
The Obojima Podcast the Blog | Episode 11 - Creating Cursed Locations in D&D: The Wandering Forest
This blog post was made using dictation summary software, and posted for SEO purposes. If you really want to know what this episode is about, check out the full episode here: https://www.youtube.com/watch?v=1Y8WiZ5NZ8w
Episode 11? Is this RPG heaven? Welcome to the blog of the Obojima Podcast! This podcast is a deep dive into the creative process of creating Obojima: Tales from the Tall Grass. First thing’s first, let’s meet our intrepid crew of writers.
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Jeremiah Crofton - The Creative Director of 1985 Games and the creator of Obojima.
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Ari Levitch- Head Writer
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Adam Lee- Head Writer
This episode dives deep into one of Obojima’s most enigmatic phenomena: the Wandering Forest—also known as the Crawling Canopy—and the mysterious Dara glyphs entwined in its shifting heart. The hosts issue an early spoiler warning: those intending to explore the Wandering Forest in-character may wish to skip this episode, as it contains major insights and behind-the-screen speculation.
The Wandering Forest: A Living, Shifting Enigma
At the core of this discussion is the idea that the Wandering Forest is not merely a magical biome but a single, unified organism—its trees interconnected by a vast root system and animated by an ancient, powerful Dara glyph. The forest is untethered to any one place, capable of uprooting itself and migrating across the Gale Fields, catching adventurers, merchants, or even entire caravans unaware. Travelers may go to sleep under open skies and wake within the dark, mist-choked canopy of the Crawling Forest.
One striking concept explored is a dormant Dara glyph that awakens a tree if left unread. This led to speculation about a massive glyph at the forest’s heart—a rune so old and potent it may have granted the forest mobility in the first place. This mythic glyph could act as a beacon for druids, a trap for the foolish, or a holy relic for forest dwellers.
Ancient Magic or Recent Curse?
The episode raises questions about the forest's origins: is this a recent phenomenon, dating back roughly 300 years to the arrival of the Dara, or a remnant of some deeper, older magic? One narrative hook proposes the existence of a First Dara who etched the original glyph—perhaps to bind a terrible evil—and in doing so, cursed the forest to wander forever. This backstory creates space for classic fantasy elements: an ancient battle, a blinded sage, and a sacrificial act echoing through generations.
The Evil Within: Mythic Beasts and Moral Dilemmas
Tied into the forest's movement is a mythic beast—possibly a 40-foot Fenris Wolf or corrupted nature spirit—that is both prisoner and parasite. It wanders without direction, pushed by the forest and surrounding trees as if Obojima itself rejects it. This entity may exist in two planes simultaneously: a monstrous, bloodthirsty creature in the material world, and a wounded, vulnerable rabbit-like spirit in the spirit realm. Players could face a moral crossroads: slay the beast to cleanse the land, or redeem its spirit and risk the consequences of mercy.
The beast may spawn minions through corruptive acts: its spilled blood transforming soil into ravenous boars or twisting humanoids into wolf-like monstrosities. These dark miracles can escalate the stakes and reveal how deep the corruption runs.
Encounters, Societies, and the Mythic Tavern
Woven into the forest’s patchwork of danger and mystery are pockets of strange and story-rich encounters. Among them is the Wicked Wizard Tavern, a magically appearing establishment staffed by animated puppets—possibly former patrons transformed for misbehavior. The tavern’s elusive owner may be a forgotten wizard, a spirit companion, or even an awakened animal, adding layers of ambiguity and storytelling potential. Mysterious locked tower rooms, shape-shifting hosts, and a history of magical entropy make the tavern a memorable node of narrative tension.
Other denizens of the forest include nomadic clans who live in step with the moving woods—some revering the Dara glyph, others perhaps corrupted by it. There are also acorn crabs, mystical macaques, and spiritual wood-gatherers who help bring the environment to life without requiring overly granular survival mechanics.
Magic, Transformation, and Spirit Realm Consequences
The episode culminates in an exploration of the spirit realm’s direct link to the physical world. A "twin spirit" mechanic is proposed: one spirit appears as a demon wolf, the other as a pale rabbit. Player actions—whether through healing spells or acts of violence—can shift this balance. The stakes are high: choices might unleash raw demonic energy, burden characters with spiritual marks, or tie them to deeper cosmic retribution.
The Forest Awaits You
This episode combines dark folklore, mythic storytelling, and ambitious mechanical ideas. From the mysterious movement of the Wandering Forest and its embedded glyphs to dual-realm boss fights and spirit-marked players, an evocative setting emerges for long-form campaigns and morally complex narratives. Whether confronting ancient evils or sipping cursed ale among enchanted puppets, players and DMs alike will find no shortage of story hooks in Obojima’s restless wood.
Check out the full episode here: https://www.youtube.com/watch?v=1Y8WiZ5NZ8w