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Defenders of the Forest - Liber Fanatica

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5. Meadow Glades<br />

Navigation: Easy (+20)<br />

<strong>Forest</strong> Disposition: Neutral (0)<br />

Magic: Normal<br />

Kindreds: Glade Rider, Scout<br />

Chapter VII: The <strong>Forest</strong> <strong>of</strong><br />

A<strong>the</strong>l Loren<br />

1,600 years ago, <strong>the</strong> elves <strong>of</strong> Equos were temporarily forced<br />

from <strong>the</strong>ir homes. Ariel upheld her commitment to <strong>the</strong> sylvan<br />

pact by destroying Castle Fulk and allowing <strong>the</strong> Elves to resettle<br />

<strong>the</strong>ir glades. Today <strong>the</strong> expert horsemen <strong>of</strong> Equos vigilantly<br />

scour <strong>the</strong> Meadow Glades for unwanted trespassers.<br />

Loren’s south-western expanse gives way to scrubland approaching<br />

<strong>the</strong> Irrana Mountains. Despite being contained within<br />

<strong>the</strong> Sentinels, <strong>the</strong> Meadow Glades’ trees grow only in isolated<br />

copses. Elven scholars postulate that <strong>the</strong> Old Ones were forced<br />

to depart <strong>the</strong> world whilst Loren was still being seeded, so <strong>the</strong><br />

Meadow Glades were left unfinished. Before <strong>the</strong> Great Sylvan<br />

Council, Wood Elves lived primarily in <strong>the</strong> Meadow Glades and<br />

on <strong>the</strong> Wild Heath.<br />

Today, <strong>the</strong> Meadow Glades are a popular riding range for<br />

Elven horsemen and charioteers. The region is also a frequent<br />

battleground for Elven conflicts against greenskin and human<br />

invaders. In 1670 IC, an Imperial army led by Count Ulrich<br />

von Schloss tried to attack Quenelles by circumnavigating Loren<br />

through <strong>the</strong> Irrana Mountains. The Count’s army found itself<br />

ambushed in <strong>the</strong> Meadow Glades instead. Goblin warlords<br />

prefer to engage Elves in <strong>the</strong> Meadow Glades because its open<br />

terrain allows <strong>the</strong>ir armies to assemble in large numbers.<br />

Iron Orcs and Sou<strong>the</strong>rn Men: Tileans migrating northward are<br />

usually deposited from Irrana Mountain passes into <strong>the</strong> Meadow<br />

Glades. Until recently, Elves had allowed occasional migrants<br />

to camp temporarily in <strong>the</strong> Glades, but lately <strong>the</strong>se camps have<br />

been used as bases by Tilean tomb robbers. Any interference<br />

with Wild Heath burial mounds is denounced as vandalism by<br />

<strong>the</strong> Elves. Adventurers travelling through <strong>the</strong> Meadow Glades<br />

might be called upon to mediate a clash between Elves and<br />

Tileans, or gain <strong>the</strong> Elves’ trust by apprehending a notorious<br />

Tilean tomb robber.<br />

Cyanathair <strong>the</strong> Corruptor: Cyanathair’s Beastmen are currently<br />

<strong>the</strong> Meadow Glades’ greatest threat. After being repelled by <strong>the</strong><br />

elves <strong>of</strong> Coeth-Mara, Cyanathair ordered his minions to find<br />

a weaker point <strong>of</strong> entry into <strong>the</strong> forest. Hungry warherds now<br />

launch forays into <strong>the</strong> Meadow Glades from <strong>the</strong>ir tainted domain<br />

located directly sou<strong>the</strong>ast. Elven scout riders have engaged<br />

<strong>the</strong>se Beastmen in running battles, attempting to bait <strong>the</strong>m<br />

away from A<strong>the</strong>l Loren. Consequently, misdirected warherds<br />

have wandered into <strong>the</strong> Wild Heaths and even beyond to <strong>the</strong><br />

Carcasonnian fiefdom <strong>of</strong> Lord Prithard.<br />

6. Halls <strong>of</strong> Equos<br />

Navigation: Average (0)<br />

<strong>Forest</strong> Disposition: Congenial (+10)<br />

Magic: Normal<br />

Kindreds: Eternal, Glade Rider, Scout, Spellsinger, Warrior,<br />

Waywatcher<br />

The Halls <strong>of</strong> Equos were amongst <strong>the</strong> first Asrai settlements established<br />

within Loren’s borders after <strong>the</strong> Sylvan Council. When<br />

Baron Fulk attempted to expand his realm into Loren nearly<br />

65<br />

Equos is relatively easy for outsiders to find at <strong>the</strong> edge <strong>of</strong> Loren.<br />

To compensate for its strategic disadvantage, <strong>the</strong> scattered collective<br />

<strong>of</strong> communities lacks a central palace or council building.<br />

Visitors wishing to contact a Highborn <strong>of</strong> Equos must announce<br />

<strong>the</strong>ir presence at one <strong>of</strong> <strong>the</strong> outposts and patiently await<br />

a response. Word travels quickly in <strong>the</strong> Halls <strong>of</strong> Equos, borne by<br />

swift Elven riders who can navigate <strong>the</strong> forest with ease. Nobles<br />

<strong>of</strong> Equos are proud warriors who <strong>of</strong>ten ride amongst <strong>the</strong>ir kinfolk<br />

wearing common garb, and <strong>the</strong>ir halls are unostentatious.<br />

Cyanathair <strong>the</strong> Corruptor, Iron Orcs and Sou<strong>the</strong>rn Men:<br />

Opinions on how to resolve <strong>the</strong> Meadow Glades situation are<br />

currently divided. Half <strong>of</strong> Equos’ nobles would like to recruit<br />

Bretonnian aid against <strong>the</strong> Beastmen, whilst <strong>the</strong> o<strong>the</strong>r half<br />

worries that human knights would be compelled to cleanse <strong>the</strong><br />

Wildwood after Cyanathair was defeated. Messengers for Duke<br />

Huebald might achieve a compromise: if Huebald stops Tileans<br />

from disturbing dark magic in <strong>the</strong> Meadow Glades, <strong>the</strong> elves<br />

will keep Beastmen out <strong>of</strong> Carcasonne. Parties who inquire<br />

about a solution to <strong>the</strong> Iron Orcs are directed to Vaul’s Anvil, if<br />

accompanied by Sir Valaire.<br />

Lost Heir <strong>of</strong> Duke Tancred II: Duke Tancred’s lost heir, Einhard,<br />

was seen nine years ago by a Waywatcher <strong>of</strong> Equos. The<br />

knight appeared to have earned <strong>the</strong> Naiads’ favour whilst travelling<br />

up <strong>the</strong> Brienne. Local elves can identify Tancred’s magical<br />

lance as a strange elven weapon, perhaps crafted by master smith<br />

Daith himself.<br />

7. Oak <strong>of</strong> Ages<br />

Navigation: Easy (+20)<br />

<strong>Forest</strong> Disposition: Congenial (+10)<br />

Magic: All Lores except Dark Lores (+2)<br />

Kindreds: Eternal, Glamourweave, Waywatcher, Wind Rider<br />

History<br />

The nerve center <strong>of</strong> Loren’s sentience is an oak tree <strong>of</strong> such<br />

unearthly proportions that its uppermost branches disappear<br />

amidst <strong>the</strong> clouds. The Oak <strong>of</strong> Ages is visible as a distant “beanstalk”<br />

from most treetops within Loren, and can even be spotted<br />

from <strong>the</strong> Wild Heaths in clear wea<strong>the</strong>r. Elves and interlopers<br />

alike have used <strong>the</strong> oak as a landmark for navigating Loren. According<br />

to elven scholars, <strong>the</strong> Oak <strong>of</strong> Ages was <strong>the</strong> very first tree<br />

in <strong>the</strong> Old World, planted by <strong>the</strong> Old Ones as an umbilical cord<br />

for aethyric magic.<br />

During <strong>the</strong> Winter <strong>of</strong> Woe in -1125 IC, an Orcish horde assaulted<br />

A<strong>the</strong>l Loren with such intensity that <strong>the</strong> beleaguered<br />

elves were pressed back to <strong>the</strong> Oak <strong>of</strong> Ages. At that time, <strong>the</strong><br />

Sylvan Pact was newly formed and most <strong>of</strong> Loren’s spirits slept.

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