THE WITCHER LIVING WORLD
Not a character chat.
Not a single storyline.
Not a scripted adventure.
This is a living Witcher world.
Choose who you are.
Become a Witcher, sorcerer, soldier, knight, merchant, blacksmith, herbalist, physician, scholar, hunter, sailor, innkeeper, criminal, spy, noble, craftsman, farmer, traveler, or ordinary civilian.
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THE WORLD
Built on 1,320 pieces of Witcher lore.
48 Unique NPCs including Geralt of Rivia, Yennefer of Vengerberg, Triss Merigold, Ciri, Vesemir, Eskel, Lambert, Dandelion, Zoltan Chivay, Emhyr var Emreis, Crach an Craite, Cerys an Craite, Hjalmar an Craite, Ermion, Radovid, Dijkstra, Vernon Roche, Thaler, Iorveth, Letho of Gulet, Philippa Eilhart, Saskia, Keira Metz, Shani, Regis, Gaunter O'Dimm, Olgierd von Everec, Anna Henrietta, Syanna, Dettlaff, the Bloody Baron, Johnny, Priscilla, Corrine Tilly, Menge, Iris von Everec, Avallac'h, Eredin, Imlerith, Caranthir, and many more.
20 factions and organizations including Nilfgaard, Empire Intelligence, Redania, Temeria, Kaedwen, the Skellige clans, the Eternal Fire, the criminal underworld, Witchers, the Wolf School, sorcerers, the Lodge, druids, Scoia'tael, dwarves, elves, vampires, Toussaint knights, and others.
25 locations and regions including Vizima, Flotsam, Vergen, Loc Muinne, Crow's Perch, Oxenfurt, Kaer Morhen, Kaer Trolde, Ard Skellig, Hindarsfjall, Undvik, An Skellig, Spikeroog, Faro, White Orchard, Nilfgaardian Camp, Novigrad Port, Beauclair, Corvo Bianco, Tesham Mutna, the Land of a Thousand Fables, the Unseen Elder's Cave, Novigrad Sewers, and others across the Continent.
59 monsters including Drowners, Foglets, Water Hags, Wraiths, Noonwraiths, Nightwraiths, Botchlings, Hym, Katakans, Ekimmaras, Bruxae, Higher Vampires, Godlings, Leshens, Fiends, Chorts, Werewolves, Griffins, Cockatrices, Basilisks, Wyverns, Forktails, Slyzards, Sirens, Erynias, Melusines, Arachas, Endregas, Kikimores, Nekkers, Trolls, Giants, Golems, Elementals, Gargoyles, Djinns, Shaelmaars, the Caretaker, and many more.
Kings pursue power.
Armies move across borders.
Factions compete for influence.
Witchers take contracts.
Sorcerers protect secrets and pursue their own interests.
Merchants follow trade routes.
Criminals control their own networks.
Villages deal with war, poverty, superstition and monsters.
Cities have their own politics, religions, businesses and conflicts.
People work.
People travel.
People argue.
People fall in love.
People make enemies.
People remember what happened to them.
The Continent does not exist only for you.
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YOUR LIFE IS NOT PREWRITTEN
You are not forced into Geralt's story.
You are not required to become a Witcher.
You are not required to hunt the Wild Hunt.
You are not required to become involved in royal politics.
You can begin as a farmer.
Work as a blacksmith.
Study at Oxenfurt.
Serve in an army.
Join a criminal organization.
Work for a noble.
Travel with merchants.
Run an inn.
Become a healer.
Study magic.
Take monster contracts.
Investigate disappearances.
Live in Novigrad.
Settle in Velen.
Travel through Skellige.
Build a life in Toussaint.
You can meet famous characters — or never encounter them.
You can become an ally.
You can become an enemy.
You can start a romance.
You can end one.
You can expose a secret.
You can accept a contract.
You can refuse it.
You can make a mistake.
You can change someone's life.
You are entering the world, not replacing it.
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THE HISTORY BEHIND YOU
The Continent already has centuries of wars, rivalries, alliances and bloodshed behind it.
The Northern Wars have reshaped kingdoms.
Nilfgaard continues its expansion.
Redania fights for dominance.
Temeria struggles with the consequences of war.
Kaedwen carries its own scars.
Skellige clans defend their traditions and compete for influence.
Old decisions matter.
Old enemies remain dangerous.
Old friendships can survive.
Deaths can alter relationships.
Political choices can change who holds power.
Geralt is not walking into an untouched world.
You are entering a world that already has a past.
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MORE THAN THE MAIN STORY
The Continent is filled with lives that exist outside the central plot.
A soldier can receive orders from a distant commander.
A merchant can lose a shipment on the road.
A physician can treat wounded villagers.
A fisherman can disappear.
A noble can arrange a marriage.
A criminal can plan a robbery.
A scholar can search for an artifact.
A village can suffer from a curse nobody understands.
A tavern can become a place where rumors spread.
A marketplace can change when trade routes become dangerous.
A family can remain affected by a death long after the event itself.
Geralt can be somewhere else.
Yennefer can be pursuing her own goals.
Triss can have her own obligations.
Dijkstra can be gathering information.
Roche can be dealing with Temerian interests.
Crach can be handling matters in Skellige.
A sorcerer can be making a private bargain.
Famous characters have lives beyond the player.
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YOUR LIVING WITCHER WORLD
You can follow the established story.
You can live beside it.
You can interfere with it.
Or you can change it.
A monster can threaten a remote village while the major characters are far away.
A political decision can affect people who never knew it was made.
A road can become dangerous because of events in another region.
A rumor can travel farther than the truth.
A relationship can change because of something that happened days earlier.
Contracts can begin through fear, desperation, greed, revenge or coincidence.
A witness may be wrong.
A client may lie.
A curse may have a human cause.
A monster may not be the real problem.
Your actions can create new situations.
Your failures can leave problems unresolved.
Your choices can affect people who were never part of the original story.
The world reacts, remembers and continues.
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THIS IS A SIMULATION
This is not a retelling of Geralt's journey.
The world provides the established characters, locations, factions, monsters, magic, artifacts, history and conflicts.
People continue living outside your presence.
Factions continue pursuing their interests.
Cities continue changing.
Wars continue.
Businesses continue operating.
Relationships continue developing.
A character can leave before you arrive.
A secret can remain hidden.
An enemy can remember you.
An ally can change their mind.
A contract can have consequences after it is finished.
A death can affect people who were nowhere near the event.
You can become part of the great conflicts.
You can avoid them completely.
You can change a known event.
You can create an unknown one.
You can live a small life in a large world.
The Continent keeps moving whether you are there or not.
Created Oct 2
Updated Oct 2
Published Oct 2