The Forest of Spirits Geographic Location in The World of Istoria | World Anvil
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The Forest of Spirits

On the Isle of Legaeth and set in the center of the expanse Sea of Grass stands the Forest of Spirits; a 90-mile wide collection of thick deciduous trees and winding rivers. Home to several mysterious creatures that make use of the lush overgrowth and temperate climate while luring passing travelers deeper into the woods. Lake Sapphire dominates the center and allows the thriving of The Kingdom of I'lera's capitol of Trensildor, the military town of Cardis, and the ranger's front of Fort Raheme.

Geography

The forest is a deciduous forest consisting of thick green trees of various heights, though usually ranging in the 40 to 80 foot range. Like the area around it, the land is mostly flat with only a few low valleys and hills as you get closer to the lake. The temperate climate of the region causes large seasonal swings in the weather here that can go from oppressively humid to bitter cold, though the trees to block most winds.

 

Lake Sapphire

Known for its crystal blue waters and open skies, Lake Sapphire stands at the heart of the forest and is the origin point for most of the rivers and streams that run through the Sea of Grass. The lake stretches nearly 30 miles long and has an average depth of 150 feet. Many different species of freshwater fish call the lake home.

 

The Glade of Lost Souls

The southwestern corner of the forest holds a mysterious area a thin trunked trees that stretch on for miles, an overly thick canopy that envelops the area in dim light, and lush underbrush that quiets steps. Travelers know to avoid it for many who go into those woods do not return, and the few that do are not the same people who entered.

 

The Wandering Labyrinth

Appearing at random and disappearing just as suddenly, the entrance to a twisting labyrinth of tall trees and walls of shrubbery. Mist pools from the entrance and voices beckon those fortunate (or unfortunate) few who stumble upon it. Visitors to the realm who have found their way out describe it as a near endless maze of twisting corridors and dead ends. Some have come out with great treasures, some appear years older, and some have lost their sanity wandering aimlessly through it.

 

Auril's Kiss

Of the many mysterious of the forest, one of its most well known is the white glade of trees in the western edge known as Auril's Kiss. It is home to similar trees as the surrounding forest, yet all of the leaves, petals, and grass of what grows here is white at the tips. Legend says that this was either a curse or gift from the Auril, the goddess of winter, for the previous unknown inhabitants of the forest. The flora itself exhibits no magical or additional useful properties.

 

Mephit Falls

At the edge of the northern end of Lake Sapphire are the beautiful Mephit Falls, a series a cascading waterfalls that split into smaller pools and lead off to the rivers running north from the lake. Several mephits associated with the plane of water can be seen cavorting in the area, though they make no move to disturb anyone in the area.

 

The Whistling Well/Crenarei's Rage

Also known as Crenarei's Rage by locals, this is a semi-active geyser located at the north end of Lake Sapphire. It erupts randomly and sprays steaming hot water almost 150 feet in the air which causes a distinctive whistling sound audible for several miles. The myth of the region is that an efreeti princess named Crenarei was imprisoned in the waters below the well by a powerful druid and the eruptions are her trying to burn away her restraints.

Fauna & Flora

Flora

Wet Lumber

The trees native to the area benefit from the nearby lake and very productive soil of the region. Most of the trees are thick and have long root networks that run deep into the ground. The trees can be harvested for a special kind of lumber that is more flexible than most and much easier to work with. It is great for ships, wheels, and other heavily crafted wood projects.  

Hemp

Hemp grows in massive quantities in several places throughout the forest. Many insects thrive on it which lures in smaller animals to eat them and larger ones to eat those. Much of it is harvested for rope, clothing, and medicinal use.  

Ghostweed

A gray, flowing plant that grows along the banks of rivers in the forest. It is hard to maintain outside its natural environment, but when eaten raw it can provide a small boost of energy. Many animals that eat it are considerably stronger than their counterparts elsewhere.  

Fauna

Beasts

The forest hots a wide array of animals and birds such as eagles, bears, squirrels, deer, and hawks. The forest provides an ideal mix of shelter and food sources for many creatures looking to escape the relentless sun and heat of The Sea of Grass. Dire bears are sometimes known to stalk the trees, but will leave most travelers well enough alone unless threatened.  

Fey

The forest gets its name from the high number of fey creatures that inhabit the trees and wander the woods. Tricksy and devious, the fey of the forest make a living causing minor problems for travelers of the forest and attempting to entice the unwise into joining them further into the depths of the forest. These creatures appear as ghostly mirages darting between the trees and whispering in the ears of travelers, thus earning them the title of spirits from the locals. Dryads are a common sight while on the roads and a pack of blink dogs usually herald the oncoming of Eladrin hunters.  

Undead

Though the fey may take the title of spirit in form, there are still undead that roam the forest, most in the form of lost souls that died in the woods or fell victim to a fey's devious intentions. Will-o-Wisps are notorious for leading travelers into dangerous areas. In any case, the idea that this forest is haunted is no less real than the specters that lie in it.  

Monstrosities

When compared to the rest of the isle, this forest appears fairly tame in regards to dangerous bands of monsters stalking just out of sight. A displacer beast may pop up from time to time but aside from the stray cockatrice or basilisk, not many make this forest their home.

Natural Resources

Lumber

Of many shapes and sizes and used as both building material and a valuable trade good.  

Livestock and Animals

In terms of both domestic creatures such as cattle, horses, and chicken, and rarer creatures that roam the forest, there is an abundance of food for them and they can populate quickly. Things such as wool, silk, milk, eggs, hide, bone, and other things can be harvested from them.  

Herbs and Medicine

A wide variety of different plants grow throughout the forest. A careful herbalist can find the right kind of plant for just about any concoction if they look in the right place. More common ones grow in enough supply to make good trade items in both a raw and processed form.  

Soil

The very soil of the forest is strange in its makeup of minerals and provides excellent cleaning of more harmful chemicals and better absorption of required nutrients for plant life. Thus is makes great mulch and soil for planting and can even be used for the filtering process of some magical rituals.  

Zannite

A fairly rare mineral that shows up in river beds and wet areas, this chalky substance can be ground up and added to the forging process of metal to increase its durability and resist rust, making it last longer. Though not worth much of its cost in most weapon making, for the citizens of the cities and towns in the forest with little access to metal, it goes a long way.  

Honey Sap

A very special ingredient that grows only in this forest under special conditions. Nesting bees will often make their hives inside of hollowed trees. Once the hive leaves, the honey produced mixes with the sap of the tree as the hive dissolves. This produces a sticky paste called honey sap which has a distinct sweet flavor and is used in fine dishes. It is a valuable trade good.
Alternative Name(s)
The Withering Timbers
Type
Forest
Owning Organization

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