Information
Witcher has a minion!
Arion the Diamas
Arion the Diamas
Witcher
Legacy Name: Migrant
The Storm Harvester
Owner: Monologue
Age: 10 years, 10 months, 2 days
Born: June 17th, 2013
Adopted: 9 years, 10 months, 1 week ago
Adopted: June 10th, 2014
Statistics
- Level: 111
- Strength: 277
- Defense: 277
- Speed: 277
- Health: 278
- HP: 278/278
- Intelligence: 352
- Books Read: 340
- Food Eaten: 12
- Job: Planetarium Assistant
The Path is a lonesome, thankless, and perilous undertaking. It is some twisted form of wanderlust eating away in your bones. It's the way in which the villagers mutter and glare; how they try to overcharge you for board and off-tasting swill. It's in the way those self-same villagers come begging for your swords and brute strength when they give you a contract, stinking of fear the entire time. You stalk. You hunt. You spill your blood and lug back proof of a job completed and get rewarded with a meager pouch of coin on a good day.
On a bad day, or perhaps even a normal one, you wheel your horse around and get run out of town.
On the good days, a portion of coin that's so cold it hasn't even met the inside of your purse is forked out to put a roof over your head, and to see that your horse is given a handful of oats and a full net of hay. If you're particularly grimy, or the monster of the week took a particular shine to you, you shell out more for a bath. The maid fills the tub with water that's just short of boiling, and maybe she thinks that this is an insult to you, when it's just at the right temperature to soothe the screaming of your muscles. Then your swords must be tended to—properly—and your armor must be inspected—carefully—and you'll pack and repack your scant belongings because what coin you missed out on here you can (probably) make back when you sell the monster parts to an apothecary.
That too, is a gamble. There are shops you've been to that have cheated you far worse than any innkeeper ever could, and you'd been forced to commit because of timing and location. There are shops with worn counters that taught you how to haggle and, when that failed, taught you how to force your price. Then there are the shops that will take what you have and actually pay you their worth. You guard their locations jealously in the map of your memory, because this is what the Path teaches you early on: between a safe spot to rest, a hot meal, and fair pay, you can often only choose one.
This is your life: all your worldly possessions condensed down to what can fit into your saddlebags and what can be strapped upon your back, just enough to ensure your survival but not enough to weigh you down. You know the contents of your tattered, dog-eared field guide like the back of your hand, but you keep the ragged thing anyway because there's still some miserable little human part of you that the Trials failed to burn out. It still aches when it sees your childish scrawl on the inside cover. You do not feel emotions, which is a lie, but some days you wonder if it was the first lie that your instructors taught you because they hoped that, through repetition, it would become real.
This is your Path: you turn your horse out onto the road, chasing rumors. There are contracts posted to boards that are more often riddles than cut-and-dry flyers. There are injuries, and there is coin, and there are sneering jeers and harsh words spat your way. There are nights spent camped out in the woods, some more pleasant than others. There are times that you go months without seeing one of your brothers, but you'll hear tall tales of their exploits now and again, and that blunts the teeth of your loneliness.
You are a Witcher, and so you shouldn't want more. You shouldn't want a place to return to, soft words and kind hands, a warm bed under a sturdy roof. Those are things for humans, and you don't have enough humanity left in you to be entitled to that, but—
But.
That miserable little human that weathered the hardships of training and the injustices of the Trials is a little bigger than you anticipated. He rattles against the cage of your ribs, spearing you with want. He makes you stop at the edges of meadows flush with summer wildflowers not just to pick ingredients for your potions but to snag an extra sprig here and there, just because it's pretty. He's in that little pleased hum when you bite into the first apple of fall and sweetly tart juice floods onto your tongue. Every now and then he'll slip a few extra coins into the worn palms of widows or break off a heel of bread for bedraggled orphans. He's never thanked, but there's something powerful in how he can still do this, if nothing else.
But at the end of the day, you are still the only one who stitches yourself together after a hunt. It's a monster's temper that rears its ugly head when your pay is barely enough to cover your potions ingredients. Bandits and mercenaries get set upon you more often than not and you kill them, mostly to defend yourself but also partly to vent, and you pick them clean of any useful possessions with a clear conscience. You take what kindnesses miraculously come your way and never linger. It is safer that way.
There are monsters, and there are contracts, and there is coin. You are still alive today. That has to be enough.
Credits:
Base profile code by Maruun, edited by Monologue
Story by Monologue
Background from Witcher 3: The Wild Hunt
Witcher (c) Andrzej Sapkowski
Fonts from Google Fonts.
On a bad day, or perhaps even a normal one, you wheel your horse around and get run out of town.
On the good days, a portion of coin that's so cold it hasn't even met the inside of your purse is forked out to put a roof over your head, and to see that your horse is given a handful of oats and a full net of hay. If you're particularly grimy, or the monster of the week took a particular shine to you, you shell out more for a bath. The maid fills the tub with water that's just short of boiling, and maybe she thinks that this is an insult to you, when it's just at the right temperature to soothe the screaming of your muscles. Then your swords must be tended to—properly—and your armor must be inspected—carefully—and you'll pack and repack your scant belongings because what coin you missed out on here you can (probably) make back when you sell the monster parts to an apothecary.
That too, is a gamble. There are shops you've been to that have cheated you far worse than any innkeeper ever could, and you'd been forced to commit because of timing and location. There are shops with worn counters that taught you how to haggle and, when that failed, taught you how to force your price. Then there are the shops that will take what you have and actually pay you their worth. You guard their locations jealously in the map of your memory, because this is what the Path teaches you early on: between a safe spot to rest, a hot meal, and fair pay, you can often only choose one.
This is your life: all your worldly possessions condensed down to what can fit into your saddlebags and what can be strapped upon your back, just enough to ensure your survival but not enough to weigh you down. You know the contents of your tattered, dog-eared field guide like the back of your hand, but you keep the ragged thing anyway because there's still some miserable little human part of you that the Trials failed to burn out. It still aches when it sees your childish scrawl on the inside cover. You do not feel emotions, which is a lie, but some days you wonder if it was the first lie that your instructors taught you because they hoped that, through repetition, it would become real.
This is your Path: you turn your horse out onto the road, chasing rumors. There are contracts posted to boards that are more often riddles than cut-and-dry flyers. There are injuries, and there is coin, and there are sneering jeers and harsh words spat your way. There are nights spent camped out in the woods, some more pleasant than others. There are times that you go months without seeing one of your brothers, but you'll hear tall tales of their exploits now and again, and that blunts the teeth of your loneliness.
You are a Witcher, and so you shouldn't want more. You shouldn't want a place to return to, soft words and kind hands, a warm bed under a sturdy roof. Those are things for humans, and you don't have enough humanity left in you to be entitled to that, but—
But.
That miserable little human that weathered the hardships of training and the injustices of the Trials is a little bigger than you anticipated. He rattles against the cage of your ribs, spearing you with want. He makes you stop at the edges of meadows flush with summer wildflowers not just to pick ingredients for your potions but to snag an extra sprig here and there, just because it's pretty. He's in that little pleased hum when you bite into the first apple of fall and sweetly tart juice floods onto your tongue. Every now and then he'll slip a few extra coins into the worn palms of widows or break off a heel of bread for bedraggled orphans. He's never thanked, but there's something powerful in how he can still do this, if nothing else.
But at the end of the day, you are still the only one who stitches yourself together after a hunt. It's a monster's temper that rears its ugly head when your pay is barely enough to cover your potions ingredients. Bandits and mercenaries get set upon you more often than not and you kill them, mostly to defend yourself but also partly to vent, and you pick them clean of any useful possessions with a clear conscience. You take what kindnesses miraculously come your way and never linger. It is safer that way.
There are monsters, and there are contracts, and there is coin. You are still alive today. That has to be enough.
Base profile code by Maruun, edited by Monologue
Story by Monologue
Background from Witcher 3: The Wild Hunt
Witcher (c) Andrzej Sapkowski
Fonts from Google Fonts.
Pet Treasure
Unadorned Steel Sword
Unadorned Silver Sword
Medallion of Warding
Staring Sphynx Contacts
Dark Ranger Combat Dagger
Vampire Hunter Crossbow
Embellished Scabbard
Dungarde Pauldron Armor
Enormous Leather Bag
Halfling Sturdy Leather Bag
Sneak Thief Reliable Satchel
Bed Roll
Halfling Long Cloak
Coal Heavy Winter Cloak
Peka Highlands Scouting Gear
Tattered Map
Bundle of Old Maps
Blank Parchment
Rugged Black Stitch Kit
Sneak Thief Pick Set
Old Compass
Coiled Rope
Spilled Lampwick and Oil
Flint And Steel
Non-Candy Coins
Bubbly Soap
Romero Badlands Saddle Wax
Bristle Brush
Combo Brush
Courageous Hero Boots
Sangrif Vest
Dark Ranger Rugged Leather Shirt
Black Poetic Shirt
Plain Undershirt
Ink-Stained Pirate Shirt
Cream Spare Sailcloth
Rugged Leather
Plain Leather
Snake Eyes
Mismatched Playing Card Deck
Carefree Bard Performance Flyer
Forgotten Book of Card Games
Book of Extremely Vague Prophecy
Armor Repair and Improvements
Island Plants and Poisons
Properly Preparing Fish
DIY Bonfire Book
Campfire Cooking
Field Guide to Sentient Plants
Crafty Sails
Crypts Survival Guide
How to Not Accidentally Free a Sea Witch
How to Fight Crabs
Ruined Travel Guide
Unfinished Crested Harpy Research
Lycanthrope Discard Moon Phases Chart
Pack of Potions
Potion of Cat
Dark Ranger Agility Potion
Warlock Apothecary Oils
Arsenic Poison Vial Kit
Unliving Alchemists Tools
Gourd Witch Empty Potion Bottles
Shinwas Health Potion
Empty Vial
Toxic Apothecary Bottle
Wooden Mortar and Pestle
Analeptic Alzebo
Shinwas Blessed Water
Universal Antidote
Quicksilver
Fishliver Oil
Gourd Witch Sanguine Herb Pouch
Gourd Witch Bruised Herb Pouch
Useful Herbs
Pine Sachet
Henbane
Monks Hood
Deadly Nightshade
Mandrake Root
Belladonna
Shinwas Flower of Morning
Fresh Mistletoe
Common Rue
Honeysuckle Sprig
Whole Sage Leaves
Sage
Mizuna
Wormwood
Wild Clover
Shinwas Flower of Morning
Vodka
Brandy
Whiskey
Port Port
Fishtail Rum
Honeyed Mead
Rugged Patchwork Camping Tent
Wood-Fired Pizza Fuel
Krampus Birch Branches
Burning Log
Oat Groats
Pine Nuts
Dried Fruits and Nuts
Salt Pork
Jerkied Beef
Landjaeger Sausage
Salt Cod
Side of Smoked Fish
Hard Dough Bread
Hardtack
Roast Chestnuts
Roasted Corn on the Cob
Roast Rabbit
Roast Venison Cutlets
Freshly Caught Grilled Fish
Blackened Catfish
Turkey Leg
Charred Fish on a Stick
Mysterious Drumette
Roasted Rat
Wild Rabbit Companion
Uncooked Fish
Trout
Rainbow Trout
Porcini Mushroom
Saffron Milk Cap
Bolete Mushroom
Chanterelle Mushroom
Bonfire
Enticing Cave
Exhumed Coffin
Disturbed Gravesite
Necromancer Disturbed Crypt Dirt
Twiwolf
Wild Telenine Figurine
Cerberus
Telerok
Twilight Werepupper
Barghest
Hellhound
Skelihaund
Crypt Hound
Trance
Xentrilis
Sangrif
Gilded Kelpie
Baku
Baby Maera
Crested Harpy
Harpy
Puck
Infested Log
Something Lurking
Bogfire Spook
Maere
Bog Creature
Haunted Forest Spirit
Matter Imp
Woeful Mourning Spirit
Frail Mourning Spirit
Vampy
Djinn Smoke
Old Lock and Rusted Chain
Blood Trail
Bloody Rag
Torn Blood Stained Strip of Fabric
Lycanthrope Warning Poster
Adamantly Disputed Contract
Bitterly Disputed Contract
Severely Disputed Contract
Staunchly Disputed Contract
Sternly Disputed Contract
Bitterly Renegotiated Terms
Staunchly Renegotiated Terms
Trail of Pilfered Jewels
Princely Booty
Old Coins
Plain Bath Token
Tankard Of Grog
Dinner Roll
Honey Bun
Lemon Cakes
Honey Pie
Tsoureki
Apple Spice Cake
Baked Pear with Cheese and Honey
Roasted Honey Mint Peach
Rustic Vetan Orange Ginger Bread
Vetan Beer Bread
Caraway Seed Cake
Spinach Egg Pie
Moon-Shaped Pie
Fish Hand Pies
Fresh Leek Hand Pie
Roast Chicken
Roast Pheasant
Roast Duck
Crock of Three Beans
Hasenpfeffer
Salmagundi Stew
Simple Beef Stew
Liver Stew
Sausage and Kraut Alegarten Plate
Sour Cabbage
Salted Meat in Gravy
Clam Chowder
Sauerkraut Stew
Sea Creature Soup
Plain Porridge