Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Chapter XII: Revolutions<br />
in Progress<br />
Searching <strong>the</strong> area yields a torn, bloody robe identical to <strong>the</strong><br />
illusory Elven maiden’s. Search and Follow Trail Tests also<br />
reveal up to three sets <strong>of</strong> tracks around <strong>the</strong> stone, depending on<br />
<strong>the</strong> number <strong>of</strong> successful tests (see mini-map oposite):<br />
25 50<br />
1 Success Gamekeeper (1 adult humanoid) running from<br />
Camp, past Sentinel into Wild Heath<br />
2 Successes Marianne and Jean-Michel (2 humanoids) running<br />
from Sentinel into Loren<br />
3 Successes Lilids running into Loren (3 tree creatures) and<br />
to Gamekeeper Camp (1 tree creature)<br />
Na v i g a t i o n & Tr i a l s o f t h e Fo r e s t<br />
Na v i g a t i o n<br />
PCs needn’t roll Navigation Tests if <strong>the</strong>y are following an NPC<br />
guide (e.g. Loba, Cerulan) or using <strong>the</strong> Shadow Walk (e.g.<br />
pursuing Lilids). Unguided travellers must use <strong>the</strong> normal A<strong>the</strong>l<br />
Loren Navigation rules (pg. 53).<br />
become lost – Elf or Human – Zephyr is believed to keep <strong>the</strong>m<br />
safe. He loves riddles and considers all <strong>of</strong> Loren’s child-sanctuaries<br />
to be his domain.<br />
Tr i a l s o f t h e Fo r e s t<br />
Unguided travellers roll normally on Table 7.1: Trials <strong>of</strong> <strong>the</strong><br />
<strong>Forest</strong> (pg. 57). Following Loba or tracking <strong>the</strong> twins can trigger<br />
a special trial, <strong>the</strong> Riddle <strong>of</strong> Zephyr:<br />
Ri d d l e o f Ze p h y r<br />
Characters might be intercepted by a Brúidd spirit called<br />
Zephyr who appears as a golden-skinned boy. Cherubic laughter<br />
echoes through <strong>the</strong> gloom. Zephyr appears quite suddenly,<br />
perched on a branch above <strong>the</strong> PCs’ heads. He chides <strong>the</strong>m<br />
playfully and inquires about <strong>the</strong>ir business, before posing a<br />
riddle:<br />
“It eats without chewing, and speaks without words. When it<br />
walks, it becomes something else.”<br />
Answer: a baby or infant<br />
If answered correctly, Zephyr informs PCs <strong>the</strong>y may travel<br />
through his realm; <strong>the</strong>n he dances <strong>of</strong>f across <strong>the</strong> treetops. If<br />
answered incorrectly, Zephyr frowns and tells PCs to go home;<br />
<strong>the</strong>y become Lost in <strong>the</strong> <strong>Forest</strong> (see sidebar, pg. 130).<br />
Zephyr, Protector <strong>of</strong> Loren’s Children<br />
The golden-skinned Brúidd spirit Zephyr is revered by many<br />
Wood Elves as a Herald <strong>of</strong> Loec. He knows <strong>the</strong> forest well<br />
and holds influence on <strong>the</strong> Council <strong>of</strong> Beasts. When children<br />
In addition to his role as a protector, Zephyr also ensures that<br />
<strong>the</strong> sylvan pact with <strong>the</strong> Elves is honoured. These duties sometimes<br />
conflict. Currently, Zephyr is trying to prevent Jean-Michel<br />
from leaving A<strong>the</strong>l Loren and instead return him to Bhati,<br />
meanwhile ensuring that <strong>the</strong> boy doesn’t fall prey to Bhati’s<br />
Lilids (who Zephyr himself is ra<strong>the</strong>r afraid <strong>of</strong>).<br />
Sp e c i a l Ability: El u d e Ca p t u r e<br />
Zephyr is very difficult to catch because his route always leads<br />
through Loren’s most perilous areas. With M 6 and an array <strong>of</strong><br />
Talents including Treewalker and Flee!, he can escape through<br />
wooded terrain at Movement 9 (-1 M if carrying a small child).<br />
Grapple attempts against Zephyr are penalised by -20% due to<br />
his slippery skin.<br />
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