Timberhold is a land of rich, dense forests that host a wide variety of different flora and fauna species. The climate is generally cool and wet, with many days of summer remaining mild in temperature, but winters are particularly chilly and heavy with snow. Precipitation is a common occurrence in the forest no matter the season, and the sun is less often seen through the soft fog that fills the Wilds.
The dark and quiet of the Wilds may offer comfort to some, but one's guard should never be let down as shadows dominate the lands, and safety is never guaranteed.
Hidden below the thicket of trees, the land morphs consistently, with many hills and small cliffs throughout the majority of the landscape that transition into taller mountains and steep cliffs the further north one travels. Snow covers the mountainsides year-round in the furthest north reaches of the Wilds, and it bleeds all the way through the Wilds during the Fallow Ensemble, coating the land in a thick blanket.
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Timbers are well versed with their home, and their steps seem to harmonize with the Wilds as they know the quick turns and ins and outs throughout what feels like a maze of groves. Outsiders can easily become turned around, and guests and new Timbers are advised to have an experienced Timber accompany them until they depart or have also learned the hymn of their homeland. Failure to do so many find one last to the shadows.
Common prey found: Deer, squirrels, hares, fish, wild boars, elk, mountain goats and caribou in the northern reaches of the territory
Common predators found: Bears, cougars in the northern reaches, coyotes, badgers
The Wilds are full of rich, dense forests, and are home to a wide variety of tree species. The most common are various pine, willow, maple, oak, and birch trees, but there are other species seen throughout the Wilds. Most of these trees grow throughout the entirety of Timberhold, and extend even a short reach beyond their borders.
Specific examples of trees found in the Wilds;
Deciduous/Flowering species: Ginkgo, Wisteria (only grow around Reflecting Pool), Aspen, Maple, Oak, Angel Oak, Willow, Birch, Fruit-bearing trees (no tropical fruits like citrus, coconut, etc), Magnolia
Coniferous/Evergreen species: Loblolly, Shortleaf, Longleaf, Bristlecone, Black pine, Cypress, Giant Sequoia/Redwood, Juniper, Pacific Yew, Rainbow Eucalyptus, Banyan
There are many varieties to these types, like the maples and oaks, that are present in Timberhold's forests that are just simply not listed here. If you're ever unsure, feel free to reach out to smimley. These are all listed as just options for different looks if one wants them.
Also known as “Ruven’s Rest”, Timberhold's ancient history tells the tale of when Ruven met their demise in its depths. Some believe that if you look into the water long enough, his corpse will rise and take the place of your reflection, and if you continue to look, their soul will overtake your body and they will rise once again. Ruven Lake is an incredibly deep lake with numerous broken and decaying trees scattered around near the shore and well into its depths, some of their peaks breaching through the surface.
At its deepest point is the old densite of the ancient Timbers, where several others met their demise alongside Ruven when Avros called upon the flood that created the lake.
Where the lake is fed in its northern parts, the water and land resembles more of a wetland swamp than a forest, and the water takes on more of a green hue than the deep blue seen otherwise.
Within the Ruven Lake area is The Heartwood, Grave Holm, Avros' Teeth, the Ghost Pine, and the Whispering Forest.
The Heartwood is the main densite of the Timbers, and where many come back to rest when not performing their task. The area is in a dense part of the forest, with several thick roots intertwining throughout the area. Many Timbers choose to rest beneath where many of them intersect and create a sort of overhang. For those who prefer a more closed-in space like a den, there are still several small caves or dens made from rocks or fallen trees around to shelter in. There are a few small ponds of water that seem to never empty thanks to the consistent precipitation of the Wilds, and many mossy rocks throughout the area, making them a bit nicer to rest on if one chooses.
Avros' Throne is the main visual of this portion that the Timbers call home. This is a large oak-like tree, with a thick trunk and several thick roots that stick out from the ground and warp themselves around a large rock, as if the tree itself was growing from it. Upon its bark are the marks of generations of Timbers, both born amongst the Wilds and wilts who have cleansed themselves. Bloodied paw prints paint its wood, overlapping and at various stages of fading over the countless years of this ancient faction's existence. They are a testament to Timberhold's strength through challenge after challenge of their home, and where all Timbers have marked their loyalty to the Wilds and Avros. It's here that the current standing Crown(s) will make any announcements to Timberhold, or hold any meetings as necessary. The tree itself has many branches between its trunk and roots, and the more angled portions can be scaled and rested on.
Avros' Teeth is a collection of trees that have seemed to grow too heavy to hold themselves upright, resulting in them turning downwards and growing back into the land. They have an intricate system of branches that overlap together, creating a solid barrier on all sides to give it a look similar to a tunnel. The most notable part of these, though, is that the wood is pale and smooth, almost like a tooth. There are several bones scattered around the area too, whether an animal naturally passed here, or something brought their remains to this area. It has earned the name Avros' Teeth, as traveling through it feels like one is stepping into the open maw of a creature with sharp teeth waiting to snap down.
A large, tall chunk of land that is believed to be an old mountain peak that was never submerged under the flood. Atop it is a small forest, and it is surrounded by cliff sides except for a couple of ways onto the island. However, many refuse to step foot on the holm. Numerous wolves have reported sightings of long-dead wolves staring back at them on the island, reaching out to them. Young and bold wolves will sometimes play a game or challenge one another to sit with their back to the holm, and the last one to look behind them or flee wins the game. Some have said they’ve heard howling coming from the island, despite it being uninhabited.
A single seemingly dead pine tree whose bark is pure white. It rests along the shoreline of Ruven Lake. For as long as anyone can remember, it’s been there, never changing, never succumbing to the natural order of decay and taking its final resting place in the waters alongside so many other dead pines. No one has been able to explain why the pine is there, or its ghostly color. There have been reports of seeing it struck by lightning, but upon inspection, it never shows scars from these tales.
The Whispering Forest at first glance appears just as any other part of the Wilds, dense and a wide variety of trees. However, regardless of weather, time of day, or season, a thick fog is cast throughout these woods. It rolls throughout between the tall trunks, and makes it incredibly difficult to see even a short distance away ahead of oneself. There is no clear place where this fog originates from, either. In addition to making travel difficult and hazardous through these parts due to the decrease visibility, there have been reports of whispers brushing against ones ears while within this fog, despite no create who could create such sounds being near. It has caused hallucinations and involuntary movements towards an unknown direction, but in recent reports, all have managed to break themselves from whatever trance they are put in and make their way out of the woods.
Between two lines of hills and mountains covered in thick forests rests a valley with a river cutting through. The river thickens and narrows at times, going from as little as a bubbling creek to a raging river. It’s clear that the water is moving, and yet, it does not seem to produce any sound as it moves through the land. As it moves from east to west, the depth and thickness of the river increases until it cascades into a large, deep pool with cliffs surrounding a majority of it.
Within the Soundless Brook area is The Warwood, the Thundering Rise, and the Old Oak
Unlike the majority of the Wilds, where there is a variety to the colors of the forests, this far northern woodland is notable very red. Regardless of any seasonal changes, this region maintains this blood-red stain. A legend passed down through generations state that following the events of Ruven, there was still discourse amongst the Timbers as a small portion of Tovin's influence remains. Those loyal to Avros cornered the traitors in these woods, and a war breaks out. The blood spilled here though did not disappear with the rains. Instead it seeped into the soil, the wood, the leaves, of everything around, staining it the same color of red. The traitors are eradicated, but Avros keeps the scarlet tone to the wood as a reminder to anyone in the future of what happens when one crosses him or speaks of the Forgotten Tempest.
Today, this region is used as a holding space for traitors, outsiders, and Wilts who are undergoing the Cleansing Trials. It serves as a show of the power of the Wilds, Timberhold, and their Gods, and is often an intimidation tactic. The leaves seem to ooze a viscous red fluid as if the land bleeds, unable to contain the blood drawn by Timbers upon their enemies. A distant, echoing ghostly howls can be heard throughout the region, and it feels as though things touch those staying within the woods despite no other creature being near. These both play a role in the Trial of Time, where exposure to these will weaken one's mind and expose any ill-intent and increase risk of failing a trial or exposing any truths they are concealing. Though, it has not been unheard of to withstand their effects.
After the events of the earthquakes from the Haunted Hollow, a wall of thorns sprouted surrounding the Warwood. For those who have not placed their blood upon Avros' Throne, it proves as a highly challenging barrier to get through should they decide to attempt to escape from the scarlet woods. Pricking oneself on the thorns has proved to create side effects of illness and hallucination, but if one can withstand its effects, they can make they way through the thorns' maze. For those of Timberhold, the thorns will shift out of their way.
Where the Soundless Brook marks its end at the furthest west point and becomes a large waterfall sits a jagged, pointed cliff. It reaches further above the waterfall and casts over it a short bit, and despite the more rocky terrain, still has a thicket of forest growing on it. Adjacent to it is a smaller sister peak with a similar appearance. Both of these overlook the waterfall and the deep pool below it, though sitting at either point of these cliffs generally does not allow one to see the surface of the water below. The cliffs sit high above the water, and with the intensity of the waterfall from the Soundless Brook, there is a thick layer of mist concealing the depths below. The rushing sound of the waterfall that seems to drown out all others like a constant rolling thunder is the reason these peaks of earned their name.
Thrill seekers and adrenaline junkies often find themselves here. The height of the cliffs paired with the thrill of the unknown not being able to accurately locate the pool below make it the perfect adrenaline rush if one dives off the cliff. Thankfully though, the pool's wide diameter usually means it's hard to miscalculate and miss it, and the depth gives plenty of cushion to not smack into the bottom from the height.
The Wilds may be home to a plethora of trees, but none is more important nor more holy than the Old Oak. Many believe that this oak tree was the first to sprout upon Avros settling into the region, and there is an even wider belief that Kairos' dormant body rests deep beneath the soil. In recent events, this tree has proven its ties to the gods and its raw power through hallucinations and altering the conscious mind of Timbers who come into contact with it. This location is used for a wide variety of things, from the place where offerings to the gods are placed, to trials and ceremonies tying into the holy and honorable being held beneath its branches.
For all of Timberhold's history, this tree remained as simple as the others surrounding it, save for its incredibly large size showing just how ancient the tree is. After the events of the earthquakes from the Haunted Hollow, it was discovered that the Old Oak's wood turned dark as night with glowing blue veins coursing through its bark and it had tipped onto its side. This revealed that the inside of the Old Oak is hollow, and much larger than initially thought. Its leaves took on an angelic look, with their everlasting bright colors and glow that illuminate the area. The leaves seems to constantly be shedding from their branches and catching the gentle breeze, settling onto the ground, and yet the Old Oak never seems to be thinning out from its leaves. Many of the leaves fall directly below the crown and have collected there. These leaves are considered to be a close connection to the gods, and now play an even more important role in the Trial of Divinity. Any trials or ceremonies held at the Old Oak are at this pile, where Avros can have the closest connection to those that are the focus of the occasion.
The area itself has been cast into shadow permanently. Even when the sun is at its highest, it always looks like the dead of night in the area. The light begins to return as one travels further away from the Old Oak.
A large cavern was exposed when the Old Oak tipped onto its side, exposing a system of tunnels that reflected the same blue glow seen in the leaves and veins of the Old Oak. A few have traveled into the caverns, but none made it very far before something effected them and they were forced to leave before the effects became permanent.
While the Wilds mostly consists of dense forests, the Blooming Expanse is the one region where the trees do not dominate. It is a large, vast clearing amongst the Wilds where hills covered in a wide variety of flowers sit. The Plentiful & Tidal Ensembles add a lot of color to this region as they supply the flora with an abundance of precipitation and sunlight can more easily reach here without the concealment of the trees.
This region is considered to be Itris' grounds, as the trees cannot cast shadows upon her light as easily as they can throughout the rest of the Wilds.
Within the Blooming Expanse area is the Reflecting Pool and Stormcry Hills.
This pool, once accompanied by a lone willow tree, has since morphed after the earthquakes that shook the Wilds following the events at the Haunted Hollow. The pool is now at the center of a sunken in part of the land, surrounded by small cliffs and a grove of wisteria trees.
Where the willow tree once rested over the waters, it has morphed into a wisteria tree whose purple tendrils dance above the pool, its petals decorating it and the ground within the small cave in. The area within and immediately surrounding the sunken in parts of the land have a midsummer's day warmth, even in the dead of winter, and the land here never freezes.
The area within the grove bring about an air of tranquility to those who remain within it, and the trees serve to ward off any kind of spirit, effectively cutting off any influence from the Silence.
The Reflecting Pool is considered to be the closest connection to Itris and is where those undergoing the Trial of Divinity will allow Itris to look into their past, present, and future. It is also widely believed that it is thanks to Itris' light and youthful warmth that this region is never touched by winter.
At the far southern edge of the Blooming Expanse lies a region that was once a part of the flower-covered fields. Now, these rolling hills are under constant fire from the never-ending storm that roils above them. The region below the dark clouds experiences frequent lightning strikes and torrential downpours that scar the ground from their strikes and flooding. Weak tornadoes have been known to terrorize these hills as well, snapping small and weak trees. The continuing rage of the storm is a symbolic remnant of the Forgotten Tempest, the last thread of whatever hold he had on the realm where he was caged by Avros before being forced into the Silence.
Timbers avoid this area unless absolutely necessary. The land is considered cursed due to its connection to Tovin, and even the other creatures of the Wilds will take a longer journey around the raging hills to avoid being caught beneath the storm. There are still a few, whether they are looking for a thrill or they won't let the storm deter them, that will wander into the woods willingly.
Some Timbers may voluntarily enter the hills if they wish to follow the Cedar branch and undergo the Trial of Stormcry Hills. They are required to prove their ability to withstand any obstacle thrown their way, being the first line of defense for the Wilds, and proving they can defy the storm, both in a literal sense and also in a sense of not turning even a hair towards the Forgotten Tempest.