Sylvan Lands

Sylvan Lands (General)

Crater

Elven Town

Meeting Grounds

The Secluded Thicket

 

Sylvan Lands

Exits:  Wracod City (Wracod Kingdom), The Spine (Provas Kingdom), Crater, Meeting Grounds, Elven Town

 

A gentle to moderate terrain prevails over most of the Forests in the Sylvan lands and elevations range between 4,000 and 8,000 feet above sea level. Slopes are generally 40% or less, although steep slopes along fault scarps and in narrow drainages are not uncommon. 

 

The Forests lie within a wide semi-arid highland belt. Average precipitation varies from 16 to 40 inches, with most of it falling during autumn, winter, and spring. Temperatures fluctuate from about -30 degrees Fahrenheit to 100 degrees Fahrenheit, depending on elevation and time of year. The diversity in temperature and precipitation in the Sylvan Lands results in a sequence of distinct climatic regimes which support a wide variety of plant and animal communities, with habitats ranging from near-desert to lush coniferous forests. Abundant stands of white fir occur at higher, north-facing elevations. Drought-tolerant tree species such as juniper and ponderosa pine live in the Forest as well as incense cedar. 

 

To the South West of the Sylvan Lands lies a mountain range. The Sylvan mountain range forms a huge arc in the South West, acting as border with Wracod State to the West and Adaven to the South. Within this range are innumerable places of natural beauty: mountains, gorges, lakes, caves, mud volcanoes and fossil deposits. There are hundreds of species of flora and fauna. The mountains also host a number of Tribal Gatherings from time to time, and also many local establishments have been found in this region. 

 

Description by Preacher of Nothing

 

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Crater

Exits:  Sylvan Lands

 

This quasi-circular crater is located within the forests of the Sylvan Lands.  Its curved walls extend about a half mile into the earth. Nothing grows inside the crater, and bits of debris and bone jut from its sides, driven into the earth by the force of some massive object’s impact. The ground of the hundred and fifty or so feet closest to the crater is bare and scored with grass just beginning to return in a few sparse places.

 

A large stone plaque sits next to the rim of the crater. It bears the image of a noble looking Elven man holding a rapier in one hand with his head hanging low and a look of mourning on his face. Below the image is an inscription reading:

 

“To those who fell in the prime of their lives; to the victims of an unimaginable horror; to all of those who died here on that black day; the Sylvan Nation will never forget your sacrifice. You may have been robbed of the breath of your lungs, but you will not be robbed of your place in history. May your souls find solace in your eternal rest.

-         Kssrak, Leader of the Council of the Sylvan Nation”

 

Description by Nugan

 

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Elven Town

Exits:  Sylvan Lands

 

The elven Village is quite large, against common belief.

The name “The treetop city” gives it justice, although no stranger could ever claim to have gotten used to the sight. Skyways and raised platforms made of huge branches, bridges made of wood and rope as well as some large river stones make up most of the city’s alleyways. Houses are scattered on the outskirts of the village, and crammed together as you begin to reach the center of it.

 

To any stranger, Silvanesselar is irritating to navigate around, because of the narrow skyways that thwart the pathfinding. However, after a few hours of steady and continuous observation, one will understand how things work and where to go and where to not go.

Although to the elves that inhabit this village, the pathways are absolutely normal, and the robe bridges and ladders are nothing new, to a newcomer they will most likely prove to be disturbing, if not even lethal.

 

The height at which Silvanesselar resides seems to change from places to places. The skyways go up, then down, much like a freeway. Most of it however is about 60 feet above ground level.

 

The houses are in two manners. Either warped directly from the humongous trees that the village resides on, or made of other materials, including straws, small and light stones, and animal furs. However, most are as mentioned warped directly from the wood of the trees. To a knowledgeable person, one could see rudimentary magic is involved, as is some art.

 

Most houses seem to be in the forms of symbols. One shaped as a horn, one shaped as a crescent moon, one shaped as a star, and so on. They might be rudimentary, even barbaric by notions of high elves, but to a human’s eye the craftsmanship is very obvious.

At night, the village comes alive. Whilst during the day, it was not noticeable, now it is. Each house and each skyway, path, rope bridge, all of them, are lined with long thick strings of a green color. During the day, they weren’t noticeable, due to their chameleonic like ability. But during the night, these lines come alive, and small green lights pulse within them, providing a serene, but effective way of illumination, as well as an image that seems to have come out of a dream.

 

On the edges of the village, a few larger, even taller trees reside. Those that live in the village know that these trees were planted centuries ago for one purpose. To house the sentries and the archers. Several hawks and other large prey birds circle these trees, as if they were trained to do so, warning with a loud shriek as their agile eyes spot something on the horizon…

 

Description by Preacher of Nothing

 

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Meeting Grounds

Exits:  Sylvan Lands

 

In a quiet, remote clearing deep in the heart of the forest you will find a small fire pit, surrounded by a circle of large flat stones. Tall evergreens stand like silent guardians, forming a ring around the gathering place. A mystical air reminds new comers of old wisdom, and past magic. Knowledge is etched into the stones, words left in languages forgotten and passed over by time. Decisions, ancient and new are made here. Wars brought to life, and lives brought to death. In this time of change and speed, the meeting ground is a place where one can truly stand and watch the world go by.

Description by Gryphen

 

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The Secluded Thicket

Exits:  Sylvan Lands

 

The Secluded Thicket is a large forest with a few rivers running through it and some clear areas where not a tree grows. The thicket is 1280 acres in length and width. The rivers mentioned early, of which there are two, run north to south. A clear cut path leads
through the thicket from west to east providing a safe path to those not
brave enough to venture forth into the thicket.

The Path

The path you see before you is wide enough to allow to caravans to
ride side by side. Mostly the path is level and paved. At regualar
intervels, depending on how fast you travel, you come upon benches to rest
upon. Halfway through you reach a circular area cleared of trees. At the
center of this area is a stone fountain in good
condition seeing as how it is still running. There are other less
cared for paths leading out of this clearing, yet they do not lead the way
to other side of the thicket. In total you view four different paths that
can be taken; this includes the main path.

Path One

Path one is in worse shape with plants sprouting up from the ground
and tree limbs in the way. The path is uneven and leads to the north. This
path leads to the first river named Huia. A bridge is just in view and
leads deeper into the thicket towards a castle that can now be seen in the
horizon.

Path Two

Path two is the best cared for out of other three, excluding the main
path, and leads in a parallel direction with the main path. Nothing of
note to mention about this path except that after a while it does lead to
a small, prosperous village. It is common to see people walking up and
down this path and most of them are nice.

Path Three

This path takes who ever decides to walk it south. This path is worn
by many a person who treaded upon it. After a while one will come to
another village though this one is more...secure. This is an elf village.
>From here one can go to any of three other elf villages that have been set
up in the thicket.

The Villages

The villages that humans have set up are standard. They have some
shops, many traders roaming around, and the occasional pickpocket. The
villages are governed by simple laws, nothing too complicated. Inns are
common around the villages as well as taverns. Many a traveler comes
through the villages, but always avoid other areas of the thicket for
reasons beyond them.

Elf Villages

Unlike the human villages these places are guarded by many an armed
elf. If any traveler not of elvish origin enters they are always
looked upon in distrust. Instead of taverns these villages have tea
houses. A lot more sophiticated one might say these villages are. Many a
law has been set for those living here. Weapons are sold as well as
magical items. Music can be heard lightly anywhere one is within the
tavern.

The Castle

To say it is a castle is sorta a joke. This place is more like a
palace. As one stands on the outside and takes in a view of the
palace one sees some sort of mad logic to the place. Its proportions seem
ridiculous, yet glorious in design. The outside walls of the palace are
colored a bright white, yet at night it seems to be
utterly pitch black. Being made by a 'walker the place doesn't follow what
rules reality might have so expect some weird times. Navigation in this
place is based upon the mind that is to say you think were you want to go
and after taking probably three steps you end up there.

Entrance

On the wall facing the north one will find a large archway with great
oak doors stopping all who might enter. If one gets past the doors one
would walk into a grand entry room. Pretty big to the eye with a lot of
fancy furniture. Directly ahead is a hallway with numerous doors on either
side (If one were to keep walking down it they would find that they end up
retracing their steps literally.). Next to the entrance are two stair
cases one leading up and the other down.
Going up one finds numerous hallways decorated with numerous doors.
Behind each door is a unique room that in all ways is fit for a king.
There are even views to the outside in each room via a balcony. If one
heads down stairs they find not a dark and gloomy place, but rather more
hallways lit by torches. Instead of rooms there are
circular rooms that each hallway leads too (By each hallway I mean that
after walking a few paces one finds that there are more directions to
choose from once they continue.)

I'll detail the important rooms in the palace which will mostlikely
be the focus of attention.

The Library

The library has only one entrance, but once inside the person stands
in an impossibly large room that has books upon books as well as
tables for one to sit at. Large windows decorate the higher places in
the library providing light to all those within. Ancient tomes as
well as recent books can be found here. Topics range from Spell
Crafting to Mechanical Constructs and many more.

The Ballroom

This room is large and meant for formal receptions. One can find
views to a lake outside on a rather large balcony and widows placed
around the room show a view over the trees nearest the palace.

The Chambers

The Chambers is an area in the lower sections of the palace and is
meant for one to practice in. Whether it be with weapons or spells
one can find it suiting to practice here. Not only that but the
Chambers has mutltiple smaller rooms for private lessons if one must
not be distured.

The Garden

A separte area in itself this place exits at the very top of the
palace. A small stream as well as lake are present in the area. Many
trees are arrayed in straight lines throughout the area and in one
particular section there is row upon row of various fruits and
vegtables.

Description by KingofDominaria

 

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