Withering Wood

"The Green is Good"

*Rolling green fields and dark, rich earth stand out against blue sky. Long, empty roads stretch through this agrarian nation. Once, this land was entirely covered in deciduous trees, home to hundreds of druidic groves. Now, small hamlets and golden fields of wheat stretch between towns, and herds of cows and goats wander the rolling plains.*

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The Withering Wood is a rural nation, made up of isolated townships, small druidic encampments, and wide farms and herding routes. An unofficial protectorate of Dragomir, the Withering Wood is the subject of skirmishes over its vast agricultural resources.

Small bands of mercenaries and militias often travel around the Withering Wood during the winter (the war off-season in the Greenering), helping deal with bandits and nuisances, guarding the border with Cliffset Cities, and occasionally causing trouble on their own.

## Origin

The Withering Wood began as one vast woodland. The forest spread nearly ten days' walk, north to south. The Withering Wood was home to the druids of the Green-Moon Goddess, and their groves, temples, and followers. After the rise of dragon worship, this order declined.

Eventually, a cataclysmic storm set most of the Withering Wood on fire, destroying the groves and temples, and killing many of the remaining druids. The forest never recovered, and overtime the charred remains of the wood became rich fields and farmland.

## Key Locations

Gakdroc Grove: this beautiful green tree has been here for centuries. Once under the stewardship of the dwarven druid Gakdroc Orebrow, it is now protected by Daphne Dilly.

   Gakdroc Grove is home to a number of creatures, including Quiet Dusk, Gaurqoask, Quiet Duck, Bogdan, Mud, Surus Han, Basil, Nephthos the Centaur, Molly, Mina, and a variety of small woodland mammals.

The Green-Moon Temple: Up in the northern end of the Withering Wood, a door set into the hillside leads to a subterranean temple. Here, powerful magic forces those who wish entry to face themselves, in the most literal way possible, in order to obtain a chalice that gives what is desired.

Breaky Bridge: A bridge crosses the river leading to the northern border of the Withering Wood. Breaky Bridge is manned by local militias, and is named because it breaks so very often—or rather it is destroyed in a bid to control the area, according to Frank Smith, one of the bridge-guard.

Scaly Swamp: This wide swamp covers the ground between Gakdroc Grove and the river to the north. It his home to disparate tribes of lizardfolk. In this swamp, Surus and Mud encountered a tribe of Lizardfolk who had been conned into following a kobold named Snaggletooth.

Tower of Medusa: Legend tells of a tower to the north that holds a fair princess, awaiting her happily ever after. Turns out, it's actually the home to a medusa in the basement, and Mud and Surus were led there by a lying young Tabaxi named Rattlesnake Bite.

## Political Structure

The Withering Woods is comprised of eight separate townships, each with a local government and local law enforcement. They rely on the forces of Dragomir and local militias to protect them.

Townseats:

* Bent-Hall
* Easglen-On-the-Rocks
* Hanna Creek
* Montverte
* New Calico
* Old Calico
* Tarry-Not-Here
* Rockglen

Other small hamlets and communities are spread across Withering Wood, but the Townseats are the more developed centers, where visitors can find small shops, mail services, schools, perhaps even a local mage-for-hire.

## Culture

The Withering Wood is primarily agricultural. It survives through its rich and productive farmland, which it exports to the Dragomir Collective in exchange for protection and other more luxurious products.

The people of the Withering Wood tend to be cheerful and open. They're usually happy to talk to strangers and share their lives, their laughs, and their woes. If there's an open seat around a fire of Woodlanders, feel free to sit down. If they have the coin for it, they'll offer you something to drink, but more often all they have to spare is good company.

They relish speaking to outsiders and love a good story. They can be a bit insensitive, but are quick to pick up on general niceties. They love to give verbal tours of their homes and communities and will often give rather long-winded directions. They adore the frequent adventuring parties that pass through in search of old ruins, sacred sites, and rumors of strange creatures and magic, as they bring stories, excitement, and an influx of money, and they sometimes unearth riches.

## Demographics

Humans are the largest group within the Withering Wood, but the region is still home to a wide variety of folk, particularly Firbolgs, who have been in the region since before historical record.

Some communities of woodelves live in the Withering Wood, as do communities of gnomes and halflings.

Most Woodlanders are farmers, but small towns are home to artisans, crafters, mages, sell-swords, and traders. The Townseats tend to be fairly diverse as well, and the wide array of creatures and old ruins and haunted sites throughout the Withering Wood tend to attract ambitious sell-swords and adventuring parties.

## Diplomacy

The Withering Wood tries to stay out of others' business, but this has become increasingly difficult. The nation is a protectorate of Dragomir, but increasing pressure and expansion of Southsandrin has forced many Woodlanders to make a decision: support Southsandrin colonies and influence or reject it?

As the Army of Steel and Smoke has moved further north, they have found great success conscripting local farmers, particularly ones who have begun to struggle financially, though most rank-and-file members do not know of the Army's primary goals.