

Hadewald is the land of guilds, seafaring and craftsmanship. Timber is the dominant profession in the dense forests of the realm. Unlike many other kingdoms, Hadewald is not ruled by a royal family, but by a council of masters. The King of Hadewald has more of a representative role. This council, made up of the guilds, is responsible for legislation and justice in the land. The people of Hadewald are known for their courage and strength.
The landscape of Hadewald
The land of Hadewald is characterised by dense forests. These stretch from the mountain ranges in the south to the windy hills in the north. Trees dominate the landscape, majestic conifers such as firs and spruces, but also ancient oaks that bear witness to times gone by. In the east, near the coast, deciduous forests mix with marshy lowlands, feared and cherished by sailors and fishermen alike.
The land is traversed by numerous rivers that wind through the forests like silver bands. These waterways serve both as natural borders between guild territories and as important trade routes. To the west lies the Rock Sea, a rugged, craggy landscape notorious for its wildness. It is a place that many avoid, but fabulous treasures and ancient ruins continue to lure adventurers into its depths.
Law and Politics in Hadewald
Over the years, a system of guilds has developed in Hadewald, which would remain in place until the Great Hoof Storm. First and foremost, the craft guilds form the Council of Masters, made up of 12 members - the leaders of each guild. This council decided the fate of Hadewald from 53 EC to 455 EC.
The history of Hadewald
Early Hadewald (200 b.EC)
Hadewald consists of scattered clans living independently in the forests. The first guilds are formed by groups of lumberjacks and blacksmiths who band together to defend themselves against raiders.
The Council of Masters (150 b.EC)
The Council of Masters is established. The craft guilds take over the administration of the country and the system of guild rule is established.
Attack on Gasdaria (122 b.EC)
The new head of the council, Hadewald, leads a surprise attack on Gasdaria. Grimrosch Snækolson raises his greedy fingers against Gasdaria under protest, but the other kingdoms hold back. The king, sure of victory, greatly underestimates Gasdaria's military and is finally defeated after a bloody two-year war.
Law and politics in Hadewald
Hadewald is governed by the Council of Masters, an assembly of the twelve heads of the most important guilds. This structure gives the guilds great power and influence over the land. Each guild, from carpenters to blacksmiths to sailors, sends a representative to propose laws and decide on the distribution of resources. A Council President, elected every five years, has limited executive powers.
Despite this clear hierarchy, Hadewald remains a kingdom. The king, who traditionally comes from an old noble family, has mainly representative duties. Power, however, lies with the guilds, which often leads to tensions between the nobility and the craftsmen. The Council has the final say on legislation, and conflicts are often resolved pragmatically.
The life of the people
Daily life in Hadewald is characterised by hard work. Most people are farmers, woodcutters or craftsmen, closely tied to their environment. During the long, cold winters, families gather around the hearth, telling stories and carving items to sell at the markets in the spring.
There is a strong sense of community. Every town has a guild hall, which serves not only as a workshop but also as a meeting place. Festivals and rituals, such as the Maple Fire Festival to welcome summer, create a strong sense of togetherness. Religion plays a less dominant role; instead, the forest itself is revered as a place of spiritual significance.
Trade
Hadewald's trade is based on its rich natural resources. Wood is the main export. Hadewald's oak ships are renowned in neighbouring realms for their durability and craftsmanship. Furs and pelts from the southern forests also find a ready market.
Imports consist mainly of metals and spices, as Hadewald has little ore of its own. The markets of the major port cities are the hub of trade, and seafaring ensures contact with distant lands.
Towns and special Places in Hadewald
- Bruchhus: Capital and seat of the Council of Masters. It lies in the centre of the largest forest in Hadewald.
- Havenheim: Hadewald's largest port and commercial centre, located on the east coast. Known for its impressive shipyards.
- Fjarnholm: An old mountain town in the south, surrounded by high mountains and famous for its stonemasonry.
- Nordfell: A settlement in the north whose vast meadows are famous for wool production.
- Viltmaar: A mystical place in the Fjord, known for its ancient ruins and unexplained lights.
The language of Hadewald
Male first names
Bjarn, Erik, Sigvard, Halrik, Ragnar, Tjorven, Leifur, Haldor, Vidar, Sverin
Female first names
Livna, Solveig, Astrid, Freyda, Elvira, Sigrun, Yrsa, Linnea, Alfhild, Thora
Family names
The family name of a person from Hadewalder usually consists of the mother's or father's first name, with a -son or -dottir added depending on the gender. There are also place-related surnames.
- Snækolson (son of Snækol)
- Torbensdotter (daughter of Torben)
- Fjellstrom (from the mountains)
- Skaldvik (from the village of Skalds)
- Eikholt (from the oak forest)
- Havardsson (son of Havard)
- Torkildsen (son of Torkild)
- Lysfjord (from the fjord of light)
- Grimwaldar (From the Dark Forest)
- Stenvard (from the Stone Sentinel)
Everyday words
- House: 'Hus"
- Forest: "Skog"
- Trade: "Hantverk"
- Master: "Meistar"
- Bread: "Bröd"
- Ship: "Skip"
- Farmer: "Bondi"
- Market: "Marknad"
- River: "Elv"
- Fire: 'Eld"