Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Chapter VII: The <strong>Forest</strong> <strong>of</strong><br />
A<strong>the</strong>l Loren<br />
Trespassers are expected to travel in small groups. Loren’s spirits<br />
are automatically hostile to large groups <strong>of</strong> non-elven outsiders:<br />
# Travellers <strong>Forest</strong> Disposition<br />
1-5 As listed in gazetteer<br />
6-10 Hostile (-20)<br />
11+ Enemy (-30)<br />
Groups accompanied by a native Asrai guide may count <strong>the</strong>mselves<br />
as being one category smaller. <strong>Forest</strong> Spirit Dispositions<br />
can also be modified by Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong> (pg. 56-57).<br />
Paths <strong>of</strong> Peril<br />
PCs attempting to navigate Loren’s deadly paths must walk with<br />
a sense <strong>of</strong> purpose. After <strong>the</strong>y declare an intended destination,<br />
<strong>the</strong> GM locates <strong>the</strong> relevant Gazetteer entry and players roll a<br />
Navigation Test, applying <strong>the</strong> listed modifier. The GM checks<br />
Degrees <strong>of</strong> Success or Failure against <strong>the</strong> Navigation and Magical<br />
Sense sidebar (read <strong>the</strong> Travelling result), and <strong>the</strong>n rolls on<br />
<strong>the</strong> Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong> table. Certain glades can only be discovered<br />
by <strong>the</strong> PCs following aethyric currents using <strong>the</strong> Magical<br />
Sense skill.<br />
River Travel<br />
The rivers Grismerie and Brienne wind through Loren before<br />
crossing Bretonnia on course to <strong>the</strong> Great Ocean. PCs travelling<br />
upriver from Bretonnia will encounter waterfalls before <strong>the</strong>y<br />
reach Loren’s inner glades (see map). Loren’s rivers are guarded<br />
by <strong>the</strong> Naiads.<br />
The Shadow Walk<br />
Loren’s Warp-rifts are a well kept Elven secret. Trusted PCs<br />
accompanied by a Spellsinger might be allowed to teleport between<br />
locations using <strong>the</strong> Shadow Walk. Powerful Spellweavers<br />
can even teleport between A<strong>the</strong>l Loren and o<strong>the</strong>r forests in <strong>the</strong><br />
Old World. See page 33 for details on <strong>the</strong> Shadow Walk.<br />
Songlines<br />
Thousands <strong>of</strong> years ago during an age known as The Dreaming,<br />
Isha’s seed was brought to earth by “fallen gods”. Behind every<br />
glade and hollow is a unique creation myth encoded in Loren’s<br />
omniscient consciousness. The Asrai can travel swiftly by reciting<br />
songs which stir Loren’s memory <strong>of</strong> The Dreaming. These<br />
myth-songs reveal hidden paths known as “Songlines” that were<br />
once travelled by <strong>the</strong> fallen gods. Of course <strong>the</strong> totemic animal<br />
“gods” referenced in <strong>the</strong> myth-songs were in fact <strong>the</strong> Old Ones.<br />
Na v i g a t i o n, Ma g i c a l Se n s e a n d Un s k i l l e d Ex p l o r a t i o n<br />
When using Navigation or Magical Sense to travel through Loren, apply <strong>the</strong> location’s Navigation modifier and calculate Degrees<br />
<strong>of</strong> Success or Failure. If multiple characters possess <strong>the</strong>se skills, use <strong>the</strong> single best result. This table is also used to resolve being Lost<br />
in <strong>the</strong> <strong>Forest</strong>.<br />
Navigation<br />
(Intelligence - Advanced)<br />
Related Talents: Orientation,<br />
Super Numerate<br />
Magical Sense<br />
(Will Power - Advanced)<br />
Related Talents: Aethyric Attunement<br />
3+DoS Ariel’s Favour: The Queen <strong>of</strong> <strong>the</strong> Woods sees potential<br />
in <strong>the</strong> travellers. Their destination becomes<br />
accessible, or <strong>the</strong>y may Escape Loren after 1d5<br />
days. In addition, PCs may undertake a Diplomacy<br />
Trial (pg. 56)<br />
0-2 DoS Travelling: Roll 1d5+5 on Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong><br />
table<br />
Lost in <strong>the</strong> <strong>Forest</strong>: Emerge from Loren after<br />
1d10 days<br />
0-2 DoF Travelling: Roll 1d10 on Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong> table<br />
Lost in <strong>the</strong> <strong>Forest</strong>: Roll again after 1d10 days;<br />
test vs. Outdoor Survival or lose 1d5 Wounds<br />
3-5 DoF Travelling: Roll 1d5 on Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong> table<br />
Lost in <strong>the</strong> <strong>Forest</strong>: Roll again after 2d10 days;<br />
test vs. Outdoor Survival or lose 1d10 Wounds;<br />
test vs. Will Power or gain 1 IP<br />
6+ DoF Lost in Time and Space! (pg. 58)<br />
Un s k i l l e d Ex p l o r a t i o n<br />
Travelling: Attempting to discover a Loren location without<br />
Navigation or Magical Sense (or with no sense <strong>of</strong> purpose)<br />
requires a Will Power test from each traveller, adjusted by <strong>the</strong><br />
destination’s Navigation modifier:<br />
Success: Roll1d5 on Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong> table<br />
Failure: Lost in Time and Space! (pg. 58)<br />
To maintain a semblance <strong>of</strong> party unity, PCs who undertake Trials<br />
<strong>of</strong> <strong>the</strong> <strong>Forest</strong> may remain toge<strong>the</strong>r, and those becoming Lost<br />
in Time and Space! may also remain toge<strong>the</strong>r.<br />
Lost in <strong>the</strong> <strong>Forest</strong>: Parties without Navigation or Magical<br />
Sense that become Lost in <strong>the</strong> <strong>Forest</strong> may only wander aimlessly.<br />
Roll 1d100 for <strong>the</strong> entire group:<br />
1-10: Emerge from Loren after 1d10 days; test vs.<br />
Outdoor Survival or lose 1d5 Wounds<br />
11-30: Re-roll after wandering aimlessly for 1d10<br />
days; test vs. Outdoor Survival or lose 1d10 Wounds<br />
31-100: Lost in Time and Space! (pg. 58)<br />
54