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Defenders of the Forest - Liber Fanatica

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Chapter IV: Wood Elf Magic<br />

Ta b l e 4.3: El e m e n t a l Fu l c r u m s<br />

Entry<br />

Fulcrum<br />

Exit Fulcrum (Modifier applies to all travellers’<br />

Will Power tests)<br />

Wood Wood (+20) Fire (+0) O<strong>the</strong>r (-20)<br />

Earth Earth (+20) Water (+0) O<strong>the</strong>r (-20)<br />

Fire Fire (+20) Metal (+0) O<strong>the</strong>r (-20)<br />

Metal Metal (+20) Earth (+0) O<strong>the</strong>r (-20)<br />

Water Water (+20) Wood (+0) O<strong>the</strong>r (-20)<br />

Air Air (+10) O<strong>the</strong>r (-10)<br />

Travellers wishing to return through <strong>the</strong> same aethyric pathway<br />

must cast Path Between Worlds again. This time, <strong>the</strong> elements<br />

are reversed (i.e. <strong>the</strong> entry fulcrum becomes <strong>the</strong> exit fulcrum,<br />

and vice versa).<br />

The Silver Path<br />

Once a portal to <strong>the</strong> Shadow Walk has been opened at <strong>the</strong> entry<br />

fulcrum by <strong>the</strong> casting <strong>of</strong> Path Between Worlds, travellers must<br />

follow a silver pathway through a surreal, nightmare world. The<br />

Shadow Walk is inhabited by Daemons and Shadow Beasts<br />

(pg. 102) which seek to lure travellers from <strong>the</strong> path. Reaching<br />

<strong>the</strong> exit fulcrum requires a Will Power Test from all travellers.<br />

Calculate Degrees <strong>of</strong> Success or Failure individually and consult<br />

<strong>the</strong> table below.<br />

As r a i El e m e n t a l Th e o r y<br />

High Elves recognise <strong>the</strong> traditional elements <strong>of</strong> Fire, Water,<br />

Earth and Air as <strong>the</strong> foundations <strong>of</strong> <strong>the</strong> magical arts. But as<br />

with all o<strong>the</strong>r aspects <strong>of</strong> <strong>the</strong>ir being, <strong>the</strong> Wood Elves’ elemental<br />

paradigm is influenced by <strong>the</strong>ir sylvan environment. Wood and<br />

Metal are also considered to be foundational elements. Fur<strong>the</strong>rmore,<br />

Air isn’t considered a normal element by <strong>the</strong> Asrai.<br />

Instead, it is considered a “binding” element through which<br />

<strong>the</strong> Winds <strong>of</strong> Magic flow more easily. This “elemental binding”<br />

concept is embodied in <strong>the</strong> yearly Wild Hunt, when thunderclouds<br />

roll across <strong>the</strong> treetops, lightning splits <strong>the</strong> sky, and howling<br />

gales carry Orion’s huntsmen al<strong>of</strong>t.<br />

Wood Elves recognise 6 elements: Water, Fire, Metal, Wood<br />

and Earth, with <strong>the</strong> aethyric element <strong>of</strong> Air as a binding force.<br />

It might seem strange to outsiders that Metal is viewed as a<br />

primary element, but <strong>the</strong> Wood Elves believe Metal is required<br />

for <strong>the</strong> generation <strong>of</strong> Earth.<br />

Ta b l e 4.4: Sh a d o w Wa l k Na v i g a t i o n<br />

Will Power Test<br />

3+DoS Pathfinder: You are in tune with <strong>the</strong> Aethyr, and<br />

reach <strong>the</strong> exit fulcrum after only 1d5-1 minutes<br />

<strong>of</strong> real time. In addition, you may rescue someone<br />

who is Lost in Time and Space!, or perceive<br />

an event that will soon come to pass.<br />

0-2 DoS Safe Passage: After following <strong>the</strong> silver path<br />

for 1d5-1 hours <strong>of</strong> real time, you reach <strong>the</strong> exit<br />

fulcrum without incident.<br />

0-2 DoF Shadow Beasts: After succumbing to nightmarish<br />

illusions, you are attacked by 1d5+2 Shadow<br />

Beasts (pg. 102). Your fellow travellers may join<br />

<strong>the</strong> fight, however after facing Shadow Beasts<br />

everyone must pass ano<strong>the</strong>r WP test to find <strong>the</strong><br />

silver path again.<br />

3-5 DoF Lost in Time and Space! (see pg. 58): You stray<br />

from <strong>the</strong> silver path and are left wandering aimlessly<br />

in limbo between worlds.<br />

6+ DoF Realms <strong>of</strong> Chaos: Your shadow-self is claimed<br />

by a daemon <strong>of</strong> Chaos leaving your physical<br />

body in a coma. Unless <strong>the</strong> daemon is located<br />

by its True Name and slain within 1d10 days, it<br />

delivers your soul to <strong>the</strong> Realms <strong>of</strong> Chaos and<br />

your body perishes. A Fate Point may be used to<br />

escape. Survivors <strong>of</strong> this ordeal gain 1d5 IP.<br />

34<br />

Metal and Fire have come to represent greed and war, which are<br />

considered <strong>the</strong> doom <strong>of</strong> both <strong>the</strong> lesser races and <strong>the</strong>ir own kin.<br />

The Asrai <strong>the</strong>refore use little metal aside from <strong>the</strong> blades and<br />

arrowheads needed to defend <strong>the</strong> forest, and fire is employed<br />

only towards creative ends. Wood is <strong>the</strong> most favoured element<br />

in Asrai mysticism, followed by Water and Earth. All magic is<br />

considered to rely upon Air.<br />

There is some minor conceptual variance among Wood Elves<br />

who live in unique environments. Treesingers from <strong>the</strong> Pine<br />

Crags recognise 5 elements instead <strong>of</strong> 6, conflating Metal and<br />

Earth toge<strong>the</strong>r as Stone. Disciples <strong>of</strong> Isha <strong>of</strong>ten speak <strong>of</strong> Moonlight<br />

as if it were a 7th element. The Lost Kindred believe that<br />

Wood is <strong>the</strong> universal binding element, ra<strong>the</strong>r than Air. These<br />

alternative <strong>the</strong>ories are not considered heretical (or even erroneous)<br />

by o<strong>the</strong>r Wood Elves; <strong>the</strong>y are simply “different truths”.

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