Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
The pure <strong>of</strong> heart are allowed to wander freely amongst <strong>the</strong><br />
trees, and may even reach <strong>the</strong>ir destinations quicker than expected.<br />
Kind souls who perform favours for spirits may become<br />
Spirit-Friends (see below). Typical favours might entail defending<br />
<strong>the</strong> forest against marauders, helping an animal in distress,<br />
or magically restoring a despoiled grove. Travellers who do not<br />
take care to placate <strong>the</strong> forest spirits find <strong>the</strong>mselves misdirected,<br />
intimidated or attacked by vengeful woodland creatures.<br />
<strong>Forest</strong> Spirits include: Dryads, Naiads, Shadow Beasts, Spites,<br />
Treekin and Treemen<br />
Fo r e s t Spirit Disposition<br />
<strong>Forest</strong> Spirits are fickle and quick to judge when encountered. A<br />
<strong>Forest</strong> Disposition rating is applied to all Fellowship-based tests<br />
for interaction with local fey. Consult <strong>the</strong> gazetteer capsule if<br />
applicable, and note <strong>the</strong> region’s <strong>Forest</strong> Disposition rating. If no<br />
gazetteer is being used, a woodland’s default Disposition rating<br />
is Cold (-10). Then consult <strong>the</strong> Creature Disposition rating<br />
indicated on Table 10.3: The Marvellous Magical Ecosystem.<br />
Situational modifiers can be applied cumulatively with Gazetteer<br />
Disposition and Creature Disposition ratings:<br />
Ta b l e 10.1: Spirit Disposition Modifiers<br />
Condition<br />
Modifier<br />
Travellers harm <strong>the</strong> forest -20<br />
Travellers carry axes or fire -10<br />
Travellers are Elves +10<br />
Travellers are native to <strong>the</strong> forest +10<br />
Spirit-Fr i e n d s<br />
Travellers who succeed at a Charm Test and provide a favour to<br />
a <strong>Forest</strong> Spirit may become Spirit-Friends. Spirit-Friend status<br />
can also be applied to characters passing <strong>the</strong>ir Charm Test by 3<br />
or more Degrees <strong>of</strong> Success, in lieu <strong>of</strong> a favour. In addition to<br />
being accepted by <strong>the</strong> forest, Spirit-Friends also receive a boon.<br />
Typical boons include aid in battle, timely assistance with a<br />
difficult task, or guidance to a sacred grove. Many Spirit-Friends<br />
are unable to communicate with <strong>the</strong>ir fey allies; <strong>the</strong> befriended<br />
spirits simply trust <strong>the</strong>ir hearts are pure.<br />
Spirit-Friends are not normally “Bonded” to <strong>the</strong> fey in <strong>the</strong> same<br />
manner as Elven riders to <strong>the</strong>ir animal companions. Spirits<br />
cannot survive outside <strong>the</strong> forest for more than a few days,<br />
and must return to <strong>the</strong>ir natural environment before long. The<br />
exceptions are Spites (pg. 102) who will occasionally bond with<br />
mortals for unknown reasons. O<strong>the</strong>r <strong>Forest</strong> Spirits will only<br />
form lasting relationships with Elven Treefriends.<br />
Chapter X: Friends <strong>of</strong><br />
<strong>the</strong> <strong>Forest</strong><br />
Fo r e s t Spirit Co r r u p t i o n<br />
<strong>Forest</strong> Spirits that become tainted by Wild Chaos (see pg. 115)<br />
roll on <strong>the</strong> following table instead <strong>of</strong> <strong>the</strong> normal Mutation table.<br />
<strong>Forest</strong> Spirit corruption tends to manifest psychologically ra<strong>the</strong>r<br />
than physically, just like Elven corruption. However, <strong>the</strong> bark<br />
(or fur) <strong>of</strong> <strong>Forest</strong> Spirits and Spirit Animals sometimes blackens<br />
or whitens as a side-effect <strong>of</strong> Chaos taint.<br />
Spirit Animals and Magical Animals roll on Table 11.1: Fauna<br />
Corruption (pg. 114) instead.<br />
Ta b l e 10.2: Fo r e s t Spirit Co r r u p t i o n<br />
1d10<br />
Mutation<br />
1 Agitated: The spirit becomes twitchy and agitated,<br />
incurring an additional -10% modifier to Creature<br />
Disposition.<br />
2 Oracle: The spirit can foretell <strong>the</strong> future, gaining a<br />
Fortune Point (see WFRP pg. 135). PCs who interact<br />
with <strong>the</strong> Oracle may gain a single-use Fortune<br />
Point if <strong>the</strong>y pass a Fellowship Test.<br />
3 Malign: The spirit is ill-disposed towards all mortals,<br />
including <strong>the</strong> Asrai, and attempts to lead <strong>the</strong>m to<br />
<strong>the</strong>ir deaths through trickery and deception. Creature<br />
Disposition is secretly Enemy (-30), although<br />
higher Dispositions can be feigned.<br />
4 E<strong>the</strong>real: The spirit warps between one reality and<br />
<strong>the</strong> next, gaining <strong>the</strong> E<strong>the</strong>real Talent (see OWA pg.<br />
77).<br />
5 Obsessive: The spirit slavishly follows a favoured<br />
animal or Wood Elf (or even ano<strong>the</strong>r spirit), mimicking<br />
its every movement and sound.<br />
6 Indifferent: The spirit lacks <strong>the</strong> will to show interest<br />
in anything or anyone. It does not interact with<br />
characters, and only fights in self-defence.<br />
7 Erratic: The spirit has an unpredictable personality<br />
causing it to vacillate randomly between friendly and<br />
hostile. Every time <strong>the</strong> spirit is spoken to, <strong>the</strong> GM<br />
must roll 1d10: 1-5 indicates a friendly response and<br />
6-10 indicates a hostile reaction. Ignore <strong>the</strong> listed<br />
Creature Disposition.<br />
8 Sleepy: The spirit is overcome with malaise, and<br />
must pass a Will Power Test every day or spend <strong>the</strong><br />
whole day in a half slumber (-20% to all stats).<br />
9 Thorny: The spirit is covered with spikes and barbs.<br />
All successful Grapple attacks and subsequent<br />
Strength Tests inflict damage at SB-1, in addition to<br />
<strong>the</strong> normal grappling rules.<br />
10 Woodwalker: The spirit can travel through <strong>the</strong><br />
Shadow Walk using elemental entry and exit fulcrums<br />
made <strong>of</strong> Wood (see pg. 33).<br />
95