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Our World, Your story

Where the Threads of Destiny Converge

Every story is woven from countless threads: 

alliances forged, secrets uncovered, and choices made in the heat of the moment.


Here, every character is a strand in the greater tapestry. Your decisions intertwine with those of others, shaping events in ways no single person can fully control. Promises kept, rivalries born, and risks taken may ripple through the narrative in unexpected ways.


Destiny is not written in advance.


Step into the story and decide how the threads unfold.

Our Game area

Main Quarters

Main Quarters

Main Quarters

A safe place to sleep and store your gear. Wash off the day in warm showers, use the restrooms, and recover your strength before the next adventure. 

Campfire

Main Quarters

Main Quarters

 The main gathering spot. Sit by the fire, share stories, relax, or practice your combat skills with others. 

Tavern

Main Quarters

Aldric’s Lair

 The heart of the settlement. Enjoy drinks and food, talk with fellow adventurers, and sing along to the bard’s songs.


Aldric’s Lair

Graveyard & Hunting Grounds

Aldric’s Lair

 A ruined castle now used as a mage’s hideout and workshop. Potions bubble, lessons are taught, and Witchers train within its broken walls. 


Graveyard & Hunting Grounds

Graveyard & Hunting Grounds

Graveyard & Hunting Grounds

  The air is heavy with forgotten stories, lingering sorrow, and lurking monsters. Expect action, challenges, and the chance to prove your skill in battle. 


Encampment

Graveyard & Hunting Grounds

Graveyard & Hunting Grounds

 A lively camp filled with tents and banners. Set up your own shelter or explore the interactive tents around you. 


THE FACTIONS

School of the Wolf

School of the Viper

School of the Wolf

 Balanced and disciplined, the Wolf values preparation above pride. Its Witchers are known for their steady blades, sharp minds, and loyalty to their own. 

School of the Cat

School of the Viper

School of the Wolf

 Swift and unpredictable, the Cat walks the thin line between hunter and shadow. Their Witchers favor agility, precision, and doing what others will not. 

School of the Viper

School of the Viper

School of the Viper

 Silent and deadly, the Viper strikes before its prey knows danger is near. Masters of stealth and poison, they believe patience is the deadliest weapon. 

School of the Bear

School of the Bear

School of the Viper

 Strong and unyielding, the Bear endures what would break others. Their Witchers rely on heavy blows, resilience, and an unshakable will. 

The Iron Wolves

School of the Bear

The Iron Wolves

 A hardened band of mercenaries and spies. They sell steel and secrets alike, thriving where coin is good and trust is scarce. 

The Seekers

School of the Bear

The Iron Wolves

 An independent brotherhood of Witchers who follow their own code. They pursue lost knowledge, rare contracts, and a future shaped by their own hands. 

EPISODE 2 - bleeding fate

 

Ash settles, but the cold does not lift.


Veilmoor breathes again beneath the weight of something worse than fire. Monsters stalk its edges with unnatural hunger, their claws dusted in frost, their eyes hollow with a curse that spreads like rot through winter bark. The ice does not melt. It spreads.


Within the schools, the cracks run deeper than wounds. Grandmaster Hagen, who once stood as the Wolf's unbroken spine, has turned his back on his own wolf medallion, stepping fully into the coils of the Viper. His old brothers watch in silence. Some in anger. Some in understanding.


The trials of the Grasses have spoken once more. New Witchers rose from the agony, eyes changed, hands steadied by mutation. Others did not rise at all, left cold on the stone table; a price the Path has always demanded, and always will.


Beyond the walls of the schools, the world grows uglier. The Eternal Fire burns where it was never invited, and its priests point fingers with more zeal than reason: non-humans find doors closed, roads denied, names turned to slurs. Politics and pyres walk hand in hand.

And above it all, the Wild Hunt rides closer than it has in living memory. Grand Master Hagen has been claimed, a new rider among the spectral host, his fate sealed in frost and silence.


The night grows longer. The Hunt grows bolder.

And yet somewhere, things keep shifting.

Contracts #1

 

Chains shattered, yet winter answers with teeth.


As the Wild Hunt rides beneath a blackened sky, a band of travelers—humans, witchers, and Grandmasters—battle a cold not born of nature but design. Villages freeze mid-breath, roads vanish beneath merciless snow, and the Veil trembles with distant hoofbeats.


On a desolate path they find a merchant, alive yet ensnared in a curse with no visible chain. His shadow lags behind him; his words lead to a ruin marked by the broken crest of the Eternal Fire.


Within waits the truth: a failed experiment, an unknown relic pulsing with winter’s will, and the remains of a long-fallen Viper Witcher who sought to end it. The curse was bait. The cold, controlled.


Steel and Signs shatter the relic, but victory tastes of ash.

At dawn comes word—Veilmoor burns. The home that sheltered them now stands beneath flame and stake, marked by the Hunt.

Winter was only the beginning.


They turn back toward the smoke.

Episode 1 - Destiny's Bond

Chains broken and paths entwined.


With the help of those marked by destiny, the Iron Wolves, Witchers of the Wolf, Cat, and Bear School and ordinary souls shatter the bonds placed upon their leaders. Yet freedom comes at a cost.


Garrick, forged through mutagens and alchemy, becomes something not quite witcher, caught between man and monster. Aldric Stormweaver, once a manipulator in shadow, emerges as an uneasy ally, bound by greater purpose.


Amid the chaos, a long-forgotten legacy stirs and with it the School of the Viper is reborn from ash, fear and purpose, with Hagen standing as Grandmaster of both Wolf and Viper, he walks two paths, yet carries one burden.


But peace is fleeting. Across the Veil, the spectral hoofbeats of the Wild Hunt echo once more. The real war has only just begun.

Episode 0 - Destiny's Crossroad

Destiny has a cruel sense of humour.


Two groups, one of mercenaries, the other of witchers, find themselves drawn to the same place not marked on any map, the Crossroad’s Tavern. Weathered by hardship and strung out by misfortune, both groups seek nothing more than a moment of rest.


But hunger and duty leave little room for peace.


In a desperate bid to provide for their own, Garrick "Ironhand" of the Iron Wolves and Grandmaster Hagen of the School of the Wolf take on contracts offered by mysterious benefactors. The deals are sealed in blood, binding and irreversible. What seemed like a simple exchange for coin reveals itself as something far more sinister.


The men behind the contracts were not merchants, but mages. Manipulators and puppeteers.


With invisible strings now wound tight around their necks, both leaders vanish into shadow enslaved, controlled, leaving their followers behind with nothing but questions... and the fallout of betrayal.

Copyright © 2026 Nephilim Creations  - All Rights Reserved.

Images are distributed by
CC BY-NC 4.0 - Attribution-NonCommercial 4.0 International license

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