The Witcher [⚔️Custom Witcher Schools Mod⚔️]
⚔️Custom Witcher Schools Mod⚔️ The Witcher is the Northern Realms and the Skellige Isles in spring 1272, in the Third Northern War. Geralt of Rivia is in the world and you are not him: you take one of 7 places in it (witcher, peasant, merchant, mage, soldier, mercenary and priest), work for pay, and live through The Witcher 3: Wild Hunt's main story as it runs on its own clock around you. STARTING POINTS 8 starts: Spring in White Orchard White Orchard, spring 1272, days after Nilfgaard took it: an occupied village by its notice board, monsters feeding on the war's dead, and work for anyone who will take it. This start suits a witcher. A Safe House in The Bits Novigrad in spring 1272, the witch hunts begun: a mage hidden in the poorest district, with work for anyone who can do magic without being seen. This start suits a mage. The Quartermaster's Tent The Nilfgaardian Army Group Center's camp in Velen, spring 1272: an imperial soldier reports for orders. This start suits a soldier of the Empire. The Redanian Garrison at Oxenfurt Oxenfurt in spring 1272: Redania's army garrisons the university city, and its orders go up in the town square. This start suits a soldier of the North. The Baron's Hire at Crow's Perch Crow's Perch in spring 1272: the Baron of Velen hires swords, and so does everyone who passes through his courtyard. This start suits a mercenary. Market Day on Hierarch Square Novigrad's Hierarch Square in spring 1272: market stalls, the Vivaldi Bank, and goods the war has made dear. This start suits a merchant. The War's Dead at Midcopse Midcopse in Velen, spring 1272: a poor village with the war's dead unburied in its fields and a priest's work everywhere. This start suits a priest. A Holding at Lindenvale Lindenvale in Velen, spring 1272: a village with a blacksmith and a market, fields to work, and a tithe to pay. This start suits a peasant. CHARACTER CREATION Eight screens, in this order: Place (7), People (6), School (5), Allegiance or Homeland (13), Faith (6), Specialty (23), Background (20) and Drive (9), and 6 premade characters to start from. Your Drive comes back to you as a personal hook once a week. VITALITY, ENDURANCE AND TOXICITY TLDR; HOW IT WORKS: * Vitality starts at 60 and gains 10 a level. * Endurance pays for the Signs: 10 at the start, 2 more a level, 8 back each turn. * Toxicity runs to 100 and falls 5 each turn. A witcher holds 50 of it safely, the School of the Manticore 20 more; past that line, potions poison you. * Levels run to 50: 500 experience for the second, and 25 more for each one after. THE CONTRACT BOARD 21 notice boards across the map post a safe contract and a risky one each day, from the highest tiers your level has reached: * Tier 1, levels 1 to 5: 80 crowns safe, 150 risky, 3 days plus the road * Tier 2, levels 6 to 12: 150 crowns safe, 270 risky, 3 days plus the road * Tier 3, levels 13 to 20: 190 crowns safe, 340 risky, 3 days plus the road * Tier 4, levels 21 to 30: 210 crowns safe, 380 risky, 3 days plus the road * Tier 5, levels 31 to 40: 300 crowns safe, 520 risky, 4 days plus the road TLDR; HOW IT WORKS: * Take a notice by its number, find the client, and follow the clues to the beast: 11 monster classes, each with its own signs. * The client pays at their own door when the work is done and the proof is shown. * A contract earns 30% of a level's experience at its own level, and 5% of that when you are 10 or more levels above it. * Where witchers have been paid for the same kind of beast lately, the next one pays 75%, then 50%, of the fee. * A risky notice can hide a complication: a client who lied about the beast, a client behind the deaths, a curse to lift for twice the fee, or a client who cannot pay. PREPARATION IS THE HUNT Every monster class has a trick that halves your blows until the right Sign or bomb holds it. The right oil adds 10%, 25% or 50% to your blows by its grade, and Thunderbolt adds 30%. The world counts your preparation into every strike. THE WITCHER SCHOOLS 5 schools: the Cat, the Griffin, the Bear, the Viper and the Manticore. Each has its own techniques, its own medallion and its own gifts as you level; witchers of the Bear cast Quen for 10 endurance. THE SIGNS 5 Signs (Aard, Igni, Yrden, Quen and Axii) cost 15 endurance each, and their 5 alternate modes (Aard Sweep, Firestream, Magic Trap, Active Shield and Puppetmaster) cost 25. ALCHEMY 16 potions and decoctions, 8 bombs and 12 oils, from 42 formulas you buy or find. THE OTHER SIX PLACES A mage, a soldier, a mercenary, a merchant, a priest and a peasant work from 12 sources of their own, each posting a safe piece and a risky one a day: * Mage: 45 crowns for safe work, 90 for risky, building commissions * Soldier: 12 crowns for safe work, 24 for risky, building rank (soldier at 5, sergeant at 15 and lieutenant at 30) * Mercenary: 30 crowns for safe work, 60 for risky, building notoriety * Merchant: 25 crowns for safe work, 50 for risky, building trade standing * Priest: 10 crowns for safe work, 20 for risky, building faith standing * Peasant: 8 crowns for safe work, 16 for risky, building village standing THE NORTH MOVES ON ITS OWN TLDR; HOW IT WORKS: * The war rises a step every 4 days and turns at 6, 12 and 18: deserters on the roads, requisitions, a battle at the fords. * The witch hunt rises every 3 days and turns at 5, 10 and 15: pyres, checkpoints, a purge. * The blight of the war's dead rises every day in Velen and the Temerian Heartland and turns at 6, 12 and 18; every contract finished there pushes it back 2. * The famine rises every 7 days and turns at 7 and 14. THE MODS * Combat: anyone who joins your party fights from the first turn, and a companion's blade never carries your oil. * Continuity: people act only on what they could know, and a quiet scene stays quiet. * Portraits: one art direction for every picture in the world. DIFFICULTY 4 modes: Story, Normal, Hard and Death March. THE MAP 34 places in 11 regions, 58 abilities, 14 skills and 36 item types. THE CANON The Witcher 3: Wild Hunt's main story and Hearts of Stone come on their days whether you are there or not: 73 scenes, each with three ways in. The story runs to one ending: Radovid assassinated, Dijkstra uniting the North, Emhyr killed and Morvran Voorhis on Nilfgaard's throne, and Ciri a witcher. 6 era traits keep the world current as it changes, and 63 named people live in it, 52 of them unknown to you until the story brings them in. THE STORY The Year of the White Frost is the main quest, in four chapters: White Orchard, The Search, Kaer Morhen and The Final Age. Each ends with the scene that ends it, whether or not you are there. * A day ends only when you sleep. * Word of a canon scene near you goes in your journal with its place and its week, 73 scenes in all. * Four canon deaths happen in scenes you can stand in (Vesemir, Vernon Roche, Ves and Crach an Craite); prevent one there and they stay alive. * The 7 places the starts begin in each have two favours a day for the people who live there, and each of the 20 Background picks sends something from your past after you.
![Cover art for The Witcher [⚔️Custom Witcher Schools Mod⚔️], a the witcher world on Voyage](https://images.aidungeon.com/user_content/20908079/images/uploads/e9359fee-3e05-4dfc-aebd-c77e0805da4c.png)