Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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>