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Defenders of the Forest - Liber Fanatica

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Lost Heir <strong>of</strong> Dukae Tancred II: Einhard has been lost within<br />

<strong>the</strong> Naiads’ watery realm for eight years. Einhard’s grail quest<br />

required him to locate a peasant girl named Giselle whom he<br />

had loved as a boy. Class differences had forced <strong>the</strong> children to<br />

meet secretly at <strong>the</strong> river where Giselle washed laundry. One<br />

day, Einhard arrived to find Giselle’s laundry lying neatly folded<br />

on <strong>the</strong> riverbank but <strong>the</strong> girl was nowhere to be found. Einhard<br />

never forgot his childhood swee<strong>the</strong>art, and fifteen years later <strong>the</strong><br />

Lady <strong>of</strong> <strong>the</strong> Lake beckoned him to find her.<br />

When Einhard finally discovered <strong>the</strong> elusive Waterfall Palace, its<br />

Naiads informed him that Giselle had become a talented prophetess.<br />

Since her ability would be wasted as a court damsel in<br />

modern Bretonnia when more troubled times lay ahead, Giselle<br />

had chosen to enter <strong>the</strong> Cascade <strong>of</strong> Destiny. Einhard was <strong>of</strong>fered<br />

a choice: join Giselle in <strong>the</strong> Cascade <strong>of</strong> Destiny, or return to<br />

Quenelles with no memory <strong>of</strong> ei<strong>the</strong>r her or <strong>the</strong> Waterfall Palace.<br />

Einhard chose to follow Giselle.<br />

PCs may only rescue <strong>the</strong> couple by becoming Lost in Time<br />

and Space! (page 58) or entering <strong>the</strong> Cascade <strong>of</strong> Destiny (see<br />

O<strong>the</strong>rworld Portals, pg. 28). In <strong>the</strong> Naiads’ O<strong>the</strong>rworld realm,<br />

Einhard and Giselle manifest as a talking fish and a mermaid.<br />

Giselle will not leave unless persuaded that <strong>the</strong> fate <strong>of</strong> Bretonnia<br />

is at stake, and Einhard will remain by her side. Naiads will<br />

counter any attempt to remove <strong>the</strong> fated heroes against <strong>the</strong>ir will<br />

– using force if necessary.<br />

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

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

22. Council <strong>of</strong> Beasts<br />

Navigation: Challenging (-10)<br />

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

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

Kindreds: Alter<br />

Among <strong>the</strong> Ghur-infused birch glades, animals and Brúidd spirits<br />

assemble to resolve inter-species conflicts and discuss <strong>the</strong>ir<br />

relations with <strong>the</strong> Asrai. Stags enjoy <strong>the</strong> most influence, followed<br />

by owls, eagles and bears. However, every wild creature has a<br />

voice at <strong>the</strong> Council <strong>of</strong> Beasts. Chitters, squawks and roars are<br />

translated by talking animals and Brúidd for <strong>the</strong> benefit <strong>of</strong> o<strong>the</strong>r<br />

species. King Orion himself sometimes attends <strong>the</strong> council, and<br />

Elven Beastfriends are also welcomed.<br />

Cyanathair <strong>the</strong> Corruptor: Cyanathair wishes to bring great<br />

corruption upon <strong>the</strong> furry ga<strong>the</strong>ring when he next returns.<br />

23. The Bridge <strong>of</strong> Birds<br />

Navigation: Challenging (-10)<br />

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

Magic: Lore <strong>of</strong> Life (+1), Lore <strong>of</strong> Heavens (+1), Lore <strong>of</strong> Beasts<br />

(+1)<br />

Kindreds: Alter, Wild Rider, Wind Rider<br />

At a nexus <strong>of</strong> arcane confluence between earthbound, waterborne<br />

and wild magic, <strong>the</strong> river Grismerie is spanned by a great<br />

suspension bridge. Thousands <strong>of</strong> birds circle above <strong>the</strong> site,<br />

borne al<strong>of</strong>t by powerful updrafts. Several hundred more avian<br />

visitors loiter atop <strong>the</strong> bridge’s elegant white towers. The Bridge<br />

<strong>of</strong> Birds predates Elven memory, leading scholars to conclude<br />

that its origins date back to <strong>the</strong> Old Ones.<br />

By climbing <strong>the</strong> aethyric currents, winged creatures can attain<br />

incredible altitudes. Warhawks can even soar to <strong>the</strong> edge <strong>of</strong> <strong>the</strong><br />

celestial realm above <strong>the</strong> clouds, although Great Eagles are <strong>the</strong><br />

only beasts capable <strong>of</strong> carrying a rider to that dizzying height.<br />

Most <strong>of</strong> <strong>the</strong> airborne magic that rises from <strong>the</strong> Bridge <strong>of</strong> Birds<br />

returns to earth miles away infused in raindrops.<br />

24. King’s Glade<br />

Navigation: Challenging (-10)<br />

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

Magic: Lore <strong>of</strong> Beasts (+1), Lore <strong>of</strong> Life (+1)<br />

Kindreds: Eternal, Glamourweave, Scout, Spellsinger, Warrior,<br />

Waywatcher, Wild Rider<br />

The massive oaks <strong>of</strong> King’s Glade have been magically transformed<br />

by Treesingers into a hidden city. Camouflaged walkways<br />

connect dwellings high above <strong>the</strong> forest floor, and ear<strong>the</strong>n<br />

chambers exist amongst <strong>the</strong> roots below. The city surrounds a<br />

wide clearing from which <strong>the</strong> settlement originally earned its<br />

name. This clearing was where Orion burned himself to ashes<br />

and became immortalised as <strong>the</strong> first King <strong>of</strong> <strong>the</strong> Woods. Today,<br />

<strong>the</strong> clearing is a sacred ritual ground, and also a council glade<br />

where Ariel and Orion <strong>of</strong>ten hold court.<br />

71

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