Tanegulch Woods (lowlands of Bar-Innis)

Steel Realms

The 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:

Ruins of Lenore and Tarly Castle

There is a barely clear road on the west edge of the woods that cuts through it about 1.5km to the outskirts of an abandoned hamlet of Lenore about 2km away. It was once a town on the outskirts of Tarly Castle in the distance. The castle is an ancient ruin long over excavated and with a dark history of aggressive wolves, the dead walking and restless spirits. Its considered pretty well gone over at this point and the castle is slowly sinking into the mud – everyone avoids it as a safety hazard (even bandits), there is no novelty in it anymore.

Overgrown Road to Lenore

It seems as if nature itself wanted to obliterate the path, for unless you knew that it was there, you would likely overlook it ten times over. Though road it may once have been, the overgrowth is dense; you will have to make you way single file.

Encounter: The spirit of the lost child (she died on the road, alone and afraid)

Watchtower of Trempere

Hacking through the underbrush, you stumble into an overgrown area that was once clear. Ahead you can see a overgrown clearing surrounding the remains of a watchtower. The tower is a crumbling ruins – it looks dangerous, though the ruins are still barely defensible. The remains of the road is easily navigable here – running right past the ruins – as if cleared on purpose.

Ruins of The Hamlet of Lenore

Ahead the road covering thins and opens to an overgrown area devoid of any but a few trees. The woods surrounding Lenore or the castle were never cleared much. Approaching to within 30m of the outskirts, you can see the woods surround the castle lands entirely. They are dark and tangled. The foundations of many buildings can be seen, all crumbled into the earth and few left above a meter tall. Stagnant water pools everywhere. Even from the distance of 80m you can smell rot. The faint sound of insects buzzing can be heard. Nothing stirs here… Your senses say nothing is there, but you sense something is not right.

  • Shrine to Gaia

Ruins of Tarly Castle

From the front, standing outside the gatehouse you look north. The crumbling façade and broken walls look dangerous. There is a place to clamor over fallen rubble to the left of the gatehouse, and one may also go through the structure. Fault lines appear along the left tower, and most of the mortar is loose – it is barely standing up. The great tower still stands mostly intact – 40m into the air, thought its timber roof is rotted and collapsed. Arrow slits overlook all angles from the great tower, making approach for an enemy deadly in normal times. Nothing stirs.

  • Church of the Lightbringers (family)

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