The Witcher: A Griffin-school focused sequel in the world of CDPR’s masterpiece.
A turn-based, rogue-light, treasure-hunting game that focuses on the School of the Griffin, what differentiates them from the other Witcher schools, and their quest to rebuild their castle, ranks, and - most importantly - their library. It will also use AI-driven modeling to ensure that everyone’s explorations are unique, and no two expeditions are the same.

When does it take place, and why?
The Witcher: Paid in Pages is a unique take on the concept of the Witcher, set in the Witcher timeline year 1250. It follows the journey of a member of the School of the Griffin, who returns to his home castle only to discover it was attacked by mages and nearly destroyed by an ensuing avalanche (the actual cannon history of the school). Not only was their home destroyed, but also their library with magical tomes.
For a brief history, the school of the Griffin was founded by one of the original Witchers, Erland of Larvik. His school - named after the nickname of the Order of Witchers fencing instructor - focused on chivalry, etiquiette, a heavy use of magic/Witcher signs, and the crossbow.
Canonically, the school began its reconstruction with the financial help of the Koviri miners. They reached an agreement where the wealthy industrialists would help fund the rebuild of the school in exchange for clearing their mines. This is an important point, because it ends up creating a new scenario for the Witchers of this school. Without the need for coin via contracts, they can then focus their efforts on tracking down items of value to their group.
Where does it take place, and why?
In a general sense, the Northern Kingdoms, but including the southern empire of Nilfgaard. This is a larger area of exploration and player movement than even the Witcher 3, but it is done a bit differently. Let’s start from…well, where the player will start, in Kaer Seren.
Kaer Seren is going to be the player’s HUB: their central location to plan, research, and strategize on their next moves to help with the school. It will contain specific areas like (but not limited to):
The Library - This is where the books with hints to special items, other books, treasures, and various other lootables will be located. There will be no directions on a map, or pin points to track where the player needs to go. Everything they will need to locate - or begin to locate - an item will be in the pages of these tomes. As it is rebuilt, more will be unearthed, and more opportunities will present themselves.
The Quartermaster - Here, the player will equip items, store items found, upgrade existing items, and prepare for their expedition. The blacksmith is here, as is the armorer.
From here, the player embarks throughout the Northern Kingdoms going to places they think may have valuables, all the while trying to survive the wilderness, human enemies, and not-so-human enemies. And, although there is no direct need for players to take on contracts to make money, they can do a few jobs here and there for some extra coin, or just to be helpful. These jobs and interactions can help the player gather more information, and open up new opportunities for progression.
The Information System
Since we want everyone’s game to be unique, there needs to be an equation that can be randomly modified via variables and existing data. Here is a brief look as to what that could look like (note: this is a starting point for an idea and could probably be improved by someone smarter):
Equation:
Information = (B/n) * [w1M1 + w2M2] * (D1 + D2) * C
Variables:
Information: the information available to the player to pinpoint a location on the maps
B: the historical information derived from books
n: the total number of books in the game
w1, w2: the weights given to M1 and M2, respectively
M1, M2: the maps representing the old world and current day, respectively
D1, D2: the information derived from NPC dialogue, with D1 being dialogue related to map information, and D2 being dialogue related to book information
C: the condition that the player must satisfy in order to update M1
Variable Definitions:
B/n: the average amount of historical information derived from each book
w1, w2: the weights given to M1 and M2, respectively, with the sum of w1 and w2 equal to 1
M1: the map representing the old world, which can only be updated after the player has obtained information from books 1 and 2, as well as at least one piece of information from NPC dialogue D1
M2: the map representing the current day, which can be influenced by any available historical information from the books or NPC dialogue
D1: NPC dialogue related to map information, which can enhance information available on M1 or M2
D2: NPC dialogue related to book information, which can enhance information available from the books
C: a condition that represents whether the player has obtained the necessary information to update M1. C is set to 1 if the player has obtained information from books 1 and 2, as well as at least one piece of information from NPC dialogue D1, and is set to 0 otherwise.
Function:
The equation determines the information available to the player to pinpoint a location on two maps: M1, representing the old world, and M2, representing the current day. The information is derived from two sources: books and NPC dialogue. The equation takes into account the historical information in the books, the current state of the world in M2, and the effects of NPC dialogue on the information available to the player.
Additionally, the equation includes a condition that the player can only update information on M1 after obtaining certain information from books or NPC dialogue. Specifically, the player must obtain information from books 1 and 2, as well as at least one piece of information from NPC dialogue D1, before they can update M1.
Overall, the equation provides a way to simulate the complex interactions between different sources of information in the game world and the conditions necessary for the player to uncover certain information.
Quest-giving Literature:
The player is going to need books, and books we shall have! Below are some examples of book titles and some content within that can be combined with the maps to discover places to explore, hunt, and research:
Type A:
The Footprints of the Elder Races: Human Settlements on Elven Ruins
The Rise of the Human City-States: Expansion on the Remnants of Elven Civilization
Elven Architecture in Human Hands: The Adaptation and Modification of Ancient Structures
A History of Human-Elven Relations: Cultural Exchange and Conquest in the Wake of the Elder Races
The Remnants of Magic: The Residual Power of Elven Cities and Its Impact on Human Settlements
These books could cover topics such as the history of human expansion on the ruins of elven cities, the ways in which humans adapted and modified elven architecture to suit their needs, the impact of elven culture on human civilization, the residual magic that lingers in elven ruins and its effects on human settlements, and the ongoing tensions between humans and elves in the wake of the Conjunction of Spheres.
Type B:
Dark Deeds and Unsolved Mysteries: Tales of Suspense from the Streets of Novigrad
A Guide to Unexplained Deaths in Vizima
The Haunted History of Oxenfurt: Ghostly Legends and Grisly Crimes
Legends of the Shadow Realm: Unexplained Disappearances in Nilfgaardian Cities
Murder and Mayhem in the Free City of Kovir: Unsolved Cases from the Heart of the Continent
These books could cover topics such as unsolved murders, mysterious disappearances, and other strange occurrences in some of the major cities on the Continent. They might also explore the supernatural and otherworldly elements that may be involved in these cases, as well as the investigations and witcher work that has been done to try to solve them.
Type C:
Northern Bestiary: A Comprehensive Guide to the Creatures of the North
The Ecology of Monsters: Understanding the Connection between Beasts and Their Environments
Geographical Influences on Monster Development: How Habitat Shapes Creature Physiology
The Witcher's Field Guide to the Beasts of Skellige
Fanged Foes and Clawed Critters: A Regional Examination of Northern Beasties
These books could cover topics such as the ecology of monsters, the ways in which geographical features such as climate and terrain influence creature development, and specific examinations of the beasts found in different regions of the northern kingdoms. They might also include tips for Witchers on how to best hunt and defeat these creatures, as well as insights into their magical properties and other unique characteristics.