Setting information
Wardwood takes place in the country Sunderland, which is more or less a fantasy version of England at the turn of the 19th century (for comparison purposes, Pride and Prejudice is set during this time). It is a nation poised at the brink of scientific and technological breakthroughs that will soon herald an industrial revolution, but its atmosphere still hearkens back to older times—sailing vessels rule the seas, horse-drawn carriages are the preferred method of overland travel, and guns are clumsy, difficult-to-obtain weapons best supplemented by swords. Its name derives from its geography; Sunderland's rocky coasts appear to have been sundered from the continental mainland. This, combined with the massive forest called the Wardwood that sprawls over Sunderland's northern and eastern borders, has helped protect the country from invaders for centuries.

  • YEAR 1798 (as of 2014)

  • GOVERNMENT Sunderland is ruled by a monarchy. Queen Anne II is the current monarch.

  • LANGUAGE Sunderland's language is Common, which is identical to English. Sunderlanders may speak with a number of different accents and local dialects.

  • CURRENCY Sunderland's currency, the crown, is coin-based. Its largest denomination is the gold crown, which is considerably valuable; one crown is enough to purchase several nights' lodging at a fancy inn. It is subdivided into shillings and pence. Depending on context, "the crown" can also refer to the monarchy.

  • RELIGION Sunderland's native religion is referred to as the Old Ways, a general set of principles that includes believing in the existence of spirits, leaving offerings to them, and generally respecting the land. The Old Ways are often regarded as archaic and superstitious, especially as Sunderland now rests on the cusp of an industrial revolution, and are most common in rural areas as opposed to cities. However, this is slowly beginning to change in response to the Wolves' reemergence.

  • OTHER DETAILS such as the weather, appearance of the terrain, and architectural style loosely correspond to England during the same time period. We don't expect you to do research, however—for instance, we don't require the use of historically accurate slang—as this is still a fantasy setting.


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Places to know
You are free to invent other areas to RP in, but most of these locations are major hubs that will factor into the meta plot.

  • PALISADE Palisade is Sunderland's capital city. It is a large and quickly expanding metropolis strategically located near the mouth of the Thrithing River, which allows it convenient access to trade. The Thrithing splits off about a third of Palisade, and its smaller western portion is considered generally less savory than its eastern, where the queen's palace and most upper class areas are located.

  • OLDCASTLE Oldcastle is a large town located near the ruins of the previous castle of the Sunderlander monarch, which was abandoned centuries ago in the aftermath of the great war between men and Wolves. Many people who live in Oldcastle still follow the Old Ways. For some reason, possibly due to its proximity to the ward-tree, chosen are often drawn to Oldcastle and settle there or visit it frequently. It is said to be the ancient home of the Wardens, and a new Warden fortress recently began construction in the castle ruins in the spring of 1797.

  • THE WARDWOOD The massive forest that expands outward across Sunderland's northern and eastern land borders is known as the Wardwood. Even those who hold no credence to the Old Ways are forced to admit that there is something strange about the wood—it is unusually wide and difficult to traverse, and the giant Wolf-stones scattered seemingly at random among its roots impart an uncomfortable feeling of watchfulness. Human invaders have never successfully crossed the Wardwood, and those who believe in spirits credit them with this curious achievement.

  • IMPORTANT ROADS Two of the most traveled roads in Sunderland are the Kingsroad (pictured above running horizontally through Palisade) and the Highroad (pictured running northward between the coast and the Wardwood). The Kingsroad used to run past Oldcastle, and the centuries-old rubble of its previous route is still visible, and to some extent usable, several miles outside of town. Those traveling the Kingsroad through Palisade must take a ferry, as the technology to build a bridge long enough to span the Thrithing does not yet exist.

  • THE IRON SEA Sunderland's coastal areas border the Iron Sea, which is a sizable region of the Western Ocean. The Iron Sea extends far into the North and is named for its cold, gray waters. Its northernmost reaches are largely uncharted by Sunderlander explorers as extensive ice floes, dangerous currents, and (if one believes the rumors) strange, enormous sea creatures make the journey too perilous for sailing vessels.


Spirits and the Old Ways
There is no real proof of the existence of spirits outside of possibly the ward-tree and spirit guardians, which are no longer well-understood phenomena in Sunderland due to the scarcity of chosen in recent centuries. Although anecdotal accounts of spirit sightings crop up every once in a while, they are usually untrustworthy and a result of too much drink or a well-orchestrated prank. Even those who believe in spirits acknowledge that the beings haven't shown themselves to humans in hundreds of years.

Offerings to spirits include small items like ribbons, pretty stones, baubles, and trinkets, or small bowls of food and drink like honey, wine, milk, and sweets. Those who follow the Old Ways will leave offerings when taking firewood from the Wardwood, for example, or chopping down trees to build a house. Spirits are thought to be inherently fickle beings, capable of both benevolence and cruelty toward humankind, and displeasing them may incur their wrath. Mysterious illnesses, stolen or spoiled goods, sudden deaths of livestock, and colicky babies are often blamed on the intervention of vengeful spirits.

No one quite agrees on what spirits look like, and old records are infuriatingly vague. The only consistent factors are that they are generally human-shaped and have an aversion to iron. Otherwise they might be portrayed as the size of children or tall and slender, pale or nut-brown, beautiful or fearsome. Sometimes they are said to possess dragonfly wings or extra joints on their fingers and toes.

Two individuals claiming to be spirits have recently emerged in Sunderlander society: Llyr, an advisor to the queen, and Gwyn, who identifies himself as the leader of the Wolves. Many (if not most) people remain unconvinced that they are indeed what they say they are.



Hedgecraft
Hedgecraft, the subtle magic of the Old Ways, has faded into obscurity over the past century. Many dismiss it as ignorant superstition or the trade of country charlatans, but acceptance of hedge magic is slowly growing in the wake of the Wolves' return. Those who possess the talent for hedgecraft do not always recognize it within themselves, as it manifests quietly—in a garden that stays green just a bit too long into the autumn months, perhaps, or a fever eased before its time. But though it works no sudden miracles or great spectacles, hedge magic is still a powerful force in its own right. After all, a touch of magic can mean the difference between life and death. A hedgecraft practitioner is known as a hedge witch.

  • Hedge witches are usually—but not always—female, and the ability seems to have a hereditary component.
  • Many hedge witches earn a living as midwives, healers, and herbalists.
  • Common expressions of hedgecraft include, but are not limited to:
    Healing, divining, manufacturing charms and hexes, and communing (nonverbally) with plants and animals.
  • Hedgecraft is not a uniform art. Hedge witches often practice magic very differently from one another and are talented in different areas.
  • Hedgecraft is subtle; a skeptic could study it and still come away unconvinced, attributing the results to coincidence or good luck.
  • Those who follow the Old Ways usually believe in hedgecraft.
  • For unknown reasons, hedge witches are never chosen by a guardian.

Hedge witches can enhance their magic by developing a special bond with an animal that has been affected by the mystical energies of the Wardwood. These creatures become known as familiars. Different types of animals are said to supplement different types of magic; you can read more about them
in our bestiary. Many hedge witches believe that solstices, and to a lesser extent equinoxes, are auspicious times of the year to acquire powerful familiars.