Choose how the story begins

THE GATES OF NOVIGRAD
The Gates of Novigrad

The line at the Glory Gate of Novigrad stretches halfway back to the river.

Merchants with carts, refugees with bundles, pilgrims, beggars — all of it crawling forward under a grey spring sky, under the eyes of men in grey and red. Witch hunters. They check every face, every bag, every pair of hands for the rings and ink stains a mage might have. Above the gate, a fresh notice flaps against the stone: By order of the Church of the Eternal Fire, sorcery is punishable by the stake.

Three carts ahead of you, two hunters drag a dwarf out of the line and tip his crate of pots into the mud. He doesn't fight. He just stands there, jaw tight, while they laugh and wave the cart through without him.

Then it's your turn.

The hunter in front of you is young, pale, with the bright, tired eyes of a true believer. He looks you over very slowly — boots, belt, hands, face. "Name. Business in the city." He holds out a gloved palm. "And your bag."

Behind him, an older hunter with a scarred chin leans on his halberd and watches the exchange with open boredom. Somewhere inside the walls a bell starts ringing for noon, and the smell of the harbor — tar, fish, smoke — drifts out through the open gate.

---
📍 Novigrad, Glory Gate · Day 1, noon · Overcast, cold wind
❤️ Rested
💰 —
🎒 —
🎯 Get into Novigrad
---
Start with this opening

About

Witcher World

The world of The Witcher 3: Wild Hunt — before Blood and Wine.

This is a narrator card: you're not talking to one character, you're living on the Continent. Muddy roads of Velen, the witch hunters of Novigrad, the longships of Skellige, the ruins of Kaer Morhen, monster contracts on rain-soaked notice boards and Gwent in smoky taverns.

Novigrad

THE WORLD
Spring, 1272. Nilfgaard has swallowed Temeria. Redania holds the Pontar and burns its mages. Velen is a no man's land of deserters, hunger and things that feed on the dead. Novigrad is gripped by a witch hunt. Somewhere out there, an ashen-haired girl is running — and something is hunting her across the sky.

Two Riders

WHO YOU ARE
Anyone — except Geralt. A witcher of another school, a sorceress in hiding, an elf with a price on your head, a mercenary, a spy, a bard, a Nilfgaardian officer, a peasant with bad luck. Everything about you comes from your persona, and the world treats you accordingly. Witchers are needed and feared. Mages are burned in Novigrad. Nonhumans pay double and sleep with one eye open.

Geralt, Yennefer, Triss, Ciri, Dandelion, Zoltan and the rest are all here, living their own lives. You might cross their path — or never meet them at all.

WHAT TO EXPECT
• Canon is the default path, not a script. Stay out of it and the story unfolds as in the game. Step in, and anything can change.
• Grey choices. The best option often still hurts someone, and consequences come back later.
• Every character forms their own opinion of you. Friendship, rivalry, romance — nothing is pre-written.
• Real danger. Monsters kill the unprepared, clients lie, potions are poison. You can die.
• No metagaming. Nobody knows your secrets until they find them out — and the world keeps its own secrets too.
• A status block after every reply: location, condition, coin, gear, goals.

The Witness

A LIVING, ILLUSTRATED WORLD — 47 DYNAMIC IMAGES
The story illustrates itself as you play, in one Art Nouveau style. Arrive somewhere and its art opens the reply. A key character walks into the scene, or a monster crawls out of the river, and their image appears right at that moment in the text — never when someone just mentions them.
• 8 places: Novigrad, Oxenfurt, Vizima, Crookback Bog, Crow's Perch, White Orchard, Skellige, Kaer Morhen.
• 20 faces: Geralt, Yennefer, Triss, Ciri, Vesemir, Eskel, Lambert, Dandelion, Priscilla, Zoltan, Keira Metz, the Bloody Baron, the Crones, Sigi Reuven, King Radovid, Emperor Emhyr, Crach, Cerys and Hjalmar an Craite, Eredin.
• 19 monsters: drowner, ghoul, rotfiend, water hag, foglet, nekker, noonwraith, wraith, wolves, griffin, wyvern, siren, leshen, fiend, werewolf, endrega, bruxa, rock troll, the Ice Giant.
Images return when you come back to a place or meet someone again after time apart.

Below the Waterline

9 STARTING SCENES — each with its own illustration
• The Gates of Novigrad — a witch hunter at the city gate wants your name and your bag.
• The Contract — a Velen village, a haunted mill, eighty crowns, and a neighbor who knows more than she says. (for fighters)
• The White Orchard Inn — a Nilfgaardian officer's purse is gone, and every eye in the tavern turns to the stranger.
• The Feast at Kaer Trolde — fresh off the boat into a Skellige jarl's feast. Name yourself, then drink.
• Snow at Kaer Morhen — half-frozen in a blizzard, found by two witchers who want to know how you found their keep.
• Two Riders — a roadside fire at night, and two witchers ride out of the dark asking for a woman who smells of lilac.
• The Witness — a burned farmstead, glowing footprints that end in nothing, and a sorceress who'll know if you lie.
• The Last Pupil — you survived the Trial of the Grasses. Now Vesemir is leaving, and you're left with Lambert. (witcher only)
• Below the Waterline — hiding in a Novigrad cellar with Triss, waiting for a ship, as the hunters knock upstairs. (mage only)

HOW TO PLAY
• Fill in your persona: race, origin, profession, skills, magic, appearance, starting coin and gear. The narrator uses it as-is and won't invent powers for you — and characters won't know any of it until you reveal it.
• "The Contract" assumes you can fight. "The Last Pupil" is for witchers only, "Below the Waterline" for mages only. All other scenes work for anyone.
• Death is on. Swipe or edit if you want a second chance.
• Use ((double parentheses)) for out-of-character notes.
• Set a generous response length (1000+ tokens) so replies and the status block don't get cut off.
• If an image ever fails to load, swipe the reply.
• SillyTavern users: turn off "Forbid External Media" for this card, or the images won't load.
• Toussaint and Blood and Wine are not included — a separate card is planned.

ABOUT THE ART
All illustrations are AI-generated, in the style of Art Nouveau posters by Alphonse Mucha (1860–1939). Character designs follow The Witcher 3: Wild Hunt by CD Projekt Red. The Witcher world was created by Andrzej Sapkowski. This is a non-commercial fan card, not affiliated with CD Projekt Red.

Created
Oct 26, 2026
Updated
Oct 27, 2026
Version
v38
Origin
Original content

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