This article concerns a location that appears only in The Witcher computer game. Its contents might therefore contradict information from Andrzej Sapkowski's books and other adaptations. |
The swamp, also known as the "swamp forest", is home to a village of brickmakers, an old hermit, a group of druids who live in a beautiful grove, a group of loggers and a host of monsters. There is also a mage's tower in the middle of the area, which is locked and seems to breed monsters.
Major Landmarks
- the landing
- Brickmakers' village
- Brickmakers' quarry, which includes the clay pits
- Cave
- Lumberjacks' glade
- Druids' grove
- Gramps' island hut
- Mage's tower
- Scoia'tael encampment (also used by Salamandra at one point in Act III)
- Shrine of Melitele
- Ten ancient obelisks for the Sephirot
- Golem burial ground
- Wyvern Island
Journal Entry
"Across the lake from Vizima lies a large area of marshlands which is home to small human communities, but also to various monsters. It's not safe there, even during the day - a drowner or a bloedzuiger can spring from the murky water at any moment. The casual traveler should also be mindful of the misleading will-o'-the-wisps, which have a tendency to lure unwary adventurers further and further into the swamp, until they become mired in mud and perish. To reach the swamp, one must hire a ferryman at the Dike in Vizima and take the boat across the lake. A group of lumberjacks works deep within the marshlands, making money by selling lumber to Viziman craftsmen. They are lead by a dwarf named Yaren Bolt, who rules the small community with an iron fist. The swamp is home to brickmakers who make their living excavating and firing of clay. Theirs is a small, secluded village, where life proceeds at its own pace. A somewhat crazed woman named Vaska leads them. The swamp is a place where man must bow before Nature in all its wild, tangled grandeur. That is why the druids have settled there, establishing a sacred grove with the tree of life at its center. The disciples of Nature allow no violence within the grove, where they tend to sick animals, even taking in wounded dryads." |
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Destinations from here
- Vizima Dike
- There are also teleports:
- Act II: Geralt is able to use Places of Power, and a teleportation crystal from Kalkstein, to return to the latter's laboratory.
- Act III: four teleports, in the Mage's tower, Triss's bedroom, the Elven ruins, and at Kalkstein's laboratory permit teleporting between any of them.
Major Characters
- Druids
- Elder Druid
- The hierophant (only appears in Act III)
- the Ferryman
- Gramps
- Jean-Pierre
- Morenn
- Vaska
- Yaevinn
- Yaren Bolt
Herbs
- Balisse (Druids' Grove, Act III)
- Beggartick
- Celandine
- Crow's eye
- Feainnewedd
- Fool's parlsey
- Hellebore
- Psilocybe mushroom (in the cave, only in Act III)
- Sewants (in the cave)
- Verbena (Act III)
- White myrtle
Notes
- Depending on whether or not Geralt chose to team up with Siegfried to fight the cockatrice in the sewers, he might need the City Guard signet ring or a bribe to be able to access the dike in order to get to the swamp.
Maps
cs:Bažiny hu:Mocsár lt:Pelkės miškas ru:Болота