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50px-WriterWolfMedallion.png This fan-fiction article, Mozeh of Verden, was written by Adalwulf of Aedirn. Please do not edit this fiction without the writer's permission.
Because no one else will.
―Mozeh when asked why she does what she does

Mozeh of Verden, "The Ocelot of Verden", or simply Mozeh or Ocelot, was a witcheress of lesser renown of the Northern realms, and a known School of the Cat and later School of the Lynx witcheress. She was an active witcheress before and following the Second Conjunction of Spheres.

Biography[]

Early life (1211-1221)[]

Little is known about Mozeh's time before her time with the Dyn Marv Caravan where she trained to be a witcheress. It is said she was Verdenian of birth but no one knows for sure.

Training with the Dyn Marv Caravan (1221-1231)[]

Mozeh's training over the next 10 years at Dyn Marv like other Cat Witchers, was unconventional when compared to the other Witcher schools. During her training Mozeh's friend and fellow trainee was murdered. During her training Mozeh spent most of her free time in the libraries of the caravan studying the monsters of the world and taking notes.

Mutations[]

The age at which Mozeh underwent mutations was 12.

Mozeh, was subjected to extra experiments during her initial trials. Despite the school having second hand access to the Witcher Trials. She was marked as having passable mutations and allowed to proceed in her conversion.

Trials[]

Mozeh survived all the trials. Although in the most dangerous trials, she needed a longer recovery time than the others.

The Choice[]

Mozeh was subjected to the Choice, eating the herbs and mushrooms alongside her training, her reaction to the experience was noted as being within the norm of expectations.

Trial of the Grasses[]

Mozeh passed The Trial of the Grasses without a problem. While her training had been somewhat harder because of her 'advanced age', her many memories bolstered her during the seven days in which she took the Trial of the Grasses. Her body proved to be very receptive to the Trial of the Grasses and she had extra mutations (particularly a Werecat mutagen) applied to her. Mozeh's body handled it well, and all the pain paid off in the end, as she was more empathetic and dexterous than her fellow trainees. 

Trial of the Dreams[]

Following the Trial of the Grasses, Mozeh underwent the Trial of the Dreams to mutate her eyes. She showed no issue with the procedure. Though when she got his cat's eyes, they developed not the characteristic amber color of most witchers but a brown which made her stick out among her fellow trainees.

Trial of the Pendulum[]

A trial that was performed shortly after the Trial of the Dreams. Less dangerous than the previous ones. The trial helps to further improve reflexes and speed. Due to its low danger. Survivors of the Trial of the Grasses passed it easily.

Trial of the Mountains[]

As it did not seem that Mozeh wouldn't full mutate she was not subjected to the Trial of the Mountains.

Witcher Tournament ( 1210s - 1220s )[]

Due to still being in training at the time of the tournament Mozeh was not involved with the slaughter that occurred.

Graduation (1231)[]

March 1231. Mozeh graduated with full honors. Thus she officially became a witcheress of the School of the Cat. And in that same month, she would leave the school along with her other fellow graduates to start his first year in The Path.

Mozeh helps a mage (1237)[]

Mozeh is contracted by the mage Arrah of Verden to capture a Endrega Queen alive. Even though Mozeh thought her employer was obviously touched in the head for wanting the beast alive, Mozeh was successful and Arrah got Mozeh put on retainer with the Verdenian court for awhile officially granting her the title 'of Verden' and promising the Witcheress a future favor.

Succubus Hunt (1243)[]

Mozeh ends up hunting a Succubus in the city of Brugge. It turned out her employer was to blame for it all and in the end Mozeh's employer refused to pay her.

Mozeh injures her face (1255)[]

It’s not uncommon for a Witcher’s body to become a patchwork of scars. Mozeh sustained a blow that disfigured her face in a skirmish against a mercenary group after her head. After that she wears an eye patch over her left eye and she now has a large scar across her face.

First Northern War (1262 - 1263)[]

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Mozeh works with the Trobaritz Magdalene (1265)[]

Mozeh was forced to work with a Trobaritz during one of her contracts. After this event the two women have remained acquaintances.

Second Northern War (1267 - 1268)[]

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Third Northern War ( 1271 - 1272 )[]

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Joining the School of the Lynx (1273)[]

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Haak Invasion of the Northern Kingdoms (1350) []

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Second Conjunction of the Spheres (1358)[]

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Death[]

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Relationships[]

  • TBA

Friends[]

  • Arrah of Verden (Business acquaintances who owes Mozeh a favor) [Mage]
    • *Mozeh helps a mage (1237)* Mozeh is contracted by the mage Arrah of Verden to capture a Endrega Queen alive. Even though Mozeh thought her employer was obviously touched in the head for wanting the beast alive, Mozeh was successful and Arrah got Mozeh put on retainer with the Verdenian court for awhile officially granting her the title 'of Verden' and promising the Witcheress a future favor.

Known enemies[]

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Relatives[]

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Pets[]

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Personality and traits[]

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―TBA

While possessing the ability to act openly friendly, Mozeh had a tendency of being dishonest when she deemed necessary. She has an introverted personality, mostly keeping to herself and being self-centered, taking care of herself before others.

In conversation she was capable of being playful and agreeable but had poor manners. She hated sitting still doing nothing. She wasn't particularly bright intelligence wise and often was aggressive with others when forced to deal with others.

Standing 6' 1" tall, this fair skinned woman has an angry feel about her. A particularly notable feature is her eye patch, and she has a large scar on her face.

She has a long face, a small nose, and full lips. Her brown eyes are heavy-lidded and she has thin eyebrows.

She has medium-length, wavy, red hair which is slick.

She has strong arms, a muscular torso with a larger-than-average waist, and muscular legs.

She has an obscene tattoo covering her right arm, a religious tattoo covering her right hand, a cultural tattoo covering her right ankle, a logo tattoo covering her left hand, and a unique tattoo covering her right lower leg.

Religious beliefs[]

Mozeh is not religious.

Abilities[]

Trained Abilities and Skills[]

Alchemy[]

A brewing process for making potions, oils, decoctions, etc of the witcher trade.

Witcher Potions[]

Using alchemy Mozeh is able to brew potions which have calculated effects on witchers but are toxic to most other mortals.

Witcher Decoctions[]

Using alchemy Mozeh is a able to brew decoctions which are a stronger type of Witcher potion often using monster parts as ingredients, and have stronger effects. Only a few decoctions at a time can be used at once as they are much stronger than conventional Witcher potions.

Weapon Oils[]

Using the alchemical process and using dog or bear fat as a base Mozeh is able to brew oils to coat his swords in to deal more damage to certain types of being and creatures.

Bomb Recipes[]

Through alchemy Mozeh was able to make bombs with different effects.

Swordsmanship[]

As a member of the School of the Cat Mozeh was trained in the elven sword style known as Addan Aenye, or The Fiery Dancer.

Dagger Proficiency[]

As a member of the School of the Cat Mozeh was trained in the use of a dagger or short sword to help her carry concealed weapons.

Bomb-making[]

As a member of the School of the Cat Mozeh was trained in the use of bombs to help destroy monster nests, create smoke fields and assassinate targets.

Expert Hand to Hand Combatant[]

Like most witchers, Mozeh learned hand to hand combat in the event she was without a weapon.

Crossbowmanship[]

As a member of the School of the Cat Mozeh was trained in the use of crossbows, as such she is an excellent sniper.

Witcher genetic mutations[]

Before even entering adolescence, Witchers apprentices were subjected to painful and potentially lethal mutative procedures with the goal of reshaping their bodies. The result of these mutations, when successful, were strength and speed far exceeding that of a normal human, capable of matching those creatures which preyed upon humanoids.

Sterility[]

A condition that is common amongst the witchers created via the original and altered formulas of Alzur and Cosima Malaspina. This is the primary reason why new boys (and girls) have to take the Trials of the Grasses to mutate into witchers. It is thought that the sterility is also a trade off for the longevity that comes with being a witcher.

Disease Resistance[]

Witchers possess a disease resistance that borders on absolute immunity. This tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, which allows them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.

Enhanced Condition[]

Witchers possess a enhanced human condition and mind brought about by training and mutations which results in exceptionally enhanced strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Witchers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing herculean strength, that would otherwise kill others with a single blow. Its generally thought a witcher is 2x to 3x stronger than a normal man.

Enhanced Human Senses[]

A Witcher's entire sensory system has been overall enhanced, trained and refined to an inhuman degree.

Enhanced Hearing[]

Witchers can hear with amazing clarity, distance, and even frequencies outside the normal range. Used with the Supirre Sign Witchers can pick up every single sound, can decipher layer upon layer of differing sounds/conversations, locate the source of noise or pick up a sound from a mile away in a busy city.

Enhanced Smell[]

Witcher are trained to detect specific persons, creatures, monsters, objects, substances or even places, locate their origin, and track targets with nothing but their nose. A Witcher can identify the species of animal from the scent of their blood alone.

Enhanced Vision[]

Witchers can see with amazing clarity/detail, distance, or color. Witcher possess cat-like eyes that grant very acute night-vision - witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This night-vision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.

Night Vision[]

Using the Cat potion, witchers eyes change to allow them to see in pitch blackness.

Enhanced Human Strength[]

A Witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Its generally thought that a Witcher is 2 to 3 times physically stronger than a normal man, able to cleave through cleave through monstrous flesh and bone but still capable of dying from a more skilled opponent or obviously fatal wounds like decapitation or having a lung run through by a pitchfork.

Enhanced Running/Sprinting[]

Due to an extensive pre-mutation exercise program and later the mutations of the Witcher Trials, witchers are able to run faster than normal humans beyond what can be emulated via natural training and with little to no maintenance exercise.

Enhanced Stamina[]

Due to an extensive pre-mutation exercise program and later the mutations of the Witcher Trials, witchers are able to summon vast quantities of stamina, far more than what a normal human could without natural training.

Fall Damage Resistance[]

A Witcher is able to leap off tall structures being able to land without pain or injury from heights that would shatter the bones of most men.

Regenerative Healing Factor: Level 2[]

Witchers usually have quick(er) recovery from injuries. While not instant healing a witcher's healing time is highly unusual taking a fraction of the time to heal as well as surviving more deadly wounds possible. For example when slashed in the neck by a Striga's talons the famed Witcher Geralt of Rivia it only took him a few days to heal before he was back on The Path. Minor to moderate wounds such as small cuts, bruises, and burns usually take a few seconds to fully heal, with more severe injuries like lost limbs, internal organs, and damaged nerves and cells taking minutes or hours to heal.

Demi-Immortality or Longevity[]

A Witcher's cellular senescence is drastically reduced, if not completely halted. It is unknown if a witcher has semi-immortality or a life extension as no known Witcher has died of natural causes but Witchers have incredibly long lifespans and prolonged youth. While each Witcher is different, a Witcher's known life expectancy is varied as they usually died in battle.

Mutagenic mutation[]

Witchers' possess the ability to receive mutagenic materials from monsters and process it into their being through Witcher decoctions. This allows a Witcher to take on traits and the improved conditions of the monster, this is an incredibly dangerous process so a Witcher can only handle one or two decoctions at a time, as an inbred safety precaution if a Witcher already has two decoctions in their system and takes a third one, the oldest decoction's effects are overwritten.

Monster & Beast Physiology[]

By consuming certain Witcher concoctions, a Witcher is able to take on traits of the decoction's donor.

School Specific Mutations[]

  • Enhanced Emotions- Due to the secondhand nature of their transition from human to witcher, Cats tend to turn out more emotional than other witcher schools. Mozeh reacted well to the Trials allowing her to retain more of her human charisma.
  • Immunity to charm attempts- Despite having an enhanced emotional range for witchers, the witchers of the school of the cat are able to see through charm magic and natural attempts to seduce them.

Extra mutations[]

Enhanced Dexterity[]

Mozeh can precisely control her movements and muscles, making her unable to be clumsy or fumbling.

Werecat Mutagen[]

  • Werebeast Physiology as a result of being bonded with a Werecat mutagen during her trials Mozeh is capable of achieving a werebeast's physiology specifically her Half Cat form
    • Half-Cat form- In times of stress in battle Mozeh can achieve a half-cat form gaining a prehensile tail, fangs, razor sharp clawed retractable fingernails and toes.
      • Claw Retraction- In this form Mozeh possesses the ability to produce and retract sharp feline claws.
      • Climbing- Using her half-cat claws Mozeh gains the ability to climb effortlessly over/on steep and narrow surfaces or plains.
      • Enhanced Agility- In her half-cat form Mozeh possesses agility beyond that of peak human potential.
      • Enhanced Balance- In her half-cat form Mozeh can achieve a level of balance beyond those of a normal human.
      • Enhanced Bite- In her half-cat form Mozeh has an incredibly powerful bite force.
      • Enhanced Flexibility- In her half-cat form Mozeh has the ability to effortlessly bend and twist body past normal limits.
      • Enhanced Leap- In her half-cat form Mozeh can jump longer and higher distances than normal humans.
      • Enhanced Stealth- In her half-cat form Mozeh possesses extraordinary skills in stealth.
      • Enhanced Speed- In her half-cat form Mozeh possesses speed enhanced beyond that of a human or even a witcher.
      • Predator Instinct- In her half-cat form Mozeh possesses instincts akin to that of a predatory creature.
      • Weakness to silver in this form, silver damages Mozeh if her bare skin touches it. Silver can also undo her transformation for a time.
  • Feline affinity- Cats and other felines which normally abhor witchers are friendly and even helpful to Mozeh she can even give simple commands which they will faithfully carry out.

Magic[]

Having the ability to perform simple yet incredibly versatile simple magic in the form of signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.

Signs[]
Aard[]

Aard is a simple magical sign used by witchers. The Aard sign is a simple magical sign used by witchers that directs a blast of telekinetic energy to stagger opponents, leaving them open for a subsequent attack. Aard can also blow out any existing fires, blast open poorly secured doors, or punch through cracked or damaged walls.

Igni[]

The Igni sign is one of five simple magical signs used by witchers and causes a burst of fire that can repel and ignite opponents, as well as start fires.

Quen[]

The Quen sign is a simple magical sign used by witchers that forms a protective field around the caster. Quen's basic ability is to cover a witcher in a basic shield that absorbs a limited amount of damage.

Yrden[]

The Yrden sign is a simple magical sign used by witchers that forms a circular, magical trap. The trap triggers a certain number of times when traversed by a foe, causing knock back, damage, and a chance of inflicting ailments on its targets Most foes that wander into the ring are significantly slowed, though some monsters are unaffected by it. Yrden is one of the witchers best tools for controlling multiple enemies in melee range. It's also particularly valuable for witchers when up against noonwraiths and nightwraiths, who remain incorporeal most of the time unless caught within a Yrden circle.

Axii[]

Mozeh's Axii is slightly stronger than a normal Witchers, she uses it to calm others and herself when they get overly emotional.

Equipment[]

  • TBA 

Trivia[]

  • Mozeh has wintered at Dyn Marv and occasionally Kaer Morhen.
  • Mozeh is 6'1" ft tall.
  • Mozeh is a NPC character created in the Witcher TRPG for Adalwulf of Aedirn's campaign.
  • The Trial of the Pendulum is inspired by this post in The Witcher Amino.
  • The Trial of Remembrance is inspired by this post in The Witcher Amino.

Notes[]

  • Mozeh is a pure fanon creation as such there is no official proof of her existence in the Witcher works outside the fanon community.
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