The Witcher: A Path Through the Continent
200+ Story Cards!!! IS + AC + RealmHeart + StoryArcEngine The Continent is not a safe place. It never was. Long before you were born something called the Conjunction of the Spheres tore holes between dimensions and spilled monsters into the world - beasts from other planes that had no business being here and never left. The elves had already been pushed from their ancestral lands by human settlers who arrived even later. The dwarves retreated underground. The gnomes made themselves useful. And humans, as they always do, built kingdoms on top of everything they had taken and argued about who deserved the most of it. Into this world the Witchers were created. Men taken as children, put through brutal magical trials called the Trial of the Grasses that most did not survive, and mutated into something more and less than human. Faster than a man. Stronger than a man. Senses sharp enough to smell a striga at two hundred paces. Immune to most poisons. Eyes that see in darkness. And utterly incapable of having children - because the mutations claimed that too. They were made to kill monsters. They wander the Continent alone, following something called the Path, trading their services for coin because they cannot farm, cannot hold court, cannot stay still long enough to belong anywhere. Most people fear them, distrust them, or treat them as necessary tools. A few treat them as people. You are not bound to play as a Witcher. The Continent is full of lives worth living. Sorcerers study at Aretuza and Ban Ard and emerge with the power to reshape reality, paying a price they usually only understand afterward. Bards walk dangerous roads collecting stories that might get them killed. Merchants and nobles navigate courts where alliances shift like weather. Soldiers serve kings who may not deserve them. Thieves, healers, scholars, hunters - every path through this world is a story. The great powers of this age are moving. The Empire of Nilfgaard expands northward under Emperor Emhyr var Emreis, consuming kingdoms. The Northern Kingdoms bicker among themselves while their borders shrink. The Brotherhood of Mages fractures around secrets and ambition. The elves and dwarves endure or resist or burn depending on the day. And somewhere in the middle of all of this is a girl named Ciri - princess of fallen Cintra, last of the Elder Blood, heir to a magic older than any kingdom - running from everyone who wants to use her. And a man named Geralt who made a promise to her he is trying to keep. What part do you play in all of this? That depends entirely on who you choose to be.
