mount has some bat- to discern what is said without announcing
of acting carelessly will tle experience, making it braver that most. Most their arrival. You, the GM, can either explain
be if they haven’t figured villagers, however, thought nothing more of it; the argument generally or roleplay it by refer-
this out already. The wolves roam the woods around the mountains ring to the prompt box below. If the players fail
world of The Witcher is the Stealth check, go to the section Interrupted.
and perhaps one strayed a little too close to the
a tough and often cruel
place, and sometimes village; it wouldn’t be the first or last time.
Clenn & Ena’s Argument
doing what seems right
can have devastating Visiting Das Here you will find Clenn and Ena’s
consequences. Das can once again be found outside his home, argument. You can either use this short
whittling away at a shapeless piece of wood. dialogue as written or give characters a
Aggressive He will confront the characters again. If they general overview if you don’t wish to act
Negotiations attacked or riled him up the last time they met, it out. Bold text indicates Ena’s speech.
he will be more aggressive and loud this time. Italic text indicates Clenn’s speech.
Should the characters Das has one goal in mind during this confron- This is all your damned fault!
decide to attack Das,
tation; he wants to find out what they know My fault? It was you who
this will result in a fight.
Regardless of who wins, about the Padds and their curse. Characters demanded I do somethin’ about it!
they will not be run out can choose whether to tell him anything they ‘Whatever it took’, you said.
of Spetz unless they kill have learned or not. Not this though. I never wanted this...
Das. Knocking Das un- And yet ye didn’t try an’ stop me, did you?
conscious or otherwise Reveal Information You’re just as guilty as I am and ye know it!
defusing the situation Don’t you try and turn this on me. I-
will have the other vil-
If they choose to inform Das of what they’ve
discovered, he will see it as proof that the And now that blasted boy-
lagers become visibly
upset but they won’t in- Padds are not only cursed but in league with a That ‘blasted boy’ is your son! OUR son.
terfere. If the characters demon and any attempt to persuade him oth- Is he now? Is that what he is?! Is he?!
kill Das, go to Ending erwise will convince him that the Padds have You’re a vile man when ye get like
(Cold and Alone). somehow managed to deceive the players. this, Clenn. I hardly know ye. I
can barely stand to look at ye.
Withhold Information Oh, of course—of course ye turn it
all on me. You always do! Ena Padd
If they withhold information from Das, he can do nothing wrong, can she?
interprets their secrecy as an admission of the You stubborn, good for nothing,
Padds’ guilt. That they are, in fact cursed and man! I can’t… I just- Agh!
the characters have somehow been brought to Don’t you walk away from me,
the side of evil. woman! Don’t you dare!
Once they finish in Spetz, go to Develop- A door slams heavily and the
ment (It All Falls Apart). house abruptly falls silent.
189

Interrupted If it’s one of you, I’ll find ye out. You know ye


can’t cross this line! You aren’t invited in here! Sixth Sense
Failing the Stealth check will alert both Ena If any of the characters ask about the line of
and Clenn to the characters’ presence and they rice, refer to the Useless Precaution sidebar Some animals are sen-
will immediately stop shouting and open the sitive to the magic that
on page 175.
radiates from monsters
door slightly to check who is out there. Ena At this point, Clenn and Ena no longer and spells; even magi-
will immediately shut herself in Orin’s bed- have the wand of banishment. If they used cally imbued beings like
room, and it is Clenn who opens the door and the stick’s last charge the night before, then Witchers are enough to
spots the characters, noticeably red in the face the players will already be aware of this. If they trigger a fight-or-flight
didn’t use the stick, then they now find out that response from them.
from shouting.
Most notably, animals
Orin just broke it, rendering it useless.
The enraged look on his face swiftly shifts like cats and horses (so
into one of panic and he looks down, check- Either way, the loss of the wand of banish- long as they are not
ment is the final straw that caused the argu- Witcher-trained) are
ing the now-fresh line of rice grains bordering
ment the characters came back to. Go to the greatly affected by this.
the doorway. One hand instinctively reaches For you, the GM, Gart’s
section Gaining Entry.
for something within the house, obscured by horse became so upset
that morning because
the door frame before he appears to rethink Gaining Entry Gart is no longer human.
it, brows furrowed in a scowl as he returns his
Clenn will refuse to let them back in as he Instead, it is the demon
hand to the door. He points an accusatory fin-
is unable to verify whether the Horse of Frost wearing Gart’s skin. The
ger at the players, but his eyes betray his wari- is hiding amongst them. There are a few ways characters are unaware
ness as he says: this can be resolved in the following boxes. of this fact at this point
in the adventure.

The Demon’s in the Detail


Players can prove they aren’t the demon by revealing something only they would
know from having been inside the Padds’ home – after all, the demon can’t enter
unless Clenn and Ena invite it in and, as a result, it doesn’t know what the inside of
the house looks like. The characters can describe the layout, anything they noticed
or remember from Orin’s bedroom—for example, the drawings on the wall. If
the players are correct in any of their descriptions, Clenn will let them back in.
However, some characters may choose to lie. In this case, each player that lies must
make a DC 16 Deceit check. On a success, Clenn will hesitantly let the players
back inside. On a failure, he’ll panic and immediately become defensive, slamming
the door shut. If characters wish to reason with him again, they must make a
DC 16 Persuasion check or be ignored. They can also choose to force their way
inside with a DC 14 Physique check or, if they are a Witcher or Mage, attempt
to magically influence Clenn to let them in, i.e., using Signs such as Axii.

Wearing Thin
Characters can completely disregard talking with Clenn and attempt to shove him
out of their way. At this point, the wooden bar that usually goes over the door has
not been slotted back into its brackets yet, leaving it vulnerable. Players make a
DC 14 Physique check to shoulder the door open and knock Clenn out of the way
as they barge in. When it becomes clear that none of them stop to count the rice
grains, Clenn will be visibly relieved and relent, but he is still extremely tense.
190

Once the characters are back inside the house, read aloud: Confrontation
Clay shards from a shattered pot are scattered across The players can confront Clenn and Ena with what they’ve
the floor. A small wooden stool is tipped over, one of the learned from the pellar’s hut and the villagers in Spetz.
legs bent at a crooked angle. Ena is nowhere to be seen, If the wand of banishment was already used and the
but her voice can be heard quietly coming from Orin’s scene described in The Wand of Banishment box did not
bedroom, the door shut. An unspoken tension hangs in play out, Ena can be drawn out of Orin’s bedroom if the play-
the air, the awkward silence that remains after a heated ers ask for her. She will still be angry and slightly flushed
argument. Clenn seems wound up, a tightness about his from arguing with her husband.
eyes and in the stiff set of his jaw, hands clenched into
white-knuckled fists. Referring to the handouts and/or the information gath-
ered from the village and pellar’s hut, the players can ask for or
A DC 12 Deduction check reveals that this argument demand answers. Realizing that the jig is up, Clenn and Ena will
clearly got out of hand, but it’s unclear who exactly broke the finally confess. Refer to the Clenn & Ena’s Story table below for
furniture. Either way, it was certainly a heated row for both the events that led up to the family’s current situation. You, the
parties involved. Refer to the Wand of Banishment box GM, can roleplay Clenn and Ena’s dialogue here however you
below only if the wand of banishment wasn’t used during please, using the table as a checklist of information you must
the characters’ first confrontation with the Horse of Frost. include for your players to understand the whole story.
Otherwise, go to the section Confrontation.

The Wand of Banishment

If the wand of banishment was still unused


when the characters were out investigating Spetz
and Arrik’s hut, Clenn will suddenly say:
He broke it....The boy bloody broke it!
Clenn is clearly distressed and angry and he
begins to pace restlessly as he explains that he and
Ena only took their eyes off Orin for less than a
minute before discovering the boy had taken the
wand of banishment and snapped it in half.
Wound up, Clenn immediately begins to pin
the blame entirely on Ena and Orin:
If Ena were watchin’ him like I said she should’ve been,
this would never have happened. Useless bloody woman!
Orin’s bedroom door is suddenly thrown open, banging
loudly as it hits the wall. Ena storms into the room,
pointing straight at her husband and shrieking:
I’m the useless one?! All I ever do is look after Orin and
deal with your pig-headedness, you selfish bastard!!!
Clenn immediately turns red in the face and is
irate, Ena’s words clearly having struck a nerve.
Their argument devolves into a shouting match,
swearing and insulting one another, continuing
to argue like this unless someone steps in.
Characters can interrupt the two adults in any
way they please, which will cause Clenn and
Ena to fall silent. However, by the looks on their
faces, it is obvious that they still have some choice
words they’d like to scream at one another.
Go to the section Confrontation.
191

Clenn & Ena’s Story—The Truth


Ableism
◆ Five years ago, Ena gave birth to a child, a baby boy. However, the birth was not an easy one,
and the baby was clearly sickly with an underdeveloped arm and legs. The midwife at the time Language has developed
(Vel’s mother) was certain the child would fail to thrive and delivered the grim prognosis to both over centuries and this
parents, declaring that their newborn son was ‘lame’. adventure features ter-
◆ Clenn and Ena were both devastated at the news, but only for purely selfish reasons. Ena felt that minology that is now
regarded as ableist. The
her social standing would be ruined if her neighbors found out about the child’s condition, and setting of The Witcher
Clenn was embarrassed to have a son he perceived to be ‘weak’. is inspired by, and based
◆ Desperate for a solution, Clenn and Ena sought out Arrik of Scala and asked him to help them. upon, the European
Arrik was unable to help but in his home Clenn found a tome detailing a creature that could help Middle Ages, and terms
them. The creature in question was said to possess the power to give a man exactly what he that appear in this text
desires so long as he exchanges something of equal value in exchange for it. such as ‘lame’ are used to
◆ Arrik refused to perform the ritual to summon the demon so Clenn resorted to stealing the tome emulate this world; the
novels and video games
and performing the ritual himself. He soon found himself unprepared and wholly uneducated
also use this terminolo-
about the demon he ended up summoning. gy. However, these words
◆ After the Horse of Frost (the Mari Lwyd) had been summoned, both Clenn and Ena agreed in a modern context can
upon the exchange they wanted; to trade their baby for a ‘perfect’ one: a son who isn’t disabled. cause players to feel un-
What the parents failed to realize was that the demon only loans what a person desires and can comfortable or upset,
return to reclaim it whenever it chooses. Being inexperienced, selfish, and desperate, Clenn and especially if they them-
Ena failed to be specific in their wording and bound themselves in a contract that the demon is selves are disabled. It is
now trying to fulfill. The moment the pair accepted Orin as their own child, they unwittingly highly recommended
that you check in with
bound him to the demon’s terms.
your players and ensure
◆ Terrified that the Order of the Flaming Rose would discover and come down on them both, that they are aware of
Clenn and Ena swore to never tell anyone what they had done that night, only telling the pellar this before you run the
who discovered the theft too late but took pity on them. adventure. This ensures
◆ When it became clear that the Horse of Frost (the Mari Lwyd) refused to leave them alone until that everyone at the table
it could reclaim the child it had loaned, Clenn and Ena decided they could no longer leave the feels safe and can enjoy
house and things very quickly started to spiral out of control. Now, they both regret ever having the fun of roleplay. Fur-
summoned the demon in the first place but have turned to blaming each other for their situation thermore, you can also
exchange the language
rather than admitting they are both equally at fault. used here for modern
Go to Development (Breaking Point). terminology, replacing
words such as ‘lame’ with
‘disabled’.
Development
(Breaking Point)
The truth finally out, it is now early evening, the front of the house shuttered, the mob can
and the sun is beginning to set. But there is a only really be seen through the gaps or if the
light on the horizon, the glow of torches against front door is opened. If the door is opened,
the darkening sky. Raised voices can be heard read the description provided in The Mob sec-
from outside the house. One familiar voice cut tion. If the characters don’t open the door, they
through the rest: hear a loud banging coming from the other
Drag them out—the boy too!! side, followed by the alderman’s anxious voice:
Characters recognize this voice immedi- P-Please, open the door... Perhaps we can
ately, it’s Das. resolve this peacefully?
Outside the house, the villagers have Upon hearing Gart, both Ena and Clenn
formed a mob, torches blazing and make-do appear visibly relieved and will open the door
weapons in their grasps: pitchforks, shovels, themselves (if the characters don’t move to
hand axes, and knives. With the windows at open it), but they will not step outside.
192

The Mob words that he will at least listen to them. They will see that
The gathering is made up of most of the adult villagers in Das gradually becomes hesitant, even going so far as to tell
Spetz. Das is stood at the front, clearly in charge, whereas the men approaching the house to ‘wait’.
Gart is pushed off to the side, looking worried and sheepish. So long as the check succeeds, Das will have sec-
Torchlight flickers off the face of twenty people, their scowls ond-thoughts. Read aloud:
cold and unforgiving. Das stands a few strides before them, the A tense hush falls over the mob, everyone looking to a
leader of the pack. In one hand, he grips a torch of his own, and clearly torn Das for his orders. Gart, however, suddenly begins
the other stay clutched around a knife, knuckles drawn white. The to shuffle about. A franticness seems to take over him and he
look in his cold eyes is grim. Pushed back from the press of bod- begins visibly shaking, eyes wild and confused behind his round
ies is Gart, his expression pinched in worry. He sends you all an spectacles. He looks to the open doorway with a pained long-
imploring look, clearly hesitant to do anything that may provoke ing before twisting his expression and turning to the expectant
anyone. Das makes a noise in the back of his throat and says: crowd, shrieking:
Our quarrel ain’t with you lot, strangers. You’d do well to Well?! What are you waiting for?! Get the boy!!
stand aside. Let us past. Go to Development (The Demon Revealed),
Ena makes a frightened, breathy sound, and flees further If the check fails, they aren’t successful in swaying him
into the house, shutting herself in Orin’s bedroom with her and the villagers will attempt to get inside the house, becom-
son. If the players ask Das just what it is he thinks he’s doing, ing violent. The Mob consists of a number of peasants equal
he’ll simply say: to the Players plus 2 who use the Bandit Stat Block on page
I’m puttin’ an end to it. Once and for all. 270 of the Core Rulebook.
Clenn is shaking with barely-contained rage, but he will
not step out of the house to physically confront Das. Instead, Confront
he doles out a string of expletives and colorful threats, ada- Characters may immediately jump to confrontation as soon
mant that Das has always had something against him and as Das gives the order for the mob to drag the Padds out of
his family. Das ignores him and gestures to the mob behind their home. This will result in violence. The Mob consists of
him. Four men, carrying torches and makeshift weapons of a number of peasants equal to the Players plus 2 who use the
their own step forward and begin approaching the house, Bandit Stat Block on page 270 of the Core Rulebook.
Das ordering them to ‘grab Ena, Clenn, and Orin, and Go to Development (The Demon Revealed).
drag them outside’.
A DC 10 Human Perception check reveals to any uncer- Development (The Demon Revealed)
tain characters that Das is completely serious about this.
There is no hesitation in his gaze, no emotion other than Whether the characters choose to defuse or confront
twisted satisfaction at what he’s doing—as though he has no in Development (Breaking Point) will affect when the
empathy at all. A DC 14 Awareness check has players notice Horse of Frost reveals itself. If characters defused the
that Gart is not getting involved despite his previous defend- situation, go to section In Sheep’s Clothing. If the char-
ing of the family; though there is a look in his eyes, as though acters became confrontational, go to section An Unex-
curious to know where this is going. The alderman seems pected Horror.
on edge, more so than any of the villagers gathered here. He
appears to be watching everything very intently, gaze fre- In Sheep’s Clothing
quently flicking back to the open doorway that Clenn and Characters who successfully defused the situation, will
the characters are stood in. find that Gart suddenly begins behaving erratically. He
Players have two options: they can attempt to defuse the frantically gestures to the front door, demanding that
situation or become confrontational. Refer to the relevant the mob go inside and drag Orin out. A DC 12 Aware-
section. ness check has players notice that there is noise coming
from inside the house; it sounds like Orin screaming and
Defuse banging at his bedroom door to be let out—just like he
did the night before.
Characters might try to settle things with words; perhaps to
stall for time or to end things peacefully. A successful DC A DC 14 Awareness check brings attention to Gart’s face
18 Persuasion check will have Das affected enough by their and hands. His eyes have become sunken, and he keeps bar-
193

ing his teeth, taking in raspy, shuddering breaths that jerk his Ending (Cold And Alone)
body just as violently as the tremors rattling through him.
His fingers bend into awkward positions, wringing at the If they are either chased out of Spetz, or fail to defeat the
air. When it becomes apparent that no one is going into the Horse of Frost and die, read the following aloud:
house, Gart snaps. A village sits in ruins, houses broken down to their foun-
Go to the end of section An Unexpected Horror for the dations as they are consumed by the passage of time. No
Horse of Frost’s (The Mari Lwyd’s) description. one in Lyria remembers its name; another backend hamlet
abandoned and left to rot. But there are rumors. That it is a
An Unexpected Horror cursed place, home now to a monster so devious and deadly
Confronting the mob causes a fight to break out between they dare not name it. All it touches becomes entombed in
the players and the mob. If the players attack Gart, he is frost; shards of ice so sharp they could cut a man down.
injured by the ensuing fight, or if the players have dis- Nothing grows there anymore, a veritable wasteland of
patched half of the members of the mob, the players make a cold. But every now and again, a hunter comes back having
DC 12 Awareness check to notice that whilst they were try- strayed too close, muttering to themselves over and over. All
ing to keep the mob out of the house, Gart has approached of them attest to the same thing: hearing a child’s laughter
the building only to remain a few steps away from the door. and the cracking of bones.
He is pacing frantically, flinching every time one of Orin’s
screams to be let out cuts through the air. Unable to with-
stand the temptation any longer, Gart appears to lose con- Ending (And They Lived Ever After)
trol entirely. If they succeed in killing the Horse of Frost, they will
The sound of bones breaking rends the air and Gart sud- find that the Lucifuge brand over Orin’s eye has faded
denly becomes unnaturally still—a stark contrast to his erratic almost entirely, a faint mark on his cheek the only indi-
and wild movements just moments before. He slumps forward, cation it was ever there to begin with. Though the demon
almost bent in half at the middle, his knees buckled slightly. is gone, the attitude of the other villagers has not swayed
Perfectly frozen for a few seconds when, without warning, he in the slightest. Still convinced that the Padds are cursed
throws himself back up, spine painfully, ramrod straight and and a threat to the whole village, Das and the other peas-
neck stretched up, face turned to the sky. His mouth opens, jaw ants decide to banish the family entirely, giving them
stretching, further and further, until— until morning to pack their things and leave. The villag-
An ungodly sound. Flesh peeling from bone, sloughing off, ers cannot be persuaded to come to a different decision:
collapsing in on itself like a decayed corpse as, protruding out either the family leaves or they stay and die. Das will,
from the gaping remains of a fractured mouth, bare white however, thank the characters for uncovering and killing
bone slips out. On and on until a horse’s skull, and a collec- the monster and will tell them that the bounty they were
tion of bone discs, an impossibly long spine that stretches out promised by Gart is in the alderman’s home.
and sends Gart—what little remains of him—pooling onto the
ground like a rancid gown. The Horse of Frost turns its head to Clenn and Ena are upset at having to leave their home
you and chatters its teeth, bells and ribbons shifting about the but understand their position—more than happy to leave
column of its neck as a voice hisses from its hollow skull: and live than stay and die. They leave Spetz at dawn the
next day, taking Orin and what little they have with them.
Let me in.
Read aloud:
Go to page 206 for the Mari Lwyd’s stats.
Dawn comes and, eventually, you and the Padds part
If the characters fail to kill the Mari Lwyd and die, go ways. Though no one deigns to leave their home to see you
to Ending (Cold and Alone). If the characters succeed in
out, you can feel every eye on you as you walk through and
killing the Mari Lwyd, go to Ending (And They Lived Ever
out of Spetz, piercing gazes of suspicion and distrust, even
After). If the characters fail to kill the Mari Lwyd and sur-
after everything you have done for them. As you reach the
vive, go to Ending (Peace... For Now).
border of the village, you hear a voice cut through the air
behind you.
There is Orin Padd, fresh-faced and scar-free. He stands
awkwardly on the dirt path, bare feet twitching against blades
194

of grass and puddles of rain water like he doesn’t know what Where to Go From Here?
to make of each new sensation; it’s been so long since he last
went outside. He has one arm raised, hand above his head in By the end of this adventure your players will have dealt
a gesture of farewell as he says: with a great deal of intrigue and danger in the mountain-
ous hamlet of Spetz. Depending on how the adventure
Thank you. ended they may choose to take some time to lay low and
recuperate in Spetz or they may choose to head out imme-
Ending (Peace... For Now) diately. Either way, the trail continues on and the players
Like Ending (And They Lived Ever After), Clenn, Ena, will be leaving Spetz eventually. When they do pack their
and Orin will find themselves banished from Spetz, but, bags and set off again there are a number of options for
as the Horse of Frost wasn’t killed or otherwise escaped, them to pursue.
Orin’s Lucifuge doesn’t fade, still as bright and angry-look- The Nilfgaardian army is all around them and this creates
ing as ever. Though the demon is gone for now, the village a number of interesting options for the next adventure. Trav-
is still set against the Padds—adamant that they are still eling east will lead them to the Kingdom of Lyria and Rivia,
cursed – and cannot be persuaded to think otherwise. The where players might want to team up with Queen Meve and
fight at the house only gave more credibility to their sus- her rag tag band of partisans to free the kingdom from Nil-
picions and discontent. They will, however, be thankful to fgaardian control. This won’t be an easy task, as Nilfgaard-
the players for seeing the demon off and will present them ian soldiers occupy nearly every major city in the kingdom
with the bounty. but there are plenty of loyal allies hidden in backrooms and
alleyways ready to help players in service to the Queen.
Though Clenn and Ena express frustration and sadness
Whats more, a journey to the city of Rivia could give the
at being forced to leave their home, they understand their
players an excellent opportunity to make some powerful but
position: leave and have a chance at a new and better life or
less than lawful friends.
stay and most likely be killed. However, the Horse of Frost
isn’t truly gone, waiting to strike again. Read aloud: For players less invested in the 3rd Northern War, the
Mahakaman Mountains, which Spetz lies in the foothills
Dawn comes and, eventually, you and the Padds part ways.
of, is full of excitement, as the dwarves negotiate with the
Though no one deigns to leave their home to see you out, you
humans and elderfolk of the lowlands and delve into the
can feel every eye on you as you walk through and out of Spetz, dangerous depths of the mountains in search of ore and valu-
piercing gazes of suspicion and distrust, even after everything able. Allying with one of the great houses of Mahakam could
you have done for them. As you reach the border of the village, pull the players into a longstanding clan feud and see them
you hear shuffling behind you. racing to the heart of the mountains to slay deadly monsters
There is Orin Padd, staring after you, the scar on his and return with the priceless components from their lairs or
cheek angry and deep. He says nothing, just watches, brows their corpses.
slightly furrowed and face stern. Suddenly, Ena’s voice calls More magically inclined characters might want to skirt
for Orin and the boy hesitates for a moment, looking at each the war front and take the road northeast to try and reach
one of you in turn before turning around and walking away, the magic academy of Ban Ard before it’s ransacked by the
back to his mother. Redanians or the Nilfgaardians. This long, harrowing jour-
ney will take them through steep mountains, murky swamps,
and monster infested forests until they finally reach the city
of Ban Ard where they’ll have to negotiate with the mages of
Ban Ard or perhaps steal what they can and escape before
the war front reaches them.
195

Bestiary Collateral
Damage
Many of the monsters
presented in this besti-
ary are focused more or
less solely on one target.
“As the understanding of magic expanded the creation of creatures From the demons who
to ease our lives and protect ourselves from danger was inevitable. It make deals with certain
individuals to the peni-
also seems, however, that this greater harnessing of chaos has drawn tent which stalks a spe-
all manner of dangers from beyond our realm of understanding.” cific criminal. Keep in
mind that in all of these
-Glynnis var Treharne cases these monsters do
not shy away from collat-
eral damage. If someone
gets in the way of one of
these monsters as they
The following pages are dedicated to the many Great Bear (Ref. on Page.94) seek out their prey they
monsters we mentioned earlier in this book. Common across the Continent and well are just as likely to wind
This compilation should allow you to easily respected as apex predators, bears are one of up dead.
reference any monster you choose to create, the greatest threats in the natural world. For
summon, or make deals with. our purposes here, we are referring to bears Dark
as the alternate form of berserkers, the deadly Implications
Bes (Ref. on Page.139) bestial warriors of the blood god Svalblod. Besides the living armor
Most commonly summoned by desperate
and bears, the monsters
people seeking power, bes are demons of vio- Living Armor (Ref. on Page.104) presented in bestiary are
lence which delight in the torture of the living. Developed by mages as a cheaper alternative generally brought about
They are difficult to deal with but if you can to creating golems, living armors use magic to by dark doings and rit-
bind them they grant supernatural agility and animate an existing suit of armor to create a uals considered evil by
power. Just be wary as they are terrifying ene- the world at large. Any-
simple servant capable of defending its creator one with an ounce of
mies with claws like razors and the ability to and performing simple tasks. Living armors
possess people. sense in their head will
can also be found as guardians of ancient tem- immediately know that
ples and high security vaults. if someone is dealing
Casglydd (Ref. on Page.139) with a corpse amalgam,
Often summoned by academics searching Mari Lwyd (Ref. on Page.139) a demon, or a penitent,
for rare knowledge, casglydd are demons something foul is afoot.
Summoned most often by greedy or desperate
of knowledge who can share with you great people, mari lwyd are demons of avarice which
secrets. However, they are easily intrigued and can grant their summoners amazing physical
that intrigue quickly turns to obsession, caus- wealth and material benefit. But a mari lwyd
ing them to kidnap people away into their own always returns later for payment, taking some-
realm of shadows. thing of equal value which more often than not
far outweighs the initial gift.
Corpse Amalgam (Ref. on Page.133)
Originally, created by the infamous Nilfgaard- Penitent (Ref. on Page.131)
ian necromancer, Cadfan of Ebbing, corpse Born from heinous crimes, pentinent are spec-
amalgams utilize many partially animated ters which haunt those guilty of atrocities.
corpses to create a golem of flesh which is They shroud the land in deep fog and summon
capable of brief moments of sapient thought wraiths to kill anyone who gets in their way as
thanks to the many tormented souls trapped they seek some twisted form of justice. Penitent
within it. are a genuine threat for fledgling necromancers
who attempt rituals beyond their means.
196

Skill Base
Athletics 20
Awareness 10
Brawling 20
Hard
Courage —
Complex
Endurance —
Intimidation 19 Intelligence
Physique 20 Sapient

Resist Magic 20 Senses


Spell Casting 18 Superior Night
Vision
Stealth 12
Wilderness Survival 12

Armor 0
INT 5
Regeneration — REF 12
DEX 12
Resistances BODY 10
SPD 7

EMP 2
Immunities CRA 2
Fire, Poison, Bleed, WILL 10
Disease, Fear
STUN 10
Susceptibilities RUN 21
Specter Oil, LEAP 5
Dimeritium Bombs STA 50 Height 2.5m
ENC 100
Weight 162kg
Dodge Base 17 REC 10
HP Wherever they
100 Environment
Reposition Base 20 are summoned
Organization Solitary
Block Base 22

Bounty
1500 Bes
Loot Commoner Superstition (Education DC:16)
Ashes (x2d10) Heard of these critters once or twice from some of my less savory sources. Heh, the only rea-
Beast Bones (x1d10) son you’d ever wanna summon a bes is if ya need a real powerful warrior on yer side. From
Bes Horns (x1d6/3) what I hear, bes’re the guardians of the demon realm. Got talons that’ll slice ya from your
Infused Dust (x2d10) throat to your giblets faster than even a witcher can swing. They’re just skeletons too so ya
Specter Dust (x1d6) can’t burn em or poison em. The best thing ya can do is make a deal with ‘em, heh. If ya let
Essence of Wraith (x2d6) ‘em possess yer body they’ll give ya the plenty of power.
Dazhbog Runestone (x1) —Rodolf Kazmer
197

Lore & Behavior (Monster Lore DC:18)


Bes are demons of rage and power which only enter the world of The Witcher to spread pain and delight in the torment of
mortals. Being demons, they come from somewhere beyond the comprehension of even the most learned sorcerers and their
societal organization is effectively unknown. However, by observing them you can start to fill in the blanks. Bes are, indeed
powerful warriors, with claws sharp enough to sever limbs and leave bleeding wounds with every slash. If you must fight a
bes, it would be your best bet to try and slow it down somehow and bring plenty of clotting powder. These claws are really the
bes’ only weapon in its corporeal form but the truly complicated part about fighting a bes is their penchant for possession.
A bes will always begin a fight by trying to possess the most physically powerful target in range. While possessing a target,
a bes can control their every move and greatly improves their physical capabilities. The presence of the bes also heats the
possessed target’s blood to a burning river that can melt flesh so breaking the skin of a possessed target is not recommended.
The only way to force a bes out of a target is to grievously wound the target, have a Mage, Priest, or Druid use magic to force
the bes out, or to force them to drink a Cerebral Elixir. In some circumstances, killing the possessed target may be a mercy
as they are still aware of everything going on and bes have a sadistic habit of forcing a possessed target to flay their own skin
and consume it. If possible, trap the bes in the area of a Dimeritium Bomb. This will render them unable to possess anyone.
Once you’ve stopped the bes from possessing someone, bombard it with ranged attacks covered in Specter Oil, avoiding
fire which bes are immune to. Don’t bother trying to poison it, after all the Bes has no flesh or blood for this to take hold in. If
you are unlucky enough to encounter a greater bes keep in mind that they are far quicker and more deadly, able to land three
claw strikes in a matter of seconds.

Attacks
Name ATK Base Type DMG Rel. RNG Effect ROF
Claws 22 P or S 5d6+4 10 N/A Bleed (100%), Balanced 2

Ability: Possession Ability: Boiling Blood

By taking an action, the bes can attempt to possess a tar- Whenever you deal damage to a target possessed by a bes
get within melee range by making a Spell Casting check with a Slashing or Piercing weapon, the resulting super-
against their Resist Magic check. If successful, the bes heated spray of blood deals 5 points of damage to the
takes control of the target’s body. This allows the bes to attacker’s torso which also ablates any armor by 1 point
use the body of the target but the target gains the REF regardless of penetration.
and DEX Statistics of the bes. This change in Statistics
does not affect Derived Statistics. The target also gains
the Boiling Blood ability. While a bes is possessing
them, a character is unable to control their body but is Ability: Alternate Form (Greater Bes)
otherwise, aware of everything going on around them.
There are three ways to force a bes out of a possessed
target: either the target must be reduced to their Wound A greater bes has a ROF of 3 with its Claws, has a REF
Threshold, a Mage, Priest, or Druid must spend 10 STA and DEX of 14, and it’s Boiling Blood Ability ablates
points and roll a Spell Casting check to beat a DC: 20, or armor by 3 rather than 1.
the possessed target must drink a Cerebral Elixir. When
in the area of a Dimeritium bomb the bes cannot use this
ability. While possessing a target, a bes takes no damage
from attacks made against its possessed target.
198

Skill Base
Athletics 12
Awareness 19
Brawling 18
Hard
Courage —
Complex
Endurance 14
Intimidation 14 Intelligence
Persuasion 12 Sapient

Physique 15 Senses
Resist Coercion 18 Superior Night
Vision
Resist Magic 22
Spell Casting 20
Stealth 16 INT 10
Wilderness Survival 17 REF 9
DEX 6
Armor 15 BODY 5
SPD 6
Regeneration —
EMP 4
CRA 8
Resistances WILL 12

STUN 8
Immunities 18
RUN
Fear, Blinding LEAP 4
STA 40
Susceptibilities ENC 50
Specter Oil, REC 8 Height Around 2.5m
Dimeritium Bomb. HP 80 Weight 136kg
Wherever they
Environment
Dodge Base 16 are summoned
Organization Solitary
Reposition Base 12

Casglydd
Block Base 19

Bounty
1500
Commoner Superstition (Education DC:18)
Folk’re willin’ to do a lot for the right information. Heh, trust me, old Rodolf learned that lesson along
Loot
time ago. The gnomes used to say that if ya get too greedy lookin’ for that information it can turn ya
Infused Dust (x1d10) into a casglydd. Lurkin’ in shadows, collectin’ knowledge that ain’t meant for anybody’s eyes. When yer
Specter Dust (x1d6) dealin’ with a casglydd ya gotta be wary of its hands. It’ll try to snatch ya up and drag you off to some
Essence of Wraith (x1d6) hellish shadowy place. But if you can keep it from stealin’ ya away and force it to talk you can negotiate
Random Runestones (x3) for just about any information. Heh, just don’t get too caught up in the hunt or you’ll wind up joinin’ it.
Random Glyph (x2) —Rodolf Kazmer
199

Lore & Behavior (Monster Lore DC:22)


Casglydd are demons of knowledge who primarily prey on academics, mages, and scholars who’s hunger for knowledge
drives them to goetia. They are not created from obsessed scholars. A casglydd lives in the shadows and can make portals
through these shadows to travel. This teleportation combined with a casglydd’s aversion to combat makes killing them very
difficult. A casglydd who feels threatened is likely to either disappear and return later or steal away their target and escape
through shadows. A casglydd can drag a person they touch through the doorway in their chest into its realm of shadows. The
only way out is to kill the casglydd or convince it to let you out. Once in their realm, the casglydd will try to grasp the target
with shadowy hands and drain away their intellect and memories. Once they have collected you, a casglydd will sometime
choose to keep you as a servant or pet by regulating your intelligence through periodic draining. Luckily, even while drain-
ing a target in it’s shadow realm, a casglydd remains in the physical realm as well and can be attacked and killed. Those who
choose to make deals with casglydd should be aware that without a Centerpiece the casglydd will become fascinated with you
and will return to offer you deals that rapidly grow more obscure. In return, the casglydd will offer hidden knowledge and will
become enraged if you refuse them.

Attacks
Name ATK Base Type DMG Rel. RNG Effect ROF
Claw 19 P or S 1d6 15 — Drag into Shadow, Long Reach 2

Ability: Collected Knowledge Ability: Shadow Move

A casglydd always has a Base 20 when rolling any skill Instead of taking a movement action, a casglydd can
check to learn, recall, or teach knowledge. transport itself from one area of darkness to another area
of darkness within 20m. A casglydd can transport objects
it is holding but not living things. When in the area of a
Ability: Drag into Shadow Dimeritium bomb the casglydd cannot use this ability.

If a casglydd hits a target with their claw attack they can


pull the target into their personal realm of shadows. This Ability: Draining Grasp
realm of shadows is 20m in diameter and 5m tall and has
no features other than items or people that the casglydd By taking a full round, a casglydd in its realm of shadows
stored there (these items may be chosen by the GM) and can make a number of Brawling attacks equal the number
motes of light to illuminate their collection. Once a target of people in its realm of shadows plus 1 against anyone
has been dragged into the realm of shadows the casglydd in its realm of shadows. If successful, the target is latched
appears with them and is present in both planes of exis- onto by a shadowy hand emerging from the floor, walls,
tence, sharing the same Hit Points and Armor but getting or ceiling. Immediately after attaching, the casglydd can
one turn per location. Inside the realm of shadows the lower the INT Statistic of that character by 2. If a target
casglydd gains access to its Draining Grasp Ability. The is already latched onto at the start of the casglydd’s turn,
only way to exit the realm of shadows is to be cast out by the casglydd can use this ability without having to make
the casglydd or to kill the casglydd. Immediately after the another Brawling attack. Dealing 5 points of damage to
casglydd dies, all outsiders present in the realm of shadows one of these hands will free the target. If the target’s INT
are sucked back into the real world. When in the area of Statistic is lowered to 0, that target becomes trapped in
a Dimeritium bomb the casglydd cannot use this ability. the realm of shadows, loses their memories, and is con-
sidered Stunned until they regain at least one point of
INT. A target regains their full INT Statistic after spend-
Ability: Greater Casglydd ing 1 hour outside of the realm of shadows. A target
also regains 1 point of INT per week spent in the realm
A greater casglydd’s Collected Knowledge Skill Base is 25 of shadows. The character’s memories will only return
and it’s Hit Points are raised by 30. when they have regained all of their INT.
200

Skill Base
Awareness 10
Wilderness Survival 7
Brawling 16
Hard
Athletics 11
Difficult
Stealth 10
Physique 20 Intelligence
Endurance 17 Feral

Courage — Senses
Intimidation 16 —
Resist Magic 17
Resist Coercion — INT 1
REF 8
Armor 0 DEX 6
BODY 12
Regeneration —
SPD 6
EMP 1
Resistances 1
CRA
Bludgeoning, Piercing WILL 8
Immunities
STUN 10
Poison, Bleeding, RUN 18
Charm, Knock-Down,
LEAP 4
Fear, Stun, Coercion
STA 50
ENC 120
Susceptibilities
REC 10
Specter Oil,
HP 100 Height Form Varies
Dimeritium Bomb
Weight Around 680kg
Around crypts and
Dodge Base 12 Environment
mage towers
Organization Solitary
Reposition Base 13

Corpse Amalgam
Block Base 16

Bounty
800 Commoner Superstition (Education DC:17)
Now I’d never heard of this one but Glynis swears up and down it’s true, heh. She tells me
Loot this Nilfgaardian found a way to really animate corpses for real by doin’ some kinda ritual
Lunar Shards (x1) with the souls of other mages or somethin’. I mighta been half awake when she mentioned
Fifth Essence (x1d6) it. Heh, either way, these things are just piles of corpses so ya can’t reason with ‘em or poison
Specter Dust (x1d6) ‘em or anything. Got so many sets of eyes ya can’t sneak up on ‘em. The best thing ya can do
Essence of Wraith (x1d6) is to start knockin’ the bodies off of ‘em. Sets the souls free and weakens the beast.
—Rodolf Kazmer
201

Lore & Behavior (Monster Lore DC:21)


A corpse amalgam is a non-sapient golem created from many partially animated corpses. Most often, amalgams are used as body-
guards but some necromancers create them to be assistants. In combat, amalgams are usually very simple, smashing things with
their many limbs and pausing only every once in a while to emit a horrible wail which stuns nearby targets. They are entirely undead
and therefor cannot heal but are also immune to attempt poison them, create bleeding wounds, or effect them mentally in any way.
Additionally, their massive bulk and many limbs make them impossible to knock prone. The greatest danger of a corpse amalgam
is also the fastest way to kill it. By striking critical wounds and separating corpses from the amalgam you can break it down very
quickly. However, with each separated body the soul that inhabited that body returns as a violent wraith which targets the person
who unleashed it. While you may kill the amalgam quickly, the wraiths could prove even more dangerous. The last thing to keep in
mind when fighting an amalgam is that they’re capable of temporarily summoning sapience back into one of the souls bound within
them. If faced with a problem such as a locked door, a puzzle, or a target they cannot reach, a corpse amalgam can force a degree of
sapience to figure out how to open the door, solve the puzzle, or even wield a ranged weapon.

Attacks
Name ATK Base Type DMG Rel. RNG Effect
Fists 16 B 5d6 10 — Long Reach, Crushing Force 2

Vulnerability: Truly Undead Ability: Temporary Sapience

A corpse amalgam is truly dead and therefore its body Without taking an action, a corpse amalgam can forcibly
is not functioning normally and does not heal. A corpse return one of the spirits in its body to sapience and make that
amalgam cannot be affected by spells or items that restore spirit dominant in the amalgam. Immediately upon doing
HP and it does not heal naturally. this, the corpse amalgam rolls 1d10, re-rolling a value of a
1. This value becomes the corpse amalgam’s Intelligence and
Crafting Statistic Values for 10 rounds. While Temporary
Ability: Amalgamated Form Sapience is in effect, the corpse amalgam becomes a Sapient
creature which is still under the control of the Necromancer
who summoned it. The mind of the amalgam is in unending
A corpse amalgam is made up of many different bodies
pain and barely capable of speech but it is capable of mak-
bound together by magic and has no vital spots on its body.
ing tactical decisions and performing technical actions. For
If an attack would strike the head of the amalgam or any
example: wielding weapons, unlocking things, solving puz-
other spot that would multiply damage, the attack deals
zles, etc. If the amalgam is forced to make a check with a Skill
normal damage rather than triple damage.
it doesn’t possess while Temporary Sapience is active, roll
1d6 to determine the value of its Skill.

Ability: Bound Spirits


Ability: 360 Degree Vision
A corpse amalgam is animated by spirits which are
bound to this plane of existence by necromancy. No A corpse amalgam has eyes all over its body. It is capable of
singular part or function of the amalgam’s body is crit- seeing in all directions simultaneously and it’s Vision Cone
ical to its survival and in many cases separating parts is 360 degrees.
of the amalgam can cause more problems than good.
Whenever a character would strike a Critical Wound on
a corpse amalgam, the attack still deals normal damage
but instead of scoring a Critical Wound one of the bodies
Ability: Horrid Wail
in the amalgam is separated and the spirit controlling it
is freed. The amalgam takes an additional 10 points of By taking an action, a corpse amalgam can emit a chorus of
damage and a hostile wraith is summoned. This wraith horrible echoing wails from the many mouths on its body.
fights alongside the amalgam and takes the orders of the Any living creature within 10m of the corpse amalgam
necromancer that created it. must makes a DC:16 Resist Magic check or be Staggered.
202

Skill Base
Athletics 10
Awareness 10
Brawling 13
Medium
Courage 14 Simple
Endurance 16
Intelligence
Intimidation 14
Feral
Physique 20
Resist Magic 13 Senses
Night Vision,
Stealth 8 Scent Tracking
Wilderness Survival 12
INT 1
Armor 14 REF 7
DEX 6
Regeneration —
BODY 12
SPD 7
Resistances EMP 1
Bludgeoning, CRA 1
Piercing, Slashing WILL 5
Immunities STUN 8
— RUN 21
LEAP 4
STA 40
Susceptibilities
ENC 120
Beast Oil REC 8
Height 1.75m
HP 80
Weight 600kg
Dodge Base 12
Environment Forests
Reposition Base 10 Organization Solitary or in pairs

Great Bear
Block Base 15

Bounty
450 Commoner Superstition (Education DC:8)
Ya hear all about these big gnarly monsters with their fire breath and their magic hypnosis
and their invisibility and whatnot and ya tend to forget about nature’s own ploughin’ murder
Loot machines. Heh, I’ve been in a wagon that got attacked by a bear. Yeah, there I am mindin’ my
Bear Fat (x1d6) business in the back of the wagon and suddenly the whole thing rocks like it just got hit by a
Bear Hide (x1d6/2) ploughin’ trebucht! Won’t go into exhaustive detail on that little scuffle. Let’s say, I gave it a few
Raw Meat (x3d6) bolts from my trusty crossbow and when that didn’t do much I decided to make a tactical retreat.
Beast Bones (x2d6) Heh, some of the others on the wagon weren’t so lucky.... If a bear rears up, run for yer life.
—Rodolf Kazmer
203

Lore & Behavior (Monster Lore DC:12)


Bears kill more people every year than most monsters. A bite from a wyvern is more survivable than a bite from a bear. Where
a werewolf ’s claws can be parried, a bear’s claws can not, and the bear will still be trying to kill you when the sun comes up in
the morning. While many scholars on the Continent would classify the bear as a beast instead of a monster, I believe that the
bear would disagree. Reality demands it’s inclusion into their monstrous ranks. Carry Beast Oil on you at all times and you
might survive your fight. When blocking the heavy swipes of a bear, a shield will do not much-except snap. Instead, try and
reposition yourself out of reach of its arms whenever possible. While this won’t tire out the bear, this will hopefully keep you
from being torn apart by the bear’s sharp teeth during a horrifically one-sided grapple. If you ever have to look up at a bear
rearing up at you on its back two legs, you’ve already made a fatal mistake.

Attacks
Name ATK Base Type DMG Rel. RNG Effect
Bite 17 P 8d6 15 — Crushing Force, Bleed (75%) 1
Claw Slash 17 S 4d6+5 15 — Crushing Force 2

Ability: Rearing Strike

By taking its full round, a bear can rear up onto its hind legs and bring down both claws on a target in melee range, using an
attack base of 14. If this attack hits, the target takes 6d6 damage to their torso, is knocked prone, and pinned by the bear. If
the target tries to block this attack, they can negate the damage but they are still knocked prone and pinned unless they can
beat the bear’s Physique check with their own Physique check. If they do manage to succeed, the target is able to throw off
the bear and is unaffected by any part of the Rearing Strike ability.

clans of Skellige and we have seen


“The Empire has often been at odds with the island
I have yet to personally see a Ber-
any number of great warriors and vicious raiders.
gaardian forces but I suppose this
serker or even a Great Bear deployed to assault Nilf
ld not make the best naval com-
could also be chalked up to the fact that a bear wou
d in an early attempt to claim a
batant. I did once have an associate who was deploye
peror who claimed to have faced a
foothold on the island of Eyna by the previous Em
thought he had been careless and
Berserker in single combat. Most of our peers simply
though. The many islands of the
wandered too near to bears den. It’s difficult to say,
es for a cult of bear worshiping
Great Sea are rocky and forested, housing many plac
priests to shelter their followers.”
— Glynnis var Treharne
204

Skill Base
Awareness 14
Wilderness Survival 13
Brawling 16 Medium
Athletics 10 Simple
Stealth 10
Intelligence
Physique 16 Feral
Endurance —
Senses
Courage — Night Vision
Intimidation 10
Resist Magic 14 INT 1
Resist Coercion — REF 8
DEX 6
Based on BODY 8
Armor
Armor Used SPD 4
Regeneration — EMP 1
CRA 1
Resistances WILL 4

Based on Armor Used STUN —


Immunities RUN 12
LEAP 2
Poison, Bleeding, Charm,
Fear, Stun, Coercion STA —
ENC 80
Susceptibilities REC 6
HP 60 Height Based on armor used
Elementa Oil,
Dimeritium Bombs Weight Based on armor used
Around ruins or
Environment
mage towers
Dodge Base 12
Organization Solitary or in pairs
Reposition Base 10

Living Armor
Block Base 16

Bounty
400 Commoner Superstition (Education DC:12)
Ya don’t see these that often anymore. I guess the cost of man-power’s gone down or the cost
Loot of good armor’s gone up. Heh, might be both come to think of it! Back a few decades ago
Fifth Essence (x1d6/3) livin’ armor was all the rage. Mage’s would be whippin’ up bodyguards made outta the fin-
Infused Dust (x1d6/3) est armor to parade around town. Living armor itself ain’t the toughest combatant though.
The Armor Animated Can’t think for themselves like a proper flesh and blood soldier. The trick is, ya gotta hit ‘em
Any Worn Weapons or Items with a dimeritium bomb. That’ll dispel the magic and you can rip out their golem heart.
—Rodolf Kazmer
205

Lore & Behavior (Monster Lore DC:16)


Living armor is an ingenious invention created centuries ago by an unknown mage and spread throughout the known world
on the strength of its premise. Rather than hire a fallible human, elf, dwarf, etc. and outfit them with armor and weapons to
guard you or your possession you can just animate the armor. The armor will be inexhaustible, comparably cheap, and most
importantly eternally loyal. You never have to worry about a suit of living armor wandering away from its post for a drink,
falling asleep on the job, or stabbing you in the back for the promise of better pay. And so for a while suits of living armor
became very popular among nobility and the magically gifted. More reliable than a living guard and cheaper than a golem.
Many suits of living armor still stand watch over noble bedchambers, mage’s laboratories, and ancient tombs.
In combat, a suit of living armor isn’t drastically different from a mortal opponent. They “wear” normal armor, and wield
normal weapons with the skill expected of a soldier. They are capable of unleashing a flurry of attacks which may prove dan-
gerous but in the process they inevitably damage their own shell. When fighting one, dimeritium bombs are a good option
but they do not dispel the magic, only slowing the armor. The best way to kill a suit of living armor is to open it’s torso armor
with an ablating weapon and shatter the golem heart at its center. This will instantly kill the living armor.

Attacks
Name ATK Base Type DMG Rel. RNG Effect
Fist 16 B 1d6+2 15 — 2

Vulnerability: Dimeritium Bomb Vulnerability: Golem Heart

When struck by a Dimeritium Bomb, a living A suit of living armor is held together by a golem
armor becomes disrupted and sluggish. They are heart suspended inside the chest by magic. The
incapable of using their Overreach ability and take golem heart cannot be targeted. However, when
a -2 to all rolls while in the area of the bomb. the torso armor of the living armor is reduced
to 0 SP, the golem heart is exposed. The next
attack to strike the living armor’s torso hits the
heart and reduces the living armor to 0HP.
Ability: Living Armor

A suit of living armor is made up of three pieces


of armor and each location has the SP of that Ability: Weapon Master
armor. The living armor cannot wear armor but
it can be upgrade with armor enhancements and A suit of living armor is inherently skilled with
glyphs like any other suit of armor. The SP value all weaponry and has a Skill Base of 16 with all
of the living armor does not heal with the HP of Weapon Skills. When a living armor is wielding
the living armor but can be fixed just like regular a one-handed weapon, it makes all attacks
armor. Additionally, living armor is unaffected with 2 ROF. When it is wielding a two-handed
by the Restrict Vision effect. If the SP of a living weapon, it makes all attacks with 1 ROF.
armor’s limb is reduced to 0 that limb is considered
severed and is useless to the living armor.
Ability: Overreach

A suit of living armor can sacrifice 10 HP on


its turn to make a single extra attack roll with a
weapon they are wielding. If using this ability
would reduce the living armor to 0 or fewer HP the
living armor dies after making the extra attack.
206

Skill Base
Athletics 18
Awareness 16
Brawling 18
Hard
Courage —
Complex
Acting 16
Endurance 18 Intelligence
Intimidation 16 Sapient

Physique 18 Senses
Resist Magic 20 Superior Night
Vision
Stealth 16
Wilderness Survival 16
INT5
Armor 5 REF10
DEX 10
Regeneration —
BODY 10
SPD 5
Resistances
EMP 3

CRA 3
Immunities WILL 8
Poison, Bleeding, Freeze,
STUN 9
Fear, Magic Scanning
RUN 15
Susceptibilities LEAP 3
STA 45
Specter Oil, Fire,
Moondust Bomb, ENC 100
Dimeritium Bomb REC 9 Height 2.5m
HP 90 Weight 135kg
Dodge Base 18 Wherever they
Environment
are summoned
Reposition Base 18
Organization Solitary
Block Base 18

Bounty
1500 Mari Lywd
Loot Commoner Superstition (Education DC:16)
Beast Bones (x1d10) If ya hear an eerie chorus singin’ at your door in the middle of the night it’s best if ya lock up
Mari Lwyd Skull (x1) tight and plug yer ears. Honest, it’s the best advice I can give ya, heh. Mari lwyd are demons
Silk (x1d10) that prey on folks who deny ‘em hospitality. They wander around, askin’ for food and beer and
Infused Dust (x1d10) a place by the hearth and whatnot. If ya answer the door but ya don’t let ‘em in they’ll mark
Specter Dust (x1d6) ya. Worst part is, a mari lwyd’s got this power that lets ‘em possess folks. If ya don’t let ‘em in
Essence of Wraith (x2d6) they’ll possess one of yer neighbors and make ‘em beg ya to let ‘em in.
Zoria Runestone (x1) —Rodolf Kazmer
207

Lore & Behavior (Monster Lore DC:18)(133)


Mari lwyd are demons of greed who give desperate people their wildest dreams only to return for nightmarish repayment.
Without permission, a mari lwyd cannot pass the threshold of a home so it will sing to the debtor outside their door. If they
are still not let in, the mari lwyd may kill the debtor’s neighbors and take their shapes to trick them. Mari lwyd are shrewd
and vain creatures that will fly into a rage if you insult them or deny them what they consider to be fair. If it turns to violence,
a mari lwyd will prefer to stay at a distance, using its extremely long neck like a whip or lunging its skeletal head out to bite
through armor with unnaturally sharp teeth. Be wary that this demon exudes an aura of icy cold which may freeze you in
your tracks. If possible, attempt to sever its neck to take away its best weapon.

Attacks
Name ATK Base Type DMG Rel. RNG Effect ROF
Bite 18 P 5d6+4 10 100m Improved Armor Piercing, Freeze (100%) 1
Spine Whip 18 B 4d6+4 20 100m Stagger (30%) 3
Slam 18 B 4d6+4 15 — Stagger (50%) 1

Vulnerability: Fragile Spine Ability: Chill Aura

If a mari lywd’s Spine Whip attack is successfully par- A mari lywd radiates an aura of otherworldly cold. If a
ried or is reduced to 0 REL, its neck is severed and it can creature starts its turn within melee range of the mari
no longer use its Spine Whip attack or Shapeshift abil- lywd, they have a 50% chance to freeze. If the mari lywd
ity. The head and the body now act separately on its turn is on fire at the beginning of a turn where it’s Chill Aura
and the neck retracts back into the body. The head may ability is active, the fire immediately goes out, before the
now only use the Bite attack (with RNG reduced to melee mari lywd takes damage. When in the area of a Dimerit-
range) and floats around at its normal SPD Statistic in ium bomb the mari lwyd cannot use this ability.
any direction. The body may only use the Slam attack and
cannot extend its neck. Aiming for the mari lywd’s head
suffers the same penalty you would normally for attack-
Ability: Retractable Neck
ing the head. Both halves of the mari lywd still share HP
and armor and make use of their Chill Aura ability inde-
pendently. If adjacent to it’s head, the mari lywd can take Whenever a mari lwyd takes a movement action, it
its full turn to reattach it, tying it back on with a ribbon, can choose to extend its neck up to 10m in any direc-
which restores its Spine Whip attack to 20 REL. tion regardless of whether its body moves. Once it has
used its Bite or Spine Whip attack at a distance, its head
remains at that distance. As an action, the mari lwyd can
retract its head all the way back to its body as long as it is
still attached. If someone is currently grappling the mari
Ability: Shapeshift
lwyd’s head or neck and it tries to retract, the mari lywd
must make a Physique check against the grappling oppo-
A mari lwyd can mimic humanoid voice flawlessly. Addi- nent. If it fails, it cannot retract. If it succeeds it pulls free
tionally, as long as a mari lywd has more than 50 HP, and retracts.
without taking an action, it can transform into a human-
oid that it has killed in the past. While shapeshifted, the
mari lywd can only use its Slam attack, and can repress
its Chill Aura ability. If the mari lywd is reduced to 50 HP Ability: Greater Mari Lwyd
or less, it is forced to revert back to its true form. When
in the area of a Moondust bomb the mari lwyd cannot A greater mari lywd’s Hit Points are raised by 30, its
use this ability. Spine Whip attack is ROF 4, and its Chill Aura has a
100% chance to freeze.
208

Skill Base
Athletics 14
Awareness 16
Brawling 15 Medium
Courage — Complex
Endurance 15
Intelligence
Intimidation 17 Sapient
Physique 15
Senses
Resist Magic 15
Superior Night
Spell Casting 17 Vision
Stealth 17
Wilderness Survival 12 INT 6
REF 8
Armor 0 DEX 8
BODY 8
Regeneration —
SPD 6
EMP 1
Resistances 1
CRA
— WILL 8
Immunities
STUN 8
Charm, Coercion, Fear, RUN 18
Bleed, & Poison, Disease
LEAP 3
STA 40
Susceptibilities 80
ENC
Specter Oil, Yrden, REC 8 Height 2.2m
Moondust Bomb
HP 80 Weight 90kg
Wherever they
Environment
Dodge Base 16 are summoned
Organization Solitary
Reposition Base 18

Penitent
Block Base 17

Bounty
800
Commoner Superstition (Education DC:18)
“A penitent’s a type of demon that haunts folks who’ve done wrong. Heh, folks say that if ya
kill someone in cold blood or commit some kinda heinous crime near a source of magic like
Loot
a place of power or the like you’ll get chained to one of these bastards. When they appear to
Specter Dust (x1d6) ya, a penitent’ll drown the land in fog and shadows so ya can’t escape and then steal your
Wraith Essence (x1d6) soul. Old elven legends say they carry around the souls of all the folk they’ve taken in their
Infused Dust (x1d6) lanterns and slowly drain them of all their power or some such. Heh, all I know is, when the
Random Rune (x1) fog starts settin’ in ya better have a dimeritium bomb to chuck or you’re done for.”
-Rodolf Kazmer
209

Lore & Behavior (Monster Lore DC:16)


While they aren’t demons, penitents are souls that return to the mortal coil to punish evil doers and those who’ve committed
heinous crimes. Much like their lesser cousins, wraiths, no one can entirely agree on where they return from but the fact is that
if you commit a heinous enough crime you have a chance to summon a penitent. If you do, the penitent will attach itself to both
you and the location of the crime plunging the area into a cloud of unnatural mist and summoning wraiths within the area. The
penitent will appear in the mist to haunt you, calling your name in a hoarse rasp and attacking you the moment you come within
sight. The wraiths summoned by the penitent will attack anything that enters the area of the mist with unrestrained fury.
In combat, a penitent fight in a very similar manner to its lesser cousins, swinging wildly with its sword and lantern, and
periodically disappearing, only to appear somewhere unexpected for a surprise attack. It can shift in an out of the physical
world at will, making it difficult to strike with physical attacks and is constantly moving, circling its prey. If under serious
threat, a penitent will split itself into a group of lesser wraiths and attempt to surround their target. The best way to deal with
this assault is to lay down an yrden circle to slow the penitent and any wraiths it summons and keep them from shifting or
teleporting. If the penitent splits into multiple wraiths keep moving and kill them quickly before they have a chance to gang
up on you. Once you’ve killed the lesser wraiths, the penitent will be forced back into its natural form.
The only way to get rid of the penitent without killing its prey is to kill it but as long as it remains shrouded in its other-
worldly mist the penitent cannot be killed. Attempts to kill the penitent will do nothing and it will likely kill you eventually.
To permanently kill a penitent you must find the person who summoned the penitent in the first place and have them light
a large fire within the mist. This fire will banish the mist, allowing you to kill the penitent once and for all. This isn’t always
difficult as a Penitent often follows the person it’s bonded to. If the penitent’s prey remains in one area for more than three
days the penitent will come to them, bringing its supernatural fog and its horde of wraiths.

Attacks
Name ATK Base Type DMG Rel. RNG Effect ROF
Penitent Sword 17 P or S 5d6+4 15 — Bleeding (30%) 2
Penitent Lantern 15 E 4d6 10 — Fire (75%) 1

Ability: Supernatural Fog Ability: Split Form

The area where a penitent haunts is immersed in a thick By taking its action, a penitent can split its corporeal form
cloud of supernatural fog and shadows with a 50m radius, into 4 separate wraiths which appear with full hit points
centered on the scene of the crime or the location of the within 10m of where the penitent was. All 4 of these wraiths
penitent’s prey when the penitent arrived. Anyone in this act on the penitents initiative place and are controlled by the
fog, save for the penitent and its wraiths, is unable to see penitent. The penitent takes no damage from the damage
anything that is farther than 4m from them. While in this dealt to the individual wraiths. When all 4 wraiths have been
fog, the penitent takes no damage from any form of attack. killed, the penitent must return to its single form and takes
This fog can only be dispersed by killing the penitent 20 points of damage if it’s fog has been dispersed. Once the
or having the penitent’s prey light a large fire within the penitent has been returned to its single form it cannot split
fog. As long as the fire remains lit and the penitent’s prey into separate wraiths again for 3 rounds. While in the area of
remains in the area the fog remains dispersed. Dimeritium Bomb the penitent cannot use this ability.

Ability: Shift Ability: Teleportation

A penitent can roll a Spell Casting check against an attack A penitent can use its movement action to teleport 10m
to become incorporeal and negate the attack. If they suc- immediately. When in the area of a Moondust Bomb or
ceed, nothing physical affects them until the start of their Yrden circle the Penitent cannot use this ability.
next turn. If in the area of a Moondust Bomb or Yrden cir-
cle, the penitent cannot use this ability.
210

Selling Demon
Parts
“If ya ever find yourself
at a northern market
Components
thinkin’ about selling the
parts you hacked off a
“As a Director of Magic at Gweison Haul I always kept various
demon I’d suggest ya find components on hand with which to brew elixirs and alchemical
your way to the shadi-
est part of town you can
remedies to the various ailments suffered by the faculty and
find. Heh, the customers students. However, in most circumstances, this store of alchemical
might smell of sulfur and
blood but trust me, your
components was uniform in its ingredients. I had a specific herb
gonna have an interestin’ to obtain rebis, a certain mineral for hydragenum, and a fungus
time explaining where ya
got the rams horns carved
to distill fulgur. In my flight across the Northern Realms I was
with ancient runes. Not without my usual provisions and had to make do with what I could
that I’ve ever had that
experience, heh!”
find. While I would have liked to have had my perfectly measured
—Rodolf Kazmer ingredients, there was a certain excitement to improvising with
unknown mushrooms and monster bile.”
-Glynnis var Treharne

Alchemical Components
Name Component/Use Rarity Location Quantity Forage Weight Cost
Bear Fat Rebis ( ) P Found on Bears 1d6 — .5 90
Bear Hide Crafting P Found on Bears 1d6/2 — 6 30
Bes Horn Fulgur ( ) R Found on Bes 1d6/3 — 1 166
Mari Lwyd Skull Hydragenum ( ) R Found on Mari Lwyd 1 — 2 200

Mutagens
Alchemy
Name Color Effect Minor Mutation
DC
Bear Green +10HP 20 Prolific Hair Growth
Penitent Blue +2 Vigor Threshold 18 Glowing White Markings
211

Index
Academies.............................. see Mage Schools Elixirs......................................................115-116

Components...................................................210 Enchantments........................................111-114
Crafting...........................................................................113-114
Deities.........................................................37-48 Glyphwords............................................................................112
Coram Agh Tera...................................................................... 45 Runewords..............................................................................111
Dana Meadbh........................................................................... 39
Epona......................................................................................... 45 Glyphs.............................................................110
Freya.......................................................................................... 41
Kreve.......................................................................................... 43 Goetia......................................................139-149
Lilvani........................................................................................ 46 Benefits....................................................................................141
Melitele...................................................................................... 44 Deals........................................................................................140
Morrigan................................................................................... 46 Greater demons.....................................................................141
Nehaleni.................................................................................... 47 Rituals..............................................................................142-144
Svalblod..................................................................................... 48 Tools................................................................................145-149
The Eternal Fire....................................................................... 40 True names.............................................................................143
The Great Sun.......................................................................... 42
The Old Ways........................................................................... 37 Hexes.......................................................105-106
The Prophet Lebioda.............................................................. 47 Bones of Glass........................................................................106
Veyopatis................................................................................... 48 Curse of Temperance...........................................................105
Hex of Forgetfulness.............................................................106
Druid Circles..............................................61-66 High danger hexes.................................................................106
The Circle of Bleobheris........................................................ 63 Low danger hexes..................................................................105
The Circle of Caed Myrkvid.................................................. 64 Medium danger hexes..........................................................106
The Circle of Gedyneith......................................................... 65 The Evil Eye............................................................................106
The Circle of Gwyn Carn....................................................... 61 The Odious Hex.....................................................................105
The Crow Clan......................................................................... 62 Unending Need......................................................................106
Wandering Druids.................................................................. 66
Invocations, Druid...................................96-100
Druids.........................................................54-71 Bigelow’s Befoulment............................................................. 97
History................................................................................. 56-57 Blood of the Mountain........................................................... 98
Monster hunting...................................................................... 66 Conspiracy of the Mother...................................................100
Organization................................................. see Druid Circles Druidic Totem.......................................................................... 98
Profession................................................................................. 67 Herbalism................................................................................. 97
Skill tree.............................................................................. 68-69 Hierophant/Flaminika invocations....................................100
Spells..................................................... see Invocations, Druid Journeymen invocations.................................................. 97-98
Types.................................................................................... 57-58 Master invocations............................................................ 98-99
212

Novice invocations.................................................................. 97 Minor Schools.................................................................... 16-17


Sanctuary of the Black Grove.............................................100 The Imperial Magic Academy.............................................. 16
Shade of Bleobheris..............................................................100
Sigil of the Hunt....................................................................... 98 Mages..........................................................10-33
Touch of Bounty...................................................................... 97 Life in Academia................................................................ 21-24
Voice of the Counselor........................................................... 97 Life of a Mage..................................................................... 25-31
Web of Roots............................................................................ 97 Lifepath............................................................................... 18-20
Well of Knowledge................................................................100 Mage spells.................................................................. see Spells
Winds of the Taiga................................................................100 Schools......................................................... see Schools, Mage
Word of Summoning.............................................................. 97
Wrath of Nature...................................................................... 99 Magic items............................................117-125
Bloodstone Dagger................................................................145
Invocations, Priest.....................................91-95 Bonding Pair...........................................................................122
Arch Priest invocations.......................................................... 94 Centerpiece....................................................................147-148
Blessed Herd............................................................................ 94 Cerebral Elixir........................................................................147
Blessed Weapon....................................................................... 92 Crystal Skull...........................................................................119
Blessing of Abundance........................................................... 93 Earthly Ribbons.....................................................................146
Blood of the Berserker........................................................... 94 Enchanted Amulets......................................................117-118
Brand of Withering................................................................. 93 Eye of Nehaleni......................................................................119
Champion of the River........................................................... 94 Four-Leaf Clover...................................................................119
Divine Inspiration................................................................... 92 Gateway Portal.......................................................................118
Duplicitous Darkness............................................................. 92 Goat Skin Mantle..................................................................145
Feast of Plenty.......................................................................... 94 Magical Elven Rope..............................................................119
Journeymen invocations........................................................ 93 Megascope......................................................................120-121
Light of Penance...................................................................... 92 Power Stone Guardian.........................................................122
Master invocations.................................................................. 93 Power Stones..........................................................................118
Miracle of Lebioda.................................................................. 95 Purchasing..............................................................................123
Novice invocations.................................................................. 92 Runewright’s Tools................................................................120
Omens of the Future............................................................... 95 Spell Formulae.......................................................................118
Presence of the Divine............................................................ 92 Staff of Binding..............................................................148-149
Quill of the Divine................................................................... 93 Trophies..........................................................................124-125
Retribution of the Raven........................................................ 95 True Staff of Binding............................................................149
Sagitta Aurea............................................................................ 93 Wand of Banishment............................................................148
Seek the Seekers...................................................................... 93 Wishing Mirror..............................................................118-119
Silverlight.................................................................................. 95
Magical gifts...............................................74-75
Ley lines.......................................................... 8-9 Aerokinesis............................................................................... 75
Calm Animals.......................................................................... 74
Mage schools..............................................13-17 Cryokinesis............................................................................... 75
Aretuza................................................................................ 13-14 Detect Poison........................................................................... 75
Ban Ard..................................................................................... 14 Fear Aura................................................................................... 74
Gweison Haul..................................................................... 14-15 Fleet of Foot.............................................................................. 74
213

Fortify........................................................................................ 75 Rituals.................... 102-104, 132-133, 142-144


Geokinesis................................................................................ 75 Animate Armor.....................................................................103
Green Thumb........................................................................... 75 Beacon of the Unnatural......................................................103
Major gifts................................................................................ 75 Cadfan’s Synthesis.................................................................132
Minuscule Illusion.................................................................. 75 Controlled Summoning...............................................142-143
Minor gifts.......................................................................... 74-75 Create Crystal Skull..............................................................102
Pigment..................................................................................... 75 Create Place of Power...........................................................105
Pyrokinesis............................................................................... 75 Create Soul Beacon.......................................................132-133
See Aura.................................................................................... 75 Enchant Amulet.....................................................................105
Weapon Honing...................................................................... 75 Fog of the Past........................................................................104
Goetia rituals..................................................................142-144
Monsters.................................................195-208 Hanmarvyn’s Blue Dream....................................................133
Bes....................................................................................196-197 Imbue Trophy........................................................................102
Casglydd..........................................................................198-199 Journeymen rituals......................................103-104, 132-133
Corpse Amalgam...........................................................200-201 Magical Guestbook...............................................................104
Great Bear.......................................................................202-203 Master rituals............................................... 104, 132-133, 144
Living Armor.................................................................204-205 Necromancy rituals......................................................132-133
Mari Lwyd.......................................................................206-207 Novice rituals................................................102-103, 142-143
Penitent...........................................................................208-209 Reanimate Corpse.................................................................133
Ritual of Binding....................................................................144
Mutation.................................................134-138 Ritual of Naming...................................................................143
Adding traits..................................................................137-138 Ritual of the Goat Skin.........................................................146
Combining..............................................................................136 Tyromancy..............................................................................103
Control....................................................................................136 Uncontrolled Summoning...................................................142
DC............................................................................................135 Wagerer’s Pendant................................................................103
Failure......................................................................................136
Mutagens....................................................................... 135, 210 Spells...................................................81-90, 132
Ainfra’s Extraction.................................................................. 90
Necromancy...........................................129-133 Air spells................................................................ 83-84, 87, 89
Restless Spirits...............................................................130-131 Alchemical Recovery.............................................................. 82
Rituals..............................................................................132-133 Aurora’s Breath........................................................................ 84
Spells........................................................................................132 Ball Lightning........................................................................... 87
Bekker’s Dark Mirror.............................................................. 89
Nonbelievers..............................................36-37 Bekker’s Rockslide................................................................... 86
Blaze of the Korath................................................................. 90
Priests..........................................................34-53 Blemish...................................................................................... 82
Profession................................................................................. 49 Breath of Fire............................................................................ 84
Skill tree.............................................................................. 50-51 Bronwyn’s Bow........................................................................ 83
Spells......................................................see Invocations, Priest Cinder Door............................................................................. 87
Worship......................................................................see Deities Cloak.......................................................................................... 85
Coating of Fire......................................................................... 84
214

Corpse Restoration...............................................................132 Magic Screen............................................................................ 82


Cryfhau..................................................................................... 83 Magnify Odor.......................................................................... 84
Crystal Stasis............................................................................ 89 Master spells............................................................. 89-90, 132
Deluge of Ys.............................................................................. 90 Mixed spells..................................................... 82-83, 85-86, 89
Detect Ley Line........................................................................ 82 Necromancy spells................................................................132
Disrupt Focus........................................................................... 85 Novice spells....................................................................... 82-84
Dormyn’s Chamber................................................................. 85 Priest......................................................see Invocations, Priest
Druid..................................................... see Invocations, Druid Reopen Portal.......................................................................... 83
Dust Coating............................................................................ 83 Rusting....................................................................................... 88
Earth spells.................................................................. 83, 86, 89 Savolla’s Method...................................................................... 83
Earthen Pillar........................................................................... 83 Shape Earth.............................................................................. 89
Elgan’s Bastion......................................................................... 86 Sharpen Senses........................................................................ 83
Empower................................................................................... 85 Slip Stream................................................................................ 84
Essence of Potion.................................................................... 88 Smith’s Touch........................................................................... 87
Fergus’ Demise......................................................................... 82 Soften Earth.............................................................................. 83
Fire spells..................................................................... 84, 87, 90 Spectral Tether........................................................................ 85
Gwyntog.................................................................................... 89 Steal Spell.................................................................................. 89
Hand of the Tempest.............................................................. 89 Storm of Souls........................................................................132
Harmless Fire........................................................................... 84 Touch of Lightning................................................................. 87
Hold Tongue............................................................................. 82 Trap Portal................................................................................ 86
Invaerne.................................................................................... 88 Vahila’s Smoke......................................................................... 84
Invisible Ribbon....................................................................... 87 Water Jet................................................................................... 84
Javed’s Swarm........................................................................... 86 Water spells................................................................. 84, 88, 90
Journeymen spells.................................................... 85-88, 132 Web of Ice................................................................................. 84
Light Feet.................................................................................. 83
Living Fire................................................................................. 90 Witcher signs, advanced...............................101
Mage’s Forge............................................................................. 87
215

Book of Tales,
Tales, an adventure compendium
with new options for players and gamemasters.

Dark Fantasy in the


Bestselling World of the Witcher!

Core Rulebook GM Screen Bestiary


216

The Classic Roleplaying Game of the Dark Future

Available now from your friendly, local gaming store.


It’s said
that magic is
equal parts art, chaos, and
science. at it’s a blessing, a curse,
and progress itself. rough the notes Featuring
of escaped Nilfgaardian Director of
New Magic:
Magic, Glynnis var Treharne, you’ll put
Ma Explore a library of new magic includ-
that saying to the test, uncovering the ing: spells, invocations, rituals, hexes, signs, runes,
secrets of the primal forces of magic. glyphs, elixirs, and magic items.
How will you use this primordial
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rules for summoning the spirits of the dead, making deals
A Tome of Chaos is a supplement for with demons, and creating mutant monstrosities.
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of magic items, dark rituals, and mundane characters minor magical talents.
magical miscellanea to take your game
to new heights. And More: Learn how magic is taught across the
Continent, follow the stories of Director Var Treharne, and
experience the dangers of Goetia in a gripping adventure.

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