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THE
ALMATRAR
FOREST |
This dense forest, northeast
of New-Santhala, is home to the
Ahrhim elves as well as to numerous
druids and a variety of plants and
animals. One would be lucky to see these things however, for the forest itself
is also quite sable. Its canopy is extremely dense, causing perpetual darkness
throughout the forest. The Ahrhim have
adapted to it and have developed better eyesight than other
elves not living in such an extreme
surrounding. However, the marvels in the Almatrar Forest are like nowhere else,
despite the lack of light. A foreign traveller might be lucky enough to view
them at least partly, but only after his eyes are used to the dimness after
some hours or even days.
Description. This
forest is perpetually wreathed in dimness, at the darkest places it could be
compared to a full moon night. Once inside the forest, there is very little, if
any, difference between night and day, especially on days which are cloudy and
dull in the outside world as well. On bright
sunny days, there seems to be more light in the Almatrar, all the colours
brighten slightly and even eyes not used to this forest may get a glimpse of
its beauty. Sometimes, very rarely though, on
sunny, but very stormy days, a single
sunbeam may penetrate the canopy,
causing a firework of colours to explode.
The
Ahrhim elves
have adapted to this everlasting dimness by never keeping standard hours as
well as having sensitive eyes. Humans require
torches, or some other form of portable light, to see in the forest. Near
druid encampments, the tree-lovers
have caused a number of plants to glow, which causes their camps to be fairly
bright, and often quite colourful and thus,
druids are considerably easier to
find in this forest than anywhere else.
There are some areas however, that show sun
though very rarely. These are mostly near clearings which have been desecrated
with the poisons excreted from the cheerk
worms. One or two trees die and where they once stood, sun pours in,
creating a plethora of lights and colours. Here, at the rim of the clearing the
more sunlight dependent plants live,
such as the false heart vine. Plant
and animal life seem to flower here in a greater abundance than even in the
outside world - but only till the soil has regained its old properties (often
with the help of the druids) and the
next trees grow and close the gap.
The wildlife here has adapted to the darkness, gaining better sight and a
heightening of the other senses. The creatures here are far from timid, having
little contact with anyone with the exception of the
elves and
druids, who do not mistreat them.
Thus, visitors often find that animals will come very close to them, but only,
if he doesn‘t use a torch of any kind. Of course chances are that a visitor
will not see the creature, which may be the cause of the animal’s confidence.
This is also quite unnerving to those who are unused to the forest, for it is
possible to hear the creatures if they are near, although one cannot see them.
The floor of this forest is, to the elves who
can see it, quite colourful. This is due to the large amount of
woodsweed and the high content of
copper in the rocks, as well as veins of ahrhite and ferros materials. This
makes a large amount of the rocks in the red, blue, green, as well as
combinations of these. The ground is also the place where one can find the
grandest of Ahrhim buildings, often
made of these rocks or painted wooden framework. Once in an
Ahrhim settlement, one can look up and
see bridges linking the trees together, as well as houses in the trees. The
buildings of these settlements almost always incorporate the trunks and
branches of the tree in their building, using said plants as walls, ceilings,
and even floors.
Quite possibly the most extraordinary artwork out of living plants which can be
found in this forest, or anywhere else for that matter, is the unique building
created by the green druids: the
Hall of Guardians. This tall assembly hall was created of intertwining trees
and their roots by green druids and
is used as their place of meetings. The entrance leads to a hall lined with
wooden statues, shaped by the druid’s
magic into as close a resemblance of the dead
druid as possible. These statues
depict each druid who has sacrificed
his or her life for nature by turning into a krói'lón (waar dryad). After this
magnificent hall one comes to the meeting place. This room has many rows of
wooden chairs, as well as branches on the walls that can be used for seating.
All sitting implements have been shaped and worked by the
druid’s
magic, making them quite comfortable, with soft grass even on the seats.
All chairs look as if they have grown from the tree which makes up the Hall of
Guardians, and thus do not look like chairs at all. The room is circular with
an open spot in the middle for any druid
who wishes to address the entire congregation.
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Location. In the
province of Sanguia, the Almatrar Forest is located two or three days rides
northeast over the Rimmerins Ring coming from
New-Santhala,
and half a day south from the Paelelon Forest. It
borders the southern edge of the Queator River.
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People. The Almatrar is
home to the Ahrhim tribe of
elves, who are known for their exceptional
skills in the crafting and mining of ores, as well as their work with plants.
These elves have adapted to the forest by
gaining better eyesight and very pale skin due to the darkness. In fact, the
Ahrhim find it hard to leave their home
forest, for outside the light of the sun
is quite damaging to both their skin and their eyes. There are also a large
number of green druids residing here.
This is undoubtedly because of the Hall of Guardians is located within the
forest. Of course, the druids are
still fairly small in number, compared to the number of
elves, but there seems to be a greater
concentration of them here than anywhere else. Because of their love of the
forest, the green druids are granted
permission to stay within the forest by the
Ahrhim elves.
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Climate. The Almatrar
is rarely dry, being fairly close to the sea and the Heath of Cjur. Its
sometimes extremely moist atmosphere is one of the things that help all the
plants of the Almatrar survive. Rain in the forest itself is uncommon, and when
water does fall from the sky, very little
of it reaches the forest floor and is instead caught by the trees. The density
of the forest creates something quite interesting: its own climate. The
tightness of the trees and canopy help insulate the heat within the forest, so
much so that it is almost never cold except for winter nights. This is quite a
sight during snowy days, when the outside of the forest is frosted over or even
covered in snow, while the inside is quite comfortably warm.
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Flora. The most abundant
tree in this forest is the coniferous Ahrhillicia, which is known to be found
nearly exclusively in the Almatrar and is named for the
elves of the forest. This tree grows in excess
of thirty peds tall and is
what creates the dense overhang that covers the forest in darkness.
The outer regions of the Almatrar Forest are mainly comprised of
willow trees, as well as some bog
oak and ash. The tall
adlemir trees can also be found inside
the forest, as can the hard to climb
ashwudes. It also possesses more oddly coloured trees, such as the
grayish-blue baych tree and the
black birch tree. Closer to the
ground, the small poison-berried allia plant
can be found. The false heart vine
can also be found in abundance in the forest. The actual ground is covered in
shade grass, or
woodsweed, which can also grow up the
trunks of the trees, making the trees green, as opposed to darker hues. This
allows people to walk around the forest barefoot, as long as they are careful of
rocks, for the grass is very soft.
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Fauna. One thing people
often notice about the Almatrar during the daytime is the amount of noise one
can hear, should they pay attention. These noises actually come from the birds;
put together they often make music that is quite beautiful. Some such sounds are
the calming songs of the aerilel bird,
or the warbling of the haloen. Sometimes
one can hear the ‘cuu-loo’ of the aptly named
cuuloo bird or the loud, ‘sirreri-sirreri-sirreri sti-sikot-sikot-sikot’
song of the injoh bird. Close to the
Rimmerins Ring, one can hear the high-pitched screech of a
torán eagle, while the hoot of a wood
owl is oft heard at all times of the day, the absence of light in this forest
suiting the nocturnal bird well.
Deer are often found in the Almatrar, as are
numerous smaller creatures such as the tarep
rabbit or the kuatu. The rabbit enjoys
finding small clearings within the forest, while the
kuatu often stays near
baych trees, looking for baychnuts.
Packs of ilaról, the
Mithral wolves, although rare, are
sometimes seen. Much more common are the solitary
arshir, the red foxes. The nearly helpless
rosesnake can be found feeding off the
victims of the venomous allia plant. If one
is lucky, one may occasionally spot an
Aurorian elfcat, although like the
ilaról, they are rare in the Almatrar. Silkworms are also bred and raised by
the Ahrhim, who harvest their silk for trade.
There is a creature, a rather inconspicuous creature, that lives in this forest.
This animal, above all others, is considered a bane by the
Ahrhim. It is the
cheerk worm. The reason the
Ahrhim dislike it so much is because
they are a community of people who work the soil, and the
cheerk worm secretes a venom that makes
patches of soil sterile and unable to produce plant life. While these patches
are small and scattered throughout the forest, the
elves who put such a high importance on the working of soil nevertheless
find this creature quite a nuisance.
The animals of this forest have adapted to the perpetual night much like the
Ahrhim have. Their eyesight is far
better than similar animals found outside the forest, and the colour of the skin
or fur is far paler than that of their outer forest cousins but these lighter
shades have their own irresistible beauty. Also like the
Ahrhim, the creatures of the Almatrar
find it difficult to leave the forest, for the
sun causes many problems to their eyes
and skin.
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Resources. The
Almatrar is rich in metals, especially bronze, copper, and gold. The
Ahrhim take advantage of this and mine
these ores. These metals are the basis for trade of the
Ahrhim tribe, for with them they
fashion fine weapons and then trade these
weapons - or the ores themselves - outside
the forest for commodities they do not possess. Silk is also traded outside of
the forest, made by silkworms which were bred by the
Ahrhim.
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Myth/Lore. Ignorant
rumours and superstitious tales often seem to congregate in places of mystery,
and this perpetually dark forest is no different. Stories about the forest have
arisen from numerous small towns and villages that border the Almatrar: stories
that tell of everything from the trees being alive, to the
Ahrhim hiding from the face of
Injèrá.
One story, so is said, arises from an actual historic event, as is alleged by
many legends. Years ago, the Móh'rónn
Saban Blackcloak entered the forest to blackmail the
Avá'ránn Axiastras into marrying him. Even
though it has been millennia since this occurred, some say that the eternal
darkness was caused by the presence of the son of the reincarnation of
The Shadow himself.
Also, there is a myth abounding through outlying hamlets and villages that the
trees of the forest may arise, to take vengeance on anyone who may molest this
forest. This tale also seems to have come from a historical event, although one
much more recent. In the year 1655 a.S., the village of Stellastar began a large
operation to gather wood from the forest, thinking to expand their humble
village into a larger hamlet, and possibly even build palisades around their
homes. They decided to log the forest, attempting to stay clear of the
Ahrhim, in hopes that they may
desecrate the elven forest without retribution.
What the villagers did not take into account were the
druids. As soon as logging began, the
green druids of the forest rose up
against the workers, causing vines to grow up and destroy and impair equipment
and camps. The villagers were not daunted and the loggers continued their work.
The druids sent a messenger to speak
with the project coordinator, one Jarlo Jamerston. Jamerston and the messenger
exchanged words, which led to an argument. At this point in time the accounts
vary, some placing blame on Jamerston, while others place blame on the
druid. Either way, the results are
the same. The druidic messenger was
killed, and his body was placed in the forest for the
druids to find. The plant lovers
realised that bloodshed was the only way to end this situation. The very next
day, in the early morning, the village of Stellastar was reportedly attacked by
a huge creature, which seemed to have been half-man, half-tree.
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“It just came out of the forest. At first we didn’t know what to do, as
it seemed to be one of the trees itself. Then it got poor Pauly, squishing
him right on the spot. Was then that the rest of us attacked it with our
axes, although that didn’t seem to have
no effect, and just made us all closer to the damned thing. The monster
was killing us left and right, before a few of us had the sense to run
away. I don’t know what that thing was, but never again am I going to take
an axe to a tree, not when I seen what
the tree can do back…” |
It is the opinion of this writer that the creature in question was in fact a
krói'lón, the half-man, half-tree hybrid that a
druid may become in times of great
conflict. The krói'lón easily destroyed the entire village, as well as any of
its inhabitants unwise enough to run away, before finally it died. The Hall of
Guardians probably has an eleven-year-old statue of an anonymous
druid who selflessly gave their life
in defense of the forest that was their home.
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