TEXT: DefenDers of 
  the forest
  AppenDix
  
  1
  tAble 1.1: WooD elf CAreers
  Career
  Athel 
  Loren
  Laurëlorn 
  Forest
  Hinter-
  glades
  Apothecary
  01 - 06
  01 – 05
  01 - 03
  Apprentice Wizard
  07 - 12
  06 – 10
  04 – 06
  Bodyguard
  -
  -
  07 – 09
  Bounty Hunter
  -
  -
  10 -12
  Cartographer
  -
  11 - 14
  13 – 15
  Dilettante
  -
  15 – 19
  16 – 19
  Entertainer
  13 - 20
  20 – 24
  21 – 23
  Envoy
  19 - 24
  25 – 29
  24 – 26
  Gambler
  -
  30 – 33
  27 – 29
  Hunter
  25 - 30
  34 – 38
  30 – 32
  Initiate
  31 - 36
  39 – 44
  33 – 35
  Kithband Warrior
  37 - 47
  45 – 49
  36 – 38
  Marine
  -
  -
  -
  Mercenary
  -
  -
  39 – 41
  Messenger
  48 - 54
  50 – 54
  42 – 44
  Noble
  55 - 61
  55 – 56
  45 – 47
  Outlaw
  62 - 69
  57 - 60
  48 – 51
  Outrider
  70 – 76
  61 – 65
  52 – 54
  Pilgrim
  -
  66 – 75
  55 – 57
  Pit Fighter
  -
  -
  58 – 60
  Raconteur
  -
  -
  61 – 66
  Riverwarden
  77 – 82
  76 – 80
  67 – 69
  Rogue
  -
  -
  70 – 72
  Scribe
  -
  81 – 85
  73 - 75
  Seaman
  -
  -
  -
  Slave
  -
  -
  -
  Smuggler
  -
  -
  76 – 78
  Student
  83 – 88
  86 – 90
  79 – 81
  Thief
  -
  -
  82 - 86
  Thug
  -
  -
  87 – 90
  Tradesman
  89 – 94
  91 – 95
  91 – 95
  Vagabond
  95 - 100
  96 – 100
  96 – 100
  tAble 1.2: Curse of the WilDs
  1d10
  T test DoF
  Type of Corruption
  1 - 3
  Corruption of the Mind
  0-1 DoF
  Your mind is as changeable as the weather, 
  making it hard to concentrate. Suffer a -5% 
  to all Perception Tests. 
  2-3 DoF
  Your mind becomes unhinged as the foul 
  taint of corruption courses through it. Gain 
  1 Insanity Point and take a -5% penalty to all 
  Intelligence Tests.
  4+ DoF
  You become bound to the seasons. Gain 1d5 
  Insanity Points and your next disorder must 
  be Wheel of Dread and Pleasure.
  4 - 6
  Corruption of the Heart
  0-1 DoF
  You have the cold heart of a warrior. Gain the 
  Warrior Born Talent (see WFRP pg. 102).  
  However, you also appear calculated and 
  aloof to others. Suffer a -5% penalty to all 
  Fellowship Tests.
  2-3 DoF
  You become increasingly cold, callous and 
  cruel as the chill of winter sets into your 
  heart.  Suffer a -5% penalty to all tests relat-
  ing to animals and forest spirits, and gain 1 
  Insanity Point.
  4+ DoF
  You are incapable of controlling your emo-
  tions. Gain 1d5 Insanity Points and your next 
  disorder must be Blasphemous Rage.
  7 - 8
  Corruption of the Body
  0-1 DoF
  You are infused by the Winds of Magic. Gain 
  +1 to your Magic characteristic and you may 
  learn the Dark Magic Talent at any time for 
  100 xp.  However, you no longer receive the 
  benefit of disease resistance (see Children of 
  the Gods pg. 8).
  2-3 DoF
  You become sterile or barren from the magic 
  that permeates your body and are bound to 
  the seasons (see RoS pg. 177). Gain 1 Insan-
  ity Point.
  4+ DoF
  You gain a mutation as normal.
  9 - 10
  Corruption of the Soul
  0-1 DoF
  You become tainted and your skin loses all 
  colour becoming pale even for an Elf.  Gain 
  the Menacing Talent and suffer a -5% penalty 
  to all Fellowship Tests.
  2-3 DoF
  You feel as though no one can be trusted. 
  Gain 1 Insanity Point and your next disorder 
  must be Venomous Thoughts.   
  4+ DoF
  Gain 1d5 Insanity Points and your next 
  disorder must be Host of Fiends.
  ChArts AnD tAbles
  Appendix
  
  98
  tAble 8.2: forest spirit Corruption
  1d10
  Mutation
  1
  Agitated: The spirit becomes twitchy and agitated, 
  incurring an additional -10% modifier to Creature 
  Disposition.
  2
  Oracle: The spirit can foretell the future, gaining a 
  Fortune Point (see WFRP pg. 135). PCs who inter-
  act with the Oracle may gain a single-use Fortune 
  Point if they pass a Fellowship Test.
  3
  Malign: The spirit is ill-disposed towards all mortals, 
  including the Asrai, and attempts to lead them to 
  their deaths through trickery and deception. Creature 
  Disposition is secretly Enemy (-30), although higher 
  Dispositions can be feigned.
  4
  Ethereal: The spirit warps between one reality and 
  the next, gaining the Ethereal Talent (see OWA pg. 
  77).
  5
  Obsessive: The spirit slavishly follows a favoured ani-
  mal or Wood Elf (or even another spirit), mimicking 
  its every movement and sound.
  6
  Indifferent: The spirit lacks the will to show inter-
  est in anything or anyone. It does not interact with 
  characters, and only fights in self-defence. 
  7
  Erratic: The spirit has an unpredictable personality 
  causing it to vacillate randomly between friendly and 
  hostile. Every time the spirit is spoken to, the GM 
  must roll 1d10: 1-5 indicates a friendly response and 
  6-10 indicates a hostile reaction. Ignore the listed 
  Creature Disposition.
  8
  Sleepy: The spirit is overcome with malaise, and 
  must pass a Will Power Test every day or spend the 
  whole day in a half slumber (-20% to all stats).
  9
  Thorny: The spirit is covered with spikes and barbs. 
  All successful Grapple attacks and subsequent 
  Strength Tests inflict damage at SB-1, in addition to 
  the normal grappling rules.
  10
  Woodwalker: The spirit can travel through the Shad-
  ow Walk using elemental entry and exit fulcrums 
  made of Wood (see pg. 22).
  tAble 9.1: florA Corruption
  1d10
  Mutation
  1
  Pods: Releases a small cloud of seemingly harmless 
  spores when disturbed. Characters caught within 
  sprout green buds from their skin in 1d5 days (roll 
  vs. WP or gain 1 Insanity Point).
  2
  Fragrance: The sickly-sweet scent is intoxicating. 
  Characters must pass a Routine (+10) Will Power test 
  or become placid (-1 M, -5% WS and -10% Agi).
  3
  Poisonous: Characters eating the plant suffer 1d10 
  Wounds (ignoring TB).
  tAble 9.1: fAunA Corruption 
  1d10
  Mutation
  1
  Rabid: Gains the Frenzy Talent (if animal is already 
  Frenzied, it gains the Unsettling Talent instead).
  2
  Venom: Characters bitten by the animal lose 1 ad-
  ditional Wound per round, until a Toughness test is 
  passed or they die.
  3
  Extra Heads: Gains +1 Attack, +10 Perception and 
  loses -10% Agility.
  4
  Extra Legs: Gains +1 Attack, loses 1 Movement and 
  -10% Agility.
  5
  Sores: Covered in weeping cuts or festering boils.
  6
  Giganticus: Twice the normal size, gaining +10% 
  Strength and Toughness, and +50% of its normal 
  Wounds (rounded up). 
  7
  Breeder: Females are bloated with pregnancy, or 
  nurse double the normal number of young. Males try 
  to breed with all females – even other species.
  8
  Quills: Inflicts a SB2 hit against characters who 
  Grapple with the animal. The animal’s attacks leave 
  quills embedded (Heal test to remove without inflict-
  ing 1d5 extra Wounds).
  9
  Tentacles: Gains +1 Attack (Grapple only) and the 
  Frightening Talent.
  10
  Speech: Animal can talk with an almost human voice 
  (Speak Language - Beast Tongue). This ability is typi-
  cally used to intimidate or deceive characters.
  4
  Repellent: A putrid musk causes those within 2 yards 
  failing a Routine (+10) Toughness Test to retch vio-
  lently for 1d5 rounds (wastes a Half Action/round).
  5
  Rotten: A cloud of flies buzzes around. The plant 
  turns to mush when picked.
  6
  Fibrous: Tough, difficult to pick and utterly inedible.
  7
  Thorns: Anyone climbing or picking the plant suffers 
  1d10 Wounds (minus TB and any armour on hands).
  8
  Tendrils: Serpentine vines can grasp objects or 
  Grapple characters with WS 25 and S 10-30 (varies 
  according to plant’s size).
  9
  Ambulant: Uses roots as legs, allowing plant to walk 
  slowly at Movement 1 (plant), 2 (small tree) or 3 
  (large tree).
  10
  Telepathy: Communicates basic messages via 
  thought-projection (Secret Language - Malla-room-
  ba-larin). Messages are usually intended to distract or 
  persuade characters.
  Appendix
  
  99
  Appendix
  Roll
  Results
  01 -15
  Infused:  The magical surge invigorates you, healing 1 Wound if needed, but stunning you for 1 round as magic 
  courses through your body.
  16 – 30
  Sluggish:  The magic is drawn slowly towards you.  Your spell takes twice as long to cast.  You must spend the full 
  casting time even if the Casting Roll was failed.
  31 – 45
  Glowing:  Celestial bands of Earthbound Magic are released in the form of the spell Summer Heat (RoS pg. 154), 
  with the large template centred upon you.
  46 – 60
  Spite:  A single Spite (WC pg. 125) appears from nowhere and attempts to distract you. You must pass a Will 
  Power Test to continue casting the spell.  If the Spite succeeds in distracting you it vanishes in a puff of magic, 
  otherwise it attacks.
  61 – 80
  Unleashed:  Uncontrolled Earthbound Magic is released.  The surrounding area is affected by the spell Father of 
  Thorns (RoS pg. 153), with the large template centred upon you.
  81 – 90
  Spites:  1d10 Spites (WC pg. 125) appear as if from nowhere and attack you. Your spell is automatically inter-
  rupted.
  91 – 99
  Tzeentch Comes: Uncontrolled Earthbound Magic tears open an arcane fulcrum to the Aethyr.  You suffer from 
  Tzeentch’s Curse as normal.
  00
  Forest Spirit:  A forest spirit erupts from the earth, angered by your reckless abuse of Earthbound Magic.  A Dryad 
  (OWB pg. 92) appears within 6 yards of you and attacks.
  tAble 4.2:  forest GroWth
  Guardian
  Prophet
  Treefriend
  Calm the Wild Beast 
  (Beasts, RoS pg. 139)
  Omen 
  (Heavens, RoS pg. 150)
  Calm the Wild Beast 
  (Beasts, RoS pg. 139)
  Track’s Tale Told 
  (Life, RoS pg. 154)
  Fat of the Land 
  (Life, RoS pg. 153)
  Fat of the Land 
  (Life, RoS pg. 153)
  Bewilder 
  (Shadows, RoS pg. 162)
  Bewilder 
  (Shadows, RoS pg. 162)
  Earthblood 
  (Life, RoS pg. 153)
  The Wilds Undisturbed 
  (Life, RoS pg. 155)
  Leaf Fall 
  (Life, RoS pg. 154)
  Leaf Fall 
  (Life, RoS pg. 154)
  Summer Heat 
  (Life, RoS pg. 154)
  Earth Gate 
  (Life, RoS pg. 153)
  Earth Gate 
  (Life, RoS pg. 153)
  The Winter’s Long Slumber 
  (Beasts, RoS pg. 141)
  Premonition 
  (Heavens, RoS pg. 151)
  Vital Growth 
  (Life, RoS pg. 155)
  Tree’s Rustle 
  (Life, RoS pg. 155)
  Project Spirit 
  (Heavens, RoS pg. 151)
  Tree’s Rustle 
  (Life, RoS pg. 155)
  Spring Bloom 
  (Life, RoS pg. 154)
  Finding Divination 
  (Heavens, RoS pg. 149)
  Spring Bloom 
  (Life, RoS pg. 154)
  Illusion 
  (Shadows, RoS pg. 163)
  Illusion 
  (Shadows, RoS pg. 163)
  Illusion 
  (Shadows, RoS pg. 163)
  Universal Confusion 
  (Shadows, RoS pg. 166)
  Cure Blight 
  (Life, RoS pg. 153)
  Cure Blight 
  (Life, RoS pg. 153)
  tAble 4.1: lore of the forests spell lists
  
  Magically-gifted Humans 
  and Elves
  Normal Humans and other 
  races
  1d10
  Fay Aspect
  1d10
  Animal
  1
  Antennae
  1
  Toad
  2
  Cat ears
  2
  Mule
  3
  Glittering skin
  3
  Ox
  4
  Gold/Silver hair
  4
  Chicken
  5
  Glowing eyes
  5
  Dog
  6
  Sharpened features
  6
  Cat
  7
  Elongated ears
  7
  Pig
  8
  Branch hands & feet
  8
  Tortoise
  9
  Faerie wings
  9
  Duck
  10
  Leafy hair
  10
  Snail
  otherWorlD AvAtArs
  Entry 
  Fulcrum
  Exit Fulcrum (Modifier applies to all travel-
  lers’ Will Power tests)
  Wood
  Wood (+20)
  Fire (+0)
  Other (-20)
  Earth
  Earth (+20)
  Water (+0)
  Other (-20)
  Fire
  Fire (+20)
  Metal (+0)
  Other (-20)
  Metal
  Metal (+20)
  Earth (+0)
  Other (-20)
  Water
  Water (+20)
  Wood (+0)
  Other (-20)
  Air
  Air (+10)
  Other (-10)
   tAble 4.3: elementAl fulCrums
  Will Power Test
  3+DoS
  Pathfinder: You are in tune with the Aethyr, and 
  reach the exit fulcrum after only 1d5-1 minutes 
  of real time. In addition, you may rescue some-
  one who is Lost in Time and Space!, or perceive 
  an event that will soon come to pass.
  0-2 DoS
  Safe Passage: After following the silver path 
  for 1d5-1 hours of real time, you reach the exit 
  fulcrum without incident.
  0-2 DoF
  Shadow Beasts: After succumbing to nightmar-
  ish illusions, you are attacked by 1d5+2 Shadow 
  Beasts (pg. 102). Your fellow travellers may join 
  the fight, however after facing Shadow Beasts 
  everyone must pass another WP test to find the 
  silver path again.
  3-5 DoF
  Lost in Time and Space! (see pg. 58): You stray 
  from the silver path and are left wandering aim-
  lessly in limbo between worlds.
  6+ DoF
  Realms of Chaos: Your shadow-self is claimed 
  by a daemon of Chaos leaving your physical 
  body in a coma. Unless the daemon is located 
  by its True Name and slain within 1d10 days, it 
  delivers your soul to the Realms of Chaos and 
  your body perishes. A Fate Point may be used to 
  escape. Survivors of this ordeal gain 1d5 IP.
  tAble 4.4: shADoW WAlk nAviGAtion
  Navigation 
  (Intelligence - Advanced)
  Related Talents: Orienta-
  tion, Super Numerate
  Magical Sense 
  (Will Power - Advanced)
  Related Talents: Aethyric At-
  tunement
  3+DoS
  Ariel’s Favour: The Queen of the Woods sees po-
  tential in the travellers. Their destination becomes 
  accessible, or they may Escape Loren after 1d5 
  days. In addition, PCs may undertake a Diplo-
  macy Trial (pg. 56)
  0-2 DoS
  Travelling: Roll 1d5+5 on Trials of the Forest 
  table
  Lost in the Forest: Emerge from Loren after 
  1d10 days
  0-2 DoF
  Travelling: Roll 1d10 on Trials of the Forest table
  Lost in the Forest: Roll again after 1d10 days; 
  test vs. Outdoor Survival or lose 1d5 Wounds
  3-5 DoF
  Travelling: Roll 1d5 on Trials of the Forest table
  Lost in the Forest: Roll again after 2d10 days; 
  test vs. Outdoor Survival or lose 1d10 Wounds; 
  test vs. Will Power or gain 1 IP
  6+ DoF
  Lost in Time and Space! (pg. 58)
  unskilleD explorAtion
  Travelling: Attempting to discover a Loren location with-
  out Navigation or Magical Sense (or with no sense of purpose) 
  requires a Will Power test from each traveller, adjusted by the 
  destination’s Navigation modifier:
   
  Success: Roll1d5 on Trials of the Forest table
   
  Failure: Lost in Time and Space! (pg. 58)
  To maintain a semblance of party unity, PCs who undertake Tri-
  als of the Forest may remain together, and those becoming Lost 
  in Time and Space! may also remain together.
  Lost in the Forest: Parties without Navigation or Magical 
  Sense that become Lost in the Forest may only wander aimlessly. 
  Roll 1d100 for the entire group:
   
  1-10: Emerge from Loren after 1d10 days; test vs.  
   
  Outdoor Survival or lose 1d5 Wounds
   
  11-30: Re-roll after wandering aimlessly for 1d10 
   
  days; test vs. Outdoor Survival or lose 1d10 Wounds
   
  31-100: Lost in Time and Space! (pg. 58)
  nAviGAtion, mAGiCAl sense AnD 
  unskilleD explorAtion
  
  WooD elf roleplAy tips
  This page can be printed for players who are new to playing Wood Elves in Warhammer Fantasy Roleplay. 
  priDe AnD pAssion: Wood Elves appear cold and aloof to outside observers. Their culture is sophisticated and 
  challenging for outsiders to comprehend. Most Wood Elves would prefer not to communicate at all than to explain 
  their way of life to strangers. At heart though, they are an intensely passionate and emotional people, subject to love, 
  mirth, deep introspection as well as incendiary rage. People are often surprised by the Wood Elves’ sudden change of 
  demeanour in the company of kindred spirits.
  GenDer equAlity: Males and females hold equal status in Wood Elf society; indeed some of the greatest figures 
  of Asrai legend are women. In speech, the female pronoun is used to reference trees and plants, because they are consid-
  ered parts of the goddess Isha. Wood Elf adventurers are as likely to be women as men.
  JustifiAble preJuDiCe: Although they play a crucial part in the overall struggle against Chaos, the Asrai are 
  justifiably bitter. Other races fail to understand that the sacred glades they protect are vital to preserving the world’s 
  magical balance. Dwarfs and Humans blithely deplete and deforest the world’s natural defences while professing to op-
  pose Chaos, but are too closed-minded to see the hypocrisy of their actions. 
  Destiny AnD reDemption: Wood Elves consider corruption to be a result of disharmony between Nature 
  and Soul. This spiritual imbalance can sometimes be corrected by undertaking journeys of redemption to sacred glades. 
  Physical mutation is received as a mark of destiny: the Wood Elf must answer the gods’ call and sacrifice themselves for 
  the greater good. There is always a moral lesson to be learned from the corruption of others.
  CommunAl livinG: Asrai communities are built on friendship and mutual understanding. The education of 
  young wood elves is a social responsibility that benefits the whole Kinband. Wood elves are encouraged to follow their 
  Kith in adulthood, but the bond to their native Kinband lasts forever. Wood Elves cannot fathom why humans tolerate 
  living beside neighbours they despise.
  mAGiC is everyWhere: Wood Elves routinely observe minor magical phenomena, making them somewhat 
  jaded towards manifestations that would startle others. The Asrai are amused by human reactions to magic and some-
  times cast prank glamours just for a laugh. Prohibitions against spell-casting seem absurd to Wood Elves, although they 
  do understand why humans would impose these sanctions upon themselves.
  A rACe in DeCline: Asrai birth rates are inexplicably low. And while Wood Elves rarely have more than two chil-
  dren, it’s not for a lack of trying. Fertility rites are considered a most sacred form of magic and Wood Elves are taught 
  about reproduction at a young age relative to humans. As adults, Wood Elves treat sexuality with a casualness that 
  makes many humans feel uncomfortable.
  money mismAnAGement: Coin-based trade is unfamiliar to most Wood Elves, who find the concept of fixed 
  values very unintuitive. Wood Elves travelling through human lands find their purses quickly emptied because they do 
  not appreciate the value of coin. Wood Elf PCs who haven’t learned the Evaluate skill should entrust a human compan-
  ion with the management of their finances.
  ishA’s seCrets: Most Asrai know something about their spirit-neighbours. GMs can provide basic information 
  about magical forest creatures to Wood Elf players who pass a Common Knowledge (Woodland Realm) Test. However, 
  Elves do not trust other races to respect the woodlands as they do. When asked questions about the Forest Spirits by 
  their non-Elven colleagues, Wood Elves usually respond cryptically, change the topic, or lie outright.
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Liber Fanatica/DotF Appendix.pdf