Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Chapter IX: The Hinterglades<br />
harmless. However, Elven outsiders who participate will eventually<br />
be introduced to <strong>the</strong> Beast-elves sired by <strong>the</strong>se unwholesome<br />
unions in <strong>the</strong> deepest hollows <strong>of</strong> Dukhlys <strong>Forest</strong>.<br />
Pl a y e r Ch a r a c t e r s<br />
Most <strong>of</strong> <strong>the</strong> Doomed Kindred are fiercely protective <strong>of</strong> <strong>the</strong>ir<br />
home glade and will never leave its boundaries. Those who<br />
venture into human lands do so only at night, usually to exact<br />
revenge for some perceived wrongdoing, or to steal Kislevite<br />
warhorses. The oily tongue <strong>of</strong> Lensün goads Spellsingers <strong>of</strong> <strong>the</strong><br />
Doomed Kindred to venture forth and corrupt <strong>the</strong> leylines that<br />
flow through o<strong>the</strong>r woodland realms. He whispers that only by<br />
severing <strong>the</strong>ir source <strong>of</strong> magic can <strong>the</strong> false Brúidds’ hold on <strong>the</strong><br />
Asrai be released. All members <strong>of</strong> <strong>the</strong> Doomed Kindred have <strong>the</strong><br />
Isha’s Orphan insanity (pg. 7).<br />
Ki n b a n d s<br />
Characters from <strong>the</strong> Doomed Kindred may belong to one <strong>of</strong> <strong>the</strong><br />
following Kinbands: Scout, Warrior, Vengeance, or Younger.<br />
Ma g i c<br />
Spellsingers <strong>of</strong> <strong>the</strong> Doomed Kindred may learn <strong>the</strong> Guardian<br />
school from <strong>the</strong> Lore <strong>of</strong> <strong>the</strong> <strong>Forest</strong>. The advanced Lore <strong>of</strong> A<strong>the</strong>l<br />
Loren cannot be learned, however <strong>the</strong> Lore <strong>of</strong> <strong>the</strong> Hags (see<br />
RotIQ pg. 108 & 115) may be learned in its place.<br />
Ga z e t t e e r: At h e l Se n a t h r a i<br />
The Doomed Kindred live in <strong>the</strong> sou<strong>the</strong>rn part <strong>of</strong> <strong>the</strong> Dukhlys<br />
<strong>Forest</strong> in Kislev, at <strong>the</strong> foot <strong>of</strong> <strong>the</strong> Worlds Edge Mountains, in<br />
a region between <strong>the</strong> rivers Shoik and South Lynsk called A<strong>the</strong>l<br />
Senathrai by Elves and <strong>the</strong> ‘<strong>Forest</strong> <strong>of</strong> Spirits’ by Kislevites.<br />
colourful plumage flit around <strong>the</strong> edges <strong>of</strong> <strong>the</strong> glade as poisonous<br />
snakes sli<strong>the</strong>r through <strong>the</strong> tall grass. The monolith burns <strong>the</strong><br />
eyes to look at, allowing only <strong>the</strong> strongest and most determined<br />
to read <strong>the</strong> ancient runes inscribed around its base.<br />
Blinded by <strong>the</strong>ir corruption, <strong>the</strong> Senathraii are unaware that this<br />
site is actually a prison for <strong>the</strong> Slaaneshi Keeper <strong>of</strong> Secrets that<br />
masquerades as Lensün. Although <strong>the</strong> daemon cannot free itself,<br />
it can project its whispering voice across vast distances and create<br />
illusions <strong>of</strong> nature spirits. Through <strong>the</strong>se deceptions, <strong>the</strong> daemon<br />
compels <strong>the</strong> Senathraii to weaken <strong>the</strong> leylines that sustain<br />
its magical prison and perform rites <strong>of</strong> torture and debasement.<br />
3. Moraveny<br />
Moraveny is a Gospodar village, or at least it was before <strong>the</strong><br />
Senathrai killed every human inhabitant. Now <strong>the</strong> ghost town<br />
is used as a decoy to lure merchants travelling down <strong>the</strong> Shoik<br />
River or through <strong>the</strong> High Pass. What <strong>the</strong> Senathrai do with<br />
<strong>the</strong>ir captives is best left unsaid.<br />
4. Sanyza<br />
Sanyza is an Ungol settlement in decline as old trade routes have<br />
shifted away to <strong>the</strong> rivers. The rare traveller passing through<br />
Sanyza receives a warm welcome. Visitors might overhear locals<br />
speaking <strong>of</strong> strange customs to honour <strong>the</strong> malicious creatures<br />
that haunt <strong>the</strong> <strong>Forest</strong> <strong>of</strong> Spirits.<br />
5. Spitehaunt<br />
This steep-sided valley is lined with ancient, twisted trees and is<br />
guarded by savage Spites and feral Dryads. The untainted spirits<br />
<strong>of</strong> Dukhlys <strong>Forest</strong> have retreated here to continue <strong>the</strong> fight<br />
against <strong>the</strong> Doomed Kindred. They are aided by Baba Mochir, a<br />
Hag who lives in a dilapidated cottage, and <strong>the</strong> Kislevite Brúidd<br />
spirit Domovoi, who adopts <strong>the</strong> aspect <strong>of</strong> Mochir’s pet cat.<br />
1. The Winter Boughs<br />
The Senathraii are a dwindling Kinband numbering only a few<br />
hundred Elves scattered throughout <strong>the</strong> woods. Deep within <strong>the</strong><br />
forest is a grove called <strong>the</strong> Winter Boughs, which contains <strong>the</strong><br />
largest concentration <strong>of</strong> Elves. Nearly a hundred Doomed Kindred<br />
live here amongst <strong>the</strong> snow-covered evergreens. Observant<br />
visitors might notice decorative artwork with phallic motifs, or<br />
statuettes depicting animal hybrids that look outlandish even by<br />
Asrai standards.<br />
The approach to <strong>the</strong> Winter Boughs is precarious, for every path<br />
is rigged with snares and deadfall traps to catch victims for <strong>the</strong><br />
torture glades. Within several miles <strong>of</strong> <strong>the</strong> Winter Boughs are a<br />
few small colonies <strong>of</strong> Beast-elves that were spawned by Chaos<br />
rituals.<br />
2. The Obelisk<br />
Standing within a clearing is a black, rough-hewn obsidian<br />
obelisk radiating an unnatural warmth. Multi-hued birds <strong>of</strong><br />
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