| style="vertical-align:middle;" | When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement.
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Cloudburst
| style="vertical-align:middle;" | Every villager in your settlement will ask you for 1 {{rl|Coats}}. If you can't provide the goods, Global [[Resolve]] will be drop by -6 for 2 minutes.
| style="text-align:center;" | 4
|-
| Corrosive Rainfall
| -50% yields to all production using {{rl|Copper Bars}} or {{rl|Crystalized Dew}}.
| style="vertical-align:middle;" | Favoring unavailable if [[Hearth]] is [[Corrupted]].
| style="text-align:center;" | 3
|-
| Vanishing Goods
| +10% Chance per [[Hostility]] level of [[Villagers]] using twice the amount of goods when using [[Services]]
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Vanishing Water
| style="vertical-align:middle;" | You lose units of a random type of water for every 2 units of water used in [[Rain Engines]].
| style="text-align:center;" | 2
|-
| style="vertical-align:middle;" | Vassal Tax
| style="vertical-align:middle;" | Pay 5 {{rl|Amber}} x number of years have passed, otherwise gain 1 [[Impatience]] point.
| style="text-align:center;" | 4
|-
| Quaking Bog
| Gathering Speed decreased by 50%
| style="text-align:center;" | 2
|}
List of Complex Forest Mysteries (Can be Prevented)
Below is a list of Positive Forest Mysteries:
{| class="wikitable"
|- style="font-weight:bold;"
! Mystery
! Description
|-
| Golden Dust
| Some raindrops seem to have a golden hue. Gain {{rl|Clearance Water}} for every unit of{{rl|Drizzle Water}} gathered.
|-
| Drizzle Anomaly
| The rain seems to fall... slower. Gain {{rl|Drizzle Water}} per minute during the drizzle.
|-
| Salty Breeze
| The salty air makes it easier to preserve food. Food production speed is increased during drizzle season.
|-
| Soil Reclamation
| The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil.
|-
| Humid Climate
| The humidity in this region is unbearable. Fuel consumption in Hearths is increased for each Hostility level.
|-
| Forgiving Crown
| Gain one free cornerstone reroll for every Reputation Point gained during drizzle season.
|-
| Gentle Dawn
| New year, new challenges. Every small glade discovered grants planting speed during Drizzle.
|-
| Forest Offerings
| It seems some inhabitants of the forest are grateful for your efforts. During drizzle season, every Dangerous or Forbidden Glade Event you complete will give you 30 random raw food.
|-
| Soft Stems
| The grain stalks have grown soft because of the air’s humidity. During drizzle season, workers in the Harvesters' Camp can gather {{rl|Grain}} from grain nodes.
|-
| Hot Springs
| Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to [[Resolve]].
|-
| Cricket Mating Grounds
| The clearings are abuzz with the sound of crickets. Gain {{rl|Insects|med}} for each discovered glade.
|-
| Marrow Growth
| Small pockets of bone marrow form in the ground and on trees. Gain {{rl|Sea Marrow|med}} for every {{rl|Coal|med}} produced during drizzle season.
|-
| Scavenging Season
| The drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of bringing back twice the goods from Glade Events solved during the drizzle
|-
| Natural Filtration
| Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of the surrounding vegetation. [[Blightrot Cysts]] grow slower when using Rain Engines.
|-
| Untapped Wealth
| Gatherers have a higher chance of producing double yields when harvesting resource nodes.
|-
| Regrowth
| Plants seem to grow exceptionally fast after the storm. All buildings using fertile soil produce more goods during drizzle season (crops collected during clearance also benefit from this effect)
|-
| Exposed Resources
| The ground is soft, and soaked with the rain's essence. Mines produce more goods during drizzle season.
|-
| Saturated Air
| A pleasant, earthy scent is in the air. Gain Global [[Resolve]] for every some amounts units of water used in Rain Engines.
|-
| Aura of Peace
| After each storm comes a time of peace and regrowth. Gain Reputation Points for every Dangerous or Forbidden Glade Event completed during drizzle season.
|-
| Finders Keepers
| After each storm, caravans find countless goods scattered along their routes. Every trade route you complete during drizzle season will give you 5 random packs of goods.
|-
| Fermented Rain
| The rain is sticky and tastes like wine. During drizzle season,
The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.
The more your settlement grows, the more hostility you will generate. During the Storm, stackable negative Forest Mysteries will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated.
Hostility and the Queen's Impatience are inversely linked. Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the Ancient Battleground Map Modifier.
Triggering Forest Mysteries
There will always be "base" negative Forest Mysteries that will activate during the Storm even if Hostility is level 0. The most common one is Looming Darkness.
In this situation, Hostility is 0, and only the base Looming Darkness has been triggered.In this situation, Hostility is 3. Additional negative Forest Mysteries have been triggered and stack with Hostility level.
Why Hostility Increases
Hostility
Viceroys will generate different amounts of Hostility depending on the Difficulty they embark on. Viceroys can see what is currently causing their Hostility level by hovering over the eye icon on the top of their screen. Total Hostility is the sum of each amount, and each amount is the result of multiplication. These numbers scale with Difficulty; more hostility is generated at higher difficulties.
These numbers are for Viceroy difficulty level:
80 points × the number of Dangerous or Forbidden Glades opened.
15 points × the number of years since embarking.
15 points × the number of Small Glades opened.
5 points × the number of Villagers in your settlement.
9 points × the number of Woodcutters currently assigned to a Woodcutters' Camp.
Any other effects, like penalties from Glade Events.
How to Decrease Hostility
Viceroys always need to seek ways to decrease the Forest's Hostility level, it can be decreased into negative numbers by escpecially crafty Viceroys! There are several ways to do so, including: