Locations

Sarkash

A forest in Tveland that seems, lately, to spread unnaturally fast. Paths tangle and wind in the overgrown gloom, leading wanderers astray. Far in its depths, always where one least expects to find it, in a halo of dying trees, is Graven-Tosk. Hasn't it grown warmer in this usually cold place? Do you hear the frantic scratching? The air feels heavy, stale and hard to breathe.

Misery 3:2 reads: "In the heart of Sarkash fog and dusk shall breathe beneath the waking trees. That which was hewed by man shall now hew in its turn."

Goblins live here in the dark, shooting at passers-by with twanging bows and carrying their Goblin Curse. The Bone Bowyer lurks in Sarkash's tangled depths, harvesting children. In an unnaturally cold depression somewhere deep within rests the Death Ziggurat, its rotting mouth concealed in the woods. The Cursed Skinwalker's first home (origin 1) is a burnt-black building in Sarkash. The Pale One and the Wickhead both lurk among its thickets. Adventure seeds: a fire threatens to devour Sarkash; a newly discovered path; the Bark-Witch and her root-children dwell here.

Regional Fauna (Eat-Prey-Kill, p.5)

The warming, spreading forest hosts its own bestiary:

Gaps / Expansion Notes

"Bark-Witch and her root-children" appear in the Bedeviled Dungeons table but nowhere else — pure expansion seed. The "frantic scratching" and the warming soil are unexplained. The full scope of what lives in Sarkash's deeper reaches is undefined.