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This page may be a Stub or not include some information. For a full article on the topic with citations, please see Coldwood at Greyhawkonline.com.

Coldwood is an area in central Adri Forest where The City of Summer Stars once was located. The name comes from intensely bitter chill. In the center there is a keep belonging to the elven prince Darnakurian called Bitterness. The Coldwood generally has temperatures below zero, but within five miles of Bitterness the temperature is virtually unbearable, all vegetation is frozen into stark, leafless forms -- killed by the black permafrost which covers everything here. Spells controlling temperatures are powerless here.

Coldwood is guarded by 20 Sentinels. Each a powerful warrior-mage immune to cold, illusions, hold, charm, domination. Resistant to magic. They possess formidable magical items, with many holding rings of human control to keep potential intruders at bay. Some of these Sentinels are gray elves from the old city itself, which brings them close to the limit of their years. When a Sentinel grows old, and the time comes for him to pass from the world, another takes his place, usually sent by the Silverbow Sages of Lendore.

The Sentinels warn intruders not to enter the Coldwood, telling them of the dangers. Monsters such as remorhaz and white puddings prowl the intensely cold permafrost area. Elementals, golems formed of ice as hard as steel, and many still more dangerous magical guardians stalk the wood. Great necrophidii are the most numerous. The Sentinels invariably know when anyone approaches within a mile of the Coldwood, and they can teleport instantly to any point on its margins to ward off such folk. Great owls spy the margins and talk to the Sentinels, but the frozen spider's webs around the Coldwood are also said to be a magical detection system alerting them to visitors.

The Sentinels do not speak of themselves, nor exactly what the Coldwood contains. They say simply that great evil and danger lurk within, and that the magical stasis containing that evil must not be disturbed. They will not permit entry. Their own enchantments make it impossible for any to enter the wood by planar travel, teleporting and other magical means. If need be, the Sentinels will fight to prevent any entering. They prefer to use disabling spells such as charm, domination, hold, wall of force and their magical rings, but if there is no alternative, they will not hesitate to use lethal attacks by spell, device, or weapon. If a Sentinel is seriously endangered, he will flee using his teleport ability. However, in a short time other Sentinels will arrive to join the fray.

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