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The Mysterious Wildwood

Overview

The Mysterious Wildwood is a large, swampy forest spanning across the centre of Azmarin. It has existed for as long as the Continent itself. Esvelen created this place just as they created any other- they wove together the branches of magic into a tapestry of creation. It was a regular woodland, occupied by unremarkable wildlife and typical vegetation for the area. But, somewhere in it's history, something changed. The people of the Continent grew to suspect that a rift had grown in its heart- whether by accident or by someone's intention, no one really knows. This rift was alleged to be a pathway to Shadowfell, and through it darkness seeped like a bleeding wound, poisoning all life that dwelt there. As time passed, the forest expanded, eventually growing to span from the sea to the Ancient Heights, spreading its dark sickness into the world. Recently, the forest has been growing at a rate never seen before, leading belief that dark forces are at work in this world...

The cursed forest is a main source of income for the town of Pinesbridge, who made a living chopping down wood to provide for the rest of Azmarin. Wood grown here is renowned for its strength and durability, one of the strongest in the whole of Aycia. This makes it incredibly sought after and guarantees Azmarin a large source of trade. However, due to it being so hard, the woodcutters of Pinesbridge and the neighbouring villages must source specially made axes crafted from dwarven steel to be able to penetrate the thick bark. But not all in Aycia are convinced by the unnatural properties of this wood. Tales began to circulate of strange tragedies and curses relating to this wood's use, and some became distrustful. Some accuse this material of possessing negative energy or harbouring malevolent spirits which attached to people or objects that came into contact with it, and others preach it causes bad luck or misfortune to those who possess or use it.

Climate and Geography

The climate of this forest is strange, defying natural weather patterns and seasonal shifts, as if it exists on a Plane of its own. The moment you step into its boundaries, you are struck by the cold, deathly chill that clings to your very bones. The further you walk into the forest it seems to get colder, even in the midst of summer, and if you manage to penetrate the heart of the forest, you will find frost covering the trees and leaves. Little light can penetrate its thick canopy, so the forest is cast in eternal twilight. The air seems permently damp and humid, as if it has been raining, despite no rain ever reaching the forest floor, moisture congealing in stagnant pools of thick, dark slime. The further into the forest you delve, the darker and boggier it becomes, with the centre of the forest being basically unreachable. Most attempts to cross this treacherous swamp reappear months later the way they came in, babbling mad and veins pulsing black (that is, if they are ever seen again). Attempts have been made to secure an easy path through it, but any route made will be grown over by the next morning, leaving any travellers without a certain passage and at the whim of the forest, which has a strange way of leading people astray. For this reason, the only safe way through the forest is following the Blackstorm river, although the bogginess makes carts and trade through impossible.

Flora and Fauna

Little life survives in this dark realm, and that which does has long become corrupted and twisted by the evil magic the reigns here. These creatures are said to be tainted by the forest's dark aura which has altered their minds and in some cases even anatomy. The plants follow the same story, with much of the flora losing their bright colours and some even becoming poisonous.

One species, however, breaks this rule. The Ghost Orchid is not unique to the Mysterious Wildwood, but for an extremely rare plant, it is strangely common here. Unlike many of the species found in this dark forest, it is oddly unchanged, growing defiantly in conditions that by any logic should kill it. In the half-dark of the forest, its white is so pure it nearly glows, looking eerily ghostlike, hence its name. In myth, Elaris, goddess of Starborne Passage, gifted mortals the Ghost Orchid, a flower said to bloom only where death has passed, serving as a beacon for wandering spirits. Wherever these orchids grow, it is said that Elaris has walked—watching, guiding, and blessing. In this realm of darkness and tortured souls, Elaris sows the seeds of her Ghost Orchid, guarding those who died from the restless spirits of the swamp.

Azura stepped forward, a ghost orchid seed held in her cupped hands. She knelt down over the grave and planted it. “It is said the white ghost orchid grows where death has been, giving hope in the darkness.” She said, smoothing the soil over it. “It guards the soul and spirit, keeping it safe from evil and guiding it as it travels to the Spirit Realm.
— An extract from Chapter 11; The First to Fall, The Fallen

The Aeren

The Aeren are troubled spirits of the swamp, trapped there eternally by the Great Goddess Althys. Once, they were angels; Althys' loyal subjects, known for their kind and pure nature, whose voices could fill even the vilest person's heart with love and kindness. Now, corrupted by greed and darkness, they are cursed to forever wander the darkest realms of this world in silent solitude. As punishment, their angelic voices were stolen from them, and so they scream in endless silence of their eternal suffering. So too was their ethereal beauty taken, their long flowing hair and silken robes faded and majestic wings broken. If anyone is unlucky enough to encounter an Aeren, they are certain to face a fate far worse than death, their soul ripped untimely from their mortal shell, their spirit trapped forever in the twisted cage of the Wildwood.

Their bone-white skin gave off an eerie glow, illuminating them in a halo of ghostly light. Their eyes were empty and staring; looking without seeing. A ghostly black liquid leaked from them; the tears of the dead. Surrounding their faces was a tangled mass of once white hair, now streaked with grey, their mouths agape in an endless silent scream. The once great wings of Angels now hung tattered and broken down their backs, their robes of pure white ragged and ripped, hanging limp from their frail forms.
— An extract from Chapter 12; Guiding Lights, The Fallen

The Legend of the Candle Witch

Many folktales exist of travellers who have wandered unsuspecting into this dark wood, lured astray by strange spirits. Around Azmarin, especially in areas like Pinesbridge, the Legend of the Candle Witch is staple bedtime story. No one knows the origin of this tale, nor is anyone certain if it is truly fiction, or if a grain of truth is at its heart. As the tale goes, the Candle Witch was once a little girl who lived in Pinesbridge. One day, she followed the lights of the will o' whisps, and joined them to play in the cursed forest, never to be seen again. She is said to have lurked there ever since, her soul trapped, luring children to join her in her games forever more. Some swear they heard the laughter of a child coming from the wood, or saw a small figure skipping through the trees. Mothers hold their children close, hoping against hope their children heed their warning, and don't become another lost soul of the forest...

"It was like a gaping maw; black trees erupting from the ground like rotten teeth. The canopy was so dense, almost no light reached the forest floor. Grandfather had told him the story of a young witch who got lost in these woods, and that her soul still lurks, luring innocent children into the wood to join her in her games. But any soul who strays from the path gets lost in its vastness and never sees light again. Every now and then, he swore he could hear a child laughing, or saw a flicker of movement from the corner of his eye."
— An extract from Chapter 10: Cursed, The Fallen

(Disclaimer; All images were created using Canva 'Magic Media')


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