Tanegulch Woods (lowlands of Bar-Innis)

Steel Realms

The Tanegulch Woods are located in the lowland basin, and cover a few square kilometers with large wetland trees. Like much of the lowlands, moss is everywhere. The woods have a reputation of being haunted, and they surely look it. It is small compared to the forest of Nuir Woods not far from it, one the other side of Moss Haven. There are a few trails outside the woods with markers of distance and direction to various places in the lowlands.

Detailed Overview: Creepy even from a distance, hanging moss and creepers and strange “witch lights” are often seen in the distance on its edges. Those who seek to log it often go missing and/or catch a sickness. Bandits are known to use it as a refuge.

Knowledge/Facts About The Tanegulch Woods

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

Knowledge is broken down by ease of discovery/accessibility. If nothing is indicated, assume it is Pervasive.

Pervasive Knowledge / Very Easy Difficulty

The trail markers all have a “stay away” visual warning. Creepy even from a distance, hanging moss and creepers and strange “witch lights” are often seen in the distance on its edges. Those who seek to log it often go missing and catch a sickness (referred to as the “Green Lung Sickness” because the saliva of those inflicted turns green). Bandits are known to use it as a refuge because few law or watch officials will venture into it due to its perils.

Common Knowledge / Easy Difficulty

Bandits may camp in the woods… but not for long. Most camp just inside the edge of the woods, and stay away from the ruins of Tarly Castle.

More…

Do not read beyond this point unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will provide relevant information by check or story.

Hidden Knowledge is not available in known references; It is not necessarily Forbidden.

If a character from outside the lowlands spends more than three days on the outskirts or in the woods, they become susceptible to the lethargy-like disease that overcomes them.


i20™ Green Lung Sickness Details

i20 [specific] Requirements:

DC 10 Constitution check or Disadvantage on Initiative checks,

iCore iCore™ Green Lung Sickness Details

iCore [specific] Requirements:

General Encounters in the Woods:

Realm's Aptitude Powers: Divine, Occult, and Psychic