Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Chapter XI: Flora, Fauna<br />
and Foes <strong>of</strong> <strong>the</strong> <strong>Forest</strong><br />
Co m b a t Ta c t i c s<br />
When not pulling chariots, small packs <strong>of</strong> Tuskgors forage for<br />
food around <strong>the</strong> perimeter <strong>of</strong> Beastman camps. This makes<br />
<strong>the</strong>m de facto camp guards. A lone Tuskgor will stand its<br />
ground, unlike its Wild Boar cousins. The following Combat<br />
Tactics are applicable when a Tuskgor is unharnessed from its<br />
chariot.<br />
1-3 Hog Squeal: <strong>the</strong> Tuskgor stands its ground and<br />
squeals as though speared, calling o<strong>the</strong>r Tuskgors or<br />
Beastmen to <strong>the</strong> area.<br />
Melee combat: Defensive Stance<br />
4-5 Snapping: <strong>the</strong> Tuskgor makes several bites in quick<br />
succession, snapping at <strong>the</strong> opponent with its tusks.<br />
Melee combat: Swift Attack<br />
6-7 Bristle Backed: <strong>the</strong> Tuskgor raises its hackles and<br />
sticks out its horns, posturing for position and dominance,<br />
while taking occasional bites at <strong>the</strong> opponent.<br />
Melee combat: Guarded Attack<br />
8-10 Goring Tusks: <strong>the</strong> Tuskgor tilts its head and charges,<br />
using its tusks to gore <strong>the</strong> foe with terrible force (see<br />
ToC pg. 106).<br />
Melee combat: Charge Attack<br />
Fo r e s t Go b l i n s<br />
Source: Old World Bestiary, pg. 23-24 and 97-98<br />
Sp i d e r Go d Wo r s h i p<br />
Upon <strong>the</strong> conclusion <strong>of</strong> <strong>the</strong> War<br />
<strong>of</strong> <strong>the</strong> Beard, <strong>the</strong> resulting power<br />
vacuum allowed <strong>the</strong> Greenskin<br />
races to proliferate across <strong>the</strong> Old<br />
World. They occupied ruined<br />
Dwarfholds and spread into areas<br />
<strong>of</strong> <strong>the</strong> forests that Elves had abandoned.<br />
With <strong>the</strong> rise <strong>of</strong> humanity<br />
and <strong>the</strong> regrouping <strong>of</strong> <strong>the</strong> Wood<br />
Elves, however, many Goblins<br />
were driven into <strong>the</strong> deepest<br />
glades and forced to live in isolation<br />
from <strong>the</strong> rest <strong>of</strong> <strong>the</strong>ir kind.<br />
Over time, Goblins learned to coexist with <strong>the</strong> Giant Spiders<br />
infesting <strong>the</strong> deep woods. Although Mork and Gork were still<br />
worshipped dutifully, <strong>Forest</strong> Goblins began paying tribute to<br />
an even higher power that dwelled behind <strong>the</strong> many eyes <strong>of</strong><br />
<strong>the</strong>ir arachnid neighbours. They even managed to raise captured<br />
spiders as mounts, and form bonds with <strong>the</strong> dreaded Arachnaroks,<br />
inuring <strong>the</strong>mselves against <strong>the</strong>ir venom by consuming <strong>the</strong><br />
poison in small doses.<br />
Presently, <strong>the</strong> greatest concentration <strong>of</strong> <strong>Forest</strong> Goblins is deep<br />
within <strong>the</strong> Drakwald <strong>Forest</strong>. Their crude dwellings are situated<br />
near a web-choked spider breeding chasm called <strong>the</strong> Black Pit,<br />
known by humans as <strong>the</strong> Valley <strong>of</strong> Many Eyes. In 2518 IC,<br />
woodsmen felled acres <strong>of</strong> trees near <strong>the</strong> Black Pit, causing <strong>the</strong><br />
scattered <strong>Forest</strong> Goblin tribes to unite under <strong>the</strong>ir Spider God.<br />
The ongoing conflict against <strong>Forest</strong> Goblins and Giant Spiders<br />
has come to be called <strong>the</strong> “War <strong>of</strong> <strong>the</strong> Drakwald”.<br />
Sh a m a n s, Sh r o o m s a n d Sp i d e r s<br />
All Goblin shamans draw magic from an aethyric reservoir<br />
called <strong>the</strong> “Great Green”, which is fuelled by <strong>the</strong> frenetic,<br />
combined energies <strong>of</strong> all Greenskins. Night Goblin shamans<br />
can enhance <strong>the</strong>ir connection to <strong>the</strong> Great Green by eating<br />
psychotropic mushrooms. <strong>Forest</strong> Goblins must do without this<br />
mystical fungus, because its spores do not thrive aboveground.<br />
Instead, <strong>the</strong>y ingest or cover <strong>the</strong>ir bodies with small spiders that<br />
constantly bite and inject <strong>the</strong>m with venom. Shamans who can<br />
withstand <strong>the</strong> potent toxins are able to see through <strong>the</strong> Great<br />
Green and into <strong>the</strong> Great Beyond.<br />
Purple Skullback Spiders (New Item)<br />
By eating a handful <strong>of</strong> <strong>the</strong>se plum-coloured arachnids, shamans<br />
enter a deep trance and begin cavorting to <strong>the</strong> mystical rhythms<br />
<strong>of</strong> <strong>the</strong> Great Beyond. On a failed Easy (+20) Toughness Test<br />
<strong>the</strong>y succumb to <strong>the</strong> toxins. Witnessing <strong>the</strong> dance has a hypnotic<br />
effect on Arachnaroks, allowing shamans to bond with<br />
<strong>the</strong>m afterwards (see pg. 94).<br />
Gift <strong>of</strong> <strong>the</strong> Spider-God (New Spell)<br />
Casting Number: 15<br />
Casting Time: one full action<br />
Ingredient: egg <strong>of</strong> an Arachnarok (+2)<br />
Description: The Spider-God blesses (Magic x 1d10) friendly<br />
Goblins, who spontaneously grow poisoned fangs (Natural<br />
Weapons). Victims <strong>of</strong> bite attacks must pass a Toughness Test<br />
or be paralyzed for 1d5 rounds. Poisoned fangs retract after<br />
Magic x 2 rounds.<br />
120