TEXT: Highfolk Judge Guidelines
  Highfolk Judge Guidelines
  Highfolk Judge Guidelines
  Highfolk Judge Guidelines    
  Prepared by Chris Tulach, Editor/Plots for the WI Triad, email ctulach@1stconnect.com .  Version 1.1, April 2001.
  A Few Words 
  This document is meant to provide judges with some quick and easy 
  guidelines when judging scenarios for the LIVING GREYHAWK 
  campaign in Highfolk (which corresponds to the real region of Wisconsin).  
  The information presented here may be applied to play in both regional 
  Highfolk scenarios and scenarios adapted for play in Highfolk (such 
  scenarios must have a regional adaptation sheet available to be 
  considered adapted for Highfolk). 
   
  Geography 
  The region of Highfolk consists of three primary areas: Highfolk, the 
  Highvale, and the Vesve Forest.  All three are collectively referred to as 
  the Fairdells (more of an in-game term) or the Highfolk region (a term 
  used by players and judges to describe the region).  
   
  Highfolk town consists of approximately 8700 people, and is the 
  largest settlement in the region.  The town is built almost entirely of wood, 
  and has a large elven influence.  Highfolk has four districts - the 
  Merchant, Temple, Poor, and Elven.  The Merchant District lies in the 
  center of town and stretches from east to west.  The Temple District is 
  found in the eastern part of town, and is also the "upper class" area. The 
  Poor District is in the south, sharing space with the tanneries.  The tree-
  filled Elven District is in the north, and blends in with the small forest that 
  borders the town there. 
   
  The Vesve Forest is the largest deciduous forest in the known 
  Flanaess.  In the south, human woodsmen and elves (both high and 
  wood elf subraces) live in the area known as the Heartlands.  In this area, 
  the towns of Quaalsten (home of the Rangers of the Vesve and the main 
  church of Ehlonna), Flameflower (the home of the Elven Court), and 
  Ironstead (a Furyondyian outpost) provide bastions of safety against the 
  dangerous wood.  The Timeless Tree, a mystical community of grey 
  elves, stands in a stoic solace watching developments throughout the 
  area.  To the northwest lie communities of shy beastmen and xenophobic 
  wild elves (also known as grugach).  The north and east are lairs of evil, 
  with roving bands of humanoids and Iuz controlled lands dominating that 
  portion of the woods. 
   
  The Highvale is a fertile farming area located to the north of 
  Highfolk, in between the Vesve and the mountains to the west (the Yatil 
  and Clatspur Ranges).  The Quagflow Road, a main trading route, cuts 
  through the land, leading to Verbeeg Hill (a rowdy gambling town that lies 
  on the Velverdyva River).  Further north, the hilly Sepia Uplands house 
  the gnomish communities of Lunadore (in the west) and Gildenhand (in 
  the wooded Gnome Hills east).  
   
  Character 
  The people of Highfolk are generally good-natured, rustic folk (especially 
  in the countryside) that tend towards a farming lifestyle.  As they have no 
  standing regular army (Velunese troops provide some support in Highfolk 
  town itself), most people learn how to fight with a weapon at an early age 
  (typically a shortbow or halfspear).  The memories of the Greyhawk Wars, 
  only a few years ago, still are in the forefront of their thoughts.   
   
  The Fairdells dwellers are very individualistic, valuing their freedom 
  over anything else.  The lands of Highfolk hold no real human nobility; the 
  closest approximation is the Elven Court and the clans of elves that 
  permeate the area.    
   
  Portraying Highfolk Citizenry 
  Highfolk is predominately Chaotic Good in outlook, with strong veins of 
  Neutral Good as well.  The people reflect these alignments.  They are 
  honest, hard-working folk that believe in the power of the individual to 
  change things.  They bury their dead quickly, so they may continue on 
  with life.  They believe in heroes, and in the ability to overcome 
  challenges.  They believe in magic, and see it everyday in the nature 
  around them.     
   
  The people of Highfolk have a few flaws in general.  Firstly, they 
  tend to simplify problems and are often more interested in action than 
  thought.  They also tend to distrust anything that reminds them of 
  sufferings in the past; in particular, that which harkens back to the 
  invasion of the Vesve by Iuz.  The folk of the Fairdells also chafe under 
  excessive authority, which makes their representative-like government 
  fairly ineffectual.  
   
  The Law in Highfolk 
  Highfolk Town is not a very stringent, or particularly orderly, community.  
  It does have however, laws that are to be followed.  The laws are 
  grouped into general categories, and punishment can be somewhat 
  subjective.  It is somewhat rare to have criminal acts go to court in 
  Highfolk.  Note that many other settlements in the region employ law 
  enforcement systems similar to the Town of Highfolk. 
   
  The Home Guard in Highfolk, a militia force, policies the town.  This 
  force of approximately 100 men and women (the rest serve with the 
  Defense Force or with the Fifth District, a sort of "special operations") are 
  under the command of Constable Paxana Eventhil.  The more law-
  conscious citizens of the town often sight her as being a bit "soft" on 
  certain crimes.  She does not however, go easy on those that commit 
  grievous acts on their fellow townsfolk or those who threaten the safety 
  that Highfolk offers.   
   
  The Home Guard acts as a sort of on-the-spot sentencing 
  committee.  For a listing of crimes, please visit the website or Yahoo 
  Groups file download area for the Highfolk crime document, or consult a 
  Triad member if present. 
   
  The Races in Highfolk 
  The Highfolk region contains large numbers of both humans (of mostly 
  Oeridian and Suloise descent) and elves (in particular, wood and high 
  elves).  Both races have lived in harmony with one another for as long as 
  any care to remember.   
   
  Grey elves are generally more reclusive and scholarly than their 
  brethren, and are still encountered in the region.  They tend to think of 
  themselves as superior to the other elven races.  Wild elves (grugach) 
  keep to themselves and the northern woods. They are looked upon by 
  the other elves as lost cousins and barbarians.  Half-elves are fully 
  accepted by both humans and elves (which often puts them at a societal 
  advantage), and are a testament to the bond that has been made by both 
  races in the region. 
   
  The smaller folk also dwell in the region.  Tallfellow halflings share 
  the forested areas of the Vesve with the other good races, and the 
  lightfoots work the farmlands of the Highvale.  Rock gnomes have built 
  impressive mining communities in the northern areas of the region.  
  Forest gnomes are very reclusive and seldom seen. 
   
  Dwarves are a rare sight around Highfolk, and are regarded with 
  curiosity (as they are not native to the region).  When playing locals, you 
  should tend to ask dwarves silly questions and often gawk at them.  Half-
  orcs are generally mistrusted and despised, as they remind the people of 
  the menace of Iuz and the evil humanoids he often employs.  The default 
  reaction of locals in Highfolk towards half-orcs is unfriendly.     
   
  The Classes in Highfolk 
  Highfolk is very nature-oriented, and many druids, rangers, and clerics of 
  nature deities (especially Ehlonna) can be found throughout the area.  
  Wizards (especially among elves), sorcerers, and bards are also quite 
  common.  As with most other areas, fighters and rogues can be found 
  most anywhere. 
   
  Paladins are very rare in Highfolk.  The people here chafe under 
  strong authority figures, and most paladins that do make their home here 
  tend to be from other lands (in particular, Veluna and Furyondy) or 
  venerate less forceful or headstrong deities (such as Ehlonna).  The 
  frontier-style life, and emphasis on individual freedoms makes it difficult 
  for monks to find a home here.  Monks are never natives of Highfolk 
  (although they may have moved here from elsewhere on Oerth).   
   
  The mild climates and farming lifestyle of the people make it difficult 
  for the land to give birth to barbarians.  They are only found within the 
  wilds of the Vesve and the peaks of the Yatil and Clatspur Mountains.  
  Most barbarians are grugach; humans and wood elves make up the rest. 
   
  Metaorganizations 
  Several notable PC metaorganizations exist within Highfolk. Each player 
  is responsible to bring a write-up of any organization to which his or her 
  PC belongs.  Some give small bonuses or abilities when played in the 
  region.  As the judge, you may use your discretion as to how such 
  organizations affect the play environment.  Some scenarios will have 
  notes on certain organizations during encounters where such affiliations 
  may play a role. 
  
   
  Adventuring Companies bear special notice here.  These are player-
  driven metaorganizations whose purpose is to provide players with a 
  home campaign-type feel and realism to the game environment.  
  Adventuring Companies also have the opportunity to play regional 
  scenarios (not adaptables) as their company, and potentially report the 
  results as the "official" version of the campaign.  Any group wishing to do 
  so must play the event with at least 4 members of their company, have 
  the Adventuring Company log sheet in their possession, and inform the 
  judge of their intent to play the scenario as a "company event".  When the 
  critical events summary is filled out, the judge should write the name of 
  the Adventuring Company on the form for Triad review.   
   
  The Highfolk Player's Guide 
  Many details of the Highfolk campaign can be found in the Highfolk 
  Player's Guide, which can be downloaded from www.highfolk.oerth.com 
  or from the Yahoo Groups file archives.  While not a requirement to run 
  scenarios in Highfolk, it is very valuable in understanding the 
  metaorganizations, Legendary Deed, and Influence Point rules for the 
  Highfolk campaign.  These rules are not presented here due to space 
  considerations, but any player wishing to use those rules must present 
  them if asked for by the judge. 
   
  Animal Companions 
  Currently, in the LIVING GREYHAWK campaign, druids may begin play 
  with an animal companion of 2 HD or less.  Any other animal companions 
  (i.e., those gained with the animal friendship spell; not familiars, standard 
  pets, or mounts) must be certified through scenario play or special 
  interactive activities until further notice.   
   
  Magical Aid in Highfolk 
  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 
  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 
  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. 
   
  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 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 first below is the 
  highest-level NPC cleric in each major temple in Highfolk, their religion, 
  and geographic location.  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 Unicorn's Heart (Quaalsten) - 12th level (Ehlonna) DRUID 
  SPELLS UP TO THE 5TH SPELL LEVEL; CAN USE INFLUENCE; 
  ADVENTURING COMPANY PATRON APPLIES 
  Temple of Change (Highfolk) - 9th level (Atroa) 
  Sacred Home of the Forestmistress (Highfolk) - 10th level (Ehlonna) 
  DRUID SPELLS UP TO THE 4TH SPELL LEVEL; CAN USE 
  INFLUENCE; ADVENTURING COMPANY PATRON APPLIES 
  Blessed Glade of the Protector (Highfolk) - 8th level (Corellon) CAN USE 
  INFLUENCE; ADVENTURING COMPANY PATRON APPLIES 
  The Wanderer's Way (20 miles north of Highfolk) - 5th level (Fharlanghn) 
  Golden Harvest Temple (northern Highvale) - 6th level (Phyton) DRUID 
  SPELLS UP TO THE 3RD SPELL LEVEL 
  Stony Lodge of the Fiery Forge (Gildenhand) - 7th level (Flandal 
  Steelskin) 
  Dock of the Rushing Waves (Verbeeg Hill) - 5th level (Xerbo) 
  Smiling Halls of Good Fortune (Verbeeg Hill) - 8th level (Norebo) 
  ADVENTURING COMPANY PATRON APPLIES 
  Ancestral Copse (Flameflower) - 10th level (Sehanine Moonbow) ONLY 
  ELVES AND HALF-ELVES NORMALLY ALLOWED ENTRANCE; CAN 
  USE INFLUENCE; ADVENTURING COMPANY PATRON APPLIES 
   
  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 
   
  * The judge rolls at the table. If the PC comes back as something other 
  than human, halfling, elf, or gnome, he or she is removed from play and 
  the character automatically becomes an NPC. 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Highfolk/highfolkjudging.pdf