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A Walk in Wolf Wood
AWalkInWolfWood.jpg
First UK edition
Author Mary Stewart
Illustrator Emanuel Schongut
Country United Kingdom
Language English
Genre Fantasy
Werewolf fiction
Publisher Hodder & Stoughton (UK)
William Morrow and Company (US)
Publication date
1980
Media type Print
Pages 148
ISBN 0-340-25291-X
OCLC 6194375
LC Class PZ7.S8495 Wal 1980 FT MEADE

A Walk in Wolf Wood: A Tale of Fantasy and Magic is an exciting children's fantasy novel. It was written by Mary Stewart and came out in 1980. The story is about a brother and sister from modern-day England. They find themselves transported back to 14th-century Germany. Their mission? To save a friendly werewolf!

This book was Mary Stewart's third novel written especially for children. She wrote many popular books. In 1996, she received a special award for her amazing writing career.

The Adventure Begins in Wolf Wood

John and Margaret Begbie are a brother and sister from England. They are on vacation with their parents in Germany. One day, they are resting near a part of the Black Forest called "Wolfenwald," which means "Wolf Wood."

Suddenly, they see a strange man running past them. He is dressed in old-fashioned clothes and seems very sad. Curious, John and Margaret follow him. Their parents are busy, so they don't notice.

A Mysterious Discovery

As they follow, they find a gold medal. It's the same one they saw around the stranger's neck. He must have lost it while running! They keep following his trail. It leads them to an old, broken-down cottage in the forest. Inside, they find the stranger's clothes under a bed.

Suddenly, it gets dark very fast. A huge wolf appears and seems to threaten them. John quickly throws the medal at the wolf, scaring it away. The children then run back to their campsite. But something is wrong. Their parents and the car are gone!

Waking Up in a New Time

John and Margaret decide to spend the night there. They hope their parents will return soon. At dawn, they wake up to see the wolf again. This time, a group of hunters in medieval clothes are chasing it. Margaret cleverly sends the hunters in the wrong direction.

The children start to notice more and more changes around them. It's like the world is shifting. They begin to wonder if they are in a strange dream. With no other choice, they go back to the cottage.

Meeting Mardian the Werewolf

To their surprise, the sad stranger is inside the cottage. He introduces himself as Mardian. Mardian explains that he is a courtier, a close friend to Duke Otho, who rules this land. He also reveals a big secret: he is the wolf they saw!

The Duke's Curse and Almeric's Plan

Five years ago, Duke Otho was hurt in a battle. He should have gotten better, but he couldn't walk. This made him very bitter towards Mardian. Mardian had to take over many of the Duke's duties.

An evil nobleman named Almeric saw his chance. Almeric was an enchanter, someone who uses magic. He wanted the Duke's wealth and lands. He tried to get Mardian to help him, but Mardian refused.

Almeric then tried to kill Mardian. When that failed, he used dark magic. He cursed Mardian to turn into a wolf every night. He also used his magic to turn himself into Mardian's exact double, a doppelgänger.

Mardian believes Almeric plans to murder Duke Otho and his son, Crispin. Almeric has been slowly poisoning the Duke. Mardian thinks John and Margaret were brought to this time by magic. This magic comes from the strong trust between Mardian and Otho. They both wear similar amulets, which are symbols of their loyalty. John and Margaret are here to help set things right!

Helping Mardian and the Duke

John and Margaret promise to help Mardian. He gives them clothes that fit this time period. He also explains how they can help him. At nightfall, Mardian turns into his wolf form. The children lock themselves away for safety.

After Mardian hunts in the forest, he leads John and Margaret to the Duke's old, ruined castle. He takes them to a secret room that only he and Otho know about. He leaves them with his amulet and promises to return the next night.

Life in the Medieval Castle

The next morning, the magic change is complete. John and Margaret step out into a castle full of medieval life. John becomes a page, serving the people in the castle. Margaret is put into the castle's nursery.

In the gardens, Margaret accidentally overhears a conversation. Almeric is talking to Crispin, the Duke's son. Crispin suspects his father's strange illness is linked to the wolf he's been hunting (Mardian). Margaret almost gets recognized by a lady from the hunting party. So, she hides in the secret room.

The Amulet and the Truth

That same evening, John meets Justin, Duke Otho's personal page. Justin has been beaten up by other jealous pages. John sees his chance. He trades clothes with Justin. His goal is to bring Mardian's amulet to the Duke.

At first, John tries to sneak the amulet to the Duke. But he is caught. Still, he manages to show the Duke the amulet and tell him Mardian's story. Duke Otho, who has been in a daze from the poison, suddenly becomes clear-headed. He takes charge and orders Almeric to be arrested for his evil plans.

However, Almeric has found the secret room. He has been using it as his hidden laboratory. He captures Margaret and realizes her connection to Mardian. When the werewolf returns, Almeric takes Margaret hostage. But John and Duke Otho arrive just in time! They stop Almeric from letting the castle guards kill Mardian.

The End of the Curse

Otho has the wolf and Almeric brought outside. As the sun rises, Mardian turns back into his human self. Almeric accidentally gets exposed to the magic powder he used to curse Mardian. He turns into a werewolf himself and runs away!

With Almeric's poisons gone, the Duke can walk again. He joyfully reunites with Mardian. After a celebration and saying goodbye to Mardian, John and Margaret leave the castle. Suddenly, they find themselves back in their own time! Their parents are just packing up to continue their trip, as if nothing happened.

Einzelnachweise

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