Adri Forest: This vast, ancient broadleaf forest is filled with game animals and fine wood. It has shrunk in area by about half since the Great Kingdom was founded, thanks to land-clearing for farms, fires, logging, and woodcutting. Resources from the Adri include wood for shipbuilding, homes, furniture, and weapons; game animals hunted for furs, food, and trophies; fruits and nuts; and fish from the Harp River. Excluding Innspa, the only settlement of note here is Elversford (pop. 1,000), on the east bank of the Harp, eight-five miles east-southeast of Innspa. Armed foresters led by rangers resist incursions by Ahlissa and North Kingdom. A half-dozen druidic faiths are present, notably that of Obad-Hai, led by Archdruid Immonara (N female human Druid of Obad-Hai L13). Ehlonna’s faith supports the rangers and is very militant. A legendary ancient elven city is said to lie at the heart of the Adri, in a dangerous region called the Coldwood. No elf will ever go there or allow anyone else to do so.
Amedio Jungle: The Amedio is a vast tropical rainforest extending southward more than 300 leagues. Tribes of savage humans (Suel and Olman) live here, among fierce animals, man-eating monsters, intelligent apes, and haunted ruins. The jungle also holds many carnivorous and poisonous plants, whose medicinal and magical properties are very powerful.
Axewood: The Axewood strides the Sheldomar River, lying half in the Duchy of Ulek and half in northwestern Keoland. The Axewood has a reputation as a faerie land, largely untouched by the Suloise-Oeridian invasion of the Flanaess. Unicorns, treants, atomies, and grigs live here, and the Keoish are careful to cut down trees only from the peripheries of the wood.
Bonewood: Once known as the Thelwood (a spring within it is the northernmost source of the Thelly River), this small forest straddles the border between the present-day Principalities of Rel Deven and Ahlissa in the United Kingdom of Ahlissa. The forest rapidly altered in character in 583–588 CY, when its trees changed into bone-like material. Dark sorcery was immediately suspected, and most inhabitants fled to the city of Rel Deven. The place has acquired a woeful reputation ever since.
Bramblewood Forest: This large, dense forest grows in the plains between the Banner Hills and the southern Yatils. At one time it grew up onto the slopes of the Yatils, but the foothills and northern lowlands were cleared for farming over the centuries. Thornward is on its southeast border.
Although the Bramblewood is predominantly oak, birch, pine and sablewood, and the southernmost edges sport a few bronzewoods and elms, the Yarpick Trees are the true wealth of the Bramblewood. These trees, commonly called daggerthorns, are abundant here. Cultivated yarpick “nuts,” the inner seed of their small fruit, are nourishing either whole or ground into meal. The Nehez province exports yarpick nuts throughout the Baklunish west and Perrenland.
Strange, evil non-humans and fell monsters lurk here. A single well-kept road, the Irafa, runs through the Bramblewood and are patrolled by Ketite soldiers and fortified against foreigner soldiers and predators alike.. Along the Irafa are eight well-defended fortresses. While spending the night at one of the forts can be expensive, few caravan masters survive the alternative.;
Burneal Forest: The Burneal Forest stretches for hundreds of miles, from the shore of the Dramidj Ocean to the bogs of Blackmoor. This sprawling realm of pines and firs harbors great northern elk, giant deer and other game, tempting Wolf and Tiger Nomads to hunt there. Little-known Flan savages called the Uirtag dwell in the interior, living in huts made of green boughs in the brief summer and in burrows dug into the ground during the long, cold winter. A few Chakji tribes on the forests’ western fringe trade with Tiger Nomads and inhabitants of the Land of Black Ice (see Tiger Nomads).
Celadon Forest: The Celadon Forest lies within Nyrond and the Duchy of Urnst, but is unclaimed by either. Duke Karll enjoys great friendship with the generally peaceful elves and woodsmen of the western woodlands, and southwest Urnst is well served by rangers from the Celadon, mostly humans and half-elves trained at Stalwart Pines, the only known “organized” ranger school in the Flanaess. However, the situation in Nyrond now borders on civil war. The former baron of Woodwych conducted extensive logging operations here, igniting an anti-Nyrond rebellion. The new king has provided hope to the woods folk, but the new baroness appears every bit as ruthless as her predecessor.
Mighty oaks and elms grow here, tended by treants, sylvan elves, and similar beings. These folk prevent the cutting of any live tree from the forest; the humans and elves who trade with the outside world are generally herbalists. Keoghtom’s ointment is said to derive from reagents gathered here. A great fire of mysterious origin damaged the western half in 571 CY.
Dapple Wood: This small woodland is a major resource for Furyondy, which makes extensive use of its timber. Good-quality ipp, yarpick, and bronzewood are brought out steadily, and game is still fairly plentiful. Bugbears once roamed here, but have not been seen in a decade after rangers, knights, and militiamen hunted them without mercy. Black bears, wild dogs, poisonous snakes, and giant porcupines are the only real threats. Ships on the Velverdyva often put in at small, free-spirited shore villages in the woods at night, if they don’t stop at the port of Kisail, upriver.
Dim Forest: The huge, old trees of this forest are so broad and leafy as to make the ground beneath dim on the brightest days. The olve are said to dwell west of the Javan, but non-humans and terrible creatures like tenebrous worms and slow shadows abide elsewhere within. Gran March claims the western end as its own.
Dreadwood: This large forest stretches across the southernmost provinces of Keoland, just north of the Hool Marshes. A royal writ grants control of most of the forest to the elves, who administer and protect it on behalf of the crown. Efforts are mounted to clear this forest of evil creatures, but these have failed time and again. Raiders from the Sea Princes and non-humans from the Hool Marshes use the wood to attack southern Keoland. The elves and royal garrisons battle these invaders at great cost. The wood is also home to the Great Druidess of the Sheldonar Valley, Reynard Yargrove (N female human Drd14 of Obad-Hai), who is an ally to the cause of the elves.
Fellreev Forest: This entire expanse of birch and scrub oak is claimed by Iuz, though the Old One enjoys little power here. Most of the forest is ruled by clans of sylvan elves allied with Reyhu refugees since the Greyhawk Wars. A significant force of undead is also here, rumored to be led by an escaped Horned Society Hierarch. Iuz gains little by sending traditional soldiers here, so he uses the Fellreev as a hunting ground for trained monsters.
Forlorn Forest: The Forlorn Forest is an evergreen wood of fair size, just south of the Icy Sea. Its western edge marks the boundary of Iuz’s “Barrens” territory. The forest is rich with hideous monsters, but it screens a few coastal settlements of the Rovers of the Barrens.
Gamboge Forest: The ancient, dense Gamboge Forest lies between the states of Nyrond and the Pale, though neither claims it. Thousands of humans, gnomes, and sylvan and high elves live here among the bronzewood, oak, elm, and hornwood trees. Ogres and hobgoblins from the mountains raid woodland villages or the plains beyond. Despite the dangers, the Gamboge is fairly peaceful, ready to trade wood, fruits, nuts, or tubers to Nyrond or, less often, the Pale.
Gnarley Forest: Portions of the Gnarley Forest are claimed by Celene, Dyvers, Verbobonc, and Greyhawk. The forest is home to thousands of woodsmen, sylvan elves, and gnomes. An enclave of ogres, gnolls, and orcs ( Blackthorn) is hidden within, and roving orcs from the Pomarj annually attempt to use the forest as cover for a massive flanking maneuver against Narwell and Safeton. The Furyondian Greenjerkins are 40-odd rangers who patrol the northern Gnarley from a small river port, Stalmaer, at the confluence of the Att and Velverdyva Rivers. Also, over two hundred Gnarley Rangers patrol the entire forest, protecting it from harm. The forest folk and their druidic allies are wary of intrusions by Greyhawk soldiers and settlers, fearing the whole forest may be cut down for farmland and timber.
Grandwood Forest: The tall hardwoods and tangled undergrowth of the Grandwood were once a haven for refugees from the evils of the Great Kingdom. Nonhuman troops were sent in against the clever rebels, to little effect. The dissident folk wish to consolidate themselves and form a government, but Ahlissa’s Overking Xavener, who has the strongest extant claim here (calling the forest a marchland of Ahlissa), will have none of that. The wood elves are the most powerful inhabitants and are wary of outsiders. The humans now trade with Rel Astra, as the stance of Lord Drax has softened of late, but they can infiltrate enemy forces and mislead them if the wood is invaded again.
Hornwood: The Hornwood, once the favored hunting place of Geoff’s nobility, now teems with savage monsters. When the giants and non-humans invaded during the Greyhawk Wars, refugees sought sanctuary within the depths of the forest. Those willing to abide by the strict code of a circle of druids known as the Ashmeet were taken in. Others joined forces with sylvan-elf foresters, but most were slaughtered by ferocious predators and evil invaders. The woodland is named for the highly valued hornwood trees here.
Hraak Forest: The Hraak is a pine and fir woodland that borders the Corusk Mountains north of Hraak Pass. The pinewood is exploited by the people of Stonehold for fuel, trapping, and hunting. The warlike Forest People (a Coltens tribe now part of Stonehold) live within. Great bears and wolves roam its depths, and a fair number of white dragons unexpectedly lair within.
Iron Wood: The western lands of Verbobonc are marked by the Iron Wood, a fog-cloaked collection of roanwood, yarpick, and ipp trees said to be haunted by lycanthropes. A trade road passes through from Verbobonc to Devarnish, but most merchants prefer to travel by river than enter here.
Loftwood: The small Loftwood lies along the Solnor Coast between Bone March and Ratik. Its pines were once much prized for shipbuilding. The site of a great Ratikkan victory over Bone March orcs (578 CY), the wood was partly despoiled by non-humans setting fires (584–585 CY). It is once again a battleground between Ratik in the north and orcs and gnolls in the south.
Menowood: This virgin wood lies between Ahlissa’s Principality of Naerie and Sunndi, but is part of neither. Once the domain of a powerful druid called Sverdras Meno, it is still home to ancient treants, sylvan elves, and dark faerie folk, such as spriggans and quicklings, who hate humanity.
Nutherwood: The Pale claims the Nutherwood, defending it from frequent invaders from Tenh (Iuz’s forces or local Tenha) and the Bandit Kingdoms (Iuz’s forces or renegade bandits). People yearning to avoid the theocrat’s spies have long called this forest home. Phostwood trees grow along the northern margins. Ogres, ankhegs, giant beetles, and carnivorous plants pose threats to the unwary here.
Oytwood: This small woodland within Geoff was overrun by non-humans and giant-kin in 584 CY, until raids by the Knights of Dispatch in Hochoch in 588 CY resulted in a costly victory for humanity. A few well-defended wood elves inhabit the western end, but they are engaged in serious disputes with their cousins in the Dim Forest. The Oytwood has many fruit trees and edible fungi.
Phostwood: The phosphorescent glow of dying phost trees, unique to this wood, make this a haunting forest at night. The forest is now a ghastly battleground between the forces of Iuz, Tenh, the Pale, and various bandit groups and refugees from Iuz’s realm.
Rieuwood: This forest lies entirely within northern Sunndi. Its mighty ipp trees stretch between the Hollow Highlands and the foothills of the Glorioles. It is heavily patrolled and defended by gray elves and many rangers, in case Ahlissa ever invades across the Grayflood. This was the site of two major battles in 577 (failed invasion by South Province) and 583 CY (Osson’s liberation of Sunndi).
Sable Wood: This evergreen forest is within the realm of the Ice Barbarians. It is a hazardous region, for winter wolves prowl its western half. Sable firs are short but have thick trunks for their size. Their branches make excellent arrow-shafts, and the wood lumbered in mid-winter turns a deep, lustrous black when rubbed with hot oils. The barbarians prize this material greatly and will not export it.
Sarwych Forest: This large, old forest is located between Osfelred (Greenrock) and Eragern, and a well traveled trail leads through it. It is abundant with wild game, but trolls, fey creatures and various monsters have been detected nearby, most likely having wandered down from the Iron Hills. A hermit named Gresham (male human Druid L4/Cleric of Beory L1/Divine Oracle L3) also lives in this forest.
Other features in Sarwych include the distinctively shaped hill named Satyr’s Horn, which is located near the north-western corner of the forest, and a small lake simply named Forest Lake by locals on the western side of the forest.
Silverwood: This small forest in the Duchy of Ulek is home to many sylvan elves. The elves are said to nurture certain trees here so that they take unique forms, are free of disease, and give a delicious sap that is the source of their much-sought elven mead.
Spikey Forest: This pine forest divides the lands of the Frost and Snow Barbarians. Its tall pines are used by both peoples for ship masts and spars. Mist wolves are said to roam here, rumored to lead travelers away from dangerous Suel ruins of great antiquity.
Suss Forest: Where the Welkwood approaches the Jewel River near city of Courwood, the forest becomes the Suss. The Suss is a dark and dreary wood filled with thorn trees, brambles, briars, and thickets. Its massive trees are black with age, seeming to menace those who pass under their boughs. The western end of the forest, where the wood grows near the foothills of the Lortmil Mountains, is open and clean, but east of the Jewel River it is a foreboding place. Many nonhumans, mostly orcs and goblins tied to their brethren in the Pomarj, lair in this part of the Suss, along with gibberlings, ettercaps, and stranger creatures. Legends place a lost city of Old Suloise in this forest, but few dare to confirm these rumors due to the dangers of the wood.
Tangles: This small woodland north of the Rift Canyon is overgrown as thickly as any jungle. Numerous human and half-elf bandits hide here, resisting Iuz though he ordered the destruction of their homelands. Iuz’s forces have assailed the growth with axes and fire, to no avail. It is said that wizards and clerics protect the area from harm.
Timberway Forest: This long forest divides Ratik from the Frost Barbarians, and by treaty both realms share the wood equally. It is composed of a vast stretch of pine and firs that sit in the shadows of the Griff Mountains. These trees are used for shipbuilding, and the forest is also a good source of forage and game.
Udgru Forest: This woodland is quite extensive and very dense. It is filled with game, but monsters from the Yatils and renegades from Tusmit and Ekbir are ready to ensnare the unwary intruder. The yellowish galda tree is plentiful here, its salty fruit being a staple in northern Ekbir and Tusmit, as well as among the southern Tiger Nomads.
Vesve Forest: The largest hardwood forest in all the Flanaess is the Vesve (or High) Forest, crucial to the balance of power in the north. Iuz refuses to yield his claim to the woodlands, while Furyondy and the Highfolk support those within it who fend off evil forces. Nearly twenty thousand human woodsmen dwell here, their numbers swollen by good-hearted men willing to lay down their lives to contain Iuz’s terrible villainy. These men are supported by sylvan and high elves numbering more than thirteen thousand. About six thousand gnomes and three thousand halflings support this force. Additionally, about eight hundred beast-men inhabit the peaceful northwestern reaches of the forest.
Welkwood: The extent of the Welkwood is obvious to the observer, for its limits are easily defined by its growth. Ipp trees grow to heights of 100 feet or more, while the mighty roanwoods are taller still. Even the locusts, elders, and maples grow to unusual size, so the whole woodland is most imposing. Celene lays claim to the entire forest, but only controls the portion west of the Jewel River. Many hardy woodsmen live here, as do refugees from Wild Coast towns overrun by Pomarj non-humans.