A Recurring Civilizational War
The conflict repeats across eras rather than existing as a one-off military event.
A full worldbuilding guide to Release That Witch covering Dawn Continent, the four kingdoms, witch organizations, the Church, demons, and the deeper lore behind the Divine Will War.
It helps to understand the continent and major factions first, then go back to the witch system or the ending with that context in mind.
The world of Release That Witch is a complex fantasy setting where magic, technology, and politics collide. It features multiple kingdoms, powerful witch organizations, religious forces, and non-human races, all shaped by the ongoing Divine Will War.
Quick Context
Start with the broad picture first, then move into the map, kingdoms, factions, and deeper lore.
Map Overview
The fastest way to understand this setting is to build a mental map of the continent, the human zone, and the external pressure points around it.

When explaining geography, one image is worth more than a long paragraph. This map was created by readers based on descriptions from the novel. It is not perfect in every detail, but it is still highly useful as a reference map for understanding where the major regions and powers are located.
This world is not evenly spread out. It is layered:
Human Nations and Regions
The Four Kingdoms are the core of the human political map, but the setting only feels complete once you also include the Fjords and the far south.
One of the Four Kingdoms, symbolized by the Tower and Spear. It has the largest territory of the four and is the most important human state in the story. Because of Church interference, it once fell into chaos through the struggle for the throne. Roland later unified the kingdom, defeated the Church, and built a common front for the Third Divine Will War. After the war, Graycastle's influence spread across the entire human world.
One of the Four Kingdoms, symbolized by the Serpent Scepter. It enjoys a warm climate and an almost spring-like atmosphere year-round. Its old king was killed through the schemes of Church Pure Witches, leading the next king to become violently anti-witch. The throne later changed hands, and a noble more friendly to Graycastle took power. After the war, the Lord of Dawn abdicated and submitted to Graycastle.
One of the Four Kingdoms, symbolized by the Crossed Sword and Shield. It is a land of hills, hard fighters, and fierce customs. After Church invasion, the Wolf King allied with the Queen of Clearwater, but failed. The kingdom fell under Church control, and after the Church was defeated, local nobles resumed fighting each other for power. During the Third Divine Will War, Wolfheart was also invaded by demons.
One of the Four Kingdoms, symbolized by the Ice Mountain and Rose. It is covered in snow for most of the year and has many Church believers. The Church invaded under the pretext that the Everwinter Queen was a witch. After the Church's collapse, noble factions fought for control, and later the kingdom also suffered demon invasion.
Independent from the Four Kingdoms. Its people are known for adventure, exploration, invention, and trade, and it maintains long-term commerce with western Graycastle. Most importantly, a spatial passage connecting to the Sky-Sea Realm exists beneath the Shadow Islands, making this region important not only for trade, but also for deeper lore.
The homeland of the Mojin tribes. It is heavily desertified, and its clans struggle constantly over scarce resources. Witches here are called divine maidens and are respected rather than persecuted. The underground also contains rich oil deposits, and this region was later brought under Roland's control.
Witch Organizations
Different witch groups in the story represent different answers to the same question: how can witches survive in a hostile human world?
The witch organization of Neverwinter, originally Border Town, founded by Roland Wimbledon. It grew out of the Cooperation Association and later absorbed both newly awakened local witches and witches who traveled in from elsewhere. Its members contributed to nearly every part of Neverwinter's development.
The first witch group named in the novel. Its stated goal was to find the Sacred Mountain, a place of permanent peace for witches. Because of Hakkala's misguided leadership, the group was attacked by demons in the Impassable Mountains and nearly wiped out. Only seven survived from the original forty-two, and those survivors eventually sought refuge under Roland.
The largest witch organization, founded by Tilly Wimbledon on Sleeping Island in the Fjords. It sheltered hundreds of witches and maintained a strong relationship with the Witch Union. After the Church was defeated, many of its members moved to Neverwinter.
Founded by Heidi Morgan, daughter of a Wolfheart grand duke. Most of its members were combat witches, while non-combat witches who sought shelter there were secretly sold to nobles. After joining Sleeping Island and attempting a coup, the group was exposed; Heidi was executed, and the survivors were absorbed into the Witch Union and Sleeping Spell.
The most powerful witch organization four hundred years before the main story. It once ruled the entire Fertile Plains. After devastating losses in the Second Divine Will War, it retreated to the Barbarian Lands. Internal disagreement over how to resist the demons eventually caused civil war. One side moved to Hermes Plateau and became the origin of the Church. The other disappeared into the Impassable Mountains and waited in distorted forms for a chance to return.
The Church
The Church is the largest religious power in the human world, but its real nature is far harsher than its public doctrine suggests.
The Church's true origin lies in the branch of the ancient Union that split away four hundred years earlier. Over time, it transformed into the dominant religious force in the human world and spread the belief that witches were evil.
On the surface, it claimed to be defending order and purging corruption. In reality, one of its main reasons for hunting witches was to gather the blood needed to manufacture the God's Punishment Army. Its long-term goal was preparation for the Third Divine Will War.
The witches who serve the Church directly. They are deeply shaped by Church doctrine and show extreme hatred toward so-called wild witches, or "fallen" witches, outside its system.
The Church's main conventional military force. Its average combat ability exceeds that of ordinary knights in the Four Kingdoms. Because it uses equipment prepared from Divine Stones, it is especially effective against non-transcendent witches.
The Church's trump card. These soldiers are created by injecting ordinary humans with a liquid made from witch blood and Divine Stone. They gain overwhelming speed, strength, and anti-magic field abilities, but lose reason, ignore pain and fear, and cannot operate independently without handlers.
Demons
Demons come from the Blackstone Domain and are humanity's long-term enemy in the Divine Will War.

Demons come from the Blackstone Domain. Individually, they are far stronger than humans, and they use different types of magic stones to cast magic in battle. They have no sex distinction, and in general, the more human-like a demon appears, the stronger it is.
Under normal conditions, demons must breathe a special red mist in order to survive. This is one of the main reasons they cannot always launch a full invasion. Only when the Red Moon appears can they erect giant obelisks on Divine Stone veins, create large fields of red mist, and open a stable path into the human world.
In the first and second Divine Will Wars, demons defeated humanity. Humans were pushed back from the Dawn Region to the Fertile Plains, and then from the Fertile Plains into the Barbarian Lands, where the Four Kingdoms would later emerge.
Sky-Sea Realm
If you only look at humans and demons, you miss another major war line in the setting.
The Sky-Sea Realm is the strongest of the four main species involved in the Divine Will War. Its nest lies in the distant sky-sea, and all of its individuals possess highly similar magic under the unified control of the main nest.
On the opposite side of the continent, it fights a long war against the demons and ties down much of their military strength. In practical terms, the Sky-Sea Realm is one reason humanity was not crushed much earlier.
Its origin is not natural evolution. It was created by the gods as a comparison species within the selection system, designed both as a control group against naturally evolving life and as an additional source of external survival pressure.
Other Civilizations
One reason this world feels deep is that it is built on the ruins of civilizations that already failed long before the present story.
The underground civilization was eliminated even before the first Divine Will War of the current cycle because it lost its divine relics. Its civilization existed below the surface, and later explorers referred to its remains as the Labyrinth Ruins. These ruins contain remnants such as magic cores, original carriers, central carriers, and records of vanished civilization.
A silicon-based lifeform that appeared in a much earlier cycle of the Divine Will War. Their bodies bore patterns and resembled tombstones. They were destroyed by the Radiation Race.
A species from another ancient cycle that worshiped and used radioactive materials. It defeated the Matchstick Race and won that particular Divine Will War, but its own civilization later went extinct as well.
Together, these failed civilizations show that the Divine Will War is not just a local conflict involving humans, witches, and demons. It is a repeated mechanism of civilizational selection operating on a far larger timescale.
Core Lore
The Divine Will War is a recurring conflict between civilizations, where each race competes for survival and evolution. The war is part of a larger system designed to test and refine intelligent life forms.
The conflict repeats across eras rather than existing as a one-off military event.
Competing civilizations seek the resources or knowledge needed to survive and advance.
The war is ultimately tied to a larger mechanism that forces civilizations to compete under pressure.
Power Structure
This page focuses on the world, but the magic system still matters because it explains why witches, divine stones, and magical resources reshape politics.
Magic in the world is primarily controlled by witches, whose abilities vary widely and can evolve over time.
Magic stones, divine stones, and other artifacts also play key roles in shaping power balance.
Why It Works
This is where the setting stops feeling like background and starts feeling like one of the story's main engines.
Explore More
If the setting is what interests you most, these are the best pages to open next.
Quick answers about the world, kingdoms, factions, and lore of Release That Witch.