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Defenders of the Forest - Liber Fanatica

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Ot h e r Lo c a t i o n s<br />

A<strong>the</strong>l Loren is full <strong>of</strong> fantastic places. Any <strong>of</strong> <strong>the</strong>se locations<br />

could conceivably be detailed to provide <strong>the</strong> setting for an entire<br />

adventure.<br />

11. Nor<strong>the</strong>rn Sentinels<br />

Navigation: N/A<br />

<strong>Forest</strong> Disposition: Hostile (-20)<br />

Magic: Normal (-1D through boundary)<br />

Kindreds: Scout<br />

Loren is feared by most Bretonnians in <strong>the</strong> region <strong>of</strong> Parravon,<br />

who refer to its Sentinels as <strong>the</strong> “frontière de terreur”, “knights’<br />

gravestones”, or “watchstones”. A trail leading to <strong>the</strong> Glade <strong>of</strong><br />

<strong>the</strong> Lost is accessible to humans, but locals are still wary <strong>of</strong> disturbing<br />

even a single leaf. See page 58 for Sentinel rules.<br />

12. Glade <strong>of</strong> <strong>the</strong> Lost<br />

Navigation: Very Easy (+30)<br />

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

Magic: Lore <strong>of</strong> Death (+1)<br />

Kindreds: Scout<br />

This glade was abandoned by Elves long ago. According to<br />

legend, <strong>the</strong> Lost Kindred migrated east when <strong>the</strong>ir magnificent<br />

Wy<strong>the</strong>l trees ceased to grow in Loren. Bereaved Parravonian<br />

mo<strong>the</strong>rs now seek out a clearing called <strong>the</strong> Glade <strong>of</strong> Children,<br />

where Loren’s fay occasionally release wrongfully abducted<br />

youths.<br />

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

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

69<br />

13. Hills <strong>of</strong> <strong>the</strong> Dead<br />

Navigation: Easy (+20)<br />

<strong>Forest</strong> Disposition: Cold (-10)<br />

Magic: Lore <strong>of</strong> Death (+2)<br />

Kindreds: None<br />

These sparsely-wooded highlands are nominally part <strong>of</strong> A<strong>the</strong>l<br />

Loren. Human worshippers <strong>of</strong> Ishernos <strong>the</strong> Earth Mo<strong>the</strong>r live in<br />

secret enclaves amongst <strong>the</strong> hills. Centuries ago, <strong>the</strong>se hedgefolks’<br />

ancestors fled here from <strong>the</strong> Empire to escape forceful<br />

conversion. Asrai tolerate <strong>the</strong> hedgefolk and <strong>the</strong>ir wraith-haunted<br />

henges because Ishernos is seen as a quaint, human imitation<br />

<strong>of</strong> <strong>the</strong> goddess Isha.<br />

14. Western Sentinels<br />

Navigation: N/A<br />

<strong>Forest</strong> Disposition: Cold (-10)<br />

Magic: Normal (-1D through boundary)<br />

Kindredss: Scout<br />

People <strong>of</strong> Quenelles fear Loren but <strong>the</strong>y do sometimes have<br />

friendly contact with Elves. The Sentinels along Loren’s western<br />

border are known locally as <strong>the</strong> “ligne magie”, “forest’s teeth” or<br />

“waystones”. See page 58 for Sentinel rules. The region where<br />

<strong>the</strong> river Brienne emerges from Loren’s borders is patrolled by a<br />

Grail Knight serving <strong>the</strong> Naieth <strong>the</strong> Prophetess.<br />

Lost Heir <strong>of</strong> Duke Tancred II: PCs who are ambushed by<br />

Dryads while delivering Étoile de Chêne might be relieved when<br />

<strong>the</strong> knight arrives to dismiss <strong>the</strong> spirits after 1d5+3 rounds. The<br />

mysterious knight wears a patchwork <strong>of</strong> archaic armour bearing<br />

no heraldry and rides an Elven Steed.<br />

15. Greenskin Monolith <strong>of</strong> Anghifyl<br />

Navigation: Easy (+20)<br />

<strong>Forest</strong> Disposition: Cold (-10)<br />

Magic: Normal<br />

Kindreds: None<br />

This region’s largest burial cairn is crowned by a monolith<br />

shaped curiously like an Orc. During <strong>the</strong> second Bretonnian<br />

Errantry War, <strong>the</strong> stone-shaper Anghifyl fought a magical battle<br />

here against an Orc shaman named Oddbone. Greenskins who<br />

can’t comprehend <strong>the</strong> warnings inscribed on <strong>the</strong> Sentinels always<br />

pay heed to Anghifyl’s monolith.<br />

16. Tree <strong>of</strong> Woe<br />

Navigation: Routine (+10)<br />

<strong>Forest</strong> Disposition: Hostile (-20)<br />

Magic: Lore <strong>of</strong> Chaos (+1)<br />

Kindreds: None<br />

The gnarled and blackened Tree <strong>of</strong> Woe is a legacy <strong>of</strong> Cyanathair’s<br />

first assault against Loren, launched in -813 IC. The<br />

Treeman Coeddil brought Cyanathair to quarter on <strong>the</strong> forest’s<br />

northwestern edge, where <strong>the</strong> creature was held in place and<br />

destroyed by Ariel’s magic. The Tree <strong>of</strong> Woe is a charred shell <strong>of</strong>

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