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Defenders of the Forest - Liber Fanatica

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Pr i e s t s o f Va u l<br />

The Asrai <strong>of</strong> A<strong>the</strong>l Loren worship Vaul as a protector <strong>of</strong> <strong>the</strong><br />

forest. Priests <strong>of</strong> Vaul <strong>of</strong>fer regular sacrifices to <strong>the</strong> Cy<strong>the</strong>rai<br />

god Addaioth, Lord <strong>of</strong> Volcanoes, to placate him and tame <strong>the</strong><br />

caldera contained by magical waystones at <strong>the</strong> heart <strong>of</strong> Loren.<br />

Laurëlorn Elves do not have a volcanic temple <strong>of</strong> <strong>the</strong>ir own, so<br />

<strong>the</strong>y must trade with humans and gnomes for <strong>the</strong>ir metals.<br />

To complete <strong>the</strong>ir apprenticeships, aspiring devotees from outside<br />

A<strong>the</strong>l Loren must undertake a pilgrimage to Vaul’s Anvil.<br />

The most devoted smith-priests believe <strong>the</strong> joy <strong>of</strong> creation must<br />

necessarily be accompanied by suffering. Ritualistic scars decorating<br />

<strong>the</strong> smith-priests’ bodies symbolise <strong>the</strong> injuries suffered by<br />

<strong>the</strong>ir divine patron.<br />

Principles<br />

• Do not douse a fire without first giving thanks to Vaul.<br />

• Use only weapons whose makers are known to you.<br />

• Metal is precious: take good care <strong>of</strong> Vaul’s handiworks and<br />

retrieve every arrow.<br />

• Pray for Vaul’s aid in creative endeavours.<br />

• Seek inspiration from hardship.<br />

Th e Ot h e r w o r l d<br />

Asrai spiritualism is centred on a parallel reality where <strong>the</strong>y<br />

believe souls undergo a transformation before returning to <strong>the</strong><br />

forest in <strong>the</strong> form <strong>of</strong> new avatars. This alternate state <strong>of</strong> existence<br />

is called Annwyn by Elves and is known as “<strong>the</strong> O<strong>the</strong>rworld”<br />

to humans. The O<strong>the</strong>rworld is elementally linked to magical<br />

forests which anchor <strong>the</strong> two planes toge<strong>the</strong>r across <strong>the</strong> shadowy<br />

Space Between Worlds.<br />

Spatial coordinates have little meaning across <strong>the</strong> three dimensions.<br />

Ghosts in <strong>the</strong> O<strong>the</strong>rworld cast reflections many miles<br />

from <strong>the</strong> tree where a person died. Fur<strong>the</strong>rmore, continuity<br />

between O<strong>the</strong>rworld realms is negated by a vast, starry blackness<br />

called The Void that isolates realms, like islands in a cosmic<br />

ocean. The manifold O<strong>the</strong>rworld realms serve as “pocket dimensions”<br />

<strong>of</strong> sanctuary from Chaos.<br />

multiple O<strong>the</strong>rworld locations. Small portals (e.g. rabbit holes,<br />

hollow trees) usually lead to a single location.<br />

• Phase Shifting: Priests <strong>of</strong> Isha may enter with <strong>the</strong> Moon<br />

Shift spell (pg. 20).<br />

Exiting: Characters can only leave <strong>the</strong> O<strong>the</strong>rworld by<br />

three methods:<br />

• Magic: Elven mages and priests may exit using <strong>the</strong> spells<br />

Path Between Worlds (pg. 32) or Moon Shift (pg. 20).<br />

• Reincarnation: Elven ghosts can return to <strong>the</strong> <strong>Forest</strong> in<br />

ano<strong>the</strong>r avatar (usually a tree or animal).<br />

• Stepping into <strong>the</strong> Void: Characters who enter <strong>the</strong> Void<br />

at <strong>the</strong> edge <strong>of</strong> an O<strong>the</strong>rworld realm become Lost in Time and<br />

Space! (pg. 58) and may not return to <strong>the</strong> O<strong>the</strong>rworld.<br />

The O<strong>the</strong>rworld is more akin to a limbo for Elves than an<br />

afterlife, although gifted children from Bretonnia also receive<br />

spiritual enlightenment <strong>the</strong>re (see Bretonnia and <strong>the</strong> Fay Court<br />

sidebar, pg. 53). Spellsingers and Priestesses <strong>of</strong> Isha can travel<br />

between dimensions magically. Without Elven assistance,<br />

humans can only visit O<strong>the</strong>rworld realms by appeasing spiritguardians<br />

or discovering a natural portal. Visitors to <strong>the</strong> O<strong>the</strong>rworld<br />

don’t always leave…<br />

Ru l e s<br />

En t e r i n g: Characters can enter <strong>the</strong> O<strong>the</strong>rworld by four<br />

methods:<br />

• Silver Paths: The O<strong>the</strong>rworld is connected to magical<br />

forests by <strong>the</strong> Shadow Walk (pg. 33). Characters cannot travel<br />

between two O<strong>the</strong>rworld locations on <strong>the</strong> silver paths.<br />

• Lost in Time and Space: Characters who become Lost in<br />

Time and Space! (pg. 58) may arrive in <strong>the</strong> O<strong>the</strong>rworld instead<br />

<strong>of</strong> rolling on Table 7.2, at <strong>the</strong> GM’s discretion.<br />

• Portals: Large portals (e.g. Naiad palaces) can bridge<br />

27<br />

Av a t a r s: Characters who enter <strong>the</strong> O<strong>the</strong>rworld (alive or<br />

dead) usually take on a new avatar:<br />

• Elves: Elves change slightly in appearance, adopting a<br />

fay aspect.<br />

• Humans: Normal humans adopt animal (or half-animal)<br />

avatars in <strong>the</strong> O<strong>the</strong>rworld. Magically-gifted humans adopt a fay<br />

aspect.<br />

• Ghosts: Elven ghosts can appear in <strong>the</strong>ir mortal forms, or as<br />

trees or animals. Human ghosts do not exist in <strong>the</strong> O<strong>the</strong>rworld.<br />

Co m b a t & Da m a g e: Combat is resolved normally in<br />

<strong>the</strong> O<strong>the</strong>rworld, except slain characters become Ghosts. Elven<br />

ghosts remain in <strong>the</strong> O<strong>the</strong>rworld; Human ghosts immediately<br />

phase-shift to <strong>the</strong> Space Between Worlds.<br />

Ma g i c: Only <strong>the</strong> following Magic Lores can be used in <strong>the</strong><br />

O<strong>the</strong>rworld:<br />

• Elves: <strong>Forest</strong>s, A<strong>the</strong>l Loren, Isha, Kurnous, Morai-Heg<br />

• Humans: Life, Heavens, Beasts

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