Witchwood

Description
"The Witchwood's not far from Cassardis, and for years the mysterious witch herself would come to the village, offering healing potions and other concoctions. I myself remember taking the medicines she conjured when I was but a minnow. But one day, the forest became shrouded in a thick, impenetrable mist. Mayhap the witch conjured it as payback for some slight, but all we Cassardis know is that no one saw her again. No doubt the truth still resides somewhere within those misty woods. But considering how many people have disappeared there, few have the courage to brave its strange mystery."

- Adaro.

A mysterious forest covered in a thick fog. The Witchwood is located east of The Ruins of Aernst Castle and the Vestad Hills, and south of The Encampment and the Seabreeze Trail - it is on a peninsula at the southeast of Gransys.

Near its deepest depths is a giant and ancient tree on which has been built a tree house - the Witch's House - hidden or protected by the thick mist in the forest - this fog can be lifted by destroying Fog Talismans found scattered throughout the wood - there are seven fog talismans in total, three in the main wood, and a further four in the far reaches of the wood beyond the witch's house.

The far reaches of the Witchwood are only accessible from a passage leading through the bowels of the giant tree on which the Witch house is found. The passage in blocked by an inanimate golem until completion of the quest Witch Hunt. At the far end of this second area is found the tomb of a former Arisen, known as the Guardian's Grave.

Main woods
Common plants in the woods are Chaffstem, Southron Oregano, Greenwarish and Potent Greenwarish. The woods are home to rabbits, crows, and boar as well as spiders, wolfs and goblins. At night phantoms appear. The forest river may yield fish, including Giant Fish.

The northern edge of the forest has several hanging boulders - though these rarely form rockfalls unless struck by arrows - they can be heard rumbling at times.


 * In chests
 * Wizard's Helm, Gossip's Mask (rare)
 * Yellow Gaiters, Blue Longkilt, Urban Hosen
 * Lady's Corset, Magick Buckler, or White Stockings
 * Banker's Periapt
 * Mage's Shoes
 * Restless Earring, Direwolf Cape, or Silver Ring
 * Magian Crutch, Rusted Bow, or Liquid Vim (chest on the south side of the river, farthest downstream)
 * Magian Crutch, Rusted Bow, or Liquid Vim (chest on the south side of the river, farthest downstream)

Witch's House
The Witch's House is built in the arms of a huge tree next to a clearing in the woods, which receives more light than much of the wood and remains fog free. Several inanimate golems rest here. There are paths from the clearing leading to Seabreeze Trail, into the woods, and under and through the giant tree into the inner woods.

Inner woods
The Guardian's Grave is the only location in which King Bay Leaf is found. Wild boar are common here, and the river contains a sleeping Metal Golem, and common Golem. A few Skeleton Mages and Skeleton Warriors are found here.

In Dark Arisen a Portcrystal can be found past the door leading into the far area of Witchwood. During the quest In Aid of the Emerald King I these woods may contain Goblin Shamans.


 * In chests
 * Restless Earring, Alchemickal Cloak, Fluted Bow, or Unspoken Grace or Silver Ring in tier 1 chests
 * Ferrystone (Tier 2 chest)
 * Wizard's Boots, Mark of the Chimera, or Fiery Talon (Tier 2 chest behind the tree)
 * Meniscus in a Tier 2 chest, far end of the wood.

Quests

 * Lost and Found - find Selene and Quina
 * Witch Hunt - save Selene and speak to Sofiah
 * Dying of Curiosity - rescue Valmiro
 * The Dragon's Tongue - Rowland may be found at the Guardian's grave.

Minor quests

 * Witch's Brew - give Selene a Gransys Herb
 * A Taste to be Acquired (DLC) - give Selene a King Bay Leaf
 * Mettle Against Metal - defeat the Metal Golem
 * A Fabled Dram - acquire 5 King Bay Leaves
 * In Aid of the Emerald King I (Dark Arisen), slay all Goblin Shamans in the far Witchwood

Pawn Travel Knowledge
Pawn travel knowledge has been reported to have been gained at several points:


 * Near the ford at the stream near the waterfall encountered when entering the Witchwood from the Vestad Hills.
 * On destroying a fog talisman near the ford
 * At the stairs leading to the Witch's House
 * At the Guardian's Grave

Once the route to the witch's house has been found pawns will rapidly negotiate, and lead the Arisen through and over the stones and logs that form a difficult part of the forest path route to the house.