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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

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