The Great Forest

This region includes The Great Forest and seven nations:
  • The Land of Ilik
  • The Kingdom of Kvarch
  • Mlurgia
  • The Kingdom of Gnamph
  • The upper region of Sarheenia
    In the verdant heart of Western Nehwon lies The Great Forest, a sprawling expanse of ancient woodland that breathes life into the land and serves as the backdrop to a tapestry of nations, each with its own distinct culture, history, and mysteries. This majestic forest is not merely a geographical feature but a living, breathing entity that has shaped the destinies of the realms nestled within and around its embrace. The Great Forest and the seven nations it encompasses—Hruspian Empire, The Land of Ilik, The Kingdom of Kvarch, Mlurgia, The Kingdom of Gnamph, The Kingdom of Kleg, and the upper region of Sarheenia—form a region of unparalleled beauty and complexity.   Hruspian Empire The Hruspian Empire, with its disciplined legions and sophisticated society, is a testament to Human ambition and resilience. Straddling the western edges of The Great Forest, the empire has mastered the art of forestry, utilizing the woods for both sustenance and defense without diminishing its majesty. Its cities are centers of learning and culture, where the arts flourish alongside the martial traditions of the Hruspian legions.   The Land of Ilik To the northwest, nestled within the densest parts of The Great Forest, lies The Land of Ilik, a realm where magic weaves through the very air. The Ilites live in harmony with the forest, their homes hidden among the ancient trees, and their practices deeply rooted in the arcane energies that pervade the land. It is said that the most powerful druids and sorcerers call this land home, guarding its secrets against the uninitiated.   The Kingdom of Kvarch On the western banks of River Mangrishik, The Kingdom of Kvarch rises from the fertile earth, a land rich in agriculture and renowned for its valiant knights. The Kvarchians have long defended their borders against encroachment, their castles standing as bulwarks amidst the sea of green. Their relationship with The Great Forest is one of mutual respect, with the woodland providing protection and sustenance in return for their stewardship.   Mlurgia Mlurgia stands as a stark contrast to its neighbors in The Great Forest, embodying a seclusionary nation where lawlessness and anarchy bloom as freely as the wildflowers. In this rugged land, the prevailing philosophy is that "might makes right," a mantra scornfully aimed at the perceived weakness of "pansy Elves and their pansy friends." Despite its chaotic veneer, Mlurgians have carved out their societal niches, adhering to an unspoken order that surprisingly fosters a generally peaceful coexistence. Traditional international trade is a foreign concept here; Mlurgians much prefer the thrill of mass raids on unsuspecting villages and farms, seizing what they need through force rather than fair exchange. To the outside world, they are viewed as pirates, barbarians, and thieves—reputations they wear as badges of honor, seeing themselves as the epitome of freedom and unbridled liberty.   Yet, even in such a place, the daring and the desperate venture for trade. Heavily armed and guarded caravans, manned by the most fearsome mercenaries whose very names quell thoughts of thievery, occasionally snake their way into the heart of Mlurgia. These ventures are fraught with danger, as the Mlurgians view them with a blend of opportunistic interest and belligerent challenge, making any attempted theft a costly endeavor in terms of lives lost. The Dark Oak Trading Company stands as the sole trading entity bold enough to engage with Mlurgia   The Kingdom of Gnamph The Kingdom of Gnamph, nestled within a particularly lush and vibrant section of The Great Forest, is a realm where the boundary between nature and civilization blurs. The Gnamphians have built their society around the colossal trees of the forest, their cities blending seamlessly into the canopy. They are skilled woodsmen and hunters, their lives intimately tied to the cycles of the forest.   The Kingdom of Kleg The Kingdom of Kleg stands as a bastion of order and discipline, its people proud and fiercely independent. The Klegians have learned to harness the resources of The Great Forest in their crafts and constructions, their woodworking and metalwork prized across Nehwon. Despite their utilitarian use of the forest, they are fierce protectors of its integrity, understanding that their fortunes are inextricably linked to its health.   The Upper Region of Sarheenia The upper region of Sarheenia, a land of rolling hills and sprawling meadows that transition gently into the dense woodlands of The Great Forest, is known for its pastoral beauty and tranquil way of life. The Sarheenians, while diverse in their customs, share a deep reverence for the land and its spirits, celebrating the seasons with festivals that light up the region with music, dance, and color.   The Great Forest, with its nations, serves not only as a green heart pumping vitality into Western Nehwon but as a complex ecosystem of Human and natural elements. It is a place of ancient magic, of battles fought in the shadows, and of alliances forged under the green canopy. Each nation, from the Hruspian Empire to the upper reaches of Sarheenia, contributes to the legend of The Great Forest, a region where the past is always alive, whispering its secrets to those who walk beneath its ancient boughs.
The Great Forest by Chad Watson

Maps

  • Ool Hrusp
    Ool Hrusp is one of the smaller of the famed Eight Cities of Nehwon, yet it thrives as an important trade and livestock hub. Situated on twin peninsulas that form a sheltered natural harbor, the city is a lively blend of sea trade and cattle commerce. The air is thick with the scent of salt and livestock, and the streets bustle with drovers, sailors, and merchants.   The city is best known for its vast herds of cattle, which feed the meat and leather trade across the Inner Sea, and for its ruler, Duke Lithquil, whose erratic behavior has earned him the moniker the Mad Duke. His reign oscillates between lavish eccentricity and shrewd pragmatism, and despite his capricious edicts, Ool Hrusp remains prosperous.   Geography and Layout North Peninsula – Old City The oldest and most densely populated district, home to major guild halls, and the Grand Harbor Quays where the cattle and leather trade converge. Narrow cobbled streets wind between tall tenements, workshops, and dockside taverns.   Lower Peninsula – New City This district holds merchant villas, small lakes, and open parade grounds, as well as tallow works and hide-curing sheds. The harbor here handles bulk shipments of livestock and processed goods.   East District A semi-rural urban area with granaries, caravan yards, and small temples. It serves as the entry point for seasonal cattle drives from the plains and surrounding countryside.   Harbor Rock A fortified island at the harbor’s mouth, manned by marines and signalmen. Its beacon fire guides ships to safety and deters raiders.   Culture and Society Life in Ool Hrusp revolves around livestock and the sea.   The Mad Duke Lithquil Lithquil is known for his moonlit banquets, bizarre taxes, and public antics, including dressing favored oxen in silks. Despite his eccentricity, he is astute enough to maintain the city’s prosperity, balancing guild power and rural wealth.   Guilds and Trade The Drovers’ Guild and Butchers’ Guild control the cattle market, while the Harbor Guild manages the flow of goods. Trade is brisk and pragmatic; bribes and quiet arrangements ensure that both legal and gray-market goods move efficiently.   Religion Ool Hrusp’s people pay homage to Baroom, Lord of Harbors, and to local pastoral spirits tied to cattle and fertility. Roadside shrines decorated with ox horns are a common sight.   Economy and Exports The city’s prosperity is rooted in cattle and cattle products:   Primary Exports: Live cattle, hides, leather, tallow, salted beef   Secondary Exports: Spices, fabrics, and tools from eastern caravans   The harbors constantly bustle with barges loaded with livestock, the sounds of lowing cattle blending with the creak of ships and calls of gulls.   Atmosphere Ool Hrusp is a city of earthy scents and constant motion. The braying of oxen, the shouts of drovers, and the clanging of harbor cranes create its daily music. At night, the Piers of Painted Lanterns glow across the water, signaling that the city never truly sleeps.   Adventure Hooks The Duke’s Feast: An invitation to one of Lithquil’s eccentric midnight banquets draws the party into intrigue and absurdity.   The Vanishing Herds: Entire herds disappear from the surrounding plains, with whispers of bandits, cultists, or worse.   Smuggler’s Ledger: A missing ledger of illicit cattle shipments and bribes threatens guild stability.   The Ghost of Harbor Rock: Sailors report a spectral ox walking the island fortress at night, bellowing before storms.   Banner of Duke Lithquil:   This is the sigil of Ool Hrusp’s Mad Duke: a golden ox head on a red field, symbolizing the city’s wealth in cattle and the Duke’s eccentric pride.
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