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Defenders of the Forest - Liber Fanatica

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

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

Th e Fo r e s t Lo r d s<br />

The most ancient <strong>of</strong> Treemen can still remember a time before <strong>the</strong> footsteps <strong>of</strong> Elves left <strong>the</strong>ir mark upon <strong>the</strong> world. There are Treemen<br />

in A<strong>the</strong>l Loren who spoke on behalf <strong>of</strong> <strong>the</strong> forest when <strong>the</strong> pact with <strong>the</strong> Elves was made. These mighty spirit Lords take turns<br />

slumbering so that at least one is awake to watch over <strong>the</strong> forest at all times.<br />

Adanhu<br />

Adanhu is <strong>the</strong> eldest and wisest <strong>of</strong> all Treemen. His ancient<br />

knowledge and experience is keenly sought by Elves. Until a<br />

few centuries ago, Adanhu’s travels were well known because <strong>the</strong><br />

forest bloomed wherever he walked. His current whereabouts,<br />

however, are unknown. Wood Elves fear he may have slipped<br />

into such a deep slumber that he may never awaken. If this is<br />

true, <strong>the</strong> Elves will have lost <strong>the</strong>ir greatest ally and most outspoken<br />

supporter <strong>of</strong> <strong>the</strong> old alliance.<br />

Durthu<br />

Durthu resembles a wizened and gnarled old oak, scarred over<br />

<strong>the</strong> centuries by Dwarf axes. He has been driven to <strong>the</strong> brink<br />

<strong>of</strong> madness by his hatred <strong>of</strong> those who harm <strong>the</strong> forest, and<br />

now even <strong>the</strong> Asrai are wary <strong>of</strong> his presence. It is Durthu who<br />

currently oversees <strong>the</strong> forest <strong>of</strong> Loren, which concerns <strong>the</strong> Elves<br />

greatly. Elves fear that <strong>the</strong> Branchwraith Drycha might sway <strong>the</strong><br />

<strong>Forest</strong> Lord to end <strong>the</strong> ancient pact between Wood Elves and<br />

<strong>the</strong> spirits <strong>of</strong> Loren.<br />

Rhydysann<br />

Rhydysann remains a mystery to <strong>the</strong> Asrai. Since <strong>the</strong> early days<br />

<strong>of</strong> <strong>the</strong> sylvan pact he has walked alone, unswayed by petitions or<br />

pleas. Rhydysann refuses to interact with <strong>the</strong> Elves, and instead<br />

tends to <strong>the</strong> forest’s needs in his own way. The Asrai suspect<br />

that Rhydysann regrets <strong>the</strong> old alliance; <strong>the</strong>refore <strong>the</strong>y are always<br />

seeking to appease him. If <strong>the</strong> pact is ever called into question<br />

by Loren’s council <strong>of</strong> spirits, Rhydysann’s vote will likely tip <strong>the</strong><br />

balance one way or <strong>the</strong> o<strong>the</strong>r.<br />

Coeddil<br />

Coeddil <strong>the</strong> Betrayer is magically caged within <strong>the</strong> Wildwood <strong>of</strong><br />

Loren. Three thousand years ago he attacked King’s Glade, and<br />

afterwards Queen Ariel imprisoned him with waystones. Coeddil’s<br />

motives for turning against <strong>the</strong> Elves are unknown, but it is<br />

widely known among Treesingers that <strong>the</strong> Branchwraith Drycha<br />

was once a member <strong>of</strong> Coeddil’s harem. Now <strong>the</strong> Elves believe<br />

that Drycha wishes to release Coeddil from his magical prison.<br />

Un i c o r n s<br />

Source: Old World Bestiary, pg. 33 and 113.<br />

Co m b a t Ta c t i c s<br />

Unicorns are clever and formidable opponents, but usually<br />

prefer to avoid direct combat.<br />

1-2 Elude Capture: <strong>the</strong> Unicorn dashes <strong>of</strong>f into <strong>the</strong> forest<br />

- not because it’s frightened, but because it has more<br />

important things to do.<br />

Melee combat: Disengage<br />

3-4 Deadly Chase: <strong>the</strong> Unicorn appears to flee, but<br />

instead leads pursuers into a trap (e.g. briars, a dryad<br />

ambush, or a bear’s den).<br />

Melee combat: Feint Action plus Standard Attack<br />

5-8 Magnificent Beast: thrusting its magical horn about<br />

with grace and power, <strong>the</strong> Unicorn hurtles into <strong>the</strong><br />

midst <strong>of</strong> its foes.<br />

Melee combat: Swift Attack<br />

9-10 Prancing Beauty: deft sidesteps prevent <strong>the</strong> Unicorn<br />

from being struck as it patiently circles <strong>the</strong> enemy,<br />

taunting him with its splendid horn.<br />

Melee combat: Guarded Attack<br />

Un i c o r n Co m p a n i o n s<br />

Unicorns are independent creatures that rarely bond permanently<br />

with any one rider. As champions <strong>of</strong> <strong>the</strong> forest, Unicorns<br />

place <strong>the</strong> woodland’s wellbeing above <strong>the</strong> needs <strong>of</strong> <strong>the</strong>ir Elven<br />

companions. Unicorns only leave <strong>the</strong> forest for short periods <strong>of</strong><br />

time, and only for worthy causes. When a Unicorn decides that<br />

<strong>the</strong>ir path lies elsewhere, <strong>the</strong>y can abandon <strong>the</strong>ir companions<br />

without warning.<br />

Unicorns cannot speak to <strong>the</strong>ir riders, but characters with <strong>the</strong><br />

Magical Sense Skill may detect <strong>the</strong> creatures’ basic emotions<br />

at any given moment. Likewise, Unicorns are able to sense <strong>the</strong><br />

emotions <strong>of</strong> magically gifted companions. Mages are Unicorns’<br />

preferred companions because <strong>of</strong> this empathic connection.<br />

Sorceresses are especially favoured, because maidens are more<br />

inclined than men to accept <strong>the</strong> Unicorn’s eventual departure<br />

gracefully.<br />

Whenever a Unicorn is reluctant to follow <strong>the</strong> same course <strong>of</strong><br />

action as <strong>the</strong>ir rider, only a successful Charm Animal Test will<br />

sway <strong>the</strong>m. Riders willing to spend long days alone with <strong>the</strong>ir<br />

Unicorn companions, roaming wooded glades and grooming<br />

<strong>the</strong>ir manes might earn special favours. A companion who saves<br />

<strong>the</strong>ir Unicorn’s life has been known to receive <strong>the</strong> magical horn<br />

voluntarily as a gift when <strong>the</strong>ir Unicorn departs.<br />

105

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