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Emberwood

a mild, damp land

Forests the colour of a dying fire, where the beasts are bolder and the bandits bolder still.

Landmark
the Ember Groves
Folk
woodfolk, squirrel, mouse and fennec folk of burrow villages
Dragon
Cindermaw
Climate
damp autumn woods, fog and dry spells
Hazards
wildfire, giant spiders, wolf packs, bandits
Trades
amber, charcoal, mushrooms, ember crystal

What the land does

Wildfire

In a dry spell an ember spark catches the leaf litter and a fire front runs through it at walking pace, burning the trees to stumps and the ground to char; beasts flee ahead of it, a body caught in its flames burns, and water, rock, roads, rivers and rain stop it.

You will notice: Smoke on the wind, beasts running one way, the crackle of the front, and an orange glow at night.

What helps: Copper Watering Can, Iron Watering Can, Steel Watering Can, Mithril Watering Can, Copper Axe, Bronze Axe, Iron Axe, Steel Axe, Woodcutter's Axe

Spore nights

On a calm night after a day of rain glowing spores drift down through the woods, the mushroom rings wake and glow, the bats come to hunt the spores, and glowcaps rise round the rings for the night; a hero who stands in a ring breathes its spores and sickens a little.

You will notice: A glow drifting down between the trees, rings of light on the forest floor, bats flitting low over them.

What helps: Antidote, Spore-Cap Hat

Customs

Places

Creatures

Fish

Crops

Goods of the land

and 31 more items found here.