(OOC WITCHER RP) Monster of Mahakam

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Pufftuff

Well-Known Member
Geralt of Rivia, The White Wolf, The Butcher of Blaviken, The most infamous of the Witchers. In his waning days helped to re-establish the Witcher schools around the world. Starting at his own home in Kaer Morhen's Wolf. Following with the remaining schools; Bear, Griffin, Viper, and Cat. After over two centuries of no new Witchers being trained a new wave of young Witchers are now emerging into the world.

In the heart of the world, the Mahakam Mountains smoke and rumble with the sound of a dragon snoring. The normal hustle and bustle of the Dwarves and Halflings working the mines and factories are abruptly halted one morning. With screams and explosions that can be heard as far as Skelliege. Rocks crumble and crash down as boulders the size houses roll down the sides of the mountains. King Roche of Temeria and King Aerindar of Aedirn both send regiments towards the mountains as refugees pour into the kingdoms with no real idea of what happened. After weeks not a single soldier returns and blame immediately falls to the neighboring kingdoms. One of the last Witchers left from the time of Geralt knows that something more than mere skirmishes are responsible for the soldiers deaths rides back to Kaer Morhen and sends letters to all the schools requesting help.

You are a Witcher of the new generation, you have spent close to 50 years honing your skills. You are being called back to your school something that hasn't happened in centuries......

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Some info and links for those that need it.

A Witcher (or Hexer) is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals which take place at "Witcher schools" preparation for becoming an itinerant monster-slayer for hire.

Taken in as children, Witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained Witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:

  • Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits).
  • Amber cat-like eyes that grant very acute nightvision - the Witchers can constrict their pupils to see in blinding light or open them to see in near pitch black. This nightvision can be further enhanced with the cat potion but in general it is good enough by itself to not require further enhancement.
  • Tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
  • Dramatically increased strength, speed, reflexes and endurance, far beyond any normal or well-trained human. A Witcher's physical skills are sufficient to defeat most monsters if combined with extensive training and proper weaponry.
  • Having the ability to perform simple yet incredibly versatile combat magic in the form of Signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.
  • Accelerated healing that grants quick recovery from injury.
  • Incredibly long lifespan (Often 3 Centuries)
Though they cover proficiency in basically any weapon that comes to hand, a Witcher's training focuses on two primary tools -

the Steel sword and
the Silver sword -
which are typically carried on the back, a steel blade for more mundane beings, and a silver blade for beasts of the supernatural. Witchers are also frequent mixers and users of powerful potions, having developed an advanced tolerance to their inherent toxicity but still limited to a few at a time (even one of their weaker brews will be fatal to an ordinary human). Finally, their formal magical training deals with Signs, a low-level yet versatile form of magic that allows Witchers to cast spells and enchantments with simple hand gestures. Without extensive improvement and practice, these are mere tricks compared to what a sorceress can do, but they serve very well for someone with a sword in one hand to add a variety of edges to their efforts. Also, the more powerful magic utilized by mages often takes a lot of time to prepare while all signs are instantaneous. Additionally, Witchers are trained by seasoned mages in how to utilize these Signs to the best effect.

In general, a Witcher is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities and magic. However they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a Witcher. Though rare is the individual who managed to slay a Witcher out of skill rather than dumb luck or by ambush.

Though a Witcher's eyes are one way to stick out, standard means of identification is the Witcher medallion; this device aids in the detection of monsters, and no Witcher would part with one willingly. (And of course, Witchers are known for being 'hard to kill' - Leo Bonhart boasts a collection of three such medallions as proof of his martial skill.) The form of an individual medallion (head of a wolf, cat, griffin, etc.) indicates the school at which its owner was trained.

It is a common belief, even among Witchers themselves, that they have no capacity for emotion. This may be debatable - and rather relative, considering the rigors of their training and the dangers they face as a matter of course. Perhaps they have simply never had the time (or exposure to society) to develop or recognize the reactions to mundane experiences that most take for granted.

Occasional references to Witchers as 'non-human' are somewhat at odds with the original stories (in which Geralt only identifies Witcher as a profession, never a race). There is certainly no official classification as such, and the relevant references (in the first game at least) are usually from Geralt identifying with the mistrust and/or hostility faced by elves and dwarves in human society. Likely it is used as a slur against the mutants, likening them to elves and dwarves. Though it's worth noting that an in-game text found in Wild Hunt mentions that the Cat School of witchers "are for the most part of elven stock," indicating that there are (or were at one time) indeed non-human witchers. Whether or not there actually are any elven witchers is unknown.

Although not an Official "Code" all Witchers use the code a lot to use when they need to explain without explaining. The key component for the code is "A Witcher does nothing for free" payment does not always mean coin. They can invoke the first thing you see when you return home could be a pot or pan, could be a horse, a spouse or child. Also known to be asked is what will come that you are yet unaware of....both of those are most common ways that new Witchers are acquired. Witchers also as a rule don't kill sentient beings for money (I.E. Trolls, Sylvans, Druids, and occasionally even some Gargoyles) it's what makes them monster hunters and not mercenaries. One of the biggest and strangest is Witchers do not kill Dragons......

Lastly the Schools to choose from:

Wolf: Headquartered in Kaer Morhen in Kaedwen. Often considered the Scholars of the Schools. They specialize in Defensive Combat relying on movement parries and feints. Relying on medium armor.

Bear: Headquartered on the Western Coast of Ard Skelige but often call Kaer Morhen home on the continent. Combat masters of the schools. Specializing in Offensive combat using heavy armor and an axe as well as the silver sword occasionally a silver second axe. One of two schools known to use a crossbow in hunts.

Griffin: Headquartered in Blaviken in Kovir. Specialize in use of magic (Signs). They use medium armor.

Cat: Headquarted in Soddin Hill in Cintra. Well known for stealth and speed. Using very light armor. Opting for stealth to survive. The second of the two schools known to use a Crossbow pariahs among even the Witchers. They are not above being mercenaries and assassins.

Viper: Headquartered somewhere in the Nazir province in Nilfgaard. Master Alchemists (Potions, Bombs, Oils) Using a variety of Armors depending on where they lean combat wise.
(Remember all are capable at all aspects just a little stronger in other areas.)

Signs:
  • Axii - Mentally allows you to confuse and in stronger forms can control someone for a short period of time.
  • Yrden - A sign that forces anything out of an altered state (Ghosts from a spectered state to solid form or out of invisibility) Also slows movements inside the ring.
  • Igni - Throws a wave of fire in its alternative form, can then shoot a continuous jet of flame from his hand.
  • Quen - This sign creates an active shield that disappears after a hit, its alternate form is a bubble shield that can be maintained as long as the witcher has vigor to spare.
  • Aard - This sign allows you to force enemies back by manipulating kinetic energy (like the force push from star wars) its alternate form is an area of effect blast of energy that pushes everyone around the player away.
I do ask that you read the bestiary as there is a lot to explain: http://witcher.wikia.com/wiki/The_Witcher_3_monsters

Same if you choose to lean on alchemy also it's nice to have a good idea in general: I.E. Black blood (poisons your blood so biters take damage), Swallow (heal), Oils one per type. Bombs: Moon dust, Dancing Star, Dragons Breath.


latest

World Map
 
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Pufftuff

Well-Known Member
When creating this RP (my first) the idea was to be very open and not being forced into to much.
So when creating your characters do your thing. Keep a few things in mind. Non humans are ok and Female are fine as well just try to think of how you came to be. Most Witchers are turned at about 10 to 13 years old. Keep that in mind when choosing an age we have all been Witchers for 50 years. I'm doing this mostly from info from the books and games. So lets do this and have fun don't stress if you have no prior Witcher knowledge I put as much info as possible and would like to help.

A couple videos first being a quick run over of a Witcher. The second a badass video of Geralt using all types of Witcher. Bare in mind geralt is wearing light armor.



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Name: Bjorn of Urskar

Age: 57 (looks early 30's)

School: Bear

Birthplace: Urskar

Appearance: Standing at 5'10" and weighing a stout 200lbs. He has a chestnut head of hair braided intricately down to his mid back with a heavy double edge axe bead at the end. A very rough scruff down his neck.

Scars, marks, tattoos: Bjorn has avoided most scars compared to most Witchers he has only a few real scars. The bear pelt he wears was from a berserker that put 4 deep gashes horizontally. He also has a large bite mark on his side. And one tattoo of his medallion on both sides of his neck.

Gear: He wears a heavy set of armor chain mail with a heavy green doublet with some ornate stitching. With heavy gold plates on his shoulders, boots and gloves. As well as a large bear fur buckled up in the front with his bear medallion. His weapons are two single edged axes a Silver and Steel with hilts baring the insignia of his School.
skellige-armor-set-preview.jpg


History: Living on the edge of the lake in the center of the Island of Urskar. He was the son of a fisherman who's mother died during his birth. Being on the lake his life drowners were no strange sight for the fisherman. Being an adventurous young man Bjorn never feared much . One day a large man with cat like amber eyes rode into the village a top a large strong white mare. Bjorn's father was out on the water when a monstrous Siren, dropped and all he saw was a splash and the boat splinter into the air. The man rode his horse deep in two the water and then dives and disappeared into the dark of the lake....after what seems like an eternity. He comes shooting out of the water holding tight to a sword plunged deep into the monster almost steering it with his weight. After a thirty min fight in and out of the water they slam to the ground just next to Bjorn, the boy doesn't flinch. The Witcher soaking wet and breathing heavily looks directly into the eyes of the boy putting a bolt into the sirens head. Bjorn still in shock is picked up by the large man and set on the back of the horse. On the way out of the village the elder walks to the Witcher with a bag of coin. The man pointed to Bjorn and rode off without the coin.
 
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