Tales from the Witcher
Tales from the Witcher showcases a serialized, original story set in the Witcher universe. Part audiobook and part Actual Play, these tales are written and narrated by Jacob Gerstel—and are based on the adventures of his Witcher tabletop roleplaying group.
We’ll follow the exploits of a stoic Bear School witcher, an alcoholic elven sorcerer, a resourceful craftsman, a lively bard, and others as they try to stay alive during the Third Northern War. There’s action and adventure, magic and the mundane, scheming and politics, elves and dwarves, war and peace, and—because it’s the Witcher—a touch of philosophy.
You can purchase the complete novelized series at: www.patreon.com/JacobGerstel
This series is complete.
Episodes
86 episodes
Introducing Tales from the Witcher
Tales from the Witcher showcases serialized, original short stories set in the Witcher universe. Part audiobook and part Actual Play Report, these tales are written and narrated by Jacob Gerstel—and are based on the adventures of his Witcher ta...
Update: Tales from the Witcher is on Patreon
You can now purchase the "Tales from the Witcher" novels, and additional standalone writing from Jacob, at: www.patreon.com/JacobGerstelAdditionally, Jacob and Lindsey are hard at work on their next creative project. While based on a dif...
The Cleaner Way (I)
The southern empire of Nilfgaard has invaded the Northern kingdoms, leaving death and destruction in its wake. Among a group of fleeing refugees, four unlikely companions are asked to track down a murderer in the town of Ashford.The pre...
The Cleaner Way (II)
Having tracked the rock troll that's been robbing and killing in Ashford, our four companions prepare to earn their pay. But if they don't tread carefully, they may get entangled in more than they bargained for. The premade adventu...
Bold Statements
Our companions rest and make camp on the road to the Mahakam Mountains. They fill the evening with talk of art, scars, and, of course, commerce.
A Fine Thing (I)
After stopping in a quiet farming village, Zevo is contracted to investigate a house where its previous owner was murdered. Meanwhile, Jeremiah finds himself in a competition with the local craftsman, and Cedre tries to improve the reputation o...
A Fine Thing (II)
Our companions get answers from the witch of the Bleating Valley. But what they learn only makes their job more difficult.
Business to Know
The nature of curses is discussed as our companions continue to the Mahakam Mountains. And they quickly learn that danger can find them anywhere during a war.
Higher Consideration (I)
A wandering troubadour meets our companions on the road, and regales them with the tale of the Town of Undying—a nearby town that's been cursed for one hundred years. Meanwhile, Jeremiah reveals a secret about his lineage.
Higher Consideration (II)
Zevo explores Cygnet's tower to uncover more about the curse, while Aethremael does his own investigating. Karmaniola stumbles across Nilfgaardians posing as injured Aedirnian soldiers.
Higher Consideration (III)
Armed with more knowledge of Cygnet's curse, our companions make a plan to free Lonncof from the dead. Jeremiah is given a difficult proposition from the head of a local craftsman guild.
Higher Consideration (IV)
A battle is fought to lift Cygnet's curse from the Town of Undying. Karmaniola and Jeremiah are forced to make a difficult choice.
Beyond It All (I)
Back on the road, our companions run across an old Nilfgaardian gang, or hanza, that Zevo created thirty years ago. The hanza asks Zevo to accompany them on a dangerous mission.
Beyond It All (II)
Braving a band of Nilfgaardian raiders, our companions attempt to rescue Nuleffe. Meanwhile, the events in Riverdell that led to the hanza's creation thirty years ago becomes clear.
Beyond It All (III)
Season one finale. A trap is sprung on our companions, and few make it out unscathed.
Six Days
Season two starts with our companions on the run. Still reeling from Luthli the assassin's ambush, they try to stay one step ahead of the Nilfgaardian raiders hunting them.
Midaëte (I)
Taking refuge in the town of Calmek, Zevo and Cedre pursue new jobs. Aethremael and Karmaniola find themselves at a Scoia'tael camp in the forest.
Midaëte (II)
The Scoia'tael offer Aethremael an ultimatum. Jeremiah becomes acquainted with the Church of the Eternal Fire.
Midaëte (III)
Cedre hobnobs with the nobles of Calmek. Zevo encounters an old companion while hunting for the missing dwarven children.
Midaëte (IV)
Jeremiah makes a deal with the Church of the Eternal Fire, while Zevo breaks some hard news. Aethremael returns to Calmek, as Karmaniola tries to warn the nobles of a potential Scoia'tael attack.
Midaëte (V)
As Midaëte draws closer, our companions face their own troubles. Aethremael and Karmaniola remain at odds, while Zevo and Tabekh confront a murderer.
Midaëte (VI)
While Tabekh investigates what's amiss in Calmek's forests, Cedre befriends an Aedirnian knight, and Karmaniola befriends a Nilfgaardian diplomat. Aethremael argues with Shenni over tactics.