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Scouringwood Wastes

The Scouringwood Wastes were a land struck by great meteors of Ederstone millennia ago and have become mutated and hostile. The land is too wild, too uncontrollable for any state to hold, and is extremely dangerous for unprepared intruders.   The wet temperate forest of the Scouringwoods is dense and often murky. Misty springs and snowy winters add hints of white to dark wood and leaves, and the shadows of these woods often harbor watchful eyes and hungry mouths. But predators are just the start of any stranger's problems here. Strange ghostly knights who hunt trespassers for sport, child-snatching goblins, monstrous elk that kill any who would harm a tree, witches who curse any who refuse their riddles and games, and enchanting "elves" that rule over villages of mind-controlled followers all live here, just to name a few things. The magic of these woods seeks to ensnare or destroy any who enter them. In fact, the woods do not seem to tolerate any who would even exist adjacent to them, as they constantly harass neighboring regions.    Not many communities live here without being trapped serving some forest spirit or living in a cult giving offerings of suffering to the hungry forest. Infamously, the radical Kivish known as the Truthful Path thrive here, and this was once the home of the Children of Verkohn cult.

Geography

The Scouringwoods are roughly 170 by 200 miles across. To the West are the Kingdoms of Andrig. To the Southeast are the Bladed Wastes. To the East is the Sanctuary of Uvasten. To the Northeast are the Lurking Mire Wastes. To the North is Onaribek.   The central Ederstone nexus is the Bastion of Hate. A strangely modern castle overlooking a serene lake at the heart of an every-dusky forest, the Bastion outwardly appears more normal than the surrounding areas. It draws you in, traps you, and slowly reveals itself for what it is. No non-Kobold leaves the Bastion unchanged.  
 

The Lowlands

Now, let's start with the Lowlands (2, 3, 4, 5, and 12 on the map). These great stretches are some of the most iconic parts of these forests.   The Witchwoods are gloomy forests containing many enchanted thralls, revenants, and necromantic constructs. The creatures here are known to be particularly magical and unusually smart; there are a lot of things here that can animate corpses, bind ghosts, or enchant lonesome wanderers. It is said that intelligent monsters from across the chaos wastes are drawn here to roost, though these creatures are hardly bound to the witchwoods - intelligent "elves", "witches", and other creatures wander all of the Scouringwoods, even if they are the most powerful here. You don't want to fight a magical creature or spirit here, as they are greatly empowered in these woods. This is especially true if they are acting out some story, which they seem to like to do - fables and fantasies tell themselves here, over and over.   The Eternal Forest is a forest that is conceptually hostile to civilization. The trees push outwards in a vast network, physically consuming ecosystems that border them. The eternal forest is like a parody of Ustav and druidic magic - it is life in vast size and abundance, but with a hair-trigger temper. The trees and animals are huge and grow unusually fast. It can seem initially quite peaceful, but it is extremely easy to "anger" the forest - and it holds a grudge. The monsters here tend to be pushed outwards, to help the rising tide of trees push into "civilized lands".   The Howling Murk is a dense temperate rainforest with strange ederstone-influenced weather patterns; the rain is unusually abundant here, and the weather is in constant tumult. The wind never stops, and the clouds here are strange. The trees grow tall and form a dense canopy that shuts out light to the forest floor, which is blanketed in aggressively competing mosses and fungi. The ecosystem here is strangely violent, a warzone of nature. The predator here get very large and very dangerous. The Tarrasque is a frequent visitor to these woods, typically to murder the inferior Tarrasque copies that occasionally crawl out of the fungal pits. The terrible creatures here are prone to wander either into Andrig or into the 'Bloodletter Plains' of the Bladed Wastes.   The Forest of Malevolence is an unhappy mixture of the Howling Murk and the Witchwoods; this is cursed ground, where terrible devils and beasts frolic. All things either hurt here, or are hurt; it is often both. The crimes of the past play out endlessly, and only those who are willing to play along can survive here permanently. Small bands of particularly vicious raiders live here in small villages or cults, feeding the forest suffering. Only the most destructive intelligence spirits or creatures linger here. The Forest of Malevolence is in perpetual conflict with the Sanctuary of Uvasten to the East.   Lastly, the Warwoods to the Far North are a less obviously irradiated, but are absolutely monster-filled. There is dense non-monstrous settlement here, with many villages and nomadic bands thriving in the woods. Most are pledged to some intelligent creature or another though; the various mad spirits fight proxy wars against each other through the mortals here. The primary reason for the name of the forest is that the wasteland periodically sends monster swarms through here, that the locals are encouraged to join with to attack the Hill Kingdoms of Onaribek. Where these swarms exactly are coming from is uncertain, but locals know it is better to join the chaos than be a victim of it.  

The Highlands

Now, let's jump to the Highlands - the hills and mountains of the Scouringwood wastes, marked 6, 7, 8, 9, 10, and 11 on the map.   The least mountainous region here are the Lightless Hills, a region blanketed in vast swaths of perpetual fog and moving magical darkness. The plant life here survives either through predation or by clustering around magical lights. False lights are a frequent lure for unwary visitors.    The Mountains of Deception in the South, meanwhile, are some of the tallest peaks here. These mountains are known for their illusions, enchantments, and false faces. They are the home of a number of Ederstone cults, mutated Gluttonmaws, and Truthful Path holdouts.    The Ogremounts, meanwhile, are a series of mountains known for their spiny mineral growths, as well as their local cactus-like pine trees that are quite unpleasant to be around. The mountains are most famous for their local Starspawn, who have grown to enormous size and strength. These "ogres" or "trolls" are incredibly reclusive and tend to attack on sight. It is unknown whether they are Ederstone-enthralled, monsters that are just vaguely humanoid, or whether they are normal people who just assume that any stranger is out to get them (as they are surrounded by the Forest of Malevolence, so most strangers really are).   The Talonmounts, meanwhile, are mountains known for their ludicrously large trees and rocky outcroppings that harbor a robust and vicious aerial ecosystem. Everything that can fly and kill at the same time lives here. Flocks of beasts from this region fly across the whole of the Scouringwoods, and sometimes plague the civilized lands nearby.    The Mountains of Vanishment are the second-tallest mountains here, and are basically an extension of the Witchwood - only these mountains are also home to many wandering spacial anomalies, that make mapping the area essentially useless.    And lastly, the Ironwood mountains are basically a hybrid between the Scouringwoods and the Bladed Wastes - the trees are armored, the beasts have steel-quality teeth or antlers, and everything is mean and hardy. If you want weapons or armor that isn't metal but is tough like it, hunting or gathering here is the best plan.
Scouring 2.png
Type
Wasteland
Location under

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