The Quirk Woods Geographic Location in Under the Twilight of Forgotten Sins | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The Quirk Woods

The quirk woods exist North of Chrailis slightly to the East. It is a large expanse of heavy woodlands which is largely avoided by most not native to the woods. Whereas the majority of the climate and surrounding areas are jungle, the Quirk Woods quickly changes to more of a temperate woodland setting of a large expanse of virgin forest. In fact, the change happens abruptly enough with the temperature dropping several degrees along with the flora changing at an almost visible boundary that anyone familiar with the area knows right the moment they are starting to enter the Quirk Woods. The wise usually turn right around.   This aversion really only applies to sentient creatures, most animals pass back and forth without much hesitation, and in fact, many animals seem largely immune to the strange phenomenon which gives the Quirk Woods its name.   When one enters the Quirk Woods, besides the drop in temperature and change of vegetation, one starts seeing other weird happenings. It is not uncommon for any of the following to occur – water dripping upwards to the leaves, puddles of water offering strange reflections such as showing strange scenes or possibly showing the viewer in younger or older state, plants and trees that seem to move while you look away, quick relapses in time where the same thing happens again a fraction of second later, fire which burns cold, strange echoes returning the speakers voice with slightly changed words, wooden or leather objects suddenly becoming brittle if struck and shattering like glass, water suddenly freezing in containers, talking animals which just moments before seemed incapable of speech, strange footprints that weren’t there just a few glances before, changing trails, distant chanting, trees having blinking eyes – yet always just our the corner of your eye, cast spells creating results slightly unexpected like changing colors or intensity, falling objects landing and balancing at almost impossible angles, a slowly falling leaf might actually weight dozens of pounds, the sharpest of swords might not cut, and similar type weirdness. Most distressing to behold, yet everyone seems to say it’s not that bad till they themselves see it, is sometimes when the clouds clear in the treetops, instead of the normal 3 suns, only a single bright yellow sun or single silver moon can be seen.   The Quirk Woods are well within Si’Nassapherion’s territory and as such, she has an amicable relationship with the leadership of the woods in that she ignores most everything that happens inside the Quirk Woods, only taking an interest when some powerful aberration leaves the woods. There are rumors that the relationship is of mutual benefit, however, whatever each side actually gains is complete speculation.   The Quirk Woods are believed to be another world superimposed on this world, one barely removed. Possibly yet another result of Coalescence. The denizens of the Quirk Woods will often call this other world as the Lucid Veil (sometimes Lucid Reign or Vibrant Veil). The closeness of the Lucid Veil and Camoray varies by location. Areas high in magic might have a thinner veil between the two worlds, as with areas high in vegetations such as the jungles around Chrailis. To the far west, the banshee spiders are believed to pierce a thinner veil when hunting. The Quirk Woods is by far the largest and thinnest of the veils between the two worlds, where one can literally move from one world to the next simply by turning around. Someone experienced and knowledgeable in the geography of both worlds can use these thin spots to cover great distances in either world as the corresponding locations don’t always line up for each world.   The inhabitants of the Quirk Woods are primarily fey in nature. They will often refer to themselves as the Children or Children of the Root. It is the fey which also create the greatest hazard to anyone visiting. Fey can come in all types and sizes, from an innocent looking fairy to the most dread of trolls. While some might be honorable, all are prone to acts which defy common reasoning or normal social expectations. Some can be quite malicious or downright vindictive. The true trait they all share is a more primal urge to act on emotions. Fear and aggression will trump logic every time.   Many of the fey possess a cruelty trait and penchant for hunting other sentients. It is the chase and play which drives these fey. As such, many travelers have found themselves lost in the woods only to be hunted down and slowly killed for sport and entertainment.   On the flip side, all fey are bound by their words. If they make a commitment, they must keep it. However – all fey are master of twisting words and definitions to their own benefit.   The leaders in this other world are almost godlike in power and consist of nine primordial entities. In the Quirk Woods, three such beings hold sway. They are known as the Matrons. They are the Summer Lady, the Winter Queen, and the Void Wife. Of the other six even less is known, some don’t even have names known to those of Camoray. Rumors exist of a Storm Mistress, an Ash Lord, a Death King, and the Delusion Twins of Grandeur and Envy. While two more are known to exist, no one has ever heard tell of what they are called, even the fey refuse to speak of them.   Anyone working directly with either the court of the Summer Lady or the Winter Queen is taking a considerable risk. The courts are known for bargains which are usually too good to be true – often the cost for services far exceeds the boon granted initially. Treating with the Void Wife’s minions is almost guaranteed to end badly for anyone unwise enough to make the attempt.   While fey creatures make up most of the denizens of the of the Quirk Woods, a few of the other inhabitants bear mention. There is a rather large herd of centaur which seems right at home living on the outskirts of the Quirk Woods, traveling back and forth with no ill effects.   Some humans and elves have also found success journeying into the heart of the woods, however they almost always have the protection of one of the two courts which grants a limited immunity from the hazards of the woods.   Finally, several druids make their home in the Quirk Wood. Drawing much of their power from Torya, they have also tapped into the power of the Lucid Veil and in doing so, they have also gained a fair amount of protection. As a general rule, anyone actually wishing to plan a journey into the Quirk Wood will seek one of the Druids of Torya as a guide.
Type
Forest, Temperate (Seasonal)

Comments

Please Login in order to comment!