Each settlement appoints someone to act as a judge in local disputes, usually the oldest member of the community. Most villages also, when the post becomes vacant, make sure they vary which species represents this side of life. Nobody likes the thought of anyone judging them so this system has helped keep the peace. The one exception are the majority sprite settlements where it is seen as a badge of honour to be up before the candidate judge as often as possible, especially when a non-sprites species is chosen. This aggravates the Queen and Council but given even the sprites are no longer at war with each other, it is felt the realm can live with this. When cases become difficult, the judge refers them back to their Council representative, who, if necessary, brings it to Queen and Council for final deliberation (there is no right of appeal).
The friendlier witches visit the settlements and offer herbal cures, which are eagerly taken and do some good. When the Chief Witch begins plotting to take the throne, she recruits as many as she can to her cause and threatens the others. Some brave souls effectively go on the run and still help the villagers who still welcome them. But it quickly becomes apparent the Queen and her Council are now looking on all witches with grave suspicion so the friendly witches give what help they can under cover of darkness. The villagers keep their presence quiet. The Witch and the Queen/Council know the settlements are doing this but there isn’t much they can do to overcome it. The Witch doesn’t want to bring the wrath of the Kingdom down on her head all at once, which will happen if she threatens the villages. Her best chance of success is to use carefully planned terror acts. The Queen/Council know how popular they’ll be if they threaten their own.