Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Chapter VIII: The Laurëlorn<br />
<strong>Forest</strong><br />
Ce l e s t i a l St o r m s<br />
Unlike A<strong>the</strong>l Loren where Earthbound magic fluctuates gradually<br />
with <strong>the</strong> seasons, Laurëlorn’s magic is in a constant state <strong>of</strong><br />
flux determined by <strong>the</strong> moon, sun and planetary positions. In<br />
sentient zones, <strong>the</strong>re is a 25% chance <strong>of</strong> celestial events occurring<br />
every day. When an event occurs, roll 1d10:<br />
1-3: Asuryan’s Rage interferes with Casting Rolls (-1), Magical<br />
Sense (-10), and counts as <strong>the</strong> Summer’s Heat spell in sentient<br />
regions <strong>of</strong> <strong>the</strong> forest at mid-day (see RoS pg. 154).<br />
4-6: Morrslieb Waxing can double Insanity Points received,<br />
and those touched by its light are also more prone to mutations<br />
(-10 to resist). Confers a bonus to Casting Rolls (+1) but also<br />
worsens Tzeentch’s Curse results (increase by one category).<br />
7-9: Astral Conjunctions enhance Magical Sense (+10) and<br />
confer a 1d10 bonus to all Casting Rolls for Rituals.<br />
10: Storms <strong>of</strong> Magic can enhance spell effects like <strong>the</strong> Magic<br />
Focus ability (see RoS pg. 191), but lightning wracks <strong>the</strong> skies<br />
and magic users are more prone to Tzeentch’s Curse (extra Chaos<br />
Die). Characters in a sentient region could be involuntarily<br />
teleported to ano<strong>the</strong>r sentient region, at <strong>the</strong> GM’s discretion.<br />
Ad v e n t u r e Se e d<br />
This plot thread can be expanded into a full adventure or<br />
combined with o<strong>the</strong>r adventure seeds to make a full Laurëlorn<br />
campaign.<br />
Th e Bl a d e Re f o r g e d<br />
The Sons <strong>of</strong> Ulric, a radical splinter group <strong>of</strong> <strong>the</strong> Cult <strong>of</strong> Ulric,<br />
have infiltrated <strong>the</strong> main order’s current leadership. Through<br />
hidden agents, a charismatic leader has orchestrated <strong>the</strong> <strong>the</strong>ft<br />
<strong>of</strong> <strong>the</strong> shards <strong>of</strong> Caledfwlch, <strong>the</strong> fabled Dragon Sword <strong>of</strong> Artur,<br />
from <strong>the</strong> vaults beneath <strong>the</strong> Temple <strong>of</strong> Ulric. Claiming to be<br />
born <strong>of</strong> <strong>the</strong> blood <strong>of</strong> Artur, <strong>the</strong> sect’s leader believes that <strong>the</strong><br />
wielder <strong>of</strong> <strong>the</strong> reforged blade will unify <strong>the</strong> divided Sons <strong>of</strong><br />
Ulric and become both High Priest and Graf <strong>of</strong> Middenheim by<br />
divine right.<br />
Now <strong>the</strong> Sons <strong>of</strong> Ulric carry <strong>the</strong> shards to <strong>the</strong> settlement <strong>of</strong><br />
Glassenberry, believing only <strong>the</strong> Elves <strong>of</strong> Laurëlorn can reforge<br />
<strong>the</strong> blade. But with Middenland’s forces still depleted from <strong>the</strong><br />
Storm <strong>of</strong> Chaos and unchecked deforestation encroaching on<br />
Laurëlorn’s border, Graf Todbringer correctly concludes that an<br />
armed expedition into <strong>the</strong> woodland realm would risk sparking<br />
a wider conflict. Therefore, Ulrich Schutzmann, Midden<br />
Marshall in charge <strong>of</strong> Middenheim in <strong>the</strong> Graf’s absence, has<br />
decided to assemble a smaller party to avoid undue attention.<br />
Enter <strong>the</strong> Heroes<br />
Recovering <strong>the</strong> blade <strong>of</strong> Artur is an ideal quest for adventurers<br />
wishing to impress <strong>the</strong> powers that be. The cover for <strong>the</strong><br />
expedition is an innocent trip to harvest <strong>the</strong> exotic Moonflower<br />
moss (pg. 111). The Guild <strong>of</strong> Wizards and Alchemists believe<br />
<strong>the</strong> moss can be alchemically modified to cure humans like it<br />
does Elves, and cure a plague afflicting Middenheim’s refugee<br />
camps. An intermediary arranges for <strong>the</strong> PCs to meet Fanamis<br />
Shassaran, proprietor <strong>of</strong> <strong>the</strong> Harvest Goose (AoM pg. 15) with<br />
contacts in <strong>the</strong> Wood Elf community and <strong>the</strong> Fairs <strong>of</strong> Liadriel<br />
from whom <strong>the</strong> rare herbs can be purchased. After gaining entry<br />
into Laurëlorn, <strong>the</strong> PCs must track down <strong>the</strong> Sons <strong>of</strong> Ulric and<br />
reclaim <strong>the</strong> Dragon Sword.<br />
La u r ë l o r n Fo r e s t Ga z e t t e e r<br />
The Laurëlorn is a mixture <strong>of</strong> normal and sentient forest with<br />
both magical and non-magical locations. Locations with Navigation,<br />
<strong>Forest</strong> Disposition and Magic capsule entries can be<br />
considered sentient.<br />
Po s i t i o n s o f In t e r e s t<br />
The following are locations that can be found scattered throughout<br />
<strong>the</strong> region.<br />
A. Hill-Forts<br />
Scattered across <strong>the</strong> Enchanted Hills, Human hedgefolk descended<br />
from <strong>the</strong> ancient Belthani tribe guard <strong>the</strong> forest from<br />
a series <strong>of</strong> hill-forts. Travellers seeking entrance to <strong>the</strong> forest<br />
are guided to a Stone <strong>of</strong> Kern in <strong>the</strong> forest, where a fea<strong>the</strong>r<br />
token can be left for <strong>the</strong> Asrai in <strong>the</strong> hope <strong>the</strong>y return contact.<br />
Different types <strong>of</strong> fea<strong>the</strong>rs signify different messages (e.g. <strong>of</strong>fers<br />
<strong>of</strong> friendship, warnings, requests for aid). An owl’s fea<strong>the</strong>r is a<br />
request for counsel from <strong>the</strong> Asrai; a raven’s fea<strong>the</strong>r signifies possible<br />
danger to <strong>the</strong> forest; an eagle’s is a call to arms. The locals<br />
never reveal <strong>the</strong> location <strong>of</strong> a Wood Elf settlement.<br />
B. Tree-Bridges<br />
Scattered throughout <strong>the</strong> forest are a number <strong>of</strong> tree-bridges<br />
crossing rivers or gorges that would o<strong>the</strong>rwise be impassable.<br />
These bridges are not constructed from timber; instead trees<br />
are magically sung to bend and fuse with trees on <strong>the</strong> opposite<br />
bank.<br />
C. Stones <strong>of</strong> Kern<br />
Ancient megaliths indicate <strong>the</strong> boundary <strong>of</strong> <strong>the</strong> Wood Elves’<br />
domain in <strong>the</strong> Laurëlorn. Asrai mythology claims <strong>the</strong> stones<br />
were placed by Kern, <strong>the</strong> son <strong>of</strong> Torothal. Stones located near a<br />
Human settlement serve <strong>the</strong> humans as places to venerate <strong>the</strong><br />
forest spirits and placate <strong>the</strong>m with <strong>of</strong>ferings <strong>of</strong> flowers, figurines<br />
or food.<br />
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