The world
No one knows who the Witchers are, or where they come from, and no matter what they do there is always a level of animosity towards them. They are the protectors. They act as soldiers, assassins and even diplomats. They do whatever is required to keep the peace, and they always have.
The world they protect is named Mid-World, and it is very similar to ours. The world's largest country is Gilead. It operates under a feudal system of government. The king's name is Arthur (a parallel to our own King Arthur and he has allowed for peace to rest its head. There has been no war, or strife since the beginning of his rule. The technology of Mid-World is very similar to our Middle Ages (swords and all that good stuff), but there is an air of magic to it. Creatures of legend roam the wilds; Centaurs patrol the plains, Snake people live in the forests, Orcs and other things live high in the mountains, and there are some things that have been living in the shadows for so long no one in living memory remembers their terrible power.
Around Gilead are several other baronies, each with their own government that is in a treaty with Gilead.
For now the Witchers watch, and wait for the inevitable explosion, but have they grown lazy in the long years of peace? Soon, they will be tested in ways they can not even imagine.
The Witchers
You are a Witcher. You were chosen at 17, like every other boy and girl who serves in the ranks. It has been two years and you have only recently undergone the transformation that defines a Witcher from normal humans.
On their 19th birthday anyone born a Witcher will change. They undergo a four day process of excruciating pain, where some aspect of their physiology is changed. On the first day their senses are heightened; on the second their perception and intellect are made sharper; on the third day their muscles strengthen, and on the fourth their bone structure hardens. The change over a regular human is not drastic, but it is noticeable. A Witcher will always be faster and stronger than a human, and while not necessarily smarter they will be able to learn things faster.
Witchers are taken to their stronghold of Kaer Morhen to train for two years, so that at the end of their training they change, and are ready to uphold the values of the Witchers. They are trained in every aspect of war, from swordsmanship to the art of the hunt, with special emphasis on areas they are good at to create experts in a particular category. Magic however is a dying breed. Many people used to be able to cast magic, but now it is only a handful, and most of those, Witchers. Magic is very powerful, and is cast through signs ( I am NOT making them up, so be creative) which drain the caster of energy based on the strength of the spell, but most Witchers with the ability can cast for a while before becoming tired.
This is the Witcher's Creed:
Emotion, yet peace.
Ignorance, yet knowledge.
Passion, yet serenity.
Chaos, yet harmony.
Death, yet life.
Witchers are the ultimate defenders of the peace, and they view that as their creed. To uphold peace and justice by whatever means necessary.
The plot
A group of recently changes Witchers is sent on their first mission, to bring back a group of seven potentials to Kaer Morhen. However upon their arrival home things are not well. The stronghold is destroyed, the king has been Assassinated and his incapable uncle taken the throne, after both of his sons were found dead. The new Witchers have to find the man responsible for the upheaval and kill him, before he can cause a total upheaval of power. And through all of this one of the oldest prophesies of the Witchers is coming true every day.
Locations are below, use for reference, not a must read.
Spoiler
Gilead: Lies at the center of the map. All of the other baronies surround it. The country is mildly forested and the northern sections have short mountains. Capitol is Cormyr. It is a majestic city with tall buildings made of white stone. It sits in the middle of a vast plain and is surrounded by a great wall. People from all over the world live here, and their influence can be seen in the army, which is made out of units from every country.
Chessenta: A land to the West of Gilead. It is good pasture land and is noted for its crops and livestock. The capitol is Archendale, and is known for a great crystal arch in the center of the town. Produces some of the most talented cavalry men, and foot soldiers. They have the typical knights.
Calimshan: to the east. It is fairly hilly and dry, almost arid. It borders the Eastern Sea and is a major shipping country with only two major cities. The capitol is Calimport. The city is best known for its Guild of Theives, which operate all over the world.
Dragon Coast: Another country that borders the Eastern Sea. It his covered in a dense jungle. The capitol is West Gate. Almost every wizard comes from this area of the world.
The Galena Mountains: To the south of Gilead. These are small, old, mountains covered in an ancient forest with a largely deciduous population. It is made up of a collection of city states with no unified government. They are excellent horsemen and archers, making them ideal scouts and mounted archers.
The Spine: A chain of mountains to the North. They are mostly untamed wilderness and few people live there. The forest is mostly Evergreen, and the trees are several hundred feet tall at the base, and grow shorter as the mountains go North. Some mountains keep snow year round they are so tall.
Kaer Morhen: The stronghold of the Witchers. It is a city build around a castle. The castle holds the training grounds, and the city houses the witcher as well as all of the trades that a fortress may require. It is located on the Western end of the mountains near the border with Chessenta.
The Border Kingdoms: There are three along the edge of the spine: Malkier, which is slowly dying off, Cormathor, which exists in the forests to the south, and Maradon, which is fairly Isolated in the East. The people that live here are very hardy folk and produce some of the best soldiers. Their lifestyle also produces a fair amount of Witchers.
Chessenta: A land to the West of Gilead. It is good pasture land and is noted for its crops and livestock. The capitol is Archendale, and is known for a great crystal arch in the center of the town. Produces some of the most talented cavalry men, and foot soldiers. They have the typical knights.
Calimshan: to the east. It is fairly hilly and dry, almost arid. It borders the Eastern Sea and is a major shipping country with only two major cities. The capitol is Calimport. The city is best known for its Guild of Theives, which operate all over the world.
Dragon Coast: Another country that borders the Eastern Sea. It his covered in a dense jungle. The capitol is West Gate. Almost every wizard comes from this area of the world.
The Galena Mountains: To the south of Gilead. These are small, old, mountains covered in an ancient forest with a largely deciduous population. It is made up of a collection of city states with no unified government. They are excellent horsemen and archers, making them ideal scouts and mounted archers.
The Spine: A chain of mountains to the North. They are mostly untamed wilderness and few people live there. The forest is mostly Evergreen, and the trees are several hundred feet tall at the base, and grow shorter as the mountains go North. Some mountains keep snow year round they are so tall.
Kaer Morhen: The stronghold of the Witchers. It is a city build around a castle. The castle holds the training grounds, and the city houses the witcher as well as all of the trades that a fortress may require. It is located on the Western end of the mountains near the border with Chessenta.
The Border Kingdoms: There are three along the edge of the spine: Malkier, which is slowly dying off, Cormathor, which exists in the forests to the south, and Maradon, which is fairly Isolated in the East. The people that live here are very hardy folk and produce some of the best soldiers. Their lifestyle also produces a fair amount of Witchers.
Rules
-every rule set down by YWS
-keep blood to a minimum, but there will be killing, but also a lot of building relationships between characters. This is a mostly fantasy environment, so it should help anyone who writes in that setting, but also, it should just be fun
-try and make it as fun as possible, too many end because someone doesn't post. Keep posting, or let me know if you cant or need to drop out.
-You character DOES NOT have to be a Witcher, but he does have to be affiliated with them. Let me know if you want to be something else.
The Character:
Name:
Age: Should be nineteen, or twenty
Gender: Either
Personality:
Appearance:
History:
Witcher Status: What is your specialty? Magic is a dying breed, but Witchers are the last practitioners (very few, but it is very powerful, we will need some). Are you an Archer? A sneak? A front line warrior? Also include weapons of choice etc.
Other:

I won't be able to type much because of school but I'll try as much as I can!!!!