
Population: 25,000-
Demi-humans: Few
Humanoids: Few
This great area of ancient forest lies principally within the borders of the
Great Kingdom, although its northwestern tip (that part west of the
Harp River) belongs to the Prelacy of Almor. The forest abounds with game, and
it is carefully forested and maintained by those who dwell
within its
confines The wood found here is generally employed for shipbuilding, spear
shafts, bows, and arrows. Weapons common to the
inhabitants include the longbow, battleaxe, and short spear.
Population: Unknown
Demi-humans: Unlikely
Humanoids:
Possible
Resources: foodstuffs, rare woods, spices, ivory, platinum,
gems (III, IV)
Little is known of the Amedio Jungle, except that it is inhabited by tribes of
cannibal savages - some purportedly of Suloise extraction or
admixture. Expeditions have sometimes returned with considerable wealth and
tales of mines where gems abound. A large lake is reportedly the
gathering
place for the savage tribes when they ready for warfare and raiding. Contact has
been through various of the Sea Princes. Amedio
savages employ the following weapons: darts, javelins, spears, clubs,
shortbows. Some natives use blowguns, a 5' to 7' long hollow tube which
guides a breath-propelled wooden sliver coated with poison from 10 to 30 yards
(though 30 yards is certainly long range). They cannot
penetrate armor, however, so are dangerous only to persons with exposed flesh.
Poison is used commonly, but generally is weak.
The trackless wastes of the Burneal Forest stretch for over a thousand miles,
from just beyond the shore of the Dramidj Ocean to the bogs of
Blackmoor. This huge and sprawling forest of pines and firs is nowhere less
than 100 miles broad, and in places over 200. Beneath these
woodlands are
the prairies of the Tiger and Wolf Nomads, and these fearless horsemen often
roam the Burneal seeking sport. They do so at
peril, however, for little-known savages dwell in this vastness, and they lurk
amidst the thick trunks to attack by stealth and surprise. Reports
state
that these tribes of hunters are humans, aboriginal Flannae people, who live in
small huts made of green boughs in the summer and in
burrows dug into the ground in the cold months. They hunt by means of pits,
snares, and with bow and spear, using huge wolf-dogs to locate
and corner or
bring down prey Such inhabitants would have to be tough and strong in the
extreme in order to survive the harsh temperatures of
winters in the Burneal and live amongst the creatures who also dwell
therein.
The sprawling oaks and mighty elms of Celadon grow from the edge of the Duntide
to lap over the rolling hummocks of the Abbor-Alz. Yew and
ash trees older than memory grow from the Gnatmarsh northward to Nellix Town
and the Franz River. Within the precincts of these ancient trees
roam many Sylvan Elves and Treants, for the forest of Celadon is virtually a
realm apart. The woodland is pierced by the Nesser, a third of the
area being in the territory of the Duchy of Urnst and the balance within the
Kingdom of Nyrond, but neither state cuts timber or otherwise
disturbs the natural balance of the forest, except to hunt. The inhabitants of
the region include some humans, hunters, woodsmen, and the like
who dwell in harmony with their environment. Both sovereigns expect that the
inhabitants will loyally serve, and they do so by guarding the
forest ways from invasion by raiders or hostile creatures coming op from the
hills or marshlands to the south and using the timber as cover.
Although many fierce creatures and some outlaws and humanoids will be
encountered in the Celadon from time to time, it is not a healthy place
for their ilk Waterborne raiders are the worst problem, but the Duke sends
patrols along the Nesser to aid the warders. Contingents of archers
and light infantry are raised from this forest in time of war.
Population: 5,000
Demi-humans: Sylvan Elves (8,000), Gnomes (1,000), Halflings
Humanoids: Some
This substantial forest lies north of the Hool Marshes of the lower Javan River in Keoland. It is some 200 miles from the Good Hills in the West to the coast of the Azure Sea in the East and about 70 to 100 miles deep. There is constant warfare within the Dreadwood, with monsters and humanoids battling the elves who ward the place in behalf of the King (in return for Keoish protection of the forest). Large-scale efforts have been mounted to clear the woods of evil creatures time and again, but the enemy retreats into hidden places and beyond the trees into the trackless Hool Marshes, to return when the companies of woodsmen and elves retire. It is suspected that the Sea Princes are in collusion with certain bandits and humanoid hands who creep through the Dreadwood on their way to raid Keoland and the Yeomanry.
Population: 7,000
Demi-humans: Sylvan Elves (11,000),
Gnomes (3,000), High Elves (1,500), Halflings
Humanoids: Some
The Gamboge lies between Nyrond and the Pale, east of Midmeadow Town along the
Flinty Hills and the lower Rakers. It is an old and
especially dense forest. Neither state has a certain claim to the place, so it
is virtually an independent nation unto itself, and its folk treat and
trade
with the gnomes, halflings, and even the dwarves to the east in the hills and
mountains. Although there is no love for the Kingdom of
Nyrond, the Gambogefolk regard it far more favorably than they do the Pale, so
allegiance is typically sworn to Nyrond and the arms of the
kingdom are
occasionally shown within the forest to prevent any takeover by minions of the
Theocrat. It is rumored that the demi-humans (and
humankind too) within the region are seeking to ally with their fellows in the
Flinty Hills and create a demi-human realm, but this is highly
doubtful due to the threat of the humanoid hordes and the Overking. The Gamboge
is sometimes a dangerous place, as humanoid bands and
monsters from the mountains use it as a route in their excursions to pillage
the territory roundabout.
Population: 12,000
Demi-humans: Sylvan Elves (7,000), Gnomes (3,000), others
Humanoids:
Some
Parts of the Gnarley Forest are claimed by Celene, Dyvers, Verbobonc, and
Greyhawk. Most is generally considered as part of the Wild Coast
region, however, and the inhabitants of these woodlands are free-spirited folk,
so no formal government is ever likely to bold sway as long as
there are
deep woods to shelter resisters. The Viscount of Verbobonc is well liked by the
folk dwelling in northeastern portions of the Gnarley,
while the Queen of Celene is favored by those in the south. The forest is home
to many fierce creatures as well, and many humanoid bands roveabout seeking to
murder and loot. These invaders work their way up from the Pomarj, through the
Suss and Welkwood. Some come via the
mountains and hills from the north.
Population: 25,000
Demi-humans: Sylvan Elves (7,000), some others
Humanoids: Some
It is fortunate for the people and elves of Grandwood Forest that a more able
ruler does not sit upon the Malachite Throne. Likewise, it is indeed
to their good fortune that the Holy Censor of the See of Medegia covets that
portion of these woodlands which lies south of the Mikar, while
the nobles
of Rel Astra strive to thwart him and yet remain uncommitted to actual warfare.
The Grandwood, lying scarcely 25 leagues from
Rauxes, is yet a haven for those escaping from oppression - outlaws both good
and bad, demi-humans, and those who hate cruelty and tyranny.
The western
third of the forest is relatively uninhabited, for there the troops of the
Overking are numerous, but deeper within the Grandwood the
Overking's minions do not go for fear of attack. The impassable tangles and
thickets are haven to waiting halflings, the high branches hide elven
archers, and woodsmen lie in ambush along the tracks. Occasionally Censorial
troops will push into the heartland, but they return fewer in
number than they started out, often never seeing the enemy who harried their
march. Men of Rel Astra likewise enter the Grandwood and post it
in the name of their city, but no serious attempt to hold any portion is ever
made. A tale relates that the freefolk of the Grandwood once led
divergent parties of intruders into battle with each other, so that the
Overking's men-at-arms slew and were slain by troops of his liegemen of Rel
Astra and Medegia. It is certain that the woodsmen dress in the coats of their
enemies at times, and those who dare the forest know not friend
from foe. To
counter this, the Overking has of late enlisted humanoid troops to flush the
woodlands of those who oppose him, and the eventual
results of this move are yet to be determined. It has angered the Censor, and
his troops are reported to have orders to cut down all humans and
humanoids on sight, regardless of whose colors they wear. This certainly aids
the dissident folk of Grandwood.
The Suss is a dreary place, full of thorn trees, brambles, briars, and
thickets. Its massive trees are black with age, and seem to whisper and talk
amongst themselves when an interloper dares to pass beneath. Some claim that
ripples of waving leaves and moving branches can be seen in
the path of
those entering the place, but this is unproven. The western end of the forest is
of a different nature than the rest. Where it grows
upon the Lortmil Mts. the woodlands are open and clean, but east of the Jewel
River their character becomes foreboding and hateful. The farther
south one goes, the worse the forest becomes, until it is filled with an
oppressive and evil atmosphere where it climbs the Drachensgrab hills.
The humanoid bands of the Pomarj, particularly kobolds, orcs, and gnolls, seem
to love this forest, and many hundreds are known to dwell
within its depths alongside the native gibberlings, ettercaps and susserus.
They likewise use it as a highway to move northward to raid in the
Wild Coast, Celene, or even the Ulek states and into Verbobonc. The folk of the
Wild Coast at one time made concerted efforts to clear the Suss,
and managed to drive its verge back several leagues. Due to the disappearance
of timbering parties and the threat of marauding humanoids,
such operations are no longer conducted anywhere, however. The edges of the
Suss are watched closely by the petty nobles and lordlings of
the Wild Coast. A lost, ruined city of the Old Suloise is said to be hidden
somewhere in the Suss forest, but few dare to venture on such a quest,
particularly today.
Population: 20,000
Demi-humans: Sylvan Elves (10,000), Gnomes (6,000), High Elves (3,000),
Halflings
Humanoids: Hobgoblins (S,000), Gnolls (3,000)
The Vesve is the largest hardwood forest in all of the Flanaess. Its southern half, as well as the strip which borders upon the Sepia Hills and the Clatspurs down to Highfolk Town, are relatively free of baneful creatures, although inhabited by a fair share of predators. Since the resurgence of Iuz, however, the northern quarter of the Vesve is filled with hateful settlements of evil humanoids, and these tribes and bands press everywhere upon the human and demi-human folk elsewhere in these woodlands. Rangers and light troops from Furyondy aid the Highfolk in organized expeditions to check the influx of humanoids and drive them out, but fresh hordes from the spawning grounds of Iuz are apparently endlessly available to replace those slaughtered by such punitive forces, and a war of attrition will doom the good folk of the Vesve. It is expected that each side will certainly make a major attempt to settle the issue soon.
Population: 10,000 +
Demi- humans: Many
Humanoids: Some (raiding parties)
The extent of the Welkwood is obvious to the observer, for its limits are easily defined by its growth. The majesty of the huge trees of the forest is apparent, for they tower over their neighbors in the Suss below and the Gnarley to the west and north. Ipt grow to heights of 100 feet and more, while the mighty roanwoods are taller still. Even the locusts, elders, maples, and the like grow to unusual size, so that the whole is most imposing. The eastern portion of the woodland is part of the Wild Coast, and many of its folk reside within the shelter of the forest; the Welkwood west of the Jewel River is within the realm of Celene and home to elves and faerie Creatures of all sorts, as well as unicorns. The woodsmen of the Welkwood are brave and sturdy, well renowned throughout the land as huntsmen, trackers, and bold adventurers.
Axewood is a relatively small woodland on the border between upper Keoland and the Duchy of Ulek. It is said to be inhabited by Treants and some elves as well.
A large and dense forest which grows in the plains between the Barrier Peaks and the southernmost arm of the Yatils, spreading east and west in Ket, the Bramblewood has only one main road and possibly several secondary tracks. Its southern edge is warded by the walled city and castle of Thornward. Dakon are known to dwell therein.
The huge old trees of this vast forest are so broad and leafy as to make the ground beneath dim on the brightest and sunniest of days. No tracks are known, but some certainly must exist to allow passage through the leagues of woodland. Olvenfolk are said to dwell in that portion west of the Javan; terrible creatures live elsewhere within its bounds.
Once hunted extensively by the Rovers of the Barrens, the whole of the Fellreev is now under control of the Bandit Kingdoms or the Horned Society. Many strange creatures roam the trackless woodlands in the central fastness, including a few small bands of Sylvan Elves and human tribesmen, it is said.
The Forlorn Forest is an evergreen woodland of fair size which lies just south of the Icy Sea and whose eastern edge marks the boundary of the Rovers of the Barrens. Even these fierce nomads avoid the Quaggoth tribes which prowl the forest.
The Hornwood is a fair sized woodland within the Grand Duchy of Geoff. It is the Grand Duke's favorite hunting place despite (or possibly because of) the ferocious creatures often found there (many making their way down from the Crystalmists). Several groups of Sylvan Elves dwell within the Hornwood. The area is named for the hornwood tree whose straightest limbs are specially treated and seasoned to make the finest of elven bows. Hornwood is exceptionally tough and resilient, but first grade wood is not common and is hard to prepare for use in bows.
The Hraak is a largish pine and fir woodland within the territory claimed by the descendants of Stonefist. It borders the Corusks north of Hraak Pass.
A smallish pine forest growing on the coast of Bone March between the foothills of the Rakers and Grendep Bay, the tall trees of this woodland are prized as masts for large ships. It is now undoubtedly being despoiled by humanoids.
A fair sized woodland in the southernmost corner of Idee, the Menowood is reportedly home to many treants and elvenfolk. The Hollow Highlands run through its eastern portion. This forest is virgin, and few humans venture into it.
This forest lies to the south of the Yol River, its southern edge marking the end of the writ of the Theocrat of the Pale. It is not frequented, and reports state that many monsters and bandits are hidden within.
Also within the borders of Geoff, the Oytwood is a smallish woodland which is inhabited mainly by elves.
The forest on the northern bank of the Yol belongs to Tenh, although this possession is disputed continually by bandits from the bordering states. Certain species of trees found only within this forest have a strange phosphorescent quality when they die and begin to rot, giving the place an eerie air at night. (A branch of phostwood glows sufficiently to light a 5 foot radius area.)
This forest caps the northern end of Sunndi. Its mighty trees stretch from the
middle portion of the Hollow Highlands to the rises of the
Glorioles. It is patrolled by the forces of Sunndi and made dangerous to
enemies by elves and rangers. Despite this, raiders and even humanoid
marauders are sometimes found therein.
This evergreen forest is within the realm of the King of the Ice Barbarians.
Its most interesting feature is the particular fir tree whose wood turns
a deep lustrous black when harvested in the dead of winter and rubbed with hot
oils. The barbarians prize this material greatly, and they will not
export
it.
The smallish forestland within the Duchy of Ulek which is the home of many Sylvan Elves is called the Silverwood. Certain trees which are greatly loved by elvenkind grow in abundance in this forest, and it is said that its inhabitants prize these trees more highly than silver.
This smallish woodland divides the lands of the Frost and Snow Barbarians. Its tall pines are used by both peoples for ship masts and spars.
This is a jungle-like woodland of no great size within the Bandit Kingdoms above Riftcanyon.
This vast stretch of pines, firs, and other northern forest growths reaches
from the lands of the Frost Barbarians all the way to the Barony of
Ratik, from the shores of Grendep bay to the shoulders of the Rakers. Although
its growth is not as fine as that of the Loftwood, it is still very
valuable
in shipbuilding.
