Gnarley Forest
Portions of the Gnarley Forest are claimed by Celene, Dyvers, Verbobonc, and Greyhawk. The forest is home to thousands of woodsmen, sylvan elves, and gnomes. An enclave of ogres, gnolls, and orcs (Blackthorn) is hidden within, and roving orcs from the Pomarj annually attempt to use the forest as cover for a massive flanking maneuver against Narwell and Safeton. The Furyondian Greenjerkins are 40-odd rangers who patrol the northern Gnarley from a small river port, Stalmaer, at the confluence of the Att and Velverdyva Rivers. Also, over two hundred Gnarley Rangers patrol the entire forest, protecting it from harm. The forest folk and their druidic allies are wary of intrusions by Greyhawk soldiers and settlers, fearing the whole forest may be cut down for farmland and timber.
Appearance of the Wood: The Gnarley
Forest is an ancient place, full of immense
trees. In most places the shade
provided by these forest giants chokes
out the undergrowth to the extent that
walking is quite easy. These stretches
might almost resemble parkland except
for the riotous assortment of fallen timber,
like the scattering of so many match
sticks, across the ground.
Mossy stumps are everywhere, often
resembling furry green statues. Wild
flowers bloom here in the spring, summer,
and fall. The white-petaled ivoryblossom,
which only grows in the heart of
the forest, is the most precious of these
beauties. The buds of the ivoryblossom
only bloom in the depths of the forest.
When they do, the blossom lasts for only
ld8 +6 days. However, they bring as
much as 10 gp apiece (for fresh, undamaged
flowers) in the Greyhawk High Marketplace.
A single individual, in the heart of the
wood during blooming time, might come
upon 2d10 blossoms in a. single day of
searching. Of course, the likehhood of an
unpleasant encounter is high as well.
The Gnarley Forest is predominantly a
mixture of oak and ipp trees, growmg
side by side throughout the length and
bre adth of the wood. Their broad
branches spread the leafy canopy well
overhead, but those same branches offer
easy climbing. Most any character can
move through the wood 30 or 40 feet off
the ground simply by passing from the
horizontal branches of one tree to those
of the next. Characters without Climbing
proficiency need to roll frequent Dexterity
checks if they attempt this.
Several groves of dekla trees have
claimed their space here, crowding the
lesser trees aside as they soar, sometimes
120 feet high, above the rest of the
forest. Their massive trunks take as
much space as a small cottage. The
gnarled roots have made th_e _ground
within these dekla groves a twistmg surface
of hummocks and swales.
The only other commonly growing plant
is the yarpick, or daggerthom. Naturally,
the clumps of this nasty vegetation are
rarely penetrated by woodsmen. Every autumn,
however, the children of the woodspeople
are sent to the outer fringes of the
yarpick clumps, there to gather the rotted
fruit of the trees. The bitter pulp is discarded,
but the seed of the yarpick fruit-a
nut the size of a plum-is nourishing, tasty,
and keeps very well. A bushel of these nuts
fetches one to two gp in the Greyhawk
High or Low Market, depending on their
availability.
Inhabitants of the Wood
This portion of the Gnarley Forest is
home only to one human settlement, the
village of Five Oak. The other coi:iimunity,
Blackthorn, is nt the _least bit_ human
in nature, and its existence 1 a
closely guarded secret. The human01ds
who have gathered here remain furtive
and sneaky, taking care to conceal the existence
of their lair.
The sylvan elves of the deep forest occasionally
venture into this part of . the
wood, for hunting, or simply explonng.
Occasionally a band of elves comes to
Five Oak to trade an exquisite cloak, or a
pair of soft leather boots of mystical elven
craftmanship for many pounds of salt, a
rare perfume, or some other product of
the outside world that the elves have
come to enjoy.
Many individual woodsmen, sometimes
with their families and sometimes
alone have carved little homesteads in
the forest. These are usually within a
day's march of the forest's fringe, for its
darker depths are known to be too unsafe
for unguarded settlements, let alone individual
cottages. In some places these
homesteads have grown to be clans of 20
or 30 people, living in a collection of buildings
centered around a family lodge.
Even these minor collections of humaruty
are rare.
Farmsteads
The tiny home sites marked on the map
represent collections of at least three
buildings. Individual huts, cottages, and
cabins are not uncommon in this part of
the forest either.
Every building, whether single-room
hut, cozy cottage, or two-storey house,
is made out of wood. Some smaller buildings
are shingled with leaves, but most
use wood here as well.
Those settlers who have chosen to live
here survive by gathering mushrooms,
berries fruit tubers, and other bounty of
the forest, as well as by hunting the venison
and rabbit so common here, or
snatching the trout from the clear, shallow
streams. All in all, the living is good,
for the woods are bountiful.
A typical steading is a cluster of buildings
in the shade of several stately trees.
A space perhaps 100-200 feet wide has
been cleared of forest, a belt of tilled
ground around the buildings. Fresh_ water,
in the form of a well or stream, 1s always
ne ar. A sanitary hut stands a
discreet distance from the occupied
buildings.
These forest folk often have a pack of
dogs about, 2d4 hounds of good size and
keen intelligence. Not only do the dogs
aid in the hunt, but they serve as alert
guardians of the steading and able fighters,
should its defense become necessary.
Those woodsmen who have lived here
for a while are skilled in the use of the
bow, in tracking, and camouflage. A typical
fellow of 37 years of age has reached
5th level of ranger ability. He has a long
bow, leather armor, and plenty of arrows
at hand. For a sidearm he carries a short
sword, dagger, or throwing axe.
The woodsfolk are poor, generally having
little more than a few silver pieces
stored away in some homemade box.
There are exceptions to this rule. Adventurers
who know a bit of woodcraft, and
find themselves in trouble with the
powers of the Free City, often move to
the woods for a few years of private living.
Of course, they bring their accumulated
treasures with them. And protect
those treasures accordingly, it must be
added.

Comments