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WORLDBUILDING

AEDELWYNN,
THE LAND OF THE FREE

Aedelwynn is a worldbuilding project that focuses on the land of the same name. It is heavily inspired by Breton, Celtic, Inuit and Slavic folklore/mythology. It is an ancient land, full of creatures who shun the light of pyres, prefer the dark depths of the woodlands, and who lutch onto ruins of what remains of fallen empires.

 

It is a land where Gods are born and ascend; where wars are waged; where cultures clash, mingle, procreate and divide; but more importantly it is a land full of legends, myth and heroes. Its been a personal project of mine for quite some time, so do enjoy reading through its thick forest-countries, barren tundras, and listening to the songs of old legends battle for honour, or love, or country and glory.

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Writing Excerpts

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DYRNWYN,  THE SWORD OF KINGS

Fashioned by 3 gods over the course of centuries, Dyrnwyn is the holy symbol of the kings of men, Aedelwynn's Excalibur, in other words. It bears the bone, blood and soul of mankind, and burns with the light of the Sun. 

Only the worthy may lay hands on its hilt, and to draw the blade means certain victory, albeit there will always be a cost. Not even its rightful owner can unsheathe the White-Hilt without fearing for his life, for it is not an instrument of war, but a messenger of the Gods' will.

YSENGRIN, HEIR

There once was a boy born without a hand, whose father rejected thinking the Gods had not favoured his fate. Left in the sidelines for much of his life, the boy became a scraggly, skinny thing, fearing for his life at every moment. Every month, a new knifed menace crept into his room, seeking to end his life.

Every year, his mother gave birth to another stillborn, and with his position becoming clearer and clearer with every failed pregnancy, the boy fled. Amongst the destitute and the hungry, he came to realise that his place was never away from court, but at its head. After years of fleeing and hiding, the boy returned a man. Ysengrin the Third adopted the crown, and helms the realm to an era of peace and prosperity.

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DHABHUÌC, City of Fallen Stars

During a devastating war 150 years ago, a shower of star stones fell from the sky, hitting many regions of Aedelwynn. At the ford of a river, the largest shard of starstone impacted the ground and carved out a gigantic lake, impacting the ruins of the elven city that had once stood in its place.

 

The war would end soon afterwards, and be known as the Night of Fallen Stars, and the survivors would settle around the fallen star's lake. From fishermen huts and aspiring magicians, the lacustrine city of Dhabhuìc was born as a hub for magic and bulwark in the south.

THE CLANNDOM OF AEDELWYNN

For milleniae, humanity had been subjugated by elvenkind, known as An Edel. This changed when mankind had had enough, and backed by Gods of their own making, rebelled against their oppressors. Now, A thousand years later, mankind is loosely united into a federation of tribes known widely as the Clan.

Inheriting the infrastructure of their masters, and the traditions of their cousins, the giants of Aedelwynn, humans had built an empire in all but name. Now they brand all those who refuse to join their customs and law "otherfolk", making war upon tribes of "barbaric" humans, non-humans and faerie kingdoms deep within the woodlands. The old Gods they believed in, having long passed into folklore.

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THE HUNTRESS, LADY OF THE WOODS

Embodying the antithesis of the Clanndom, is the Huntress. She is an elven goddess whose name has long since vanished from history, the only Old God that is still worshipped widely amongst the Otherfolk, and even secretly by some Clansmen.

It is said she had six great Disciples who aided their followers in surviving an apocalyptical flood. That those faithful who prove themselves the bravest and boldest will join her hunting trail when they pass away, to forever stalk the woods and hunt evil doers.

Numerous standing stones across the continent are dedicated to her worship, with wanderers and huntsmen often leaving offerings for good luck.

DOLMENDRIM

Far to the North of Aedelwynn lies a great barrow, built in the early days of the clanndom by aspirants of the new God of Death. This barrow was used by local tribes as their resting grounds for centuries.

However, the truth to the barrows goes far deeper. Beneath it is a giant obsidian complex of tunnels and caverns, the barrows seem to extend to the bowels of the earth. Within it are thousands of treasures, monsters and relics to be found.

 

This in turn attracts countless adventurers, scholars and explorers willing to try their luck and life for wealth and glory.

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THE BREATH OF THE WORLD

The lands of Aedelwynn is not just home to humans and orcs and elves, but also a vibrant variety of spirits living within every tree, rock, river and stream. The druids of Aedelwynn call these the Breath, as they believe it is through these spirits that the world itself makes its wishes known.

Many druids or practicionners of magic can enter into a pact with these spirits, and ask for their help when casting these spells. Many spirits expect something in return, either an offering or a gift, and some even haunt their families to protect those their particularly favour. 

NATURAL PHILOSOPHY

In a land shackled by superstition and tradition, natural philosophy comes across as an innovative, dangerous and frightening discipline. The practicioners of natural philosophy, simply called natural philosophers, bridge the gap between the natural world and the arcane. 

Using a developing understanding of phenomenology, sigildry and alchemical principles, this new caste of philosophers fight against the grinding locks of spiritual truth to create their own course amidst the tides of divine, arcane and spiritual magic.

Their goals are many, though most claim to share their knowledge with the rest of Aedelwynn.

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