Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Be c o m i n g Lo s t in t h e Fo r e s t<br />
Characters who become Lost in <strong>the</strong> <strong>Forest</strong> find <strong>the</strong>mselves completely<br />
disoriented by <strong>the</strong> shifting foliage. Subsequent Navigation<br />
or Magical Sense tests may be rolled only for <strong>the</strong> purpose<br />
<strong>of</strong> “Escaping Loren”. Being Lost in <strong>the</strong> <strong>Forest</strong> should be a truly<br />
harrowing experience; in addition to making Outdoor Survival<br />
Tests, <strong>the</strong> PCs will probably be threatened, stalked and attacked<br />
by Loren’s deadly flora and fauna.<br />
Escaping Loren<br />
Travellers who enter Loren are rarely permitted to leave. Those<br />
who aren’t captured or killed by <strong>the</strong> Asrai must contend with<br />
wild creatures and <strong>the</strong> forest’s vindictive spirits. Parties attempting<br />
to get home can only declare “Escape Loren” as <strong>the</strong>ir destination.<br />
Roll on <strong>the</strong> Navigation and Magical Sense table (pg. 54)<br />
and use <strong>the</strong> Lost in <strong>the</strong> <strong>Forest</strong> result. Native A<strong>the</strong>l Loren Elves<br />
who Escape Loren may return to <strong>the</strong>ir home glade or Kinband<br />
instead.<br />
Tr i a l s o f t h e Fo r e s t<br />
Chapter VII: The <strong>Forest</strong> <strong>of</strong><br />
A<strong>the</strong>l Loren<br />
GMs are encouraged to modify Trials <strong>of</strong> <strong>the</strong> <strong>Forest</strong> table results,<br />
or invent <strong>the</strong>ir own using <strong>the</strong> listed entries as guidelines for difficulty.<br />
Navigation Trials<br />
Once <strong>the</strong> travellers’ sense <strong>of</strong> purpose has been judged by <strong>the</strong> forest,<br />
<strong>the</strong>y must undergo a test <strong>of</strong> character. The GM rolls ei<strong>the</strong>r<br />
1d5, 1d10, or 1d5+5, and consults Table 7.1.<br />
Success: Parties who pass a Navigation Trial may proceed to<br />
<strong>the</strong>ir declared destination, at normal overland Movement rates<br />
with no terrain penalty. Passing a Trial <strong>of</strong> <strong>the</strong> <strong>Forest</strong> does not<br />
guarantee <strong>the</strong> travellers’ safe passage, but it does allow <strong>the</strong>m to<br />
reach <strong>the</strong>ir destination without becoming lost. Wild animals,<br />
Dryads and Elves might still hamper <strong>the</strong> party’s progress.<br />
Failure: Parties who fail <strong>the</strong>ir Navigation Trial suffer one or<br />
both Consequences, depending upon how badly <strong>the</strong>y failed.<br />
Travellers must sometimes undergo multiple Trials until <strong>the</strong>y<br />
ei<strong>the</strong>r become Lost in <strong>the</strong> <strong>Forest</strong>, Lost in Time and Space!, or<br />
Loren’s guardians finally deem <strong>the</strong>m worthy <strong>of</strong> passage.<br />
Diplomacy Trials<br />
In special cases, Loren may demand a Trial <strong>of</strong> <strong>the</strong> <strong>Forest</strong> to measure<br />
<strong>the</strong> PCs’ suitability as allies. PCs who pass Diplomacy Trials<br />
may travel to designated glades without fear <strong>of</strong> <strong>Forest</strong> Spirits<br />
or animals (but might still be opposed by Elves). PCs who fail<br />
Diplomacy Trials are spared from <strong>the</strong> full Consequences listed<br />
below; <strong>the</strong>y are usually just left alone instead. PCs who pass<br />
Diplomacy Trials are usually given a quest that ultimately serves<br />
<strong>the</strong> interests <strong>of</strong> Loren.<br />
56<br />
Ma g i c o f At h e l Lo r e n<br />
Loren’s unique magic originates from three major sources.<br />
Somewhere in <strong>the</strong> Grey Mountains, <strong>the</strong> mysterious Tears <strong>of</strong><br />
Isha infuse <strong>the</strong> rivers’ headwaters with <strong>the</strong> prophetic magic <strong>of</strong><br />
Azyr. Earthbound streams <strong>of</strong> Ghyran are channelled into Loren’s<br />
glades by ancient obelisks <strong>of</strong> Old One and Elven design. The<br />
primal magic <strong>of</strong> Ghur permeates Loren from <strong>the</strong> Wildwood,<br />
flowing along <strong>the</strong> paths between worlds.<br />
Although Azyr (blue), Ghyran (green) and Ghur (brown) are <strong>the</strong><br />
most abundant magicks found in Loren, every colour <strong>of</strong> magic<br />
coalesces at various locations. The purple winds <strong>of</strong> Shyish ga<strong>the</strong>r<br />
around Elven burial glades while Dhar settles amongst <strong>the</strong> cairns<br />
on <strong>the</strong> forest’s edge. Glittering Chamon collects at Vaul’s Anvil<br />
and in <strong>the</strong> wooded foothills to <strong>the</strong> south and east. Mists <strong>of</strong> Ulgu<br />
drift within Loren’s shaded hollows, pierced by occasional rays<br />
<strong>of</strong> Hysh which ba<strong>the</strong> <strong>the</strong> sacred glades in a heavenly radiance.<br />
Red magic is typically weak outside <strong>the</strong> protective waystones <strong>of</strong><br />
Vaul’s Anvil, because sylvan creatures despise fire. However, even<br />
<strong>the</strong> cleansing power <strong>of</strong> Aqshy sometimes has its place in Loren’s<br />
natural cycles.