The Witcher
Monsters stalk the woods. Armies burn the fields. Take a contract, pick a side, and carve your destiny on the Continent.
Evil Joins Every Side — Choose Yours
The Second Nilfgaard War tears the Northern Kingdoms apart — Temerian villages burn, Redanian spies plot, Kaedweni columns march, and Queen Meve's partisans refuse to kneel. And through it all, the monsters remain: drowners in the Pontar, griffins over White Orchard, beasts on the Killer's Trail.
This is an open-table Witcher sandbox. Be anyone in this world — a witcher of the Wolf School wintering at Kaer Morhen, a Temerian scout, a Redanian spy, an Aedirnian mage, a Lyrian partisan, an elven exile of Dol Blathanna. Hunt contracts for coin, get tangled in crowns and invasions, or just try to survive the road between.
Start anywhere: winter with the wolves, scheme under Radovid's eagles, march with Henselt, bleed for Meve, or chase valley gold in Aedirn. Eight game starts, hundreds of pinned locations — from Vizima's alleys to Ban Blathanna's marble halls, from Upper Posada's high pastures to the Sly Cat Inn.
The Continent
Drag to pan, scroll to zoom. Click a marker to open it — places with maps of their own take you deeper.