A few weeks had passed since Vesemir told us we will be preparing for our last trial as Witcher apprentices, since then the snows began slowly melt from Kaer Morhen's ancient stones. The temperature increased slowly degree by degree, as winter's grip on the mountains remained firm.
Inside the keep's main hall, warmth radiated from the massive hearth as Callum and I sat at the long wooden table, our backs straight and our attention focused on the multiple large leather-bound tomes spread before us. The books were ancient, their pages yellowed with age and stained with substances I preferred not to identify or smell, but my heightened senses didn'tgive me that luxury.
They were illustrations of monsters, some crude, others disturbingly detailed covered the parchment alongside cramped handwriting and detailed images.
Vesemir paced behind us, with his hands clasped behind his back, his footsteps a steady rhythm against the stone floor. The old Witcher had been relentless these past weeks, drilling us on every aspect of our training we covered over the past few years.
Today was monsterology, and I could feel the weight of his scrutiny as he prepared to test our knowledge.
"Alright, boys," Vesemir's gravelly voice cut through the crackling of the fire. "Let's see if all these years drilling these books into your skulls paid off. Cain, we'll start with you. Nekkers, tell me everything about them."
I straightened in my chair, calling up the information I'd memorized. "Nekkers are small, agile post-Conjunction creatures that travel in packs. They're about waist-high, with dark, leathery skin and oversized claws designed for digging. They're primarily found in forests and caves, where they create extensive tunnel networks."
"And their variants?" Vesemir prompted.
"There are three main types. Common nekkers are the standard, their dangerous in numbers but individually weak. Nekker warriors are larger, more aggressive, with thicker hides and greater strength. Then there are the rare phoocas, which are even bigger and can regenerate rapidly."
"And how do you kill them?"
"A silver sword is always efficient, though steel will work if you're desperate. The key is crowd control since they are normally found in groups, never let yourself get surrounded. Use Aard to knock them back, Igni to create barriers of flame. For their nests, you need to destroy the central mound completely. Just killing the nekkers isn't enough; they'll keep spawning until the nest is eliminated. Use Grapeshot bombs or Dancing Star incendiaries to collapse the tunnels."
"Oils and preparation?"
"Insectoid oil on your blade, the nekkers share enough characteristics with post-Conjunction arthropods for it to be effective. Before engaging a nest, drink a Thunderbolt potion to increase attack power and Cat if you're fighting in their tunnels which should be avoid if you can. Tawny Owl helps maintain stamina for extended combat. Proper preparation involves scouting the nest during daylight, marking escape routes, and ideally attacking at dawn when they're least active."
Vesemir grunted his approval. "Very good Cain, now drowners."
I nodded. "Drowners are necrophages that inhabit bodies of water from rivers, lakes, swamps, and coastlines. They're humanoid in shape but hunched, with webbed hands and feet, with gills, and pale bloated flesh. They're attracted to corpses and will drag living victims into water to drown them before feeding."
"Variants and tactics for handling them?"
"Standard drowners are the most common. Mucknighters are larger, tougher variants found in deeper waters. Then there are the drowned dead, drowners that have been possessed or mutated by dark magic, making them faster and more vicious. Combat-wise, they're vulnerable to fire, and Igni is highly effective. They're also susceptible to knockdown effects from Aard, and using Necrophage oil on your blade. They often attack in groups, emerging from water, so maintain awareness of your surroundings. And never let them pull you into deep water; that's their territory and you'll lose."
"Preparation and nests?"
"Drowner nests are typically underwater or in partially submerged areas. You'll need to dive to destroy them, so look for collections of bones, rotting flesh, and eggs. Use Grapeshot underwater if you can, or drag nest components to shore and burn them. Before hunting drowners, drink a Killer Whale potion to extend underwater breathing time, thunderbolt for damage, and swallow for regeneration, but because of poisoning becareful of not overdosing. The ritual involves studying their patrol patterns, identifying their nest location, and attacking during low tide or when water levels are lowest."
"Excellent, now Ghouls, go."
"Ghouls are necrophages that feed on corpses, commonly found near battlefields, cemeteries, and mass graves. They're roughly human-sized, hunched, with elongated limbs and powerful jaws. Their skin is pale and diseased-looking, and they move with disturbing speed despite their shambling appearance."
"Variants?"
"Common ghouls are the normal. Alghouls are the alpha variants, they are larger, more intelligent, with the ability to raise their spines in a defensive posture that reflects damage back at attackers. There are also rotfiends, which are ghouls so bloated with gases that they explode when killed or critically injured. Devourers are rare variants with enhanced regeneration abilities."
"How do you handle them?"
"For common ghouls, silver sword with Necrophage oil. They're vulnerable to fire, so Igni works well. The key with alghouls is timing and waiting for them to lower their spines before attacking, or use Axii to stun them and bypass the defense. With rotfiends, maintain distance and use ranged attacks or Aard to detonate them safely away from you. Never use Igni on rotfiends unless you want an explosive surprise."
"And?"
"Ghoul nests are found in crypts, caves, or buried sites with abundant corpses. Destroy the nest by burning it completely they'll return otherwise. Preparation involves Necrophage oil, Thunderbolt potion, and Swallow for regeneration. Black Blood is particularly effective if you're facing large numbers; it poisons necrophages that bite you. The ritual includes scouting during daylight, noting entry and exit points, and attacking with fire, lots of fire. Dancing Star bombs are ideal for nest destruction."
Vesemir's face showed a hint of satisfaction. "Two more. Wraiths."
I took a breath, organizing the more thoughts. "Wraiths are spectral entities, ghosts bound to the physical world by powerful negative emotions, usually trauma, rage, or unfinished business. They're incorporeal, able to phase through physical objects, and they drain life force from the living. They appear as translucent, ghostly figures, often female, though male wraiths exist."
"Variants and weaknesses?"
"Noonwraiths appear during daylight in fields and appear as women in tattered wedding dresses, they're victims of betrayal or abandonment. Nightwraiths haunt after dark, they are often found near cemeteries. Plague maidens are wraiths of disease victims. Penitents are wraiths of those who died in shame. All wraiths are vulnerable to silver and spectral oil, while regular steel passes through them harmlessly. Yrden is essential when dealing with them; the sign traps and forces them into physical form where they can be damaged. Moon Dust bombs also work to solidify them temporarily."
"How do you destroy them permanently?"
"Killing the wraith's physical form is only temporary unless you address the source of their binding. You need to find what anchors them, usually an object of significance or their remains, and destroy it or lay it to rest properly. This often involves a investigation, speaking with locals, and performing rituals. For the combat itself, use Specter oil, cast Yrden to trap them, and strike when they're corporeal. Quen is vital for defense since their attacks bypass physical armor and drain life directly. Preparation includes Specter oil, Tawny Owl for stamina, and Swallow. The ritual involves researching the wraith's history, finding their anchor, and often performing a burial rite or destroying a cursed object."
"Ok last one now....griffins."
I knew this one was the most complex.Next to dragon's, but it was still easy for me."Griffins are hybrid creatures they are part eagle, part lion, with the ability to fly and devastating aerial attacks. They're apex predators, highly territorial, and intelligent enough to use tactics. They nest in high, remote locations, mountain peaks, cliff faces, and abandoned towers."
"Variants?"
"The common griffin are already deadly. Royal griffins are larger, with darker plumage and enhanced abilities. Archgriffins are the rarest and most dangerous, with superior speed, strength, and aggression. Some scholars also classify the opinicus as a griffin variant, though it's more heavily armored."
"Combat approach?"
"Griffins are vulnerable to Hybrid oil since they're a mix of species. The challenge is their aerial mobility, they'll strafe you with diving attacks and use their wings to create stunning wind blasts. Aard can knock them from the sky if timed correctly. Igni is moderately effective. The key is forcing them to ground level where you can engage properly. Useing a number of arrowsxto harass them in flight, aim for the wings. Once grounded, they're still dangerous, with a powerful beak attacks, claw swipes, and that devastating wing buffet. Quen is essential for defense. Watch for their dive attack pattern; dodge at the last second and counter-strike."
"Nest destruction and preparation?"
"Griffin nests are built high and filled with bones, feathers, and stolen goods. Destroying the nest requires climbing to it, dangerous in itself and burning it thoroughly. Griffins will defend their nests viciously, especially if there are eggs. Preparation is extensive: Hybrid oil. Superior Golden Oriole if you suspect poison from their prey. Bring Grapeshot and Dancing Star bombs. The ritual involves days of observation, and learning their hunting patterns, from flight paths, and when they leave the nest. Attack when they're away if possible, or prepare for a prolonged aerial battle. Some Witchers use bait to lure them to favorable terrain."
Vesemir nodded slowly, then turned to Callum. "Your turn, boy. Let's see if you've been paying attention."
Callum straightened, his confidence evident. Over the next twenty minutes, he answered Vesemir's questions about foglets, water hags, leshens, werewolves, and katakans with the same thoroughness I'd demonstrated. His knowledge was solid, his delivery confident. When he finished, Vesemir actually smiled a rare sight.
"Not bad, boys. Not bad at all." The old Witcher crossed his arms. "You really know your monsters, Cain."
I glanced at Callum with a wry smile. "Yeah, well, if I can't beat you in swordsmanship, I have to know how to survive longer than you."
Callum laughed, the sound echoing in the hall. "Fair point, Cain, dair point."
Vesemir's expression turned serious again. "Knowledge keeps you alive when strength fails. Remember that. Now, let's see how your Signs have progressed. Outside, both of you."
The courtyard was still cold despite the climbing sun, our breath misting in the air as we followed Vesemir into the training area.
"Cain," Vesemir said, "you've shown better aptitude for Signs than most apprentices. Show me each one, explain how it works, and make sure to demonstrate proper form."
I nodded, centering myself and feeling for the familiar tingle of magical energy. "I'll start with Aard."
I raised my left hand, fingers positioned in the proper configuration index and middle fingers extended, the others curled. "Aard is a telekinetic blast, a concussive wave of force. It's one of the simplest Signs but incredibly versatile. The gesture focuses your will into a directional push."
I channeled energy through the Sign, feeling it build in my palm, then released it toward a training dummy fifteen feet away. The air shimmered, and the dummy flew backward, slamming into the wall with a satisfying crack.
"The intensity varies with power and focus. A weak Aard might stagger an opponent; a strong one can knock them off their feet or even break bones. It's useful for crowd control, creating distance, knocking enemies off balance, or even environmental manipulation, breaking down weak doors, extinguishing fires, triggering traps from a distance."
"Good," Vesemir said. "Next."
I shifted my stance, reconfiguring my hand into a different pattern, thumb and pinky extended, other fingers curled. "Igni, the flame Sign. This one converts magical energy directly into heat and fire. It's more complex than Aard because you're not just moving force; you're creating elemental transformation."
I focused, feeling the warmth build in my hand, then released it in a cone of flame that washed over another dummy, setting its straw stuffing ablaze. The heat washed back over my face, intense but controlled.
"Igni is devastating against enemies vulnerable to fire, wraiths, nekkers, anything with fur or flammable characteristics. It can also be used to ignite environmental hazards, create barriers, or provide light in darkness. The danger is the energy cost, it drains you faster than most Signs, and the risk of collateral damage. So it has to be use carefully, especially in enclosed spaces."
Vesemir nodded approvingly. So I continued.
"Next is Quen, the protective Sign." I brought my hand up, the fingers interlaced in a complex sign while channeling energy. A golden, shimmering barrier materialized around me, clinging to my skin like a second layer of air. "Quen creates a magical shield that absorbs damage. It's not invincible, enough force will shatter it but it can mean the difference between life and death."
I picked up a training sword and handed it to Callum. "Hit me."
He nodded swung, and the blade bounced off the barrier with a flash of golden light as the Quen shield held.
"The shield absorbs kinetic energy, magical attacks, even some environmental damage like fire or frost. When it breaks, there's a brief moment of vulnerability while you recast. Advanced users can create an active Quen that reflects damage back at attackers, but that's beyond apprentice level. The key is knowing when to refresh in the midst of combat." The barrier then faded as I released the Sign.
"Yrden is the trap Sign, and one of the most complex."
I knelt, placing my palm flat against the stone, fingers spread in a five-pointed pattern. Energy flowed from my hand into the ground, and purple- runes materialized in a circle around my hand, glowing with eldritch light.
"Yrden creates a magical trap that affects space and time within its boundaries. Enemies who enter are slowed dramatically, as their movements become sluggish, their attacks become more telegraphed. It's essential against fast opponents or spectral enemies. Wraiths, for example, are forced into corporeal form within Yrden's boundaries, making them vulnerable to silver."
I stood, and the trap remained active, its runes pulsing. "The trap lasts until the energy dissipates or you cast another. You can have multiple Yrdens active with practice, creating a network of traps. Advanced applications include using it to slow projectiles or even creating a sustained field that damages enemies over time. It's tactically versatile but requires planning, and you need to predict enemy movement."
"Last basic Sign Axii." I raised my hand, fingers forming a gesture like I was reaching out to touch someone's forehead. "Axii is the mind Sign, the most subtle and potentially the most powerful. It affects the target's mental state, creating confusion, compliance, or calm."
I focused on one of the training dummies, channeling the Sign. If it had been a living creature, it would have felt the compulsion, the gentle push against its will. "In combat, Axii can temporarily stun an enemy, make them fight for you, or cause them to lower their guard. Outside combat, it's useful for persuasion, calming frightened animals, or extracting information. The ethical implications are significant since you're overriding someone's free will. So we must use it responsibly."
I lowered my hand. "The limitation is that it requires eye contact or close proximity, and strong-willed individuals can resist it. It's also less effective against monsters with primitive minds or those driven by pure instinct."
Vesemir's eyebrows rose slightly. "Good but you sound like your not done?"
I smiled. "I been learning this one in seceret. Lastly is Heliotrope, this is the Sign of protection, its rarer and more advanced than the basic five."
I brought my hand up in a complex, flowing gesture, channeling significantly more energy than the previous Signs. A dome of shimmering, translucent energy materialized around me, this one more robust than Quen, with a faint golden-green hue.
"Heliotrope creates a more powerful protective barrier than Quen, but it's stationary, so you can't move while maintaining it. It's designed for situations where you need absolute defense for a brief period, like blocking a massive attack, protecting yourself while drinking a potion, or shielding against area-effect magic. The energy cost is substantial, and maintaining it for more than a few seconds is exhausting."
I released the Sign, feeling the drain on my stamina. "It's not practical for regular combat, but in the right situation, it's a lifesaver."
Vesemir actually looked impressed. "You never cease to amaze me Cain. Now demonstrate them in sequence, both of you."
For the next thirty minutes, Callum and I ran through the Signs repeatedly. I found myself slightly more proficient than him, my Aard had more force, my Igni burned hotter, my Quen lasted longer. The Elder Blood, giving me a more natural aptitude for magic. The difference was noticeable.
After a particularly strong Igni blast that left scorch marks on the stone, Callum shook his head with a rueful grin. "Your Elder Blood must be doing wonders for you, brother."
I laughed, wiping sweat from my forehead. "Just like your stomach that can eat anything. I swear you've got a nekker's digestive system."
"Hey, I'm a growing Witcher who needs his fuel!"
"Growing? You're already built like a small bear."
Vesemir's chuckle interrupted our banter. "Alright, enough. You've both done well with Signs. Now let's see how your sword work has progressed. Callum, Cain, grab your training blades."
We retrieved our wooden practice swords from the rack, weighted and balanced to match real weapons but without the lethal edges. Callum and I faced each other in the center of the courtyard, Vesemir watching from the side with his arms crossed.
"Standard rules," the old Witcher called. "First to three touches wins. Control your strikes, I want to see technique, not recklessness strikes and big flashy movements. Now begin!"
Callum moved first, his opening attack a probing thrust toward my center mass. I parried, deflecting the blade to my left, and countered with a horizontal slash at his ribs. He stepped back, my sword whistling through empty air.
We circled each other, feet sliding across the damp stone. Callum had reach on me, his arms were longer, his frame larger. He used it well, keeping me at distance with measured strikes that forced me to work for every inch of ground.
I feinted high, then cut low at his leading leg. Callum's blade snapped down, blocking with perfect timing, then he riposted with a thrust that I barely avoided by pivoting my torso. The wooden point passed inches from my chest.
"First touch, Callum," Vesemir announced.
Damn, he was fast like always
We reset but this time I tried to close the distance quickly, using a series of rapid strikes to overwhelm his defense. Callum gave ground, his blade a blur as he parried each attack, then suddenly he wasn't retreating anymore. He caught my blade in a bind, twisted, and nearly disarmed me. I held on, but his counter-slash caught me across the shoulder.
"Second touch, Callum."
I was breathing harder now, sweat stinging my eyes despite the cold. Callum was just getting warmed up, his movements fluid and confident. This was his element, he was a natural swordsman in a way I simply wasn't.
The third exchange lasted longer. I fought defensively, trying to tire him out, looking for an opening. Callum pressed the attack with controlled aggression, his strikes powerful but precise. I managed to land a glancing blow on his arm, but Vesemir didn't call it not enough force.
Then Callum executed a perfect feint-and-lunge combination. I committed to the parry on the feint, realized my mistake too late, and his blade tapped firmly against my chest, right over my heart.
"Third touch. Match to Callum."
I lowered my sword, breathing hard, and nodded to my opponent. "Well fought."
Callum grinned, not even winded. "You're getting better, Cain. Another few months and you might actually land a hit."
"I did land a hit!"
"A glancing blow doesn't count, brother."
Vesemir approached, taking Callum's sword. "Callum has natural talent with a blade. Cain, you're improving, but you think too much. Swordplay is about instinct as much as technique. You'll get there." He paused. "Now, let's test something different. Hand-to-hand combat."
Both Callum and I straightened, interested. We'd done some grappling training, but not extensively.
"These techniques won't work on monsters," Vesemir continued, "but they're essential for dealing with humans, bandits, soldiers, bar fights. The goal is to incapacitate quickly without killing, though that's always an option if necessary. Remember, you're training partners. Don't hurt each other too much."
Callum and I moved to the center of the courtyard, squaring up. We stood close, within striking range, our hands raised in loose guards.
"Begin!"
Callum attacked immediately with a straight punch aimed at my face. I slipped it, letting the fist pass over my shoulder, and countered with a jab to his ribs. He absorbed it, barely flinching, and threw a hook that I had to duck under.
This world's martial arts were crude compared to what I knew from my previous life, mostly brawling techniques, some wrestling, basic striking. Nothing like the refined systems of boxing, Muay Thai, Brazilian Jiu-Jitsu, or military combatives I'd trained to use. I had an advantage here, but I needed to hide it, make it look natural rather than trained.
Callum pressed forward with a combination, jab, cross, low kick. The kick was powerful, and I checked it with my shin, feeling the impact reverberate through my leg. He was strong, explosively so, and his speed was impressive for someone his size.
I circled, using footwork to create angles, and snapped out a quick one-two combination, a jab to draw his guard up, cross to the body. Both landed, and Callum grunted, but he retaliated with a wild haymaker that would have taken my head off if it connected.
I ducked under it, stepped inside his guard, and drove an uppercut into his solar plexus. Not full force since we were sparring, but enough to make him exhale sharply. He wrapped his arms around me, trying to use his strength advantage in a clinch, but I broke his grip with a sharp elbow strike to his bicep and created separation.
"Good movement, Cain!" Vesemir called.
Callum reset, more cautious now. He threw a front kick that I sidestepped, then followed with a spinning backfist that I barely blocked. The impact rattled my forearm.
I needed to end this before his power wore me down. I feinted a high kick, and when Callum raised his guard, I shot in low for a takedown. He sprawled, defending well, but I'd anticipated that. Instead of committing to the takedown, I used his defensive posture against him, transitioning to a standing position and catching him with a knee to the midsection as he tried to straighten.
Callum stumbled back, and I pressed the advantage with a flurry of strikes, a jab, cross, hook, uppercut, mixing levels and angles. He covered up, absorbing most of the damage on his arms and shoulders, then exploded forward with a tackle that drove me backward.
We grappled, both trying for dominant position. Callum's raw strength was overwhelming in close quarters, but I used technique to compensate. I broke his grip, created an angle, and nearly secured a guillotine choke, but he powered out of it.
We separated, both breathing hard now. Sweat dripped from my face despite the cold air.
Callum came at me again, this time with a more measured approach. He threw a jab to set up a powerful cross. I slipped the cross, but he'd anticipated that and followed with a hook that caught me on the temple. Stars exploded in my vision, and I stumbled.
He pressed forward, sensing victory, throwing a combination of punches. I covered up, weathering the storm, waiting for my opening.
It came when he overcommitted to a straight right, putting all his power behind it. I sidestepped, letting the punch sail past, and immediately secured a grip on his extended arm. Using his forward momentum against him, I pivoted my hips, dropped my weight, and executed a perfect over-the-shoulder throw, a classic judo technique.
Callum flew through the air and hit the ground hard on his back. To his credit, he reacted instantly, trying to roll to his feet, but I'd already transitioned. I kept control of his arm, dropped to the ground beside him, and threaded my legs across his chest and face. My hips elevated, hyperextending his elbow joint in a textbook armbar.
"Tap!" I called, applying just enough pressure to make the threat real without causing injury.
Callum's free hand slapped the ground rapidly. "Tap, tap, tap!"
I released immediately, and we both lay on the cold stone for a moment, catching our breath.
"Where in the hell did you learn to do that?" Callum asked, rubbing his elbow.
Vesemir approached, his expression a mixture of surprise and curiosity. "Yes, Cain. That was a very sophisticated technique. Where did you learn it?"
My mind raced. I couldn't tell them the truth, that I'd learned it in another life. "I... made it up on the spot," I said, trying to sound uncertain. "I just saw the opening and reacted. Used his momentum against him, then figured if I could control his arm and use my legs for leverage..."
Vesemir studied me for a long moment, then nodded slowly. "It's a good technique. Effective. But let me give you some advice, boy, never use something like that when fighting multiple opponents. The moment you go to the ground, you become a target. You're glued in place, vulnerable to anyone else in the fight. Against a single opponent in a controlled situation, fine. In a real battle? You'll get a sword in your back."
"Yes, Master Vesemir," I said, standing and offering Callum a hand up. "I understand."
Callum accepted the help, grinning despite his defeat. "Clever bastard. I want a rematch."
"Later," Vesemir said firmly. "You boys have done well these past weeks. Your knowledge is solid, your Signs usage has progressing nicely, and your combat skills are developing. Eat well tonight and get plenty of rest. Tomorrow morning, before dawn, you'll both set off to take the Trial."
Callum and I straightened immediately. "Yes, sir," we said in unison.
As Vesemir walked away, I turned to Callum. "Get plenty of rest, and don't go dying on me tomorrow."
Callum smirked, some of his usual bravado returning. "Same to you, Cain. Plus, who's gonna make my dinner if you die?"
"True, and who's gonna make sure you pay for all the food you stole?" I countered.
Callum groaned dramatically. "Low blow, brother, low blow."
"Come on," I said, starting toward the keep. "Let's hit the showers, and I'll make us something to eat."
Callum's face lit up. "You had me at food."
As we walked across the courtyard, the afternoon sun casting long shadows across the stones, a familiar sensation tingled at the edge of my consciousness. A moment later, translucent text materialized in my vision:
System Notification: Common Daily Training Quest—Complete.
Common Quest: Studious Witcher
Objective: Show your proficiency of your Witcher studies.
Monsterology (1/1)
Alchemy (1/1)
Sign Magic (1/1)
Combat (1/2)
Rewards: +0.5 Attribute Points. +1 Common Equipment Chest. Health, Mana & Stamina Fully Restored.
Warmth flooded through my body, washing away the fatigue from training. My bruised temple stopped throbbing, my strained muscles relaxed, and the exhaustion that had been building evaporated like morning mist. It was like being dunked in a pool of pure energy, every cell in my body suddenly refreshed and revitalized.
I took a deep breath, feeling better than I had in weeks. The System's rewards were no joke.
Callum glanced at me. "You alright? You just got this weird look on your face."
"Yeah," I said, forcing a casual smile. "Just... thinking about tomorrow."
"Don't think too hard. We'll make it through. We have to."
I nodded, but my thoughts were already racing ahead. Tomorrow would change everything, and the final trial wouldn'tbe easy, but I will make sure Callum and I survive.
