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Defenders of the Forest - Liber Fanatica

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Divine Auras<br />

Priests and Wizards channelling magic in a sacred glade receive<br />

bonuses ranging from +1 to +1d10 on <strong>the</strong>ir Casting Rolls when<br />

using a relevant Spell Lore (<strong>Forest</strong>s, Isha etc.). Additionally, a<br />

sacred glade can be imbued with 0-3 Divine Auras:<br />

Inspiration: Praying here attracts a Divine Blessing (WFRP pg.<br />

146) or a conditional Fortune Point relevant to <strong>the</strong> specific god,<br />

usually lasting 1 day.<br />

Divination: Images <strong>of</strong> distant happenings can be observed in<br />

scrying pools or <strong>the</strong> <strong>the</strong>atrical re-enactments <strong>of</strong> Spites.<br />

Healing: A spring <strong>of</strong> crystal-clear water restores 1d10 Wounds<br />

to anyone who drinks it. Healing glades are also common sites<br />

for fertility rituals.<br />

Purity: Asrai who aren’t Isha’s Orphans (pg. 7) can meditate<br />

here for 1d10 days to lose an Insanity Point. Extended Bran-Wa-<br />

Shin meditation (see sidebar) can even cure an existing Disorder<br />

besides <strong>the</strong> two listed.<br />

Sanctuary: Servants <strong>of</strong> Chaos must pass a Hard (-20) Will<br />

Power Test to enter <strong>the</strong> glade. Chaos Daemons failing <strong>the</strong> test<br />

become unstable.<br />

Wo o d El f Pr i e s t s<br />

The Asrai are spiritually inclined because <strong>of</strong> <strong>the</strong>ir soul-bond to<br />

Isha and <strong>the</strong>ir lifelong pursuit <strong>of</strong> Yenlui. For this reason, Wood<br />

Elves may enter <strong>the</strong> Priest Career through o<strong>the</strong>r avenues besides<br />

starting as an Initiate, as humans normally do. Wardancers,<br />

Hunters and Artisans are able to join <strong>the</strong> priesthoods <strong>of</strong> Loec,<br />

Kurnous and Vaul based on past devotion to <strong>the</strong>ir gods and<br />

inherited knowledge <strong>of</strong> divine principles. Wood Elves who wish<br />

to switch between different priesthoods must complete <strong>the</strong> Initiate<br />

Career as normal. A complete list <strong>of</strong> alternative Priest Entry<br />

Careers can be found on page 51.<br />

Co u n c i l o f Be a s t s<br />

In Asrai religion, nature spirits and spirit-animals are venerated<br />

as servants <strong>of</strong> <strong>the</strong> Elven gods and minor gods in <strong>the</strong>ir own right.<br />

Whenever <strong>the</strong> Elves form pacts with nature spirits (e.g. <strong>the</strong><br />

Great Council <strong>of</strong> A<strong>the</strong>l Loren), <strong>the</strong> animals and spirits assemble<br />

an independent Council <strong>of</strong> Beasts to make decisions on <strong>the</strong> forest’s<br />

behalf.<br />

The most influential spirits at <strong>the</strong>se ga<strong>the</strong>rings are <strong>the</strong> Brúidd,<br />

but every creature has a voice. Malla-room-ba-larin is <strong>the</strong> forest’s<br />

native tongue, <strong>the</strong>refore only Elves versed in <strong>the</strong> language may<br />

participate. Elven demigod avatars such as Orion, Ariel or Torothal<br />

are <strong>the</strong> ambassadors who voice Asrai concerns to <strong>the</strong> sylvan<br />

host. Typically, mortal Elves attend <strong>the</strong> Council <strong>of</strong> Beasts only<br />

during times <strong>of</strong> crisis. However, Spellsingers and Priests routinely<br />

negotiate local Kinband matters with individual spirits.<br />

Sy l v a n Pa c t s<br />

When Elves and forest spirits reached accord at <strong>the</strong> Great Council<br />

<strong>of</strong> Loren in -1125 IC, a distinct Asrai culture and religion<br />

took form. Although <strong>the</strong> original colonists from Ulthuan had<br />

built <strong>the</strong>ir settlements within sight <strong>of</strong> <strong>the</strong> forest’s edge, <strong>the</strong> first<br />

sylvan pact provided <strong>the</strong>m access to powerful magic from <strong>the</strong> sacred<br />

glades, allowing <strong>the</strong>m to move deeper within <strong>the</strong> woodland<br />

sanctuary.<br />

Ne w Ta l e n t: Br a n-Wa-Sh i n<br />

Description: You have been taught meditative techniques to<br />

erase painful memories from your mind. Once per week, in exchange<br />

for 50 XP, you can attempt a Will Power Test to remove<br />

a number <strong>of</strong> Insanity Points equal to <strong>the</strong> Degrees <strong>of</strong> Success<br />

(WFRP pg. 89). Should you succeed by 3 or more Degrees, you<br />

can remove ei<strong>the</strong>r <strong>the</strong> Venomous Thoughts or Host <strong>of</strong> Fiends<br />

disorders. This Talent can be learned by any Wood Elf, but only<br />

at a sacred glade, and only from mentors who are trained in<br />

Bran-wa-shin techniques <strong>the</strong>mselves.<br />

Each individual Asrai realm is defined to some extent by its sylvan<br />

pact. Typically, <strong>the</strong> local Brúidd grant Elves hunting rights<br />

and magical lore in exchange for services… or sacrifices. While<br />

<strong>the</strong> long centuries within <strong>the</strong> forest depths have made <strong>the</strong> Asrai<br />

dependent upon <strong>the</strong>ir spirit patrons (see Isha’s Orphans, pg. 7),<br />

most accept <strong>the</strong> principle that committing <strong>the</strong>ir souls to Isha<br />

<strong>of</strong>fers <strong>the</strong>ir best chance for salvation from Chaos.<br />

Th e Br ú i d d<br />

Ancient spirits called <strong>the</strong> Brúidd rule <strong>the</strong> world’s magical forests.<br />

As <strong>the</strong> spirit-lords are diverse in both appearance and behaviour,<br />

<strong>the</strong>re is no consensus on <strong>the</strong> Brúidd’s origins amongst Elves <strong>of</strong><br />

different cultures. Asrai priests believe <strong>the</strong> Brúidd are divine<br />

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