Environments · Regional environment

Woodland

The temperate forest most settlers recognize, found on worlds chosen because they resembled home. It is broadleaf where rain is steady, conifer where soil is thin, and hard scrub where summer burns the growth off. In an encounter all three work alike: the canopy blocks the sky, the undergrowth slows movement on the ground, and a route surveyed in one season differs in the other.

Regional environment Terrestrial (land)
Temperate Dry Continental
Lowland Highland

Crossing it

Navigate
DC 15
Forage
DC 10
Notice
DC 15

When the trees are in leaf, sightlines close and encounter distance is halved.

In play

  • Closed canopy

    In leaf, encounter distance is halved and ranged attacks beyond Medium range have disadvantage. Bare, neither applies.

  • Undergrowth

    Heavy undergrowth is difficult terrain and gives half cover. In winter it gives neither.

  • Sound

    Wisdom (Perception) checks that rely on hearing have disadvantage past 60 feet, because trees redirect sound.

Variations

  • Broadleaf and mixed

    Temperate. Four seasons, with a canopy that closes in summer and drops by winter.

  • Coniferous

    Thin soil, needle litter in place of leaf litter, and cover that stays through winter.

  • Mediterranean scrub

    Dry summer, wet winter. The scrub is low, hard and flammable, and most of it is difficult terrain.

Worlds it occurs on

  • Sentient A world that is alive as a whole, rare enough that the Federation register lists four and disputes two.
  • Spore A world the Myrrhiam Bloom has covered end to end, leaving a biosphere that acts under the Bloom's coordination.
  • Terran (Verdant) A rocky world with liquid water, breathable air and a magnetic field to protect them, rare and the cause of most wars.

Built for this

Found here (48)