TEXT: HIGHFOLK GUIDELINES: RUP
  HIGHFOLK GUIDELINES: RUP
  HIGHFOLK GUIDELINES: RUP
  HIGHFOLK GUIDELINES: RUP−−−−1 1 1 1 (V 1.0, April 2002) 
   
  This document is intended as a regional supplement to the 
  LIVING GREYHAWK Rules Update 1: Guidebook and 
  Metagame 
  Policy. 
   
  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. 
   
   
  FEATS
  FEATS
  FEATS
  FEATS    
  Feats from the various "builder books" may be acquired in 
  the Highfolk region.  Documentation, in the form of a 
  regional certificate, must be obtained for any feat not listed 
  on the feat list in the Player's Handbook.  All such 
  documentation grants access to the feat(s) stated, and not an 
  actual bonus feat - such feats may be taken when the 
  character is eligible to receive a new feat (usually at character 
  levels 3, 6, 9, 12, 15, and 18).  Starting characters may not 
  possess feats from a "builder book"; the first opportunity to 
  select such a feat typically is earned at 3rd level.  A character 
  must be a Highfolk regional character at the time of the 
  awarding of the certificate for the feat access, in addition to 
  meeting any other requirements.  As with all options from the 
  class guidebooks, you must have the book or specific section 
  in question present for the DM to reference; otherwise, the 
  DM has the right to deny you access to a chosen option 
  during the event.   
   
  New feats from the class guidebooks are usually 
  obtained in one of four ways: 
  • 
  Obtained in a LIVING GREYHAWK scenario.
  Obtained in a LIVING GREYHAWK scenario.
  Obtained in a LIVING GREYHAWK scenario.
  Obtained in a LIVING GREYHAWK scenario.  
  Certain scenarios may grant access to feats; the 
  requirements for obtaining this access will vary from 
  scenario to scenario. 
  • 
  Joining a regional meta
  Joining a regional meta
  Joining a regional meta
  Joining a regional meta----organization.
  organization.
  organization.
  organization.  Information 
  on specific meta-organizations, and their benefits can be 
  found in the Highfolk Player's Guide, available on the 
  regional website, or in the Files section of the Yahoo! 
  Groups site.  This document also includes information 
  on forming an Adventuring Company, a regional meta-
  organization whose feat selection is player-driven.   
   
   
  • 
  Successfully completing a 
  Successfully completing a 
  Successfully completing a 
  Successfully completing a 
  Side Trek (unique scenario).
  Side Trek (unique scenario).
  Side Trek (unique scenario).
  Side Trek (unique scenario).  
  One of the possible goals your 
  character may set in a Side Trek 
  is the ability to access a certain 
  feat.  More information on Side Treks can be found in a 
  separate document, available in the same areas as the 
  Highfolk Player's Guide. 
  • 
  Having a member of another meta
  Having a member of another meta
  Having a member of another meta
  Having a member of another meta----organization 
  organization 
  organization 
  organization 
  train your character.
  train your character.
  train your character.
  train your character.  This method, while not as efficient 
  as some of the others, does allow the character to gain 
  access to the feat that he/she wants, with some 
  restrictions.  First, the character must be a Highfolk 
  regional character at the time of the request.  Second, the 
  character must choose a feat from the list below; this list 
  reflects feats learned in many of the Highfolk meta-
  organizations (sort of a "regional pool"); feats not on 
  this list may not be selected for this process.  Third, the 
  character must succeed in a Diplomacy check, DC 10 + 
  the minimum level the feat can be acquired by a 
  character who is most appropriate for the feat (for 
  example, Hamstring [from Song & Silence] requires a 
  base attack bonus of +4 or more, and a sneak attack 
  damage of +2d6 or more, meaning at best a 5th-level 
  character [in fact, Ftr2/Rog3, or something similar] 
  qualifies; the check would then be DC 15); if the 
  character fails, he/she spends 1 Time Unit (TU), and 
  may try again.  If he/she succeeds, that character has 
  found a trainer; the PC spends 4 TUs, and 200 gold 
  pieces for training.  An appropriate certificate is then 
  issued, documenting the selection.  A list of feats that 
  fall under this particular method of selection follows on 
  the table below.    
   
  HIG-RUP-1 - 1:  FEATS AVAILABLE THROUGH TRAINING 
  Sword & Fist 
   
  Death Blow 
   
  Dirty Fighting 
  Dual Strike 
  Expert Tactician 
   
  Hold the Line 
   
  Off-Hand Parry 
   
  Sharp-Shooting 
   
  Shield Expert 
  Defenders of the Faith 
   
  Divine Cleansing 
   
  Divine Might 
   
  Divine Resistance 
   
  Divine Vigor 
   
  Heighten Turning 
   
  Reach Spell 
  Tome & Blood 
   
  Arcane Defense 
   
  Augment Summoning 
   
  Cooperative Spell 
   
  Energy Substitution 
   
  Extra Spell 
  
   
  Greater Spell Focus 
   
  Greater Spell Penetration 
   
  Split Ray 
  Song & Silence 
   
  Alluring 
  Charlatan 
   
  Disguise Spell 
   
  Expert Tactician 
   
  Extra Music 
   
  Green Ear 
   
  Jack of All Trades 
   
  Multicultural  
   
  Obscure Lore 
   
  Persuasive 
  Requiem 
   
  Shadow 
   
  Trustworthy 
  Masters of the Wild 
   
  Animal Control  
   
  Animal Defiance 
   
  Blindsight 
   
  Create Infusion 
   
  Dwarf's Toughness 
   
  Extra Favored Enemy 
   
  Fast Wild Shape 
   
  Faster Healing 
   
  Favored Critical 
   
  Giant's Toughness 
   
  Improved Flight 
   
  Improved Swimming 
   
  Multiattack 
   
  Natural Spell 
   
  Off-Hand Parry 
   
  Plant Control 
   
  Plant Defiance 
   
  Resist Disease 
   
  Resist Poison 
   
  Scent 
   
  Shadow 
   
  Snatch 
   
  Speaking Wild Shape 
   
  Supernatural Blow 
   
  Wingover 
   
   
   
  ITEMS: MAGIC AND MUNDANE
  ITEMS: MAGIC AND MUNDANE
  ITEMS: MAGIC AND MUNDANE
  ITEMS: MAGIC AND MUNDANE    
  As with feats (see above), the class guidebooks contain new 
  items, mostly weapons and adventuring gear.  Regional 
  certificates are issued to show that a given character has access 
  to an item; in the case of weapons and armor, this access also 
  allows the purchase of masterwork and magical variants of the 
  base item.  Only mundane and alchemical items from the 
  "builder books" have regional documentation; magical items 
  have campaign documentation (e.g., they come from an 
  officially-sanctioned scenario or some other campaign special 
  event).  Certificates granting a character access to a specific 
  item are usually obtained at Highfolk interactive events, or 
  through membership in specific meta-organizations.  As with 
  all options from the class guidebooks, you must have the 
  book or specific section in question present for the DM to 
  reference; otherwise, the DM has the right to deny you access 
  to a chosen option during the event. 
   
   
   
  SPELLS
  SPELLS
  SPELLS
  SPELLS    
  The class guidebooks also contain a variety of new spells for 
  all of the spellcasting classes.  Typically, regional certificates 
  are issued to a character allowing access to a certain spell or 
  spells; this usually occurs at a Highfolk interactive event, or 
  through membership in a meta-organization.  In addition, 
  wizards may scribe spells from another wizard into their 
  spellbook at the conclusion of a scenario (see the LIVING 
  GREYHAWK Character Creation: 592 CY document for 
  details); if this spell is one normally obtained through a 
  "builder book", the character scribing the spell must obtain 
  regional documentation (in the form of a regional certificate) 
  at a Highfolk event where a Triad member is present.  
  Alternatively, the process can be done by e-mail; check the 
  Highfolk website for contact information.   
   
   
  PRESTIGE CLASSES
  PRESTIGE CLASSES
  PRESTIGE CLASSES
  PRESTIGE CLASSES    
  As noted in the companion to this document, RUP-1, 
  prestige classes from the various sources fall into one of a few 
  different categories.  Rather than organizing the prestige 
  classes in that format, they are listed below in alphabetical 
  order, according to the guidebook in which they appear.  In 
  addition, notes have been provided on many of the prestige 
  classes, in order to clarify requirements, or provide 
  background on the existence or non-existence of a given class 
  in the Highfolk region.  Of course, all prestige classes marked 
  "Core" are allowed, although many of them are usually 
  attained outside of the region, and some of the special 
  requirements are difficult to obtain in Highfolk. 
  Note that Adaptable prestige classes are in one of three 
  subcategories: 
  • 
  Allowed. 
  Allowed. 
  Allowed. 
  Allowed.     These prestige classes are allowed to any 
  Highfolk PC meeting the standard requirements for 
  acquisition of the prestige class.  They are treated just 
  the same as Core prestige classes in Highfolk.   
  • 
  Not Allowed.  
  Not Allowed.  
  Not Allowed.  
  Not Allowed.  A Highfolk PC may not acquire this 
  prestige class in region.  You must go out-of-region to 
  acquire this prestige class (therefore, you must change 
  regions to one that has the prestige class you desire). 
  • 
  Meta
  Meta
  Meta
  Meta----organization Only.  
  organization Only.  
  organization Only.  
  organization Only.  This prestige class can be 
  acquired by a Highfolk PC belonging to the listed meta-
  organization.  It may not be acquired in Highfolk 
  otherwise. 
  • 
  Regional Documentation Only.  
  Regional Documentation Only.  
  Regional Documentation Only.  
  Regional Documentation Only.  This prestige class 
  is allowed within Highfolk, but the Triad must "screen" 
  all PCs interested.  Certain other requirements may be 
  necessary. 
   
  Sword & Fi
  Sword & Fi
  Sword & Fi
  Sword & Fist
  stst
  st    
  Cavalier (Core)
  Cavalier (Core)
  Cavalier (Core)
  Cavalier (Core)    
  Cavaliers aren't very effective in the Highfolk region, 
  especially in the Vesve Forest, where their horses often lack 
  the mobility they need to be powerful combatants.  Also, 
  
  heavy armors are restrictive in forested environs.  Highfolk 
  natives tend to view cavaliers as silly, both in dress and 
  mannerisms.  In many ways, the cavalier represents all that is 
  anathema to Highfolk: a structured, regimented, feudal 
  system, where noble birth takes precedence over ambition and 
  hard work.  Characters with this prestige class no doubt 
  learned their skills from the Velunese troops stationed in the 
  Town of Highfolk, or from the Furyondy garrison at 
  Ironstead.  Certainly no one else would have the knowledge 
  to train them, unless traveling to distant lands was undertaken 
  to learn such a "noble" way of life. 
   
  Devoted Defender (Core)
  Devoted Defender (Core)
  Devoted Defender (Core)
  Devoted Defender (Core)    
  Devoted defenders are rare in Highfolk, but some can be 
  found among the high and grey elves, especially those high 
  elves belonging to clan Shandareth, the ruling clan.  Gnomes, 
  halflings, and humans rarely choose the path of devoted 
  defender, as there are few in the region that are looked upon 
  as nobles, the typical charge of this prestige class.   
   
  Drunken Master (Adaptable 
  Drunken Master (Adaptable 
  Drunken Master (Adaptable 
  Drunken Master (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While some in Highfolk may espouse the way of life of the 
  drunken master, there is no "secret order" to hone their 
  excesses into a fighting style.  Such fighting styles are 
  unknown to the humans and elves of this region.   
   
  Duelist (Core)
  Duelist (Core)
  Duelist (Core)
  Duelist (Core)    
  Lightly armored swordsmen and swordswomen, fighting with 
  weapons of speed and elegance, can be found throughout the 
  Highfolk region.  In addition to the rapier, many Highfolk 
  elves duel with the elven thinblade, a weapon many consider 
  far superior to the standard duelists' blade.  While dueling is 
  technically illegal in the Town of Highfolk, many turn a 
  blind eye to those that wish to settle their scores with one 
  another (as long as it is to first blood).  In fact, duelists may 
  represent one of the only facets of a type of chivalry in the 
  region; although there are no formal rules among humans, it 
  is said that the high elves have some sort of dueling system 
  among themselves. 
   
  Fist of Hextor (Special)
  Fist of Hextor (Special)
  Fist of Hextor (Special)
  Fist of Hextor (Special)    
  As with all "Special" prestige classes, the fist of Hextor is not 
  normally available to PCs.  Followers of Hextor are non-
  existent in the Highfolk region. 
   
  Ghostwalker (Core)
  Ghostwalker (Core)
  Ghostwalker (Core)
  Ghostwalker (Core)    
  Some people have lost much in the Greyhawk Wars, a few 
  take to the road to enact their vengeance.  Ghostwalkers are 
  more common in the Highfolk region than most realize.   
   
  Gladiator (Core)
  Gladiator (Core)
  Gladiator (Core)
  Gladiator (Core)    
  Highfolk does not have any love for bloodsport; its people 
  spend their days farming, and their nights pursuing less grisly 
  pastimes.  Such displays common in gladiatorial arenas would 
  stun the peaceful, simple folk of the land.  Anyone seeking 
  out this prestige class must attain it in another land, with the 
  possible exception of half-orcs that have been raised in the 
  feral lands of the evil humanoids in the northeastern Vesve 
  Forest.  There, combat games to the death are considered a 
  great form of entertainment among the bestial minds that 
  make their home there. 
   
  Halfling Outrider (Core)
  Halfling Outrider (Core)
  Halfling Outrider (Core)
  Halfling Outrider (Core)    
  While many of the halflings in the Highfolk region are 
  tallfellows, and thus live in the forests alongside the elves, 
  others are lightfoots, and make their homes in the farming 
  communities around the Highvale.  Many lightfoots respect 
  and forge bonds with the animals around them, and halfling 
  outriders represent the pinnacle of this bond.   
   
  Knight Protector of the Great Kingdom (Special)
  Knight Protector of the Great Kingdom (Special)
  Knight Protector of the Great Kingdom (Special)
  Knight Protector of the Great Kingdom (Special)    
  As with all "Special" prestige classes, the knight protector of 
  the Great Kingdom is not normally available to PCs.  These 
  knights are from a foreign land far away from the lands of the 
  Fairdells, and have foreign ideas. 
   
  Lasher (Core)
  Lasher (Core)
  Lasher (Core)
  Lasher (Core)    
  While an oddity among the people of Highfolk, those that 
  walk this strange path are sometimes found walking the 
  streets of the small communities of the region.  No one really 
  knows where he or she received their training, but there are 
  rumors of a fringe underground group that may be 
  responsible. 
   
  Master of Chains (
  Master of Chains (
  Master of Chains (
  Master of Chains (Adaptable 
  Adaptable 
  Adaptable 
  Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While the finesse of the master of chains can be appreciated, 
  the manner in which this finesse manifests is shocking and 
  rather frightening to the folk of the Fairdells.  Iuz's forces 
  may employ members of this prestige class, but PCs must 
  look elsewhere for training.   
   
  Master Samurai (Special)
  Master Samurai (Special)
  Master Samurai (Special)
  Master Samurai (Special)    
  As with all "Special" prestige classes, the master samurai is 
  not normally available to PCs.  All aspects, from their code to 
  style of fighting, are unknown and unfamiliar to the people of 
  the Highfolk region. 
   
  Ninja of the Crescent Moon (Special)
  Ninja of the Crescent Moon (Special)
  Ninja of the Crescent Moon (Special)
  Ninja of the Crescent Moon (Special)    
  As with all "Special" prestige classes, the ninja of the crescent 
  moon is not normally available to PCs.  While many in these 
  lands can appreciate stealth, their ways are as foreign as the 
  master samurai's.   
   
  Order of the Bow Initiate (Adaptable 
  Order of the Bow Initiate (Adaptable 
  Order of the Bow Initiate (Adaptable 
  Order of the Bow Initiate (Adaptable ---- Allowed)
   Allowed)
   Allowed)
   Allowed)    
  Warfare in Highfolk is dominated by the elven traditions, 
  passed down for thousands of years.  One of these is the Way 
  of the Bow, which many clerics of the Seldarine pantheon use 
  as a means for their followers to reach divinity.  It is only in 
  the last few decades that elves have allowed others to walk the 
  sacred path of this prestige class.  Now, humans, elves, and 
  halflings walk the path, learning secrets as ancient as the 
  Vesve itself.   
  
   
  Ravag
  Ravag
  Ravag
  Ravager (Special)
  er (Special)
  er (Special)
  er (Special)    
  As with all "Special" prestige classes, the ravager is not 
  normally available to PCs.  While Erythnul, the god of 
  slaughter, is occasionally worshipped among the evil 
  humanoids in the Vesve Forest, his faith is thankfully 
  unknown to most of the civilized races in the Fairdells. 
   
  Red Avenger (Adaptable 
  Red Avenger (Adaptable 
  Red Avenger (Adaptable 
  Red Avenger (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  The fighting style and mental disciplines of the red avenger 
  are unknown in the Highfolk region.  Any characters learning 
  the ways of this prestige class must acquire it from some 
  foreign land. 
   
  Tribal Protector (Core)
  Tribal Protector (Core)
  Tribal Protector (Core)
  Tribal Protector (Core)    
  While many humanoids live in the Vesve Forest, it is not 
  known how many tribes may exist, although several larger 
  tribes (such as Celbit and Jebli orc tribes) are often employed 
  by Iuz and his minions.  Some half-orcs find this prestige 
  class attractive to their often-feral ways, but non-evil tribes of 
  orcs are almost nonexistent in the Vesve Forest.  Therefore, it 
  is extremely rare for a half-orc to possess this prestige class in 
  the Highfolk region.  
   
  Warmaster (Adapt
  Warmaster (Adapt
  Warmaster (Adapt
  Warmaster (Adaptable 
  able 
  able 
  able ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While troops from Furyondy frequent the lands of the 
  Fairdells, it is unknown for a common woodsman to inherit a 
  title and land within Furyondy itself.  Any Highfolk PCs that 
  are originally from Furyondy must return to their homeland 
  to gain the benefits of this prestige class. 
   
  Weapon Master (Core)
  Weapon Master (Core)
  Weapon Master (Core)
  Weapon Master (Core)    
  Outwardly, the weapon master bears many similarities to the 
  order of the bow initiate, but from within, this prestige class 
  is far more similar to the red avenger or master samurai.  
  Weapon masters usually learn their skills from the lands 
  outside of Highfolk; a few, however, have learned from an 
  unknown source within the Fairdells (most likely wandering 
  masters looking for students). 
   
  Defenders of the Faith
  Defenders of the Faith
  Defenders of the Faith
  Defenders of the Faith    
  Church Inquisitor (Adaptable 
  Church Inquisitor (Adaptable 
  Church Inquisitor (Adaptable 
  Church Inquisitor (Adaptable ---- Not 
   Not 
   Not 
   Not Allowed)
  Allowed)
  Allowed)
  Allowed)    
  The lands of the Fairdells have no temples of any 
  consequence that are lawfully aligned.  In addition, while the 
  church inquisitor's quest to remove evil is acceptable, the 
  means in which he/she undertakes such ends is ethically 
  opposed to the people's sense of individual rights and 
  liberties.  Clerics of lawful gods find no support in Highfolk 
  for this type of prestige class. 
   
  Consecrated Harrier (Core)
  Consecrated Harrier (Core)
  Consecrated Harrier (Core)
  Consecrated Harrier (Core)    
  Although lawful, some consecrated harriers can be found in 
  Highfolk, working with the church of Ehlonna and some 
  temples devoted to the Seldarine pantheon.  Most typically, 
  the church assignment involves tracking down and 
  eliminating a minion of Iuz, although other threats exist.  
  Characters that wish to become consecrated harriers must 
  find a way to obtain such a mission (the player of the 
  character needs to apply for a Side Trek through the 
  Highfolk Triad); if successful, they may then earn levels in 
  this prestige class.  Only certain churches are powerful 
  enough to accept consecrated harriers in their ranks; all the 
  temples that are considered major faiths in Highfolk (see the 
  Highfolk Player's Guide) accept consecrated harriers, 
  although their alignments may often clash with those in the 
  clergy.   
   
  Contemplative (Core)
  Contemplative (Core)
  Contemplative (Core)
  Contemplative (Core)    
  Having contact with one's deity or a high-ranking servant of 
  the deity is an incredibly rare occurrence.  Without traveling 
  the planes, it is unlikely that one will ever have contact with 
  the source of their divine power.  Characters wishing to take 
  this prestige class must have clear documentation of contact; 
  in addition, no Side Treks are allowed in an attempt to 
  initiate contact with a deity or agents of a deity (deities 
  contact their mortal vessels at their leisure, not the mortal's).   
   
  Divine Oracle (Core)
  Divine Oracle (Core)
  Divine Oracle (Core)
  Divine Oracle (Core)    
  The grey elves of the Vesve Forest are well known for their 
  seers, and other races, especially humans, count members of 
  this prestige class among their religions.  The religions of 
  Ehlonna and Sehanine Moonbow, in particular, seem to have 
  more than their fair share of divine oracles.   
   
  Holy Liberator (Core)
  Holy Liberator (Core)
  Holy Liberator (Core)
  Holy Liberator (Core)    
  A champion of the common man, and the individual, holy 
  liberators are found throughout the region.  They are well 
  liked by all in the Fairdells, and are almost as much of a hero 
  figure as the Knights of the High Forest.   
   
  HHHHospitaler (Adaptable 
  ospitaler (Adaptable 
  ospitaler (Adaptable 
  ospitaler (Adaptable ---- Allowed)
   Allowed)
   Allowed)
   Allowed)    
  The hospitaler is one of the very few prestige classes available 
  for paladins in Highfolk.  Many of them are worshippers of 
  Ehlonna, and in particular, belong to an order in the church 
  known as the Helping Hands.  Other faiths in Highfolk may 
  also have hospitalers, but it is a rarity. 
   
  Hunter of the Dead (Adaptable 
  Hunter of the Dead (Adaptable 
  Hunter of the Dead (Adaptable 
  Hunter of the Dead (Adaptable ---- Allowed)
   Allowed)
   Allowed)
   Allowed)    
  Until recently, members of this prestige class were all but 
  unknown in the lands of Highfolk.  Even though they always 
  existed in very small numbers (to combat Iuz's undead 
  forces), it seems that many churches (especially Ehlonna and 
  Phyton) have begun to train more and more folk in the path 
  of the hunter of the dead.  Whether this is the result of recent 
  happenings, or some other plan, is unknown.   
   
  Kni
  Kni
  Kni
  Knight of the Chalice (Adaptable 
  ght of the Chalice (Adaptable 
  ght of the Chalice (Adaptable 
  ght of the Chalice (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While combat with demons is to be expected during the war 
  against Iuz, the skills and training possessed by knights of the 
  chalice cannot be found in the region.  Most who follow this 
  path train in another land; particularly Furyondy, the Shield 
  Lands, or Veluna.   
  
   
  Knight of the Middle Circle (Regional Documentation Only)
  Knight of the Middle Circle (Regional Documentation Only)
  Knight of the Middle Circle (Regional Documentation Only)
  Knight of the Middle Circle (Regional Documentation Only)    
  The Stargazers (see Defenders of the Faith) do indeed exist in 
  the Fairdells, although they often remain cloistered in their 
  home - the Mount Baden Chapterhouse in the Yatil 
  Mountains, west of Highfolk town.  Occasionally, members 
  of the order leave their contemplative retreat and venture into 
  Highfolk to search for worthies among the adventuring 
  populace.  Those individuals that prove themselves are then 
  watched, and considered members of the "Outer Circle" 
  (most are not even aware of such affiliation).  Eventually, 
  they are invited to Mount Baden, where prospects undergo a 
  series of tests to determine if they are ready for induction into 
  the "Middle Circle".  In game terms, opportunities will arise 
  for characters to be "noticed" by the Stargazers; those that 
  receive such notice eventually may either be invited to Mount 
  Baden or take the initiative to journey there.  Once there, such 
  prospects are given a task or mission to undertake to finalize 
  induction into the "Middle Circle". 
   
  Master of Shrouds (Special)
  Master of Shrouds (Special)
  Master of Shrouds (Special)
  Master of Shrouds (Special)    
  As with all "Special" prestige classes, the master of shrouds is 
  not normally available to PCs.  The inherently dark or evil 
  nature of these divine characters is, for the most part, only 
  found among the orders of wicked gods, such as Iuz and 
  Nerull.   
   
  Sacred Exorcist (Core)
  Sacred Exorcist (Core)
  Sacred Exorcist (Core)
  Sacred Exorcist (Core)    
  Not very common in Highfolk, members of this prestige class 
  can only be found in the faiths of Ehlonna and Sehanine 
  Moonbow.  Characters of these two faiths aspiring to become 
  sacred exorcists must have proven themselves as exemplary 
  candidates to the church hierarchy (contact the Highfolk 
  Triad to see if a given character qualifies). 
   
  Sacred Fist (Core)
  Sacred Fist (Core)
  Sacred Fist (Core)
  Sacred Fist (Core)    
  Although their ways are strange indeed, even to those of the 
  same faith, a small number of sacred fists exist within the 
  various faiths of the Highfolk region.  In addition, other 
  sacred fists of deities not commonly worshipped in Highfolk 
  can be found around the land, wandering about, preaching 
  their faith. 
   
  Templar (Core)
  Templar (Core)
  Templar (Core)
  Templar (Core)    
  All of the faiths in the Fairdells have need of strong-willed 
  martial protectors, and thus, templars are a relatively common 
  sight, especially among the more martial deities.  Even some 
  shrines (like the shrine to Heironeous in Ironstead) have 
  templars guarding them for protection.   
   
  Warpriest (Core)
  Warpriest (Core)
  Warpriest (Core)
  Warpriest (Core)    
  Although rare in the region, warpriests can be found most 
  often among the churches of Flandal Steelskin, Corellon 
  Larethian, and the shrine of Heironeous.  Those worshipping 
  Corellon are most common, and often lead excursions into 
  Iuz's domain to strike back at the evil that plagues their 
  homeland.   
   
  Tome & Blood
  Tome & Blood
  Tome & Blood
  Tome & Blood    
  Acolyte of the Skin (Special)
  Acolyte of the Skin (Special)
  Acolyte of the Skin (Special)
  Acolyte of the Skin (Special)    
  As with all "Special" prestige classes, the acolyte of the skin is 
  not normally available to PCs.  Such cavorting with demons 
  is often associated with Iuz's minions, but is repulsive to most 
  of the good folk of the Fairdells. 
   
  Alienist (Meta
  Alienist (Meta
  Alienist (Meta
  Alienist (Meta----organization Only: Elven Clan Volmiryth)
  organization Only: Elven Clan Volmiryth)
  organization Only: Elven Clan Volmiryth)
  organization Only: Elven Clan Volmiryth)    
  The secrets of this prestige class are known only to the elves 
  of clan Volmiryth, a highly magical clan dwelling deep in the 
  Vesve Forest.  It is said that many within their ranks know a 
  great deal about things not of this world, and sometimes 
  communicate with such entities.  Only PCs that are members 
  of this elven clan can acquire this prestige class.   
   
  Arcane Trickster (Core)
  Arcane Trickster (Core)
  Arcane Trickster (Core)
  Arcane Trickster (Core)    
  A magical path for those with the skills of the rogue, the 
  arcane trickster is a common magical path in the lands of 
  Highfolk.  In particular, tallfellow halflings and rock gnomes 
  seem drawn toward this magical discipline.   
   
  Bladesinger (Core)
  Bladesinger (Core)
  Bladesinger (Core)
  Bladesinger (Core)    
  One of the greatest secrets of the elves of the Vesve is the art 
  of the bladesong.  Often elite commanders, members of 
  special shock troops, or solo infiltrators, the bladesingers 
  enjoy a popularity and prestige among the elven clans 
  unmatched, save for the Knights of the High Forest.  A 
  friendly rivalry exists between them, as the bladesingers are 
  looked upon as more "civilized", while the Knights of the 
  High Forest are more "in touch with the common people".   
   
  Blood Magus (Special)
  Blood Magus (Special)
  Blood Magus (Special)
  Blood Magus (Special)    
  As with all "Special" prestige classes, the blood magus is not 
  normally available to PCs.  Their shocking mastery of blood 
  may be found in Iuz's camp, but most others consider it 
  disgusting.    
   
  Candle Ca
  Candle Ca
  Candle Ca
  Candle Caster (Core)
  ster (Core)
  ster (Core)
  ster (Core)    
  Candle casters are a common enough magical path in the 
  Highfolk region; gnomes, in particular, seem to take a liking 
  to the art.  Many candle casters take jobs as performers, 
  traveling from village to village, showing others their unique 
  magic in entertaining displays.  Others (particularly among 
  gnomes) become charlatans, selling their "magic candles" to 
  unsuspecting buyers after "proving" their "authenticity".   
   
  Dragon Disciple (Regional Documentation Only)
  Dragon Disciple (Regional Documentation Only)
  Dragon Disciple (Regional Documentation Only)
  Dragon Disciple (Regional Documentation Only)    
  It is not known how or why some display powers beyond 
  those of mortal spellcasters, but it is known that it has 
  something to do with a special connection with dragons.  The 
  few very mysterious people who wield these powers have not 
  disclosed the origins of their abilities; those that have 
  divulged even the most minute of details to close friends have 
  
  gone missing.  In game terms, if a character desires to become 
  a dragon disciple, the player must contact the Highfolk Triad 
  for details on entry. 
   
  Elemental Savant (Core)
  Elemental Savant (Core)
  Elemental Savant (Core)
  Elemental Savant (Core)    
  Spellcasters using the elements of air, earth, and water are 
  found in some number around the region.  They are 
  particularly valuable to farmers in the Highvale, as their 
  elemental mastery often gives them insights into the climate 
  and welfare of the crops.  Fire elemental savants are feared 
  and looked upon with great suspicion.  Peaceful contact with 
  an elemental or outsider with an elemental subtype must be 
  documented in order to obtain levels of this prestige class.   
   
  Fatespinner (Core)
  Fatespinner (Core)
  Fatespinner (Core)
  Fatespinner (Core)    
  Those that manipulate fate itself can be found in the 
  Highfolk region; in fact, it is rumored that several work in 
  some capacity for the Smiling Halls of Good Fortune, the 
  temple to Norebo in Verbeeg Hill.  Most fatespinners are 
  humans or halflings; the grey elves view fatespinning as a 
  vulgar art.   
   
  Mage of the Arcane Order (Adaptable 
  Mage of the Arcane Order (Adaptable 
  Mage of the Arcane Order (Adaptable 
  Mage of the Arcane Order (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While the Fairdells is a haven for arcane spellcasters, the 
  existing organization of wizards and sorcerers known as the 
  Guildsmen of the High Art does not have members of this 
  prestige class in their ranks.  The organization is quite 
  mercenary, and few involved would be willing to sacrifice 
  their privacy for the purposes of sharing magic.   
   
  Mindbender (Adaptable 
  Mindbender (Adaptable 
  Mindbender (Adaptable 
  Mindbender (Adaptable ---- Allowed)
   Allowed)
   Allowed)
   Allowed)    
  Several mindbenders exist in Highfolk, mostly among the 
  small races (gnomes and halflings); a few are present among 
  the grey elves as well.  All are wary of using their powers 
  against the good folk of the Fairdells - injudicious use of 
  direct mental manipulation is abhorrent to Highfolk natives 
  (unless used against the forces of evil). 
   
  Pale Master (Special)
  Pale Master (Special)
  Pale Master (Special)
  Pale Master (Special)    
  As with all "Special" prestige classes, the pale master is not 
  normally available to PCs.  Often, members of this prestige 
  class are said to lurk around the ruins of Delvenbrass, along 
  with their cousins, the true necromancers.   
   
  Spellsword (Core)
  Spellsword (Core)
  Spellsword (Core)
  Spellsword (Core)    
  Yet another elven tradition, much like the bladesong, the 
  spellsword's secrets have been released to the other races over 
  the last 200 years or so.  Now, many spellswords can be 
  found among the various races of the Highfolk region.   
   
  True Necromancer (Special)
  True Necromancer (Special)
  True Necromancer (Special)
  True Necromancer (Special)    
  As with all "Special" prestige classes, the true necromancer is 
  not normally available to PCs.  Vile cults lead by these spawn 
  of Nerull occasionally plague the good folk of the Vesve 
  Forest; surprisingly, not many are found among Iuz's ranks. 
   
  Wayfarer Guide (Adaptable 
  Wayfarer Guide (Adaptable 
  Wayfarer Guide (Adaptable 
  Wayfarer Guide (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  Although strong in arcane traditions, there exists no 
  Wayfarer's Guild in Highfolk.  There are simply not enough 
  people to make this type of operation viable in Highfolk. 
   
  Song & Silence
  Song & Silence
  Song & Silence
  Song & Silence    
  Dread Pirat
  Dread Pirat
  Dread Pirat
  Dread Pirate (Adaptable 
  e (Adaptable 
  e (Adaptable 
  e (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While the outlook and lifestyle of the dread pirate might 
  appeal to many adventurous spirits in the lands of Highfolk, 
  there simply isn't a large enough body of water for them to 
  ply their trade (or plunder other vessels).   
   
  Du
  Du
  Du
  Dungeon Delver (Core)
  ngeon Delver (Core)
  ngeon Delver (Core)
  ngeon Delver (Core)    
  In the mountains of the Clatspur and Yatil ranges, and in 
  ruins swallowed by the Vesve Forest, dungeons exist - some 
  ripe for the plucking, others nothing more than huge 
  deathtraps.  The skill or luck required to become a dungeon 
  delver is rare.  Characters that wish to obtain this prestige 
  class should have the player contact the Highfolk Triad to 
  meet requirements; those that have survived a cave-in should 
  have appropriate documentation supporting that occurrence.   
   
  Fang of Lolth (Spe
  Fang of Lolth (Spe
  Fang of Lolth (Spe
  Fang of Lolth (Special)
  cial)
  cial)
  cial)    
  As with all "Special" prestige classes, the fang of Lolth is not 
  normally available to PCs.  Any members of this prestige 
  class, if known to exist in the Highfolk region, are quickly 
  hunted down and slain by elven war bands.       
      
  Outlaw of the Crim
  Outlaw of the Crim
  Outlaw of the Crim
  Outlaw of the Crimson Road (Meta
  son Road (Meta
  son Road (Meta
  son Road (Meta----organization Only: 
  organization Only: 
  organization Only: 
  organization Only: 
  Vagabonds)
  Vagabonds)
  Vagabonds)
  Vagabonds)    
  Constant sources of problems for the Fairdells are the bandits 
  that raid merchant caravans moving through the area.  Many 
  of them are vagabonds; scofflaws that have spent some time 
  "earning" themselves their infamous reputation.  All PCs 
  wishing to earn levels in this prestige class must be members 
  of the Vagbonds meta-organization, and must meet the 
  requirements listed in that organization's document.   
   
  Royal Explorer (Adaptable 
  Royal Explorer (Adaptable 
  Royal Explorer (Adaptable 
  Royal Explorer (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  Members of this prestige class hail from Keoland, or were 
  trained there.  Thus, royal explorers are not found within the 
  borders of the Fairdells, unless they are visitors.   
   
  Spymaster (Meta
  Spymaster (Meta
  Spymaster (Meta
  Spymaster (Meta----organization Only: Unknown)
  organization Only: Unknown)
  organization Only: Unknown)
  organization Only: Unknown)    
  It is rumored that there are those within the Fairdells that are 
  able to blend imperceptibly with the populace at large.  
  Certainly, Paxana Eventhil (and the Fifth District) would be 
  interested in knowing the truth to such talk.  To what end 
  spymasters might serve in Highfolk remains to be seen.  
  Contact the Highfolk Triad if a PC desires this prestige class. 
   
  Temple Raider of Olidamarra (Core)
  Temple Raider of Olidamarra (Core)
  Temple Raider of Olidamarra (Core)
  Temple Raider of Olidamarra (Core)    
  While there exists a small number of followers of Olidamarra 
  throughout the region, members of this very specialized 
  prestige class are only spoke of in legends.  If more followers 
  of Olidamarra flocked to the shrine in Highfolk town, a 
  
  temple may need to be built to serve the larger influx of 
  faithful.  If that were to happen, temple raiders might move 
  from the stories of legend into a reality.  Until that time, 
  aspiring temple raiders should have the player contact the 
  Highfolk Triad for details on obtaining this prestige class. 
   
  Thief
  Thief
  Thief
  Thief----Acrobat (Core)
  Acrobat (Core)
  Acrobat (Core)
  Acrobat (Core)    
  No known native thief-acrobats exist in the Highfolk region, 
  as there is not a known, organized thieves' guild present in the 
  Highfolk region.  The Highfolk Triad should be contacted 
  by prospective PCs desiring this prestige class. 
   
  Vigilante (Core)
  Vigilante (Core)
  Vigilante (Core)
  Vigilante (Core)    
  Sometimes, the people of the Fairdells take the law into their 
  own hands, attempting to eradicate corruption and evil on 
  their own terms.  Often, the Home Guard turns a blind eye 
  to this type of activity, especially if it involves agents of Iuz.  
  Vigilantes thrive in Highfolk's loosely coded laws, and can be 
  found among many of the races.   
   
  Virtuoso (Core)
  Virtuoso (Core)
  Virtuoso (Core)
  Virtuoso (Core)    
  Bardic traditions are strong in the lands of the Fairdells, 
  especially among the elves and humans.  The virtuoso is a 
  master of their chosen method of performance, and many fine 
  examples can be found at the Bardic College of Myrin 
  Tyrinthael.  All are highly respected and loved by the people 
  of Highfolk. 
   
  Masters of the Wild
  Masters of the Wild
  Masters of the Wild
  Masters of the Wild    
  Animal Lord (Core)
  Animal Lord (Core)
  Animal Lord (Core)
  Animal Lord (Core)    
  As with many of the prestige classes in Masters of the Wild, 
  animal lords can be found all around the Highfolk region.  
  The differing terrain features in the Fairdells make for an 
  abundant amount of wildlife.  In fact, the only animal lords 
  that cannot be found here are apelords (as there are no native 
  apes in Highfolk).  Elves, half-elves, and humans commonly 
  follow this path. 
   
  Bane of Infidels (Special)
  Bane of Infidels (Special)
  Bane of Infidels (Special)
  Bane of Infidels (Special)    
  As with all "Special" prestige classes, the bane of infidels is 
  not normally available to PCs.  Members of this prestige class 
  are quite common among the grugach, wild elves that live in 
  the northern Vesve Forest. 
   
  Blighter (Special)
  Blighter (Special)
  Blighter (Special)
  Blighter (Special)    
  As with all "Special" prestige classes, the blighter is not 
  normally available to PCs.  Universally reviled and feared 
  throughout the lands of Highfolk, blighters are destroyed as 
  quickly and efficiently as possible.  All of the good folk of 
  the Fairdells share in their desire to remove the threat of these 
  defilers of nature. 
   
  Bloodhound (Core)
  Bloodhound (Core)
  Bloodhound (Core)
  Bloodhound (Core)    
  Bloodhounds are found among all the races, and find gainful 
  employment in many different organizations in Highfolk.  
  The Helping Hands of Ehlonna, the Fifth District of the 
  Home Guard, and the Rangers of the Vesve all have 
  bloodhounds in their ranks.   
   
  Deepwood Sniper (Core)
  Deepwood Sniper (Core)
  Deepwood Sniper (Core)
  Deepwood Sniper (Core)    
  Yet another elven tradition that has been "gifted" to the 
  other races, the deepwood sniper is a common path for an 
  archer in Highfolk.  Many can be found among the elven 
  clans in the Vesve; also, some halflings and gnomes living in 
  the Highvale become deepwood snipers, using the open 
  terrain to their advantage. 
   
  Exotic Weapon Master (Core)
  Exotic Weapon Master (Core)
  Exotic Weapon Master (Core)
  Exotic Weapon Master (Core)    
  While a few exotic weapons make their ways into the hands 
  of Highfolk natives (in particular the net, gnome battlepick, 
  halfling skiprock, and elven thinblade), these esoteric fighters 
  are a rare sight in the Fairdells.  It is difficult to find many of 
  the weapons that the exotic weapon master uses manufactured 
  by the few smiths in the region (only the Hammerstrike clan 
  of dwarves in Highfolk town crafts them to order, and at a 
  higher price). 
   
  Eye of Gruumsh (Special)
  Eye of Gruumsh (Special)
  Eye of Gruumsh (Special)
  Eye of Gruumsh (Special)    
  As with all "Special" prestige classes, the eye of Gruumsh is 
  not normally available to PCs.  Several of their number can be 
  found among the orcs living in the Vesve Forest, particularly 
  among the Celbit tribe.   
   
  Foe Hunter (Core)
  Foe Hunter (Core)
  Foe Hunter (Core)
  Foe Hunter (Core)    
  Foe Hunters are found on both sides of the fight for the 
  Vesve Forest; both good and evil count several among their 
  ranks.  Humans are commonly foe hunters; many choose an 
  evil humanoid, such as orcs, as their hated foe.   
   
  Forsaker (Core)
  Forsaker (Core)
  Forsaker (Core)
  Forsaker (Core)    
  In a land so permeated with magic, the forsaker is all but 
  unknown among the PC races in Highfolk.  The evil 
  humanoids of the Vesve Forest, however, are often victims of 
  elven magic, and several forsakers lead small tribes on 
  missions of extermination. 
   
  Frenzied Berserker (Core)
  Frenzied Berserker (Core)
  Frenzied Berserker (Core)
  Frenzied Berserker (Core)    
  Much like the forsaker, the frenzied berserker is not a 
  common sight in the Fairdells.  Orc and hobgoblin 
  barbarians, however, choose this path often - sometimes as 
  servants of Iuz's forces, and other times as great warriors of 
  independent tribes. 
   
  Geomancer (Core)
  Geomancer (Core)
  Geomancer (Core)
  Geomancer (Core)    
  The geomancer finds Highfolk to be a very welcome home.  
  Mystic wanderers traverse the land, gathering magical power 
  at focal points known as ley lines.  It is said that the Vesve 
  Forest may contain the largest cabal of geomancers on Oerth; 
  to what ends they serve, no one can say. 
   
  Hexer (Special)
  Hexer (Special)
  Hexer (Special)
  Hexer (Special)    
  
  As with all "Special" prestige classes, the hexer is not 
  normally available to PCs.  Vesve gnolls and goblins, in 
  particular, have many hexers in their camps. 
   
  King/Queen of the Wild (Adaptable 
  King/Queen of the Wild (Adaptable 
  King/Queen of the Wild (Adaptable 
  King/Queen of the Wild (Adaptable ---- Allowed)
   Allowed)
   Allowed)
   Allowed)    
  Mountains, hills, plains, rivers, swamps, and of course, 
  forests, are found throughout the Fairdells.  Members of all 
  the races have people among them that have mastered their 
  environments; kings and queens of the wild are the result of 
  such rugged individualism.  Elves and half-elves most 
  commonly are one with the forest (in particular, of course, 
  the Vesve Forest).   Gnomes usually are particular to the hills 
  or underground, especially in the Sepia Uplands.  The few 
  dwarves that find themselves in the Fairdells most often are 
  fond of the mountains, such as the Clatspur or Yatil ranges.  
  The verdant plains of the Highvale often touch halflings.  
  Humans and half-orcs are very adaptable, and have no 
  particular favorite terrain.  The only terrain type not allowed 
  for Highfolk characters is the king/queen of the desert.   
   
  Oozemaster (Core)
  Oozemaster (Core)
  Oozemaster (Core)
  Oozemaster (Core)    
  More a legend than a reality, the oozemaster may exist in the 
  Highfolk region, but the populace at large has seen none; at 
  least, not to anyone's knowledge.  This reclusive, disgusting 
  character is most common to mining humans and gnomes, 
  who often find themselves underground for long periods of 
  time (where they can be closest to the objects of their desire). 
   
  Shifter (Core)
  Shifter (Core)
  Shifter (Core)
  Shifter (Core)    
  The people of Highfolk value their individuality above 
  almost all else, except perhaps the expulsion of Iuz from the 
  Vesve Forest.  The shifter loses his/her identity, taking on so 
  many other forms, never really knowing who he/she really is.  
  This conflict of ideology makes for few shifters in the 
  Fairdells, especially among the elves. 
   
  Tamer of Beasts (Core)
  Tamer of Beasts (Core)
  Tamer of Beasts (Core)
  Tamer of Beasts (Core)    
  A valuable ally in the lands of Highfolk, the tamer of beasts is 
  another common sight while traveling the Fairdells.  The 
  small races (halflings and gnomes), in particular, find this 
  prestige class appealing; the gnomes are fond of burrowing 
  animals, and the halflings are known to have affinities with 
  the denizens of the farmlands (for lightfoots), or the forest 
  (for tallfellows). 
   
  Tempest (Core)
  Tempest (Core)
  Tempest (Core)
  Tempest (Core)    
  Two-weapon combat is an honorable tradition of melee 
  warfare in the Fairdells.  Indeed, it is looked upon as being an 
  equalizer to the heavily armored, large weapon-wielding 
  knightly traditions common in other lands.  Tempests are 
  said to have their own system of dueling - far more exotic, 
  dangerous, and illegal than that of the elven duelists.  
   
  Verdant Lord (Core)
  Verdant Lord (Core)
  Verdant Lord (Core)
  Verdant Lord (Core)    
  The bond that many elves, forest gnomes, and tallfellow 
  halflings feel with the Vesve runs strong.  To a select few, 
  that bond transcends mortal comprehension.  Those that 
  choose the path of the verdant lord often commune with 
  treants, learning the oldest secrets of the Vesve Forest from 
  them.  It is said that a final secret of the Vesve is revealed 
  once a verdant lord reaches mastery of his/her path (e.g., 
  10th level of the prestige class); all that is known is that the 
  secret alters their whole perception on their home.   
   
  Watch Detective (Adaptable 
  Watch Detective (Adaptable 
  Watch Detective (Adaptable 
  Watch Detective (Adaptable ---- Not Allowed)
   Not Allowed)
   Not Allowed)
   Not Allowed)    
  While the 5th District, a special operations section of the 
  Highfolk Home Guard, has crack investigators, none possess 
  this prestige class.  The adherence to such a codified form of 
  operational behavior would be perceived as a stranglehold 
  upon enforcement of the law in Highfolk, allowing for little 
  true justice. 
   
  Windrider (Adaptable 
  Windrider (Adaptable 
  Windrider (Adaptable 
  Windrider (Adaptable ---- Allowed)
   Allowed)
   Allowed)
   Allowed)    
  Unlike other areas of the Flanaess, the people of the Fairdells 
  do not regard mounts as "tools" or "pets"; rather, they are 
  equal in stature to the rider in most every way.  The 
  windrider epitomizes this respect, and members of this 
  prestige class often are very vocal about the treatment of 
  animals when they journey to other lands.  Preferred mounts 
  include unicorns and pegasi for elves, dire badgers and giant 
  lizards for gnomes, ponies and dire weasels for halflings, and 
  (for the rare few that dwell in the mountains) griffons and 
  dire wolves for dwarves.  Humans, half-elves, and half-orcs 
  have widely varying preferences.  The most common flying 
  mounts, however, are the giant eagles and giant owls, found in 
  the Clatspur Mountains and Vesve Forest, respectively. 
   
   
  SKILLS AND THEIR USES
  SKILLS AND THEIR USES
  SKILLS AND THEIR USES
  SKILLS AND THEIR USES    
  Any new uses for skills are approved for use in the Highfolk 
  region.  If a player desires to use a skill in a manner presented 
  in a class guidebook, the player must bring a copy of the 
  book with them for reference.   The DM may, however, 
  disallow any new use of a skill as outlined in a specific class 
  guidebook, for any reason he/she sees fit. 
   
   
  OTHER INFORMATION
  OTHER INFORMATION
  OTHER INFORMATION
  OTHER INFORMATION    
  Other optional information present in the class guidebooks 
  that is not covered by the LIVING GREYHAWK Rules 
  Updates or the Highfolk Rules Updates will be specified in 
  the event (scenario, interactive, or other event).  Please note 
  that the Mount Baden Chapterhouse, from Defenders of the 
  Faith, does exist in the Highfolk region.   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Highfolk/HIG-RUP-1.pdf