I Am The Forest Playtest v1

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I REST

am the

F
I REST
am the

F A solo roleplaying and map­making


game about your Forest's advancement.

Playtest Version 1.1


For Olivia and Elizabeth,

the best kinship


a father could have!

Copyright ©2022 Seth A. Faerber.

Writing and Design


Seth A. Faerber

Acknowledgements

Playtesters and Contributors


To be included in this list, fill out the Google Form
HERE, and provide feedback either on Reddit at
r/IamTheForest, or email me at
[email protected]

Special Thanks
An huge "thank you" to Robert Miller who is an amazing
proofreader, playtester, and probably plays this game better
than I do!

Image Credits
All works of art are in the public domain and were accessed
through the National Gallery of Art's website. My deepest
thanks to their efforts to make these beautiful masterpieces
accessible to everyone.

Connect
itch.io grismund.itch.io
Reddit r/IAmTheForest
Twitter @GrismundGames
I am the Forest,
For millenia
my roots lurched
through the loam
of my bed.

My children’s children
expanded upward,
Tow'ring high
to the rim
of Heaven.

Years are days.

Spring is my morning,
Winter is my night,
And I creep
ever on,
unchallenged,

Until now.
TABLE OF CONTENTS

CH. 1: INTRODUCTION 1­3


OBJECTIVE 2
MATERIALS NEEDED 3
CH. 2: CHARACTER CREATION 5­23
OVERVIEW 6
DEFINE YOUR FOREST 7­9
DEFINE YOUR ALLY 12
DRAW STARTING LANDSCAPE 13­14
DEFINE THE ENEMY 15­18
DETERMINE ENEMY TERRITORY 19­21
STARTING ABILITIES 22­23
CH. 3: GAMEPLAY OVERVIEW 27­30
GOALS 28
TERMINOLOGY 28­29
YEAR OVERVIEW 30
CH. 4: GAMEPLAY IN­DEPTH 33­44
PHASE 1: YEAR BEGINS 33
PHASE 2: ENEMY ENCROACHMENT 34­36
PHASE 3: FOREST ENCROACHMENT 37­39
PHASE 4: GROW YOUR FOREST 40­42
PHASE 5: YEAR ENDS 43­44
CH. 5: ABILITIES 47­56
FOREST ABILITIES 48­50
ALLY ABILITIES 51­56
CH. 6: SPECIAL RULES 59­60
DOUBLES RULE 59
ABILITY LIMITS 60
2ND LEVEL ABILITY TIMING 60
RANDOM TABLES 61­70
LIST OF ILLUSTRATIONS 71
INDEX 72
DRAWING GUIDE 73­74
QUICK REFERENCE BACK COVER
1

Chapter 1
INTRODUCTION

“I am the Forest” is a solo roleplaying game in which


you discover a story through map­making and
journaling from the perspective of a great Forest. Your
pristine land has been threatened by civilization's axes,
fire, and cities. You must reclaim your land and
reestablish your roots in the soil of your ancient
birthright.

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Contents Creation Tables Reference
INTRODUCTION 2 OBJECTIVE

OBJECTIVE

You will create a Forest with a unique personality,


goals, and landscape features, as well as define an
Enemy. Your Enemy is an unwelcome encroaching
culture who desecrates your land. You must push back
their advances into your territory and swallow their
own using powerful elements and skills. This tug of
war is played out in a journal and on a hand­drawn
map which you will create. You don't need to be an
expert artist to play. There is a brief map­making guide
in this book to get you started with what you need.

“I am the Forest” awakens your personal creativity


in several ways. First, you get to embody an eternal
Forest! Let your imagination run free. Next, you get to
creatively interpret the action between your Forest and
your Enemy as you struggle througout the Year to
control territory. You will journal this action as first­
person accounts from the Forest’s perspective and from
the changes to the hand­drawn map you make.

The process of discovering something that is


uniquely “you” is what this game is all about!

A NOTE TO GM/DM'S ON ADAPTION


"I am the Forest" can serve you as a powerful world
development tool. Use it to create brand new worlds
with rich Nature vs. Civilization themes. Or you may
import your existing lands and run them through a few
Years of game time to develop dynamic settings.

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INTRODUCTION 3 MATERIALS NEEDED

MATERIALS NEEDED
• A pencil with an eraser
• A special notebook dedicated to your Forest
• A printed Character Sheet and Landscape Map
• Two six­sided dice (referred to hereafter as 1d6 for
one or 2d6 for two)
• One twelve­sided die (referred to hereafter as d12)
• A good instrumental soundtrack (I recommend
anything by Jeremy Soule).

A NOTE TO VETERAN TTRPG PLAYERS


This game is based off of elements from OSR
games which use:

• A set of attributes to represent a player’s


strengths and weaknesses.
• Attribute modifiers which add to or subtract
from dice rolls.
• Opposed skill checks where two parties roll
against each other. The highest roll after all
the modifiers are applied wins.

However, "I am the Forest" differs from traditional


RPGs in that it is:

• Much more focused in scope and gameplay.


• Uses map­making and journaling as the
primary narrative expression.
• Explores long period of time very quickly
(rounds represent entire years).
• It is much more contemplative.

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Chapter 2
CHARACTER CREATION

This chapter will take you step­by­step to set up


your first game. It will cover all of the basics of setting
up your first Forest and Enemy, and walk you through
a round or Year of play.
You will also see a drawing tutorial on the inside
back cover of this book. Take your time to practice
these skills, and your love for your Forest will grow
deeper.
First, you will create your Forest and a map of your
world. Then, you will create your Enemy and prepare
for gameplay.
Be sure to set aside about 30 minutes for this
process. You will need about 10 minutes for character
creation and journaling, as well as 20 minutes for
Territory Map creation.
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CHARACTER CREATION 6 OVERVIEW

OVERVIEW OF CHARACTER CREATION

STEP 1. DEFINE FOREST'S STATISTICS pages 7­8.


2d6 in each Nature Value. Note Potency from
Potency Table on page 62 or Character Sheet.
STEP 2. DEFINE FOREST'S HISTORY ­ page 9.
Journal results from rolling d12 on all the Forest
Tables on pages 63­65.
STEP 3. DEFINE YOUR ALLY ­ page 12.
d12 on Ally Table page 51 and Event Table page 62.
STEP 4. DRAW LANDSCAPE ­ pages 13­14
Draw as you wish, or randomly determine using
Forest Hex Generation Table on page 67 and
the Drawing Guide on pages 73­74.
STEP 5. DEFINE ENEMY STATISTICS ­ pages 15­17
2d6 in each Enemy Nature Value. Note Potency
from Potency Table on page 62 or Character
Sheet. d12 on Enemy Culture page 69 and add
Potency Bonuses to Enemy Potency.
STEP 6. DEFINE ENEMY HISTORY ­ page 18
d12 on Enemy Motivation Tables page 70 and
optionally on Event Table page 62.
STEP 7. DRAW ENEMY TERRITORY ­ page 19­21
2d6 on the hex map. Connect origins, draw borders,
erase Nature features, add Enemy features.
STEP 8. PICK FOREST STARTING ABILITY ­ page 22
Any one Ability on tables pages 49­50 at Level 1.
STEP 9. NOTE ALLY STARTING ABILITY ­ page 23
Write down your Ally's level 1 Ability pages 53­56.
STEP 10. BEGIN GAMEPLAY! pages 27­44
Quick Refs are found on page 30 and back cover.
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CHARACTER CREATION 7 DEFINE YOUR FOREST

STEP 1: DEFINE YOUR FOREST'S STATISTICS

Forest Nature Type


Your Forest is an interconnected web of elements.
These elements represent the primal forces which
embody your Forest. This web of elements is called the
Forest's Nature Types and they exist in four elements.

Wood ­ Represents a Forest's ability to grow and


control all manner of flora such as trees, vegetation,
roots, vines, grasses, flowers, and the like. Some
Forests adept in wood have the ability to speed up and
slow down growth, while others are said to be able to
create fully conscious plant life.

Water ­ Represents a Forest's ability to control its


rivers, springs, lakes and glaciers. All living things
depend on clean water. While a Forest naturally
nourishes those within its borders, some Forests adept
in water have been known to sabotage water sources.

Earth ­ Repersents a Forest's command of the soil, the


stone, the hills, mountains, canyons and fault lines.
Forests adept in earth can have surprising control over
the altitude and density of their lands, creating
mudslides or sinkholes when needed.

Air ­ Represents a Forest's ability to control the


heavens. Forests adept in air harnass this power to
supply gentle rains, but others spin out hurricanes,
dust storms, heat, blinding darkness, or even toxic gas.
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CHARACTER CREATION 8 DEFINE YOUR FOREST

Forest Nature Value


Each Forest contains each of the four Nature Types,
yet each Forest is uniquely gifted in certain Nature
Types. Some Forests are excellent at commanding
Water to spread yet may be inept at using Earth to
grow mountains. The degree to which a Forest is gifted
in a particular Nature Type is called the Nature Value.
To determine the unique Nature Values of your
Forest, use your two six­sided dice (2d6) and the
Character Sheet. Roll 2d6, add their total (between 2
and 12), and write it in the Forest section of the
Character Sheet in the Wood Nature Value box. Roll
2d6 again and continue this process for each of the
other three Nature Types; Water, Earth, and Air.

Forest Nature Potency


Next, you will determine your Forest's Potency.
This represents how powerful the Forest's particular
Nature Type is. The higher the Nature Value, the
higher the Potency. You will see in CHAPTER 3:
GAMEPLAY OVERVIEW that Potency is added to dice
rolls to determine whether you are successful or not.
Therefore, positive values are an advantage while
negative values are a liability.
To fill in the Potency, look at the Nature Value for
Wood, and compare it to the Potency Table on the
Character Sheet. Write that Potency (between ­2 and
+2) next to Wood's Nature Value. Do the same for the
rest of the Nature Values.

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CHARACTER CREATION 9 DEFINE FOREST

STEP 2: DEFINE YOUR FOREST'S HISTORY

Story is an integral part of "I am the Forest." As


such, you will piece together what you can uncover
about your Forest's past.
To determine your Forest's history, prepare your
notebook and d12. Roll on each of the Forest Tables on
pages 63­65 and note down the results. In addition, the
Event Tables on the Character Sheet may also be
useful. Take time to imagine how all these pieces fit
together in a meaningful way, and write down what
you have uncovered about your Forest's history. It may
help to journal a brief history in first­person perspec­
tive, “I am the Forest…”

NEW TO THIS CONCEPT?


If you are unfamiliar with the idea of rolling on oracle tables,
below are some guidelines.

• The goal is "inspiring idea," not "correct idea." If a roll


gives you a great idea, but it doesn't perfectly match the
roll, favor the great idea over a literal interpretation.

• Look for unexpected connections. Does your Forest have


a low Nature Value for Wood and you rolled "Hated
Cateclysm" for history? Maybe a meteor hit the Forest
hundreds of years ago, burning the trees to a crisp!

• Reroll if you really draw a blank. Feel free to find another


result if you try but can't think of anything.

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CHARACTER CREATION 12 DEFINE YOUR ALLY

STEP 3: DEFINE YOUR ALLY

You are not alone in your desire to retake land that


your enemy has fouled. Your Ally is bonded to you
and comes to your aid when things look dire. Allies are
beings or forces which have a symbiotic relationship
with the Forest. They provide Ally Abilities which can
be summoned in times of need.

Select Ally
Roll d12 on the Ally Table on page 51. Note your
Ally on your Character Sheet. Alternatively, you may
want to read over the list of Allies and select one which
resonates with you.

Define Ally's History


Your Ally has a history of their own, and has a
reason to protect your Forest. The history of this
motivation is a fascinating thread to pull.
To determine the event which bound your Ally to
you, roll both Event Tables on the Character Sheet.
Also roll the Forest Motivation Tables on page 64 for
an in­depth history. Note the backstory in your journal.

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CHARACTER CREATION 13 Draw Starting Landscape

STEP 4: DRAW STARTING LANDSCAPE

For this step, you really get to embody your Forest.


There are several steps you might take to draw the
map, but ultimately the process is up to you.
This step is important and should be not be done
hastily. Take your time to work, rework, and fall in
love with your Forest. The more you invest in each hex,
the more invested you will be in the story and the
struggle to defend it.

Pointers
• Drawing Guide ­ Reference the drawing guide on
pages 73­74 to practice some landscape features.

• Randomly Roll...or not! ­ Use the Forest Hex


Generation Table on page 67 to determine
what types of features will be located on groups
of hexes. Or simply draw what you want!

• Primary Feature ­ Prominently draw your Forest's


Primary Feature. It can hold a lot of narrative
weight and should be considered the "heart" of
your Forest.

• Nature Values ­ Consider your Nature Values


when drawing. If you are very high or low in certain
Values, incorporate that in your drawings.

• Have Fun ­ Take your time and enjoy this process!


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CHARACTER CREATION 14 Draw Starting Landscape

EXAMPLE OF STARTING LANDSCAPE

I rolled a description of "endless," an origin of "A discarded


seed," and a primary feature of "battle­scarred tree."

I interpret this as an apple seed which grew into a mighty


tree and spread its children throughout the land. The apple
tree is battle scarred because it is so old. Many lightning
strikes, animals, and cultures have tried to take it out.
But it stands firm.

I draw this tree prominently surrounded by other trees. I also


add a large lake with an island to water the apple forests.

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CHARACTER CREATION 15 DEFINE THE ENEMY

STEP 5: DEFINE ENEMY STATISTICS

Enemy Nature Type


The Enemy has a unique nature. But unlike your
Forest's elemental Nature Types, the Enemy's Nature
Types are destructive and corrosive to the Forest.
The four Nature Types are:

Chop ­ Represents the Enemy's aggressiveness with


blades. They may use them to fell trees, clear land,
fend off dangerous animals, or hunt and butcher
wildlife for meat.

Burn ­ Represents the Enemy's mastery of flame. They


may simply use it to disrupt the night with light, or use
it to slash and burn for crop planting, utilize it for
forging, or harness it for powering industry.

Carve ­ Represents the Enemy's adeptness at


terraforming the land and using stone. They may
strip mine mountains, tunnel deep into the earth, fill
canyons, divert or dam up waterways, raise stone
edifices, or erect stone fortresses.

Pollute ­ Represents the Enemy's handling of its own


waste. Some pollutants are natural byproducts of daily
life and industry, while others may be born of fouler
arcane experiments. Pollution may be accidental or
intentional if a civilization is hostile to the Forest.

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CHARACTER CREATION 17 DEFINE THE ENEMY

Enemy Nature Value


Your Enemy is strong in some Nature Types and
weak in others. Their rating in each of the Nature
Types is called the Nature Value.
To determine the unique Nature Values of your
Enemy, use 2d6 and the Character Sheet. Roll 2d6, add
their total (between 2 and 12), and write it in the
Enemy section of the Character Sheet in the Chop
Nature Value box. Repeat this for the other three
Nature Values.

Enemy Nature Potency


Next, you will determine your Enemy's Potency. To
fill in the Potency, look at the Nature Value for each of
your Enemy's Nature Types, and compare it to the
Potency Table on the Character Sheet. Write that
Potency (between ­2 and +2) next to its Nature Value.

Enemy Culture
Your Enemy has a unique culture which makes them
specially adept in certain Nature Types. Roll d12 on the
Enemy Culture Table on page 69. Note the Potency
bonuses for the culture, and add that bonus to their
existing Potency. The Enemy's new Potency is their
Nature Value Potency + Culture Potency bonuses.

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CHARACTER CREATION 18 DEFINE THE ENEMY

STEP 6: DEFINE ENEMY HISTORY

The Enemy has a motivation to threaten your Forest.


It may be that they hate the wilds because of a past
cultural trauma. Perhaps their religion has a taboo
about your Forest's Primary Feature. Or maybe they
are simply aggressive colonizers seeking to master the
elements. In any case, determining Enemy history and
motivation can greatly open up the story of your game.
To determine Enemy history, roll d12 on the Event
Tables and the Enemy Motivation Tables on page 70.
Think about your results and write down the Enemy
history in your journal.

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CHARACTER CREATION 19 DETERMINE & DRAW
ENEMY TERRITORY
STEP 7: DETERMINE & DRAW ENEMY TERRITORY

The Enemy invades. Centers of housing,


manufacturing, and trade blister the land. Roads slice
through virgin wilderness, fences constrict the Forest's
creatures, dammed rivers yearn for freedom, and
toxified lakes choke on their own waters.

Determine Territory
To determine the Enemy's starting territory, you
need 2d6 and the Territory Map. Roll 2d6 on top of the
map. Where a die lands is called the origin. The
number on the die determines how many hexes belong
to the Enemy.
Connect the origins and draw borders to encompas
the total number of hexes rolled.
If your 2d6 roll is less than 5, simply make the total
Enemy territory a size of 5.
If a die rolls off the map, consider it as having
landed on the hex it is closest to, and draw the territory
from there.
If you cannot connect origins with your roll, start
over by rerolling both dice until you can.

Draw Territory
For each hex in Enemy territory, erase your Forest's
features or alter them and redraw the Enemy's
structures or effects on the land. For examples of
Enemy structures, see page 74.

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CHARACTER CREATION 20 DETERMINE & DRAW
ENEMY TERRITORY

EXAMPLE OF DETERMINING ENEMY TERRITORY

Left
The 3 and 5 have
origins where they
landed, and they
connect to each other to
form an Enemy
territory of 8 (5+3)
connected hexes.

Below
The 1 die is mostly inside of the top hex, so that is its origin. The 3
die landed outside the play area but seems closest to the bottom left
hex, so that is its origin.
The dice did not total 5 or greater, so the Enemy territory is
5 hexes. The territory is drawn with the best effort to connect the
two origins.

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CHARACTER CREATION 21 DETERMINE & DRAW
ENEMY TERRITORY

EXAMPLE OF DRAWING ENEMY TERRITORY

The Greenblood Enemy takes over


6 hexes. I decide on the borders of the
territory and consider how the
Enemy would use the landscape. I
decide they would probably chop
down the woods and turn them into
homes.

The top­right hex still belongs to


my Forest, but I imagine the Enemy
has eaten into it somewhat, so I draw
stumps on the border.

I decide that they would chop


down the central island in the lake
and turn it into some kind of temple
to their cult.

The shoreline now has boats and


discarded nets while the water has
dead fish from Greenblood
toxification.

Finally, I darken in all of the


feature outlines on my map to help
things stand out.

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CHARACTER CREATION 22 STARTING ABILITIES

STEP 8: PICK FOREST STARTING ABILITY

Abilities offer your Forest a chance to turn the


tables on your Enemy. Abilities come in two forms;
Forest Abilities which grant a Potency bonus when
using a certain Nature Type, and Ally Abilities which
cause chaotic effects. The details of how Abilities work
are covered in CHAPTER 5: ABILITIES on pages 47­56. For
now, pick one Forest Ability which interests you.
Turn to the Forest Abilities Table on pages 49­59.
Read over the Abilities for each Nature Type. Select a
Forest Ability for which your Nature Value is 5 or
greater. Consider wether you want to take an ability to
boost one of your low Potencies, or to bolster an
already strong Potency.Write it on your Character
Sheet, circling level 1. You will have chances to gain
new abilities and level up your existing ones
throughout the game.
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CHARACTER CREATION 23 STARTING ABILITIES

STEP 9: NOTE ALLY STARTING ABILITY

While Allies partner with the Forest, they are not


directly under the Forest's control. When an Ally
assists the Forest, it uses abilities which throw in an
element of chaos. Note your Ally’s level 1 Ability on
your Character Sheet.

STEP 10: WRAP UP AND BEGIN GAMEPLAY!

Finish the Character Creation sheet by summarizing


your Forest, Ally, and Enemy histories and motiva­
tions. Name them all if you wish.
Congratulations! You are ready to play.
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CHARACTER CREATION 24 Finish Character Creation
Chapter 3
GAMEPLAY
OVERVIEW
GAMEPLAY OVERVIEW 28 GOALS & TERMINOLOGY

Goals
Gameplay in "I am the Forest" revolves around
attempts by the Enemy to Encroach or advance upon
your Forest's territory and your Forest's attemept to
Defend, then Encroach upon Enemy Territory over the
course of multiple Years.

Players can win the game by reclaiming every hex


on the map, but the beauty of "I am the Forest" is the
experience of builing a rich landscape with a tumult­
uous history.

GM's should engage with this game as a tool to


create their own worlds, or alter an existing one as the
people of their world alter the landscape.

Terminology
Encroachment refers to an effort to take over
territory. Both the Forest and the Enemy Encroach
upon each other's territory. Though this effort may be
intentionally hostile, it may also be a natural
consequence of something else.
For example, the Enemy may Encroach on the
Forest's woodland because they want to destroy all the
threatening animals within, or perhaps they must
Encroach on the woodland because their homes were
destroyed last Year by the Forest and they need a new
place to settle.

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GAMEPLAY OVERVIEW 29 GOALS & TERMINOLOGY

Valid Hex
Valid Hex means a hex which is able to be
Encroached upon because it shares a border with an
opposing hex. In the image below, A and B share a
border, so A may Encroach on the valid hex B. A may
not Encroach on C because they do not share a border.

Years
Gameplay is structured into a series of steps which
constitute a full round. In "I am the Forest," rounds are
counted in Years. Each round represents a full Year's
effort by the Enemy and the Forest to Encroach upon
and defend territory. You will recount each Year's
events in a journal from your Forest's perspective.

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GAMEPLAY OVERVIEW 30 YEAR OVERVIEW

YEAR OVERVIEW

1. YEAR BEGINS
• Ally and Forest Abilities reset.
2. ENEMY ENCROACHMENT
• Select a Valid Hex: Count valid hexes clockwise
using d12 and starting from your topmost
valid hex.
• Roll d12 on Enemy Nature Type.
• Roll Enemy Encroachment Score: 2d6 + Potency
• Roll Forest Defense Score: 2d6 + Potency + Ability
(if used)
• Compare Scores to determine who prevailed.
• Journal the outcome and add Growth Points if
Forest Wins.
3. FOREST ENCROACHMENT
• Select a Valid Hex: Choose an Enemy Valid Hex.
• Plan: Pick which Forest Nature Type to Encroach
with.
• Roll Encroachment Score: 2d6 + Potency + Ability
(if used).
• Roll Enemy Defense Type and Score: d12 for Type
and 2d6 + Potency for score.
• Compare Scores to determine who prevailed.
• Journal the outcome and add Growth Points (if
Forest Wins).
4. GROW YOUR FOREST
• Apply your Growth points if you wish to make
your Forest stronger.
5. YEAR ENDS
• Make any final journal entries or plans.
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Chapter 4
GAMEPLAY IN­DEPTH

PHASE 1: YEAR BEGINS


In this phase, you take stock of the current territory
distribution, Forest and Enemy stats, and form a
general idea of how you would like the Year to
progress.
GAMEPLAY IN­DEPTH 34 PHASE 2: ENEMY
ENCROACHMENT

PHASE 2: ENEMY ENCROACHMENT


• Select a Valid Hex to Encroach on: Look at your
topmost Valid Hex which shares a border with
the Enemy. Roll d12 and count clockwise from
here counting only Valid Hexes. Where the
count stops is where the Forest hex the Enemy
will Encroach upon.

EXAMPLE OF VALID HEX SELECTION


I rolled a 7. I start from my topmost Valid Hex. There are
two, so I select the one which is more clockwise. I count each
Valid Hex in a clockwise manner until I reach 7, my lake.
After I roll the Nature Type of the Encroachment, I can
decide which Valid Hex the Enemy Encroaches from, either
A, B, or C. A is a temple, B is toxified lake, and C is
discarded fishing nets. I rolled an Enemy Nature Type of
Pollute, so I'll say the toxic waters from B spread to hex 7.

1
6

B
3 2
7
C

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GAMEPLAY IN­DEPTH 35 PHASE 2: ENEMY
ENCROACHMENT

...PHASE 2: ENEMY ENCROACHMENT CONTINUED

• Encroach with an Enemy Nature Type: Roll d12 to


determine which Nature Type the Enemy
Encroaches with and which Valid Hex it uses.
• Roll Enemy Encroachment Score:
Roll 2d6 + Enemy Nature Type Potency. This is
the score that the Forest must match or exceed
to Defend its territory.
• Doubles Rule: If the Encroachment roll turns up
doubles (double 1, double 2, etc.), then a
random event will happen. Read about this in
CHAPTER 6: SPECIAL RULES on page 59.
• Roll Forest Defense Score: Decide which of your
Nature Types you will defend with, and any
Forest Ability or Ally Ability you wish to use
(you may only use one ability of any kind per
Year whether Defending or Encroaching).
Roll 2d6 + Potency + Forest Ability Level (if
used).
The defense should make sense to the
narrative. For example, if the Enemy
Encroaches with Burn by a massive slash and
burn campaign, it would not make sense to use
Wood to defend. Rather, you might use
Water to flood river banks, or Air to cause
heavy rains

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GAMEPLAY IN­DEPTH 36 PHASE 2: ENEMY
ENCROACHMENT

• Determine Winner: Compare Enemy Score and


Forest Score totals:
• Enemy Wins: Enemy Encroachment Score is
greater than Forest Defense Score. You lose
the contested hex to the Enemy. Erase
your Forest from that hex, redraw the
border and draw in Enemy territory
features. Write about the struggle that
ensued, how you tried to mount a defense,
and why it just wasn’t enough. Be sure to
interpret any random events and erase a
second hex if the Enemy rolled doubles for
their winning score.
• Forest Wins: Enemy Encroachment Score
is less than the Forest Defense Score. You
successfully defend your territory. Gain
+1 Growth Point on your Character Sheet.
Do not change the map. Write about the
struggle that ensued, how you mounted a
defense, and the casualties your Enemy
suffered. Interpret any doubles the Enemy
rolled in your favor and defend both hexes.
• Tie: Both Scores are equal. You successfully
defend your territory, but at great cost. Do
not change the map. Write about the
vicious struggle that ensued, how you held
your enemy at bay, but how much you
both suffered. Interpret any doubles the
Enemy rolled as affecting both of you.

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PHASE 3: FOREST ENCROACHMENT
• Select the hex to Encroach upon: You may
Encroach upon any hex you wish, as long as it shares a
long edge with one of your own.
• Encroach with a Forest Nature Type. Simply
decide which Type you wish to Encroach with and
imagine the possible narrative outcome.

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GAMEPLAY IN­DEPTH 38 PHASE 3: FOREST
ENCROACHMENT

• Forest Encroachment Score: Roll 2d6 + Potency +


Forest Ability Level (if used).
• Doubles Rule: If the Encroachment roll turns up
doubles (double 1, double 2, etc.), then a
random event will happen. Read about this in
CHAPTER 6: SPECIAL RULES on page 59.
• Enemy Defense Score: Roll d12 to determine
which Nature Type the Enemy defends with. If
the result makes no narrative sense even after
"thinking outside the box," then you may reroll
the d12. Next, roll 2d6 + Potency to get the
Enemy Defense Score.

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GAMEPLAY IN­DEPTH 39 PHASE 3: FOREST
ENCROACHMENT

• Determine Winner: Compare Forest Score and


Enemy Score totals:
• Forest Wins: Forest Encroachment Score is
greater than Enemy Defense Score. Gain
+1 Growth Point on the Character Sheet.
You gain the contested hex From the
Enemy. Redraw the border, erase Enemy
features and draw in your own features.
Write about the struggle and how you
overcame. Be sure to interpret any random
events and redraw a second hex if you
rolled doubles for your winning score.
• Enemy Wins: Forest Encroachment Score
is less than the Enemy Defense Score. You
failed to defend your territory. No hexes
change hands.Write about the struggle that
ensued, and how your Enemy beat you
back. Interpret any doubles you rolled in
Enemy's favor.
• Tie: Both Scores are equal. The Enemy
successfully defended its territory, but at
great cost. Do not change the map. Write
about the vicious struggle that ensued, how
you warred, but how much you both
suffered. Interpret any doubles you rolled
as affecting both of you.

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GAMEPLAY IN­DEPTH 40 PHASE 4: GROW YOUR FOREST

PHASE 4: GROW YOUR FOREST


In this phase, you steer your Forest's growth in
specific directions to better deal with your Enemy.
Growth is slow and steady, but inevitable.

Growth Points (GP)


Growth Points (GP) are gained only when your
Forest Wins. You gain +1GP for each hex you
successfully gain or defend. If you successfully
Encroach or Defend two hexes because of a doubles
roll, you gain +2GP.
Growth Points may be spent, saved, or partially
spent and saved. But they may only be spent during
the Grow Your Forest phase.

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GAMEPLAY IN­DEPTH 41 PHASE 4: GROW YOUR FOREST

SPENDING GP
There are five ways to spend your GP.

1. Raise Forest Nature Value.


Spend 1 GP for each +1 Nature Value you wish to
increase. You may grow multiple at a time, but you
may not exceed a Nature Value of 12 for any Nature
Type.

2. Raise Ally Ability Level


Spend 2 GP for each +1 Ally Ability Level raised.
You may raise both levels at once if you have all 4 GP.
However, you may only ever have one Ally during a
game. Additional Allies may not be gained.

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GAMEPLAY IN­DEPTH 42 PHASE 4: GROW YOUR FOREST

3. Raise Forest Ability Level


Spend 2 GP for each +1 Forest Ability Level raised.
You may grow multiple levels at a time if you have the
proper GP and Nature Value. Below are the leveling
requirements for the Forest Skill Levels.

Forest Ability Lv 1: requires Nature Value at 5+


Forest Ability Lv 2: requires Nature Value at 9+
Forest Ability Lv 3: requires Nature Value at 12

4. Gain a New Forest Ability Type


Spend 2 GP for each new Forest Ability Type that
you take; for example, taking a new Wood Ability for
the first time after already having Air Abilities. The
new Forest Ability begins at Level 1, and your Nature
Value for the Nature Type of the Ability you wish to
take must be 5+.

5. Burst Forth to Gain Enemy Hex.


Spend 4 GP to burst forth in a surprise Encroach­
ment which is unchallenged by the Enemy. Your stored
energy allows you instantly gain an Enemy's Valid Hex
of your choice. You do not gain a GP for claiming this
hex. Make sure you write a journal entry which
captures this monumental action!

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GAMEPLAY IN­DEPTH 43 PHASE 5: YEAR ENDS

PHASE 5: YEAR ENDS


Make any final journaling notes or drawings that
you feel you need to close out this Year or set up the
next. When you are done, proceed again to Phase 1.
GAMEPLAY IN­DEPTH 44 PHASE 5: YEAR ENDS

Victory is achieved when your Enemy’s final hex


has been swallowed by the Forest, or when you feel
your story has come to its natural conclusion.
Chapter 5
ABILITIES

Abilities give you some advantage when you


Encroach or Defend. Forest Abilities add their level to
the roll score if that particular Nature Type was used.
Ally Abilities offer random re­rolls which can change
outcomes in unpredicatable ways.
Any Ability may be used at any point during an
Encroach or Defend phase, but only one Ability may
be used per Year regardless of kind or level.

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ABILITIES 48 FOREST ABILITIES

FOREST ABILITES

There are twelve Forest Abilities, three for each of


the four Nature Types of Wood, Water, Earth, and Air.
Each Ability provides a narrative focus or a motif
you can return to during your game. It helps to round
out your Forest as a character. The Ability also
provides a Potency bonus for its Nature Type when it
is used. The bonus it adds to Potency is equal to the
Ability's level. So a Wood Ability at level 2 will add
+2 to the Wood Potency when the Ability is used.

EXAMPLE OF FOREST ABILITY USE


The Enemy encroaches on your lake hex to overfish it
with a roll of 6 and a Chop of +2. Their Encroachment Score
is 8 (6+2). You Defend with a roll of 7 and a Water Potency
of +1 for a total of 8. That is a tie. But you want a win for
the GP. So you decide to use your Water Ability "Like
Slate" at Lv 1. Take your Defence score and add "Like
Slate's" level to it. 8+1 = 9. You win.

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ABILITIES 49 FOREST ABILITIES

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ABILITIES 50 FOREST ABILITIES

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ABILITIES 51 ALLY ABILITIES

ALLY ABILITIES

Allies come alongside your Forest to Encroach or


Defend territory with. Allies exist autonomously from
the Forest, so Ally Abilities may be chaotic or
unpredicatble, but they have powerful Abilities. Ally
Abilities may be used at any time, except for 2nd level
Abilities (see page 60 for details).

Ally Abilities differ from Forest Abilities in that:


• They affect dice rolls directly by forcing rerolls or
removals instead of a flat bonus to the roll.
• The Ally gains new Abilities rather than gaining a
Potency bonus equal to the Ability's new level.
• Once an Ally is chosen it may not be revoked.
No other Allies may be gained, whereas multiple
Forest Abilities of different Types may be acquired.

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ABILITIES 53 ALLY ABILITIES

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ABILITIES 54 ALLY ABILITIES

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ABILITIES 55 ALLY ABILITIES

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ABILITIES 56 ALLY ABILITIES

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Chapter 6
SPECIAL RULES

DOUBLES RULE
Whenever an Encroachment roll from either side
comes up as doubles (1 and 1, 2 and 2, so forth), then
three effects happen. These three effects happen even if
an Ability creates or negates a double. The Ability's
effects and the double's effects are both applied.
• A random event must occur. Roll on the Event
Tables on the Character Sheet and interpret
their results after the outcome of the
Encroachment is known. Interpret the results in
favor of the winner, and journal it to move
the story forward.
• Two hexes are now at stake. If the Encroacher
wins, they take two Valid Hexes (or as near as
possible).
• There are now 2GP at stake. If your Forest wins
when doubles appear, you gain +2GP.
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SPECIAL RULES 60 DOUBLES AND ABILITY LIMITS

ABILITY LIMITS
During a Year, only a single Ability of any kind may
be used. This one use refreshes at the Year Begins
phase.
For example, if you use an Ally Ability during the
Enemy Encroachment phase, you may not use the Ally
Ability again until next Year, and you may not use
your Forest Ability because the Ally Ability you used
counts as your one Ability for the Year.

2ND LEVEL ALLY ABILITY TIMING


The 2nd level Ally Ability requires that you commit
to its use before any Defense roll is made. Therefore,
you may commit to using it before any Encroachment
roll, after any Encroachment roll, but not after any
Defense roll.
For example, you Encroach on the Enemy with a roll
of 5 and 1 with a Potency of +1 for a total Encroach­
ment Score of 7. The 1 is concerning to you, and you
know you want to get rid of it. You consider the
Shaman's 2nd level Ability "Faunal Transfiguration,"
and decide to use it before the Enemy Defense Roll.
Now you roll for the Enemy and get a 3 a 6 and and a
Potency of +2 for a score of 12 which beats your score
of 7.
However, Faunal Transfiguration removes the
Enemy's highest die (6) and your lowest (1). The
resulting scores are now Forest: 6 against Enemy: 5.
Your Forest Wins.

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RANDOM TABLES

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RANDOM TABLES 63 FOREST ORIGINS

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RANDOM TABLES 64 FOREST MOTIVATION

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RANDOM TABLES 65 FOREST PRIMARY FEATURE

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RANDOM TABLES 66 Forest Hex Generation

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RANDOM TABLES 67 FOREST HEX GENERATION

FOREST HEX GENERATION

FOREST HEX
GENERATION

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RANDOM TABLES 68 Forest Primary Feature

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RANDOM TABLES 69 ENEMY CULTURE

Potency Bonuses

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RANDOM TABLES 70 ENEMY MOTIVATION

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IMAGES 71

A full list of illustrations and artists will appear in a


later release.

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INDEX 72

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DRAWING GUIDE 73 FOREST FEATURES

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DRAWING GUIDE 74 ENEMY FEATURES

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QUICK REFERENCE

OVERVIEW OF PHASES IN A YEAR


1. Year Begins
• Ally and Forest Abilities reset.
2. Enemy Encroachment
• Select Forest target: d12 clockwise from your topmost Valid Hex.
• d12 on Enemy Nature Type.
• Enemy Encroachment Score: 2d6 + Potency
• Forest Defense Score: 2d6 + Potency + Forest Ability Level (if used)
• Compare Scores to determine who prevailed.
• Journal the outcome and add Growth Points (if Forest Wins).
3. Forest Encroachment
• Select a valid Enemy hex and which hex you Encroach with.
• Pick which Forest Nature Type and which Ability to use if you wish.
• Forest Encroachment Score: 2d6 + Potency + Ability (if used).
• Enemy Defense Score: 2d6 + Potency.
• Compare Scores to determine who prevailed.
• Journal the outcome and add Growth Points (if Forest Wins).
4. Grow Your Forest
• Apply your Growth points if you wish to make your Forest stronger.
5. Year Ends
• Make finishing touches to journal.

DOUBLES RULE
When any doubles are rolled at any point during any
Encroachment, these three effects occur.
• A random event occurs.
• Two hexes are at stake.
• Two GP are at stake.
The effect of a double and an Ability stack. Both effects
must be applied even if a double disappears due to an
Ability’s effect or appears because of an Ability’s effect.

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