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Forests of the Flanaess

Adri Forest

The Adri Forest is an expansive and ancient woodland, once covering a vast region but now reduced due to the expansion of the Great Kingdom. Despite this, it remains a vital source of timber for shipbuilding, homes, furniture, and weapons, as well as an abundant hunting ground for game, furs, and food. Fish are also gathered from the Harp River. The foresters of the Adri hold deep resentment toward the Great Kingdom, and ranger-led groups have begun pushing back against further encroachments.

Several druidic faiths, particularly those of Obad-Hai under the guidance of Archdruid Immonara, are active here. The faith of Ehlonna is strong and has taken on a militant stance, supporting the rangers in their defiance. In the heart of the Adri lies the Coldwood, a perilous and forbidden region where an ancient elven city is rumored to exist. The elves refuse to enter or allow others to explore this mysterious place.

Amedio Jungle

The Amedio Jungle is a vast and dangerous tropical rainforest stretching over 300 leagues to the south of the Flanaess. It is teeming with ferocious wildlife, deadly monsters, and numerous human tribes, including those of Suloise, Olman, and mixed heritage. Many of these tribes are cannibalistic, raiding and warring among themselves.

The jungle is also a trove of natural wealth, containing rare woods, elephant ivory, exotic spices, platinum, and precious gems (100–5,000 gp). Many believe its carnivorous and poisonous plants have potent medicinal and magical properties.

Legends tell of a lost city hidden deep in the jungle within an enormous ravine, inhabited by the yuan-ti. This city is detailed in the module Dwellers of the Forbidden City. Additionally, The Hidden Shrine of Tamoachan is located in the jungle’s eastern region, near the coast.

Axewood

The Axewood is a mystical faerie land, home to elven folk and treants. The people of Keoland cautiously harvest only from the forest’s edges, taking only what is necessary to avoid angering its ancient protectors.

Burneal Forest

This vast stretch of pine and fir trees is cold and inhospitable, spanning more than 1,000 miles with areas over 200 miles wide. It is home to Flan tribes related to the Tiger and Wolf Nomads, who occasionally hunt within but often find meager returns. The Burneal tribesmen are fierce warriors, known for breeding wolf-dog hybrids as companions and war beasts. They hunt using pits, snares, bows, and spears. Their dwellings include camouflaged huts in summer and underground burrows in the harsh winters.

Celadon Forest

The Celadon Forest is shared between Nyrond and the Duchy of Urnst, but neither state exerts strong control over its inhabitants. The towering oaks and elms are carefully tended by treants, elves, and sylvan beings, who ensure no living tree is taken without purpose.

Both Duke Lorinar of Urnst and King Dunstan I of Nyrond maintain positive relations with the forest’s dwellers. The Celadon is known for its herbalists, and some believe the legendary Keoghtom’s Ointment is crafted from ingredients found here. Rangers, primarily humans and half-elves, are trained in the Stalwart Pines, the only formal ranger school in the Flanaess.

Dim Forest

The Dim Forest is an eerie and largely trackless woodland, with ancient trees so massive and dense that sunlight barely reaches the forest floor, keeping it in a constant twilight.

The western portion beyond the Javan River is said to be inhabited by elves, while the rest of the forest harbors monstrous and shadowy creatures.

Dreadwood

The Dreadwood is home to a population of 5,000 humans, 8,000 wood elves, and more than a thousand gnomes and halflings. It is a land constantly under threat from humanoid raiders and monstrous creatures. Keoland and its allies work tirelessly to stem the tide of invaders, though their efforts are often temporary at best. Whenever forces clear the forest, the undesirables simply retreat into the Hool Marshes, waiting for a chance to return.

A royal decree from Keoland grants much of the Dreadwood to the elves, who safeguard it on behalf of the crown. However, their task is difficult—bandit forces, raiders from the Sea Princes, and hostile humanoid tribes from the Hool Marshes regularly use the forest as a staging ground for attacks on southern Keoland. The elven wardens, aided by Keoland’s royal garrisons, fight bitterly to repel these incursions, often at great cost.

Fellreev Forest

Once the hunting ground of the Rovers of the Barrens, the Fellreev Forest is now largely controlled by the Bandit Kingdoms and the Horned Society. The dense woodlands harbor strange creatures and scattered bands of Sylvan Elves as well as human tribes who remain hidden in the depths. This untamed expanse provides ample cover for outlaws, warbands, and dangerous beasts.

Forlorn Forest

This vast and desolate pine forest marks the eastern border of the Hunting Lands and the claimed territories of the Rovers of the Barrens. Though the forest is not rich in resources, it serves as a natural barrier, concealing the growing number of coastal settlements established by the Rovers. Its remote nature has left it largely untouched by outside powers.

Gamboge Forest

A sprawling, ancient woodland lying between Nyrond and the Pale, the Gamboge Forest is home to a diverse population of 7,000 humans, 11,000 wood elves, 3,000 gnomes (noniz), 1,500 high elves, and numerous halflings (hobniz). Neither Nyrond nor the Pale claim full ownership, though Nyrond is favored over the intolerant rule of the Theocracy of the Pale.

The forest’s peace is often disturbed by ogres and hobgoblins spilling in from the mountains, launching raids against the woodland settlements. As a result, the inhabitants train their young in the arts of swordplay and archery to defend their lands. Rumors persist of an attempt to establish a demi-human realm within the Gamboge, forming an alliance with the dwarves and gnomes of the eastern hills, in a manner akin to the Ulek States—though whether this is a serious plan or merely idle talk is unknown.

Gnarley Forest

A vast and largely ungoverned woodland, the Gnarley Forest is home to 12,000 humans, 7,000 wood elves, 3,000 gnomes, and various other demi-humans. Its lands are loosely claimed by Verbobonc, Dyvers, Celene, and Greyhawk, though in practice, most of the forest is independent and considered part of the Wild Coast.

The forest’s northern reaches lean towards Verbobonc’s Viscount, while the southern areas favor the Queen of Celene. However, law and governance remain loose, as the free-spirited folk who live here govern themselves. The forest is rife with danger, as bands of humanoids, bandits, and monstrous creatures creep in from the Pomarj, using the Suss Forest and Welkwood as entry points. Other invaders infiltrate from the mountains to the north, bringing further peril to the region.

Notable locations within the Gnarley Forest include:

  • Blackthorn, an orc-infested cavern complex located on the forest’s edge.
  • The setting for the first half of adventure module Puppets, where shadowy forces manipulate events from the depths of the Gnarley.

Grandwood Forest

The Grandwood Forest is one of the last bastions of freedom and resistance within the decaying lands of the Great Kingdom. It shelters 25,000 human woodsmen, 7,000 wood elves, 1,000 halflings, and 700 gnomes, the latter of whom operate a gold mine within a ravine known as Gaborren’s Rift.

The people of the Grandwood overwhelmingly support the Iron League, fiercely resisting the forces of Medegia, the Overking, and Rel Astra. The forest’s defenders are experts in ambushes and deception, often misleading their enemies into attacking one another by wearing false livery. Political feuds among their oppressors—Rel Astra, the Overking, and Medegia—ensure that no single force gains control, allowing the Grandwood’s resistance to endure.

The western portion of the forest, heavily patrolled by the Overking’s troops, remains largely abandoned, while the rest of the Grandwood is dominated by the elves and woodsmen, who can field over 3,000 fighters. Their effectiveness is greatly enhanced by their guerilla tactics and intimate knowledge of the terrain.

The forest also harbors 700 wild elves, who keep their distance from humans but maintain ties with their wood elf kin.

Hepmonaland

A vast and largely unexplored continent south of the Flanaess, Hepmonaland is home to ancient civilizations and powerful forces unknown to most of Oerik. Despite its proximity—less than a hundred miles from the Tilvanot Peninsula—it remains a land of mystery to the people of the north.

Scarlet Order-aligned merchants secretly trade with settlements on the continent, funneling its exotic goods into the Flanaess. Hepmonaland harbors many kingdoms and distinct cultures, much like the Flanaess, yet is often dismissed on northern maps with labels such as "Savages Dwell Here".

The land is primarily inhabited by:

  • The Olman, an ancient civilization whose ruins hint at lost glories.
  • A debased branch of the Suel, their bloodline twisted over generations.
  • The Touv, a people native to the continent’s southern regions, rarely seen in the Flanaess.

Deep in the Hepmonaland jungles, hidden beyond the Pelisso Swamp, lies the yuan-ti city featured in the Dwellers of the Forbidden City module. The city is rumored to be a place of dark sorceries, deadly traps, and ancient secrets, waiting to be uncovered by bold adventurers.

Hornwood

Nestled within Geoff, the Hornwood is named for the rare and resilient hornwood trees, prized for their ability to craft exceptional elven bows—though such wood is difficult to obtain and even harder to prepare. This dense forest is home to many Sylvan Elves (wood olve) and serves as the Grand Duke’s favored hunting ground, teeming with abundant game and fearsome creatures that descend from the Crystalmist Mountains.

Hraak Forest

A vast and dense woodland of pine and fir trees, the Hraak Forest is an essential resource for the people of Stonehold, providing fuel, trapping, and hunting grounds. The forest is infamous for its dangers, as it is home to great bears, wolves, and a significant number of white dragons, which make their lairs in the forest’s depths.

Iron Wood

Located in the western Viscounty of Verbobonc, the Iron Wood is a thick hardwood forest, said to be haunted by hostile lycanthropes. A narrow trade road runs through the forest, connecting Verbobonc to the walled city of Devarnish in Veluna, though it is rarely used, as most merchants prefer to travel by river. The Iron Wood is often cloaked in thick mist and fog, adding to its eerie reputation.

Loftwood

Once a prime source of timber for shipbuilding, the towering pine trees of the Loftwood were especially valued for their strong, straight masts. However, a massive fire damaged much of the forest, and now humans and dwarves work to reclaim the northern edges. Meanwhile, the southern regions have become a battlefield, as orcs and gnolls from the Bone March fight against human forces for control of the land.

Menowood

The Menowood is a mysterious, ancient forest, once ruled by the druid Sverdras Meno. Today, it is inhabited by wood olve, treants, and faerie folk, but humans are almost entirely absent. The woods are fiercely protected, and neither hunting nor logging by the men of Idee is tolerated. Recently, rumors suggest that a band of werewolves has taken refuge deep within the forest.

Nutherwood

The southern boundary of the Theocracy of the Pale is marked by the Nutherwood, a wild and dangerous expanse. Though many free folk live here beyond the immediate reach of the Theocrat’s rule, the forest harbors numerous deadly threats, including ogres, ankhegs, giant beetles, and carnivorous plants. Bandits also lurk in the shadows, preying on the unwary.

Oytwood

A small yet thriving forest within Geoff, the Oytwood is inhabited primarily by elves and wood folk. The forest is rich with fruit trees and edible fungi, making it a valuable resource for those who dwell within. The elves guard their woodland jealously, allowing few outsiders to enter.

Phostwood

One of the most eerie and mysterious forests in the Flanaess, the Phostwood is known for its strange phosphorescent trees, which emit a faint, ghostly glow as they decay—providing enough light to illuminate a five-foot radius in the darkest of nights. Though the Grand Duchy of Tenh claims the entire forest, it is infested with bandits, and the Duke’s laws are rarely enforced beyond its borders.

Rieuwood

The Rieuwood forms the northern border of Sunndi, its towering hardwood trees providing both a natural barrier and a defensive stronghold. The forest is heavily patrolled by elven rangers and Sunndian forces, who work tirelessly to prevent incursions from South Province. Despite their vigilance, marauders continue to test the defenses, probing for weaknesses. The eastern edges of the Rieuwood follow the road leading to Pitchfield, the capital of Sunndi.

Sable Wood

Lying deep within the lands of the Ice Barbarians, the Sable Wood is a vast evergreen forest roamed by winter wolves. The short, thick-trunked Sablewood trees are known for their unparalleled craftsmanship potential—if harvested during the dead of winter and treated with hot oils, the wood takes on a rich, lustrous black hue. The barbarians hold this material in high regard, considering it sacred, and refuse to export it under any circumstances.

Silverwood

Located in the Duchy of Ulek, the Silverwood is home to many wood olve who carefully tend to its ancient trees, shaping them into unique forms. The trees here produce a delicious and nourishing sap, which the elves use to craft their renowned elven mead. These trees are so valued that the locals claim they are worth more than silver, giving the forest its name.

Spikey Forest

The Spikey Forest separates the lands of the Frost and Snow Barbarians. Both groups harvest its tall, straight pines to craft ship masts and spars, ensuring their dominance on the frigid seas.

Suss Forest

The Suss Forest is a land of dark legend. While its western edges, near the Lortmil Mountains, appear wholesome and green, the land turns twisted and ominous east of the Jewel River. Here, thorn trees, brambles, and thick briars make passage treacherous, and the ancient, blackened trees seem to loom menacingly, whispering among themselves.

The eastern Suss is a haven for orcs, goblins, and other creatures tied to the Pomarj, who use its depths as a highway for raiding parties into the Wild Coast, Celene, and beyond. Long ago, woodsmen from the Wild Coast attempted to push back the encroaching forest with axe and flame, but after too many vanished, efforts turned to simply watching the borders for threats.

Legends speak of a lost Suel city hidden deep in the forest, said to contain treasures so magnificent that the Jewel River itself was named after them. Few, however, dare to search for it.

Tangles

This dense, vine-choked woodland lies north of the Rift Canyon and is so thick with underbrush and tangled vegetation that it is nearly impassable. The forest’s oppressive nature makes it a natural hiding place for bandits and monstrous creatures.

Timberway Forest

The Timberway Forest is a narrow but vast woodland separating the Frost Barbarians from the people of Ratik. By treaty, both groups share its valuable pine and fir trees, which are highly prized for shipbuilding. The forest is also rich in game, providing a vital resource for those who dwell along its borders.

Udgru Forest

The Udgru Forest is a vast, densely wooded expanse filled with plentiful game but also deadly beasts. It serves as a hiding place for political outcasts, bandits, and other exiles from both Tusmit and Ekbir. Worse still, monsters from the Yatil Mountains lurk within its depths, making any journey through the forest fraught with danger.

Vesve Forest

The Vesve Forest, also known as the High Forest, is the largest hardwood forest in the Flanaess and a critical battleground in the war against Iuz. The forest’s southern half remains mostly free of monsters and humanoids, safeguarded by 20,000 human woodsmen, 10,000 wood olve, 6,000 gnomes (noniz), 3,000 high elves (high olve), and countless halflings (hobniz). These people, aided by Furyondy and the Highfolk, vigilantly defend the land.

The northern Vesve, however, is claimed by Iuz, who fills it with his humanoid and monstrous armies. The region is overrun with orc tribes, including the Vrunik, Faarsh, Jukko, Haggnah, and Karaki, and their numbers are ever-growing. Skirmishes and larger battles between Iuz’s forces and the defenders of the Vesve increase daily, and both sides believe a decisive war is on the horizon.

Several ancient sites are hidden deep within the Vesve, including:

  • Waterwall, an immense cavern system featuring a magically generated waterfall that emerges from thin air.
  • Delvenbrass, a ruined castle in the northeastern Vesve, said to have dungeons extending a mile beneath the surface. Legends claim it was once a Baklunish fortress, now abandoned but still filled with untold riches and powerful magical artifacts.

The forest’s natural resources, including high-quality timber, plant resins for waterproofing, incense, preservatives, and medicinal herbs, are vital to the economies of Highfolk, Furyondy, and Veluna.

Welkwood

The Welkwood stands apart from its neighboring forests—the Gnarley Forest and Suss Forest—as its trees grow to exceptional heights, many reaching over 100 feet tall. It is home to numerous human settlements, especially in its eastern region, which is considered part of the Wild Coast.

While Celene claims ownership of the entire forest, its control is mostly limited to the area west of the Jewel River. Adventurers and woodsmen roam the forest, making their living through hunting, exploration, and timberwork.

The western portion of the Welkwood is infamous for containing the village of Nulb and the dreaded Temple of Elemental Evil, making it a region steeped in both history and danger.


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