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Standing 5' 2" tall, and frail with pale skin, this woman has a snooty feel about her. She has meaningful dark brown eyes and her very short, curly, brown hair is styled with a military cut. She usually wears matching clothes that are well-fitting.
 
Standing 5' 2" tall, and frail with pale skin, this woman has a snooty feel about her. She has meaningful dark brown eyes and her very short, curly, brown hair is styled with a military cut. She usually wears matching clothes that are well-fitting.
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|[[File:Mevre.webp|frameless]]
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|[[Mevre of Kovir]]
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* Former student and apprentice of '''Arrah of Verden''', who was a very hands on teacher and friend to the young girl.
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* Graduate of Aretuza Magic Academy.
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* Later recruited after Arrah joined the School of the Fox as an assistant for her school work.
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Revision as of 05:23, 18 May 2022

50px-WriterWolfMedallion.png This fan-fiction article, School of the Fox, was written by Witcher190 and Adalwulf of Aedirn. Please do not edit this fiction without the writers' permission.

The School of the Fox is a Witcher school founded by several members of the School of the Wolf and the School of the Cat in the year 1010.

Origins 

The School of the Fox, arose after a determined group of Witchers of the School of the Wolf led by Velcal, who refused to accept the expulsion of several 'failed' Witchers, considering that they should give them a second opportunity.

A similar situation happened at the Cat School. Which, by coincidence of fate, led them to meet this particular group of Witchers from the other school and found a new school, based on those ideals of "second chances".

History

Founding of the School (1010)

So, because of that vision that was opposed to the ideals of the Witchers of the time, their founders had to depart far, far south.

Until they arrived in Vicovaro, where they were needed, due to a series of plagues of monsters, which came from the east. Specifically, ten.

With which, their founders and the failed Witchers, they were able to end up, thus demonstrating that their ideals were not entirely wrong, and so it was, after that act of help, that the government of Vicovaro, granted them the ancient elf fortress of Burov Mylne, which was restored and in that place, they founded a new school, the School of the Fox.

Witcher Tournament

In spite of everything that happened and the discrimination that they suffered by the rest of the schools. Including the cat, the foxes were invited to the tournament and attended. Surviving when the event became violent, but also, staying in a very good position, with the third-place only behind the Wolves and the Griffins.

Conflict with the Usurper (1250s)

By the 1250s, just like vipers. The Usurper bid the Fox School to join his army, but they refused. But in return for denying his offer, they offered to The Usurper that they serve as spies or assassins for a possible eastward expansion which The Usurper accepted.

The Witchers of the School of the Fox kept their word and thus managed to keep their school, even in times of Emhyr Var Emreis.

Current situation

Actually, some Witchers from this school, continue to do spy and assassin work for the empire, but most have returned to their previous status, although with the ban that all the Witchers in Nilfgaard suffered in some places, long ago.

Second Witcher Tournament (1290)

Grandmaster Lambert of the School of the Lynx organized a second Witchers' tournament to show the other schools that the infamous Cats no longer existed and that a new era had begun for them. A new era, in which they weren't the psychopaths of yesteryear. The School of the Fox received an invitation and being one of the surviving schools broken off from the Cat sought to prove their improvement as well. The tournament was held in the ruins of Kaer Morhen, where members of all the then extant schools attended, with the exception of the Witchers of the School of the Rat.  

The tournament was won by the remaining School of the Owl Witchers.

Check the School of the Lynx article.

14th Century [Adalwulf's leadership]

In the 14th century the former wolf Witcher Adalwulf of Aedirn was appointed as the Grandmaster of the School, after he brought new resources such as three new mages and their research to the school, as well as gathered research from other schools.

Adalwulf proposes a training initiative with the other Witcher schools (1301)

Wanting to strengthen the bond between the Schools, Adalwulf started the Witcher Training Initiative sends Witchers to the School of the Bear and Griffin respectively asking for the exchange of mentors to strengthen the Schools' curriculum and produce stronger Witchers for the future. The messenger was received fairly well at the Eagle School of Kaer Seren, the Witcheress Birrexi of Poviss, as well as the Witchers Kemro of Cintra and Zivor of Redania were sent in positive response to the training initiative. However the messenger that went to the Bear School of Haern Caduch was not as warmly received, only through the backing of the Bear Witchers Razan of Cintra, and his subordinates Sustor of Redania and Jag Laittatrson did the message receive backing by the school who only sent the Master Witcher Cormac for the training initiative, though Razan, Sustor and Jag would make the trip to Burov Mylne at times to help as well. Cormac would decide to integrate officially into the school later that year.

Adalwulf sends a research team to Kaer Nytk (1302)

Hearing of an abandoned Witcher keep in Gemmera, Grandmaster Adalwulf and a few other Foxes, made their way to the abandoned Kaer Nytk. Not expecting to find much, they were surprised to find that the library for the School had been sealed, they broke the seal and took the surviving documents back down to Vicovaro and the safety of Burov Mylne, where Jalast saw to there restoration and preservation for future generations. One of the documents listed the mutagenic formula for the School's Trial of the Grasses and their unique mutagen that produced Witchers that were faster than others. Adalwulf did his best to locate any survivors of the school, whether he found any is unknown at this time.

Adalwulf creates the Witcher Reformation Act at Burov Mylne (1305)

After thinking over the different school that had become basically extinct and the Witchers left without home or companions, in honor of the School's founder Velcal's original goal, Fox School Grandmaster Adalwulf of Aedirn created and enacted the Witcher Reformation Act. He sent Witchers out into the far lands beyond Vicovaro, Nilfgaard even the Continent to bring their foreign brothers into solidarity. He also bartered with the Nilfgaardian Empire to have them collect any Witcher 'criminals' and give them the option of willing reformation into the school. This led to Witchers from many different schools which had failed in the past being integrated into the School of the Fox.

  • School of the Panther: With help from the Witchers of the School of the Lion, surviving Witchers from the extinct School of the Panther were offered a second chance through the reformation process offered by the School of the Fox, some integrated into the School of the Fox and some were allowed to rejoin the School of the Lion.
  • Two Witchers from the School of the Rhino: Berhanu and Zanock responded to the missive leaving behind the lands of the Far South for the Continent proper to mentor and train under Elite rank Elven Witcher Neicrubriel, who would refine their Witcherly arts and help them learn how to speak Common and Elder Speech.
  • Two Witchers from the School of the Crales: Ancall and Biastra responded to the missive leaving behind the lands of the Maecht to mentor and train under Elite rank Witcher Uarkan, who would refine their Witcherly arts and teach them the comradery of the School of the Fox.

Adalwulf along with Master Witchers Cormac and Kemro of Cintra travelled to the Bear School keep of Caern Haduch in the Amell Mountains and the Griffin School keep of Kaer Seren in the lands of Kovir and Poviss to have the respective Grandmasters of the School of the Bear and the Griffin to sign the document themselves as well as to help the schools barter with their affiliated lands for the same deal of amnesty for Witcher crimes in return for reformation. Due to the nomadic nature of the School of the Lynx it would take two years beyond the creation of the document to track down Grandmaster Lambert of the School of the Lynx to gain his support and signature.

Razan of Cintra visits Burov Mylne (1305)

The Bear School Witcher, Razan of Cintra along with his adepts Sustor and Jag make the journey south to visit the home of the School of the Fox, the fortress of Burov Mylne at the behest of his best friend Adalwulf of Aedirn as a guest instructor, teaching the trainers and trainees in some of the Bear School techniques and equipment as part of an inter-school exchange program. He swaps stories with his old friend and regales the youngsters and other Witchers with tales of his time down the Path.

Adalwulf of Aedirn makes moves to financially and legally secure Witchers' rights in the future. (1306)

Grandmaster Adalwulf of Aedirn invests a great deal of coin in the dwarven banks of Giancardi, Cianfanelli, and Vivaldi creating special protected accounts for Witchers of all schools that cannot be confiscated by officials for any reason, (Adalwulf heard of Geralt of Rivia's trouble in Kerack and did not want the same thing to happen ever again to a Witcher.) as well as putting law firms on retainer for Witchers of all schools across the Continent (and later on the other landmasses) in the event of legal troubles.

Contact with the School of the Lion (1307)

In 1307, Fox School Grandmaster Adalwulf of Aedirn received word from one of his travelling Witchers who had boarded a ship bound for the southern continent where Ofir could be found, his attempt at finding accepting schools in Ofir was an failure as a previous Malliq named Nibras had come to hate Witchers for the accidental slaughtering of his son, the crown prince Sirvat. Later the Witcher made his way to the neighboring land of Zangvebar and found a Witcher school located in the keep of Iyasu Facil who called themselves the School of the Lion the Witchers there warmly received their travelling Witcher brother. After receiving the Witcher's report Adalwulf arranged for a magical communication network between the two schools, Adalwulf and his council entered into talks with the School's Grandmaster about their school and lands of the Far South, furthering the knowledge and comradery of both Schools.

Calveit's reign

TBA

Haak Invasion of the Northern Kingdoms (1350)

A few Witchers from this school (included Adalwulf of Aedirn) who had been knighted in various lands in the Northern Realms joined the Northern Front against the invasion. Adalwulf of Aedirn made it clear to the military commanders that a knighted Witcher's knightly duty ended with the individual, and let his knighted Witchers participate only under the condition that the rest of the school be given the choice to join in matters of war or defense against invasion. After fighting off the invasion, Adalwulf and the knighted Witchers journeyed back to Burov Mylne in Vicovaro where their brothers and sisters celebrated with them their victories and as is Witcher custom swapped drink and stories.

Eishe has a vision of the future (1353)

School Resident Mage and Head Researcher Eishe of Vicovaro through a vision conveyed through symbols and metaphors foresees the Second Conjunction of the Spheres will happen in five years. Adalwulf of Aedirn shares this news with the other Witcher Schools as well as trying to tell the rulers of men, some take the vision seriously, others laugh him off.

Second Conjunction (1358)

TBA

The School of the Crane signs off on the Witcher Reformation Act (1390)

The School of the Fox received word from Grandmaster Putnam Pitch's interest in reviewing and signing of the Witcher Reformation Act, Grandmaster Adalwulf of Aedirn having met Putnam a couple of years ago as a rank and file Witcher was pleased to hear of his friend's promotion and the success of the new school the two had talked about during the Haak Invasion. Grandmaster Adalwulf, Master Witcher Ukok, Master Witcher Natka, as well as the mages Eishe of Vicovaro, Arrah of Verden and Marvos of Verden booked passage across the sea to the Western Continent landing in the colony of Fabiola

The School of the Serval signs off on the Witcher Reformation Act (1393)

The School of the Boar signs off on the Witcher Reformation Act (1396)

The School of the Flamingo signs off on the Witcher Reformation Act (1400)

The School of the Condor signs off on the Witcher Reformation Act (1402)

The School of the Bat signs off on the Witcher Reformation Act (1405)

Characteristics 

The characteristics of the Witchers of the School of the Fox are summarized in a very simple way: The perfect hybrid, between the characteristics of wolves and cats.

Swords

The swords of the Witchers of the school of the Fox combined the forging techniques used in the construction of the two predecessor's schools swords to create a superior new model for the Foxes. While wielding Vulpine swords were not required many Fox Witchers chose to get their rank's blade commission by the school's smiths as they were better than most blades of a non-magical nature they'd encounter while wandering the world.

Vulpine Witcher Swords
Vulpine Steel Sword- Base

Rank Requirement: Witcher Rank

Appearance: A simple sword design featuring a curved s-shaped quillon and rather plain meteorite steel blade, a brown colored grip and a pommel featuring a medallion of a fox head's.

Characteristics: This sword is made out of a unit of leather straps to wrap the hilt, three steel ingots to form the blade, for the enchantments; a unit of ruby dust, a vial of monster saliva, a singular monster eye and a monster brain, which increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, as well as increasing chances of causing bleeding on its target by way of deeper cuts and to make a witcher gain more knowledge and skill when used to fight humans and non-humans.

Vulpine Silver Sword- Base

Rank Requirement: Witcher Rank

Appearance: A simple sword design featuring a v-shaped quillon and rather plain silver-meteorite steel composite blade, a brown colored grip and an intricate pommel featuring a singular fox head.

Characteristics: This sword is made out of two units of leather straps, three silver ingots, a unit of Fifth Essence, a unit of ruby dust, and a singular monster eye and a monster brain, it was enchanted to slightly increase the intensity of the the witcher's signs while giving a specific increase in the intensity of Air based magical signs, increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, as well as increasing chances of causing bleeding on its target by way of deeper cuts and to make a witcher gain more knowledge and skill when used to fight monsters.

Enhanced Vulpine Steel Sword

Rank Requirement: Adept Rank

Appearance: The sword's grip has been rewrapped with two units of leather straps, the center of the hilt is seperated halfway down by a metal ring. A fuller now runs six inches from the base of the blade. The quillons are still s-shaped like the previous model.

Characteristics: Using the base sword to build off of, this sword is rebuilt with two leather straps around the hilt, two dark steel ingots form the reforged blade, and the sword has been enchanted further using a unit of ruby dust, two monster claws, and a unit of powdered monster tissue to increase the wielder's magical sign intensity, increase the wielder's ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when used to fight humans and non-humans.

Enhanced Vulpine Silver Sword

Rank Requirement: Adept Rank

Appearance: The sword is similar in appear to its base form its grip has been rewrapped with two units of leather straps, the center of the hilt is seperated halfway down by a metal ring. A fuller now runs six inches from the base of the blade. The quillons are now a more pronounced lightning like shape.

Characteristics: Using the base sword to build off of, this sword is rebuilt with two leather straps around the hilt, two meteorite silver ingots form the reforge blade, and the sword has been enchanted further using a unit of ruby dust, a lock of monster hair, a monster egg and a monster's tongue, to further increase the intensity of the the witcher's signs especially the Aard sign, increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when used to fight monsters.

Superior Vulpine Steel Sword

Rank Requirement: Elite Rank

Appearance: The sword features a rewrapped more blackened leather grip made of two units of leather scraps on the hilt with the addition of two metal rings, one near the pommel and one near the crossguard its grip rewrapped with a leather scraps. The quillons are the same shape as its previous incarnation. The blade now features a bloodgrove 4/5ths from the crossguard up as well as a flamberge-esque wavy blade.

Characteristics: Using the enhanced sword to build off of, this swords blade is once again melted and three more dark steel ingots are added to the metal then reforged into the blade which is further reinforced and enchanted with the addition of a ruby, a monster tooth, a vial of monster feathers and a unit of monster blood to further increase the intensity of the the witcher's signs, increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, more easily cause critical hits as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when fighting humans and non-humans. This sword has the unusual effect of landing more lucky hits.

Superior Vulpine Silver Sword

Rank Requirement: Elite Rank

Appearance: The sword is similar in appear to its enhanced form but features a rewrapped more blackened leather grip made of two units of leather scraps on the hilt with the addition of two metal rings, one near the pommel and one near the crossguard its grip rewrapped with a leather scraps. The quillons are the same shape as its previous incarnation. The blade now features a bloodgrove 4/5ths from the crossguard up as well as a widened blade near the base of the blade.

Characteristics: Using the enhanced sword to build off of, this swords blade is once again melted and an dimertium ingot is added to the metal then reforged into the blade which is further reinforced and enchanted with the addition of a ruby, a monster heart, a vial of monster blood and a unit of powdered monster tissue to further increase the intensity of the the witcher's signs especially the Aard sign, increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, more easily cause critical hits as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when fighting monsters. This sword is especially good at dismemberment and has the unusual effect of landing more lucky hits.

Mastercrafted Vulpine Steel Sword

Rank Requirement: Master Rank

Appearance: The blade now features a pitch black grip with metal sections, in three parts (including a ring guard at the hilt). The blade has a slight less wavy flamberge-esque section like the previous model near the hilt and a fuller which features runes 7/8ths of the way up the sword. The s-shaped quillons are now more twisted in pattern.

Characteristics: This sword's metal composite has been reinforced with the addition of two dimertium ingots, its hilt is wrapped with two units of leather scraps, for the enchantments the use of a flawless ruby, a monster egg, a monster bone, and a siren's vocal chords enchant the blade to slightly increase the intensity of the the witcher's signs, an increase in the wielder's ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, more easily cause critical hits as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when fighting humans and non-humans.

Mastercrafted Vulpine Silver Sword

Rank Requirement: Master Rank

Appearance: The blade now features a pitch black grip with metal sections, in three parts (including a ring guard at the hilt). The blade has a double spiked out section near the hilt and a fuller white features runes 7/8ths of the way up the sword. The quillons are now more circular.

Characteristics: This sword's metal composite has been reinforced with the addition of two more dimertium ingots, its hilt is wrapped with a single unit of cured leather and a single unit of leather scraps, for the enchantments the use of a flawless ruby, a unit of powder monster tissue, a single monster feather and a monster heart enchant the blade to slightly increase the intensity of the the witcher's signs especially the Aard sign, an increase in the wielder's ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, more easily cause critical hits as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when fighting monsters. This sword is especially good at dismemberment and has the unusual effect of landing more lucky hits.

Grandmaster Vulpine Steel Sword

Rank Requirement: Grandmaster Rank

This sword is only wielded by the Grandmaster or Grandmistress of the School of the Fox, its design is based off the design of the Grandmaster steel swords for both the schools of the Wolf and the Cat.

Appearance: The blade now features a single straight blade with a fuller that ran 2/5ths up the blade. The blade is etched with runes of power 5/6ths up the blade. The sword now features a set of ring guards above and below the quillons while the quillions take on a curved thin shape which are squared off at the ends. The pommel features a medallion with a fox head design.

Characteristics: This sword has been reinforced with the addition of incredibly two rare and expensive enriched dimeritium ingots to the metal, for the enchantments a ruby, a sapphire, a unit of monster blood and a unit of monster essence are used to enchant it to slightly increase the intensity of the the witcher's signs especially Aard, increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, more easily cause critical hits and dismemberment as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when fighting humans and non-humans.

Vulpine Silver Sword- Grandmaster

Rank Requirement: Grandmaster Rank

This sword is only wielded by the Grandmaster or Grandmistress of the School of the Fox, its design is based off the design of the Grandmaster silver swords for both the schools of the Wolf and the Cat.

Appearance: The blade now features a single straight blade with a fuller that ran 2/5ths up the blade. The blade is etched with runes of power 5/6ths up the blade. The sword now features a quillons with a lightning bolt pattern by squared off at the ends. The pommel features a four-way fox head design similar to the Wolven Grandmaster Silver Sword's design.

Characteristics: This sword has been reinforced with the addition of incredibly two rare and expensive enriched dimeritium ingots to the metal, for the enchantments a ruby, a sapphire, a monster tooth and a unit of poweder monster essence are used to enchant it to slightly increase the intensity of the the witcher's signs, increases the wielder ability to gain adrenline for advanced witcher sword techniques like Rend and Whirl, more easily cause critical hits as well as increasing chances of causing bleeding on its target and to make a witcher gain more knowledge and skill when fighting monsters. This sword is especially good at dismemberment and has the unusual effect of landing more lucky hits.

Signs

The Foxes use all the signs known to the rest of the witchers, but they also brought about a resurgence of the Aagni sign, a rarely used combination of the Aard and Igni signs into one sign. When witcher notes were brought down in the 14th century the school started incorporating the new signs created by the Griffin School into their curriculum.

Bombs

Like all witchers, they use bombs to kill certain monsters, further developments in bomb technology were brought to them from Zerrikainian alchemists, so they got ahold of bombs never used by witchers before, improving their monster hunting capabilities.

Potions

Import of knowledge from the alchemist of Zerrikania as well as recipes from Kovir and Povis, afforded the witchers of the school of the Fox, the ability to go to areas not travel-able by their predecessors allowing them to handle new climates and conditions with potions such as Arlliwiau, Derw, and Twymder.

Crossbow

Taking the Feline witchers crossbow design and combining it with research and diagrams found in the School of the Hawks' abandoned keep of Kaer Nytk, the Foxs' developed the Foxs' Sniping Crossbow which combined projectile weaponry with sign usage to maximize its distance and power by channeling an Aard, Igni or Aagni blast through the crossbow along with the bolt to control the distance and slinging it further than before.

Armor

Combining elements of both predecessor schools' gear, a new medium weight armor was created; it featured splinted metal on the gauntlets and greaves to give Witchers the ability to parry blades with their shins and forearms, and the knuckles of the gauntlet were lined with padding and had a spiked metal plate over the knuckles allowing for stronger punches. The armor kept the spaulders and gorget of the wolf armor, with the cuirass part from the Cat armor worn under the jacket from the Wolf's segmented jacket. While wearing Vulpine gear was not required many Fox Witchers chose to get their rank's gear commissioned by the school's smiths as they were better than most armor and clothing of a non-magical nature they'd encounter while wandering the world.

  • The Witcher level Vulpine gear features:
    • Torso: A white cotton short sleeve shirt with rolled up sleeves with a leather cuirass over it which is covered by a red linen jacket, a leather spaulder covered by a three-way leather baldric to carry a sword over their dominant shoulder and a single belt around their hips with a pouch to carry their potions in.
    • Arms: Their gloves are fingerless except for the thumb, index and middle finger, the knuckle section is padded with hard leather which leads into a leather backed studded section that connects to leather bracers with splinted studded metal pieces tightened with a two leather belts.
    • Legs: The gear features a pair of linen trousers with a strip of leather that runs down the the outside thigh. Leather kneecaps protect the Witcher's knees are connected to leather boots which feature many belts complete the outfit. Fox Witchers will keep a hunting knife tucked into their boots as a hidden weapon.
  • The Adept level gear features:
    • Torso: A blue linen long sleeve high-necked shirt with a leather cuirass over it a set of newly added studs which is covered by a red linen jacket, a darker leather spaulder that the initial gear covered by a three-way leather baldric to carry a sword over their dominant shoulder and a double set of belts around their hips with pouches to carry their potions in.
    • Arms: Their gloves are fingerless except for the thumb, index and middle finger, the knuckle section is padded with hard leather which leads into a leather backed studded section that connects to a leather bracer with splinted studded metal pieces tightened with a two leather belts.
    • Legs: The gear features a pair of linen trousers with a strip of leather that runs down the the outside thigh. Leather kneecaps protect the Witcher's knees are connected to leather boots which feature many belts complete the outfit. Fox Witchers will keep a hunting knife tucked into their boots as a hidden weapon.
  • The Elite level gear features:
    • Torso: A blue linen long sleeve high-necked shirt with chainmail sleeves with a leather cuirass with new studs that now cover the whole cuirass that is covered by a two colored striped red linen jacket with belts around the bicep. A lighter leather spaulder connected to a three-way leather baldric to carry a sword over their dominant shoulder and a single plated belt draped around their hips with pouches to carry their potions in.
    • Arms: Their gloves are fingerless except for the thumb, index and middle finger, the knuckle section is padded with hard leather which leads into a leather backed studded section that connects to a leather bracer with splinted studded metal pieces tightened with a two leather belts.
    • Legs: The gear features a pair of linen trousers with a strip of leather that runs down the the outside thigh. Leather kneecaps covered by a steel piece protect the Witcher's knees are connected to leather boots which feature many belts complete the outfit. A single strip of metal is strapped around the front of the boot. Fox Witchers will keep a hunting knife tucked into their boots as a hidden weapon.
  • The Master level gear features:
    • Torso: A blue linen long sleeve high-necked shirt with full chainmail sleeves covered by a linen sleeve with a leather cuirass with two new tassets that is covered by a chainmail covered red linen jacket with belts around the bicep. A lighter leather plate covered spaulder connected to a three-way leather baldric to carry a sword over their dominant shoulder and a double set of plated belts draped around their hips with pouches to carry their potions in.
    • Arms: Their gloves are fingerless except for the thumb, index and middle finger, the knuckle section is padded with hard leather which leads into a leather backed studded section that connects to a leather bracer with splinted studded metal pieces tightened with a two leather belts.
    • Legs: The gear features a pair of linen trousers with a strip of leather that runs down the the outside thigh. Leather kneecaps covered by a steel piece protect the Witcher's knees are connected to leather boots which feature many belts complete the outfit. A single strip of metal is strapped around the front of the boot. Fox Witchers will keep a hunting knife tucked into their boots as a hidden weapon.
  • The Grandmaster level gear features:
    • Torso: A blue linen long sleeve high-necked shirt with full chainmail sleeves covered by a linen sleeve with a leather cuirass with two new tassets that is covered by a chainmail covered red linen jacket with belts around the bicep. A lighter leather plate covered spaulder connected to a three-way leather baldric to carry a sword over their dominant shoulder and a double set of plated belts draped around their hips with pouches to carry their potions in.
    • Arms: Their gloves are fingerless except for the thumb, index and middle finger, the knuckle section is padded with hard leather which leads into a leather backed studded section that connects to a leather bracer with splinted studded metal pieces tightened with a two leather belts.
    • Legs: The gear features a pair of linen trousers with a thick strip of leather that runs down the the outside thigh. Leather kneecaps covered by a steel piece protect the Witcher's knees are connected to leather boots which feature many belts complete the outfit. A single strip of metal is strapped around the front of the boot and another on the back on the boots. Fox Witchers will keep a hunting knife tucked into their boots as a hidden weapon.

Combat Style

Combining the strong strikes of the Wolves' Temerian Devil with the light cuts of the Cats' Addan Aenye. A reactive, situational sword style called the Foxes' Crevan A'baeth Glaeddyv was created. Later when Witchers from other, extinct school were added to the ranks of the Foxes their techniques and knowledge were added to the School's own, leading to some exotic specialized techniques being included in the Foxes' swordplay repertoire.

Unique Mutations

Initially Witchers of the School of the Fox were treated by a mutagen that worked as a midway point between the Wolf and Cat mutagens allowing for a emotional range as well as resistance to magical charms while also giving the Witchers an all-around ability boost. While reform subjects were treated to a voluntary genetic treatment intended for Witchers to even out any 'failings' found in their treatment, such as emotional range and disposition.

Eventually following the programs introduced by Adalwulf of Aedirn, new Witchers of the School of the Fox were treated to a special mutagenic mix which was the result of adding mutagens from other schools such as the School of the Hawk, School of the Rhino, etc, Monster Mutagens as well as Adalwulf's own Witcherized Source blood. This mutagen had the capability of bringing out a singular unique ability in a Witcher treated by it which differed based on the Witcher because each Witcher trainee was personally handled on an individual basis. Few Witchers created this way became Sources or more magically-inclined but it had the effect of stabilizing the additional mutagens into a stable complimenting mixture. Older Witchers also had the option of being retreated using the Moreau Method, a Witcher improvement method originally discovered by Tomas Moreau as a byproduct of his research to cure his Witcher son, the Griffin School Witcher Jerome Moreau. The method failed as a cure only strengthening the mutations of the Witcher in Jerome and was abandoned by Tomas, and later was rediscovered and used by Geralt of Rivia in 1275. The process and research made its way into the hands of the School of the Fox who shared the data with the School of the Griffin for the sake of fostering and protecting the knowledge for the sake of the future of the Witchers.

School's Witcher Process

Because the Success rate at the School of the Fox was higher than other Schools, their apprentice numbers were lower, allowing for more hands on teaching with the Apprentices.

Apprentices were given a schedule to keep so their trainers and instructors could manage their time better.

Year One

In their first year, before the completion of the Choice and the Trial of the Grasses an Apprentice's day would be comprised of their meals and two training periods:

Apprentice Year One Schedule
Breakfast- 7:30 to 8am Apprentices would gather in the Dining Area and be fed their morning meal then go with their trainers for their first period.
First Period- 8am to 12:15 pm Physical training with Master Witcher Caldigi, Master Witcher Kemro of Cintra, Master Witcher Cormac, as well as their aides the human former mercenary and bounty hunters Cozlim, and Farna. Apprentices would mostly run the Fox's Trail building up their stamina and learning proper breathing techniques.
Lunch 12:15 to 12:30 pm Apprentices would gather in the Dining Area and be fed their noon meal then go with their trainers for their second period.
Second Period- 12:30 pm to 6 pm Sword fighting training with Alexandre Nengenval [Temerian Devil.], Drarkesior Aep Llwuch [Addan Aenye.], and Griffin School Master Witcher Birrexi of Poviss [Viroledan Naev'de Feaine Glaeddyv], the best swordsman of the class would be taught Crevan A'baeth Glaeddyv in their first year (otherwise the others would be taught in their second year).
Free Time until 10 pm Apprentices would then be dismissed for the day, usually sore and exhausted they would (usually) retire to their rooms on the basement second floor to rest until lights out around 10:00pm.

The Choice

About six months into their training the Apprentices would be subjected to The Choice, this trial which consisted of the voluntary decision to follow a special diet consisting of mushrooms, mosses and herbs and more grueling physical training. In the past many did not survive this step, ending up succumbing to liver or heart failure and sometimes madness, while many were left with excessively aggressive tendencies. However following the implementation of the methods brought about by research done by School mages Eishe of Vicovaro, Arrah of Verden and Marvos of Verden, this trial is much more stable than it was in the past, with far fewer negative side-effects. If a Apprentice for any reason denied the Choice their memories were erased and they would join the Servant Staff, a boring but much more safe path.

The Trial of the Grasses & The Trial of the Dreams

At the end of their first year, the Trial of the Grasses as well as the Trial of the Dreams are performed to determine who passes into Year Two. The Apprentices would be served specially made herbal teas and then they were required to intravenously absorb special virus cultures. mutagenic elixirs plus the alchemical ingredients known as "the Grasses" to modify the physiology of the subject. This trial took about a week to complete thus it required a dedicated staff who took shifts stabilizing and monitoring the affect Apprentice. In the past most given the Trial would die by the third day. But the survivors, would be agitated by strikes of sudden madness, before falling into a deep stupor, the latter became the norm as the chances of survival raised dramatically due to continued research on Alchemy and magic. The symptoms of a successful conversion process would be an Apprentice's eyes would turn glassy, their hands reaching for any nearby clothing, and their breathing would get loud and hoarse. They would then be administered the elixirs again, which would turn the Apprentice's cough into vomiting. It was normal for the Apprentice to suffer from seizures, with cold sweat running down their skin. This was necessary to weakened the Apprentice's body so their immune system did not fight off with the mutagens, herbs, and viruses penetrating their bodies. About at the sixth day mark, the Trial of the Dreams would be implemented under the care of mages and druids who monitored the meanings of psychedelic visions induced into the Apprentice. By time the Apprentice would wake by the seventh day, the Trial of the Dreams was over and their eyes would have already turned cat-like.

Year Two

Apprentice Year Two Schedule
Breakfast- 7:30 to 9am Apprentices would gather in the Dining Area and be fed their morning meal then go with their trainers for their first period.
First Period- 9am to 10am Physical training with Master Witcher Caldigi, Master Witcher Kemro of Cintra, Master Witcher Cormac, as well as their aides the human former mercenary and bounty hunters Cozlim, and Farna. Which included running the Fox's Trail.
Second Period- 10am to 11:15am Sword fighting training with Alexandre Nengenval [Temerian Devil.], Drarkesior Aep Llwuch [Addan Aenye.], and Griffin School Master Witcher Birrexi of Poviss [Viroledan Naev'de Feaine Glaeddyv], the rest of the class would be taught Crevan A'baeth Glaeddyv during this period over the year.
Third Period- 11:15am to 12:15pm Tracking and Wilderness Survival Training with Granselm Of Hoshberg and Datla Of Lod, would include lessons outside Burov Mylne and in the nearby forest. Horse riding lessons would start during their second year., apprentices would use borrowed already trained horses to get use to the feeling of riding.
Lunch- 12:15pm to 1:15pm Apprentices would gather in the Dining Area and be fed their noon meal then go with their trainer for their fourth period.
Fourth Period- 1:15pm to 2:30pm Archery Training with Phernirr, Didwa, and Draifa. They would teach Apprentices to use bows and crossbows to deadly accuracy.
Fifth Period- 2:30pm to 3:30pm Monster Lore with Loremaster Jalast taught the Apprentices about the various creatures and monsters they might meet on the path, it would occasionally also include an autopsy on monster body's provided by the School's other witchers and conducted by Apprentices who would be overseen by Jalast.
  • Insectoids
    • Lesson on the insectoid species known as Endregas.
      • Autopsy on a Endrega Worker corpse.
    • Lesson on the insectoid species known as Kikimores.
      • Autopsy on a Kikimore Worker corpse.
  • Necrophages
    • Lesson on the necrophage species known as Drowners.
      • Autopsy on a Drowner corpse.
    • Lesson on the necrophage species known as Foglets.
      • Autopsy on a Foglet corpse.
    • Lesson on the necrophage species known as Ghouls.
      • Autopsy on a Ghoul corpse.
  • Ogroids
    • Lesson on the ogroid species known as Nekkers.
      • Autopsy on a Nekker corpse.

Followed by a Alchemy lesson with the Gnomish Alchemist twins Parrilt Neuwald, and Koild Neuwald taught the apprentices the various alchemical procedures that would come with being a Witcher. Usually using materials from the previous monster lore lesson.

  • Basics of Alchemy
    • Terminology
    • Materials and equipment
    • The Nine Alchemical substances
      • Aether
      • Caelum
      • Fulgur
      • Hydragenum
      • Quebrith
      • Rebis
      • Sol
      • Vermillion
      • Vitriol
  • Herbology
    • Lessons covering the plants found in the book, Field Plants.
      • The fruit of the Balisse plant and how to extract Vitriol from it.
      • The blossom of the Beggartick plant and how to extract Hydragenum from it.
      • The fruit of the Berbercane plant and how to extract Aether from it.
      • The Celandine plant and how to extract Rebis from it.
      • The root of the Crow's eye plant and how to extract Vitriol from it.
      • The petals of the Hellebore plant and how to extract Aether from it.
      • The Sewant Mushroom and how to extract Vitriol from it.
      • The petals of the White myrtle tree and how to extract Vitriol from it.
  • Monster Part Processing
    • Drowner
      • Lesson on Drowner Brain, how to process and extract Rebis from it.
      • Lesson on Drowner Tongue, how to process and extract Caelum from it.
      • Lesson on Essence of Water, how to process and extract Hydragenum from it.
    • Foglet
      • Lesson on Foglet Essence, how to process and extract Aether from it.
      • Lesson on Foglet Teeth, how to process and extract Rebis from it.
    • Endrega
      • Lesson on Chitin, how to process and extract Vermillion from it.
      • Lesson on Endrega Embryo, how to process and extract Fulgur from it.
      • Lesson on Endrega Saliva, how to process and extract Vermillion from it.
      • Lesson on Venom Extract, how to process and extract Caelum.
    • Ghoul
      • Lesson on Ghoul Claws, how to process and extract Vitriol from it.
      • Lesson on Ghoul Marrow, how to process and extract Quebrith from it.
    • Nekker
      • Lesson on Nekker Claw, how to process and extract Hydragenum from it.
      • Lesson on Nekker Heart, how to process and extract Rebis from it.
      • Lesson on Nekker Teeth, how to process and extract Vitriol from it.
  • Potions
    • Lesson on the formula for Drowner Pheromones.
    • Lesson on the formula for Nekker Pheromones.
    • Lesson on the formula for Swallow Potion.
    • Lesson on the formula for White Honey.
    • Lesson on the formula for White Raffard's Decoction.
  • Witcher Oil
    • Lesson on the formula for Beast Oil.
    • Lesson on the formula for Insectoid Oil.
    • Lesson on the formula for Necrophage Oil.
    • Lesson on the formula for Ogroid Oil.
  • Witcher Decoctions
    • Lesson on the formula for Foglet Decoction.
Free Time- 3:30pm to 6pm Until dinner, Apprentices were given free time to study, train and talk with the more experienced Witchers (if any around).
Dinner- 6pm to no curfew but lights out at 10pm Apprentices would gather in the Dining Area and be fed their noon meal then they were free once again. Apprentices in their second year and beyond were not given a curfew but were warned about not being properly rested for the next days lessons and training.

Trial of the Pendulum

At the end of their second year, the Trial of the Pendulum was performed as a final test to pass for the year. The trial served to further improve reflexes, speed, footwork, balance, precision, and swordplay by training on the pendulum, a vertical hanging log with spikes along its bottom that would swing to the side, the apprentice would eventually learned to move along evenly spaced out poles as they weaved between the log and struck it at the same time.

Year Three

Apprentice Year Three Schedule
Breakfast- 7:30 to 9am Apprentices would gather in the Dining Area and be fed their morning meal then go with their trainers for their first period.
First Period- 9am to 10am Physical training with Master Witcher Caldigi, Master Witcher Kemro of Cintra, Master Witcher Cormac, as well as their aides the human former mercenary and bounty hunters Cozlim, and Farna. Which included running the Fox's Trail.
Second Period- 10am to 11:15am Sword fighting training with Alexandre Nengenval [Temerian Devil.], Drarkesior Aep Llwuch [Addan Aenye.], and Griffin School Master Witcher Birrexi of Poviss [Viroledan Naev'de Feaine Glaeddyv], as well as practicing Crevan A'baeth Glaeddyv with each other.
Third Period- 11:15am to 12:15pm Tracking and Wilderness Survival Training with Granselm Of Hoshberg and Datla Of Lod, would include lessons outside Burov Mylne and in the nearby forest. Apprentices would start horse racing lessons learning how to pace their mounts without tiring them as well as how to care for and load saddles and saddle bags.
Lunch- 12:15pm to 1:15pm Apprentices would gather in the Dining Area and be fed their noon meal then go with their trainer for their fourth period.
Fourth Period- 1:15pm to 2:30pm Archery Training with Phernirr, Didwa, and Draifa. They would teach Apprentices to use bows and crossbows to deadly accuracy. Apprentices would be equipped with padded arrow and bolts for a mock battle with other apprentices and the instructors.
Fifth Period- 2:30pm to 3:30pm Monster Lore with Loremaster Jalast taught the Apprentices about the various creatures and monsters they might meet on the path, it would occasionally also include an autopsy on monster body's conducted by Apprentices and overseen by Jalast. Jalast would also give lessons on hex and curse-breaking.
  • Cursed Ones
    • Lesson on the cursed entities known as Botchlings.
      • Lesson on the methods of dealing with Botchlings
        • A Botchling's curse can be lifted by a member of the fetus' family performing the elven naming ritual, Aymm Rhoin, and giving them a proper burial beneath the family's threshold which will transform it into a Lubberkin - a guardian spirit of the hearth that watches over the family it never knew in the house it never could call home.
        • Violence will cause it to become a large ghoul/alghoul-like monster which will have to be killed.
      • Presentation with a preserved untransformed Botchling.
      • Autopsy on a transformed Botchling.
  • Draconids
    • Lesson on the collective collection of Draconid species known as 'false dragons'.
      • Lesson on the false dragon Draconid species known as Wyverns.
        • Autopsy on a Wyvern corpse.
  • Insectoids
    • A refresher course and test on the previous year's lesson of the Endrega Worker. Further lesson on the insectoid species known as Endregas, going into the caste system and talking about the Endrega Warriors.
      • Autopsy on a Endrega Warrior corpse.
    • A refresher course and test on the previous year's lesson of the Kikimore Worker. Further lesson on the insectoid species known as Kikimores, going into the caste system and talking about the Kikimore Warriors.
      • Autopsy on a Kikimore Warrior corpse.
    • Necrophages
      • A refresher course and test on the previous year's lesson of the Drowner. Followed by a lesson on the more powerful cousin necrophage species known as Drowned Dead.
        • Autopsy on a Drowned Dead corpse.
      • A refresher course and test on the previous year's lesson of the Foglet.
      • Lesson on the necrophage species known as Rotfiends.
        • Semi-autopsy performed on Rotfiend 'chunks'.
      • A refresher course and test on the previous year's lesson of the Ghoul. Followed by a lesson on the more powerful cousin necrophage species known as Alghouls.
        • Autopsy on a Alghoul corpse.
    • Ogroids
      • A refresher course and test on the previous year's lesson of the Nekker. Followed by a lesson on the more powerful ogroid species known as Nekker Warriors.
        • Autopsy on a Nekker Warrior corpse.
    • Specters
      • Lesson and discussion on the spectral entities known as Wraiths. Jalast relays several tales from several other Witchers.

Followed by a Alchemy lesson with the Gnomish Alchemist twins Parrilt Neuwald, and Koild Neuwald taught the apprentices the various alchemical procedures that would come with being a Witcher. Usually using materials from the previous monster lore lesson.

  • Herbology
    • Lessons covering the plants found in the book, The Druid's Herbarium.
      • The root of the Allspice plant and how to extract Aether from it.
      • The leaves of the Wolf's aloe plant and how to extract Sol from it.
      • The flowers of the Verbena plant and how to extract Sol from it.
      • The leaves and berries of the Mistletoe plant and how to extract Hydragenum from it.
      • The petals of the Ginatia bush and how to extract Aether from it.
    • A refresher course and test on the previous year's lessons.
  • Monster Part Processing
    • Botchling
      • Lesson on Botchling Blood, how to process and extract Vitriol from it.
      • Lesson on Botchling Bone, how to process and extract Hydragenum from it.
      • Lesson on Botchling Brain, how to process and extract Caelum from it.
      • Lesson on Botchling Ear, how to process and extract Fulgur from it.
    • Drowned Dead
      • A review on Drowner Brain, how to process and extract Rebis from it out of a Drowned Dead.
      • A review on Drowner Tongue, how to process and extract Caelum from it out of a Drowned Dead.
      • A review on Essence of Water, how to process and extract Hydragenum from it out of a Drowned Dead.
    • Endrega Warrior
      • A review on Chitin, how to process and extract Vermillion from it out of a Endrega Warrior.
      • A review on Endrega Embryo, how to process and extract Fulgur from it out of a Endrega Warrior.
      • A review on Endrega Saliva, how to process and extract Vermillion from it out of a Endrega Warrior.
      • A review on Venom Extract, how to process and extract Caelum out of a Endrega Warrior.
    • Rotfiend
      • Lesson on Rotfiend Blood, how to process and extract Rebis from it.
      • Lesson on Rotfiend Liver, how to process and extract Caelum from it.
    • Specter
      • Lesson on Essence of Wraith, how to process and extract Aether from it.
      • Lesson on Infused Dust, how to process and extract Hydragenum from it.
      • Lesson on Specter Dust, how to process and extract Fulgur from it.
    • Wyvern
      • Lesson on Wyvern Egg, how to process and extract Fulgur from it.
      • A review on Venom Extract, how to process and extract Caelum from it out of a Wyvern.
      • Lesson on Wyvern Eyes, how to process and extract Sol from it.
  • Potions
    • Lesson on the formula for the Full Moon potion.
    • Lesson on the formula for the Tawny Owl potion.
    • Lesson on the formula for the Thunderbolt potion.
  • Witcher Oils
    • Lesson on the formula for Cursed Oil.
    • Lesson on the formula for Draconid Oil.
    • Lesson on the formula for Specter Oil.
  • Witcher Decoctions
    • Lesson on the formula for Alghoul Decoction.
    • Lesson on the formula for Reliever's Decoction.
    • Lesson on the formula for Wraith Decoction.
    • Lesson on the formula for Wyvern Decoction.
Free Time- 3:30pm to 6pm Until dinner, Apprentices were given free time to study, train and talk with the more experienced Witchers (if any around).
  • Smart apprentices would use their free time to study up on additional monster lore, curse breaking methods, and non-standard Witcher fare in the library under the guidance of Jalast, as well as additional alchemy lessons with Parrilt and Koild Neuwald.
  • Or the apprentices could seek out Buzralt 'Buzz' Gutenhaus and Rhulrialran 'Rhul' Vauglas to help/learn to how to do simple smith work or help repair Witcher gear. This was a good way for apprentices to meet elder Witchers who they might mentor under when they graduated.
Dinner- 6pm to no curfew but lights out at 10pm Apprentices would gather in the Dining Area and be fed their noon meal then they were free once again. Apprentices in their second year and beyond were not given a curfew but were warned about not being properly rested for the next days lessons and training.

Year Four

Apprentice Year Four Schedule
Breakfast- 7:30 to 9am Apprentices would gather in the Dining Area and be fed their morning meal then go with their trainers for their first period.
First Period- 9am to 10am Physical training with Master Witcher Caldigi, Master Witcher Kemro of Cintra, Master Witcher Cormac, as well as their aides the human former mercenary and bounty hunters Cozlim, and Farna. Which included running the Fox's Trail.
Second Period- 10am to 11:15am Sword fighting training with Alexandre Nengenval [Temerian Devil.], Drarkesior Aep Llwuch [Addan Aenye.], and Griffin School Master Witcher Birrexi of Poviss [Viroledan Naev'de Feaine Glaeddyv], as well as practicing Crevan A'baeth Glaeddyv with each other.
Third Period- 11:15am to 12:15pm Tracking and Wilderness Survival Training with Granselm Of Hoshberg and Datla Of Lod, would include lessons outside Burov Mylne and in the nearby forest. Apprentices would start horse back swordfighting training with dummies.
Lunch- 12:15pm to 1:15pm Apprentices would gather in the Dining Area and be fed their noon meal then go with their trainer for their fourth period.
Fourth Period- 1:15pm to 2:30pm Archery Training with Phernirr, Didwa, and Draifa. Apprentices would be introduced to different arrow and bolt types, as well as being instructed on the best time to use them to their advantage.

Human-make

  • Standard- A run of the mill arrow or bolt.
  • Blunt- Large dull wooden head. Non-lethal, usually. Used to knock people and some monsters out.
  • Broadhead- Wide, flat bladed head, causes bleeding wounds.
  • Bodkin- Long tapered tip, hardened in fire, armor piercing capabilities.

Elder-make

  • Elven Burrower- Screw shaped dead that 'burrows' in and won't come out via pulling without doing some major damage.
  • Dwarven Impact- Like Blunt but with more force, enough to crack plate armor.

Apprentices would also start learning to fire a bow and/or crossbow accurately from horseback.

Fifth Period- 2:30pm to 3:30pm Monster Lore with Loremaster Jalast taught the Apprentices about the various creatures and monsters they might meet on the path, it would occasionally also include an autopsy on monster body's conducted by Apprentices and overseen by Jalast. Jalast would also give lessons on hex and curse-breaking.
  • Cursed Ones
    • Lesson on the cursed plants known as Archespores.
      • Lesson on the methods of dealing with Archespores.
        • Fire is a common weakness of Archespores, a burst of Igni will help in destroying the cursed plant.
        • Destroy all seeds found with fire.
      • Presentation with a preserved Archespore seed and a separate preserved Archespore specimen.
  • Hex and Curse-breaking Lessons
    • An introductory lessons on Hexes
      • A hex is a simple, more tamer version of a Curse. A hex is also formulaic, they can only be cast a certain way and have rituals to dispel them as well.
      • The Curse of Temperance
        • How to identify an individual afflict by the 'Low' danger level hex, the Curse of Temperance.
          • A person who drinks something alcoholic then instantly becomes intoxicated and heavily nauseous.
        • How to break the hex.
          • Buy at least 40 Novigradian crowns worth of alcohol Sidenote by Jalast: 'Four bottles of Spirits or 8 bottles of Beer should do.' and find a bucket. They must then fill the bucket with the alcohol and dunk their head. Their head must remain submerged until they can no longer hold their breath and start suffocating. Upon pulling their head from the bucket the hex will be broken.
    • An introductory lesson on curses.
      • A more powerful version of a hex, a curse is poetic justice made manifest through chaos sometimes outside the casters control.
      • Curse come in three different intensities which determine how much suffering and the penance that must be enacted to break it if at all. No two curses are the same and the true curse-breaking method can differ between cases.
        • Low- Do not threaten the life of the cursed. Examples of penance are: Getting the forgiveness of the person who cursed them, the cursed giving away all of their money, the cursed burning their most prized possession under the full moon, etc.
        • Medium- Threaten the life of the cursed. Require real suffering to break. Examples of penance are: The cursed must renounce a loved one, nearly die, spend years in isolation and misery, etc.
        • High - Tremendously dangerous and require intense suffering. Examples of penance are: The cursed must sacrifice a beloved companion, lose literally everything, etc.
    • The Monstruous Curse
      • How to identify an individual afflicted by the 'Medium' intensity level curse, the Monstrous Curse.
        • Doesn't take damage from silver.
        • May have the facial figures of a bear, boar, bird, snake or an insect.
      • How to break the curse.
        • Listen to the cursed's story (if they feel like telling it) and any rumors surrounding them. Depending on the circumstances it could be: renouncing a loved one, nearly dying, spending years in isolation and misery, etc.
  • Draconids
    • Refresher courses and tests on the previous lessons on the Wyvern.
    • Lesson on the false dragon Draconid species known as the Basilisk.
      • Autopsy on a Basilisk corpse.
    • Lesson on the false dragon Draconid species known as the Viglosaur.
      • Autopsy on a Viglosaur corpse.
  • Insectoids
    • Refresher courses and tests on the previous lessons on the Endrega Worker and Warrior, as well as the Kikimore Worker and Warrior.
    • Lesson on the Insectoid collective race of Arachasae
      • Lesson on the Insectoid species known as the Arachasae.
        • Autopsy on a 'basic' Arachasae corpse.
  • Necrophages
    • Refresher courses and tests on the previous lessons on the Alghoul, Drowned Dead, Drowner, Foglet, Ghoul, and the Rotfiend.
    • Lesson on the Necrophage collective race of Hags.
      • Lesson on the Necrophage species of the Water Hag.
        • Autopsy on a Water Hag corpse.
      • Lesson on the necrophage species known as Grave Hag.
        • Autopsy performed on a Grave Hag corpse.
  • Ogroids
    • A refresher course and test on the previous year's lesson on the Nekker and the Nekker Warrior.
    • Lesson on the Ogroid collective race of giants/titans.
      • Lesson on the Ogroid species of the Cyclops.
        • Autopsy on a Cyclops corpse.
    • Lesson on the Ogroid collective race of Trolls.
      • Lesson on the Ogroid species of the Troll.
        • Autopsy on a rabid Troll corpse.
      • Lesson on the Ogroid species of the Rock Troll.
        • Autopsy on a rabid Rock Troll corpse.
  • Specters
    • A refresher course and test on the previous year's lesson on the Wraiths.
    • Lesson on the spectral entities of the Nightwraith.
      • Jalast relays several tales from several other Witchers.
    • Lesson on the spectral entities of the Noonwraith.
      • Jalast relays several tales from several other Witchers.

Followed by a Alchemy lesson with the Gnomish Alchemist twins Parrilt Neuwald, and Koild Neuwald taught the apprentices the various alchemical procedures that would come with being a Witcher. Usually using materials from the previous monster lore lesson.

  • Alchemical Mineralogy
    • Lessons covering the minerals found in the book, The Great Book of Minerals.
      • Albar's crystals and how to extract Hydragenum from it.
      • Calcium equum and how to extract Vitriol from it.
      • Ducal water and how to extract Quebrith from it.
      • Fifth essence its more useful uses and in emergencies how to extract Hydragenum from it.
      • Ginatz's acid and how to extract Vitriol from it.
      • Lunar shards and how to extract Rebis from it.
      • Naezan salts and how to extract Aether from it.
      • Optima mater and how to extract Quebrith from it.
      • Phosphorus and how to extract Vermillion from it.
      • Powdered pearl and how to extract Aether from it.
      • Pyrite and how to extract Vermillion from it.
      • Quicksilver solution and how to extract Aether from it.
      • Sulfur and how to extract Quebrith from it.
      • Wine stone and how to extract Rebis from it.
  • Monster Part Processing
    • Arachasae
      • A lesson on Arachas Eyes, how to process and extract Fulgur from it.
      • A lesson on Arachas Venom, how to process and extract Caelum from it.
      • A review on Chitin, how to process and extract Vermillion from it out of a Arachasae.
      • A review on Venom Extract, how to process and extract Caelum from it out of a Arachasae.
    • Archespore
      • A lesson on Archespore Juice, how to process and extract Vitriol from it.
      • A lesson on Archespore Tendrils, how to process and extract Quebrith from it.
      • A lesson on Essence of Water, how to process and extract Hydragenum from it out of a Drowned Dead.
    • Cyclops
      • A lesson on Crystallized Essence, how to process and extract Hydragenum from it.
      • A lesson on Cyclops Bone, how to process and extract Aether from it.
      • A lesson on Cyclops Brain, how to process and extract Rebis from it.
      • A lesson on Cyclops Eye, how to process and extract Vermillion from it.
      • A lesson on Cyclops Tongue, how to process and extract Fulgur from it.
    • Grave Hag
      • A lesson on Grave Hag Ear, how to process and extract Fulgur from it.
      • A lesson on Grave Hag Tongue, how to process and extract Caelum from it.
      • A lesson on Hag Teeth, how to process and extract Rebis from it.
    • Nightwraith
      • A review on Infused Dust, how to process and extract Hydragenum from it out of a Nightwraith.
      • A review of Lunar Shards, how to process and extract Rebis from it out of a Nightwraith.
      • A review on Specter Dust, how to process and extract Fulgur from it out of a Nightwraith.
    • Noonwraith
      • A review of Essence of Wraith, how to process and extract Aether from it out of a Noonwraith.
      • A review on Infused Dust, how to process and extract Hydragenum from it out of a Noonwraith.
      • A lesson on Light Essence, how to process and extract Sol from it.
      • A review on Specter Dust, how to process and extract Fulgur from it out of a Noonwraith.
    • Rock Trolls
      • A lesson on Troll Hide, how to process and extract Vitriol from it.
      • A lesson on Troll Liver, how to process and extract Hydragenum from it.
      • A lesson on Troll Tongue, how to process and extract Aether from it.
    • Trolls
      • A review on Troll Hide, how to process and extract Vitriol from it out of a Troll.
      • A review on Troll Liver, how to process and extract Hydragenum from it out of a Troll.
      • A review on Troll Tongue, how to process and extract Aether from it out of a Troll.
    • Water Hag
      • A review on Venom Extract, how to process and extract Caelum from it out of a Water Hag.
      • A review on Water Essence, how to process and extract Caelum from it out of a Water Hag.
Free Time- 3:30pm to 6pm Until dinner, Apprentices were given free time to study, train and talk with the more experienced Witchers (if any around).
  • Smart apprentices would use their free time to study up on additional monster lore, curse breaking methods, and non-standard Witcher fare in the library under the guidance of Jalast, as well as additional alchemy lessons with Parrilt and Koild Neuwald.
  • Or the apprentices could seek out Buzralt 'Buzz' Gutenhaus and Rhulrialran 'Rhul' Vauglas to help/learn to how to do simple smith work or help repair Witcher gear. This was a good way for apprentices to meet elder Witchers who they might mentor under when they graduated.
Dinner- 6pm to no curfew but lights out at 10pm Apprentices would gather in the Dining Area and be fed their noon meal then they were free once again. Apprentices in their second year and beyond were not given a curfew but were warned about not being properly rested for the next days lessons and training.

Year Five

Apprentice Year Five Schedule
Breakfast- 7:30 to 9am Apprentices would gather in the Dining Area and be fed their morning meal then go with their trainers for their first period.
First Period- 9am to 10am Physical training with Master Witcher Caldigi, Master Witcher Kemro of Cintra, Master Witcher Cormac, as well as their aides the human former mercenary and bounty hunters Cozlim, and Farna. Which included running the Fox's Trail
Second Period- 10am to 11:15am Sword fighting training with Alexandre Nengenval [Temerian Devil.], Drarkesior Aep Llwuch [Addan Aenye.], and Griffin School Master Witcher Birrexi of Poviss [Viroledan Naev'de Feaine Glaeddyv], as well as practicing Crevan A'baeth Glaeddyv with each other. At this juncture the School would allow their apprentices to participate in inter-school sparring matches hosted at other schools via portals.
Third Period- 11:15am to 12:15pm Tracking and Wilderness Survival Training with Granselm Of Hoshberg and Datla Of Lod, would include lessons outside Burov Mylne and in the nearby forest. Apprentices would run obstacle courses on horseback while hitting targets with their sword and shooting elevated targets with a bow or crossbow.
Lunch- 12:15pm to 1:15pm Apprentices would gather in the Dining Area and be fed their noon meal then go with their trainer for their fourth period.
Fourth Period- 1:15pm to 2:30pm Archery Training with Phernirr, Didwa, and Draifa. They would teach Apprentices to use bows and crossbows to deadly accuracy. Apprentices would be practice on moving targets via hunting in the woods around Burov Mylne, they would be graded on their shots and what they took down.
Fifth Period- 2:30pm to 3:30pm Monster Lore with Loremaster Jalast taught the Apprentices about the various creatures and monsters they might meet on the path, it would occasionally also include an autopsy on monster body's conducted by Apprentices and overseen by Jalast. Jalast would also give lessons on hex and curse-breaking.
  • Cursed Ones
    • Lesson on cursed entities known as Werewolves.
      • Autopsy on a Werewolf Corpse
    • Hex and Curse-breaking
      • Hexes
        • The Hex of Shadows
          • How to identify an individual afflict by the 'Low' danger level hex, the Hex of Shadows.
            • Talks about whispers in the shadows and silhouettes around corners with nothing being there.
            • Bouts of paranoia without any history of it.
          • How to break the hex.
            • The subject must bring a bowl of clear water, a branch from a white myrtle bush, and a bottle of ink to a clearing under a crescent moon. When the moon is at its highest the subject must pour the ink into the water, dip the branch in the mixture, and shake droplets in a circle around themselves while holding their breath. If completed properly the hex should break.
        • The Eternal Itch
          • How to identify an individual afflict by the 'Low' danger level hex, the Eternal Itch.
            • Inflamed, itchy pustules growing on the subject's genitals, not caused by a sexual disease.
            • The constant annoyance makes them a little bit worse at tasks.
          • How to break the hex.
            • The subject must gather a unit of scleroderm, fool’s parsley, and bryonia. The subject must light a campfire and bundle up the herbs. With everything prepared the subject must light the herbs and crumble the burning ashes onto the afflicted area while reciting a series of magic words.
      • Curses
        • The Haunting
          • How to identify an area afflicted by the 'Medium' intensity curse, the Haunting.
            • Wraiths who will attack anything will manifest in the area and until the curse is broken will remanifest the next night even if killed.
          • How to break the curse.
            • Identify the wrongs that were done in the area and right them. This could be burying bodies that were not given proper burials or returning stolen property.
        • Lycanthropy
          • How to identify an individual afflicted by the 'High' intensity curse, Lycanthropy.
            • The afflicted will have a sharper sense of smell and hearing even in human form.
            • The afflicted will take to eating more red meat, almost bloody.
            • The afflicted may turn into a werewolf on any night with a guarantied transformation on nights of the full moon.
          • How to break the curse.
            • Depends on the situation but the penance is usually high. Although in the case of the Ulfhedinn Morkvarg, his curse was caused by a cursed wolf fang pendant. Breaking the curse was as simple as giving the afflicted the pendant.

Followed by a Alchemy lesson with the Gnomish Alchemist twins Parrilt Neuwald, and Koild Neuwald taught the apprentices the various alchemical procedures that would come with being a Witcher. Usually using materials from the previous monster lore lesson.

  • Monster Part Processing
    • Lesson on Werewolf Saliva, how to process and extract Hydragenum from it.
Free Time- 3:30pm to 6pm Until dinner, Apprentices were given free time to study, train and talk with the more experienced Witchers (if any around).
  • Smart apprentices would use their free time to study up on additional monster lore, curse breaking methods, and non-standard Witcher fare in the library under the guidance of Jalast, as well as additional alchemy lessons with Parrilt and Koild Neuwald.
  • Or the apprentices could seek out Buzralt 'Buzz' Gutenhaus and Rhulrialran 'Rhul' Vauglas to help/learn to how to do simple smith work or help repair Witcher gear. This was a good way for apprentices to meet elder Witchers who they might mentor under when they graduated.
Dinner- 6pm to no curfew but lights out at 10pm Apprentices would gather in the Dining Area and be fed their noon meal then they were free once again. Apprentices in their second year and beyond were not given a curfew but were warned about not being properly rested for the next days lessons and training.
Year Six

TBA

Year Seven

TBA

Year Eight

TBA

Year Nine

TBA

Year Ten

The Trial of the Medallion (WIP)

Apprentices would be given the Trial of the Medallion in groups of three, they would be brought to the edge of a special training area outside of Burov Mylne, specifically to a Leyline Convergence Point to charge their medallions with its special properties. The Apprentices were told where the Point was and were charged with performing the ritual and making it back safely from the monster infested lands. Upon their arrival back at the Keep they would be officially counted among the ranks of the School.

School Ranking System

Grandmaster Witcher: The School Grandmaster, was the leading member of the individual Witcher schools, as they emerged from the chivalric tradition of the early Order of Witchers. The School Grandmaster oversaw the life in the keep, but didn't flinch from the duty of slaying monsters on the Path either. It was Grandmaster who decided what objective the guild would follow, apart from killing monsters.

Master Witchers: The second highest position within a Witcher School, during times of great import to the school they would gather up as a council with the Grandmaster to plan the School's future. To be considered a true Master Witcher, long tenure in the trade or hunts of powerful monsters (Higher Vampires, True Dragons, etc) were necessary, in other words reliability and experience. In the event of an attack on their keep Masters would serve as overall commanders giving orders and leading their fellow Witchers.

Elite Witchers: If Master's served as Commanders then the Elites served as their captains, Elites and above would handle the education of the next generation of Witchers in one way or another, The School of the Fox usually would assign two Adepts or lower ranks to an Elite Witcher to mentor them and to form defense squads in the event of an attack on the castle. See Master Witcher entry for promotion requirements.

Adept Witchers: During the winter months and combat situations would serve as Lieutenants, they would follow the orders of their assigned Elite and protect non-witcher staff from harm in the event of an attack. Adept Witcher gain promotion to Elite status when their Elite mentors believes they are ready and issues a promotion request to the School Council.

Witchers: A fully graduated Witcher usually lasts at this rank ten to twenty years before they are considered for a promotion to an Adept. This rank use to have the highest death rate as it is before experience is acquired leading to deaths from ill preparation, over-confidence and lack of information during investigations. With the implementation of the Mentor program, at the School of the Fox, graduate death numbers lowered by 85%. In the event of an emergency such as an attack, Adepts or above would issue orders to base level Witchers.

Apprentices: Not fully realized Witchers either in their first (Training) through fifth stage (Final ceremony) of their development. Upon completing their school's final ceremony, experiment or test they would be considered actual Witchers. Apprentices received the most hands on care. An Apprenticeship would consist of ten years of training and molding. Starting off with physical training, whose oversight was spread between: Master Witcher Caldigi, Master Witcher Kemro of Cintra, Master Witcher Cormac, as well as the human former mercenary and bounty hunters Cozlim, and Farna. Apprentices would be taught Witcher sword-fighting styles by Alexandre Nengenval [Temerian Devil.], Drarkesior Aep Llwuch [Addan Aenye.], and Griffin School Master Witcher Birrexi of Poviss [Viroledan Naev'de Feaine Glaeddyv], before being taught the Fox's own Crevan A'baeth Glaeddyv to round out their sword-fighting repertoire.

Apprentices were taught the art of using a bow and a crossbow by Phernirr, Didwa, and Draifa.

Lessons in Monster Lore were taught by Master Witcher Jalast while the Gnomish Alchemist twins Parrilt Neuwald, and Koild Neuwald taught the apprentices the various alchemical procedures that would come with being a Witcher.

Known members

Witchers

Grandmaster Witcher: The leading member of a Witcher school. They oversaw life in the keep, but would also continue to slay monsters on the Path. It was the Grandmaster's job to decide what objective the school would follow.
Picture Name Achievements Appearance Term of Service Fate
Velcal Velcal [ Former Fox School Grandmaster, retired ]
  • Originally a member of the Order of Witchers, was going to join with the School of the Griffin but did not see eye to eye with Griffin Grandmaster Erland of Larvik.
  • Would later join up with the School of the Wolf, where he argued with Wolf Grandmaster Barmin and went on to found his own School.
  • Founder of the School of the Fox and its first Grandmaster.
  • When he retired he gave his Grandmastership to his foster son Cale.
  • Still alive in the 14th century and beyond but retired.
TBD 1010-TBD Retired
Cale [ Former Fox School Grandmaster, confirmed dead by Ukok ]
  • Adopted son of Veical
  • Second Grandmaster in the School of the Fox's history.
TBD TBD
Deceased †
Narce [ Former Fox School Grandmaster, status unknown ]
  • Adopted son of Cale.
  • Third Grandmaster in the School of the Fox's history.
  • Disappeared when exploring some ruins.
TBD TBD
Status unknown ∅
Caa3379b44eb4f839761f8b7681eb249 Adalwulf of Aedirn
  • Knighted by Demavend III and has his own land in the kingdom.
  • Former Wolf School Master Witcher that willingly integrated into the School of the Fox.
  • Later becomes the fourth Fox School Grandmaster in the year 1300.
  • Started the Restructuring Process.
    • Started the Witcher Training Initiative in 1301.
    • Retrieved and safeguarded School of the Hawk documentation and techniques in 1302.
    • Started the Witcher Reformation Act in 1305.
    • Achieves contact and friendship with the School of the Lion in the Far South via Megascope in 1307.
  • Participated in the Haak Invasion of the Northern Kingdoms as a Knight of Aedirn.
Adalwulf has an oval shaped face, a usually deadpan expression, a slightly crooked nose from his time during witcher training, and grey and amber central heterochromia which along with his usual expression made his cat eyes hard to notice unless he was angry, would fully open his eyes for effect or was being effected by potions.  

He has long, upper back length lank, dark brown hair which he would slick back, and loosely gathered in a ponytail or tie in a braid. Depending on his circumstances he would sometimes grow out a beard, be clean shaven or have stubble, his beard when a decent length would feature multiple natural hair colors. His body has a Witcher's well-chiseled physique.

1300-???? Active Service


Master Witchers: The second highest position within a Witcher School, during times of great import to the school they would gather up as a council with the Grandmaster to plan the School's future. To be considered a true Master Witcher, long tenure in the trade or hunts of powerful monsters (Higher Vampires, True Dragons, etc) were necessary, in other words reliability and experience. In the event of an attack on their keep Masters would serve as overall commanders giving orders and leading their fellow Witchers.
Picture Name Achievements Appearance Service Fate
Caldigi1 Caldigi
  • Former Master Witcher of the School of the Cat willingly integrated into the School of the Fox after the Dyn Marv assault.
  • Was integrated under Grandmaster Narce.
Standing 5' 8" tall, muscular with pasty skin, Caldigi has a moody feel about him.

He has alert amber eyes and his hip-length, straight, auburn hair is pulled into a bun.

He usually wore masculine clothes that were slightly too small.

Approximately started around 1272 owards
Clerwa Erte
  • Master Witcheress
  • Was a Master Witcheress prior to the Restructuring.
Cormac
  • Former Master Witcher of the School of the Bear that willingly integrated into the School of the Fox.
1301 onwards
Geastras
  • Was a Master Witcher prior to the Restructuring.
Kemro Kemro of Cintra
  • Former Master Witcher of the School of the Griffin that willingly integrated into the School of the Fox.
  • Serves with his fellow former Griffin Witcher partner Zivor of Redania as the Recruitment and Retrival Squad for the School.
Androgenous look about them. Male identifying. 1301 onwards
Natka
  • Was a Master Witcher prior to the Restructuring.
Ozul
  • Was a Master Witcher prior to the Restructuring.
Ukok Ukok
  • Was a Master Witcher prior to the Restructuring.
Half giant-half dwarf

Tall like a giant with the broad shoulders and a barrel-like chest of a dwarf. Easily the largest of the Master Witchers. Often mistaken for a Bear Witcher.

Visul
  • Was a Master Witcher prior to the Restructuring.


Elite Witchers: If Master's served as Commanders then the Elites served as their captains, Elites and above would handle the education of the next generation of Witchers in one way or another, The School of the Fox usually would assign two Adepts or lower ranks to an Elite Witcher to mentor them and to form defense squads in the event of an attack on the castle. See Master Witcher entry for promotion requirements.
Picture Name Achievements Appearance Service Fate
Gonila (Elite Witcheress)
  • Mentor and squad leader to Lirkac and Neskos.
Jalast1 Jalast
  • Exiled from the School of the Griffin when he was Elite rank, he was reformed and willingly integrated into the School of the Fox.
  • Became the School of the Fox's Loremaster.
Ginger, shoulder-length hair awkwardly hangs over a frowning face. Bright amber eyes, set elegantly within their sockets, watch gratefully over their brother and sister Witchers they've rarely felt at home at for so long.

Smooth skin beautifully compliments his eyes and leaves a satisfying memory of his upbringing.

This is the face of Jalast, a true globetrotter among Griffin Witchers, now a member of the School of the Fox. He stands awkwardly among others, despite his brawny frame.

There's something curious about him, perhaps it's his sense of comradery or perhaps it's simply his sense of humor. But nonetheless, people tend to take pride in knowing him as a friend, while treating him to a good meal when he's around.

TBD
Neicrubriel Neicrubriel
  • Fox School Witcher who rose to the rank of Elite.
  • Assigned to serve as mentor and squad leader to Berhanu and Zanock between 1301-1321.
Aen Seidhe. Long black hair with elven ornamentation. Amber cat eyes. Wears the gear of the Elite rank for the School of the Fox.
Relollid
Thesaall
  • Assigned to serve as mentor and squad leader to Chovod and Vedalt between 1310-1330.
Aen Seidhe. Long blonde hair tied in a braid. Bluish cat eyes. Wears the gear of the Elite rank of the School of the Fox.
Uarkan
Zelka
  • Assigned to serve as mentor and squad leader to Arnza var Anahid and Krianall between 1310-1330.
Adept Witchers: During the winter months and combat situations would serve as Lieutenants, they would follow the orders of their assigned Elite and protect non-witcher staff from harm in the event of an attack. Adept Witcher gain promotion to Elite status when their Elite mentors believes they are ready and issues a promotion request to the School Council.
Picture Name Achievements Appearance Service Fate
Ancall
  • Reformed School of the Crales Witcher.
  • Has been promoted to Adept under Elite Witcher Uarkan since joining.
Berhanu Berhanu
  • Reformed School of the Rhino Witcher.
  • Has been promoted to Adept under Elite Witcher Neicrubriel since joining.
Darker complexion. Large build similar to a Bear School Witcher.
Biastra
  • Reformed School of the Crales Witcher.
  • Has been promoted to Adept under Elite Witcher Uarkan since joining.
Lirkac
  • School of the Fox Adept under Elite Witcheress Gonila
Neskos
  • School of the Fox Adept under Elite Witcheress Gonila
Zanock
  • Reformed School of the Rhino Witcher.
  • Has been promoted to Adept under Elite Witcher Neicrubriel since joining.
Darker complexion. Large build similar to a Bear School Witcher.


Witchers: A fully graduated Witcher usually lasts at this rank ten to twenty years before they are considered for a promotion to an Adept. This rank previously had the highest death rate as it is before experience is acquired leading to deaths from ill preparation, over-confidence and lack of information during investigations. With the implementation of the Mentor program, at the School of the Fox, graduate death numbers lowered by a lot. In the event of an emergency such as an attack, Adepts or above would issue orders to base level Witchers.
Picture Name Achievements Appearance Service Fate
Drivuk
  • Volunteered to search for other Witchers for the Witcher Reformation Act.
  • Was the Witcher who made contact with the School of the Lion.
Oca of Toussaint
Zebaar Zebaar Originally born from the union of a Zangvebari slave and an Okamese slave. He has an 'afro-asian' look about him.
IMG 20190315 123321 Zivor of Redania [Former Witcher of the School of the Griffin that willingly integrated into the School of the Fox .]
  • Formerly a Witcher of the School of the Griffin who willingly integrated into the School of the Fox.
  • Serves with his fellow former Griffin Witcher partner Kemro of Cintra as the Recruitment and Retrival Squad for the School.
Male, bald, 10'4" tall often mistaken for a giant. 1301 onwards
Apprentices: Not fully realized Witchers either in their first (Training) through fifth stage (Final ceremony) of their development. Upon completing their school's final ceremony, experiment or test they would be considered actual Witchers. By the first half of the 14th century the death rate of the Trials had dropped tremendously, through the introduction of relief treatments. Apprentices following the implementation of the new mutagenic mixture for the Trial of the Grasses had a tendency to develop a single additional unique gift.
Picture Name Achievements Unique Ability Appearance Graduation Year Service Fate
Arnza var Anahid Arnza var Anahid
  • Witcher Apprentice at the School of the Fox.
  • Assigned to Zelka after his graduation.
Psychic Type - Telekinesis (Basic)
  • Binding: To keep object/being from moving.
  • Object Calling: To call any object to one's hand.
  • Simultaneous Interaction: To interact with multiple objects at a time.
  • Levitation: To lift an object, e.g. raising a pitcher several inches into the air.
  • Homing Effect: To make any object automatically follow, home in, and lock onto its target or targets until it hits them.
  • Unarmed Weapon Wielding: Using his telekinesis Arnza var Anahid is capable of wielding weapons without touching them.
Human. Medium length golden hair with amber cat eyes, obvious Nilfgaardian ancestry with an accent. 1310
Chovod Chovod
  • Witcher Apprentice at the School of the Fox.
  • Assigned to Thesaall after his graduation.
Supernatural type- Dimension Gate
  • Portal creation between dimensions or planes
    • Weakness
      • Is nowhere near as strong as Cirilla Fiona Elen Riannon in his abilities, is not capable of teleporting, nor travelling in time just creating portals or gates that connect at that point in time across dimensions or planes, he casts signs like other Witchers with no other extraordinary magical abilities.
    • Strengths
      • At first this power was quite unstable as he had no knowledge of any of the new places leading him to connect gates to dangerous areas like deep underwater (Plane of Water) partially flooding the practice area he was in or above a volcano (Plane of Fire) which he could thankfully see once he popped his head through. Once he gets a proper mental image in his head of where he needs to go he can create portals there without endangering himself or others.
Standing 6' 1" tall, this white skinned man has an aloof feel about him. A particularly notable feature is his perfectly manicured nails, and he has a small burn mark on his face which he never talks about.

His hip-length, shiny, black hair is pulled into a ponytail. He has a full moustache and full beard.

He has a narrow face, an aquiline nose, and full lips. His soulless brown eyes are small and he has angular eyebrows.

He has strong arms, a short torso with chiselled abs, a well-defined waist, and short legs.

He often wears perfectly pressed, ambiguous clothes that are mostly dark-coloured and well-fitting. He is usually seen wearing a specific shawl.

1310
Krianall Krianall
  • Witcher Apprentice at the School of the Fox.
  • Assigned to Zelka after his graduation.
Energy Control type
  • Weakness
    • Has a limited internal energy tank meaning he has a limit to how much energy he can hold or project at one time.
  • Strengths
    • EMP-like waves that can short out magic (and later after its invention electricity).
    • Energy drain. (Draw energy from the surroundings and other people)
    • Energy projection
Aen Seidhe. Grey cat eyes. Medium length oak brown hair. Grows to be about 5'9". 1310
Vedalt Vedalt

Lord Ammuna Kastrioti Zog-Verina (Higher Vampire Identity)

Gan'Vas-Neu'Gus (True demon name and identity)

  • Witcher Apprentice at the School of the Fox.
  • Assigned to Thesaall after his graduation.
  • Becomes a deep agent and researcher for the School of the Fox, specializing in Vampire attacks and Demonic/Goetic activity.
  • Meets the Unseen Elder and is tasked with keeping the peace among the Vampires and Humans, receiving the blood of a True Higher Vampire giving him some of the abilities of one as well as the status of one.
  • Integrates himself into both Vampire Society and Demonic Society. Provides research on both cultures.
  • He has published several research and informational books on the subjects of vampires and demons which are found in the School of the Fox library under a pseudonym, of course.
Supernatural type- Vampiric-like and demonic-like alternate forms.
  • Weaknesses
    • Vampire
      • Allergy and weakness to silver and direct sunlight causes discomfort.
      • In his Vampire form, his personality and behaviors become more impulsive and instinctual which can override his witcher's common sense.
    • Demon
      • Can be bound (via a true staff of binding) or banished (forcibly teleported away via a wand of banishment) like any other demon via Goetic Rituals.
  • Strengths
    • Vampire form
      • Vampire Physiology
        • Blood Consumption: In his Vampire form Vedalt is able to consume human and non-human blood.
        • Blood Empowement: Strengthened by blood consumption, similar effects to alcohol can get Vedalt drunk in larger quantities.
        • Blood Flow Vision
        • Fang Retraction
          • Powerful Bite
        • Fog Generation
        • Mind Control
          • Hypnosis
        • Shapeshifting
          • Full Vampire form (achieved after being changed by the Unseen Elder)
          • Half-breed form (achieved after being changed by the Unseen Elder)
          • Mist form
        • Wallcrawling
    • Demon form
      • Demon Physiology
        • Corporealization
        • Dark Arts
        • Demonic Form
        • Intangibility/Conditional Tangibility
        • Marking (Lucifuge)
        • Natural Weaponry
          • Claw Retraction
          • Horn Protrusion
          • Prehensile Tail
        • Wing Manifestation
Human. Short black hair. Crimson eyes. Grows to be 5'7". Looks similar in both his vampire and demon forms with obvious differences between them. 1310
Pre-Restructuring Witcher Status: (Deceased= †, Missing= ∅)
Picture Name Achievements Appearance Service Fate
Bistob † Confirmed dead by Ukok, medallion recovered and returned to Burov Mylne.
Bridiast † Confirmed dead by Ukok, medallion recovered and returned to Burov Mylne.
Tadleithast † Confirmed dead by Ukok, medallion recovered and returned to Burov Mylne.
Feonzad † Confirmed dead by Ukok, medallion recovered and returned to Burov Mylne.
Aule of Nilfgaard ∅ Unknown status, presumed dead.
Ceimimand ∅ Unknown status.
Chibla ∅ Unknown status.
Curtun ∅ Unknown status.
Dualleoced ∅ Unknown status, presumed dead.
Eveb ∅ Unknown status, presumed dead.
Ecrak ∅ Unknown status, presumed dead.
Fimualt ∅ Unknown status.
Heocec ∅ Unknown status.
Lars of Magne Lars of Magne ∅ Unknown status, he disappeared after the Second Conjuction, trying to kill a sea monster.
Mogak ∅ Unknown status, presumed dead.
Nellesi
  • Fox School Witcheress
∅ Unknown status.
Thaarac ∅ Unknown status.
Thaikric ∅ Unknown status.
Vel of Vicovaro ∅ Unknown status, presumed dead.
Vierkuck ∅ Unknown status.
Urvis ∅ Unknown status, presumed dead.

Non-Witcher or Out of School-Affiliated Witcher School Staff

School Resident Mages: Charged with overseeing the Witcher mutagenic trials and magical training as well as research on improving the process. In charge of teaching apprentices how to use Witcher Signs.
Picture Name Achievements Appearance Service Fate
Eishe of Vicovaro Eishe of Vicovaro
  • Graduate of Gweison Haul Magic Academy.
  • Was granted a commission in the Vicovaro Ducal Court.
  • Left the Vicovaro Ducal Court during the Third Nilfgaardian War and reunited with her remaining siblings.
  • Joined the School of the Fox alongside her twin brother Adalwulf of Aedirn, younger sister Arrah of Verden, and her sister's lover former court mage of Verden, Marvos of Verden.
  • Given an official pardon by the Nilfgaardin Empire under the term that she returned to her post at the Vicovarian Ducal Court
  • Head Researcher and Mage for the school in the 14th century onwards.
  • She is allowed to continue her work with the School of the Fox, and serves as the school's representative in the Vicovarian Ducal Court.
Fopha Brickevrerg Fopha Brickevrerg
  • Former student and apprentice of Eishe of Vicovaro
  • Graduate of Gweison Haul Magic Academy.
  • Later recruited after Eishe joined the School of the Fox as an assistant both for her school work and at the Vicovarian Court.
C0bf996a24354f8290c9a3c531e43410 Arrah of Verden
  • Former student and apprentice of Envone of Verden, who was like a patient foster mother to the young girl, later unbeknownst to Arrah, she helps Arrah get a Court Mage position with the kingdom of Verden as well as nudges her towards a relationship with Envone's son, Marvos of Verden.
  • Graduate of Aretuza Magic Academy.
  • Was granted a commission in the Verden Royal Court, after impressing a dignitary from the court as well as receiving a recommendation from her mentor Envone of Verden.
  • Left the Verden Court during the Third Nilfgaardian War and reunited with her remaining siblings.
  • Joined the School of the Fox alongside her older brother Adalwulf of Aedirn, and her older sister Eishe of Vicovaro.
  • Second-in-command of the Research team and the mages.
Appears to be seventeen years old, but is much older.

Standing 5' 2" tall, and frail with pale skin, this woman has a snooty feel about her. She has meaningful dark brown eyes and her very short, curly, brown hair is styled with a military cut. She usually wears matching clothes that are well-fitting.

Mevre Mevre of Kovir
  • Former student and apprentice of Arrah of Verden, who was a very hands on teacher and friend to the young girl.
  • Graduate of Aretuza Magic Academy.
  • Later recruited after Arrah joined the School of the Fox as an assistant for her school work.
Marvos Marvos of Verden
  • Son of the Aretuzan trained sorceress and former mentor of his lover Arrah of Verden, Envone of Verden.
  • Graduate of Ban Ard Magic Academy.
  • Was granted a commission in the Verden Royal Court under the recommendation of his mother.
  • Left the Verden Court during the Third Nilfgaardian War and later reunited with Arrah and her family.
  • Joined the School of the Fox alongside his lover Arrah of Verden, her older brother Adalwulf of Aedirn, and her older sister Eishe of Vicovaro.
  • Researcher and Mage for the School.
Standing 6' 1" tall, this white skinned man has a powerful feel about him. A particularly notable feature is his mischievous grin.

His medium-length, thick, black hair is slick. He has a long, messy moustache that is a shade greyer than his hair and a medium-length, unkempt beard.

He has an oval face, a well-formed nose, and angled lips. His stern dark brown eyes are small and he has a thick eyebrows.

He has short arms, a narrow torso, and spindly legs.

He often wears new, practical clothes that are mostly white. He is usually seen wearing a specific pair of gloves. He is carrying a box.

Kind Aep Lwudhigh
  • One of the resident school mages following the founding of the School.
Davilcirr Brickagra One of the resident school mages following the founding of the School.

Fencing Instructors

Charged specifically with training apprentice Witchers in swordplay techniques.
  • Alexandre Nengenval [ The Temerian born swordplay trainer of the Temerian Devil. ]
  • Drarkesior Aep Llwuch [ The Nilfgaardian elven swordplay trainer of the Addan Aenye, the Fiery Dancer sword style. ]
  • Birrexi of Poviss [ The Koviri swordplay trainer of the Viroledan Naev'de Feaine Glaeddyv, the Nine Sun Swords sword style, on loan from the Griffin school. ]

Hunting and Tracking Instructors

Charged with training apprentice Witchers in tracking, and wilderness survival techniques.
  • Granselm Of Hoshberg [An Aedirnian hunter who trains apprentice Witchers in tracking alongside Datla of Lod. ]
  • Datla Of Lod [An Kaedweni hunter who trains apprentice Witchers in wilderness survival alongside Granselm of Hoshberg. ]

Trainers

Charged with oversight of physical conditioning of Apprentice Witchers.
  • Caldigi [Former Master Witcher of the School of the Cat that integrated in the School of the Fox after the Dyn Marv assault.]
  • Kemro of Cintra [Former Master Witcher of the School of the Griffin integrated in the School of the Fox.]
  • Cormac [Former Master Witcher of the School of the Bear that integrated in the School of the Fox.]
    • Cozlim [Former mercenary and bounty hunter under contract to the School of the Fox. Acts as aides to the three Master Witchers.]
    • Farna [Former mercenary and bounty hunter under contract to the School of the Fox. Acts as aides to the three Master Witchers.]

Archery and Crossbowmanship Teacher

Charged with instilling accuracy with both archery and with a crossbow in the Witcher trainees.
  • Phernirr
  • Didwa
  • Draifa

Alchemy and Bomb-making Instructors

In charge of teaching alchemy, potions, oils, decoctions and bomb recipes to the witcher trainees.
  • Parrilt Neuwald [The older of the gnomish twins in charge of development and instruction of the alchemical and bomb making process.]
  • Koild Neuwald [The younger of the gnomish twins in charge of development and instruction of the alchemical and bomb making process.]

School Spymaster

The resident master-in-charge of coordinating the school's spying efforts both abroad and in the Empire.
  • Vrartres Aep Maellodh [The Nilfgaardian born master of spies for the School of the Fox.]

Assassin Contractor

The resident master-in-charge of coordinating the school's assassination contracts both abroad and in the Empire.
  • Linne Aep Munagh [The Nilfgaardian born master of assassins for the School of the Fox.]
    • Vassidis Aep Bryllum [The male assistant of Linne Aep Munagh]
    • Llervla Aep Bedoll [The female assistant of Linne Aep Munagh]

School Librarian and Loremaster

The resident scholar-in-charge of maintaining the School's library and acquiring new relevant knowledge.
  • Jalast [Exiled Elite Griffin Witcher who joined the school.]

Recruitment and Retrieval Squad

A squad sent to acquire orphans, volunteers and children of surprise claimed by the school's witchers, to go through the conversion process. They also recruit for the School such as mages, smiths and associates.
  • Zivor of Redania [Former Witcher of the School of the Griffin integrated in the School of the Fox.]
  • Kemro of Cintra [Former Master Witcher of the School of the Griffin integrated in the School of the Fox.]

Blacksmiths

Responsible for the creation and sale of Witcher gear and swords usually exclusively to members of the school and (sometimes) to approved members of other schools.
  • Buzralt 'Buzz' Gutenhaus [A Grandmaster level gnomish runic inscriptionist and swordsmith, works with Rhulrialran to create most of the School's Witchers gear, armor and swords.]
  • Rhulrialran 'Rhul' Vauglas [A Grandmaster level dwarven armor smith, works with Buzralt to create most of the Schools Witchers gear, armor and swords.]

Others

  • Aine aep Avuffu [Grandmaster's personal assistant and lover, bard for the school]
  • Vancaged [ Status unknown ]
  • Gute
  • Lerthes
  • Dune Ertulahm [ Status unknown ]
  • Rurda
  • Sorra
  • Guldivick [ Status unknown ]

Allies

Trivia

  • These Witchers were the ones who advised The Usurper to visit the School of the Viper for the Northern expansion.