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Forester

rulescharacter-creationmagical-traditions

  • Race: Any.
  • Sex: Both.

The natural world is chaotic & disordered. Nature is the enemy of civilization. Men are born into a world that wishes them dead. Were it the choice of nature, the mortal tribes would struggle under flesh, sinew, & bone.

It is not mere metal alone that broke the back of Gaia; it was the will of men that forged iron into the axe. And It was the foresters who took that axe & swung it against the oak & ash.

A Forester is a controlling magician. He is stewed in zen silence. He orders gardens of rock & tree into tightly-bound aesthetic spiral patterns. He sees the world & wishes to make it like those places. Foresters are beloved by the Commons & hated by the wild. There was never an animal that didn’t recognize that bold & arrogant flesh.

Tradition Feature

  • Forester: You defy & conquer nature. Your world is that of flesh & flora groomed to mortal will. You love order, quiet, aesthetics, calming & management; you despise chaos, competition, unordered change, extremes (especially in temperature) & decay.
    • While in a managed garden or direct sunlight, your SD cannot be exhausted. You know what any kind of plant needs to live by touching it.
    • Non-domesticated animals do not trust you & when they’re hostile, they always preferentially attack you over other options. Tame animals (i.e. circus tigers) are not domesticated.

Backgrounds

1d6I was (a)…
1Orchardist, but my trees were cut down for (1d6: 1–2 siege engines / 3–4 starving soldiers’ firewood / 5–6 a lord’s new road)
2Vengeful farmer, ruined by boars
3Grain spirit negotiator (until the war saw the fields burned)
4River-tender managing a watermill & the river’s irritable spirit
5Mauled half to death by (1d6: 1–2 wolves / 3–4 a boar / 5–6 husband/wife)
6Serial wildfire arsonist

Spells

  1. Natural Ward: Create up to [Dice] sigils on target doors or floors. As preparation, they must each be touched within an hour of each other before this spell is cast. The sigils last [Dice] × [Dice] days. Unthinking living creatures who approach within eyesight or 10’ of a sigil are silently compelled to leave the area.
  2. Calm: Touched enraged, wild, or upset target must Save or become calm, rational, & orderly for [Sum] Rounds. This will stop a wild animal or briefly calm a river … or make a soldier clear-headed & immune to Panic.
  3. Explosive Growth: Up to [Dice] plants within 30’ increase in dimensions [Dice] times over. Crops produce [Dice] times their normal harvest. Plant-based entities heal [Sum] HP.
  4. Snip: Up to [Dice] target objects within 60’ are abruptly snipped as if by a pair of invisible steel hedge shears. Living victims take [Sum] Physical Damage. Target may also be trimmed (as in a topiary, beard, etc.) instead.
  5. Shape Stone: Target monolithic (singular) stone within 60’ is shaped according to your desires. You may shape up to [Sum] × [Dice] 5-foot cubes, or deal [Sum] × [Dice] Damage to a single solid stone-based entity.
  6. Read Plants: You may speak to a plant & ask it [Dice] questions. Plants answer as single-word emotions. Plants only know about things that happened around them, or whatever matters to their direct livelihood — soil fertility, acidity, contaminants & the like.
  7. Summon Fireflies: Summon up to [Dice] swarms of fireflies. Each swarm dimly illuminates a 10’ radius around themselves & may be steered/directed by you. The fireflies vanish in [Sum] hours.
  8. The Blood Drawn by Iron: Up to [Sum] targeted creatures take an additional [Dice] Physical Damage from all metal weapons for [Dice] hours.
  9. Sleep: Up to [Sum] HD worth of characters within 60’ must Save or fall into a deep slumber for [Dice] hours. They can’t be awoken by anything less vigorous than a slap. Unaware or unalert targets do not get a Save. If your [Sum] exceeds the combined HP of all targets, the spell’s duration sans interruption is permanent & the victim no longer needs to eat or drink.
  10. Cure Rot: Target rot or fungus within 5’ of your touch is obliterated. Rotting food becomes edible (if stale). Cures some diseases & deals [Sum] × [Dice] Damage to fungal or mold-based entities. Doesn’t stabilize rotted structures or otherwise repair decay.
  11. Rain: Shifts the weather within a [Dice]-mile radius for up to [Sum] × [Dice] hours. For each SD invested, shift the intensity one step in either direction: Clear ⋄ Cloudy ⋄ Drizzle ⋄ Rainstorm ⋄ Thunderstorm ⋄ Hurricane.
  12. Wake Trees: Up to [Dice] × [Dice] trees, large bushes, or similar foliage unroot themselves for up to [Sum] Rounds as Living Trees or Angry Bushes. You may have them march to a designated location, whereupon they re-root. Alternatively, you may have them fight for you. At 4+ SD, they will march or fight for as long as you can maintain concentration.