The Gras-zri̽r Woods (/gras/ /zri̽r/ Siftreed [filter] [motif]) are a group of subtropical woods on the coast of the Rivereach region. The Gras-zri̽r Woods are the wettest local region in Eyom, with an average yearly rainfall of 329 cm/y (129 in/y)
The Gras-zri̽r Woods has a yearly average temperature of 9°C (48°F), with its average temperature during the summer being a warm 26°C (78°F) and its average temperature during the winter being a freezing -8°C (18°F). The Gras-zri̽r Woods receives an average of 329 cm/y (129 in/y) of precipitation, most of which comes in the form of snow during the pleasantly short winter months. The Gras-zri̽r Woods covers an area of nearly 16418 km2 (10203 mi2), and an average elevation of 4373 m (14347 ft) above sea level.
The Gras-zri̽r Woods are home to a modest number of species with their population figures well above average for a subtropical woods, and a large number of different species with their population figures matching the average for a subtropical woods. The keystone species of Gras-zri̽r Woods are as follows:
The Gras-zri̽r Woods has an MDI of 1, which is nominally safer than the Homeland. The Gras-zri̽r Woods, therefore, does not offer bounties on monsters, nor is monster insurance required. Travelers are advised to heed warning signs and read any warning brochures provided by local authorities in order to avoid known monster habitats.
The most common monstrous creatures within the Gras-zri̽r Woods are:
Imperial Warning: The following section of this document deals with biological race. In deference to the traditions of Eyomic peoples, we have foregone town-specific racial census. However, as our culture lacks a taboo for classification of peoples by their biology and such information is highly important for our medical practices amongst other institutions, we have stated the racial demographics of this region. We do not do so to sew the seeds of disunity. We do not do so to belittle or bemoan any group. Such issues are why we use the term 'peoples' rather than races, cultures, or species.
In respect to this universal cultural element, we have split racial classification by culture while keeping the name of each race for our own purposes. Should you see the same race listed more than once in the following section, this is to designate a major cultural division within a race.
The Gras-zri̽r Woods are home to 137858 people. They break down into the following demographics: 53% Wareneese, 19% Hobgoblins, 13% Iron Elves, 8% Iron Elves, 5% Kobold, and ~2% Other.
The Gras-zri̽r Woods are's peoples are culturally Wareneese, but have their local customs and traditions. Their shared values and traditions include personal indulgence and luxuriant pleasure and loyalty to one’s friends, family, and own, as well as a unique folk festival and a wine festival.
The Wareneese subculture native to the Gras-zri̽r Woods are noticably much bigger and bulkier than neighbors. While they follow the broader tennents of Wareneese culture, they have diffrenciated themselves by adopting a tradition of worn weapons, tools or trade implements and base their sence of individual idenity on professional guild or trade-specific group. They also place greater cultural emphasus on unity and elimination of group differences and individual rights and freedom of action.
The Hobgoblin subculture native to the Gras-zri̽r Woods are noticably either short and stocky or tall and slender. While they follow the broader tennents of Wareneese culture, they have diffrenciated themselves by adopting a tradition of patterned hair shaving or depilation and base their sence of individual idenity on inheritance of an ancient body modification. They also place greater cultural emphasus on ascetic unworldliness and pious poverty and sexual license and wantonness.
The Iron Elf subculture native to the Gras-zri̽r Woods are noticably either short and stocky or tall and slender. While they follow the broader tennents of Wareneese culture, they have diffrenciated themselves by adopting a tradition of patterned hair shaving or depilation and base their sence of individual idenity on extended family out to cousins and like kin. They also place greater cultural emphasus on exploring the unknown and discovering secrets and filial devotion to family and parents.
The Quenn subculture native to the Gras-zri̽r Woods are noticably either short and stocky or tall and slender. While they follow the broader tennents of Wareneese culture, they have diffrenciated themselves by adopting a tradition of socially-meaningful animal motif items and base their sence of individual idenity on astrologically-determined birth groups. They also place greater cultural emphasus on sharing wealth and goods with others and subtlety and indirectness of action.
The Kobold subculture native to the Gras-zri̽r Woods are noticably same height and weight as the neighbors. While they follow the broader tennents of Wareneese culture, they have diffrenciated themselves by adopting a tradition of intricate hair styles or braiding and base their sence of individual idenity on regional and province-based identity. They also place greater cultural emphasus on scheming subtly against enemies or rivals and humanistic reason and “rational” religion.
The Gras-zri̽r Woods are overseen by Potentate Ezdall Ætheof Grononthus, a god serving within Labdsism, the region's principal religion. Approximately 25% of the population self-report as devout. The Gras-zri̽r Woods is considered underserved by the divines despite shrines in all settled areas.
The Gras-zri̽r Woods has an Imperial Development Index of 43. For the reference of Eyom's native peoples, a IDI of 43 means there are 43 locations within the Gras-zri̽r Woods which the Empire can securely and regularly transport materials and personnel..
As a courtesy for scholars and agents, the Gras-zri̽r Woods is rated C1 by Eyom’s banks. Business ventures within the Gras-zri̽r Woods are expected to return market rate at the lowest risk.
History
POI