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Phleghmbog Thickets (A forest)

LORE: Before you enter

Reference

Phleghmbog Thickets

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Upon arriving at the campsite, you notice the crispness in the air, a sign that the temperature in the forest has dropped. The site has an odd atmosphere; you all notice that the color has been drained from the surroundings. A dead campfire sits in the middle, surrounded by piles of dark grey bedding. Overgrown flora dominates the area, though some of the plants have managed to retain their vibrant colors.

Towering, gnarled trees draped in hanging moss create a canopy that barely lets in any light, casting eerie shadows on the murky waters that snake through the undergrowth.

The ground squelches beneath your feet, a thick layer of muck and rotting vegetation that seems to cling to your boots with every step.

As you step into the Phleghmbog Thickets, you’re immediately enveloped by the dense, muggy air of this swampy wilderness. It’s strangely cold as you continue forward.

Those who kept the invite letter from RK. - add this to your petty item area

@rem

Inhabitants, including Goblins, Spirits, Treants, Trolls, Werewolves, Witches, and talking plants and animals, live by the forest’s rules.

The Wood is not empty of people. Hidden in the boughs and in empty glades are populated villages, rustic cabins, and the odd tower.

THE WOODS ======== The Wood surrounds and divides the realm, representing not just one forest, but all forests. Denizens of the Wood are fiercely independent, believing they are subject solely to its rules. Its various peoples, creatures, and unrelenting natural elements have kept the outside world at bay since time immemorial. The Wood is the spirit of all forests, and they in turn are its flesh, and the life they support a sign of its health.

While many are hostile to outsiders, some will interact with those who respect the Wood.

All inhabitants respect the Fae, also known as the Pale Folk or the Neighbors.

Most villages are within a day’s walk from one another to ensure the safety of travelers. Camping is a last resort, and those that journey far rarely return.

There is only one Wood. It is not one forest, but all forests. It is neither Good nor Evil but simply wishes to grow, to be free, and to protect itself.

The Roots are a foreign land. Time, logic, and matter operate by principles so alien as to make them unknowable. (Accessible through Gates)

The Wood is a porous dungeon. It has rooms and traps and hazards but can also be traversed in different ways: one can always climb a tree. This makes it no less dangerous.

Magic is rare and dangerous. Relics and Spellbooks are not well understood, and attempting to manipulate their power may lead to self destruction.

Relics originate in the Roots. They cannot be created by humans, only found. They are ancient, and yet they sprout from rubble as if grown there.

Hello.

I’ll keep Warden comments expanded, but any “Private” message will be a connector to your card.

Then after all visual descriptors are done, you can begin some small talk - This can be external, or internal if you choose to not engage, please write your thoughts.