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Defenders of the Forest - Liber Fanatica

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Aoilym Fruit<br />

The Aoilym fruit (pronounced Ah-wee-lim) grows in a variety<br />

<strong>of</strong> colours and has an intoxicatingly sweet aroma, although<br />

curiously its flesh has a bitter rich flavour. The pear-shaped fruit<br />

is highly favoured by Asrai, and is sometimes used as bait by<br />

malicious forest spirits to lure foraging Wood Elves into <strong>the</strong>ir<br />

clutches. The Elves’ heightened senses and fondness for wild delicacies<br />

requires <strong>the</strong>m to pass a successful Routine (+10%) Will<br />

Power Test to resist <strong>the</strong> temptation <strong>of</strong> Aoilym. Eating <strong>the</strong> fruit<br />

is a feast beyond compare. Humans who consume <strong>the</strong> Aoilym<br />

fruit have <strong>the</strong>ir minds temporarily opened to <strong>the</strong> Aethyr, gaining<br />

<strong>the</strong> Magical Sense Skill as a Basic Skill<br />

(i.e. half Will Power) for 1d10 hours.<br />

Humans who already have <strong>the</strong> Magical<br />

Sense Skill gain a +10 bonus to navigating<br />

magical forests (see A<strong>the</strong>l Loren,<br />

Paths <strong>of</strong> Peril pg. 54). Aoilym fruit has<br />

no effect on Elves aside from inducing a<br />

state <strong>of</strong> sublime fulfilment.<br />

Elven Wine<br />

Fermented from <strong>the</strong> Aoilym fruit, honeyed Elven wine is a<br />

potent potable like no o<strong>the</strong>r. To Elves, it counts as Ale for<br />

purposes <strong>of</strong> Consume Alcohol Tests (WFRP pg. 115), however<br />

those who become stinking drunk and roll “Sleep…now…”<br />

must pass a Challenging (-10) Will Power Test or suffer a<br />

Minor Chaos Manifestation (see WFRP pg. 143 or RoS pg. 179<br />

& 250). Elves who drink a few glasses <strong>of</strong> this fine wine gain a<br />

+10% bonus to <strong>the</strong>ir Magical Sense skill for 1d10 hours.<br />

Humans who drink even a single glass <strong>of</strong> Elven wine must pass<br />

a Hard (-20) Toughness Test or have <strong>the</strong>ir minds completely<br />

opened to <strong>the</strong> Aethyr. They feel <strong>the</strong>ir spirits rise from <strong>the</strong>ir bodies<br />

with <strong>the</strong> effect <strong>of</strong> <strong>the</strong> Project Spirit spell (see RoS pg. 151)<br />

lasting 1d5 hours. Unlike <strong>the</strong> spell, however, if <strong>the</strong> spirit does<br />

not return to <strong>the</strong> body before <strong>the</strong> effects wear <strong>of</strong>f, <strong>the</strong> human<br />

will die, as his spirit is lost to <strong>the</strong> Aethyr forever. Humans drinking<br />

Elven wine gain Magical Sense as a Basic Skill (i.e. half Will<br />

Power) for 1d10 days. Those who already have Magical Sense<br />

gain a +10% bonus to navigating magical forests instead.<br />

He i r l o o m s o f t h e Fo r e s t<br />

Starfire Arrows<br />

Academic Knowledge: History<br />

Powers: When shaped into an arrowhead, <strong>the</strong> supernatural aura<br />

<strong>of</strong> a Unicorn’s horn (see OWB pg. 113) gives an arrow <strong>the</strong> ability<br />

to dispel <strong>the</strong> Daemonic Aura Talent (see OWB pg. 77) and<br />

imposes a -10% penalty to Daemonic Instability rolls.<br />

History: Starfire Arrowheads can only be crafted from <strong>the</strong> tip<br />

<strong>of</strong> a horn that is voluntarily given by a Unicorn. These arrows<br />

are <strong>the</strong>refore very rare, and are usually in <strong>the</strong> possession<br />

<strong>of</strong> Spellsingers or Grail Damsels for safekeeping until a time<br />

39<br />

Chapter V: Armoury and<br />

Equipment<br />

<strong>of</strong> need. It is rumoured amongst <strong>the</strong> Wood Elves that Unicorns<br />

withdraw to a sacred glade to die, and that <strong>the</strong>y lie down<br />

amongst <strong>the</strong> bones <strong>of</strong> <strong>the</strong>ir brethren to pass between worlds.<br />

The Rhymer’s Harp<br />

Academic Knowledge: History<br />

Powers: With a successful Performer (Musician) Test you are<br />

able to calm and mesmerise any <strong>Forest</strong> Spirits, such as Dryads,<br />

Spites, etc. While <strong>the</strong> harp is being played, Spirits within hearing<br />

distance sway in time to <strong>the</strong> music. Once <strong>the</strong> music stops,<br />

<strong>the</strong> spirits may awaken from <strong>the</strong>ir hypnotic states by using a<br />

Half Action. The harp’s player will <strong>the</strong>n receive a +10% bonus<br />

to any Fellowship-based Test with <strong>the</strong> spirits.<br />

History: Rumoured to have been lost, this magical harp once<br />

belonged to Yimas <strong>the</strong> Rhymer, a renowned songsmith <strong>of</strong> A<strong>the</strong>l<br />

Loren and companion <strong>of</strong> Naieth<br />

<strong>the</strong> Prophetess. Toge<strong>the</strong>r<br />

<strong>the</strong>y journeyed far and wide,<br />

<strong>of</strong>ten using <strong>the</strong> Shadow Walk<br />

while <strong>the</strong> enchanted notes <strong>of</strong><br />

Yimas’s harp granted <strong>the</strong>m safe<br />

passage and sanctuary.<br />

Moonstones <strong>of</strong> <strong>the</strong> Hidden Ways<br />

Academic Knowledge: History<br />

Powers: When held in proximity <strong>of</strong> an elemental fulcrum (see<br />

pg. 34), <strong>the</strong> moonstone turns to dust and a portal is automatically<br />

opened as though <strong>the</strong> spell Path Between Worlds had been<br />

cast (see pg. 32). If <strong>the</strong> bearer is a spellcaster, <strong>the</strong>y also receive<br />

a +10% bonus on <strong>the</strong>ir Will Power Test for navigating <strong>the</strong><br />

Shadow Walk.<br />

History: These arcane stones come in various types, each one<br />

associated with a natural Asrai element (see pg. 34). Azure<br />

pebbles discovered below <strong>the</strong> Waterfall Palace <strong>of</strong> <strong>the</strong> Naiad<br />

Court are made <strong>of</strong> crystallised magic washed downriver from <strong>the</strong><br />

Tears <strong>of</strong> Isha. Obsidian shards from Vaul’s Anvil and fossilised<br />

amber resin from <strong>the</strong> Oak <strong>of</strong> Ages are also potent Moonstones.<br />

All Moonstones contain sympa<strong>the</strong>tic magic linking A<strong>the</strong>l Loren<br />

with <strong>the</strong> Aethyr.

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