The new Woldipedia with 5e content is available here

Difference between revisions of "Crying Woods"

From Woldipedia
Jump to: navigation, search
(map tweaks)
Line 1: Line 1:
The Crying Woods, also called Nemorlachria, is a malevolent, magical, near-sentient forest located to the northeast of the [[Elennian Peninsula]]. It is bounded on the west by the sea, on the north by [[The Great Prairie]], and on the east by mountains. A large lake on its eastern border is the current home of the [[The Floating City]].
+
The Crying Woods, also called Nemorlachria, is a malevolent, magical, near-sentient forest located to the northeast of the [[Elennian Peninsula]]. It rises up on a plateau, ranging in 50' to 75' above the surrounding country, and is bounded on the west by the sea, on the north by [[The Great Prairie]], and on the east and south by rivers leading to and from a large lake, which is the current home of the [[The Floating City]].
  
[[image:CryingwoodsMap_It-lal.jpg]]
 
  
''On the map above, the Yellow X is [[Geography:It-lal|It'lal]], the Red X is [[The Floating City]], and the Blue X is a Reptilian Village.''
+
[[Image:Float-BrynBaraz.jpg]]
 +
 
 +
''Scale is approx 50 miles per hex''
  
 
In ancient days, this forest was home to both drow and a race of intelligent reptiles. After a brutal war, which ended in the devastation of both races at the end of the second age, the Crying Woods rejected all animal life, and became malevolent. In the Cataclysms that followed, it barely managed to survive, and its hatred toward all creatures became stronger. Now the forest is actively hostile to all non-plant creatures, and it fights them in its ways.
 
In ancient days, this forest was home to both drow and a race of intelligent reptiles. After a brutal war, which ended in the devastation of both races at the end of the second age, the Crying Woods rejected all animal life, and became malevolent. In the Cataclysms that followed, it barely managed to survive, and its hatred toward all creatures became stronger. Now the forest is actively hostile to all non-plant creatures, and it fights them in its ways.
  
Therefore, any creatures (except plant creatures) are attacked if they enter the Woods, with a few exceptions:  
+
In the weeks proceeding the Sargrass Crossover, the Wood sought to protect itself by concentrating in the northwest corner of its former self, and lifting the land up to a plateau.  By concentrating itself, the Crying Woods is even more powerful than before.
* A clan of green dragons who have somehow made a pact with the Woods.  
+
 
 +
Therefore, any living creatures (except plant creatures) are attacked if they enter the Woods, without exception.
 +
Non living, or beyond living creatures have been known to enter, and possibly thrive in the Woods - the gods, the undead, elementals, and the like.
 +
 
 +
All manner of creatures live in the now non-sentinent portion of the old Woods, including:
 +
 
 +
* A clan of green dragons.  
 
* A tribe of elves have found a way (via an ancient [[Teucri]] artifact) to merge an elven soul with the heart of the Wood. The merged soul can mitigate the Woods' longstanding animosity toward some creatures. The current merged soul is a former adventurer and member of [[The Crimson Shields of Hope]] adventuring party.  
 
* A tribe of elves have found a way (via an ancient [[Teucri]] artifact) to merge an elven soul with the heart of the Wood. The merged soul can mitigate the Woods' longstanding animosity toward some creatures. The current merged soul is a former adventurer and member of [[The Crimson Shields of Hope]] adventuring party.  
* The drow retain the secret of magic crystals that allow them to move safely through the Woods.  
+
* The drow.  They still possess magic crystals that allowed them to move safely through the Woods. But these crystals are ineffective on the plateau.  
* On very rare occasion, the direct act of a god has lifted this animosity. Rumor has it that [[Domi]], for example, once interceded in this way.  
+
 
* There are rumors that reptiles survive on the fringes of the Woods, but if true, no one knows how.
 
* There are rumors that reptiles survive on the fringes of the Woods, but if true, no one knows how.
  
Line 19: Line 25:
  
 
Purple orcs. These are not orcs at all. They are some kind of a plant in humanoid form, spawned by carnivorous trees, and born in pods that hang from the branches. These ‘orclets’ are fast, and able to swarm and overpower much stronger creatures. Their claws seem enchanted, causing those they hit to fall into a deep sleep. When slain, orclets  grow with magical speed into trees themselves, as if they were seeds all along.
 
Purple orcs. These are not orcs at all. They are some kind of a plant in humanoid form, spawned by carnivorous trees, and born in pods that hang from the branches. These ‘orclets’ are fast, and able to swarm and overpower much stronger creatures. Their claws seem enchanted, causing those they hit to fall into a deep sleep. When slain, orclets  grow with magical speed into trees themselves, as if they were seeds all along.
 
Through similar fey magic, other "animals" have managed to live in the Crying Woods by adopting the plant type. These include
 
* Woods Parrots - Squat, about a foot long, its feathers are jet black, its short beak is bright red. Sports a brilliant blue crest on the top of its head. Excellent mimic.
 
* Woods Monkeys - Tiny, white-furred monkeys with big black eyes.
 
  
 
Other plants include:
 
Other plants include:
Line 28: Line 30:
 
* Spiny Sunflowers - grow in bog mud (which is, by the way, beneficial to the skin as a softener). These flowers shoot out spines, like arrows, at intruders, usually waiting until they are stuck in the mud. The spines are strong as steel and vary in length.
 
* Spiny Sunflowers - grow in bog mud (which is, by the way, beneficial to the skin as a softener). These flowers shoot out spines, like arrows, at intruders, usually waiting until they are stuck in the mud. The spines are strong as steel and vary in length.
  
Here are two maps of the lands around The Crying Woods. Note that on the map on the left, the scale is 25 miles per hex; on the right, it is 50 miles per hex.
+
Here are two maps of the lands around The Crying Woods:
[[Image:SE-Yrth-3.jpg|318px|left]] [[Image:Float-BrynBaraz.jpg|300px|left]]
+
 
 +
[[image:CryingwoodsMap_It-lal.jpg]]
 +
''The Yellow X is [[Geography:It-lal|It'lal]], the Red X is [[The Floating City]], and the Blue X is a Reptilian Village.''
 +
 
 +
 
 +
On this the map, the scale is 25 miles per hex.
 +
 
 +
[[Image:SE-Yrth-3.jpg|318px|left]]

Revision as of 13:52, 7 January 2018

The Crying Woods, also called Nemorlachria, is a malevolent, magical, near-sentient forest located to the northeast of the Elennian Peninsula. It rises up on a plateau, ranging in 50' to 75' above the surrounding country, and is bounded on the west by the sea, on the north by The Great Prairie, and on the east and south by rivers leading to and from a large lake, which is the current home of the The Floating City.


Float-BrynBaraz.jpg

Scale is approx 50 miles per hex

In ancient days, this forest was home to both drow and a race of intelligent reptiles. After a brutal war, which ended in the devastation of both races at the end of the second age, the Crying Woods rejected all animal life, and became malevolent. In the Cataclysms that followed, it barely managed to survive, and its hatred toward all creatures became stronger. Now the forest is actively hostile to all non-plant creatures, and it fights them in its ways.

In the weeks proceeding the Sargrass Crossover, the Wood sought to protect itself by concentrating in the northwest corner of its former self, and lifting the land up to a plateau. By concentrating itself, the Crying Woods is even more powerful than before.

Therefore, any living creatures (except plant creatures) are attacked if they enter the Woods, without exception. Non living, or beyond living creatures have been known to enter, and possibly thrive in the Woods - the gods, the undead, elementals, and the like.

All manner of creatures live in the now non-sentinent portion of the old Woods, including:

  • A clan of green dragons.
  • A tribe of elves have found a way (via an ancient Teucri artifact) to merge an elven soul with the heart of the Wood. The merged soul can mitigate the Woods' longstanding animosity toward some creatures. The current merged soul is a former adventurer and member of The Crimson Shields of Hope adventuring party.
  • The drow. They still possess magic crystals that allowed them to move safely through the Woods. But these crystals are ineffective on the plateau.
  • There are rumors that reptiles survive on the fringes of the Woods, but if true, no one knows how.

There is a rumor in the Float that a Lost City of Gold that exists somewhere in the Crying Woods.

Some of the flora of the Crying Woods includes:

Purple orcs. These are not orcs at all. They are some kind of a plant in humanoid form, spawned by carnivorous trees, and born in pods that hang from the branches. These ‘orclets’ are fast, and able to swarm and overpower much stronger creatures. Their claws seem enchanted, causing those they hit to fall into a deep sleep. When slain, orclets grow with magical speed into trees themselves, as if they were seeds all along.

Other plants include:

  • Vanilla Pods – brown, about 6” long, carrying a beautiful aroma of rich vanilla.
  • Spiny Sunflowers - grow in bog mud (which is, by the way, beneficial to the skin as a softener). These flowers shoot out spines, like arrows, at intruders, usually waiting until they are stuck in the mud. The spines are strong as steel and vary in length.

Here are two maps of the lands around The Crying Woods:

CryingwoodsMap It-lal.jpg The Yellow X is It'lal, the Red X is The Floating City, and the Blue X is a Reptilian Village.


On this the map, the scale is 25 miles per hex.

SE-Yrth-3.jpg