TEXT: HIGHFOLK GUIDELINES: RUP
  HIGHFOLK GUIDELINES: RUP
  HIGHFOLK GUIDELINES: RUP
  HIGHFOLK GUIDELINES: RUP−−−−2 
  2 2 
  2 (V 1.1, February 2002) 
   
  This document is intended as a regional supplement to the 
  LIVING GREYHAWK Rules Update 2: Beyond the Core 
  Rules.  Contained within are regional modifications and 
  clarifications that apply to play in the Highfolk region of the 
  LIVING GREYHAWK campaign (which corresponds to 
  the real-world US state of Wisconsin).  Only those items that 
  need modification or clarification are listed in this document; 
  you should have a copy of RUP-2 on hand to reference when 
  reading this document.   
   
  This document is subject to change at any time.  You 
  should 
  consult 
  the 
  Highfolk 
  website 
  at 
  www.highfolk.oerth.com, or subscribe to the Highfolk 
  Yahoo! Group at www.yahoogroups.com (group name: 
  nl1triad), to keep abreast of recent changes.  This document 
  will be updated on a periodic basis; changes (if any) will 
  occur on an annual basis, if not sooner.  This document is 
  also considered regional documentation for all campaign-
  related purposes. 
   
   
  ADVENTURING ANIMALS
  ADVENTURING ANIMALS
  ADVENTURING ANIMALS
  ADVENTURING ANIMALS    
  Highfolk is a very animal-friendly region.  Animals 
  accompany travelers all around the Vesve and the Highvale, 
  and places of business in Highfolk Town pay no mind to 
  properly behaved animals in their establishment.  People 
  respect the ways of druids and rangers, and laws protecting 
  animals are well enforced.  Adventurers often want to have an 
  animal companion, familiar, or mount with them on their 
  journeys.  Presented here are some guidelines to keep in mind 
  when dealing with adventuring animals in the Highfolk 
  region.  
   
  A regional certificate will be issued for any mount, 
  familiar, or animal companion that deviates from the standard 
  types.  It should also be noted that the Highfolk Triad might 
  refuse a request for a special animal at any time, under any 
  circumstance it deems appropriate. 
   
  Animal Categories
  Animal Categories
  Animal Categories
  Animal Categories    
  Among the different categories of animals, familiars and 
  paladin mounts are the easiest to adjudicate.  Animal 
  companions have been placed on a regional "approved" list, 
  meaning that these animals are found in the Highfolk region 
  and may be selected by the appropriate character without 
  penalty.   
   
  Familiars and Paladin Mounts:  
  Familiars and Paladin Mounts:  
  Familiars and Paladin Mounts:  
  Familiars and Paladin Mounts:  In addition to the 
  guidelines set down in RUP-2, characters may have the 
  opportunity to acquire special familiars and mounts, through 
  play opportunities.  These animals may be obtained in 
  interactive events, regional scenarios, and during Side Treks 
  (unique scenarios).  It should be well noted, however, that 
  special paladin mounts are very rare in Highfolk; the  
   
   
  character that seeks one will most 
  likely have to take on a Side Trek to 
  obtain the mount. 
   
  Special 
  familiars 
  are 
  more 
  common.  Characters that desire a 
  special familiar of roughly the same power level as the 
  standard familiars in the Player's Handbook (such as a parrot 
  instead of a raven) may receive regional documentation 
  granting these creatures.  Characters that desire familiars of a 
  greater power level (such as those that can be taken with the 
  Improved Familiar feat from Tome & Blood) will need to go 
  on a Side Trek to gain such a creature.  "Alternate" familiars 
  (such as small elementals) may be gained with the Improved 
  Familiar feat.  Other familiars may be possible, consult the 
  Triad for details.  It should be noted that only equivalent 
  "normal" familiars are chosen by the player; the Triad has 
  complete control over selection of improved ones.   
   
  In addition, should an arcane spellcaster seek a familiar 
  with the Improved Familiar feat, the character must spend 3 
  Influence Points (IPs) with the Guildsmen of the High Art, 
  or pay 200 gp on top of any other costs.  If the PC has 
  Influence Points, but not enough, each IP can be spent to 
  reduce the cost by 50 gp.   
   
  A character must still follow any normal guidelines when 
  attracting a familiar (e.g., the PC must not currently have a 
  familiar, or must have waited 52 Time Units (TUs) since the 
  last familiar died).  Death of a familiar should be noted on 
  the "play notes" section of the adventure certificate; should a 
  player want his character (whose last familiar has died) to 
  have a special familiar, these familiar deaths will be 
  investigated.  Cohorts may not have any familiars other than 
  the standard ones presented in the Player's Handbook.   
   
  Animal Companion
  Animal Companion
  Animal Companion
  Animal Companions:  
  s:  
  s:  
  s:  Animal companions (those 
  creatures available to druids, rangers, and clerics with the 
  Animal domain) are acquired in the manner presented in 
  RUP-2.  However, certain animals are native to the Highfolk 
  region, and are easier to acquire.  What follows is a list of 
  animals from the Monster Manual that are considered native 
  to Highfolk.   
   
  HIG-RUP-2 - 1:  NATIVE ANIMALS IN HIGHFOLK 
  Badger (and dire badger) 
  Bat (and dire bat) 
  Bear, black 
  Bear, brown (and dire bear) 
  Boar (and dire boar) 
  Cat 
  Crocodile (in Velverdyva River and Deepmarsh) 
  Dog 
  Dog, riding 
  Donkey 
  Eagle 
  Hawk 
  Horse, heavy 
  Horse, heavy war 
  Horse, light 
  
  Horse, light war 
  Leopard (actually mountain lion) 
  Lizard 
  Mule 
  Owl 
  Pony 
  Pony, war 
  Rat (and dire rat) 
  Raven 
  Snake, constrictor 
  Snake, tiny viper 
  Snake, small viper 
  Snake, medium-size viper 
  Toad 
  Weasel (and dire weasel) 
  Wolf (and dire wolf) 
  Wolverine (and dire wolverine) 
   
  Animals that are not on the list above can still be obtained, 
  but each such "non-native" animal costs the character 2 Time 
  Units to find and befriend.  In addition, the Highfolk Triad 
  may expand the listing of animals to encompass those 
  creatures not listed in the Monster Manual. 
   
  In addition to the listing of standard animals and dire 
  animals above, the Highfolk Triad may allow players the 
  opportunity to obtain "advanced" versions of these animals at 
  interactive events, or through Side Treks.  These 
  advancements may consist of greater HD, better statistics, 
  better hit points, or any combination of those advantages.   
   
   
  THE LEADERSHIP FEAT
  THE LEADERSHIP FEAT
  THE LEADERSHIP FEAT
  THE LEADERSHIP FEAT    
  All cohorts must abide by the restrictions set forth in the 
  Highfolk RUP Guidelines (including restricted/banned 
  items, etc.), as well as any campaign guidelines.  Cohorts may 
  not join meta-organizations, nor may they receive access to 
  most regional campaign benefits.   
  Special cohorts may only be obtained through regional 
  scenarios, interactive events, and Side Treks (unique 
  scenarios).  Regional certificates will be issued for all special 
  cohorts obtained during play.   
   
   
   
  CHARACTER DEATH AND BACK 
  CHARACTER DEATH AND BACK 
  CHARACTER DEATH AND BACK 
  CHARACTER DEATH AND BACK 
  AGAIN
  AGAIN
  AGAIN
  AGAIN    
  The rules below, except where noted, replace those in RUP-
  2: Beyond the Core Rules.   
   
  Highfolk Magical Aid Rules
  Highfolk Magical Aid Rules
  Highfolk Magical Aid Rules
  Highfolk Magical Aid Rules    
  Eventually, something bad is going to happen to one of the 
  PCs at a table you are judging.  The players are going to want 
  to know what can be done to save/restore/cure the affected 
  PC.  Here then, is what you need to know about such queries. 
   
  A big consideration of magical aid is the location of the 
  PCs at the time of the incident.  Several spells (such as raise 
  dead) can only be performed within a set time of the 
  unfortunate occurrence.  Please be conscious of this fact when 
  players ask about magical aid.  If you need to know distances 
  to locations, consult one of the Highfolk maps (found on the 
  website), or talk to a Triad member. 
   
  Also, the spellcasting group is important.  There are only 
  3 organizations that can cast spells for PCs in Highfolk: the 
  Guildsmen of the High Art (arcane spells), the Followers of 
  the Seldarine (elven divine spells), and the Church of Ehlonna 
  (divine spells).  Any other spellcasters (such as the High 
  Roller of the Smiling Halls of Good Fortune - temple to 
  Norebo in Verbeeg Hill) cannot accept Influence Points as 
  part of the payment for higher-level spells (thus, the PCs 
  must pay the difference). 
   
  Spells higher than 6th level are not available in the 
  Highfolk region.  Also, spells will not be cast for malicious 
  reasons or for information gathering.  The judge has the right 
  to deny any request for magical aid. 
   
  Influence Points:  
  Influence Points:  
  Influence Points:  
  Influence Points:  If a PC needs magical aid in the form of a 
  spell of 3rd level or higher, an Influence Point cost must be 
  paid in addition to the spell cost.  If the PC cannot meet the 
  required Influence Point cost (they can also pool with others 
  at the same table), then they must pay an extra gp cost 
  instead.  Here is the value of Influence Points for spellcasting 
  purposes: 
   
  1 Influence Point = 50 gp (40 gold for the Church of 
  Ehlonna) 
  3 Influence Points = 200 gp (160 gp for the Church of 
  Ehlonna) 
  6 Influence Points = 500 gp (400 gp for the Church of 
  Ehlonna) 
   
  If a PC has some Influence Points, but not enough to pay the 
  full cost, count each Influence Point individually (worth 50 
  or 40 gp) unless the PC has 3 (count as 200/160 gp) or 6 
  (count as 500/400 gp).  Organizations that do not accept 
  Influence Points (such as many of the temples) cost the PCs 
  the extra gold instead.  Some Adventuring Companies may 
  have an Influence Point cost break associated with them if the 
  particular spellcaster is from the organization that they have 
  selected as a patron.  In such cases, the Influence Point costs 
  are treated as one "rank" (i.e., 1 becomes 0, 3 becomes 1, 
  etc.) lower for all purposes.    
   
  Arcane Spells:  
  Arcane Spells:  
  Arcane Spells:  
  Arcane Spells:  All arcane spells for magical aid must be cast 
  by a member of the Guildsmen of the High Art (basically, a 
  wizard's guild) in Highfolk town, unless the scenario makes 
  other provisions.  If a journey to Highfolk town would take 
  the afflicted PC (and anyone escorting him or her) more than 
  4 days, each traveler must pay one Time Unit in addition to 
  the costs below.  The Influence Point costs listed are 
  Guildsmen of the High Art Influence only.  Remember the 
  base cost formula is caster level x spell level x 10 gp.  Some 
  spells may have costly material components and/or may 
  require a higher than minimum caster level (and should be 
  
  adjusted accordingly).  The highest-level Guildsmen is a 12th 
  level spellcaster. 
   
  HIG-RUP-2 - 2:  ARCANE SPELL COSTS 
  Spell 
   
   
  Coin Cost 
   
  IP Cost 
  Endure elements 
  10 gp 
   
   
  0 IP 
  Dispel magic   
  150 gp 
   
   
  1 IP 
  Gentle repose  
  150 gp, 2 cp 
   
  1 IP 
  Remove curse  
  280 gp 
   
   
  1 IP 
  Greater dispelling 
  660 gp 
   
   
  6 IP 
  Stone to flesh  
  660 gp 
   
   
  6 IP 
   
  Divine Spells:  
  Divine Spells:  
  Divine Spells:  
  Divine Spells:  Divine spellcasting aid varies by location. If 
  there is not a sufficiently high level spellcaster in the PC's 
  area, he or she may journey (or have others carry the body) to 
  an area with a higher-level caster.  In such circumstances, if 
  the trip takes longer than 4 days, one Time Unit must be 
  spent in addition to the costs below.  The Time Unit cost, if 
  applicable, must be paid by each traveler on the journey.  
  Remember the base cost formula is caster level x spell level x 
  10 gp.  Some spells may have costly material components 
  and/or may require a higher than minimum caster level (and 
  should be adjusted accordingly).  Listed below is each major 
  temple in the Highfolk region, their location, highest-level 
  spellcaster, and deity.  Any other shrine location in Highfolk 
  can be assumed to have a cleric capable of casting 1st and 2nd 
  level spells tending to it, unless otherwise specified in the 
  scenario. 
   
  HEARTH 
  OF 
  THE 
  UNICOR
  HEARTH 
  OF 
  THE 
  UNICOR
  HEARTH 
  OF 
  THE 
  UNICOR
  HEARTH 
  OF 
  THE 
  UNICORN'S
  N'S
  N'S
  N'S 
  HEART 
   
  HEART 
   
  HEART 
   
  HEART 
  (QUAALSTEN) 
  (QUAALSTEN) 
  (QUAALSTEN) 
  (QUAALSTEN) ---- 12TH L
   12TH L
   12TH L
   12TH LEVEL (EHLONNA)
  EVEL (EHLONNA)
  EVEL (EHLONNA)
  EVEL (EHLONNA): : : : Druid 
  spells up to the 5th spell level; can use Influence Points (IPs); 
  Adventuring Company Patron applies 
  TEMPLE OF CHANGE (HI
  TEMPLE OF CHANGE (HI
  TEMPLE OF CHANGE (HI
  TEMPLE OF CHANGE (HIGHFOLK)
  GHFOLK)
  GHFOLK)
  GHFOLK)    ---- 9TH LEVEL 
   9TH LEVEL 
   9TH LEVEL 
   9TH LEVEL 
  (ATROA)
  (ATROA)
  (ATROA)
  (ATROA)    
  SACRED 
  HOME 
  OF 
  THE 
  F
  SACRED 
  HOME 
  OF 
  THE 
  F
  SACRED 
  HOME 
  OF 
  THE 
  F
  SACRED 
  HOME 
  OF 
  THE 
  FORESTMISTRESS 
  ORESTMISTRESS 
  ORESTMISTRESS 
  ORESTMISTRESS 
  (HIGHFOLK) 
  (HIGHFOLK) 
  (HIGHFOLK) 
  (HIGHFOLK) ---- 10TH LE
   10TH LE
   10TH LE
   10TH LEVEL 
  VEL 
  VEL 
  VEL (EHLONNA): 
  (EHLONNA): 
  (EHLONNA): 
  (EHLONNA): Druid 
  spells up to the 4th spell level; can use IPs; Adventuring 
  Company Patron applies 
  BLESSED 
  GLADE 
  OF 
  THE
  BLESSED 
  GLADE 
  OF 
  THE
  BLESSED 
  GLADE 
  OF 
  THE
  BLESSED 
  GLADE 
  OF 
  THE 
  PROTECTOR 
   
  PROTECTOR 
   
  PROTECTOR 
   
  PROTECTOR 
  (HIGHFOLK) 
  (HIGHFOLK) 
  (HIGHFOLK) 
  (HIGHFOLK) ---- 8TH LEV
   8TH LEV
   8TH LEV
   8TH LEVEL (CORELLON)
  EL (CORELLON)
  EL (CORELLON)
  EL (CORELLON): : : : Can use 
  IPs; Adventuring Company Patron applies 
  THE WANDERER'S WAY (
  THE WANDERER'S WAY (
  THE WANDERER'S WAY (
  THE WANDERER'S WAY (20 MILES NORTH OF 
  20 MILES NORTH OF 
  20 MILES NORTH OF 
  20 MILES NORTH OF 
  HIGHF
  HIGHF
  HIGHF
  HIGHFOLK) 
  OLK) 
  OLK) 
  OLK) ---- 5TH LEVEL (FH
   5TH LEVEL (FH
   5TH LEVEL (FH
   5TH LEVEL (FHARLANGHN)
  ARLANGHN)
  ARLANGHN)
  ARLANGHN)    
  GOLDEN 
  HARVEST 
  TEMPL
  GOLDEN 
  HARVEST 
  TEMPL
  GOLDEN 
  HARVEST 
  TEMPL
  GOLDEN 
  HARVEST 
  TEMPLE 
  (NORTHERN 
  E 
  (NORTHERN 
  E 
  (NORTHERN 
  E 
  (NORTHERN 
  HIGHVALE) 
  HIGHVALE) 
  HIGHVALE) 
  HIGHVALE) ---- 6TH LEVE
   6TH LEVE
   6TH LEVE
   6TH LEVEL (PHYTON)
  L (PHYTON)
  L (PHYTON)
  L (PHYTON): : : : Druid spells up 
  to the 3rd spell level 
  STONY 
  LODGE 
  OF 
  THE 
  F
  STONY 
  LODGE 
  OF 
  THE 
  F
  STONY 
  LODGE 
  OF 
  THE 
  F
  STONY 
  LODGE 
  OF 
  THE 
  FIERY 
  FORGE 
  IERY 
  FORGE 
  IERY 
  FORGE 
  IERY 
  FORGE 
  (GILDENHAND) 
  (GILDENHAND) 
  (GILDENHAND) 
  (GILDENHAND) 
  ---- 
  7TH 
  L
   
  7TH 
  L
   
  7TH 
  L
   
  7TH 
  LEVEL 
  (FLANDAL 
  EVEL 
  (FLANDAL 
  EVEL 
  (FLANDAL 
  EVEL 
  (FLANDAL 
  STEELSKIN)
  STEELSKIN)
  STEELSKIN)
  STEELSKIN)    
  DOCK OF THE RUSHING 
  DOCK OF THE RUSHING 
  DOCK OF THE RUSHING 
  DOCK OF THE RUSHING WAVES (VERBEEG HILL)
  WAVES (VERBEEG HILL)
  WAVES (VERBEEG HILL)
  WAVES (VERBEEG HILL)    
  ---- 5TH 
   5TH 
   5TH 
   5TH LEVEL (XERBO)
  LEVEL (XERBO)
  LEVEL (XERBO)
  LEVEL (XERBO)    
  SMILING HALLS OF GOO
  SMILING HALLS OF GOO
  SMILING HALLS OF GOO
  SMILING HALLS OF GOOD FORTUNE (VERBEEG 
  D FORTUNE (VERBEEG 
  D FORTUNE (VERBEEG 
  D FORTUNE (VERBEEG 
  HILL) 
  HILL) 
  HILL) 
  HILL) ---- 8TH LEVEL (N
   8TH LEVEL (N
   8TH LEVEL (N
   8TH LEVEL (NOREBO)
  OREBO)
  OREBO)
  OREBO): : : : Adventuring Company 
  Patron applies 
  ANCESTRAL COPSE (FLA
  ANCESTRAL COPSE (FLA
  ANCESTRAL COPSE (FLA
  ANCESTRAL COPSE (FLAMEFLOWER) 
  MEFLOWER) 
  MEFLOWER) 
  MEFLOWER) ---- 10TH 
   10TH 
   10TH 
   10TH 
  LEVEL (SEHANINE MOON
  LEVEL (SEHANINE MOON
  LEVEL (SEHANINE MOON
  LEVEL (SEHANINE MOONBOW): 
  BOW): 
  BOW): 
  BOW): Only elves and half-
  elves normally allowed entrance; can use IPs; Adventuring 
  Company Patron applies      
   
  HIG-RUP-2 - 3:  DIVINE SPELL COSTS 
  Spell 
   
   
   
   
  Coin Cost 
   
  IP Cost 
  Cure minor wounds  
   
  5 gp  
   
   
  0 IP 
  Cure light wounds  
   
  10 gp 
   
   
  0 IP 
  Endure elements 
   
   
  10 gp 
   
   
  0 IP 
  Goodberry 
   
   
   
  10 gp 
   
   
  0 IP 
  Cure moderate wounds  
  60 gp 
   
   
  0 IP 
  Gentle repose  
   
   
  60 gp, 2 cp 
   
  0 IP 
  Lesser restoration  
   
  60 gp 
   
   
  0 IP 
  Cure serious wounds 
   
  150 gp 
   
   
  1 IP 
  Dispel magic  
   
   
  150 gp 
   
   
  1 IP 
  Remove blindness/deafness 150 gp 
   
   
  1 IP 
  Remove curse  
   
   
  150 gp 
   
   
  1 IP 
  Remove disease 
   
   
  150 gp 
   
   
  1 IP 
  Cure critical wounds 
   
  280 gp 
   
   
  1 IP 
  Neutralize poison 
   
   
  280 gp 
   
   
  1 IP 
  Reincarnate*  
   
   
  280 gp 
   
   
  3 IP 
  Restoration 
   
   
   
  380 gp 
   
   
  1 IP 
  Break enchantment  
   
  450 gp 
   
   
  3 IP 
  Healing circle  
   
   
  450 gp 
   
   
  3 IP 
  Raise dead 
   
   
   
  950 gp 
   
   
  3 IP 
  Greater dispelling 
   
   
  660 gp 
   
   
  6 IP 
  Heal  
   
   
   
   
  660 gp 
   
   
  6 IP 
  *  See the reincarnate guidelines in RUP-2: Beyond the Core 
  Rules. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Highfolk/HIG-RUP-2v1.1.pdf