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Defenders of the Forest - Liber Fanatica

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• Luminescents: These odd Spites normally appear as gently<br />

bouncing, multi-coloured will o’ wisps. Wherever Luminescents<br />

come in contact with <strong>the</strong> ground, <strong>the</strong>y leave small puddles<br />

<strong>of</strong> phosphorescent residue. Their excretions are poisonous to<br />

magical creatures; those coming into contact with it must pass a<br />

Will Power Test or suffer 1d10 Wounds. O<strong>the</strong>r spirits <strong>the</strong>refore<br />

prefer to leave Luminescents alone. Weapons coated in <strong>the</strong><br />

substance count as Magical but <strong>the</strong> residue evaporates within 5+<br />

1d10 minutes.<br />

• Despairs: The most feared <strong>of</strong> all Spites are <strong>the</strong> Despairs. These<br />

spirits always appear as a trio but can take on different forms:<br />

old crones, red-eyed ravens, or a triad consisting <strong>of</strong> a hag, a<br />

Chapter X: Friends <strong>of</strong><br />

<strong>the</strong> <strong>Forest</strong><br />

woman and a girl. A trio <strong>of</strong> Despairs may cast a powerful Hex as<br />

a Full Action. The target <strong>of</strong> <strong>the</strong> Hex must pass a Fellowship Test<br />

or suffer a severe heart attack causing 2d10+4 Wounds, ignoring<br />

Toughness and armour.<br />

• Radiants: These shy Spites appear as blurry, floating will o’<br />

wisps, but can also take <strong>the</strong> shape <strong>of</strong> small, winged elflings.<br />

Radiants absorb excess magical energy from <strong>the</strong> surrounding<br />

forest. A cluster <strong>of</strong> Radiants will reduce <strong>the</strong> Magic score <strong>of</strong> any<br />

spellcaster within 20 yards by 1, and temporarily bestows <strong>the</strong><br />

Resistance to Magic trait on any character within that radius.<br />

Radiants never join Elves or o<strong>the</strong>r mortals as Companions.<br />

Tr e e Kin<br />

Source: WFRP Companion, pg. 119 and 126.<br />

The Spirits Within<br />

All forests are inhabited by spirits born <strong>of</strong> pure magic. These<br />

beings can take <strong>the</strong> form <strong>of</strong> dancing Spites, or inhabit trees and<br />

animals. Virtually every tree is a spirit host in magical forests<br />

like <strong>the</strong> Loren, but <strong>Forest</strong> spirits are less common in civilised<br />

areas. <strong>Forest</strong> spirits can dwell within living trees for a full season,<br />

causing <strong>the</strong>m to bear magical fruit or even relocate (albeit very<br />

slowly) to ano<strong>the</strong>r part <strong>of</strong> <strong>the</strong> forest.<br />

103<br />

Dead trees can only serve as spirit hosts for short periods <strong>of</strong><br />

time. However, <strong>the</strong>ir old, rotted husks are less firmly rooted, enabling<br />

spirits to animate <strong>the</strong>m like wooden golems (called “Tree<br />

Kin” by <strong>the</strong> Elves). Whilst living trees are usually inhabited by<br />

benign spirits, Tree Kin are animated by vindictive entities seeking<br />

vengeance against <strong>the</strong> forest’s intruders.<br />

<strong>Forest</strong> spirits <strong>of</strong>ten manifest as reflections <strong>of</strong> emotions expressed<br />

by those who’ve perished in <strong>the</strong> forest. In peaceful forests like<br />

<strong>the</strong> mystical Avelorn, Tree Kin rarely manifest and those that do<br />

are proud and noble creatures. Embattled forests like A<strong>the</strong>l Loren<br />

produce Tree Kin with more violent and vindictive temperaments,<br />

while those stalking <strong>the</strong> Empire’s forests are nightmarish<br />

creatures with glowing eyes and gaping maws.

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