Playable Character Races

There are numerous sentient races within the world of the Witcher, but many are extremely rare, isolationist, or not particularly viable for most roleplay. The following are the accepted races for player characters. While in rare circumstances, with particularly experienced and knowledgeable roleplayers, I may accept character ideas for other races, such instances will prove incredibly rare and final decisions **must** be respected. These, however, are the most established of the races and are subsequently allowed (\*take note that a few have caveats).

## Witchers

The titular 'race' of the series, a witcher, also known as a hexer, witchman, vedymin, and vatt'ghern (by elves), is a highly trained and specialized, genetically engineered monster slayer, specialized at killing monsters and taking on contracts to slay malicious creatures for coin. By most, they are seen as monsters themselves. Monsters fighting other monsters, arguably only slightly better and a begrudgingly necessary evil. In actuality, they are more complex.

##### Basic History

Witchers were first created in the 10th century by mages affiliated with kings, the idea being that of an order comprised of powerful magic-wielding knights designed to slay the monsters plaguing the North. The idea fell short and most saw the project as a failure, the mutagenically altered beings only able to wield simple magic, but a handful of mages and monarchs saw their immense potential and continued the project and created what became known as witchers. The single order soon fell as values changed and arguments arose and multiple schools were then formed across the continent, each crafting and training professional monster hunters in their own ways. They were so effective in their extermination methods that they nearly eradicated all monsters, but their success was not met with gratitude. Instead, there was growing distrust as the monsters disappeared and there was less need for their services, increasingly more of the public turning to propaganda led by churches and rulers. One by one, each of the schools were attacked by a variety of persons and forces, most destroyed in the coming years. All knowledge and ability in creating them was lost and witchers nearly became nothing more than stories of old. But as their need arose once more, the mutagenic processes were rediscovered and refined and most of their schools rebuilt, with new generations of witchers created.

##### About (Creation, Powers/Abilities, Skills, Appearance, Etc.)

While the survival rate has since improved with the work of modern mages, with the inclusion of girls, the path to becoming a witcher is still long and arduous, with many perishing along the way. While most commonly once human, elves, half-elves, and quadroons can also undergo the alchemically-induced transformations. Taken in as *prepubescent* children, most famously through the Law of Surprise, they undergo a number of trials which includes a highly secret and specific combination of herbs, infusions, and tests designed to induce superhuman capabilities suiting them towards becoming ultimate monster hunters. (The notorious Trial of the Grasses for nearly all new generation witchers was run by the Cat School mage advisor, Éibhleann Ó Súileabháin.) Around half of boys and 30% of girls die during the trials, which are nothing short of traumatic, and most of those that do survive the entire process perish early in their careers. There are few cases of old witchers and no reports of natural death, so their life expectancy is not entirely known, although a few have made it past 200-300 years of age.

All witchers, thanks to the extensive mutagenic transformations they must endure, have superhuman strength, speed, endurance, reflexes, reactions, the ability to see in the dark, and immunity to disease (\*while they are immune, they can still become carriers and spread illnesses). They are proficient in combat and have extensively studied bestiaries and are considered the utmost experts on monsters, highly knowledgeable on their physiologies, habitats, strengths, weaknesses, etc. While their weapons may vary, every witcher carries both a steel and silver weapon: steel for man and beast and silver for monsters. While each school has slightly different teachings and fighting styles, all witchers are capable of and trained to use simple magic known as Signs, which include *Aard* (basic telekinesis), *Axii* (basic hypnosis and mind control), *Igni* (basic pyrokinesis), *Yrden* (protects area from malicious forces, slows down enemies, and makes incorporeal enemies vulnerable to physical attacks), *Quen* (temporary, sustained orb-shaped barrier), and *Heliotrop* (momentary buffer which deflects physical and magical attacks and impacts)*.* Compared to the average person, witchers heal from injuries faster and can more easily survive wounds that would prove fatal to the average person. They are particularly susceptible to the effects of healing magic. Part of their training and what kills most initiates is the application of mutagens and alchemic changes to their body, which allows those that survive to consume and apply otherwise deadly potions, concoctions, and mutagens which aid them in their fights and temporarily boosts their physical capabilities. An integral part of their lives, all witchers are trained in alchemy. Given their profession requires extensive travel, witchers are also proficient with horseback.

They have gold or yellow slitted eyes which shine in the night, often described as cat-like, and most have a noticeable pallor to their skin. Their aging is significantly slowed and, due to the extensive changes to their biological makeup, witchers are sterile. It is believed that the concoctions and transfusions result in significantly dampened and blunted emotions, which helped further the visage of monstrosity to the public, but it is just as likely due to the significant traumas and severe prejudice they endure and does not appear to be an absolute (or perhaps has no bearing of truth at all). The same goes for their purported higher sex drive, which may have stemmed more from the famous/infamous Geralt of Rivia's renowned libidinousness.

**Practicing Schools**

* School of the Wolf
* School of the Griffin
* School of the Cat
* School of the Bear

**Defunct Schools**

* School of the Viper

**\*Do I need to add any more to this?**

## Humans

Humans are the dominant racial group on the Continent, forming the majority of inhabitants in both the Northern Kingdoms and the Empire of Nilfgaard. When humans first arrived on the already-populated Continent, they quickly set about conquering the lands already inhabited by elder races. The humans thus established themselves as the dominant race and so elves, dwarves, gnomes, and halflings are now generally referred to as nonhumans.

Hailing from a destroyed world, humans first appeared in this world after the first Conjunction of the Spheres. The Dauk and Wozgor peoples settled on the Continent at some time before the Nordling culture. Scholars speculate that the Empire's native inhabitants hail from a human culture predating those dominant in the North.

The humans are at war with elves in particular and have a rather poor relationship with the dwarves, halflings, and gnomes. The races do live together in the cities, however the non-humans are forced to pay a levy just for being non-humans. Several pogroms have taken place in the cities. Many of the larger human cities were built on the ruins of elven cities which the humans had burned down; cities like Vizima and Novigrad, to name only two.

Humans and elves are not terribly dissimilar in appearance, similar in size, but are significantly shorter lived. They are able to procreate, creating half-elves and quadroons (quarter elves). Most witchers and sources are human.

## Elves

\*\*Edit and organize, add more about Aen Elle

Elves are one of the humanoid races that inhabit the Continent. Forming a major part of the Elder Races (along with dwarves and gnomes), those known as Aen Seidhe came to the Continent on their white ships much earlier than humans, but later than the other Elder Races. They live much longer than humans and are usually very attractive.

Elves are capable of interbreeding with humans (thus producing half-elves and quadroons) and dryads. Though elves are incredibly long lived, only young elves are fertile, thus elven populations tend to reproduce at a slower rate than humans.

Like other nonhumans, elves are often persecuted by Nordlings. Because of that, many elves were members of the Scoia'tael guerillas allied with Nilfgaard during the empire's invasion of the Northern Kingdoms. In return, Emperor Emhyr var Emreis gave the elves a state of their own in Dol Blathanna and made Enid an Gleanna its queen.

Elves believe that they were created, unlike humans, who evolved. For this reason, some elves consider humans to be little more than hairless apes. Aside from Aen Seidhe, there exists another group of elves called Aen Elle that inhabits another world.

Characteristic features of elves include pointed ears and small, identical teeth without cuspids (canine teeth). Elves tend to be very tall and lean, and due to their longevity often appear youthful. Elves are often considered attractive by humans. Like humans, Elves choose to wear a variety of different clothing styles, although Scoia'tael are known to favor furs and hides, particularly those of squirrels and other forest dwelling creatures.

\*Aen Elle require prior approval and will be both extremely limited and, upon the admin ok, be subjected to more critical judgment given their complexity and rarity. Basically, they MUST make sense and fit both the Witcher 'verse and the roleplay. Human + Aen Elle mixes are not allowed.

## Half-Elves & Quadroons

\*Explain more, including appearances and examples

A half-elf is a child of a human and an elf or of two half-elves. Half-elves inherit characteristics of both their parent races, but are treated with distrust and often contempt by both elves and humans. A human with ¼ of elven blood is called a quadroon.

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## Dwarves

\*\*Add appearance

Dwarves are one of the humanoid races. Together with gnomes and elves they are called the Old races, and along with gnomes they were one of the oldest sentient races on the Continent. An adult dwarf grows as tall as a human male's chest. They are more sturdy than humans, which makes them tougher and stronger. They usually grow long beards. Dwarves are often excellent soldiers, artisans and businessmen. While they tend to be uncouth, they are also jolly and cheerful.

The motherland of dwarves is Mahakam. Like other nonhumans, dwarves are often persecuted by Nordlings. Because of that, some dwarves were members of the Scoia'tael guerrilla allied with Nilfgaard during the empire's invasion of the Northern Kingdoms. These dwarves distinguished themselves from their brethren by wearing their beards in plaits.

Dwarves are also unqiue in that they are the only known race that are completely unable to use magic, though that has not stopped them from producing some of the finest scholars in Magical Studies and Theories on the Continent.

## Gnomes

\*\*Add more about appearance and whatnot. meh. tired.

Gnomes are one of the humanoid races. Gnomes were the oldest sentient race on the Continent and together with dwarves and elves are called the Old races. Gnomes are shorter and weaker than dwarves, but just as tough and more agile. They can be easily distinguished from dwarves and halflings by their long noses.

Many gnomes live in Mahakam along with the dwarves, although others inhabit the Tir Tochair mountain range. They are excellent smiths, inventors and metallurgists, with their gwyhyr swords are considered the best in the world.

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## Halflings

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## Higher Vampires

\*Limited due to rarity and the overpowered nature and requires prior approval.

Unlike many legends would have you believe, Higher Vampires are not the victims of a blood-sucker who once sired them, but are rather born the way they are, a child of another Higher Vampire. If one is attacked by a vampire then there is no chance that they will return as a night walker; they will die as by any other beast's hand. The biggest misconception about these creatures is that unlike lower vampires, Higher Vampires do not require blood as a lifesource, rather that it is a delicacy to them, much like alcohol or nectar. Many Old Wives gossipings are also naught but fairy tales; these creatures of the night are unaffected by anything from silver and sunlight to running holy water and garlic. While they lack the superstitious weaknesses, they scarily have all of the strengths: superhuman physical strength, stamina, speed and agility as well as enhanced senses and the ability to morph into their true forms, gigantic hideous bat creatures.

Easily mistaken for humans, there are very few telltale signs to give away a Higher Vampire, but to the sharp eyed, the evidence is there. They cannot be seen in mirrors or other reflective surfaces and their canine teeth are slightly more elongated than a human's.

+ (blend)

my old info

* They have 3 forms [human form, transitional, and bat]. It is rare for them to be outside of their human form. They are considered incredibly rare, as they come from another world altogether, and are highly sentient creatures, being able to blend in among humans, and even avoid detection on a Witcher’s medallion or with a detection spell. They often possess abilities not seen in lesser vampires, and they do not need blood to survive - it is considered a delicacy, but not required. Blood does, however, give them a “high” similar to that of alcohol or drugs. Their culture is ancient and differs from others, largely veiled behind mystery. What little is known is that they celebrate full moons much like a holiday, going out on the town and engaging in the consumption of blood. Encountering one is considered exceptionally rare, most never aware of their true race, and not all of them are dangerous to humans - some make it a hobby in studying humanity and even acting altruistically and taking part of human society, or otherwise try to help maintain a balance among the human race. Others still, likely the vast majority, keep to themselves and avoid human contact altogether.
* They are immune to daylight, garlic, holy water, silver, and religious symbols. They can influence animals, change into a large bat form, and turn invisible, and may be capable of an even wider variety of powers that varies by the individual. They have immense strength, senses, and speed.
	+ *Average life-span is unknown, but at least reaches several centuries.*
	+ *Susceptible to: vampire oil, stakes, and Igni*
	+ *Immune to: silver*
	+ *Can only be killed by another higher vampire. Even if their body is destroyed by other means, a higher vampire will eventually reform, however this could take decades to occur and for some time afterwards they will remain weakened. Otherwise, severe, “life-threatening” injuries result in them entering a form of regenerative stasis, their injuries healing over a period of time.*
	+ *Vampires \*\*CAN NOT\*\* be turned. They can only be \*\*born\*\*. Higher vampires are \*\*not\*\* undead, merely a mysterious, peculiar species brought from another world by the first Conjunction.*

## Werewolves

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\*Limited and requires prior approval. You can definitely make them but we don't want an overabundance.