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 Common Knowledge (Empire or Kislev)<br />
with (Elves or relevant Woodland Realm); replace Speak Language<br />
(Kislevite) option with (Bretonnian); replace Sail option<br />
with Secret Language (Ranger Tongue).<br />
Kindreds: None<br />
Entries: Kithband Warrior<br />
Exits: Boatman, Priest (Mathlann), Smuggler<br />
Ro g u e<br />
Wood Elves who live amongst humans are caught between two<br />
cultures. They emulate human dress and customs, but <strong>the</strong>ir free<br />
elven spirits inhibit <strong>the</strong>m from working normal jobs. For many<br />
<strong>of</strong> <strong>the</strong>se misfits, a rogue’s life is <strong>the</strong> best option.<br />
Substitutions: None<br />
Kindreds: Younger<br />
Entries: Entertainer, Envoy,<br />
Gambler, Horse Archer, Noble,<br />
Raconteur, Thief<br />
Exits: Charlatan, Demagogue, Entertainer,<br />
Gambler, Outlaw, Raconteur, Thief<br />
Sc r i b e (Archivist)<br />
Common lore is ingrained in <strong>the</strong> Asrai racial<br />
memory and passed along orally without need <strong>of</strong><br />
books. Therefore, Scribes are only found in remote<br />
Spellsinger Kithbands where Ariel’s magic hasn’t been<br />
mastered. These archivists translate and catalogue<br />
arcane scrolls collected from <strong>the</strong> outside world.<br />
Substitutions: Replace Secret Language (Guild Tongue)<br />
with (Arcane Elf).<br />
Kindreds: Spellsinger<br />
Entries: Apprentice Wizard, Cartographer, Initiate<br />
Exits: Apprentice Wizard, Cartographer, Initiate<br />
Sm u g g l e r<br />
Systemic racism makes it difficult for Wood Elves to join human<br />
guilds. Aspiring Asrai traders usually find <strong>the</strong>mselves operating<br />
outside <strong>the</strong> law. Their keen eyesight enables elves to transport<br />
goods at night without torchlight.<br />
Substitutions: Replace Drive with Ride; replace Speak Language<br />
(Kislevian) option with (Tilean). Replace Cart trapping option<br />
with Saddlebags; delete Torches.<br />
Kindreds: Younger<br />
Entries: Riverwarden<br />
Exits: Boatman, Charlatan, Thief<br />
St u d e n t<br />
Wood Elf students can learn esoteric Asrai <strong>the</strong>ories by listening<br />
closely to <strong>the</strong> lore songs <strong>of</strong> <strong>the</strong>ir elders. Students dwelling outside<br />
<strong>the</strong> forest read avidly, but o<strong>the</strong>rwise books are only studied for<br />
comparative insights into o<strong>the</strong>r cultures. Favoured subjects<br />
include History, Animistic Theology, Astrophysical Philosophy<br />
and Art Magic.<br />
48<br />
Substitutions: Replace Consume Alcohol option with Performer<br />
(Musician); replace Speak Language (Reikspiel) with (Eltharin).<br />
Kindreds: Spellsinger<br />
Entries: Dilettante, Envoy, Minstrel, Noble<br />
Exits: Apo<strong>the</strong>cary, Apprentice Wizard, Cartographer, Envoy,<br />
Gambler, Initiate, Raconteur<br />
Th i e f<br />
In Asrai society, <strong>the</strong>ft <strong>of</strong> an individual’s property is considered a<br />
crime against <strong>the</strong> entire Kinband, and is treated very seriously.<br />
Substitutions: Replace Gamble option with Swim.<br />
Kindreds: Vengeance, Younger<br />
Entries: Entertainer, Outlaw, Rogue, Smuggler, Vagabond<br />
Exits: Cat Burglar, Charlatan, Entertainer, Gambler, Rogue<br />
Th u g<br />
Wood Elves who work for human criminals are usually<br />
resentful <strong>of</strong> having sunk so low. Elf thugs are given <strong>the</strong><br />
dirtiest jobs because <strong>of</strong> <strong>the</strong>ir undeserved reputation for<br />
being cruel by nature.<br />
Substitutions: Replace Consume Alcohol with Shadowing;<br />
replace Gamble with Torture. Replace Knuckleduster<br />
trapping with Garrotte.<br />
Kindreds: Vengeance, Younger<br />
Entries: Protagonist<br />
Exits: Bodyguard, Interrogator, Mercenary, Pit Fighter, Racketeer<br />
Tr a d e s m a n<br />
All Wood Elves view <strong>the</strong>ir craft as an art, and <strong>the</strong>ir longevity<br />
allows <strong>the</strong>m to master several different forms, making <strong>the</strong>m<br />
respected members <strong>of</strong> a community.<br />
Substitutions: Replace Animal Care with Charm; replace Drive<br />
with Intimidate; replace Read/Write with Trade (Bowyer); replace<br />
Secret Language (Guilder) with Speak Language (Eltharin).<br />
Kindreds: None<br />
Entries: Dilettante<br />
Exits: Artisan, Cartographer, Envoy, Priest (Vaul)<br />
Va g a b o n d<br />
Wood Elf vagabonds travelling in <strong>the</strong> lands <strong>of</strong> Man are seen as<br />
a lower class <strong>of</strong> scum than most peasants, because <strong>the</strong>y attempt<br />
to blend in by wearing human styles. This normally results in a<br />
tasteless mixture <strong>of</strong> Wood Elf and human fashions.<br />
Substitutions: Replace Secret Language (Ranger Tongue or<br />
Thieves’ Tongue) with Concealment; replace Secret Signs (Ranger<br />
or Thief) with Set Trap. Replace Fleet-footed Talent with Hardy.<br />
Kindreds: Younger<br />
Entries: Cartographer, Cat Burglar, Entertainer, Envoy, Kithband<br />
Warrior, Pilgrim, Outlaw<br />
Exits: Entertainer, Gambler, Raconteur, Rapscallion, Scout,<br />
Thief