Forevermoor
EARTHSIDE GATEWAY - SIGNAL 0.15

An entire causal universe, made playable.

Forevermoor is a tabletop roleplaying game and storytelling engine where lived identity builds capacity, method governs expression, and every meaningful result becomes part of the world.

IDENTITYMETHODDOMAIN TRUTHCHANGED STATECONSEQUENCE
ARCHIVAL WINDOW / WORLD ØLIVE
Cloudplace, an immense interdimensional arcology at the center of the Forevermoor setting
SYSTEM6 SUITS / 18 ATTRIBUTES
GRAMMAR18 METHODS / 324 RELATIONS
SCALEPERSON → POLITY
MEMORYSTATE RETAINED

THE WORLD IS STATEFUL BEFORE ANYONE ROLLS

The story is the accumulating history of mechanically retained change.

Forevermoor does not translate every problem into combat. A failing bridge, a wounded relationship, an election, a ritual, a convoy, and a city-ship remain different control problems. They share only the grammar required to make their consequences legible—and to keep those consequences true later.

A / IDENTITY

A character is a history.

Vocations, traditions, institutions, affiliations, relationships, and practiced disciplines become Identity Domains. Backstory is not decoration; it is the residue from which capability grows.

B / ACTION

How is a statistic.

What you attempt matters. So does whether you Punch, Glide, Wring, act Dreamlike, or commit through The Vision. Method regulates which capacity can become operative now.

C / CHANGE

Resolution edits the world.

Position, trust, heat, integrity, supply, legitimacy, access, obligation, injury, evidence, and future options can all retain the result. Failure remains causal instead of becoming empty negation.

D / HANDOFF

Consequences cross scale.

A local result can alter a crew, district, institution, army, city, or polity without dragging every lower-level variable with it. Zoom preserves consequence, not detail.

ONE RESCUE / FOUR SCALES

A human decision can change a civilization without pretending the world is small.

  1. 01Seal the bulkhead.A crew survives; the rescuer accepts injury, exposure, or obligation.
  2. 02Restore the corridor.Infrastructure condition, medical supply, and service capacity change.
  3. 03Move the district.Unrest, trust, scarcity, and public memory begin from a different state.
  4. 04Alter the polity.Institutional legitimacy changes who can act, what access exists, and which crisis comes next.

THE CAMERA MOVES. THE CAUSAL LANGUAGE HOLDS.

Play a person, a project, a movement, a machine, or a war.

Different entities retain different detail. Forevermoor exposes only the state, pressure, choices, and consequences the current scene earns—then allows the table to drill down when local action will change the larger result.

PERS / 01

Intimate and embodied

Duel, heal, investigate, bargain, deceive, swear an oath, survive a haunting, learn a craft, or decide what kind of person repeated conduct has made you.

RETAINSinjury · trust · evidence · identity · obligation
CREW / 02

Teams, vehicles, and rescue

Race a disputed prototype, coordinate an evacuation, pilot a failing city-ship, repair under fire, hold a ritual circle, or keep a service alive after its founders leave.

RETAINScohesion · wear · position · readiness · maintenance
CIVIC / 03

Communities and institutions

Build infrastructure, govern scarcity, organize a strike, expose a conspiracy, establish precedent, manage migration, develop technology, or defend a public truth from capture.

RETAINSlegitimacy · access · supply · precedent · public memory
STRAT / 04

Campaigns and civilizations

Fortify a pass, fracture a command, sustain a front, evacuate a settlement, redirect a portal economy, or decide whether a victory can survive its logistical and political wake.

RETAINSmorale · logistics · territory · intelligence · consequence

A LARGE POSSIBILITY SPACE / A SMALL IMMEDIATE MENU

Six questions. Three orientations. Eighteen ways to organize action.

The complete engine is deep; the moment at the table can remain concise. One Suit usually leads. One orientation states what the action is doing. One method states how. Other dimensions activate only when the fiction genuinely calls for them.

SIX SUITSAGENCY / DOMAIN
SHIPS
How is the action organized?
TIME / METHOD
CREWS
What practice actually delivers it?
WORK
BONES
What is done physically?
BODY
SWORDS
Which representation is reliable enough?
MIND
WANDS
Who counts, and who is served?
SOCIETY
CUPS
What can answer, and where does the cost go?
SOUL
THREE ORIENTATIONSCHANGE / VECTOR
01

STABILIZE

Preserve or establish structure.

02

PUSH

Apply power toward a setpoint.

03

PIVOT

Change the operative variable.

6 × 3 = 18 ATTRIBUTESCapacity is broad. Identity explains where it came from.
EIGHTEEN METHODSSHIPS / ACTUALIZATION
8 EFFORTS

Punch · Slash · Press · Wring · Dab · Flick · Glide · Float

Local operators
6 STATES

Stable · Dreamlike · Near · Awake · Mobile · Distant

Maintained configurations
4 DRIVES

The Vision · The Action · The Passion · The Spell

Whole-field transformations

These are not eighteen moods or canned powers. They are recognizable organizations of action that remain meaningful in combat, engineering, politics, ritual, logistics, and command.

THE TAROT RELATION MATRIX

324 directional relations. Not 324 unrelated powers.

A closed generative grammar maps how one attribute can orient toward another: 306 two-attribute relations and 18 doubled single-attribute effects. The matrix produces combinations; it does not burden the immediate menu with hundreds of exceptions.

ADVANCEMENT AS AUTOBIOGRAPHY

A character sheet can become a compressed life.

Identity Domains record practiced histories. Edges record public obligations and protected hooks. Arcs record why someone became capable, compromised, transformed, recognized, or committed.

ID

Identity Domain

A vocation, tradition, field, affiliation, or lived practice builds real capacity and social recognition.

EDGE

Relationship pressure

People, communities, vows, rivals, dependencies, favors, secrets, and unfinished trouble connect present action to future scenes.

ARC

Tracked transformation

Gauges, Clocks, Gates, and changing conditions make development legitimate without predetermining which outcome play must produce.

HANDOFF

Living continuity

What matters survives the scene as a fact, cost, resource, access change, obligation, public memory, or new possibility.

“An Arc schema does not dictate a plot. It defines a consequential space in which a plot can happen.”
CP–Ø / CENTRAL ARCONETUNSEALED
Cloudplace arcology illustration
43.7578 / −12.004 / CORRIDOR UNKNOWN
INTERDIMENSIONAL TRANSIT HUBADMINISTRATORS: ABSENTPREMISE: SURVIVING

THE SETTING BUILT TO STRESS-TEST THE ENGINE

Cloudplace is a city, a machine, a government, a refuge, and a portal problem.

Corridors, workshops, sanctuaries, embassies, utilities, markets, archives, residences, and temporary settlements overlap inside a dense interdimensional transit hub. Residents, pilgrims, refugees, mechanics, diplomats, racers, officers, energy-beings, artificial minds, and vehicles that were never designed to stop here must remain neighbors.

The Arconet was built around a durable administrative premise: every meaningful entity can be identified, every authorized action can be assigned a method, and every consequential change can enter the record.

RECOVERED CIVIC NOTEThe premise survived. The administrators did not.
  • Investigate a defector whose evidence can reshape public truth.
  • Race a prototype through a season of engineering, rivalry, rescue, and consequence.
  • Keep a corridor open while logistics, ritual conditions, and jurisdiction fail in different directions.
  • Carry one choice from a trapped crew into the politics of an entire city-ship.

SIGNAL REMAINS OPEN

The complete game is not for sale yet. The threshold is.

Forevermoor is in active development at DI/E House in Indianapolis, Earth. This landing page is the public gateway; the wider social and market site remains an explicitly marked work in progress.

Earth connection established · signal 0.15

A world where every choice stays chosen.

Forevermoor is a collaborative roleplaying and story engine where lived identities create capability, methods shape expression, and consequences travel from one person to an entire civilization.

TTRPG COREJUBENSHALARPWARGAME
ORIGINEarth · 2026
Cloudplace, the center of the Forevermoor setting
DESTINATIONCloudplace · World Ø

Not a campaign setting you visit and leave behind.

A continuity you inhabit together.

01 — THE PROPOSITION
01 / THE GAME
Forevermoor ttRPG

Deep worlds.
Fast decisions.
Consequences that travel.

Forevermoor begins as a tabletop roleplaying game, then expands outward. Its systems preserve meaning across different scales of play without forcing every table to carry the full machinery at once.

01

One grammar, many situations

One Suit usually leads. Stabilize, Push, or Pivot names the intervention; every activity keeps its own physical, social, technical, or ritual truth.

02

The world keeps the result

Gauges and Clocks make pressure visible. A result changes condition, access, position, relationship, obligation, or future possibility.

03

Zoom preserves consequence

Move from person to crew, district, institution, army, city, or polity without dragging every lower-level detail along.

02 / THE SETTING
A transmission from World Ø

Cloudplace is not the whole of Forevermoor.

It is the oldest known interchange: an arcology network on the near-two-dimensional Harmonic Plane, threaded with portals no living history remembers building.

Technology, majiks, strange scarcity, artificial minds, political experiments, and travelers from incompatible realities meet here—and must learn how to remain neighbors.

Read the recovered history
ARCHIVAL RECORDCP–Ø / 0001
Cloudplace arcology illustration
HARMONIC PLANESTATUS: UNSEALED
03 / DESIGN PRINCIPLES
18 attributes · 324 relations · one grammar

Complex enough to matter.
Clear enough to play.

The project is developed by hammering related ideas together until one useful structure can do the work of many isolated rules.

01

Meaning before simulation

Model the decision that matters, not every object the fiction happens to contain.

02

Identity is mechanical

Vocations, traditions, institutions, and repeated conduct build capacity; backstory is not ornamental.

03

Fidelity earns its cost

Depth belongs where it creates a new choice. Everywhere else, the system gets out of the way.

04

The world remembers

Events become usable history, giving future players a world shaped by prior lives.

A single superverse

Four doors.
One remembered world.

01

Tabletop

The core roleplaying engine: Identity Domains, orientations, methods, Gauges, Clocks, Arcs, and consequence handoffs.

IN DEVELOPMENT
02

Jubensha

Structured mysteries whose revelations can become permanent shared history.

EXPANSION
03

Live play

Embodied social systems for conventions, communities, and persistent roles.

EXPANSION
04

Wargame

The same reality seen at formation, vehicle, settlement, and strategic scale.

EXPANSION
04 / FIELD NOTES
Recovered from Cloudplace

Three possibilities before
the portal closes.

Each begins small, then changes relationships, infrastructure, institutions, or war according to what the players make true.

INFRASTRUCTUREARC PREMISE

The pump serves more lives than anyone admitted.

Repair it, ration it, trace the sabotage—or decide whose survival becomes precedent.

MYSTERYARC PREMISE

The best witness died before the crime.

A contradiction becomes evidence, then pressure, then shared history the world must keep.

DIPLOMACYARC PREMISE

The neutral gate is the real battlefield.

Two city-states need the same passage. Logistics, legitimacy, and treaty pressure decide what war means next.

Ø
Signal remains open

Forevermoor is being built in public-facing fragments.

The complete game is not for sale yet. This site is a living threshold: project information, recovered lore, development artifacts, and eventually the tools required to play.