The High Forest is a remnant of the days of old, when all of Faerûn was covered in green and the world was ruled by elves, giants and dragons. The forest is a vast region of old forest growth bounded by the Nether Mountains in the north and the High Moor to the south. To the west was found the Evermoors and to the east the vast desert of Anauroch. The eastern border of the High Forest lay against Delimbiyr Vale, through which flows the Delimbiyr River.
What lay within this deep forest is somewhat of a mystery, and few travel there to explore its depths. The more notable locations in the forest include the majestic Star Mounts—providing the headwaters of the Unicorn Run and the Heartblood River; the Lost Peaks in the northwest that form the headwaters of the Dessarin River; the fabled Grandfather Tree; the Dire Wood in the east; Turlang’s Woods of treants in the north; Tall Trees in the northeast; as well as many dungeons’ ruins, abandoned settlements, and mysterious locales.
Inhabitants
Among the known inhabitants of the woods are the aarakocra among the Star Mountains, centaurs, dragons, drow, a few elves and humans, gnomes, korreds, gnolls, orcs, pegasi, pixies, satyrs, treants, and unicorns. The few humans who dwell here are generally rangers, druids, or adventurers used to surviving in wild environments. Trade with the outside world is infrequent, as the forest is self-sufficient and has plentiful resources for its inhabitants.
The forest is not ruled by any one group, but instead contains many forces and groups, including Fey’ri, nature-worshiping druids, Uthgardt barbarians, and the elven Caerilcarn (translated as the Council of the Wood), often in competition with one another. The most powerful of these groups are the treants led by the elderly Turlang.
History
Age of the Proud Peoples
- Long ago, when the elves truly ruled Faerûn, the High Forest was occupied by the Aryvandaar kingdom, though they would leave the woods following the Fifth Crown War in -9000 DR. Several hundred years later, a few sun elves returned and founded the realm of Siluvanede. They continued to erect a mythal around the city of Adofhaeranede, renaming it to Myth Adofhaer.
- Around the year -4800 DR, demon-blooded elves from House Dlardrageth undermined several sun elf houses and began an interbreeding program between the elves and demons, creating the fiendish fey’ri, who would hide their heritage from the true Tel-quessir. Over the next few hundred years, select nobles from Sharrven established the kingdom of Eaerlann, in an effort to restrict the growing power of the ambitious Siluvanedenn, complete with their tree-top capital of Teuveamanthaar in -4550 DR.
- For over three centuries, the unified elves of Eaerlann, Sharrven and Arcorar would fight against the Siluvanedenn daemonfey, led by House Dlardrageth, in a series of battles known as the Seven Citadels’ War. At the war’s end, Eaerlann annexed Siluvanede while the remaining untainted elves of the Realm placed the city of Myth Adofhaer in magical stasis. While most of the fey’ri were imprisoned within the Nameless Dungeon, a few managed to escape capture and scattered across Faerûn in hiding.
Age of Humanity
- In the year -2770 DR, the surviving fey’ri of the Seven Citadel’s War unleashed a horde of monsters upon the southern reaches of the High Forest, destroying the realm of Sharrven. The dwarven King Connar IV of Ammarindar came to the aid of the remaining elven societies, slaying many of the beasts, including the red wyrm Rithaerosurffel.
- In -372 DR the elves of Eaerlann founded the settlement of Ascalhorn, named after the region over which it was built, Ascal’s Horn.
- The empire of Netheril collapsed in -339 DR, when the arcanist Karsus momentarily supplanted Mystryl as the god of magic. The body of the Netherese archwizard fell to Toril in the center of the Dire Wood, in the eastern High Forest. The area was inundated with arcane energy, which radiated from this location for centuries.
- In 820 DR, the Ascalhi wizard Wulgreth began to summon devils to his home of Ascalhorn. Some sixty years later, human mages that were corrupted by rogue fey’ri began conjuring demons to the city. In 882 DR, the two fiendish forces ravaged the city, with the demons emerging victorious. They continued down the Delimbiyr Vale, ushering both the dwarven city of Ammarindar and the elven nation of of Eaerlann to their demise. Ascalhorn came to be known as Hellgate Keep, following the demonic occupation.
- The demons of Hellgate Keep broke through the magical wards that the Harpers had established in Ascalhorn, reaching the ruins of Ammarindar in 1221 DR and penetrated the Nameless Dungeon in 1356 DR.
- In 1344 DR, the remaining elves if the High Forest began to slip away, embarking on their great Retreat to Evermeet via portals. In the following years, Turlang and his treants began to take charge as guardians of the High Forest.
Era of Upheaval
- A group of Harpers, aided by the Moonstar known as the Mistmaster, used the Gatekeeper’s Crystal, to level Hellgate Keep and most of the demons inside. Turlang extended the trees of the forest to grow over its ruins, and it came to be known as Hellgate Dell.
- Some time around 1372 DR, many wood elves from Evermeet migrated back to the High Forest and sought to reestablish the kingdom of Eaerlann. Standing in their way, however, were the innumerable tribes of orcs, gnolls, and an alliance of fey’ri displaced from Hellgate Dell. This effort continued into the 15th century DR, under the leadership of the Lady of the Wood, Morgwais.
- The High Forest was left largely unscathed by the Spellplague.
Locations
Regions
- Northwest: This region is one place where the forest is continuing to expand, due to the efforts of a band of treants led by the ancient Turlang. At the heart of the forest is the ancient Grandfather Tree.
- Northeast: The northeastern region of the High Forest contains the oldest trees found within the woods, a remnant of ancient elven empires. The region is protected by the Druids of Tall Trees, who are devotees of Mielikki.
- Southeast: The Dire Wood forest-within-a-forest, encircled by pale oak trees, is remarkable due to the prevalent arcane energy, caused by the fall of Karsus. The roots of the Sorrowood oak trees, planted by the elves Aryvandaar, are said to touch those of every single tree in the High Forest.
- Southwest: Containing the mountains of the Lost Peaks and the Star Mounts, the ancient forest of the Old Trees, and the Realm of the Hunt–an area where Malar the Beastlord exerts his influence to attract and breed the most dangerous of hunters due to the high concentration of predator species.
Mountains
- Star Mounts: These impressive and forbidding peaks are located in the center of the High Forest. On clear days, their snow covered summits can be seen from beyond the forest’s borders, as far away as the Stone Bridge, or the mountains around the Shining Falls, north of Loudwater. Taller than even the Spine of the World, this puts the Star Mounts among the highest, if not the highest, of Faerûn’s mountain ranges.
- Lost Peaks: A pair of small mountain ranges, home to many fey creatures, that contained the the Fountains of Memory.
Rivers
- Dessarin River: Flowing from the Dancing Falls in the Lost Peaks to the Sea of Swords in the southwest, this particularly frigid river is a major route for the conveyance of commercial goods that move between Silverymoon and Waterdeep.
- Heartblood River:This tributary of the Delimbiyr finds its source in Deadstone Cleft, on the northeastern face of the Star Mounts and winds its way east and south through the Dire Wood. It gets its name from the red tinge its waters take on as it passes the ruined city of Karse. By the time it joins the Delimbiyr, its waters return once more to a normal hue. It is said that drinking from the waters when they still flow red grants an increase to magical powers, or staves off adverse magical effects. The red color has been attributed simply to soil deposits picked up as the river passes through the Dire Wood. However, other sources mention contamination from the blood of the still beating heart of the dead, ascended Netherese arcanist Karsus.
- Unicorn Run: This river is known for its numerous waterfalls and lush verdant banks that feature fey communities and rare appearances of unicorns. The source of the river houses a holy site to the faiths of the nature deities, known as the Glade of Life.
Notable Locations
- Dancing Falls: Spouting from a fissure in the lost peaks, the Dancing Falls form the headwaters for the Dessarin River. The falls spring from a cliff face and fall 300’ to a large pool surrounded by a diverse pattern of flora. Korred tribes have made this area their home and defend it from all intruders.
- Deadstone Cleft: a dead-end canyon in the northeastern corner of the Star Mounts, it is the source of the Heartblood River. Populated by stone giants, the canyon is a sacred site to them. It is rumored to contain an ancient temple dedicated to their god, Skoraeus Stonebones. The stone giants have had conflicts with the residents of the High Forest for many generations. The last attempt of the elves to remove them ended in failure, but gave the stone giants pause for many years. Recently, more sightings and attacks have been reported.
- Endless Caverns: Legend says these caverns were a major city of the Riftdelve Deep Dwarf clan. This underground city was sealed by the Sun Elves of the Siluvanede empire trapping 9000 dwarves within it. The dwarves were cursed to an undead state and continue suffering in their city. There are hidden paths through the city that link the upper world to deep into the Underdark.
- Fountains of Memory: On the high plateaus nestled within caves of the Western Mountain of the Lost Peaks lay the Fountains of Memory. Rumors say there are magical pools that when gazed upon reflect the history of Faerun. What is reflected with have some connection to the viewer be it family history or current quest. Prior to the Spellplague, the pools could be used as gates allowing travel to places viewed within them, it’s unknown if that capability remained intact after the ravages of the spell plague.
- Grandfather Tree: This massive, spectacularly monumental oak, was actually an ancient arakhor treant, planted by the elves of Aryvandaar during the First Flowering to guard the Hall of Mists. It was a holy site to the Tree Ghost Uthgardt barbarians.
- The Halls of Four Ghosts: A crumbling abandoned dwarf hold. Haunted by four ghost dwarves. A well shaft descends from the main hall and connects to the Underdark.
- Hellgate Dell: This landmark was once the fiendish stronghold of Hellgate Keep, and before that Ascalhorn. Following the demons’ defeat, Turlang and his treants extended the trees of the forest to grow over its ruins and act as stewards. Unfortunately, the evil in the depths of the ruins was not fully destroyed, but rather contained; the re-opening of which is a persistent fear to its treant guardian.
- Lothen of the Silver Spires: An abandoned, once beautiful quarter mile wide Elven stone city. A magical aura within the city causes many spells to misfire and cause a wild magic event.
- Mhiilamniir: a city of the elven realm of Eaerlann in the heart of the High Forest, less than two days’ journey away from the west end of the Old Road and three days’ journey east of the Lost Peaks. During the height of kingdom of Eaerlan, Mhiilamniir was formerly the seat of power for several of the priesthoods of the Seldarine in the North. While the largest was the temple of Corellon, the very oldest was the Temple Beyond Time, dedicated to Labelas Enoreth. According to Labelasan religious texts, it had stood during the early history of Aryvandaar, circa −23,600 DR. The settlement was destroyed in the demonic uprising from Hellgate Keep, and most of it was overgrown with moss and ivy.
Shortly after the beginning of the Spellplague, Aelar Oakenshield escaped to the Great Library of Mhiilamniir with a segment of the Rod of the Seven. Badly hurt by the battle to free the segment from the Starclover Sharites that had found it, Aelar pledged to protect the segment for as long as he was able. The Seldarine heard this pledge, and granted him the ability to do so as a Baelnorn. Aelar encased the segment in a protection spell that was keyed to the Oalenshield…
- The Nameless Dungeon: Known by some as Nar Kerymhoarth (the Sleeping Citadel). An underground fortress located at the base of a stone bluff. Had held 2000 Fey’ri until 1374, when they were released and rained destruction down upon the surrounding lands. The area is still protected by Wood Elf patrols.
- Olostin’s Hold: this once busy settlement on the Evermoor Way was overrun by orcs and left in ruins. Some would say haunted ruins.
- Shadowtop Cathedral: A closely packed stand of towering shadowtop trees rested in the High Forest. The dark canopies of the trees formed a high roof that allowed only hints of sunlight to touch the ground beneath. Shadowtop Cathedral wass an important meeting place for the Emerald Enclave during the 15th century.
- Shining Falls: A beautiful 120 ft tall waterfall on the Delimbiyr river. At the top of the falls stands a former granite mage’s tower . The tower is warded to give life to any evil spell cast within its walls that will then attack its caster. A large group of Strongheart Halfings now occupy the tower and village around it. It’s rumored that the Zhentarim have a hidden base nearby.
- Stone Stand: A druid circle of low moss covered stone surrounding a large Oak tree grown from the cutting of the Grandfather tree. The Human “Tree Ghost” barbarians consider this site holy and have placed many wards and guards against intrusion.
Settlements
- Citadel of the Mists: Overseen by the Mistmaster; a human cleric of Leira. He’s ruled the Citadel for nearly 200 years.
- Ellathas: An elven village resettled on the ruins of Darmaerth, an ancient Silvanede city mostly reclaimed by the forest since it was sacked by the Fey’ri in -4489 DR.
- Elvenport: An ancient Wood Elf settlement once called Aerendel, it was overrun and occupied by the Fey’ri for hundreds of years. The Wood Elves have resettled it since the Fey’ri were defeated, but much of the city is still in ruins and overgrown.
- Loudwater: approximately 2000 Humans, Half-elves and elves live in this town. Most caravans travelling along the southern side of High Forest stop here so it’s a hub of trade and opportunity. Rumors abound that the Zhentarim control all trade in this town.
- Karse: This settlement was built around the location where Karsus fell to Toril, following his brief ascension to godhood in -339 DR. It was ruled by the lich, and former Netherese arcanist, Wulgreth. Undead of all types hunt this region, and Wulgreth has organized them into legions led by Deathknights protecting individual sectors of the Dire Wood.
- Noanar’s Hold: This human settlement is ruled by The Hunt Lords, Noanar’s Hold has the White Hart Inn and lavish lodges catering to hunting parties of the Nobles of the Sword Coast. Hunts can consist of any prey for the right price. There is a small keep overlooking the village guarded by the castellan Amrath Mulnobar. Noanar’s Hold does trade with Triboar.
- Nordahaeril: A small elven stronghold about a hundred strong.
- Stronghold of the Nine: Originally a Dwarven stronghold, it was rediscovered by the adventuring group “The Nine”. The Nine stocked the stronghold with guardians and began accumulating vast treasures. In 1337 DR, the group began warring against each other over possession of their most valuable treasures. In the end, only one member of the Nine (Laeral Silverhand) remained and was found to be raving mad. She was taken by Khelben Arunsun to convalesce, and later became the Open Lord of Waterdeep. The Druid Ogian has taken up residence in the Stronghold recently and the area nearby it is protected by a wide variety of predators.
- Tall Trees: The ancient Wood Elf settlement of Teuvaemanthaar was razed by demons in 882, but has been resettled by the human Druids of the Tall Trees and, more recently, Wood Elves returned from Evermeet. The newly renamed Tall Trees is welcoming to any travelers that don’t threaten them or the forest. They will try to discovery why any traveler is in their region and any that withhold their purpose or don’t have noble intentions will be assumed hostile.