Step into a realm shaped by destiny, where kingdoms rise and fall, magic twists the fabric of reality, and monsters lurk beyond every shadow. From the sorcerers’ towers to the battlefields of empires, and from ancient elven ruins to the witchers’ training grounds, discover the stories, characters, and history that define Andrzej Sapkowski’s unforgettable universe.
The Witcher's world is a contested land where humans, elves, dwarves, and monsters struggle for survival and dominance. The Continent is filled with ancient magic, political intrigue, and dangerous creatures that roam the wilderness.
The Northern Realms, Nilfgaard Empire, and other powers constantly vie for control through war, diplomacy, and subterfuge.
The source of magic traces back to the Conjunction of the Spheres, when worlds collided and monsters arrived.
Witcher schools like Wolf, Cat, and Griffin train mutants to hunt monsters through brutal trials and mutations.
The White Wolf, a legendary witcher from the School of the Wolf, known for his exceptional skills and moral complexity.
A powerful sorceress and Geralt's longtime love interest, known for her beauty, intelligence, and formidable magic.
The Lion Cub of Cintra, Princess of Cintra, and Geralt's adopted daughter, with Elder Blood and extraordinary powers.
The oldest and most experienced witcher of the School of the Wolf, serving as a mentor and father figure to Geralt and Ciri.
A skilled sorceress and close friend to Geralt and Yennefer, often involved in political intrigue and magical affairs.
A famous bard and close friend of Geralt, known for his charming personality and poetic talents.
Worlds collide; magic floods the land and monsters appear—history’s true zero point on the Continent.
Human migrations reshape power dynamics, displacing elder races and redrawing borders.
Mages organize into chapters and councils, formalizing schools of magic and political influence.
Witchers winter and train here; early trials and mutations forge the first monster hunters.
Alchemical rituals and mutations produce enhanced fighters to protect settlements from monsters.
Nilfgaard’s expansion triggers catastrophe in the North; refugee flows and resistance surge.
Combined Northern mages halt Nilfgaard at great cost, cementing legends and rivalries.
A violent schism in the mage community reorders alliances, splintering magical governance.
Campaigns, truces, and proxy battles reshape borders while common folk bear the heaviest burden.
Anti-nonhuman violence spikes in cities like Novigrad; witch-hunts and censorship intensify.
Witcher schools decline, mages go underground or mercenary, and local militias fill the vacuum.
Prophecies converge around Ciri; bloodlines, portals, and destinies bend the course of nations.
Fragile settlements and shifting alliances define the post-war North; monsters and men remain.
Powerful dragon-like creatures including green, red, and gold dragons, along with drakes and wyverns.
Otherworldly beings like wraiths, noonwraiths, and nightwraiths that haunt specific locations or times.
Flesh-eating creatures like ghouls, rotfiends, and drowners that feast on corpses and attack the living.
The remote mountain fortress where witchers of the School of the Wolf were trained and wintered.
A large free city in Redania, known for its corruption, trade, and persecution of mages and non-humans.
A war-ravaged swampy region also known as No Man's Land, filled with danger, poverty, and superstition.