CHAPTER 8CAMPAIGNS INTHE WILD184Skills and Feats: Climb +3, Hide +10, Listen +9, Move Silently+10, Spot +11, Survival +9; Endurance B , Point-Blank Shot,Rapid Shot B , Track B , Weapon Focus (short sword).Languages: Common, Tuilvilanuue.Favored Enemy (Ex): This raptoran sentry gains a +4bonus on her Bluff, Listen, Sense Motive, Spot, and Survivalchecks when using these skills against humans. She gainsthe same bonus on weapon damage.Against gnolls, she gains a +2 bonus on these skill checksand on weapon damage rolls.Raptoran Traits: Raptorans can glide at a speed <strong>of</strong> 40 feet,with average maneuverability. Raptorans have an unerringsense <strong>of</strong> direction and always know which way is north. Araptoran spellcaster gains +1 caster level for air spells. Thisraptoran can fly for 1 round at no penalty, or for 2 rounds atthe cost <strong>of</strong> becoming fatigued. A flying raptoran can make adive attack (as a charge, but must fly at least 30 feet, descendat least 10 feet, and use a piercing weapon to deal doubledamage on a hit).Animal Companion (Ex): This raptoran sentry has aneagle as an animal companion (see page 272 <strong>of</strong> the MonsterManual). The sentry and her eagle enjoy the link and sharespells special qualities.Link (Ex): The raptoran sentry can handle the eagle as a freeaction. She also gains a +4 circumstance bonus on all wildempathy checks and Handle Animal checks made regardingher eagle.Share Spells (Ex): The raptoran sentry can have any spellshe casts on herself also affect her animal companion if thelatter is within 5 feet at the time. The sentry can also cast aspell with a target <strong>of</strong> “You” on her animal companion.Ranger Spell Prepared (caster level 1st): 1st—speak withanimals.Possessions: +1 chain shirt, masterwork buckler, +1 short sword,masterwork footbow (+2 Str bonus) with 20 arrows, potion <strong>of</strong>cure moderate wounds, potion <strong>of</strong> shield <strong>of</strong> faith +4.Raptoran Youth PilgrimThis raptoran is on the Walk <strong>of</strong> the Four Winds, a pilgrimagethat ends when he learns to fly.Raptoran Youth Pilgrim: Raptoran barbarian 1; CR 1;Medium humanoid (raptoran); HD 1d12+2; hp 14; Init +1;Spd 40 ft., fly 40 ft. (average); AC 16, touch 11, flat-footed 15;Base Atk +1; Grp +3; Atk or Full Atk +4 melee (1d8+3/×3,masterwork spear) or +2 ranged (1d8+2/×3, composite longbow);SA rage 1/day; SQ low-light vision, raptoran traits; ALCG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int10, Wis 12, Cha 8.Skills and Feats: Climb +6, Jump +4, Listen +5, Spot +3,Survival +5; Power Attack.Languages: Common, Tuilvilanuue.Rage (Ex): Once per day, this raptoran youth pilgrimcan enter a state <strong>of</strong> fierce rage that lasts for 7 rounds. Thefollowing changes are in effect as long as he rages: hpincrease by 2; AC 14, touch 9, flat-footed 13; Grp +5; Atkor Full Atk +6 melee (1d8+6/×3, masterwork spear) or +2ranged (1d8+2/×3, composite longbow); SV Fort +6, Will +3;Str 19, Con 18; Climb +8, Jump +6. At the end <strong>of</strong> his rage,the raptoran youth pilgrim is fatigued for the duration <strong>of</strong>the encounter.Raptoran Traits: Raptorans can glide at a speed <strong>of</strong> 40feet, with average maneuverability. Raptorans have anunerring sense <strong>of</strong> direction and always know which wayis north.Possessions: masterwork breastplate, masterwork spear,composite longbow (+2 Str bonus) with 20 arrows, 2 potions<strong>of</strong> cure light wounds.RAPTORAN GROUPSRaptorans can be encountered alone, with a mixed adventuringparty, or in conjunction with their larger community.Scouts (EL 2): 2 raptoran youth pilgrims (see above).Hunting Party (EL 6): 4 raptoran youth pilgrims (seeabove), 1 raptoran sentry (see above).Veteran Patrol (EL 7–10): 1d4 raptoran sentries (seeabove), 1 stormtalon recruit (see page 134).Guardians <strong>of</strong> the Flock (EL 14): 1 raptoran druid(see Jenlisa Iltinger’s statistics, page 83), 2 raptoran rangers(see Chanil Akiilin’s statistics, page 85).HOLIDAYSOverlooked in many campaigns, holidays provide a simpleand interesting way to convey a race’s culture and beliefs.When the adventurers enter a halfling camp during a ClanMeet, they can’t help but notice that halflings are sharing andswapping news with great efficiency; halfling culture seemsmore completely developed because <strong>of</strong> this flourish.Holidays shouldn’t be common occurrences; in most cases,a little goes a long way. Most cultures should have only threeor four major holidays in each year, but individual DMs haveplenty <strong>of</strong> room to go beyond this guideline for special racesor cultures. Remember, too, that holidays need not all beannual events. A holiday that comes only once every fourhundred years might have more significance (and thereforemore substantial game effects) than an annual celebration.A holiday that occurs every month will have a much greaterchance <strong>of</strong> affecting an adventure than one that occurs onlyonce a year, and will therefore play a much greater role inthe campaign.Holidays can also serve to differentiate groups within arace or culture—religious holidays are the most commonexample <strong>of</strong> this kind <strong>of</strong> holiday, but guilds, clans, or any othergroup might have holidays <strong>of</strong> its own. These can providea particularly interesting insight into a setting when theydiffer noticeably from the main culture around them. Forexample, the raptorans <strong>of</strong> the White Chalk Cliffs might notworship Tuilviel Glithien and hence not celebrate the LongNight. Perhaps they even have an antithetical holiday on thesummer solstice. This unusual custom might cause strainedrelations or even conflicts with raptorans who revere theQueen <strong>of</strong> Air and Night.
The section below details sample holidays that you caninclude in your campaign. Although the holidays aresplit between races, feel free to choose among them orcreate your own if they better fit another race or culturein your campaign.ELF HOLIDAYSElf communities host a wide variety <strong>of</strong> seasonal festivals.In addition, they <strong>of</strong>ten hold a party or feast to celebrate the<strong>of</strong>ficial appointing <strong>of</strong> a new captain <strong>of</strong> the watch, masterbuilder, or other <strong>of</strong>ficial. Elven holidays tend to be grandcommunity-wide events.Arrow Meet and Arrow Sunder: Once a season, theelves in a local militia gather for two days <strong>of</strong> training andcompetition. On the first day, they divide into teams andhold a capture-the-flag wargame, using blunt arrows (seepage 163) that sting but deliver only nonlethal damage. Thefirst game ends at dusk. Participants then form new teams,mixing the victors and the losers, and hold a second gamethat lasts from dusk to dawn.On the second day, individual achievement is celebrated byan extremely competitive archery tournament. The secondnight ends with a festival that recognizes the achivements<strong>of</strong> the victors.During Arrow Meet and Arrow Sunder, all elves gain a +1morale bonus on attacks with ranged weapons.Child’s Play: Once every four years in times <strong>of</strong> peace andprosperity, elf communities celebrate their young by havinga day during which age-dependent roles are reversed. Thechildren are given free rein to do as they please and be incharge. They can ask any question, pursue any activity, andenlist adults’ help in any <strong>of</strong> their ventures. This holiday allowschildren an opportunity to experiment with leadership rolesor to simply relax and be silly. It’s a day <strong>of</strong> experimentationand fun.On the day <strong>of</strong> Child’s Play, all elves gain a +4 morale bonuson saves against fear effects.Spring Revel: As spring stirs the sap in the trees, elvesfeel nature renew their spirits. After a long winter, elveswelcome the return <strong>of</strong> spring with a grand affair. TheSpring Revel is an event hosted by the clerics and followers<strong>of</strong> Alobal Lorfiril (see page 20), but it’s more a secularthan a religious festival, and folk <strong>of</strong> all faiths happilyparticipate. The festivities last for five days, during whichelves celebrate the crafts they have practiced and the skillsthey have honed over the winter months. A large area is setup for elves to buy, sell, or simply display their creations.Events during the festival include singing, dancing, storytelling,archery and swordplay competitions, wine tasting,and demonstrations <strong>of</strong> new innovations in magic spellsand items.During Spring Revel, all elves gain a +1 morale bonus onPerform checks.HALFLING HOLIDAYSHalflings work hard and play hard. They enjoy festivals,even more so when others are doing the work and providingthe food. Often the travels <strong>of</strong> a halfling caravan includearrivals and sojourns timed to coincide with the nearbyfriendly community hosting a celebration. Thus, they<strong>of</strong>ten benefit from other races’ holidays in addition totheir own.Clan Circle: Once every five years, members <strong>of</strong> a clangather together to conduct clan business and catch up onclan gossip. The event has an odd mixture <strong>of</strong> seriousnessand triviality. The main purpose is serious—selecting theclan elder (or confirming the current one to continue in thatrole). However, such large gatherings being rare, the eventgives a welcome opportunity for sharing <strong>of</strong> news, socializing,and sport.On the first day <strong>of</strong> a Clan Circle, halflings gain a +1 moralebonus on Gather Information checks.Clan Meet: When two halfling caravans encounter eachother, they <strong>of</strong>ten unite to spend a few days camping or travelingtogether. It’s a time <strong>of</strong> frivolity, with much boasting andtelling <strong>of</strong> tales to impress the other clan. Often, unattachedhalflings use this opportunity to meet and flirt with a variety<strong>of</strong> romantic prospects (especially important since romanticrelationships with clan-kin are discouraged). After spendingseveral delightful days together, the caravans will separateagain, sometimes with new handfasted partners from theother clan.During the first week <strong>of</strong> a Clan Meet, halflings gain a +1morale bonus on Bluff checks.All Meet: When a matter <strong>of</strong> grave importance to allhalflings comes up, word is passed from caravan to caravanand clan to clan to come to the All Meet, a gathering <strong>of</strong> manydifferent clans. Even clanless halflings attend. This event isexceedingly rare and is only scheduled to discuss matters <strong>of</strong>world-shaking importance.During an All Meet, halflings gain a +2 morale bonus onWill savesRAPTORAN HOLIDAYSRaptoran life is rich with traditions and holidays. Most familyand age-mates have days <strong>of</strong> remembrance for events specialjust to them. They celebrate the anniversaries <strong>of</strong> significanthappenings such as their Wingsweeps (see below), meetinga dear friend, or acquiring a unusual item. These dates arerarely recorded or remembered with precision, which leadsto many arguments and apologies for forgetting someone’sspecial day.Long Night: Raptorans who worship or respect TuilvielGlithien celebrate the winter equinox, the longest night<strong>of</strong> the year. Those that fall on a night <strong>of</strong> the full moonor new moon are especially boisterous. The festivitiesbegin at dusk and end at dawn. This holiday is a celebration<strong>of</strong> the joyfulness <strong>of</strong> life. Since food is scarce duringthe winter, there’s no feasting. Instead, the raptoransCHAPTER 8CAMPAIGNS INTHE WILD185
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C R E D I T SD E S I G NSKIP WILLIA
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premium. Thus, each individual can
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espects during this time, and those
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Stores Master: Charged with keeping
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ELF HISTORYAND FOLKLOREThe elves cl
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along with her son Hionyron, who wa
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and return her to her people.” In
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Table 1-3: Suffixesd% Suffix Meanin
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CHAPTER 1ELVES34tri-level tree home
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Halflings are usually pleasant trav
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Halflings are as eager to experienc
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CHAPTER 2HALFLINGS50away from their
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CHAPTER 2HALFLINGS54to tell how lon
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CHAPTER 2HALFLINGS56the underbrush
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PSYCHOLOGYSome outsiders who have h
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its eggs. At such times, they toler
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THE RAPTORAN PANTHEONThe typical ra
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year since, and they share the care
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D: Domain spell. Domains: Protectio
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characteristics are summarized in t
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CHAPTER 3RAPTORANS90Authority Figur
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