Inkwarren Devlog #2: Welcome to Cairnadal!
The trees around your village are tall, and they are old. As you linger on the edge of the cobblestone path, you consider the forest beyond. You have heard of what lurks in the Deeper Wood- old beings, older than Inkwarren, and pale things that hate the things that lurk in the light. You look back to the flickering golden light of your village's tharian, admiring briefly the iron-wrought and rune-laden shape of the lamppost. The Abbey says tharians are shields against the deep and the dark, but doubt lingers at the back of your mind. What if they're wrong about the Wood?
Hello again, y'all! Sorry for a little while with no updates, it's been a crazy and long week in Matt World. I'm here for another update for Inkwarren, my in-development dark fantasy TTRPG of swashbuckling tactics and storybook intrigue, to talk about the game's setting: the ancient and magical woodland of Cairnadal.
Cairnadal
Cairnadal is a massive, realm-spanning woodland that encompasses all of the Known World. Ancient and beautiful, Cairnadal carries with it an odd and bewitching beauty. Woodlanders, the intelligent animal inhabitants of Cairnadal, most often live amongst the roots of the tall trees that make up the woodland around them. Sunlight comes in narrow beams that gracefully dance across the forest floor, and the soil is rich and fertile after centuries of greenery and other things that live amongst the woodland.
Woodlanders
Cairnadal is primarily inhabited by woodlanders, a society of intelligent animals that have built stone cities and little villages that dot much of Cairnadal's breadth. Woodlanders are small mammals, birds, amphibians, and reptiles, that form into societies and communities amongst each other where they create art, research knowledge, wage war, and consolidate power. There's good and bad in woodlanders, just as there is in us. The current society of the woodlanders is the vast and expansive kingdom of Inkwarren (oh look, the game's title!), which spans across five of Cairnadal's great six regions.
Beasts
Arthropods, fish, mollusks, and other animals are called beasts, and take the place that animals do in our world that we live in as humans. Woodlanders fish for food, ride stag beetles from city to city, send messages via trained dragonflies, and keep ladybugs and rollie-pollies as household pets. Wild beasts, like large hunting spiders or common crabs to be found on beaches, are approached with some measure of caution or respect for Cairnadal's many lifeforms.
Other Beings
Other beings inhabit the vast woodland of Cairnadal. Dead things return to life as lyches, animated by the weird magicks of the Deeper Wood, and massive, gentle stone giants with no name wander the wood, a remnants of the unknown civilization of That Which Came Before. Other animals, massive things known as the Old Masters of the Wood, can be found deep within the Deeper Wood. They have different languages, different gods, and different conceptions of the world than woodlanders do, and rumors are that they abound in a strange and ancient magick at their command.
Inkwarren
Inkwarren is the massive kingdom that spans most of Cairnadal, established over nine-hundred moons ago after a massive, woodland-spanning conflict known as the War of Red Flowers. Inkwarren is ruled by House Greyfell, a house of cats currently led by Alys II, who has served as King Crowned of Inkwarren for thirty-nine moons.
Inkwarren is made up of five major wards, each led by a powerful noble house called a High House. These wards are the Aerie, the Heartlands, the Yawning Roads, the Waterways, and Winterreach. Culture and language varies from region to region, and the High Houses often clash with each other while skirting the edges of violence.
Daily Life in Inkwarren
Every settlement in Inkwarren is protected by a magical lamppost called a tharian. Tharians glow with a light akin to faint sunlight, and ward away magicks and other beings that come from the Deeper Wood. The Abbey, the principle religious entity that dominates most of Inkwarren, professes that tharians are necessary for the peace and safety of Warrenish settlements, but there are those who would whisper and say otherwise. No one knows exactly where tharians came from, and the art of creating them has been lost to history.
Each settlement in Inkwarren is often governed by a noble house, represented by a reeve (which is somewhere between a mayor and a sheriff). It is common to have small chapels for the Abbey in many settlements, where the tharian lies at the center. Most woodlanders carry common professions such as smiths, scaleworkers, weavers, farmers, or messengers between settlements.
The Five Great Regions
Inkwarren is made up of five massive regions of Cairnadal, each governed by a High House, with their own languages, religions, and cultures.
The Aerie is a massive section of woodland where the towns and settlements are built from wooden platforms around the trunks of trees, with bridges or simple ropes connecting each platform-town. The tharians of the Aerie grow their wrought-iron poles around the trunks of trees, twisting into the platforms that settlements are built around. The Aerie is mostly inhabited by flying woodlanders, although climbing coats of woodlanders such as squirrels or possums have been known to make their home amongst the trees. The Aerie is ruled by House Ddur-Adain, a vulture house.
The Heartlands are the largest region of Cairnadal, built between the massive roots and tall trees that make up the woodland proper. The Heartlands is the home of Inkwarren's capital city, Gwydir, and is a center of commerce for the rest of Warrenish society. The Heartlands are the seat of House Greyfell, the cat house that rules all of Inkwarren.
The Waterways are river-laden hills and marshes where the trees of Cairnadal become fewer and farther between (but still cover most of the land). The Waterways are dotted with settlements populated with woodlanders that make their homes near water: ducks, otters, frogs, and snakes that hunt, fish, and forage for their daily living. The Waterways are ruled by House Wynne, an snake house.
Winterreach is a vast region of pine-covered mountains and snowy bluffs. Winterreach is scarcely populated, and its few settlements are made up of woodlanders comfortable with the cold and ice of that realm. Winterreach is ruled by House Castledown, a snowy owl house.
The Yawning Roads are a massive network of caverns that spans under most of Inkwarren, where cities are carved out of rock and stone. Here, strange 'roots' of the tharians above light caverns and protect from things that lurk under the dirt. The Yawning Roads are inhabited mostly by burrowing woodlanders such as moles, voles, or rabbits, as well as bats, salamanders, and burrowing owls that are commonly found underground. The Yawning Roads are ruled by House Sare, a salamander house.
The Deeper Wood
The Deeper Wood is the section of untamed woodland of Cairnadal not dotted by Warrenish settlements or protected by tharians. Strange things are said to lurk within these woods, magical things that existed before Inkwarren existed as a kingdom. Both the Crown and the Abbey forbid travel into the Deeper Wood, but braver wanderers have been known to wander off the cobblestone path, and your mind lingers on what might be out there...
That's All For Now!
Thanks for reading! I'll be back soon with another devlog to talk about Battle and how Inkwarren approaches its philosophy to combat and violence. Thanks for reading!
















