Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Chapter VI: Careers<br />
Substitutions: Replace Crossbow trapping with Longbow<br />
Kindreds: Vengeance, Younger<br />
Entries: Bodyguard, Hunter, Mercenary, Pit Fighter<br />
Exits: Enforcer, Mercenary, Protagonist, Scout, Targeteer, Vampire<br />
Hunter<br />
Ca r t o g r a p h e r<br />
Maps are useless in magical forests like A<strong>the</strong>l Loren because<br />
landmarks have a tendency to shift positions. Wood Elves who<br />
accept work as wilderness surveyors for human lords are scorned<br />
by many <strong>of</strong> <strong>the</strong>ir own kin.<br />
Substitutions: None<br />
Kindreds: Vengeance, Younger<br />
Entries: Messenger, Scout, Scribe, Student, Tradesman<br />
Exits: Artisan, Explorer, Forger, Scribe, Vagabond<br />
Di l e t t a n t e<br />
Most abstract knowledge is taught and learnt orally by Wood<br />
Elves, not through <strong>the</strong> printed medium. Due to <strong>the</strong>ir whimsical<br />
natures, Asrai pursuing conventional academia <strong>of</strong>ten have trouble<br />
remaining focused on <strong>the</strong>ir studies.<br />
Substitutions: None<br />
Kindreds: Younger<br />
Entries: Any career that includes Read/Write as a skill<br />
Exits: Apprentice Wizard, Charlatan, Initiate, Raconteur, Student,<br />
Tradesman<br />
En t e r t a i n e r<br />
Performance is more than just an art in Wood Elf culture; it’s also<br />
a means <strong>of</strong> channelling <strong>the</strong> Winds <strong>of</strong> Magic.<br />
Substitutions: Replace Common Knowledge (Empire) option<br />
with (Elves); replace Evaluate option with Channelling; replace<br />
Speak Language (Reikspiel) with (Eltharin). Replace Wrestling<br />
talent option with Aethyric Artistry (new – see sidebar).<br />
Kindreds: Wardancer, Younger<br />
Entries: Gambler, Herald, Raconteur, Rogue, Thief, Vagabond<br />
Exits: Charlatan, Gambler, Minstrel, Priest (Loec), Raconteur,<br />
Rogue, Thief, Wardancer<br />
New Ta l e n t: Ae t h y r i c Ar t i s t r y<br />
You can enhance <strong>the</strong> Winds <strong>of</strong> Magic with <strong>the</strong> power <strong>of</strong> your art.<br />
After a successful Perform Test, you can attempt a Channelling<br />
Test to increase all Casting Rolls made in <strong>the</strong> immediate vicinity<br />
by +1. Bonuses from multiple artists are stacked. However, any<br />
rolls made on <strong>the</strong> <strong>Forest</strong> Growth, Tzeentch’s Curse and Wrath <strong>of</strong><br />
<strong>the</strong> Gods tables are also increased cumulatively by +1 per artist.<br />
En v o y<br />
Wood Elves aren’t concerned with mercantile affairs. Instead,<br />
<strong>the</strong>ir Envoys travel to human settlements for <strong>the</strong> purpose <strong>of</strong><br />
negotiating land disputes with human nobles (<strong>of</strong>ten in <strong>the</strong><br />
company <strong>of</strong> a Spellweaver). Envoys to Bretonnia sometimes have<br />
secondary objectives: identification and abduction <strong>of</strong> magicallygifted<br />
human children.<br />
Substitutions: Replace Common Knowledge (Wasteland) with<br />
(Bretonnia); replace Evaluate with Magical Sense or Navigation;<br />
replace Haggle with Silent Move; replace Secret Language (Guild<br />
Tongue) with Ventriloquism; replace Trade (Merchant) with<br />
Outdoor Survival. Envoys from A<strong>the</strong>l Loren speak Bretonnian<br />
instead <strong>of</strong> Reikspiel.<br />
Kindreds: Glade Rider, Spellsinger, Wind Rider<br />
Entries: Spellsinger, Student, Tradesman<br />
Exits: Charlatan, Rogue, Student, Vagabond<br />
Ga m b l e r<br />
The young generation <strong>of</strong> Wood Elves who live near human settlements<br />
have learned that gambling is far more enjoyable than<br />
wage labour. Their nimble fingers make cheating easy for Elves.<br />
Substitutions: None<br />
Kindreds: Younger<br />
Entries: Entertainer, Noble, Rogue, Mercenary, Student, Thief,<br />
Vagabond<br />
Exits: Charlatan, Demagogue, Entertainer, Rapscallion, Rogue<br />
Hunter<br />
In Asrai culture, hunters honour each kill by <strong>of</strong>fering thanks to<br />
<strong>the</strong>ir dying prey. A prayer to Kurnous promises that every part <strong>of</strong><br />
<strong>the</strong> animal will be used.<br />
Substitutions: None<br />
Kindreds: Alter, Scout, Vengeance, Wild Rider<br />
Entries: Kithband Warrior<br />
Exits: Bounty Hunter, Kithband Warrior, Priest (Kurnous),<br />
Scout, Targeteer, Wildkin<br />
In i t i a t e<br />
Asrai mythology is a collection <strong>of</strong> morality fables about totemic<br />
trees and animals representing <strong>the</strong> gods Isha, Kurnous, Loec and<br />
Lileath. Wood Elf Initiates are storytellers who teach <strong>the</strong>se tales<br />
to children.<br />
Substitutions: Replace Speak Language (Classical) with Performer<br />
(Storyteller); replace Speak Language (Reikspiel) with<br />
(Eltharin).<br />
Kindreds: None<br />
Entries: Pilgrim, Raconteur, Scribe, Student, Treesinger<br />
Exits: Demagogue, Priest, Scribe<br />
Ki t h b a n d Wa r r i o r (Gl a d e Gu a r d)<br />
The frontline defenders <strong>of</strong> Laurëlorn are known as Kithband<br />
Warriors, whilst those <strong>of</strong> A<strong>the</strong>l Loren are called Glade Guards.<br />
Substitutions: None<br />
Kindreds: Warrior, Scout<br />
Entries: Hunter, Messenger<br />
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