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Prompt originally from AetherRoom.club
Created: 2021-12-18
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Description
In a world filled with war, suffering, hate, death, magic, and monsters; you must always be aware of things around you, keep those you can trust closest to you, be willing to see the grey areas of the world and think carefully about every situation, and never venture too far into unknown territory, unless you want to become a monster's next victim.
Take the role of a Witcher in the Witcher universe, travel the Continent, make friends, help whoever you can; and most importantly, kill monsters, but you may often find that monsters are not just the magical creature kind.
Author note: This scenario does not follow any specific Witcher timeline from the books or video games, it is meant to simply be a way to roleplay as a Witcher. Also, feel free to add things to memory or lorebook as you play.
Tags
the witcher, dark fantasy, monsters, action, potential nsfw, adventure
Prompt
It's one hour past dusk, and my ears allow me to hear every animal moving around and every cricket chirping as I slowly ride down the forest road. It's been two weeks since I've stayed at a quality tavern, and I've heard from some dwarves I help yesterday that this leads to a village. It's as good as any village can get, but at least I can use it to rest for tonight, maybe stay for a day or two, Rick could definitely use some time to relax. As I cross a stone small bridge that sits above a river, I hear something, something that isn't an animal. I quickly stop and dismount Rick, and ready myself.... [Click to expand]
It's one hour past dusk, and my ears allow me to hear every animal moving around and every cricket chirping as I slowly ride down the forest road. It's been two weeks since I've stayed at a quality tavern, and I've heard from some dwarves I help yesterday that this leads to a village. It's as good as any village can get, but at least I can use it to rest for tonight, maybe stay for a day or two, Rick could definitely use some time to relax. As I cross a stone small bridge that sits above a river, I hear something, something that isn't an animal. I quickly stop and dismount Rick, and ready myself.
Author Notes
[ Genre: Dark Fantasy ]
[ Genre: Action ]
[ Genre: Adventure ]
[ Tags: The Witcher, monsters, magic ]
[ Author: Andrzej Sapkowski ]
[ style: descriptive, fantasy, violent ]
[ tone: zany, gloomy ]
[ place: Temeria forest ]
Memory
[ I am a Witcher named Kronos. I was trained by the School of the Wolf. I own a horse named Rick. ]
[ There is always work for a Witcher, someone; anyone; will need help dealing with a monster. People with a monster problem with put a bounty up on a notice board in any village or city for any Witcher to accept, or even make the request personally. Those who want a Witcher's help should remember that Witchers don't work for free. ]
[ Humans are the dominant race of the Continent, and Non-humans are treated as minorities. ]
[ All monsters and magical creatures are susceptible to silver. ]
[ Many humans are wary of Witchers and will prejudice against them because they see them as freaks of nature and creations of foul magic. Humans that resent Witchers will call them mutants. ]
World Info
View World Info
  • Gargoyle, Gargoyles

    [ A Gargoyle is an Elementa that is a living statue that inhabits ruins or abandoned castles. Gargoyles are very simple-minded, having no higher sentience. Gargoyles possess great strength and durability, and can spit acid. ]
  • Aard

    [ Aard is a spell that creates a quick, but powerful telekinetic wave of air. This spell can be used to destroy weak objects, push or unbalance enemies, or put out small fires. This spell is useful for creating breathing room during a fight. This spell does not work on large or heavily armored enemies, or sturdy objects. ]
  • Djinn, Djinns

    [ A Djinn is a very powerful Elementa that appears as a large accumulation of air that outlines a figure or a ghostly orb with a barely visible face. Djinns are genie-like creatures that are very rare, they are usually locked inside of magical objects to be used later. Djinns are very dangerous, as they have control over the elements and can easily destroy a town. Once a Djinn is freed, it will willing bind itself to the person who found, or is captured by magic; when either scenario happens, the Djinns is forced to grant three wishes before it can go free. ]
  • Ard Carraigh, Kaedwen

    [ Ard Carraigh is the capital city of Kaedwen, it is a large castle town that has a long stone bridge. ]
  • Vengerberg, Aedirn

    [ Vengerberg is the capital city of Aedirn. ]
  • Mount Carbon, Mahakam

    [ Mount Carbon is the capital city of Mahakam that is built in the side of a mountain. The city is famous for its advantaged Gnome technology, and is said to forge the best quality swords on the continent. ]
  • The City of Golden Towers, Nilfgaard

    [ The City of Golden Towers is the capital city of Nilfgaard. ]
  • Tretogor, Redania

    [ Tretogor is the capital city of Redania. The city is a relatively small castle town with a large stone wall, and the atmosphere is very dull. ]
  • Novigrad, Redania

    [ Novigrad is a city in Redania, and east of Oxenfurt; it's population is about thirty thousand, making it the largest city in the north. Novigrad houses high, middle, and lower class people, all of them are housed next to others of the same social class; there are also numerous shops and establishments to visit, as well as a large port. ]
  • Oxenfurt, Redania

    [ Oxenfurt is a city in Redania, and west of Novigrad. The city is known for its large Academy, which teaches many students, artists, and scholars. ]
  • Bella

    [ Bella is a black and white female horse. ]
  • Incubus, Incubi

    [ An Incubus is a Hybrid with the upper body of a handsome man, but has the horns, legs, and tail of a goat; they have tattoos and wears little clothing. Incubi will seduce women to have sex with them in order to draw energy and sustain themselves, but they do not kill the woman. Incubi possess surprisingly great strength and mastery over fire magic. Incubi are not violent, and will only act in self defense. ]
  • Human, Humans

    [ Humans were the latest humanoid race to appear on the Continent, but they quickly conquered its land and established themselves as the dominant race. ]
  • Continent

    [ The Continent is a massive body of land that houses all of the world's races and kingdoms, and is the only known body of land in the world, besides the Skellige Islands. ]
  • Yrden

    [ Yrden is a spell that acts as a magical trap that can also damage enemies. This spell is very useful for traping enemies and keeping them in one place. This spell cannot trap people or animals. ]
  • Mahakam

    [ Mahakam is a kingdom that sit on top a large mountain range between Temeria and Aedirn, it is the only kingdom is the region that is controlled by nonhumans, specifically Dwarves, Gnomes, and Halflings; the government is an elective monarchy. Mahakam is built within mountains, therefore its residents constantly mine ore, selling it and using it as a basis of their architecture. The Mahakam coat of arms is a yellow shield with two crossed black hammers. Mahakam uses Orens as currency. ]
  • Kaer Seren, School of the Griffin, Kovir and Poviss

    [ Kaer Seren is a large keep where the School of the Griffin resides. It's located on top a mountain range that overlooks a river between Kovir and Poviss. ]
  • Black Blood

    [ Black Blood is a potion that turns their blood into poison, which will hurt any monster that drinks or draws it. This potion is very useful against Necrophages and Vampires. ]
  • Witcher, Witchers, Trial of the Grasses

    [ A Witcher is a human man who has gone through extensive training, intense mental and physical conditioning, and a procedure called Trial of the Grasses to become a highly efficient monster hunter. Witchers have increased strength, speed, stamina, durability, and reflexes. Witchers also have a powerful immune system, accelerated healing, can use basic but useful magic, a sixth sense, an incredibly long lifespan, and cat-like eyes that give them night vision. All Witchers wear medallions that correspond with the Witcher school they were trained at, the medallion will vibrate when the Witcher is near a source of magic or a monster. All Witchers carry one steel sword and one silver sword on their back; the steel sword is for humans and non-humans, while the silver sword is for monsters and magical creatures. Witchers have heightened senses, which they can use for various things, like locating someone or telling if someone is lying. Witchers are sterile as a side effect from the Trial of Grasses. Witchers do not care for politics or war, therefore they will not choose sides, they merely go where monster hunting work is. ]
  • Redania, Redanian

    [ Redania is a large northern kingdom that borders Temeria, Kaedwen, and Kovir. Redania is fairly wealthy, thriving from agriculture and trade. Redania's land is made up of dense forests, grassy planes, and lakes. Redania's government is a hereditary monarchy. The social structure of Redania is very unequal, the poor are treated worse than any other neighboring kingdom. The Redanian coat of arms is a while eagle on a red shield. Redanian soldiers wear red and white. Redanian currency is called Crowns. ]
  • Wyvern, Wyverns

    [ A Wyvern is a large Draconid with a snake-like neck, two hinds and two bat-like wings as its front limbs, and a long tail that end in a venomous trident; their color varies. Wyverns make their nests in high and secluded places. Wyverns will use their poison and flight to quickly neutralize their prey. ]
  • Basilisk, Basilisks

    [ A Basilisk is a large four-legged Draconid with a bird-like beak, feathery wings on their front legs, talons, reptilian skin, and crimson dewlaps. Basilisks make their nests in high and secluded places. Basilisks can spit poisonous breath, and will block attacks with its wings. ]
  • Golem, Golems

    [ A Golem is an Elementa that is a large rugged accumulation of solid elements that is vaguely humanoid and has been summoned or created by magic for the personal use of a mage. Golems can be found in ruins or the lair of a mage. Golems are very simple-minded, having no higher sentience. Golems possess immense strength and durability, and can have control over the elements of earth, ice, or fire. ]
  • Black Blood, Blizzard Potion, Golden Oriole, Swallow Potion , Tawny Owl, Witcher, Witchers

    [ Witchers will drink special Witcher potions and to help them against specific monsters or during certain situations. These potions include Black Blood, Blizzard Potion, Golden Oriole, Swallow Potion, and Tawny Owl. Drinking one of these potions will cause a Witcher's skin to turn pale, and their veins and eyes to turn black. Drinking too many potions within a small amount of time will kill a Witcher. These potions will kill normal people. ]
  • Vizima, Temeria

    [ Vizima is the capital city of Temeria. ]
  • Blizzard Potion

    [ Blizzard is a potion that greatly boosts a Witcher's speed and reflexes, which is very useful in many situations where a Witcher needs to as speed as he can get. ]
  • Axii

    [ Axii is a spell that allows a Witcher to control the mind of another living being. The spell can be used to trick people and animals, force them to follow someone, or calm them down. The spell only works on simple-minded beings, and has no effect on strong-willed beings. ]
  • Aedirn

    [ Aedirn is a large northern kingdom that borders Mahakam and Kaedwen. The kingdom's land is made up of ridges and hills. The government is a hereditary monarchy. Aedirn was one of the latest kingdoms founded by humans, and there is great prejudice against nonhumans. The Aedirn coat of arms is a black shield with a triangular red and yellow stripe. Aedirn currency is called Marks. ]
  • Ebbing, Nilfgaard

    [ Ebbing is a southern kingdom that sits next to the sea; it is controlled by Nilfgaard, but has been allowed to govern itself with a monarchy. The land has many marshes and swamps. Ebbing coat of arms is a shield divided in three with a snake on the bottom, a bell on the left, and a river on the right. Ebbing currency is called Denar, but they also use Nilfgaard Florens. ]
  • Kovir and Poviss

    [ Kovir and Poviss are far northeast kingdoms that lie right next to the sea, the two kingdoms were independent but have now forced a union under a monarchy, their lands are both filled with forests and mountain ranges. Kovir and Poviss both use the currency Bizant. ]
  • Necrophage, Rotfiend, Ghoul, Drowner, Foglet, Hag, Necrophages, Drowners, Foglets, Ghouls, Rotfiends, Hags

    [ A Necrophage is a grotesque humanoid monster that haunts areas or single locations where a significant amount of corpses are gathered, this is why Necrophages are also called corpe-eaters. ]
  • Draconid, Dragon, Wyvern, Basilisk, Draconids, Dragons, Wyverns, Basilisks

    [ Draconids are various dragon related quasi-reptilies. True dragons are very rare, but their lesser Draconid kin are much more populous and primitive. ]
  • Elementa, Djinn, Gargoyle, Golem, Djinns, Gargoyles, Golems

    [ Elementa are fascinating and dangerous creatures that originated from the elemental plane. The entire being of an Elementa is made up of a single specific element, and can be manually summoned or created through magic. ]
  • Hybrid, Succubi, Incubus, Incubi, Griffin, Siren, Succubus, Harpy, Harpies, Hybrids, Griffins, Sirens

    [ Hybrids are monsters that are a mix of two different species and use both their capabilites. The species that a Hybrid is a mix of is obvious by their physical appearance. ]
  • Insectoid, Endrega, Insectoids

    [ An Insectoid is an abnormally large and monstrous insect that preys on just about any living creature it comes across. Insectoids also act like normal insects, finding they deem suitable before laying their eggs. ]
  • Ogroid, Cyclops, Cyclopses, Troll, Nekker, Ice Giant, Nekkers, Trolls, Ice Giants, Ogroids

    [ An Ogroid is a humanoid orge-like monster that varies in appearance, size, nature, strength, and overall deadlines based on their species. All Ogroids share one trait: they greatly enjoy eating humans. ]
  • Specter, Hym, Wraith, Noonwraith, Nightwraith, Specters, Wraiths

    [ A Specter is a ghostly or spectral creature that haunts various places. Specters are basically restless spirits that are bound to a specific place or person by unfinished business in the living world, they are usually very dangerous. ]
  • Hag, Hags

    [ A Hag is a tall grotesque feminine Necrophage with thin arms and legs, an overweight torso, sharp claws and teeth, glowing eyes, and sickly looking skin. Hags make their lairs near their potential victims and decorate them with human remains. Hags like to perform small rituals. Hags possess high speed and a very long tongue that they can use in combat. ]
  • Vampire, Higher Vampire, Bruxa, Fleder, Ekimmara, Katakan, Vampires, Fleders, Ekimmaras, Katakans, Higher Vampires

    [ A Vampire is a creature that thrives on blood. Vampires usually live in secluded places or areas that are still close enough to humans and non-humans. Some Vampires are not affected by the sun. ]
  • Berserker, Werebear, Werebears, Berserkers

    [ A Werebear is a Cursed One who is a human or non-human that transforms into a bear or half-bear; they are called Berserkers on the Skellige Islands. Werebears possess superior strength to Werewolves but less speed, and rapid healing. Most Werebears transform unwilling, becoming bloodthirsty beasts and have no memory of what they did when they transform back to normal, but stronger and more willful ones have complete control over their transformation. ]
  • Botchling, Lubberkin

    [ A Botchling is a Cursed One that is an unwanted or stillborn infant that was not given a proper burial, and has transformed into a monstrous, deformed fetus. A Botchling rises from their Graves at night to prey on pregnant women. The Botchling will hide near the mother and drain her strength, before latching onto her and drinking her blood. A Botchling can be freed from their curse by being turned in a Lubberkin. ]
  • Lubberkin, Lubberkins, Botchling

    [ A Lubberkin is a Cursed One and a Botchling that has been turned into a guardian spirit through an elven naming ritual called Aymm Rhoin, the Botchling is given a proper name and buried next to its family's household, and becomes a Lubberkin a day later. ]
  • Dragon, Dragons

    [ A Dragon is a massive four-legged Draconid with bat-like wings, a forked tongue, a and a narrow triangular head on a long slender neck. Dragons come in various colors, body builds, and types. Dragons live in various secluded areas of the world. Dragons are very rare, humble, and highly intelligent, having the ability to speak with humans and non-humans telepathically and even morph into human forms; their human forms are perfect and cannot be compromised by detection magic. ]
  • Cyclops, Cyclopses

    [ A Cyclops is a very tall Ogroid with a muscular body, one eye, long arms, and wears only a few articles of clothing. Cyclopses possess incredible strength. Cyclopses are rare to encounter, usually being found in secluded areas, but they go where they please. ]
  • Ghoul, Ghouls

    [ A Ghoul is a grotesque feral Necrophage that resemble a human, but their bodies are deformed and pale, and they either walk on two legs or on all fours. Ghouls roam in packs and are the most common corpse-eater, often roaming battlefields and other places where a large amount of corpses are. Ghouls vary in strength, some being more dangerous than others. ]
  • Drowner, Drowners

    [ A Drowner is a fetal humanoid Necrophage with blue skin, sharp claws and teeth, and amphibian features. Drowners are found in or near bodies of water. Drowners use their amphibian traits to swiftly drag unsuspecting people underwater or back to their water related lair. ]
  • Foglet, Foglets

    [ A Foglet is a tall humanoid Necrophage with long arms and legs, sharp claws and teeth, pointed ears, glowing eyes, and a body that looks malnourished. Foglets are found in swamps, forests, mountains, and secluded caves. Foglets have the ability to use minor illusion magic, and manipulate fog while simultaneously dematerializing into the fog. ]
  • Harpy, Harpies

    [ A Harpy is a Hybrid that is a humanoid monster that has bird-like wings on its back, a bird-like head, and large feet and hands that have talons; they are either covered in feathers or have meaty skin. Harpies make their nests in high and secluded places. Harpies with use their ability of flight and talons to kill their prey, and often attack in flocks. ]
  • Siren, Sirens

    [ A Siren is a feminine Hybrid that has a humanoid upper body, and an amphibian tail with large wings for its lower body. Sirens infest various bodies of water, mostly in the Skellige Islands. Sirens will transform their upper into that of a beautiful human woman to lure men near the water and kill them. Sirens can also fly or swim around boats to destroying them. ]
  • Halfling, Non-Human, Halfings, Non-Humans

    [ Halflings are a humanoid race that is short, being about four feet tall, they have long fur-like hair on their legs and arms, and their highly durable feet allow them to walk anywhere barefoot. ]
  • Quen

    [ Quen is a protective spell that creates a magical shield around the Witcher. The Witcher can either create a brief shield that outlines his body, or hold up a constant barrier. Small or average-sized enemies that touch the shield will get stunned. ]
  • Gnome, Non-Human, Gnomes, Non-Humans

    [ Gnomes are a humanoid race with long noses, pointed ears and teeth, and have a keen sense of smell. Gnomes are shorter than dwarves, being about three feet tall; but they are just as resilient as dwarves and more agile. Gnomes are gifted alchemists, jewelers, and smiths. ]
  • Styga Castle, School of the Cat, Ebbing

    [ Styga Castle is a large keep where the School of the Cat resides. It's located in Ebbing, on top a mountain range that overlooks a lake. ]
  • Kaer Morhen, School of the Wolf, Kaedwen

    [ Kaer Morhen is a large keep where the School of the Wolf resides. It's located in Kaedwen on a tall hill next to a mountain range that's surrounded by forests and lakes. ]
  • Temeria, Temerian

    [ Temeria is a large northern kingdom that borders Redania, Mahakam, and Aedirn; it's land is made up of dense forests. Its government is a hereditary monarchy, and the kingdom is wealthy and thrives from an economy of producing and trading goods. Tameria is one of the few kingdoms that does not prejudice against sorcerers. Its residents are polite and religious, but are a bit xenophobic. Temeria is the strongest of the northern kingdoms. The Temerian coat of arms is a black shield with white fleur-de-lis. Tamerian soldiers wear blue and black. Tamerian currency is called Orens. ]
  • Kaedwen

    [ Kaedwen is a large kingdom in the north that borders Redania and Aedirn, it's government is a hereditary monarchy. Kaedwen's land has a cold and unforgiving climate, and is made up of dense forests. The Kaedwen coat of arms is a black unicorn and a yellow shield. Kaedwen soldiers wear yellow and brown. Kaedwen currency is called Ducat. ]
  • Nilfgaard, Nilfgaardian

    [ Nilfgaard is a kingdom located far south of the continent, it's government is an absolute monarchy. Nilfgaard possesses the strongest army and is the most powerful on the Continent, it seeks to assimilate the other kingdoms through brutal conquest. The Nilfgaardian coat of arms is a yellow sun on a black shield. Nilfgaardian soldiers wear black and gold armor. Nilfgaard currency is called Florens. ]
  • Golden Oriole

    [ Golden Oriole is a potion that cures poison already is a Witcher's body, and prevents new strands from entering the body. This potion is very useful against monsters that use poison. ]
  • Cursed One, Berserker, Botchling, Werebear, Striga, Werewolf, Werewolves, Lubberkin, Cursed Ones, Werebears

    [ A Cursed One is a human or nonhuman that has been afflicted by a curse, which causes them to transform a monstrous creature. Cursed Ones are usually rare to encounter. ]
  • Swallow Potion

    [ Swallow Potion is a potion that helps a Witcher heal quicker. Witchers usually drink this potion after they've been seriously injured. ]
  • School of the Wolf

    [ The School of the Wolf teaches their Witchers to balance defense and offensive, waiting for the best time to use their strongest attacks. Witchers from this school wear medium weight armor. ]
  • School of the Cat

    [ The School of the Cat teaches their Witchers to strike fast and strong, sacrificing defense to defeat their enemy as quickly as possible. Witchers from this school wear lightweight armor. ]
  • School of the Griffin

    [ The School of the Griffin teaches their Witchers to stand strong, using attacks that defeat multiple enemies at once. Witchers from this school wear heavyweight armor. ]
  • Tawny Owl

    [ Tawny Owl is a potion that boosts a Witcher's stamina. This potion is useful for when a Witcher needs as much energy as he can get. ]
  • Igni, Aard, Quen, Axii, Yrden, Witcher, Witchers

    [ Witchers use five basic, but useful spells against normal people and monsters: Aard, Igni, Quen, Axii, and Yrden. Each spell has a lot or little use depending on the enemy that a Witcher is fighting. The strength of the spell depends on the Witcher himself. The spells can also easily be used outside of battle for convenience or utility. ]
  • Igni

    [ Igni is a spell that casts fire, it can either be a brief but powerful gush of flames, or a continuous jet of flames. This spell is very useful against groups of enemies, and weakening monsters. ]
  • School of the Wolf, School of the Cat, School of the Griffin, Witchers, Witcher

    [ Witchers are divided into three Witcher Schools: School of the Wolf, School of the Cat, and School of the Griffin. Each school has a different mindset and teaches their Witchers different forms of combat. ]
  • Striga

    [ A Striga is a Cursed One that is a female human who has been transformed into a primal monster by a curse, and bares great hatred for all living creatures and will kill and devour them without a second thought. Striga possess great strength and speed. Striga are always female humans and only come out during a full moon. When there isn't a full moon, Striga will slumber in a coffin. The only way to lift the curse on a Striga is to prevent it from getting in its coffin and force it to be exposed to sunlight. ]
  • Relict, Leshen, Doppler, Godling, Fiends, Chort, Sylvan, Relicts, Leshens, Dopplers, Chorts, Godlings, Sylvans, Conjunction of the Spheres

    [ Relicts are creatures that were populous during the Conjunction of the Spheres, but have greatly diminished in numbers. It is rare to encounter a creature that is considered a Relict. ]
  • Werewolf, Werewolves

    [ A Werewolf is a Cursed One who is a human or non-human that transforms into a wolf or half-wolf. Werewolves possess great strength, agility, speed, and rapid healing. Most werewolves transform unwilling, becoming bloodthirsty beasts and have no memory of what they did when they transform back to normal, but stronger and more willful werewolves have complete control over their transformation. ]
  • Conjunction of the Spheres

    [ The Conjunction of the Spheres was a great cataclysm that took place millenia ago, it connected all the worlds in the multiverse and allowed magic and monsters to cross over into this world. ]
  • Dwarf, Dwarves, Non-Human, Non-Humans

    [ Dwarves are a race of humanoids that are short, but muscular, sturdy, and strong; they're even stronger humans. Female dwarves can grow beards, which causes non-dwarves to mistake them for men. All dwarves have white skin. Dwarves make excellent warriors, artsians, and businessmen. ]
  • Chort, Chorts

    [ A Chort is a four-legged Relict that looks like a demonic goat, and is big as an average-sized house. Chorts can be found in various secluded places. Chorts possess great strength and speed, and a single-minded desire to kill anything that moves. Chorts have a third eye, which they use to hypnotize their prey. ]
  • Godling, Godlings

    [ A Godling short humanoid Relict that resembles a child, but is not actually a child. Godlings have large yellow or green eyes, grayish blue skin, long messy hair, and decorate themselves with simple tattoos and wear little clothing. Godlings live in abandoned or secluded locations. Godlings will speak in the common language of the region they live in. Godlings can be a bit mischievous or rude from time to time, but are not in any way evil or ill natured. Godlings are kind, generous, and can make good friends. Godlings can use minor magic, like curing sickness, keeping someone in their sleep and giving them nightmares, or invoking fear into a person. ]
  • Fiend, Fiends

    [ A Fiend is a four-legged Relict that looks like a demonic mix between a goat and a deer, and is big as an average-sized house. Fiends can be found in various secluded places. Fiends possess great strength and speed, and a single-minded desire to kill anything that moves. Fiends have a third eye, which they use to hypnotize their prey. ]
  • Sylvan, Sylvans

    [ A Sylvan is a tall masculine humanoid Relict that resemble a devil. Sylvans are found in secluded places. Despite their appearance, most Sylvans are merry, enjoy riddles and music, can be helpful to farmers, and their diet is herbivorous. Sylvans can defend themselves with impressive strength, and mental and fire magic. ]
  • Hym

    [ A Hym is a demonic shadow Specter that preys on a person's guilt. When someone has great guilt about something terrible they've done, a Hym will act like a parasite and bond itself with the person. It will then replace its host's shadow with itself, and can appear in any place that is important to its host. A Hym cannot be banished by a normal exorcism, or harmed in any way until it has been removed from its host. ]
  • Wraith, Wraiths

    [ A Wraith is a dangerous Specter that haunts specific areas or property that it once inhabited, was buried or killed at, or has a hatred towards it. Wraiths appear as ghostly humanoid with no legs, decaying skin, ragged clothing, and sometimes carry a lantern or weapon, or both. ]
  • Noothwraith, Noonwraiths

    [ A Noonwraith is a very strong and dangerous female Specter that cannot pass to the next life because of how they died. Noonwraiths appear as women with decaying skin, a long and unsettling tongue, and a long ragged dress. Noonwraiths can make copies of themselves, drain their victims lifeforce, and have surprising speed and strength. Noonwraiths only appear at noon. ]
  • Nightwraith, Nightwraiths

    [ A Nightwraith is a very strong and dangerous female Specter that cannot pass to the next life because of how they died. Nightwraiths appears as women with decaying skin, a long and unsettling tongue, and a long ragged dress. Nightwraiths can make copies of themselves, drain their victims lifeforce, and have surprising speed and strength. Nightwraiths only appear at night. ]
  • Higher Vampire, Higher Vampires

    [ A Higher Vampire is a very rare, strong, and intelligent breed of Vampire. Higher Vampires can take on a perfect human forms, possess incredible speed and strength, the ability make themselves immunity to detection magic, incredible regeneration, and a unique ability that is different for each one. Higher Vampires do not need blood to survive, and instead view blood the same way a human would view a strong drug. Higher Vampires can only be truly killed by another Higher Vampire, and are not affected by the sun. Higher are like humans, they can be good or evil. ]
  • Elf, Elves, Non-Human, Non-Humans

    [ Elves are a humanoid race that are as tall and strong as humans, but they are easily distinguished by their more slender bodies and faces, long hair, and pointy ears. Elves are much more agile than other humanoid species. ]
  • Bruxa

    [ A Bruxa is a powerful Vampire that takes the appearance of a beautiful red-haired or black-haired woman, but their true form is a large black bat with fangs and claws. When Bruxa fight, their feminine form will become monstrous and they will grow long claws. Bruxa possess incredible speed and strength, invisibility, and a piercing scream. Bruxa are not affected by the sun. ]
  • Fleder, Fleders

    [ A Fleder is a very strong type of Vampire. Fleders appear as tall and muscular humanoid bats. Fleders have very primitive minds. Fleders possess incredible speed and strength, and regeneration. Fleders are not affected by the sun. ]
  • Katakan, Katakans

    [ A Katakan is a breed of Vampire that is intelligent, and can shape-shift into a human form to hide in plain sight. A Katakan's monster form is a tall and demonic humanoid bat with thin arms and legs, long claws, large ears, and long fur. Katakans possess great speed and strength, invisibility, telepathic communication, and regeneration. Katakans are not affected by detection magic. ]
  • Troll, Trolls

    [ A Trolls is an above-average-height Ogroid with stubby legs, wide and long arms, a belly, gross and uneven fingernails and teeth, and rocky skin acts as biological armor. Trolls are fully sentient and can speak like humans, but in a very numbskull way. Trolls are also generally docile and capable of having a conversation with someone, but will quickly become violent if they're threatened. Trolls can be found living in secluded caves. ]
  • Ice Giant, Ice Giants

    [ An Ice Giant is a very tall Ogroid with a muscular body, blue skin, long arms, and wears only a few articles of clothing. Ice Giants possess incredible strength. Ice Giants are thought to be extinct, but some may still be living in secluded cold regions. ]
  • Nekker, Nekkers

    [ A Nekker is a small grotesque Ogroid with long arms that end in sharp claws, sharp teeth, and an elongated chin. Nekkers are found in caves or making underground nests in various areas. Nekkers are fast and agile due to their small size, and almost always attack in packs. ]
  • Griffin, Griffins

    [ A Griffin is a Hybrid with the legs, tail, body, and mane of a lion, and the head, wings, and talons of a bird. Griffins make their nests in high and secluded places. Griffins use their large and durable wings as their front limbs and utilize them in battle by attacking and blocking with them. ]
  • Endrega

    [ An Endrega is an Insectoid with crab-like legs, lizard-like tail, spider-like fang, and shell skin. Endrega act like normal insects, making nests in various places; mostly forest; laying eggs, and working together to survive. Endrega are quick, can spit poison, and will attack in groups. Their body build and size depends on their function. ]
  • Succubus, Succubi

    [ A Succubus is a Hybrid with the upper body of a beautiful human woman, but has the horns, legs, and tail of a goat; they will also have tattoos and wear suggestive clothing. Succubi will seduce men to have sex with them in order to draw energy and sustain themselves, but they do not kill the man. Succubi possess surprisingly great strength and mastery over fire magic. Succubi are not violent, and will only act in self defense. ]
  • Trial of the Grasses , Witcher, Witchers

    [ Trial of the Grasses is an incredibly painful procedure in which young boys consume a special blend of alchemy ingredients that slowly transforms the boys into Witchers. The procedure must be endured over severe days, and only four out ten boys survive. ]
  • Doppler, Dopplers

    [ A Doppler is a shapeshifter Relict who can take the form of any person or animal they encounter as long as they have similar body weight, they use this ability to blend in with the populace so that they can live somewhat normal lives. Dopplers, like all magical creatures, are vulnerable to silver, and any contact with it will causes them to lose their form. Dopplers are generally good and peaceful by nature, and will only attack to defend themselves. ]
  • Leshen, Leshens

    [ A Leshen is an ancient and powerful Relict that is a forest spirit. Leshens are humanoid, tall, have a deer skull for a head, have very long and sharp claws, and their torso and limbs are made of plants and cloth. Leshens use their razor sharp claws to easily slice through flesh, they possess forest associated magic, can transform themselves into black smoke and reappear in another place, and can command flows of crows. Leshens are stronger the older they are. Leshens move slowly and calmly, and they don't speak. ]
  • Rotfiend, Rotfiends

    [ A Rotfiend is a highly grotesque feral humanoid Necrophage who's appearance is a jumbled assortment of flesh. Rotfiends roam around in packs, and can be found in places with a high number of corpses. Rotfiends vary in strength. ]
  • Ekimmara, Ekimmaras

    [ An Ekimmara is a Vampire that is primitive and animalistic. Ekimmaras appear as tall and demonic humanoid bats with thin arms and legs, long claws, large ears, and a strand of fur and falls from their chin resembling a beard. Ekimmaras possess great speed and strength, short-range teleportation, and regeneration. ]
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