TEXT:  
  1 
  THE LAND 
  (The Chronicles of Thomas Covenant OGL) 
   
  Notes (updated 05/06/2006) 
  This is just a start. Some classes and races are still unfinished, I am just using this to note things as I go. I 
  am looking for ideas, feedback and so on from anyone who has read the books. I intend to add and update 
  regularly, so keep coming back for more as time goes by. I have updated already following feedback fro 
  both  “Dalin” and Amari De Ja. There is someone else, whose name I have forgotten, who sent me a bunch 
  of stuff, particularly on the creatures of the Land. If he would please get in touch, I can add his name.  
  Thanks very much to you all.  
   
  The Oath of Peace 
  “Do not hurt where holding is enough 
  Do not wound where hurting is enough 
  Do not maim where wounding is enough 
  Do not kill where maiming is enough 
  The greatest warrior is one who does not need to kill” 
   
   Despair 
  In a departure from the D&D rules, I am going to add a new measure called Despair. This will increase 
  each time the characters are involved in fights they don’t win, or lose a character or npc friend, or hear of 
  defeats from elsewhere or witness the evils of Lord Foul. As Despair rises, the characters ability to function 
  will become impaired. Despair can be reduced by successful quests or by the ministrations of Lorewardens 
  or even the Storytelling of Giants. Giants can remove their own Despair by Caamora. I haven’t quite 
  figured out the rules for it in game terms yet. 
   
  RACES OF THE LAND 
  The two player-character races are Human and Giant. However there are several different ‘sub’ races of 
  humans in the land that are different enough to warrant their own sections in these rules. Humans gain the 
  normal bonus racial feat as per the PHB. 
   
  RACIAL MODIFIERS CHART 
  Race  
   
  Ability Adjustment  
   
   
   
   
  Favoured Class 
  Stonedowner  
  +2 Strength  
   
   
   
   
   
  Gravelingas 
  Woodhelven  
  +2 Dexterity 
   
   
   
   
   
  Hirebrand 
  Ramen   
  +1 Constitiution, +1 Dexterity  
   
   
   
  Ramen Hunter 
  Haruchai  
  +2 Constitution, +1 Strength or Dexterity, -2 Charisma  
  Haruchai Warrior 
  Giant 
   
  +3 Strength, +3 Constitution, -3 Dexterity  
   
  Seafarer 
  Man 
   
  None 
   
   
   
   
   
   
  None (Bonus feat, 4 extra 
  skill points at 1st level) 
   
  STONEDOWNERS 
  Stonedowners are the inhabitants of stone villages, called Stonedowns. Their dwellings are made 
  completely from stone, often just one huge shaped rock, as are their tools, weapons, utensils and even their 
  furniture. When they are not working with stone, they are simple herders and farmers. They trade* very 
  rarely with other people, preferring their own self-sufficiency. They wear very simple homespun shifts, or 
  loose trousers and woolen or leather jackets. The Stonedowns are arranged in a circle of homes facing in 
  towards the center, with openings into the middle. A council of elders (some of whom will have studied at 
  the Loresraat before coming home) decides the issues of the village and meetings are often held in the 
  central area, which is kept clear. It was to Mithil Stonedown that Thomas Covenant first came when he was 
  
   
  2 
  summoned to The Land in the first book. The Stonedowners affinity for stone has made them short in 
  comparison to the other humans of the Land, but considerably more powerful. 
  Rhadhamaerl (stone-shaping) requires of its people a high level of strength and wisdom, attributes that 
  Stonedowners have grown to possess in abundance. They feel the ills of the earth more keenly than some. 
  Only Stonedowners have the craft to become Gravelingases. Their solid stature gives them a bonus of +2 to 
  their strength. 
  Because of their reliance upon stone for their homes and tools, all Stonedowners have an affinity to craft 
  stone items, and have weapon proficiency in stone axes, hammers and knives. These stone weapons are as 
  strong as steel, so conform to the same characteristics as steel weapons of the same type. Stonedowners 
  also make very good Eoman (fighters) because of their natural strength. 
  Stonedowns mentioned in the books were: Landsverge Stonedown, During Stonedown, Mithil Stonedown 
  and Crystal Stonedown. There are probably several others, suggestions being Last Stonedown, Gloaming 
  Stonedown, Edge Stonedown and Black Stonedown. 
  Instead of taking a character class, players can elect to advance in level as a Stonedowner. They may take a 
  class later if they wish. 
   
  STONEDOWNER RACIAL ADVANCEMENT PACKAGE 
  Alignment: Chaotic Good, Lawful Good, Chaotic Neutral, Lawful Neutral, Neutral or Neutral Good. 
  Hit Die: d6 
  Class Skills: The Stonedowner’s class skills (and the key ability for each skill) Concentration (Con), Climb 
  (Str), Craft (Int), Hide (Dex), Knowledge (Stone-Lore), Intimidate (Str or Cha), Jump (Str), Listen (Wis), 
  Profession (Wis), Spot (Wis), Survival (Con). 
   
  Skill Points at 1st Level: (2 + Int modifier) x4. 
  Skill Points at Each Additional Level: 2+ Int modifier. 
   
  Table: The Stonedowner 
  Level  BAB 
  Fort 
  Ref  
  Will  
  Str 
  Con 
   
   
  Save  
  Save  
  Save  
  Bonus Bonus  Special 
  1st  
  +0 
  +2 
  +0 
  +1 
  +2 
  +0 
  Stone Sense 
  2nd 
  +1 
  +3 
  +0 
  +1 
  +2 
  +0 
  Stone-Touch 
  3rd  
  +1 
  +3 
  +1  
  +2 
  +3  
  +1  
  Stone-Strength 
   
  Race Features 
  All of the following are class features of the Stonedowner. 
  Weapon and Armor Proficiency: Stonedowners are proficient with the all simple weapons, made of stone 
  and are proficient with light armour, but not shields. 
  Stone Sense: At level 1, the Stonedowner can automatically determine the exact material of a stone item or 
  rock surface and find flaws in the structure as well as whether it is worked or natural stone. If there are 
  hidden doors or catches, he can find these with a successful search roll adding +4 to his search check (and 
  +2 per additional level). 
  Stone-Touch: As a spell-like ability, a Stonedowner may join and shape stone or mineral matter with his 
  bare hands, for a number of rounds equaling his Wisdom bonus, for a minimum of 1 round. With this 
  ability, solid walls of stone may be erected, stone tools and weapons may be repaired, and stone tools may 
  be crafted. A full-round action joins 5 cubic feet of prestacked stones into a wall, or a single piece of rock 
  or stone of no larger than 1 cubic foot to another. Anything built in this way may not have any moving 
  parts. He can use the ability once per day. 
  Stone-Strength: At level 3, Stonedowners can once per day draw strength from the stone, as long as they 
  are touching or standing on a stone surface. This adds d4+1 to their strength ability for 3 rounds. 
   
  
   
  3 
  WOODHELVEN 
  Woodhelvennin choose to make their homes in the large branches of the Gilden tree which grows to huge 
  dimensions in the Land. These towns are entirely created from the living wood of the trees, including 
  walkways, bridges, homes and halls. Their furniture and utensils are all crafted of wood. In contrast to the 
  stone loving brothers Woodhelvennin are tall, slim and in abundance. Though they are a naturally charming 
  people, the Stonedowners tend to feel the hurt of the land through the lithe. They have mastered lillianrill, 
  the study of woodlore, using their superior intelligence and wisdom. Though they lack the strength of the 
  Stonedowners, they possess a dexterity and accuracy of movement that can make a fearful warrior. 
  They again seem to be herders and weavers although they have hunters in their number too. 
  Woodhelvennin wear simple natural clothing and their towns are run by elders, who are likely to have 
  studied at the Loresaraat. Only Woodhelvennin have the craft to become Hirebrands. Their slim stature 
  gives them a +2 to their Dexterity. Because of their natural affinity with wood, all Woodhelven have the 
  special ability to craft wood and wooden items. They are also proficient with quarterstaffs, clubs, 
  longbows, shortbows and wooden long knives. Wooden knives are made with the strength of steel. 
  Woodhelvens mentioned in the books were: Soaring Woodhelven, Far Woodhelven and Stonemight 
  Woodhelven. There are probably others, suggestions being Misty Woodhelven, Swaying Woodhelven, 
  High Woodhelven and Leafy Woodhelven. 
   
  WOODHELVEN RACIAL ADVANCEMENT PACKAGE 
  Alignment: Lawful Good, Lawful Neutral, Neutral or Neutral Good. 
  Hit Die: d6. 
  Class Skills: The Woodhelven’s class skills (and the key ability for each skill) Balance (Dex), Concentration 
  (Con), Climb (Str), Craft (Int), Knowledge (Wood-Lore), Jump (Str), Listen (Wis), Move Silently (Dex), 
  Profession (Wis), Search (Int), Spot (Wis), Survival (Con), Swim (Str), Use Rope (Dex). 
   
  Skill Points at 1st Level: (2 + Int modifier) x4. 
  Skill Points at Each Additional Level: 2+ Int modifier. 
   
  Table: The Woodhelven 
  Level  BAB 
  Fort 
  Ref  
  Will  
  Dex 
  Int 
  Save  
  Save  
  Save  
  Bonus Bonus  Special 
  1st  
  +0 
  +0 
  +2 
  +1 
  +2 
  +0 
  Nature Sense 
  2nd 
  +1 
  +0 
  +3 
  +1 
  +2 
  +0 
  Wood-Touch 
  3rd  
  +1 
  +1  
  +3  
  +2 
  +3  
  +1  
  Woodland Stride 
   
   
   
  Race Features 
  All of the following are class features of the Woodhelven. 
  Weapon and Armor Proficiency: Woodhelvennin are proficient with all simple weapons, made of wood 
  and are proficient with light armour, but not shields. 
  Nature Sense: The Woodhelven can identify plants and animals (their species and native traits) with 
  perfect accuracy. He can tell whether water is safe to drink or dangerous (polluted, poisoned or otherwise 
  unfit for consumption). 
  Wood-Touch: As a spell-like ability, a Woodhelvennin may join and shape wood with her bare hands, for 
  a number of rounds equaling her Intelligence bonus, for a minimum of 1 round. With this ability, solid 
  walls of wood may be erected, wooden tools and weapons may be repaired, and wooden tools may be 
  crafted. A full-round action fuses 5 cubic feet of wood into a wall, or a single piece of wood no larger than 
  1 cubic foot to another. Anything built in this way may not have any moving parts. She can use the ability 
  once per day at level 2. 
  Woodland Stride: Starting at third level, a Woodhelven may move though natural thorns and briars, 
  overgrown areas and similar terrain at her normal speed and without suffering damage or other impairment. 
   
  
   
  4 
  RAMEN 
  The Ramen are a race of people dedicated to the service of the Ranyhyn. Noted for their slim grace of 
  movement, the ramen typically have long black hair, the keen faces of hunters and deeply tanned skin from 
  roaming the plains from day to day. Their existance on the Plains of Ra has bred a fleet footed race who 
  may travel scores of leagues in a a single day. Their expertise as hunters is unrivalled, expressing a 
  dexterity and agility unmatched throughout the Land. The main centre is Manhome. Ramen wear very 
  simple loose fitting shifts. They enjoy the outdoor life and spend most of their time outside rather than 
  indoors, even in poor weather. The Ramen serve the Ranyhyn, the great horses of the plains, although they 
  never ride them. It is very rare for anyone other than a Ramen to become as skilled a hunter and tracker. 
  Ramen tend to have very short single syllable names such as Gay, Rue, Rael, Lithe. 
   
  HARUCHAI 
  The Haruchai are naturally an aggressive race of flat-faced (tending towards oriental) hardy mountain 
  dwellers. The Haruchai entered the land as an army, on a mission from their homes in the Westron 
  Mountains to overrun Revelstone, but met High Lord Kevin and were astounded by his compassion. They 
  swore an oath of service to him, the strength of which defies time. Those in service of the Lords (500 at a 
  time) became the Bloodguard. The only Haruchai that venture across the Westron Mountains are Haruchai 
  Warriors, and this is the only class that can be adopted by a Haruchai character. They can, however add the 
  Bloodguard template, if playing a campaign set at the appropriate time. Haruchai generally have short 
  single-syllable or double syllable names like Brinn, Harn, Stell, Ceer, Cail, Bannor and Hergrom. 
  It is not clear exactly what the Haruchai are like in their homeland, except that they are a warlike race. 
  Presumably they have their own selection of herders, hunters, craftsmen and so on. There do not appear to 
  be any female Haruchai Warriors in the land, and therefore one might assume that they are either very 
  protective of their women or they have a very male-dominated society, unlike the other races of The Land. 
   
  GIANTS 
  The Giants arrived in the Land in the time of High Lord Damelon, named the Unhomed since they were 
  unable to retrace their journey to their much missed Home. They stand twice as tall as most humans, their 
  strength is similarly great. Their increased stature makes them laugh at distance, which would daunt other 
  travellers of the Land. The long-lived Giants love nothing better than indulging in their tales, which have 
  been known to stretch to several days long. 
  The Giants in The Land live in Seareach, which is not their natural home. They are naturally a race of 
  seafarers and storytellers. Their ships are built from granite so they are veritable sea-fortresses. They use 
  many tools and utensils made from stone too and their Swordmains tend to wear armour made from heavy 
  plates of granite. Giants are very long lived and therefore like to take their time reaching decisions. This 
  follows with their names too – which tend to be long and to tell a story. Names like Saltheart 
  Foamfollower, Grimmand Honninscrave and Cable Seadreamer. Giants are good stone-workers and also 
  have the gift of tongues, which was given to them by the Elohim, a race they found in their sea voyages. 
  Giants can follow the Giant level progression package and/or choose Swordmain (Fighter) or Seafarer. 
   
  
   
  5 
  GIANT RACIAL ADVANCEMENT PACKAGE 
  Alignment: Lawful Good, Lawful Neutral, Neutral or Neutral Good. 
  Hit Die: d10. 
  Class Skills: The Giant’s class skills (and the key ability for each skill) Bluff (Cha), Concentration (Con), 
  Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (Sea-Lore), Intimidate 
  (Str or Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Survival (Con). 
  Skill Points at 1st Level: (2 + Int modifier) x4. 
  Skill Points at Each Additional Level: 2+ Int modifier. 
   
  Table: The Giant 
  Level  BAB 
  Fort 
  Ref  
  Will  
  Str 
  Con 
  Unarmed 
   
  Save  
  Save  
  Save  
  Bonus Bonus Damage  
  Special 
  1st  
  +0 
  +2 
  +0 
  +1 
  +3 
  +3 
  D6 
   
  Caamora  
  2nd 
  +1 
  +3 
  +0 
  +1 
  +4 
  +3 
  D6 
   
  Storytelling 
  3rd  
  +1 
  +3  
  +1  
  +2 
  +4  
  +4  
  D6 
   
  Stone-Touch 
  4th 
  +2 
  +4 
  +1 
  +2 
  +5 
  +4 
  D8 
   
  Loresong 
  5th 
  +2 
  +4 
  +2 
  +3 
  +5 
  +5 
  D8 
   
  Gift of Tongues 
   
  Race Features 
  All of the following are class features of the Giant. 
  Weapon and Armor Proficiency: Giants are proficient with the all simple weapons and are proficient 
  with light armour, but not shields. 
  Unarmed Strike: Giants often don’t bother using weapons as their fists make extremely good clubs on 
  their own. Because of their size, they deal more base damage than normal. They are not trained like the 
  Haruchai, so don’t get all the extra bonuses, but simply because of their size, they are decent pugilists. The 
  unarmed strike is otherwise similar to the Haruchai’s and their opponents do not get an attack of 
  opportunity as a result of Giants fighting unarmed. 
  Caamora: All Giants have a natural immunity to fire. They take no actual damage from fire, but still suffer 
  the pain from the heat. This translates to a saving throw of +2 (using Fortitude) to any fire-based attack. 
  Failure means the giant is simply in great pain and suffers a –1 on all attacks or skill rolls for every 10 full 
  points of damage suffered, for a d6 turns. (A natural roll of 1 means the giant also passes out for one turn). 
  A save means the giant is pained but ok and suffers no ill effects. 
  The giants have extended this resilience into a ritual, called the Caamora or trial by fire. It purges them of 
  all the grief they might be feeling. In game terms, this means that any giant can choose to undergo the 
  ordeal. He must push his hands/arms/self into a large, hot, fire and hold himself in the fire until he almost 
  passes out with pain. This ritual purges 1 point of despair for every 10 points of damage the giant elects to 
  suffer (see above for rules on this). 
  Storytelling: At level 2 a Giant can tell enthralling stories that will aid restful sleep, help a journey pass 
  much more quickly or help others forget their worries for a short while. Once per day, the giant can reduce 
  the effects of despair from a number of listeners equal to his level, for a length of time equal to his level x 1 
  hour. 
  Stone-Touch: Gained at level 3, this is the same as the Stonedowner ability of the same name. 
  Loresong: The same as the Lorewarden ability of the same name. 
  Gift of Tongues: Some Giants will automatically understand any language of any race that uses speech. 
  This was a gift given to the Giants by the Elohim. 
   
  
   
  6 
  CLASSES OF THE LAND 
   
  HIREBRAND (LILLIANRILL) 
  A Hirebrand would never destroy wood as this is against his Oath to preserve The Land. Hirebrands can 
  mould or shape wood into artifacts or into objects, utensils, tools, weapons, furniture or even dwellings. 
  Revelwood is a city shaped from a huge tree. The Woodhelvens are towns created out of trees, with paths, 
  bridges, stairs, dwellings, halls and chambers above the ground. Hirebrands will never employ tools to 
  shape wood. The effects of using Earthpower in this way is similar to magic in the D&D Player’s 
  Handbook, only Hirebrands do not cast spells as such. A Hirebrand must have wood or a wooden object 
  available (usually a staff) through which the power can be focused or upon which the change is to be 
  wrought. 
   
  Alignment: Lawful/Good or Lawful/Neutral. 
  Hit Die: d8. 
  Class Skills: The Hirebrand’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (Kevin’s Lore) (Int), Knowledge (History) (Int), 
  Knowledge (Flora & Fauna) (Int), Knowledge (Wood Lore) (Int) Listen (Wis), Profession (Wis) and Sense Motive 
  (Wis). 
  Skill Points at 1st Level: (4 + Int modifier) x4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
   
  Table: The Hirebrand 
  Level  BAB 
   
  Fort 
  Ref  
  Will  
   
   
   
  Save  
  Save  
  Save  
  Special 
  1st  
  +0 
   
  +0 
  +2 
  +2 
  Earthsight, Wood-Touch  
  2nd 
  +1 
   
  +0 
  +3 
  +3 
  Wood-Touch x2  
  3rd  
  +2 
   
  +1  
  +3  
  +3 
  Consanance 
  4th 
  +3 
   
  +1 
  +4 
  +4 
  Wood-Touch x3 
  5th 
  +3 
   
  +1 
  +4 
  +4 
  Wood Wisdom 
   
  6th  
  +4 
   
  +2  
  +5 
  +5 
  Wood-Touch x4  
  7th  
  +5 
   
  +2  
  +5  
  +5 
  Hirebrand’s Staff 
  8th 
   +6/+1  
  +2 
  +6 
  +6 
  Wood-Touch x5 
  9th 
  +6/+1   
  +3  
  +6  
  +6  
   
  10th 
  +7/+2   
  +3  
  +7  
  +7  
  Wood Wisdom 
  11th 
  +8/+3   
  +3  
  +7  
  +7  
  Wood-Touch x6 
  12th 
  +9/+4   
  +4  
  +8  
  +8 
   
  13th 
  +9/+4   
  +4  
  +8  
  +8 
  14th 
  +10/+5   
  +4  
  +9  
  +9 
  Wood-Touch x7 
  15th 
  +11/+6/+1  
  +5  
  +9  
  +9  
  Wood Wisdom 
  16th 
  +12/+7/+2  
  +5  
  +10  
  +10 
  17th 
  +12/+7/+2  
  +5  
  +10  
  +10 
  Wood-Touch x8 
  18th 
  +13/+8/+3  
  +6  
  +11  
  +11 
  19th 
  +14/+9/+4  
  +6  
  +11  
  +11 
   
  20th 
  +15/+10/+5  
  +6  
  +12  
  +12  
  Wood Wisdom, Wood Touch x9 
  Class Features 
  All of the following are class features of the Hirebrand. 
  Weapon and Armor Proficiency: Hirebrands are proficient with all simple weapons and with light, non-
  metallic armour, but not shields. All of their weapons will be wooden however and staffs are therefore 
  favoured and they will wear only natural armour (leather, padded or wood). 
  Bonus Feat: Hirebrand characters gain the Weather-wise feat at level 1 (see New Feats) 
  Earthsight: Working with Earthpower gives Hirebrand’s a special awareness enabling them to sense the 
  ‘wrong’ or evil of something or even someone. The Earthsight can only be used on things or creatures 
  within easy visual range (60’ in good light, within 10’ in poor light, or touching in darkness). The normal 
  DC is 20 for most circumstances. Bonuses are based on the Hirebrand’s Wisdom modifier. 
  
   
  7 
  Wood-Touch: This is extension of the natural trained ability of Woodhelven to shape wood. The 
  Hirebrand has taken this power and improved upon it to create even more powerful and wondrous effects. 
  Each time he uses the ability, the Hirebrand may choose which effect to use. 
  • 
  Shaping: As a spell-like ability, a Hirebrand may join and shape wood with his bare hands, for a 
  number of rounds equaling his Intelligence bonus, for a minimum of 1 round. With this ability, 
  solid walls of wood may be erected, wooden tools and weapons may be repaired or crafted. A full-
  round action fuses 5 cubic feet of wood planks or timbers into a wall, or a single piece of wood no 
  larger than 1 cubic foot to another. Anything built in this way may not have any moving parts. She 
  can use the ability once per day at level 1, twice per day at level 2 and then once more per day at 
  4th, 6th, 8th, 11th, 14th, 17th and 20th level. 
  • 
  Light Creates a source of light from the wood, anything from a very dim light, for very close work 
  equivalent to a lit match, through to bright light illuminating huge halls and corridors. The light 
  can shed some heat too, but this is optional and it is really only used for warmth, nothing more. It 
  is up to the Hirebrand how much illumination he creates, up to 10’ radius per level. He can also 
  create a short bright burst, to cause a dazzling effect, to blind his opponents. It will blind up to 
  1HD of creatures per level of the Hirebrand. They get a Will save with a DC of 10 plus the level of 
  the Hirebrand.  
  • 
  Flame Creates a burst of flame from the wood. This flame will burn and cause damage to 
  whomever is caught in it. It will light up an area briefly, but will burn out quite quickly, so is more 
  of an immediate effect thing. It will cause d6 damage (+1 d6 per 4 levels of Hirebrand) to any 
  creature in a 10’ radius (+10’ per 4 levels). 
  • 
  Toughen This use of the Earthpower enables a Hirebrand to put added strength into the wood. 
  This makes the wood more resistant to attack, toughens it against fire or makes it last longer. Used 
  on weapons it improves the damage caused and used on armour it can improve the armour class of 
  the armour. It lasts one round per level. 
  o Improve the wood’s resistance (saving roll)  +1 per 2 levels of Hirebrand 
  o Improve a wooden weapons damage rating (staffs, arrows, wooden knives, spears etc)
   
  +1 per 3 levels of Hirebrand 
  o Improve armour protection of wooden shields or armour 
   +1 armour class per 4 
  levels of Hirebrand 
  Consonance: With her finely attuned discernment of energy, the Hirebrand becomes able to detect or 
  locate naturally occurring supernaturally or extraordinarily restorative substances. She also innately 
  understands their proper preparation, preservation and administration. Three such substances are: 
   Rillinure Dust: a healing wood dust, which is rarely found in nature in its useable form. The Hirebrand 
  can get this dust from its mother tree without either destroying the tree or denaturing its healing factors. An 
  application of rillinure dust will cure fevers and natural diseases. When taken as a tisane, rillinure dust may 
  also cure some forms of blindness or deafness, especially those brought on by nonmagical means. The DM 
  decides how much rillinure dust a Hirebrand may retrieve from a source, though it rarely takes longer than 
  4 hours for her to do so. 
   Treasure Berries: a nourishing fruit. These dark blue or black berries are about 5mm in size. One 
  treasure berry will nourish and restore an individual as a scant meal might. When eaten hydrated, treasure 
  berries also satisfy water or fluid requirements. Treasure berries can be dried and then rehydrated before 
  they are eaten, to the same effect. 
  Test of Truth 
  Gildenlode Arrows 
  Wood Wisdom; Using Earthpower through wood gives the Hirebrand some of the ancient wisdom and 
  power of the wood that they work with. At level 5 and then once more at each 5 levels thereafter, as long as 
  they have their staff or are in contact with a tree or large wooden item or object, (door, table, wooden 
  flooring, palisade etc) they can draw some of its power, gaining a temporary boost to their wisdom rating. 
  This boost increases the wisdom of the Hirebrand by d4+1 points and it lasts for a number of turns equal to 
  the level of the Hirebrand, provided he is still in contact with the wood. 
  Hirebrand’s Staff: At level 7, the Hirebrand can create a Hirebrand’s staff, through which he channels 
  many of his Earthpower effects. It is classed as a Masterwork staff and always causes a slight flare when it 
  strikes, causing an additional point of fire damage. The staff will protect its wielder against damage from 
  fire and saves are made against Will, rather than Ref. This rates as an extra +2 to the Hirebrand’s Will save 
  
   
  8 
  vs. magic or normal fire. In addition, a successful save results in no damage and a failed save results in only 
  half damage from fire. This protection can be extended in a 10’ radius around the wielder at 12th level.. 
  Once per day, at 8th level, and then once more at level 11, 13, 16 and 18 the Hirebrand can bash the end of 
  his staff against the ground, creating a tremor that can knock enemies off their feet and/or cause them to 
  drop what they are holding. The area of affect is a 30’ radius around the Hirebrand, +20’ at each level of 
  11, 14, 17 & 20. Alternatively, the tremor can be directed in a cone shape away from the Hirebrand, of 
  50’length, widening to half of the range of the tremor (+20’ at each of the 4 additional levels) Anyone 
  caught in the area must make a Ref save vs. DC 10 + the level of the Hirebrand, to avoid falling. Falling 
  also results in d6 damage/4 levels of Hirebrand. If the surface is wooden (floorboards and so on) the DC is 
  12 plus the level of Hirebrand and the radius is +20’. 
  If lost, destroyed or given away (rare) the Hirebrand can make another at a cost of 2000 experience points.  
   
  Ex-Hirebrands 
  A Hirebrand who grossly violates the Oath of Peace loses all spells and class features, except for armor 
  proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Hirebrand until he 
  atones. 
   
  GRAVELINGAS (RHADAMAERL) 
  A Gravelingas channels Earthpower through stone. The stone is not destroyed or consumed, even if fire is 
  brought forth. A Gravelingas will never use metal tools to carve stone – he melds it into shape using the 
  Magic of Earthpower. In this way, he can create tools, artifacts, weapons, utensils, furniture and even 
  dwellings. The Stonedowns are all made from rock and stone and contain only stone implements. 
   
  Alignment: Lawful Good or Lawful Neutral 
  Hit Die: d10. 
  Class Skills: The Gravelingas class skills (and the key ability for each skill) are Climb (Str), Concentration 
  (Con), Craft (int), Intimidate (Str or Cha), Knowledge (Flora & Fauna), Knowledge (Kevin’s Lore) (Int), 
  Knowledge (Stone Lore) (Int), Profession (Wis). 
   
  Skill Points at 1st Level: (2 + Int modifier) x_4. 
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Table: The Gravelingas 
  Level  BAB 
   
  Fort 
  Ref  
  Will  
   
   
   
  Save  
  Save  
  Save  
  Special 
  1st  
  +0 
   
  +2 
  +0 
  +2 
  Earthsight, Stone-Touch 
  2nd 
  +1 
   
  +3 
  +0 
  +3 
  Stone-Touch x2  
  3rd  
  +2 
   
  +3  
  +1  
  +3 
  Consanance 
  4th 
  +3 
   
  +4 
  +1 
  +4 
  Stone-Touch x3 
  5th 
  +3 
   
  +4 
  +1 
  +4 
  Stone Strength 
   
  6th  
  +4 
   
  +5  
  +2 
  +5 
  Stone-Touch x4 
  7th  
  +5 
   
  +5  
  +2  
  +5 
  Graveling Pot 
  8th 
   +6/+1  
  +6 
  +2 
  +6 
  Stone-Touch x5 
  9th 
  +6/+1   
  +6  
  +3  
  +6 
   
  10th 
  +7/+2   
  +7  
  +3  
  +7  
  Stone Strength x2 
  11th 
  +8/+3   
  +7  
  +3  
  +7 
  Stone-Touch x6 
  12th 
  +9/+4   
  +8  
  +4  
  +8 
   
  13th 
  +9/+4   
  +8 
  +4  
  +8 
  14th 
  +10/+5   
  +9  
  +4  
  +9 
  Stone-Touch x7 
  15th 
  +11/+6/+1  
  +9  
  +5  
  +9  
  Stone Strength x3 
  16th 
  +12/+7/+2  
  +10  
  +5  
  +10  
   
  17th 
  +12/+7/+2  
  +10  
  +5  
  +10 
  Stone-Touch x8 
  18th 
  +13/+8/+3  
  +11  
  +6  
  +11 
   
  19th 
  +14/+9/+4  
  +11  
  +6  
  +11 
   
  20th 
  +15/+10/+5  
  +12  
  +6 
  +12  
  Stone Strength x4, Stone Touch x9 
   
  
   
  9 
   
   
  Class Features 
  All of the following are class features of the ‘Gravelingas’. 
  Weapon and Armor Proficiency: Gravelingas’s are proficient with the following weapons: club, dagger, 
  shortsword, sling, – with the requirement that they are made from stone (or in the case of the sling that they 
  fire stone bullets). Gravelingass are proficient with light natural armor such as padded, leather, or hide 
  armor. Gravelingas’s do not use shields. 
  Earthsight: Working with Earthpower gives Graveligases a special awareness enabling them to sense the 
  ‘wrong’ or evil of something or even someone. The Earthsight can only be used on things or creatures 
  within easy visual range (60’ in good light, within 10’ in poor light, or touching in darkness). The normal 
  DC is 20 for most circumstances. Bonuses are based on the Graveligases Wisdom modifier. 
  Stone-Touch: This is extension of the natural trained ability of Stonedowners to shape stone. The 
  Gravelingas has taken this power and improved upon it to create even more powerful and wondrous effects. 
  Each time he uses the ability, the Gravelingas may choose which effect to use.  
  • 
  Shaping: As a spell-like ability, a Gravelingas may join and shape stone with his bare hands, for a 
  number of rounds equaling his Intelligence bonus, for a minimum of 1 round. With this ability, 
  solid walls of wood may be erected, wooden tools and weapons may be repaired, and wooden 
  tools may be crafted. A full-round action fuses 5 cubic feet of wood into a wall, or a single piece 
  of wood no larger than 1 cubic foot to another. Anything built in this way may not have any 
  moving parts. He can use the ability once per day at level 1, twice per day at level 2 and then once 
  more per day at 4th, 6th, 8th, 11th, 14th, 17th and 20th level. 
  • 
  Light: Creates a source of heat from the stone, anything from a very mild warmth to take the chill 
  off, to a very intense heat to ward off the coldest of winter chills. The stone will shed a little light 
  too, but this is optional. It is up to the Gravelingas how much heat he creates, up to 10’ radius per 
  level.  
  • 
  Flame: Creates a burst of flame from the stone. This flame will burn and cause damage to 
  whomever is caught in it. It will light up an area briefly, but will burn out quite quickly, so is more 
  of an immediate effect thing. It will cause d6 damage (+1 d6 per 4 levels of Gravelingas) to any 
  creature in a 10’ radius (+10’ per 4 levels). 
  • 
  Toughen: This use of the Earthpower enables a Gravelingas to put added strength into the stone. 
  This makes the stone more resistant to attack, toughens it against fire or makes it last longer. Used 
  on weapons it improves the damage caused and used on armour it can improve the armour class of 
  the armour. It lasts one round per level. 
  o Improve the stone’s resistance (saving roll)  +1 per 2 levels of Gravelingas 
  o Improve a stone weapons damage rating (axes, stones, stone knives, stone spears etc)
   
  +1 per 3 levels of Gravelingas 
  o Improve armour protection of stone (giant) armour  +1 armour class per 4 levels of 
  Gravelingas 
  • 
  Soften: The opposite of the above. It can also create a zone of clay or mud-like consistency from 
  bare rock, making creatures crossing the area sink into it, slowing them down. 
  Consonance: With her finely attuned discernment of energy, the Gravelingas becomes able to detect or 
  locate naturally occurring supernaturally or extraordinarily restorative substances. He also innately 
  understands their proper preparation, preservation and administration. Three such substances are: 
   Hurtloam: a healing clay, applied when moist. The Lorewarden can locate and extrude hurtloam without 
  scarring the area in which it is harvested. An application of hurtloam will heal 6hp. The DM decides how 
  much hurtloam a Lorewarden may retrieve from a source, though it rarely takes longer than 4 hours for her 
  to do so. 
   Treasure Berries: a nourishing fruit. These dark blue or black berries are about 5mm in size. One 
  treasure berry will nourish and restore an individual as a scant meal might. When eaten hydrated, treasure 
  berries also satisfy water or fluid requirements. Treasure berries can be dried and then rehydrated before 
  they are eaten, to the same effect. 
     Test of Truth (Orcrest) 
  Graveling Pot: At level 7, the Gravelingas can create a pot of Graveling, through which he channels many 
  of his Earthpower effects. It is an earthenware pot cotaining small stones that are kept constantly glowing, 
  shedding both warmth and a little light. Carring the pot, will protect its wielder against damage from fire 
  
   
  10
  and saves are made against Fort, rather than Ref. This rates as an extra +2 to the Gravelingas Fort save vs. 
  magic or normal fire. In addition, a successful save results in no damage and a failed save results in only 
  half damage from fire. This protection can be extended in a 10’ radius around the wielder at 12th level. 
  The fact that there is a Graveling pot in a group of travelers can boost morale and so it provides a +1 
  morale bonus to all attacks, saves and skills of the Gravelingas and his companions. This bonus rises to +2 
  at 12th level.  
  If lost, destroyed or given away (rare) the Gravelingas can make another at a cost of 1000 experience 
  points.  
  Stone Strength; Using Earthpower through stone gives Gravelingas’s some of the strength of the stone that 
  they work with. At level 5 and then once more at each 5 levels thereafter, as long as they are in contact with 
  a large area of solid rock or worked stone (flagstone floor, stone wall, rock surface, huge boulder, cliff face 
  etc) they can draw some of its strength, gaining a temporary boost to their strength rating. This boost 
  increases the strength of the Gravelingas by d4 points and it lasts for a number of turns equal to the level of 
  the Gravelingas, provided he is still in contact with the stone surface. 
   
  Ex-Gravelingases 
  A Gravelingas who grossly violates the Oath of Peace loses all spells and class features, except for armor 
  proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Gravelingas until 
  he atones. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11
  FIGHTER (EOMAN) 
  Alignment: Any. 
  Hit Die: d10 
  Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Intimidate (Cha), Jump (Str), Ride(Dex), and Swim (Str). 
   
  Skill Points at 1st Level: (2 + Int modifier) x_4. 
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Table: The Eoman 
  Level  BAB 
   
  Fort 
  Ref  
  Will  
   
   
   
  Save  
  Save  
  Save  
  Special 
  1st 
  +1  
   
  +2  
  +0  
  +0  
  Bonus feat 
  2nd 
  +2  
   
  +3  
  +0  
  +0  
  Bonus feat 
  3rd 
  +3  
   
  +3  
  +1  
  +1 
  4th 
  +4  
   
  +4  
  +1  
  +1  
  Bonus feat 
  5th 
  +5  
   
  +4  
  +1  
  +1 
  6th 
  +6/+1   
  +5  
  +2  
  +2  
  Bonus feat 
  7th 
  +7/+2   
  +5  
  +2  
  +2 
  8th 
  +8/+3   
  +6  
  +2  
  +2  
  Bonus feat 
  9th 
  +9/+4   
  +6  
  +3  
  +3 
  10th 
  +10/+5   
  +7  
  +3  
  +3  
  Bonus feat 
  11th 
  +11/+6/+1  
  +7  
  +3  
  +3 
  12th 
  +12/+7/+2  
  +8  
  +4  
  +4  
  Bonus feat 
  13th 
  +13/+8/+3  
  +8  
  +4  
  +4 
  14th 
  +14/+9/+4  
  +9  
  +4  
  4  
  Bonus feat 
  15th 
  +15/+10/+5  
  +9  
  +5  
  +5 
  16th 
  +16/+11/+6/+1  +10  
  +5  
  +5  
  Bonus feat 
  17th 
  +17/+12/+7/+2  +10  
  +5  
  +5 
  18th 
  +18/+13/+8/+3  +11  
  +6  
  +6  
  Bonus feat 
  19th 
  +19/+14/+9/+4  +11  
  +6  
  +6 
  20th 
  +20/+15/+10/+5  +12  
  +6  
  +6 
   Bonus feat 
   
  Class Features 
  All of the following are class features of the Eoman. 
  Weapon and Armor Proficiency: An Eoman is proficient with all simple and martial weapons and with 
  all armor (heavy, medium, and light) and shields (including tower shields). 
  Bonus Feats: At 1st level, an Eoman gets a bonus combat-oriented feat in addition to the feat that any 1st-
  level character gets and the bonus feat granted to a human character. The Eoman gains an additional bonus 
  feat at 2nd level and every two Eoman levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 
  20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. An Eoman must still 
  meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These 
  bonus feats are in addition to the feat that a character of any class gets from advancing levels. An Eoman is 
  not limited to the list of fighter bonus feats when choosing these feats. 
  
   
  12
  FIGHTER (SWORDMAIN) 
  Alignment: Any. 
  Hit Die: d12 
  Class Skills: The Swordmain’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), 
  Handle Animal (Cha), Intimidate (Cha), Jump (Str), and Swim (Str). 
   
  Skill Points at 1st Level: (2 + Int modifier) x_4. 
  Skill Points at Each Additional Level: 2 + Int modifier. 
   
  Table: The Swordmain 
  Level  BAB 
   
  Fort 
  Ref  
  Will  
   
   
   
  Save  
  Save  
  Save  
  Special 
  1st 
  +1  
   
  +2  
  +0  
  +0  
  Weapon Focus feat (own sword only) 
  2nd 
  +2  
   
  +3  
  +0  
  +0  
  Bonus feat 
  3rd 
  +3  
   
  +3  
  +1  
  +1 
  4th 
  +4  
   
  +4  
  +1  
  +1  
  Bonus feat 
  5th 
  +5  
   
  +4  
  +1  
  +1 
  6th 
  +6/+1   
  +5  
  +2  
  +2  
  Bonus feat 
  7th 
  +7/+2   
  +5  
  +2  
  +2 
  8th 
  +8/+3   
  +6  
  +2  
  +2  
  Bonus feat 
  9th 
  +9/+4   
  +6  
  +3  
  +3 
  10th 
  +10/+5   
  +7  
  +3  
  +3  
  Bonus feat 
  11th 
  +11/+6/+1  
  +7  
  +3  
  +3 
  12th 
  +12/+7/+2  
  +8  
  +4  
  +4  
  Bonus feat 
  13th 
  +13/+8/+3  
  +8  
  +4  
  +4 
  14th 
  +14/+9/+4  
  +9  
  +4  
  +4  
  Bonus feat 
  15th 
  +15/+10/+5  
  +9  
  +5  
  +5 
  16th 
  +16/+11/+6/+1  +10  
  +5  
  +5  
  Bonus feat 
  17th 
  +17/+12/+7/+2  +10  
  +5  
  +5 
  18th 
  +18/+13/+8/+3  +11  
  +6  
  +6  
  Bonus feat 
  19th 
  +19/+14/+9/+4  +11  
  +6  
  +6 
  20th 
  +20/+15/+10/+5  +12  
  +6  
  +6  
  Bonus feat 
   
  Class Features 
  All of the following are class features of the Swordmain. 
  Weapon and Armor Proficiency: A Swordmain is proficient with all simple and martial weapons and 
  with all armor (heavy, medium, and light) and shields (including tower shields). Swordmains wear special 
  Giant-made armour of thick plates or scales of treated granite, that is heavier than standard armour but 
  affords greater protection too. Details are in the equipment (armour) section. 
  Bonus Feats: The Swordmain gains an additional bonus feat at 2nd level and every two fighter levels (4th, 
  6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted here 
  Blind-Fight, Endurance, Exotic Weapon Proficiency, Improved Disarm, Great Fortitude, Improved Critical, 
  Iron Will, Leadership, Power Attack, Cleave, Improved Bull Rush, Sunder, Great Cleave, Quick Draw, 
  Toughness, Weapon Focus. A Swordmain must still meet all prerequisites for a bonus feat, including 
  ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character 
  of any class gets from advancing levels. A Swordmain is not limited to the list of swordmain bonus feats 
  when choosing these feats. 
  Swordmains and their sword: When a Giant becomes a Swordmain, he receives a sword made especially 
  for him and with which he has trained and practiced and used above all other weapons. Because of this 
  focus, Giants automatically gain the Weapon Focus feat at first level, but this applies only to that particular 
  weapon. If lost, they need to find or have made a new weapon of the same characteristics and use it for at 
  least one experience level, before the Weapon Focus can be applied to the new weapon. 
   
   
   
  
   
  13
  HARUCHAI WARRIOR 
  Haruchai Warriors are the ultimate martial-arts warriors. The Haruchai were once an aggressive race that 
  entered the Land as an army, on a mission from their home, the Westron mountains to overrun Revelstone. 
  It did not come to a fight though, when the met Lord Kevin, they were astounded by his compassion and 
  swore an oath of service to the Lords of Revelstone which defies time. Those who actively serve the lords 
  are called the Bloodguard. In game terms; the Bloodguard are Haruchai Warriors with the Bloodguard 
  template (see below). The Haruchai Warriors distain all use of weapons, except for their bare hands and 
  feet. This makes them no less dangerous though, in the contrary no other class embodies such a seamless 
  combination of strength, reflexes and stamina, as the Haruchai Warrior. The Haruchai Warrior is way of 
  living for the Haruchai. All Haruchai men are warriors and are always at war. 
  Adventures: Haruchai never willingly go on adventure just for the adventure alone. They will go on 
  adventure when their homes in the mountains are threatened, or if they are send on missions by their 
  leaders or Lore Lords. The Haruchai are most likely to serve as protectors and vital manpower in dangerous 
  quests, but as said earlier never for their own personal gain. 
  Characteristics: Unlike the barbarian, the Haruchai fighter has discipline and focus. They never have 
  chaotic or wild outbursts of stress or emotions like anger. The Haruchai warrior is the single most powerful 
  martial artist. Their focus lies on brutal strength and precise attacks. 
  Races: Since the Haruchai Warrior is a natural way of living for the Haruchai, other races cannot advance 
  in this class. They are particularly fond of their ancient relationship with Giants. 
  Other Classes: Do to their neutrality, Haruchai Warriors are comfortable in the company any other class.  
   
  Game Rule Information 
  Haruchai Warriors have the following game statistics. 
  Abilities: Strength improves the warrior's unarmed combat ability, while constitution improves the already 
  tough Haruchai with more hit points. Dexterity is also very useful, since the Haruchai fighter cannot wear 
  any armor. 
  Alignment: Lawful/Neutral, Lawful/Good, Neutral Good, Neutral 
  Hit Die: d10 
  Class Skills: The Bloodguard’s class skills (and the key ability for each skill) are Balance (Dex), Climb 
  (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex),Intimidate (Str or Cha), Jump (Str), Heal 
  (Wis), Knowledge (Kevin’s Lore) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Ride 
  (Dex), Search (Int), Sense Motive (Wis), Swim (Str), and Tumble (Dex). 
   
  Skill Points at 1st Level: (4 + Int modifier) x 4. 
  Skill Points at Each additional Level: 4 + Int modifier. 
   
  Table: The Haruchai warrior 
  Level  
  BAB 
   
  Fort 
  Ref  
  Will 
  Armour 
  Unarmed  
  (Unarmed) 
  Save  
  Save  
  Save 
  Class      Damage 
  Special 
  1  
  +1  
   
  +2  
  +2  
  +2  
  +1  
  1d6  
  Unarmed Strike, Fast Movement, Dodge, 
  2  
  +2  
   
  +3  
  +3  
  +3  
  +1  
  1d6  
  Uncanny dodge 
  3  
  +3  
   
  +3  
  +3  
  +3  
  +2  
  1d6  
  Trap Sense +1 
  4  
  +4/+1  
   
  +4  
  +4  
  +4  
  +2 
  1d8  
  Bonus Feat, Earthmight 
  5  
  +5/+2  
   
  +4  
  +4  
  +4  
  +3 
  1d8  
   Improved Uncanny Dodge 
  6  
  +6/+3  
   
  +5  
  +5  
  +5  
  +3  
  1d8  
  Trap Sense +2 
  7  
  +7/+4/+1  
  +5  
  +5  
  +5  
  +4 
  1d8  
  Damage Reduction 1/- 
  8  
  +8/+5/+2   
  +6  
  +6  
  +6  
  +4 
  1d10  
  Bonus Feat 
  9  
  +9/+6/+3   
  +6  
  +6  
  +6  
  +5 
  1d10  
  Trap Sense +3, Earthmight 
  10  
  +10/+7/+4/+1  
  +7  
  +7  
  +7  
  +5 
  1d10  
  Damage Reduction 2/- 
  11  
  +11/+8/+5/+2  
  +7  
  +7  
  +7  
  +6 
  1d10 
  12  
  +12/+9/+6/+3  
  +8  
  +8  
  +8  
  +6 
  2d6  
  Earthmight, Trap Sense +4, Bonus Feat, 
  13  
  +13/+10/+7/+4/+1  
  +8  
  +8  
  +8  
  +7 
  2d6  
  Damage Reduction 3/- 
  14  
  +14/+11/+8/+5/+2  
  +9  
  +9  
  +9  
  +7 
  2d6 
  15  
  +15/+12/+9/+6/+3  
  +9  
  +9  
  +9  
  +8 
  2d6 
  Trap Sense +5 
  16  
  +16/+13/+10/+7/+4  +10  
  +10  
  +10  
  +8  
  2d10  
  Damage Reduction 4/-, Bonus Feat 
  17  
  +17/+14/+11/+8/+5  +10  
  +10  
  +10  
  +9 
  2d10 
  18 
   +18/+15/+12/+9/+6  +11  
  +11  
  +11  
  +9 
  2d10  
  Trap Sense +6 
  19 
   +19/+16/+13/+10/+7 +11  
  +11  
  +11  
  +10 
  2d12  
  Damage Reduction 5/- 
  20 
   +20/+17/+14/+11/+8 +12  
  +12  
  +12  
  +10 
  2d12 
  Bonus Feat 
   
  
   
  14
  Class Features 
  All of the following are class features of the Haruchai Warrior. 
  Weapon and Armor Proficiency: The Haruchai is proficient with unarmed combat. They cannot fight 
  with weapons, relying only on their natural combat abilities (thus his unarmed strike). They never use 
  ranged weapons and the Haruchai Warrior never uses any form of armor or shield. 
  Haruchai philosophy: The Haruchai philosophy distains weapons of any kind. It relays solely on the 
  capability of the body, mind and soul of the Haruchai. Thus Haruchai also don't ever use any sort of magic 
  item, armor or shield. The Haruchai also don't amass wealth beyond what is required to live simply from 
  day to day. The Haruchai philosophy also has its benefits, however. As Haruchai work fluently together 
  with each other especially in combat. The Haruchai warrior receives a +1 insight bonus on Attack, AC, 
  listen and spot checks when working together with other Haruchai warriors. At the player’s option, the 
  Haruchai can for go this bonus and bestow it upon a non-Haruchai he is defending. 
  Unarmed Strike: The Haruchai warrior is solely trained in fighting unarmed, giving them considerable 
  advantages. First of all they deal more base damage than normal and second they have an increased rate of 
  attack as shown on the table. The unarmed strike is similar to the monk's unarmed strike. Since the 
  Haruchai fight with no other weapons, the normal base attack bonus table is left out of the table. 
  Armour class: The Haruchai Warrior receives a bonus to his armour class, due to his training at avoiding 
  blows. This increases as he gains levels. 
  Earthmight: At 4th level, power of the land is infused with the body of the Haruchai. The Haruchai 
  warrior adds half his Constitution modifier (rounded down) to his unarmed Attack and Damage rolls. This 
  modifier counts as a magical plus to negate damage reduction. At 9th level, the Haruchai warrior adds his 
  total Constitution modifier to his unarmed Attack and Damage rolls. At 12th level, his unarmed attacks are 
  treated as an adamantine weapon for the purpose of dealing damage to creatures with damage reduction and 
  bypassing hardiness. 
  Bonus Feat: At 1st level, a Haruchai warrior gains the Dodge feat. Starting at 4th level the Haruchai 
  warrior gains bonus feats every 4 levels (8th, 12th, 16th and 20th level). They can choose from the 
  following feats: Blind-Fight, Close Quarters Fighting, Combat Reflexes, Deflect Arrows, Expertise, 
  Improved Critical (unarmed strike), Improved Grapple, Mobility, Spring attack, Weapon focus (unarmed 
  strike). The Haruchai warrior must meet the normal prerequisites in order to select them. 
  Fast Movement: A Haruchai warrior's speed is faster than the norm for his race. The Haruchai warrior has 
  a base speed of 40 feet. 
  Uncanny Dodge (Ex): At 2nd level, the Haruchai Warrior gains the ability to react to danger before her 
  senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught 
  flat-footed or stuck by an invisible attacker. However, he still loses his Dexterity bonus to AC if 
  immobilized. 
  Trap Sense (Ex): Starting at 3rd level, a Haruchai warrior has a intuitive sense that alerts him to danger 
  from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against 
  attacks made by traps. These bonuses rise by +1 every three Haruchai warrior levels thereafter (6th, 9th, 
  12th, 15th, and 18th level).  
  Improved Uncanny Dodge (Ex): At 5th level and higher, the Haruchai warrior can no longer be flanked; 
  he can react to opponents on opposite sides of her as easily as she can react to a single attacker. This 
  defense denies rogue the ability to sneak attack the Haruchai warrior by flanking him, unless the attacker 
  has at least four more rogue levels than target has Haruchai warrior levels. 
  Damage Reduction (Ex): At 7th level, the Haruchai warrior gains the ability to shrug off some amount of 
  injury from each blow or attack. Subtract 1 damage the Haruchai warrior takes each time he is dealt 
  damage from a weapon or a natural attack. At 10th level, and every three Haruchai warrior levels thereafter 
  (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage 
  to 0 but not below 0. 
  
   
  15
  The Bloodguard 
  This is a template that can be added to a Haruchai warrior. It can only be added if you are playing a 
  campaign that doesn’t follow the end of the first trilogy, because after that time the Bloodguard Vow had 
  been broken. 
  Immunities (Ex): The Bloodguard do not age (this even extends to magical aging). Very experienced 
  Bloodguard keep their youth and strength while getting wiser over the decades. They don't sleep, eat or 
  drink and they never tire. A Bloodguard cannot become exhausted or fatigued. Bloodguard are immune to 
  poison and diseases, including supernatural ones. 
  Enchantment Immunity (Ex): The Bloodguard are immune Enchantment spells and abilities, like charms, 
  compulsions, morale effects and psionic mind-affecting powers. 
  Ranyhyn: The Bloodguard's mounts known as the Ranyhyn. Ranyhyn are the great, free horses of the 
  Plains of Ra. They choose their riders, and the Bloodguard can summon the Ranyhyn to do their bidding. If 
  the Ranyhyn perishes in service of his rider, the rider cannot call another Ranyhyn. However, when the 
  Bloodguard is slain, the Ranyhyn will take the Bloodguard back to his homeland. Another Bloodguard then 
  may call that Ranyhyn into service. 
   
  
   
  16
  RAMEN HUNTER 
  Alignment: Any. 
  Hit Die: d8. 
  Class Skills: The Ramen Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb 
  (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), 
  Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (flora & fauna), Listen (Wis), Move 
  Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). 
   
  Skill Points at 1st Level: (6 + Int modifier) x_4. 
  Skill Points at Each Additional Level 4 + Int modifier 
   
  Table: The Ramen Hunter 
  Level  BAB 
   
  Fort 
  Ref  
  Will  
   
   
   
  Save  
  Save  
  Save  
  Special 
  1st  
  +0  
   
  +1  
  +2  
  +0  
  Sneak attack +1d6, trapfinding Track 
  2nd  
  +1  
   
  +1  
  +3  
  +0  
  Evasion 
  3rd  
  +2  
   
  +2  
  +3  
  +1  
  Sneak attack +2d6, trap sense +1 Endurance 
  4th  
  +3  
   
  +2  
  +4  
  +1  
  Uncanny dodge 
  5th  
  +3  
   
  +2  
  +4  
  +1  
  Sneak attack +3d6; Run with the Ranyhyn 
  6th  
  +4  
   
  +3  
  +5  
  +2 
  Trap sense +2 
  7th  
  +5  
   
  +3  
  +5  
  +2  
  Sneak attack +4d6 
  8th  
  +6/+1   
  +4  
  +6  
  +2 
  Improved uncanny dodge, Swift tracker 
  9th  
  +6/+1   
  +4  
  +6  
  +3  
  Sneak attack +5d6, trap sense +3 
  10th  
  +7/+2   
  +4  
  +7  
  +3  
  Special ability; 
  11th  
  +8/+3   
  +5  
  +7  
  +3  
  Sneak attack +6d6 
  12th  
  +9/+4   
  +5  
  +8  
  +4  
  Trap sense +4 Camouflage 
  13th  
  +9/+4   
  +6  
  +8  
  +4  
  Sneak attack +7d6, special ability 
  14th  
  +10/+5   
  +6  
  +9  
  +4  
  Hide in plain sight 
  15th  
  +11/+6/+1  
  +6  
  +9  
  +5  
  Sneak attack +8d6, trap sense +5 
  16th  
  +12/+7/+2  
  +7  
  +10  
  +5  
  Special ability 
  17th  
  +12/+7/+2  
  +7  
  +10  
  +5  
  Sneak attack +9d6 
  18th  
  +13/+8/+3  
  +8  
  +11  
  +6  
  Trap sense +6 
  19th  
  +14/+9/+4  
  +8  
  +11  
  +6  
  Sneak attack +10d6, special ability 
  20th  
  +15/+10/+5  
  +8  
  +12  
  +6  
  Summon Ranyhyn 
   
  Class Features 
  All of the following are class features of the Ramen Hunter. 
  Weapon and Armor Proficiency: Ramen Hunters are proficient with all simple weapons. However, they 
  will only use them if they no longer have their cord. It is a simple length of rope, used as a garrote, which is 
  tied around the waist as a belt when not in use. This is the only weapon they receive all their sneak attack 
  bonuses with. Ramen Hunters are not proficient with armour or shields. 
  Track: A Ramen Hunter gains Track as a bonus feat. 
  Trapfinding: Ramen Hunters (and only Ramen Hunters) can use the Search skill to locate traps when the 
  task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it 
  is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. 
  Ramen Hunters (and only Ramen Hunters) can use the Disable Device skill to disarm magic traps. A magic 
  trap generally has a DC of 25 + the level of the spell used to create it. 
  A Ramen Hunter who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure 
  out how it works, and bypass it (with her party) without disarming it. 
  Evasion (Ex): At 2nd level and higher, a Ramen Hunter can avoid even magical and unusual attacks with 
  great agility. If she makes a successful Reflex saving throw against an attack that normally deals half 
  damage on a successful save, she instead takes no damage. Evasion can be used only if the Ramen Hunter 
  is wearing light armor or no armor. A helpless Ramen Hunter does not gain the benefit of evasion. 
  Trap Sense (Ex): At 3rd level, a Ramen Hunter gains an intuitive sense that alerts her to danger from traps, 
  giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks 
  made by traps. These bonuses rise to +2 when the Ramen Hunter reaches 6th level, to +3 when she reaches 
  
   
  17
  9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses 
  gained from multiple classes stack. 
  Endurance: A Ramen Hunter gains Endurance as bonus feat at 3rd level. 
  Uncanny Dodge (Ex): Starting at 4th level, a Ramen Hunter can react to danger before her senses would 
  normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed 
  or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. 
  Run with the Ranyhyn: At 5th level, the Ramen is able to run at speeds capable of keeping up with the 
  Ranyhyn for short distances. For a number of minutes equal to the level of the Ramen Hunter + her 
  constitution bonus, she can run at 12 times her normal speed, instead of the usual four times. 
  Improved Uncanny Dodge (Ex): A Ramen Hunter of 8th level or higher can no longer be flanked. This 
  defense denies another Ramen Hunter the ability to sneak attack the character by flanking her, unless the 
  attacker has at least four more Ramen Hunter levels than the target does. 
  Swift Tracker (Ex): Beginning at 8th level, a Ramen Hunter can move at her normal speed while 
  following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal 
  –20) when moving at up to twice normal speed while tracking. 
  Camouflage (Ex): A Ramen Hunter of 12th level or higher can use the Hide skill in any sort of natural 
  terrain, even if the terrain doesn’t grant cover or concealment. 
  Hide in Plain Sight (Ex): While in any sort of natural terrain, a Ramen Hunter of 14th level or higher can 
  use the Hide skill even while being observed. 
  Sneak Attack: If a Ramen Hunter can catch an opponent when he is unable to defend himself effectively 
  from her attack, she can strike a vital spot for extra damage. The Ramen Hunter’s attack deals extra damage 
  any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity 
  bonus or not), or when the Ramen Hunter flanks her target. This extra damage is 1d6 at 1st level, and it 
  increases by 1d6 every two Ramen Hunter levels thereafter. Should the Ramen Hunter score a critical hit 
  with a sneak attack, this extra damage is not multiplied. Usually this attack is aimed at breaking the 
  enemies neck, or failing that strangling the enemy to death. A Ramen Hunter can sneak attack only living 
  creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack 
  vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The 
  Ramen Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach 
  such a spot. A Ramen Hunter cannot sneak attack while striking a creature with concealment or striking the 
  limbs of a creature whose vitals are beyond reach. 
  Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a 
  Ramen Hunter gains a special ability of her choice from among the following options.  
  Crippling Strike (Ex): A Ramen Hunter with this ability can sneak attack opponents with such precision 
  that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 
  points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day 
  for each damaged ability. 
  Defensive Roll (Ex): The Ramen Hunter can roll with a potentially lethal blow to take less damage from it 
  than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in 
  combat (from a weapon or other blow, not a spell or special ability), the Ramen Hunter can attempt to roll 
  with the damage. To use this ability, the Ramen Hunter must attempt a Reflex saving throw (DC = damage 
  dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She 
  must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her 
  Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to 
  make a Reflex save for half damage, the Ramen Hunter’s evasion ability does not apply to the defensive 
  roll. 
  Improved Evasion (Ex): This ability works like evasion, except that while the Ramen Hunter still takes no 
  damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half 
  damage on a failed save. A helpless Ramen Hunter does not gain the benefit of improved evasion. 
  Opportunist (Ex): Once per round, the Ramen Hunter can make an attack of opportunity against an 
  opponent who has just round. Even a Ramen Hunter with the Combat Reflexes feat can’t use the 
  opportunist ability more than once per round. 
  Skill Mastery: The Ramen Hunter becomes so certain in the use of certain skills that she can use them 
  reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + 
  her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if 
  
   
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  stress and distractions would normally prevent her from doing so. A Ramen Hunter may gain this special 
  ability multiple times, selecting additional skills for it to apply to each time. 
  Slippery Mind (Ex): This ability represents the Ramen Hunter’s ability to wriggle free from magical effects 
  that would otherwise control or compel her. If a Ramen Hunter with slippery mind is affected by an 
  enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same 
  DC. She gets only this one extra chance to succeed on her saving throw. 
  Feat: A Ramen Hunter may gain a bonus feat in place of a special ability. 
  Marrowmeld: At 11th level the ramen hunter's understanding  of creature anatomy and nature brings forth 
  in her the spell-like ability to sculpt bones  instantly, either within a living creature or as an art form. The 
  ramen hunter can form an existing piece of bone into any shape that suits her purpose. For example, she can 
  make a stone weapon, repair a foreleg break, or create  a bone idol. Marrowmeld also permits her to 
  reshape objects already sculpted from bone, whether they were shaped magically, normally or through the 
  use of tools. While it's possible to make crude coffers, book covers, and so forth with Marrowmeld, fine 
  detail isn't possible. Note that any particular shape may not be a durable shapes for bone; Marrowmeld does 
  not make bone stronger, it simply allows the ramen hunter to reshape it. The ramen hunter can affect a bone 
  object or bone touched (touching a creature counts as touching the bone within them) up to 1 cu. ft./every 2 
  levels of the ramen hunter. Marrowmeld cannot be used to instantly kill creatures; any unwilling creature or 
  attended item may make a saving throw at DC 10 + the ramen hunter's level to resist the effects of 
  Marrowmeld.  
  Summon Ranyhyn: On reaching 20th level the Ramen Hunter is able to call the Ranyhyn to her. They will 
  arrive within 1d6 minutes and there will be 1d6 (x the Ramen Hunters Charisma modifier) Ranyhyn that 
  answer the summons. (Negative charisma modifiers count as zero). 
  
   
  19
  LOREWARDEN 
   Highly respected, Lorewardens have located and deeply connected with the true forces of nature, which it 
  is their solemn duty to guide and teach everyone within, regardless of race, class or alignment. The 
  Lorewarden does not use magic, psionics or technology to acquire or maintain her skills; she is in harmony 
  with energies beyond the ken of most people, and it is that fact which gives her life and purpose. 
   Since their focus is strict yet their duty is wide, Lorewardens remain poorly able to physically defend 
  themselves, and are frequently left open to dubious or nefarious manipulative acts and intentions from 
  others. It is through their dedication to the natural forces that they have attracted the loyalty of the 
  Bloodguard, their staunch companions and protectors. The at times eerie bond between Bloodguard and 
  Lorewarden seems a perfect symbiosis. 
   Adventures: To the Lorewarden, there is no adventure outside their duty of learning and teaching 
  knowledge of the first ward. Adventure itself is an incidental, if interesting, part of the role they play on 
  life, and so it is not seen separate from or special to anything they feel they are drawn to do. Consequently, 
  from the perspective of all others, Lorewardens seem to do nothing but adventure. 
   Characteristics: Lorewardens believe that there are seven wards of natural energy, each ward 
  representing a step toward an ultimately profound connection and understanding of the forces of renewal 
  and destruction within nature. But six of these steps have been lost through disuse. It is the Lorewarden's 
  mission to teach and utilize the known ward (the first ward) so widely that the second and successive wards 
  will manifest or become known thereby. This is a natural progression to their minds, and they dedicate their 
  lives to it. Lorewardens also believe firmly in their financial independence and will not live from the wealth 
  of others unless or until they have earned it as their own. Thus, Lorewardens retain and actively pursue 
  excellence within their professions. It is through their consistent manifestation of these beliefs that they 
  have obtained the loyalty of the Bloodguard, on whom they must rely for protection and essential 
  manpower to meet their duties of freely teaching and using the first ward knowledge. 
   Alignment: Chaos is an essential part of nature, though the first ward knowledge depends upon rigorous 
  attention and study. Thus those of chaotic alignment are neither drawn to Lorewarden ways nor are they 
  able to keep pace with it should they become interested. Additionally, the ideals of self-maintenance and 
  continuous teaching for the sake of sharing knowledge are not ideals found within evil alignments, 
  therefore evil Lorewardens do not arise. 
   
  Game Rule Information: This class has the following game statistics. 
   Abilities: Intelligence is the most important ability score for a Lorewarden, as it affects her ability to 
  understand, gain and retain knowledge, which she does above all else. A good Charisma score is necessary 
  to correctly teach and handle the communication tasks of this knowledge, as well as being the operating 
  force behind her later level class abilities. Wisdom helps a Lorewarden stay sharp and keep one foot in the 
  world, honing her professions into excellence and permitting her the common sense skills to maintain her 
  activities without dependence upon the goodwill of others. 
   Alignment: LG or LN 
   Hit Die: d6 
  Class Skills: The class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft 
  (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), 
  Knowledge (all) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak 
  Language (Int), Use Magic Device (Cha). 
   
  Typical professions for Lorewardens are: Librarian, Scholar, Scribe, Poet, Singer, Healer, Tutor 
   
   Class Skills:  
   
  Skill points at 1st level: (4 + Int modifier) x 4. 
   
  Skill points at Each Additional Level: 4 + Int modifier. 
   
  Class Features: All of the following are class features of this class. 
   
   Weapon and Armor Proficiency: Lorewardens are proficient with all simple weapons and tend to favor 
  the quarterstaff. They are not proficient with any type of armor or shield. 
  Lorewarden’s Staff: At 1st level the Lorewarden receives a masterwork quarterstaff, which she uses as a 
  focus for many of her later abilities. 
  
   
  20
  Set Lifespan: Lorewardens live to five centuries, unless they are slain, regardless of their race. This fact is 
  of no moment to them as it is clearly a measure of their bond with the natural forces, though it may limit 
  the longer lived races who may become Lorewardens well into their lifespan. Lorewardens retain youth 
  well, taking only half the normal penalties of aging for their race (rounded down), until their time is ended.  
  Quickening Lore: As students, Lorewardens learn the basic patterns involved in natural things and the 
  ways of life. This training, along with the Lorewarden propensity for making note of details, endows them 
  with three supernatural abilities. 
   Weather-Wise: The Lorewarden may unerringly judge what the weather will be on the following day. 
  She will know if the weather has been or is being altered magically or by some other means. She can also 
  sense the cycles of nature and is never surprised by freak ice storms or whatnot; they seem normal to her 
  though she will realize that they are difficult for others to comprehend, appreciate, or survive. This is a 
  supernatural ability. 
   Earthsight: Working intensely with the vitality and personality of nature gives Lorewardens a special 
  awareness regarding any warped qualities found within someone or something nearby. When the 
  Lorewarden employs this spell-like ability, she is able to note untruth spoken by a creature, including even 
  a minor evasion of the truth. The knowledge of the deception does not expose the particular words uttered 
  or other details which are an untruth, just the presence and degree of untruth. Additionally, the Lorewarden 
  can detect minor illusions, secret doors, and misdirection, although here, too, the information gleaned is not 
  specific. The Lorewarden must be within 60' of the subject in good light, 10' in poor light, or touching it in 
  darkness. The Lorewarden may use this ability 1/ day per level. 
   Kenning: A Lorewarden may make a special kenning check with a bonus equal to her level + her 
  Intelligence modifier to see whether she knows some relevant information about demographics, historic 
  geography, or natural phenomenon. She may not take 10 or take 20 on this check; this sort of knowledge is 
  essentially random. The DM will determine the Difficulty Class of the check by referring to the table 
  below. 
  DC 
  Type of Knowledge 
  Examples 
  10 
  Common, known by at least a substantial minority of the 
  local population. 
  A local population's reputation for 
  drinking; common legends about a 
  haunted house or grove. 
  20 
  Uncommon but available, known by only a few people in 
  the area. 
  A set of tunnels beneath the tow; 
  legends about the conquered people 
  who used to live locally. 
  25 
  Obscure, known by a few, hard to come by. 
  A bloodline with forgotten dragon 
  ancestry; legends about a minor 
  place of mystery. 
  30 
  Extremely obscure, known by very few, possibly 
  forgotten by most who once knew it, possibly known only 
  by those who don't understand the significance of the 
  knowledge. 
  A river's 5 century cycle of change 
  that will flood a nearby town soon; 
  the history of a way station. 
  Lay on Hands: A Lorewarden can heal wounds by touch. Each day she can cure a total number of hit 
  points equal to her Charisma bonus (if any) times her level. For example, a 7th-level Lorewarden with a 16 
  Charisma (+3 bonus) may cure up to 21 points of damage. The Lorewarden can cure herself. She may 
  choose to divide her curing among multiple recipients, and she doesn't have to use it all at once. Lay on 
  hands is a spell-like ability whose use is a standard action. 
  Lore's Song: Once per day per level, a Lorewarden can use her Lore's Song abilities to produce 
  supernatural effects on those around her. She can inspire courage in allies, hold the rapt attention of 
  another, or defy a spell user's magic. The hearer must be able to hear the Lorewarden. A deaf Lorewarden 
  suffers a 20% chance to fail with Lore's Song. If she fails, the attempt still counts against her daily limit. 
  Lore's Song is supernatural ability. 
   Inspire Courage: A Lorewarden may inspire courage in her allies, bolstering them against fear and 
  improving their combat abilities. To be affected, an ally must hear the Lorewarden for a full round. The 
  effect lasts as long as the Lorewarden speaks and 5 rounds after the ally can no longer hear the Lorewarden. 
  While speaking, the Lorewarden can fight but cannot cast spells, activate magic items either by spell 
  completion or by magic word. Affected allies receive a +2 morale bonus to saving throws against charm 
  and fear effects and a +1 morale bonus to attack and weapon damage rolls. 
  
   
  21
   Fascinate: The Lorewarden my cause a single creature to become fascinated with her. The creature must 
  be able to see and hear her, must be able to pay attention to her, and must be within 90 feet. The 
  Lorewarden must also see the creature. The target can negate the effect with a Will saving throw equal to or 
  greater than the Lorewarden's check result. If the save succeeds, the Lorewarden cannot attempt to fascinate 
  that creature again for 24 hours. The Lorewarden must concentrate to hold the attention of a target. 
  Fascinate is a mind-affecting ability. 
   Countersong: The Lorewarden may counter magical effects that depend on sound (but not spells that 
  simply have verbal components). As with inspire courage the Lorewarden may not take magical actions 
  while using countersong. Each round of the countersong, she makes a check (d20 + Lorewarden level + 
  Charisma modifier). Any creature within 30 feet of the Lorewarden (including the Lorewarden herself) who 
  is affected by a sonic or language-dependent magical attack may use the Lorewarden's check result in place 
  of his saving throw if, after rolling the saving throw, the check result proves to be better. The Lorewarden 
  may keep up the countersong for 10 rounds. 
  Nature Sense: At 2nd level the Lorewarden can identify plants and animals (their species and special 
  traits) with perfect accuracy. She can also tell whether water is safe to drink or dangerous (polluted, 
  poisoned, or otherwise unfit for consumption). 
  Consonance: With her finely attuned discernment of energy, the Lorewarden becomes able to detect or 
  locate naturally occurring supernaturally or extraordinarily restorative substances. She also innately 
  understands their proper preparation, preservation and administration. Three such substances are: 
   Rillinure Dust: a healing wood dust which is rarely found in nature in its useable form. The Lorewarden 
  can get this dust from its mother tree without either destroying the tree or denaturing its healing factors. An 
  application of rillinure dust will cure fevers and natural diseases. When taken as a tisane, rillinure dust may 
  also cure some forms of blindness or deafness, especially those brought on by nonmagical means. The DM 
  decides how much rillinure dust a Lorewarden may retrieve from a source, though it rarely takes longer 
  than 4 hours for her to do so. 
   Hurtloam: a healing clay, applied when moist. The Lorewarden can locate and extrude hurtloam without 
  scarring the area in which it is harvested. An application of hurtloam will heal 6hp. The DM decides how 
  much hurtloam a Lorewarden may retrieve from a source, though it rarely takes longer than 4 hours for her 
  to do so. 
   Treasure Berries: a nourishing fruit. These dark blue or black berries are about 5mm in size. One 
  treasure berry will nourish and restore an individual as a scant meal might. When eaten hydrated, treasure 
  berries also satisfy water or fluid requirements. Treasure berries can be dried and then rehydrated before 
  they are eaten, to the same effect. 
  Steward: The Lorewarden's affection for living her understanding of the first ward becomes larger than 
  herself in very real ways. At 4th level, the Lorewarden, is considered a Steward of the first ward and gains 
  the following spell-like abilities. She may use her choice of Steward abilities once per week per level: 
   Empathy: The Lorewarden can read the general thoughts or feelings a person or creature touched. The 
  amount of information revealed depends on how long a particular subject is touched and its intelligence 
  level. The information is not terribly specific, but can reveal whether the being is angry, hungry, nervous, 
  tired &c and very likely why. In the 1st round of contact, the Lorewarden can sense the presence or absence 
  of strong or focused emotion or thoughts in the subject and possibly scant details regarding them. The 2nd 
  round of contact will reveal general details about these and underlying or motivating thoughts and 
  emotions. The 3rd round of contact allows the Lorewarden enough time to sort the subject's thoughts and 
  emotions in order to identify them with some specificity and relate them to circumstances or more obscure 
  causes. For example, Celise is using empathy on a semiconscious war dog found at the side of the road. In 
  the first round she realizes that the dog is in extreme pain. Because the dog is not especially intelligent, the 
  second round only reveals that the dog is also very hungry and thirsty, but the third round allows Celise to 
  realize that the dog's master was slain nearby at the same time the dog was hurt, and he has been lost since, 
  without food or assistance. A subject's Will save prevents the Lorewarden from reading its thoughts or 
  emotions, when applicable, and she must make another use against her weekly limit to proceed. 
   Inspire Competence: The Lorewarden may help an ally succeed at a task. The ally must be able to see, 
  hear, and understand her and must be within 30 feet. Depending on the task that the ally has at hand, the 
  Lorewarden may use her steward ability to lift the ally's spirits, to help the ally focus mentally, or in some 
  other way. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or 
  she continues to hear the Lorewarden. The DM may rule that certain uses of this ability are infeasible. The 
  Lorewarden can maintain the effect for 2 minutes (long enough for the ally to take 20). 
  
   
  22
   Lore's Fire: Using the raw energy of the first ward, the Lorewarden may create a blast of force. She may 
  use it to damage her enemies, defensively to destroy the black vitriol of an ur-Vile Loremaster's attacks, to 
  topple structures and so on. Emanating as a blue burst with a fluid, though electric quality from the staff  or 
  hands of the Lorewarden, Lore's Fire has a range of 20 ft, a width of 1 ft and can cause 1d8 damage. The 
  burst may be enhanced by stacking the Lorewarden's steward ability use. Each extra d8, each extra 10' 
  range, or each 1' width will cost another use of the steward ability for that week. 
  Remove Disease:  Beginning at 4th level, a Lorewarden can remove disease as per the spell remove 
  disease once per week. She can use this ability more often as she advances in levels (twice per week at 8th 
  level, three times per week at 12th level, and so forth). Remove disease is a spell-like ability. 
  Versatility: Every 5 levels, the Lorewarden's astonishing versatility of self allows her to train or advance 
  within a level in another class as a Lorewarden level. All prerequisites for the desired class must be met, 
  including training time in special locations and specific tutelage. The Lorewarden acquires all of the special 
  abilities, hit dice, and class skills of the chosen class, advancing her saves and base attack as though she 
  were multiclassing, while drawing no multiclass penalties for that level. As an example, Celise is a 10th 
  level Lorewarden who chose the Rogue class for her versatility at 5th level. If she were to choose Rogue 
  again she would be a 10th level Lorewarden with 2nd level Rogue skills, but she is thinking of taking a 
  level in Fighter instead, to boost her hit points, base attack bonus and feats. If she takes the Fighter level, 
  she is a 10th level Lorewarden with 1st level Rogue and Fighter capabilities. Therefore, in all things 
  Lorewarden, she is 10th level, but if called upon for Roguish duties, she acts as either 1st or 2nd, based on 
  her final decision.  
  Neutralize Poison: Beginning at 6th level, a Lorewarden can neutralize poison as per the spell neutralize 
  poison once per week. She can use this ability more often as she advances in levels (twice per week at 12th 
  level, three times per week at 18th level, and so forth). Remove disease is a spell-like ability. 
  Melding: Starting 7th level, their common pursuits and desires enable Lorewardens to speak to each other 
  telepathically over short distances (60 ft or line of sight up to 100 ft). This ability increases incrementally 
  by 60 ft per level after 6th, with line of sight adding 40 ft to that range. Hence, a 7th level Lorewarden can 
  use this ability up to 120', with line of sight up to 160'. Melding is a supernatural ability. Only one 
  Lorewarden needs to have this ability to open communication, though in groups of three or more where 
  only one Lorewarden has this ability, there is only communication to and from her; she must relay 
  information between the other Lorewardens. The Lorewarden may use this ability once per month per level. 
  Elder Lore: The rigors of the first ward yield further tangible benefits at 8th level, when the steward 
  becomes considered an elder of lore. The Lorewarden may choose from her supernatural Elder Lore 
  abilities once per week per her Charisma modifier. 
   Crush Item: A Lorewarden can destroy any weapon or item of their size or smaller (even magic ones, but 
  not artifacts) by picking it up and crushing it between her hands or using her staff. This is a standard action. 
  The Lorewarden must make a successful disarm attack to grab an item held by an opponent. For example, 
  Celise is a Medium-sized creature, so she can crush any Medium size item or smaller. 
   Make Whole: Lorewardens can repair any object as though with make whole as cast by an 8th level 
  cleric. This is a full-round action for the Lorewarden. 
   Shielding: Using her staff, shielding creates a field of energy that will adapt to protect those behind it 
  from physical attacks. Shielding will stop arrows or vitriol attacks from ur-Vile Loremasters as well as 
  magic missiles. The shielding is centered on the Lorewarden and can protect up to 2 other creatures or 
  objects of Medium size or within a 5 ft radius from the Lorewarden. The Lorewarden and companions 
  receive 1/2 cover due to the wavering, compensatory nature of the shield when it is spread out in this way, 
  but the Lorewarden receives 3/4 cover when she is shielding only herself. The shielding will last as long as 
  the Lorewarden concentrates, preventing the use of other abilities. DC for Concentration checks is at DM's 
  discretion. 
   Lords Fire: The lLorewarden may produce a burst of bright fiery light from her staff. It effectively 
  creates a cone of damaging power, causing d6 damage per two levels to creatures caught in the cone (reflex 
  save for half damage). The range is 60’, with a 20’ spread.  
  Nature's Way: At 11th level the Lorewarden gains the supernatural ability to speak with stones, plants, 
  and unintelligent creatures and beings. These relate to her who or what has either been near or touched 
  them as well as revealing what is concealed by them, where they lair, what they have seen and so on. The 
  information given to the Lorewarden can be complete descriptions, if asked. Note that the subject's 
  perspective, perception, and knowledge may prevent them from providing the details the Lorewarden is 
  
   
  23
  looking for (as determined by the DM). The Lorewarden can speak with natural as well as enchanted or 
  otherwise worked targets once per week per her Charisma modifier. 
  Eldest Lore: At 12th level, the Lorewarden has completed her portfolio of knowledge of the first ward, 
  becoming considered an Eldest of the first ward. More subtle use of the first ward now becomes available 
  to the Lorewarden.  She may use her Eldest abilities once per month per her Charisma modifier. 
   Concord: Through use of Melding, a Lorewarden can establish Concord to link her abilities with other 
  Lorewardens, creating an entity more powerful than the sum of its parts. Up to 9 Lorewardens may be 
  linked in this way, using the individual ranges represented by their Melding. Note that all the Lorewardens 
  participating must have both a Concord and a Melding use available and all must be within their range of 
  another, though their connection may be configured as a line or extended starburst rather than a multi-sided 
  closed shape or standard starburst. When this ability is manifested, each Lorewarden chooses the abilities 
  and number of uses (where applicable) to contribute to the whole. One individual is chosen as the 
  conductor by mutual consent of the other participants. This entity cannot take any more actions than he 
  could normally, though expended uses of his Lorewarden abilities may be "refreshed" through concord. 
  Each participant contributing to the entity provides a cumulative +1 bonus to save DCs that apply as well as 
  to that entity's saving throws. Any damage suffered by the conductor is divided among all the members as 
  determined by the conductor and any XP cost is divided equally among all participants with the conductor 
  paying any non-divisible part. Once linked the group must move as a whole and may only move at 10 ft 
  speed. If any Lorewarden drops the concord, all ability uses contributed by that Lorewarden are lost. Note 
  that a Lorewarden who drops concord may also disconnect other Lorewardens if the configuration is not a 
  closed shape or standard starburst. Concord may be kept up for 1 minute per level of the conductor. 
  Concord is an extraordinary ability. 
   Suggest: The Lorewarden can telepathically place suggestions in the minds of others as per the spell 
  suggestion with a modified range of 50 ft + 5 ft per level. Note that a telepathic use of this spell is neither 
  language nor sight dependent. Suggest is a spell-like ability. 
   Warding: Creates a potential energy for any of a wide variety of uses by the Lorewarden. Warding can be 
  used simply to give a notification to the Lorewarden of someone or something passing through (see the 
  alarm spell description), it can be used as a trigger for another of her abilities (see the contingency spell 
  description), it can be used to bend or break magic or other Wardings that have been set up, perhaps by an 
  enemy ur-Vile Loremaster (see dispel magic), or it can be used as raw energy.  When used as raw energy, 
  Warding contributes 1 extra die, one range, target or duration increment or one level to DC or checks for 
  every 3 levels of the Lorewarden (rounded down). Warding is a supernatural ability. 
  Lore Lord: At 16th level the intuitive workings of the first ward become clear to the Lorewarden. This is 
  well beyond rote memorization and functional use of its knowledge. The Lorewarden is considered a Lore 
  Lord, and may use her Lore Lord abilities once per month per 1/2 her Charisma modifier (rounded up).  
   Greater Dispel: A Lorewarden can dispel magic as per the spell greater dispel. Greater Dispel is a spell-
  like ability. 
   Imbue with Lorewarden Ability: The Lorewarden may transfer one use of her currently available abilities, 
  regardless of their prerequisites, to another creature. The recipient must have an Intelligence score of at 
  least 5 and a wistom score of at least 9 to receive this bestowal. Any ability or spell the Lorewarden has 
  learned (note that spells would be learned as part of the abilities obtained through classing as a magic user 
  with the Versatility trait) may be transferred. The number and type of abilities that the subject can be 
  granted depends on his HD; imbue with Lorewarden ability cannot exceed this limit. Until the recipient 
  uses this ability, it is not available to the Lorewarden. 
   
  HD of Recipient 
  Ability or Spell Level Imbued 
  1 – 2 
  Ability acquired at 1st level or 1st level spell 
  3 – 4 
  Up to two abilities acquired at 1st level or two 1st level spells 
  5 + 
  Up to 2 abilities acquired at 1st level and one ability acquired 
  at 2nd level or two 1st level and one 2nd level spell 
   
  The transferred ability or spell's variable characteristics function according to the Lorewarden's level, not 
  the level of the recipient, though to use an ability or spell with a verbal, somatic or material component the 
  recipient must be able to speak, use humanlike arms, or have possession of the material component. Imbue 
  with Lorewarden Ability is a supernatural ability. 
  
   
  24
   Refresh Ability: The Lorewarden may use this ability to regain one use of a Lorewarden ability obtained 
  at a lower level that she has used within the past 24 hours. For example, Celise has used all of her Melding 
  for this month, but she wishes to establish Concord. She may refresh her Melding ability if she last used 
  Melding within the past 24 hours. Refresh Ability is an extraordinary ability. 
  Lord’s staff: At 18th level the Lorewarden may establish her staff as her spellstaff. She may charge it with 
  any spell or Lorewarden ability that she has available any time it is empty. See the spellstaff spell 
  description for details. Spellstaff is an extraordinary ability. 
  Focal Stone: The 19th level Lorewarden may generate focal stones into which she may place a spell or 
  Lorewarden ability without fear of ruining any crystal or gem used and without material component beyond 
  the crystal or gem to be used. See the focal stone spell description for details. Focal Stone is an 
  extraordinary ability the Lorewarden may use once per day for every 5 of her levels (rounded down). 
  High Lord: The Lorewarden has the fullest grasp of the first ward, its subtleties and intuitive measure at 
  20th level, when she is considered a High Lord. The Lorewarden may use her choice of High Lord abilities 
  once per year. 
   Geas/Quest: As the spell Geas/Quest. Geas/Quest is a spell-like ability. 
   Locate: As the spell locate object, except relative to any specific object, area, person, source of 
  wrongness, magical power or anything/anyone clearly visualzed that the Lorewarden wishes to find. Locate 
  is an extraordinary ability. 
   Summons: This ability enables the Lorewarden to summon an intelligent entity from anywhere on the 
  plane where the Lorewarden is located or from another plane to the Lorewarden's location. Its effects are 
  similar to the refuge spell, though a command word is not required. Summons may be used on an item so 
  that when the item is willingly accepted by a specified (clearly visualized or well-known) individual, he or 
  she is transported to the Lorewarden. Summons is a supernatural ability. 
   
  Hurtloam 
  A healing clay or soil, applied when moist. An application of hurtloam will heal 6hp. It occurs naturally, 
  though it is quite rare and won't be found in areas frequented by evil creatures.  
  Rillinure Dust 
  A healing wood dust. An application of rillinure dust will cure fevers and natural diseases. When taken as a 
  tisane, rillinure dust may also cure some forms of blindness or deafness, especially those brought on 
  through nonmagical means. It occurs naturally, though it is quite rare.  
  Treasure Berries 
  A nourishing fruit. One treasure berry will nourish and restore an individual as a scant meal might. When 
  eaten hydrated, treasure berries also satisfy water and fluid requirements. Treasure berries can be 
  rehydrated before they are eaten, to the same effect.  They occur naturally, though they can be difficult to 
  find. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  25
  Advancement Chart: 
  Class 
  Base 
  Fort 
  Ref 
  Will 
   
  Level 
  Attack Bonus 
  Save 
  Save 
  Save 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  Quickening Lore, Lay on Hands, Lorewarden’s Staff 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Lore's Song, Nature Sense 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Consonance 
  4th 
  +2 
  +1 
  +1 
  +4 
  Steward, Remove Disease 
  5th 
  +2 
  +1 
  +1 
  +4 
  Versatility 
  6th 
  +3 
  +2 
  +2 
  +5 
  Neutralize Poison 
  7th 
  +3 
  +2 
  +2 
  +5 
  Melding 
  8th 
  +4 
  +2 
  +2 
  +6 
  Elder Lore 
  9th 
  +4 
  +3 
  +3 
  +6 
   
  10th 
  +5 
  +3 
  +3 
  +7 
  Versatility 
  11th 
  +5 
  +3 
  +3 
  +7 
  Nature's Way 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Eldest Lore 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
   
  14th 
  +7/+2 
  +4 
  +4 
  +9 
   
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Versatility 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Lore Lord 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
   
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Spellstaff 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Focal Stone 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Versatility, High Lord 
   
   
   
   
  
   
  26
  SEAFARER 
  Alignment: Any. 
  Hit Die: d10 
  Class Skills: The seafarer’s class skills (and the key ability for each skill) are Balance (Dex), Boat Handling 
  (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Sea-Lore), 
  Knowledge (History) (Int), Listen (Wis), Perform (Cha), Spot (Wis), Swim (Str) and Use Rope (Dex). 
   
  Skill Points at 1st Level: (4 + Int modifier) x_4. 
  Skill Points at Each Additional Level: 4 + Int modifier. 
   
  Table: The Seafarer 
  Level  BAB 
   
  Fort 
  Ref  
  Will  
   
   
   
  Save  
  Save  
  Save  
  Special 
  1st  
  +1  
   
  +2  
  +2  
  +0  
  Bonus Feat, Weather - Wise, Survivor +1 
  2nd  
  +2  
   
  +3  
  +3  
  +0  
  Expert Pilot 
  3rd  
  +3  
   
  +3  
  +3  
  +1 
  4th  
  +4  
   
  +4  
  +4  
  +1  
  Survivor +2 
  5th  
  +5  
   
  +4  
  +4  
  +1  
  Bonus Feat 
  6th  
  +6/+1   
  +5  
  +5  
  +2  
  Call Porpoise 
  7th  
  +7/+2   
  +5  
  +5  
  +2  
  Survivor +3 
  8th  
  +8/+3   
  +6  
  +6  
  +2 
  9th  
  +9/+4   
  +6  
  +6  
  +3 
  10th  
  +10/+5   
  +7  
  +7  
  +3  
  Bonus Feat, Survivor +4 
  11th  
  +11/+6/+1  
  +7  
  +7  
  +3 
  12th  
  +12/+7/+2  
  +8  
  +8  
  +4  
  Call Nicor 
  13th  
  +13/+8/+3  
  +8  
  +8  
  +4  
  Survivor +5 
  14th  
  +14/+9/+4  
  +9  
  +9  
  +4 
  15th  
  +15/+10/+5  
  +9  
  +9  
  +5  
  Bonus Feat 
  16th  
  +16/+11/+6/+1  +10  
  +10  
  +5  
  Survivor +6 
  17th  
  +17/+12/+7/+2  +10  
  +10  
  +5 
  18th  
  +18/+13/+8/+3  +11  
  +11  
  +6 
  19th  
  +19/+14/+9/+4  +11  
  +11  
  +6  
  Survivor +7 
  20th  
  +20/+15/+10/+5  +12  
  +12  
  +6  
  Bonus Feat 
   
  Class Features 
  All of the following are class features of the seafarer. 
  Weapon and Armor Proficiency: A seafarer is proficient with all simple and martial weapons and with all 
  light and medium armour, but not with shields. 
  Bonus Feat: At levels 1, 5, 10, 15 and 20 the seafarer gains a bonus feat from the following Alertness, 
  Athletic, Endurance, Great Fortitude, Iron Will, Self-Sufficient and Toughness. 
  Weather Wise: At level 1, the seafarer gains the feat of Weather Wise (see new feats) 
  Survivor (Ex): At level 1 the seafarer gains an insight bonus on all Listen, Spot, Swim and Concentration 
  checks whilst at sea. This bonus increases by +1 at every three levels. 
  Expert Pilot (Ex): At level 2 seafarers gain +2 competence bonus on all Boat Handling and Knowledge 
  (Sea Lore) checks. 
  Call Porpoise (Ex): At level 6, the Seafarer gains the ability to call dolphins to come to the Giants’ vessel. 
  The porpoises will perform limited tasks (perhaps pull small boats through the water) that are within their 
  power for the Giant for up to an hour plus one hour for each Charisma bonus the Giant has. The Giant can 
  only make this call up to once per day and a d6 dolphins will answer the call. 
  Call Nicor (Ex): The Nicor is a huge whale-like sea creature.  
  
   
  27
  PITCHWIFE (GIANT PRESTIGE CLASS) 
  (NO RULES FOR THE PITCHWIFE YET) 
   
  Ranks 
  Rank seems quite important in the Land – with the Warmark, High Lord, Staff-Elders, First Mark, Cords 
  and so on. These could either just be titles assumed when characters reach a certain level (as in the old 
  AD&D level titles), or they could be feats that can be taken a certain levels with associated bonuses or they 
  could be dealt with in another way as in Prestige Classes. I’m looking for ideas here. 
   
  Bloodguard  
   
  Gravelingas  
   
  Hirebrand 
   
  Ramen  
  Third Mark 
   
  Student  
   
  Student   
   
  Winhome 
  Second Mark 
   
  Gravelingas 
   
  Hirebrand 
   
  Cord 
  First Mark 
   
  Craftmaster 
   
  Craftmaster  
   
  Thrall 
  Hearthrall 
   
  Hearthrall  
   
  Manethrall 
   
  Lorewarden  
   
  Seafarer  
   
  Warrior 
  Student   
   
  Sailor 
   
   
  Eoman  
  Lorewarden  
    
  Second Mate  
   
  Warhaft  
  Elder  
    
   
  First Mate  
   
  Haft  
  Eldest 
   
   
  Captain   
   
  First Haft  
  Lore Lord  
    
   
   
   
  Hiltmark 
   
   
  High Lord  
   
   
   
   
  Warmark  
   
    
  KNOWLEDGE: Mainly unchanged, but some example Knowledges are: 
  • Knowledge (Flora & Fauna) 
  • Knowledge (Giants) 
  • Knowledge (The Demondim) 
  • Knowledge (Sea Lore) 
  • Knowledge (History of The Land) 
   
  New Feats for The Land 
  Weather Wise:: The ability to judge what the weather will be on the following day. The means of doing so 
  depends on the character class or race. Stonedowners with the feat use stone to predict the weather, 
  Woodhelven use wood. Loremasters use their staffs and Ramen use portents in the sky. 
  Stone-wise: Allows the character to effect very minor uses of Earthpower through stone. So blemishes in a 
  piece of stone could be found and repaired, or a secret door located in a wall. The age of a stone item can 
  be determined. Characters with this feat can effect works of craft with the medium much more quickly and 
  so on. It gives all of the stonecunning skills of the Dwarf in the PHB, as well as the equivalent of the 
  mending spell (only on stone items). 
  Wood-wise: Allows the character to effect very minor uses of Earthpower through wood. So blemishes in a 
  piece of wood could be found and repaired, or a secret compartment found in a chest. The age of a tree 
  could be determined, or how long ago a wooden item was created. Characters with this feat can effect 
  works of craft with the medium much more quickly and so on. 
   
  
   
  28
  CREATURES OF THE LAND 
  CAVEWIGHTS 
  DEMONDIM 
  EVIL CORMORANT 
  GRIFFINS 
  JHEHERRIN 
  KHRESH 
  LIONS 
  MARAUDERS 
  RAVERS 
  STONE-BREAKERS 
  TIGERS 
  WARDER OF RIDJEK THOME 
  WAYNHIM 
  WRAITHS OF ANDELAIN 
   
   
  Cavewight 
  Large Humanoid (Earth) 
  Hit Dice: 
  4d8 +16  (32 hp) 
  Initiative: 
  +1 (Dex) 
  Speed:  
  30 ft. 
  AC: 
   
  17 (-1 size, +1 Dex, +7 natural) 
  Attacks:  
  Slam +4 melee, claw +3 melee 
  Damage: 
  Slam 1d8+7, claw 1d6+3 
  Face/Reach: 
  5 ft. by 5 ft. / 10 ft. 
  Special Attacks: Earth mastery, push 
  Special Qualities: 
  Stone wise, darkvision 90 ft. 
  Saves:  
  Fort +8, Ref +2, Will +2 
  Abilities: 
  Str 21, Dex 12, Con 18, Int 6, Wis 12, Cha 10 
  Skills:  
  Climb +5, Hide +0*, Listen +4, Move Silently +4 
  Feats:  
  Power Attack, Combat Reflexes 
  ----- 
  Climate/Terrain: 
  Any mountain and underground 
  Organization: 
   
  Solitary, gang (2 – 4) or pack (5 – 10) 
  Challenge Rating: 
  3 
  Treasure: 
   
  1/10 coins;1d6 gems; standard items 
  Alignment: 
   
  Always neutral evil 
  Advancement:  
  5 – 8 HD (Large) 
   
  Living amongst their own wightwarrens in the heart of Mount Thunder the cavewights lead by Drool 
  Rockworm, cause terrible trouble for the humans of the Land. Although they are naturally opposed to the 
  ways of the Lords, and all they stand for, the cavewights only assist Lord Foul, whilst persuing their own 
  ends. Their tough existence has bred a hardy race, intellect can lead them to overestimate their place in 
  Lord Foul's scheme. Cavewights are a hardy race of  cave or tunnel dwelling creatures that have come to 
  resemble the rock which surrounds them. Their skin is colored dully, they have rough complexions, little 
  hair and wide if sometimes sharp features. When a cavewight is at rest among stone it can be difficult to 
  determine where the stone and the cavewight are separate. The word "wight", meaning "man", truthfully 
  indicates that cavewights were at one time human, but over time they become directly associated with 
  earth; now they are more earth than man. Like Dwarves, they are instinctive stoneworkers, but have also 
  attained a connection with the forces of nature through stone, so that they may effect minor magic in 
  relation to stone and stone items. Strong and in peculiar ways agile, a cavewight can gain a clinging 
  handhold by sinking its claws into natural stone. It can also grab a partial handhold in rough stone while 
  jumping to vault higher or further; it is common for cavewights to jump upward 20 feet or more and make 
  lateral leaps of 40 to 60 feet in this manner. 
  
   
  29
  Living within the bowels of mountains, cavewights create elaborate and idiosyncratic networks of tunnels 
  and underground dwellings called wightwarrens. It is from these lairs that cavewights attack, rob, and 
  destroy nearby human settlements. Their tough existence among an element where few can live well have 
  caused cavewights to believe they are much smarter than they actually are. Cavewights enact a certain 
  arrogance that does not befit their level of intellect or cunning and often causes them to become the tool of 
  more powerful, more intelligent evil creatures and beings.  
  Cavewights have a tendency to believe that all gems belong to their race even while they do not have the 
  same connection with gems that they have with rough stone. They do not range far from their wightwarrens 
  without sufficient motivation. There is not much that can tempt a cavewight short of gems or a site for a lair 
  near an excellent supply of gems. They are opposed to the ways of the Lords and first ward magic used by 
  humans, so they are easily tricked into lengthy or distant campaigns of war against humans and humanoid 
  races while believing they are pursuing their own ends.  
  COMBAT Cavewights attack by slamming their foes, maneuvering the opponent against rocks whenever 
  possible. They use their claws once an opponent is trapped or when they themselves are trapped and unable 
  to use their slam. When attacking human settlements, cavewights will knock buildings down onto the 
  families of their opponents and try not to leave any building standing in their wake. 
  Stone Wise (Ex): Cavewights are stone wise, a trait that grants them a +2 racial bonus on checks to notice 
  unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the 
  old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is 
  disguised as stone also counts as unusual stonework. A cavewight who merely comes within 10 feet of 
  unusual stonework can make a check as if he were actively searching, and a cavewight can use the Search 
  skill to find stonework traps as a rogue can. A cavewight can also intuit depth and density, sensing its 
  approximate depth underground and the relative hardness of rock or stone as naturally as a human can 
  sense which way is up. Furthermore, cavewights can determine the age and type of natural stone 
  unerringly, and are able to repair blemishes or flaws in stone and stone items as with a mending spell for up 
  to 10 pounds of stone per HD of the cavewight.  
  Earth Mastery (Ex): A cavewight gains a +1 attack and damage bonus if both it and its foe touch the 
  ground. If an opponent is airborne or waterborne, the cavewight suffers a –4 penalty to attack and damage. 
  (These modifiers are not included in the statistics block.) 
  Push (Ex): Cavewights can start a bull rush maneuver without provoking an attack of opportunity. The 
  combat modifiers given in Earth Mastery, above, also apply to the cavewight's opposed Strength checks. 
  Skills: Cavewights receive a +8 bonus to Hide in caves, tunnels and on rocky terrain. Cavewights who turn 
  their attention to crafting stone get a +4 racial bonus to any attempts made on craft skills related to stone. 
   
  Evil Cormorant  
  Small Magical Beast 
  Hit Dice: 
  1/2 d10 (5hp) 
  Initiative: 
  +2 (Dex) 
  Speed:  
  10 ft., fly 40 ft. (average) 
  AC: 
   
  13 (+1 size, +2 Dex) 
  Attacks:  
  Claws +4 melee 
  Damage: 
  Claws 1d4 
  Face/Reach: 
   
  Special Attacks: Acid blood 1d4 
  Special Qualities: 
  Spell immunities, acid resistance 5, DR 2 
  Saves:  
  Fort +2, Ref +4, Will +2 
  Abilities: 
  Str 2, Dex 15, Con 12, Int 2, Wis 14, Cha 8 
  Skills:  
  Listen +6, Spot +6 
  Feats:  
  Weapon Finesse (claws) 
  ----- 
  Climate/Terrain: 
  Temperate lands by lakes, rivers, swamps, bays and coasts 
  Organization: 
   
  Colony (10 – 100) 
  Challenge Rating: 
  1/2 
  Treasure: 
   
  None 
  Alignment: 
   
  Always Neutral Evil 
  Advancement:  
  -- 
  
   
  30
  Evil cormorants are a cursed relative of the normal cormorant that always have black feathers and deep red 
  talons and bills. They are majestic, largely nocturnal, long necked fowl who enjoy the flesh of any animal 
  including others of their kind and colony when food becomes spare. They commonly nest on rocky patches 
  or high in trees and usually lay a five mile area of land barren of small animal life within a year. Evil 
  cormorants eat almost incessantly, war among colonies, and migrate as each site is ruined. Evil cormorant 
  chicks are either abandoned to survive on their own or thrown from the nest within days of hatching. 
  When an evil cormorant's blood touches air it becomes a weak acid that splashes easily, as a grenade-like 
  weapon. A successful Reflex save will reduce this acid damage by half. Evil cormorants are not affected by 
  each others' acid. They are magical beasts, thus they have darkvision to 60 feet.  
  COMBAT Evil cormorants attack from above and stay over their opponents. They fight in a frenzy of 
  feathers and claws, dropping their prey by their sheer number. When one is separated from the group it tries 
  to rejoin the group, but if it cannot it will fly off to wait until it can. Evil cormorant do not hesitate to attack 
  small or tiny creatures, and will leave groups of 2 or more Medium-size or larger creatures alone unless 
  they are hungry, threatened, or in twice normal numbers (200 or more). 
  Spell Immunities (Ex): Evil cormorants are immune to the following spells: animal trance, calm animals, 
  charm monster, and sleep.  
   
  Brathair: 
  A people met by the wandering Giants. They live across the Sea, on the verge of the Great Desert. 
  Courser: 
  Beast of transport made by the Clave by the power of the Sunbane. 
  Croyel: 
  Mysterious creatures which bargain for power. 
  Elohim: 
  A faery people, first met by the wandering Giants. 
  Griffin: 
  Lionlike beast with wings. Evil. 
   
  Jheherrin 
  Tiny Vermin 
  Hit Dice: 
  1/4 d8 (1 hp) 
  Initiative: 
  +2 
  Speed:  
  10 ft., swim 20 ft. 
  AC: 
   
  14 (+2 size, +2 Dex) 
  Attacks:  
  bite +4 melee 
  Damage: 
  bite 0 damage 
  Face/Reach: 
  2 1/2 ft x 2 1/2 ft. / 0 ft. 
  Special Attacks: Disease 
  Special Qualities: 
  Darkvision, tremorsense 
  Saves:  
  Fort +2, Ref +4, Will +1 
  Abilities: 
  Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2 
  Skills:  
  Swim +16, Hide +18, Move Silently +10 
  Feats:  
  Weapon finesse (bite) 
  ----- 
  Climate/Terrain: 
  Wet underground caverns 
  Organization: 
   
  Band (7 – 15) or colony (16 – 50) 
  Challenge Rating: 
  1/4 
  Treasure: 
   
  None 
  Alignment: 
   
  Neutral 
  Advancement:  
  1 HD (Small), 2 – 3 HD (Medium) 
  Jheherrin are mud or clay-like creatures that dwell in wet underground tunnels, the living by-products of 
  magical tamperings with nature. They are often referred to as "soft ones", having the shape of natural 
  creatures formed only of watery earth, though most of them are of tiny or small in size. Where they dwell 
  becomes riddled with quicksand-like quagmires, water saturated with earth. Jheherrin are peaceful and sad, 
  rarely leaving the waters in which they live, though they are able to Climb the walls and rocks of their 
  
   
  31
  environment with relative ease. Each jheherrin may learn the rudiments of one language, spoken locally 
  either in the caverns where they dwell or through exposure to surface dwellers who have ventured into their 
  realm. They refuse to speak when listening is enough, and do not reveal themselves when others are 
  speaking in their lair. Direct sunlight turns them to dust and magical daylight will instantly blind and 
  frighten them but does not harm them otherwise. 
  COMBAT Jheherrin are extremely wary and will avoid direct contact with intelligent creatures. If forced 
  into action, they use their bites to grab opponents and swim below the surface of their waters. Note: 
  creatures float in quicksand unless they struggle. 
  Darkvision: A jheherrin's darkvision has a range of 60 feet. 
  Tremorsense (Ex): Jheherrin can automatically sense the location of anything within 60 feet that is in 
  contact with the water. In smaller pools, jheherrin can also sense the location of anything within 20 feet of 
  the edge of the water. 
  Skills: Jheherrin receive +4 racial bonus on Spot and Listen checks. They use their Dexterity modifier for 
  Climb checks. 
   
  Khresh 
  Medium-sized Outsider (Chaotic, Evil) 
  Hit Dice: 
  3d10 +3 (18 hp) 
  Initiative: 
  +2 (Dex) 
  Speed:  
  40 ft. 
  AC: 
   
  15 (+2 Dex, +3 natural) 
  Attacks:  
  Bite +7 melee, 2 claws +3 melee 
  Damage: 
  Bite 1d6 +10, claw 1d4 +6 
  Face/Reach: 
  5 ft. by 5 ft./5 ft. 
  Special Attacks: Howl, rage, improved grab, rend 2d4 + 10 
  Special Qualities: 
  Scent, darkvision 
  Saves:  
  Fort +6, Ref +5, Will +4 
  Abilities: 
  Str 20, Dex, 14, Con 17, Int 6, Wis, 12, Cha 10 
  Skills:  
  Hide +4, Jump +4, Listen +4, Move Silently +6 
  Feats:  
  Weapon Finesse (claws, bite) 
  ----- 
  Climate/Terrain: 
  Any plains 
  Organization: 
   
  Solitary, pair, or pack (6 – 10) 
  Challenge Rating: 
  3 
  Treasure: 
   
  None 
  Alignment: 
   
  Always chaotic evil 
  Advancement:  
  4 – 8 HD (Large); 9 – 12 HD (Huge) 
  These are savage, large yellow wolves, a few growing to dire wolf size. Khresh prey on intelligent 
  creatures, preferring Ranyhyn to all else. They were made from ordinary wolves by those who created ur-
  viles and used as war dogs. Khresh that roam the plains in search of Ranyhyn are usually the offspring of 
  released or escaped khresh.  
  Small and Medium-size infernal creatures and outsiders, such as quasits or ur-viles, sometimes use khresh 
  as mounts. Large or huge khresh can carry one ur-vile. 
  COMBAT Khresh prefer to attack in packs, surrounding and flanking prey when they can. They will locate 
  the weakest member of a group they are attacking and concentrate their efforts on that individual, taking 
  measures to protect their own by not overexposing their numbers in order to fell the one. 
  Howl (Ex): As a standard action, a khresh can howl with supernatural eeriness, producing an unsettling 
  effect that works like daze cast by a 3rd-level sorcerer (save DC12). If the Will save is successful, that 
  opponent cannot be affected again by that khresh for one day. The howl does not affect other khresh. This 
  is a sonic, mid-affecting attack; deafened creatures are not subject to it. 
  Rage (Ex): A khresh that takes damage in combat or smells the blood of its prey before combat flies into a 
  berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged 
  khresh gains +4 Strength, +4 Constitution and –2 AC. The beast cannot end its rage voluntarily. 
  Rend (Ex): A khresh that hits with both claw attacks latches onto the opponent's body and tears the flesh 
  this automatically deals an additional 2d4 +10 points of damage. 
  
   
  32
   
  Ranyhyn: 
  The great, free horses of the Plains of Ra. 
  Ranyhyn 
  Large Magical Beast 
  Hit Dice: 
  4d10+16 (36 hp)  
  Initiative: 
  +6 (+2 Dex, +4 Improved Initiative) 
  Speed:  
  60 ft. 
  AC: 
   
  17 (-1 size, +2 Dex, +6 natural) 
  Attacks: 2 hooves, +8 melee; bite +3 melee 
  Damage: 
  Hoof 1d6+4; bite 1d4+2 
  Face/Reach: 
  5 ft. by 10 ft./5 ft. 
  Special Attacks: -- 
  Special Qualities: Earthtouch, Scent, Familiar Bond 
  Saves:  
  Fort +8, Ref +6, Will +6 
  Abilities: 
  Str 18, Dex 15, Con 19, Int 10, Wis 18, Cha 13 
  Skills:  
  Listen +7, Sense Motive +4, Spot +7 
  Feats: 
   
  Improved Initiative 
  ----- 
  Climate/Terrain: Any land 
  Organization: 
   
  Solitary, pair, or family (3 – 5) 
  Challenge Rating: 
  3 
  Treasure: 
   
  None 
  Alignment: 
   
  Always lawful neutral 
  Advancement: 
   
  5 – 8 HD (Large) 
   Ranyhyn roam free over plains, forests and hillsides, preferring higher lands and those farther away from 
  oceans or seas. These magnificent horses have human like intelligence, which gives them the ability to 
  understand their environment and what is spoken to or around them in various languages even though they 
  cannot talk. They have a culture and ideology of their own and have developed a fighting style that 
  suits them well. Typically, ranyhyn are ridden only by the Bloodguard and Lords, though it is each ranyhyn 
  who has the free will to consciously decide whether he or she will be ridden.  
   Ranyhyn are the size of heavy war horses with a wide array of colorings from pale beiges through bluish 
  blacks. All ranyhyn have light to white markings on their foreheads, roughly in the shape of a star. They are 
  considered magical beasts due to the fact that they have a supernatural relationship with the plane they 
  inhabit and they may initiate a familiar link to their chosen rider. 
   Carrying Capacity: The light load capacity for ranyhyn is up to 300 pounds; a medium load, 301-600 
  pounds; a heavy load, 601-900 pounds. A ranyhyn can drag 4,500 pounds. 
   COMBAT: Ranyhyn use strategy in combat, positioning for the most effective attack in relation to their 
  goals for any given battle. They are not aggressive by nature, choosing to delay or avoid combat when 
  possible, though they will always fight to protect their mate or family. When combat ensues, ranyhyn will 
  use their hoof attacks to disable or drive away an opponent rather than their bite attacks which are generally 
  reserved for lethal combat, extreme anger, or dire circumstances. Ranyhyn can fight while carrying a rider, 
  but the rider cannot also attack unless he or she succeeds at a Ride check (DC 10).  
   Earthtouch: Ranyhyn are supernaturally attuned with their plane and its inherent magic. Each ranyhyn 
  will know the overall best course of action to take (relative to its individual ideology) when presented with 
  a choice. The effect is similar to that of an augury spell, but may see years into the future. It is up to the 
  ranyhyn's intelligence to direct it regarding which course of action will be heeded. Each ranyhyn also 
  knows where and when it will be called so that it may start for the place ahead of time; a ranyhyn must 
  appear immediately when its chosen rider whistles for it, regardless of where that rider is, unless the horse 
  has been killed en route. 
   Familiar Bond: Ranyhyn are magically linked to their riders. In some ways, the horse and rider act as one 
  being. Ranyhyn acquire the Endurance feat when bonded to a rider. The rider obtains special abilities based 
  on how many levels he or she has spent with the ranyhyn as given on the Ranyhyn Rider Special Abilities 
  Table. If a ranyhyn perishes in service of a rider, no other ranyhyn will ever choose him or her again, 
  however ranyhyn may dismiss their rider and choose another with minimal difficulty.  
  Ranyhyn Rider Special Abilities 
  
   
  33
  Rider Class Level 
  Special 
  1 – 3 
  Alertness, improved evasion 
  4 – 6 
  Speak with ranyhyn 
  7 – 9 
  Empathic link 
   Alertness: The presence of the ranyhyn sharpens its rider's senses. While the ranyhyn is within arm's 
  reach, the rider gains the Alertness feat. 
   Improved Evasion: If the rider is subjected to an attack that normally allows a Reflex saving throw for 
  half damag while mounted or within arm's reach of the ranyhyn, the rider takes no damage if it makes a 
  successful saving throw and half damage even if the saving throw fails. Improved evasion is an 
  extraordinary ability. 
  Speak with Ranyhyn: The rider and ranyhyn can communicate verbally as if they were using a common 
  language. Other creatures do not understand the communication without magical help, but other ranyhyn 
  may also speak with the rider in this way. Note that a ranyhyn sees the world differently than a humanoid; 
  their species culture and individual perspective may be inscrutable to the rider, even after years of 
  communication. 
  Empathic Link: The ranyhyn has an empathic link with the rider out to a distance of up to one mile. Neither 
  can see through the others' eyes, but they can communicate telepathically. Because of the empathic link, 
  they have the same connection to an item or place as each other. For instance, if the ranyhyn has seen a 
  room, the rider can teleport into that room as if he or she has seen it too. This is a supernatural ability. 
   
  Raver  
  Medium-Sized Undead (Incorporeal) 
  Hit Dice: 
  7d12 (45 hp) 
  Initiative: 
  +4 (Dex) 
  Speed:  
  Fly 40 ft. (perfect), or as host 
  AC: 
   
  14 (+4 Dex,) 
  Attacks:  
  Incorporeal touch +4 melee 
  Damage: 
  Touch d8, or by host ability or weapon 
  Face/Reach: 
  5 ft. x 5 ft./ 5 ft., or as body 
  Special Attacks: Possession 
  Special Qualities: 
  Detect good, evil wind, stone dead, command lesser creatures 
  Saves:  
  Fort --, Ref +6, Will +9 
  Abilities: 
  Str --, Dex 19, Con --, Int 17, Wis 15, Cha 17 
  Skills: 
  Bluff +12, Hide +12, Intimidate +9, Knowledge (all, taken individually) + 10, Listen +7, 
  Search +5, Sense Motive +9, Spot +7 
  Feats:  
  Dodge, Iron Will, Negotiator 
  ----- 
  Climate/Terrain: 
  Any 
  Organization: 
   
  Solitary 
  Challenge Rating: 
  9 
  Treasure: 
   
  As host 
  Alignment: 
   
  Always Neutral Evil 
  Advancement:  
  by host body class, see below 
   
  Ravers may once have been a race, but now only three exist. A raver has no body of its own, so it possesses 
  humanoid creatures to obtain positions of respect and power with which to further its master's goals. Each 
  of the ravers has a master and cannot be killed as long as their master exists. Once the master is killed, a 
  raver may be destroyed by being driven from the body it possesses into a circle of protection from evil.  
  Each raver has a lair, the centre of which is a jet black star-shaped stone weighing about 50 pounds that 
  cannot be broken. If the stone is moved, the raver's lair has, effectively, been moved, though a raver will 
  always know exactly where their lair is should they need to return to it for any reason. Lord Foul's three 
  ancient servants. They cannot be killed as long as Lord Foul exists. They have no bodies of their own, so 
  they possess others, preferably those strong in Earthpower. There are only three ravers in the World: Sheol 
  (samadhi), Jehannum (moksha) and Herem (turiya). 
  COMBAT Ravers prefer to persuade others to fight for them, but are relentless and vicious when they are 
  in combat. They will exploit any advantage they may take over an opponent, and are rarely cautious 
  
   
  34
  regarding the well being of any bodies that house them because it is easy for them to throw off one body 
  and seize another. Ravers tend to select hosts carefully, according to the body's physical ability, magical 
  aptitude and station unless they are ordered into a specific individual by their master. 
  Incorporeal Touch: A raver adds its Dexterity modifier to attack rolls against material targets when using 
  its incorporeal attack. The raver's incorporeal touch does 1d8 points of damage. 
  Possession (Ex): Once per round, a raver can enter a new host of evil or neutral alignment on the material 
  plane. The target can resist the attack with a successful Will save (DC 19). A creature that successfully 
  saves is immune to that raver's possession, though another raver may be able to successfully possess that 
  creature. If the save fails, the raver enters the host's body and seizes control of its physical functions, 
  including its abilities, class abilities and special abilities but not its feats or skills. The host is also affected 
  by Body Destruction, and the determination of the host body's duration must be made immediately. Note: 
  while each raver has the knowledge that the seized body will suddenly crumble to dust, and that it can take 
  a while based on what use it gives any body, the raver won't know the die result. 
  A raver may attempt to possess any humanoid creature within100 feet of it. A circle of protection from evil 
  or globe of invulnerability spell will shield those inside from possession attempts, though this does not 
  count as a successful save against the attempt. A raver may be driven from a host body by the body's death 
  or by a banishment, dismissal or dispel evil spell, driving the raver back to its lair. The original personality 
  of the abandoned body regains control if the raver leaves prior to its destruction.  
  During the raver's possession of the base entity, its Strength and Constitution scores drop by 4, returning to 
  normal when the raver leaves unless permanent ability damage has ensued during the raver's occupation. 
  The raver does not have access to the host body's skills (skill ranks) or feats, but may use class abilities as 
  though they were the raver's own accomplishment. Hence, ravers can use the body's acquired magical 
  powers and class abilities without difficulty. The raver has the physical characteristics of the body it 
  inhabits, but always at least the values listed in its description above. As the raver does its work through the 
  body, the body gains experience as the body's class would normally, thus, the raver's hit dice, feats, saves 
  and special abilities will advance as the body's levels increase. Levels obtained through a raver's possession 
  are lost upon the raver's departure, both by the raver and the host. 
  Detect Good (Su): A raver sees good alignments as physical elements and automatically knows the 
  location of good creatures and strength of good in the alignment of any creature it sees as a detect good 
  spell in the 3rd round of concentration. 
  Evil Wind (Sp): Once per week, a raver with 13 or more HD can summon a whirlwind as the whirlwind 
  spell with a range of 500 feet and a duration of 5 rounds. 10-100 Evil Cormorants are summoned along 
  with the whirlwind that attack any creatures which are not part of the raver's party. 
  Stone Dead (Sp): Once per week, a raver with 15 or more HD can cause10 -100 sandstone analogs of 
  animals to rise from a ditch which must be dug in sandy soil and have dimensions no less than 20 ft. x 5 ft x 
  2 1/2 ft deep. The preparation for this spell-like ability takes an full day to complete and each ditch may be 
  used only once. The analogs are considered Medium-sized Animated Objects, regardless of their 
  appearance (horse, lion, wolf, pig, etc.). The analogs are immune to mind-influencing effects, poison, and 
  disease and are not subject to critical hits, subdual damage, ability damage, energy drain, or death from 
  massive damage. However, lightening or fireball spells will disintegrate them. When these monsters reach 
  0 hit points they become piles of sandy soil.  
  Command Lesser Creatures (Su): While possessing a host, the raver can control any number of 
  incorporeal undead creatures with fewer HD than those of its host. Any creatures the raver targets must 
  succeed at a Will save or follow the raver's commands as though affected by a dominate person spell cast 
  by a 10th-level sorcerer (DC 17). This ability has a range of 150 feet and is telepathic, therefore line of 
  sight is not required. 
  Body Destruction (Ex): The host body will be destroyed after gaining 6 – 11 levels (d6+5) while being 
  possessed. This is unavoidable and irreversible. When the host body gains experience to raise it the number 
  of levels previously determined, it crumbles into dust, leaving the raver to find a new host. 
  Undead: Ravers are immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. 
  Neither are they subject to critical hits, subdual damage, ability damage, energy drain, or death from 
  massive damage. The body a raver inhabits is similarly immune while occupied, with the exception of 
  ability damage. 
  Incorporeal: When not possessing a creature, a raver may only be harmed by other incorporeal creatures, 
  +1 or better magic weapons, or magic and has a 50% chance to ignore any damage from any corporeal 
  source. It can also pass through solid objects at will, and its own attacks pass through armor. It always 
  
   
  35
  moves silently. While incorporeal, a raver is invisible. Since the raver has no body, this prevents the use of 
  mundane Spot or Listen checks to find it. 
   
  
   
  36
  Ur-Vile  
   
  Ur-Vile  
  Vile  
  Waynhim 
   
  Medium-sized Outsider 
  Small Outsider 
  Medium-sized 
  Outsider 
  Hit Dice: 
  3d10 (15hp) 
  2d10 (10 hp) 
  1d10 (5 hp) 
  Initiative: 
  +4 (Improved Initiative) 
  +1 (Dex) 
  +0 
  Speed: 
  30 ft., 90 ft. run (quadriped)  30 ft., 90 ft. run (quadriped) 
  30 ft., 90 ft. run 
  (quadriped) 
  AC: 
  13 (+3 natural) 
  14 (+1 size, +3 natural) 
  13 (+3 natural) 
  Attacks:  
  Short sword +2 melee, 
  Short sword +2 melee 
  Dagger +1 melee, fist 
   
  loremaster staff +4 melee 
  Damage: 
  short sword 1d6, 
  short sword 1d6 
  dagger 1d4, fist 1d4 
  subdual 
   
  Loremaster staff 1d8 
  Face/Reach: 
  5 ft. by 5 ft./5 ft. 
  5 ft. by 5 ft./5 ft. 
  5 ft. by 5 ft./5 ft. 
  Special Attacks: 
  wedge, loremaster abilities 
  wedge 
  wedge 
  Special Qualities: 
  enhanced senses, loremasters enhanced senses 
  enhanced 
  senses, 
  blink 
  Saves: 
  Fort +3, Ref +3, Will +5 
  Fort +3, Ref +4, Will +3 
  For +2, Ref +2, Will 
  +3 
  Abilities: 
  Str 10, Dex 10, Con 10,  
  Str 10, Dex 12, Con 10, 
  Str 10, Dex 10, Con 
  10 
   
  Int 13, Wis 14, Cha 9 
  Int 10, Wis 10, Cha 9 
  Int 11, Wis 12, Cha 
  10 
  Skills: 
  Hide +4, Move Silently +8, 
  Move Silently +8, Listen +4, Move Silently +8 
   
  Listen +6, Search +4 
  Search +2 
  Feats: 
  Improved Initiative 
  Weapon finesse (short sword) -- 
  ----- 
  Climate/Terrain: 
  Any 
  Any 
  Temperate land 
  Organization: 
  band (1 – 10), troupe (10 - 40  corps (10 – 100),  war band 
  solitary 
   
   
  plus one 4 – 6 HD leader per (50 – 500) 
   
  20 and 1 loremaster per 25) 
  Challenge Rating: 2, loremaster 3, wedge varies 
  1, wedge varies 
  1/2, wedge varies 
  Treasure: 
  Standard 
  Standard 
  Standard 
  Alignment: 
  Always Neutral Evil 
  Always Neutral Evil 
  Always Neutral 
  Advancement: 
  4 – 6 HD (Medium-size) 
  -- 
  -- 
   
   
  Ur-viles are sexless creatures spawned in vats through magical processes, though they are outsiders in 
  nature. Black skinned and eyeless, an ur-vile's wide-nostril nose and enhanced senses enable them to "see" 
  well in dark or light. They normally stand and walk erect on two legs, but drop down to all fours for greater 
  speed when running. All limbs are of equal length, much shorter than their long torsos.  Ur-viles use a 
  barking language to communicate amongst themselves. As outsiders, a slain ur-vile cannot be raised or 
  resurrected, although a wish or a miracle spell can restore it to life. 
  Enhanced Senses (Ex): Ur-viles smell four times as well as humans and hear twice as well. They also have 
  vibration sense, which is the ability to automatically interpret tactile sensations that others do not typically 
  notice. With these enhanced senses, ur-viles can detect the approach of creatures with which they are 
  familiar from a quarter mile. 
  COMBAT Ur-viles bark when fighting to convey points of information and commands to each other. 
  Individually, ur-viles are not very dangerous, but when they form wedges their combined power is 
  formidable. Ur-viles form wedges when battle is imminent and will attempt to re-form wedges of smaller 
  size rather than to fight outside of a wedge. 
  Wedge (Ex): Forming a wedge is an instinctive response for ur-viles and does not require concentration. 
  An ur-vile wedge may include anywhere from 10 to hundreds of individuals. A10-creature wedge takes the 
  same form as 10 pins in a bowling alley or balls racked up on a pool table. In large wedges the symmetry of 
  place is lost in the rear, which becomes a shapeless mass, but the apex (point) retains an orderly pattern. 
  
   
  37
  After the ur-viles are in the right places to form a wedge, one round per 20 creatures is required to 
  effectively convey the proper commands to form a functional, moveable wedge. A wedge moves at a 
  maximum speed of 30 ft and cannot hustle or all out run. 
  A wedge without a leader (an ur-vile with 4 or more HD) at the point has no special traits. However, with a 
  leader at its point, the wedge form gives advantages to all individuals within it. See the Wedge 
  Modifications Table for details. Note: the armor class bonus is circumstantial and applies to both melee and 
  ranged attacks, the number of attacks each individual in the wedge can make changes supernaturally, the 
  damage each creature can do with their primary weapon (that is, short sword for ur-viles and viles, dagger 
  for waynhim) increases supernaturally, and all members obtain spell resistance. These advantages are lost 
  immediately if the wedge is broken apart, once the wedge has less than two-thirds of its original 
  functioning individuals within it or when any individual voluntarily leaves the wedge. Also, only the 
  creatures on the edge of the wedge are able to attack. 
   
  Wedge Modifications Table 
  # in 
  Wedge 
  -------------Weapon Damage------------ 
  Attacks 
  AC 
  Spell 
  Wedge 
  "Level" 
  Leader 
  Ur-Vile 
  Vile 
  Waynhim 
  per rd 
  Bonus 
  Resistance 
  10-25 
  1 
  1d8 
  1d6 
  1d6 
  1d4 
  2 
  +2 
  1 
  26-50 
  2 
  1d10 
  1d8 
  1d8 
  1d6 
  3 
  +3 
  2 
  51-200 
  3 
  1d12 
  1d8 
  1d8 
  1d8 
  2 
  +4 
  3 
  201+ 
  4 
  1d12 
  1d10 
  1d8 
  1d8 
  1 
  +5 
  4 
  Large wedges have astonishing cohesiveness and momentum. A wedge of 21 individuals could break 
  through a single line of fighters without difficulty. A wedge of 200 could break through 10 ranks of 
  fighters. For such purposes, the weight of the entire wedge is, in effect, transferred to the 10 individuals at 
  the apex for overrun actions. 
   
  UR-VILES 
  Ur-Viles are intelligent evil outsiders. They were originally created as servants and fodder for armies, but 
  have proven to be versatile and somewhat difficult to control. Ur-viles have gone beyond the original intent 
  of their creators by making loremasters from their number who serve as capable commanders. Ur-viles 
  have persisted in their own goals due to their wisdom and ability to command their own kind. They are 
  aggressive and war-like, finding war and destruction to be their purpose when left to their own devices. The 
  dark lore of the ur-vile loremasters defies even the Lords in its power, though it is clearly touched by the 
  same forces of nature as the first ward. 
  Loremaster: Where ur-viles dwell in groups larger than 25, a loremaster is sure to be made. This 
  loremaster will usually be one of the leader (more HD) ur-viles from the troupe, and does not regress if or 
  when the size of the group decreases to less than 25. Loremasters often leave their troupe while another 
  loremaster is made so that the group will be stronger overall. Loremasters have special abilities as follows:  
  Acid Strike (Ex): Loremasters may project a strong acid from their weapon (usually a staff). The range 
  increment for this attack is 10 ft. with an additional 10 ft per level any wedge the loremaster is leading. The 
  loremaster targets one individual with the acid and must make a ranged touch attack to succeed, though 
  their acid is considered a grenade-like weapon and may splash those adjacent as well. Anyone struck by the 
  loremaster's acid takes 2d6 damage the first round, Reflex save for half damage. During the second and 
  third rounds of effect, a successful Fortitude save (DC 10 + HD of loremaster + wedge level), will halve the 
  continuing 2d6 damage. If the loremaster takes damage in a round, he cannot strike with acid; unsuccessful 
  attacks on him do not disturb his ability to strike.  
  Censor (Sp):Loremasters are able to render captives unable to communicate specified information after 
  their release, either by spoken or written word. For example, a prisoner might be unable to warn his 
  rescuers of a trap. The censor ability is a standard action, as suggestion cast by a 6th level sorcerer (DC 13). 
  Forbidding (Sp): The loremaster who is leading a wedge may establish a field of force, a forbidding, which 
  resists passage of material objects, spells and creatures of differing alignments. The loremaster (and wedge) 
  gains the loremaster's HD (+ wedge level) as a bonus to armor class when a forbidding is in effect. A spell 
  of higher level than the loremaster's HD ( + wedge level) will break through the forbidding while those of 
  lower level are negated. Creatures attempting to break through are treated as though a forbiddance spell 
  were in effect with the amount of damage multiplied by the wedge level if the loremaster initiating the 
  forbidding is leading a wedge. The spell like description of forbidding is as fobiddance with the exceptions 
  that level is HD (+ wedge level), duration is up to 10 rounds per HD of the loremaster or level of the 
  
   
  38
  wedge, whichever is higher, and the forbidding may be established as a full round action by the loremaster. 
  An hour's rest is required before any participating ur-vile (or wedge) may form another forbidding once one 
  is broken. 
  Summon Ur-Vile (Sp): Once per day the loremaster can summon 1d3 ur-viles (ur-viles, viles or waynhim) 
  as the spell summon monster III with a duration of 1 hour per level of the loremaster. Loremasters often use 
  this ability to locate viles and waynhim, interviewing them regarding their initial position and the location 
  of other, unsuspecting ur-viles so that the troupe may enslave them. 
   
  VILES 
  Viles resemble ur-viles, yet no one could mistake one for the other. The magic that constructed viles was 
  intended to produce far larger numbers of less powerful and less willful creatures. Smaller than ur-viles, 
  they are less intelligent and less wise but more dexterous. Viles prefer to fight in wedges to gain magic 
  resistance and armor class advantages but will flee from combat if their wedge is broken apart. They are 
  less aggressive than ur-viles, though more volatile emotionally and easily manipulated thereby. A group of 
  viles without an ur-vile leader or loremaster will form its own goals. Typically these are uncomplicated 
  goals centered around continued freedom from the influence of ur-viles. 
   
  WAYNHIM 
  Waynhim are related to viles and ur-viles, though the relation is unclear due to their obvious divergence 
  from their cousins. Waynhim have curiously individual features in a wide variety of ways, such as having 
  more humanoid faces or taller and thinner than other ur-viles. The waynhim also form wedges to fight, but 
  are fiercely solitary; more than one or two are found together only in dire emergencies or when summoned 
  by an ur-vile loremaster. They are almost placid by comparison to their cousins and are content to merely 
  live and roam free of the oppression of ur-vile loremasters. They oppose ur-viles whenever they can. 
  Waynhim normally stock and maintain the travelers' shelters formed of living trees which are called 
  waymeets.  
  Blink (Ex): A waynhim can blink as the spell cast by an 8th-level sorcerer 1/day and can evoke or end the 
  effect as a free action. 
   
  Wraiths: 
  The Wraiths of Andelain are creatures of living light that perform the Dance at the Celebration of Spring. 
  (On the dark of themoon in the middle night of Spring). 
   
  Lord Foul: 
  The enemy of the Land. Evil. Warps nature to do his will. Most people of the land has their own name for 
  him; Corruption (Bloodguard) , Fangthane the Render (Ramen), Grey Slayer (people of the plains), 
  Satansheart Soulcrusher (Giants). The Lords of the Land are fighting him with all their might, but they 
  cannot suffice on their own. 
   
  NOTE 
  What is here really represents the material from the first three books. In the second trilogy, things had 
  changed significantly in the 5,000 years of time that had passed in the Land in just the 5 years between 
  visits for Covenant. Earthpower is no longer the source of magic in The Land. The Sunbane now 
  replaces it. Trade occurs more freely because the Stone and Wood Lore are lost. The Lore Lords are no 
  more, because The Clave now rule. The Bloodguard Vow has been broken and they are no more. We 
  also learn more about the Giants and the rest of the world beyond Th eLand. The second Trilogy 
  deserves a sourcebook all of its own. 
   
   
   
   
   
   
   
   
   
  
   
  39
   
  Timeline of the Land 
  Epoch of Creation 
  Era of Creation 
  The Creator forges the Arch of Time to provide his creation a place to 
  exist. 
  He 
  forms 
  the 
  alternate 
  Earth 
  and 
  the 
  Land.  
  Lord Foul mars the Creator's handiwork, is revealed as the Enemy and 
  cast 
  into 
  the 
  prison 
  within 
  the 
  Arch 
  of 
  Time.  
  as I understood it, the earth was created first of which 'The Land' is a 
  part. The AoT was placed over it which infact imprisoned Foul who was 
  already found to be on the 'earth'  
  Era 
  of 
  Destruction 
  (perhaps 
  apocryphal) 
  The Worm of the World's End takes form and devours the Creator's 
  children in the form of many thousands or even millions of stars. The 
  Worm becomes satiated, curls into a ball and the Earth forms around it; 
  its tail alone is exposed as the One Tree in a tremendous cavern on an 
  isolated island. Perhaps at this time the torpid Worm gives birth to the 
  Nicor that populate the deep oceans. 
  Unchronicalled Epoch 
  Era 
  of 
  the 
  Elohim 
  If any creatures other than the Enemy, Elohim and Nicor exist, it is not 
  revealed. 
  Legendary Epoch 
  Era of Discovery 
  Findail the Appointed provides our only tenuous clues to the events that 
  transpired in "a time which we do not deem distant, but which has been 
  long forgotten among your most enduring memories". The Elohim 
  "sojourned all the wide Earth ... participating perhaps not always wisely 
  in that which we encountered." 
  Era 
  of 
  the 
  Northern Fire 
  In the farthest North of the world a fire of incredible virulence was born, 
  threatening to rive the shell of the world (perhaps waking the Worm of 
  the World's End). Kastenessen the Elohim lives among humans in "a 
  land to the east, where the Elohim are neither known nor guessed" and 
  loves a human woman. In his absence the Elohim Appoint him to 
  prevent the world's destruction. He refuses, flees with his lover and is 
  caught and bound as a keystone over the fire in the North. He curses 
  Findail.  
  Epoch of Sentience 
  Era of the One 
  Forest 
  Findail claims that in "the place which you deem the Land, life was not 
  the life of men and women, but of trees." The Ravers come into being 
  and a 'female' Elohim is Appointed to become the Colossus of the Fall to 
  interdict the Ravers. Perhaps in this era the Viles come into being. 
  Era of Peoples 
  Findail relates that "people started coming to the Land, started cutting 
  down trees". The loss is later estimated at "perhaps a hundred thousand 
  square leagues". The One Forest creates the Forestals in self-defense 
  
   
  40
  but they are unable to halt the decimation. The watershed supporting the 
  vast southern empire of Doriendor Corishev begins to disappear. 
  Perhaps during this time the race of Viles fashions the Demondim. 
  Era of Peace 
  Atiaran relates that "in the eldest days, in the age that marks the 
  beginning of the memory of mankind ... the Demondim were a high and 
  lofty race, and the Cavewights smithed and smelted beautiful metals to 
  trade in open friendship with all the people of the Land. In that time the 
  Land was one great nation, and over it ruled a King and Queen." 
  Era of Strife 
  The Ravers are released as the trees of the One Forest become 
  separated and the interdict of the Colossus of the Fall is unbound. The 
  King becomes lustful of power over others. He is opposed by the Queen; 
  her forces are commanded by her principal champion, Berek. War rages 
  in the Land, initially the Queen's forces prevail until Lord Foul's shadow 
  overwhelms all except Berek. The great southern empire of Doriendor 
  Corishev is destroyed. Possibly this era marks the beginning of the 
  corruption of Cavewights and the Demondim who begin breeding the 
  Demondim-spawn: ur-viles and Waynhim, among other abominations 
  from their pits deep under Mount Thunder; the exudations of this 
  spawning poison the Soulsease River which becomes the Defiles 
  Course, polluting the Sarangrave Flat and the Great Swamp.  
  Era 
  of 
  the 
  Earthpower 
  Berek is pursued by the King's forces to Mount Thunder where he 
  pledges to heal the Earth. The first surgence of Earthpower occurs as 
  the Fire Lions of Mount Thunder annihalate the King and his armies. 
  Epoch of the Old Lords 
  Era 
  of 
  Berek 
  Heartthew 
  Berek voyages to the Isle of the One Tree, recovering a branch without 
  waking the Worm of the World's End. He creates the Staff of Law, 
  founds the first Council of Lords of which he is High Lord, fathers 
  Damelon, and lives for several centuries. 
  Era of Damelon 
  Giantfriend 
  A convoy of Giantish ships becomes lost and arrives at the eastern 
  shore of the Land in the region known as Seareach. They are welcomed 
  by High Lord Damelon, who grants them the region to live in. They 
  fashion Coercri the Grieve as their home in exile, and Revelstone in the 
  Westron Mountains for the Council of Lords. Damelon also lives for 
  centuries and sires Loric. 
  Era 
  of 
  Loric 
  Vilesilencer 
  Loric becomes High Lord and forges a mystic shortsword called the krill 
  with a pure white gemstone at its heart for the coming war with the 
  Demondim. He earns his title by stemming "the corruption of the 
  Demondim, rendering them impotent" according to the teachings of the 
  Loresraat. He lives for several centuries and fathers Kevin. 
  Era 
  of 
  Kevin 
  Landwaster 
  Kevin becomes High Lord and lives for a thousand years. An army of 
  Haruchai enters the Land through Guards Gap intent on conquest but 
  are overwhelmed by the site of Revelstone and the might of High Lord 
  Kevin and the Staff of Law. They swear a Vow to serve the Council of 
  Lords and five hundred of them become the Bloodguard, warders of the 
  Lords and Lord's Keep, losing the ability to sleep or age. 
  
   
  41
  Era of Lord Foul 
  the Despiser 
  Lord Foul pretends friendship with the Council of Lords and is accepted 
  by High Lord Kevin who teaches him much secret lore. Foul sets a trap 
  for Kevin near Mount Thunder but Kevin is mistrustful and sends other 
  Lords who are butchered at the spot known thereafter as Treacher's 
  Gorge. Lord Foul corrupts the southeast regions of the Land which are 
  renamed the Spoiled Plains and Shattered Hills surrounding Foul's 
  Creche. He begins breeding monstrous creatures to be his servants and 
  warriors, starting a series of internecene wars against the Lord's Council 
  which results in widespread death and destruction of the Land. 
  Era 
  of 
  the 
  Desecration 
  Sickening of the butchery and seeing no respite for the Land or its 
  peoples, High Lord Kevin creates the Seven Wards, giving the First to 
  the Giants who set sail from the Land. He sends the Bloodguard to 
  safety in the mountains and attempts to secure as many innocents as 
  possible before challenging Lord Foul to the Ritual of Desecration. Foul 
  accepts and together they enact the Ritual which temporarily banishes 
  Lord Foul and his Raver servants from corporeal existence and 
  devastates the unprotected substance, creatures and peoples of the 
  Land. High Lord Kevin realizes in the instant before his death that Lord 
  Foul and the Ravers cannot be slain by the Desecration. He dies howling 
  in agony. 
  Epoch of the New Lords 
  Era of the New 
  Lords 
  Generations pass and the Land slowly begins to heal. The Giants return 
  to the Land with the First Ward of Kevin's Lore which they give to the 
  folks of the Northron Plains who have returned to Revelstone. The new 
  Lords Council swears the Oath of Peace and dedicates itself to the 
  healing of Kevin's Desecration. A thousand years pass as they work to 
  slowly reclaim Kurash Plenethor (Stricken Stone), renamed Trothgard, 
  and other areas of the Land from ruin. Toward the end of this era Lord 
  Foul and the Ravers slowly coalesce back into physical forms. 
  Era of the Quest 
  for the Staff of 
  Law 
  The Cavewight Drool Rockworm uncovers the Staff of Law and the 
  Illearth Stone beneath Mount Thunder. Lord Foul tricks him into 
  summoning Thomas Covenant to the Land. Covenant is healed of 
  leprosy by the Stonedownor Lena, rapes her, and accompanies first her 
  mother Atiaran, then the Giant Saltheart Foamfollower, toward 
  Revelstone. He delivers Lord Foul's prophecy to the Council of Lords 
  headed by High Lord Prothall and joins their Quest to recover the Staff of 
  Law beneath Mount Thunder. The Quest is successful and when Drool 
  Rockworm dies Covenant is returned to our Earth. 
  Era 
  of 
  the 
  Illearth War 
  Forty years elapse. Lord Foul becomes master of the Illearth Stone upon 
  Drool Rockworm's death and his Ravers succeed in mastering young 
  Giant triplets, each with a fragment of the Stone. Hile Troy of our Earth is 
  summoned to the Land by Atiaran, who dies in the attempt. Elena, 
  daughter of Covenant and Lena, becomes High Lord of the Council and 
  installs Hile Troy as Warmark. One of the Giant-Ravers uses a fragment 
  of the Illearth Stone to commit genocide against the Giants at Coercri but 
  is killed by a small team of Bloodguard who become corrupted by the 
  power of the Stone. Elena resummons Covenant to the Land and heals 
  him of leprosy. Another Giant-Raver leads a tremendous army against 
  the Council of Lords; simultaneously Covenant accompanies High Lord 
  
   
  42
  Elena and Amok (High Lord Kevin's sentient Seventh Ward) to 
  Melenkurion Skyweir. After much slaughter Foul's army is exterminated 
  by the trees of Garroting Deep and its Forestal at the price of Hile Troy's 
  transformation. Meanwhile Elena drinks of the puissant Earthblood and 
  Commands dead Kevin's specter to battle Lord Foul. He is mastered by 
  the Despiser and kills Elena, retaking the Staff of Law at which Covenant 
  is returned to our Earth. 
  Era 
  of 
  the 
  Despiser's 
  Winter 
  Seven years elapse during which Foul commands Elena's specter to use 
  the Staff of Law to cover the Land west of Landsdrop in unnatural winter. 
  The mastered Bloodguard are maimed and sent against Revelstone; 
  dismayed, the Bloodguard renounce their Vow and abandon Revelstone. 
  Foul unleashes a great army against the Council of Lords, now headed 
  by High Lord Mhoram. Covenant is summoned to the Land by Triock and 
  Saltheart Foamfollower at Kevin's Watch, and begins a long march to 
  Foul's Creche to fight the Despiser. Mhoram uses the krill to slay the last 
  of the Giant-Ravers and defeats Lord Foul's army with the aid of several 
  rhysh of Waynhim. Covenant inadvertently destroys the Staff of Law, 
  reaches Foul's Creche, destroys the Illearth Stone and banishes Lord 
  Foul from corporeal existence. In the destruction of Foul's Creche 
  Saltheart Foamfollower is killed and Covenant is sent back to our Earth. 
  Epoch of the Interregnum 
  Era of the Oath 
  of Peace 
  High Lord Mhoram renounces the expression of Earthpower contained 
  within Kevin's Lore and vows to find new lore that embodies the Oath of 
  Peace. For nearly two thousand years the Council of Lords continues 
  this work, aided by the destruction of the Staff of Law which has 
  weakened the fabric of Law and Earthpower. Nearly the entire Upper 
  Land is redeemed and even Sarangrave Flat and the ruined lands near 
  the destruction of Foul's Creche are somewhat restored. The ancient 
  forests spread anew and the Forestal of Garroting Deep passes away. 
  The Third Ward is discovered and taken to Revelstone but is not 
  researched. 
  Era 
  of 
  Corruption 
  Lord Foul, who has taken refuge at the heart of Earthpower, begins to 
  corrupt its essence and uses it to reform himself and his servants the 
  Ravers. samadhi Raver infiltrates the Council of Lords which renames 
  itself the Clave, headed by the na-Mhoram. The Oath of Peace is 
  abandoned.  
  Era 
  of 
  the 
  Sunbane 
  Lord Foul unleashes the Sunbane on the Upper Land (roughly all the 
  area west of Landsdrop), instantly destroying the forests, harvests and 
  livestock of the free peoples. Caer-Caveral retreats to Andelain which he 
  is able to preserve; the Ranyhyn and Ramen flee the Upper Land and 
  relocate to the southern grasslands of the Sunbirth Sea. The Raver-
  mastered Clave creates the Banefire which strengthens and accelerates 
  the Sunbane. Knowledge of Earthpower is replaced by the Clave's false 
  Rede of bloodshed, enforced by Courser-mounted Riders of the Clave. 
  Stonedowns and Woodhelvennin become isolated. An Unfettered One 
  prophecies Covenant's return and sets up a mission at the base of 
  Kevin's Watch; it is sustained by male descendents of his line from Mithil 
  Stonedown. For the first time in millennia, small parties of Haruchai 
  attempt to return to the Land but are overpowered and sacrificed by the 
  
   
  43
  Banefire-wielding Riders of the Clave; their potent blood reinforces the 
  power of the Banefire and thus the Sunbane. 
  Epoch of the Sun-Sage 
  Era 
  of 
  the 
  Return 
  Thomas Covenant and Linden Avery are summoned to the Land by Lord 
  Foul himself. Horrified by the Sunbane's and Clave's effect on the Land, 
  Covenant and Linden journey to Revelstone for answers. Along the way 
  Covenant is repeatedly envenomed by Lord Foul's minions and is 
  rescued by Waynhim who aid his journey to Revelstone. Covenant 
  travels through Andelain where the shades of his dead impart prophetic 
  words and gift him with a perfect yet inscrutable golem named Vain 
  fashioned (apparently without malice) by the ur-viles. Learning at Lord's 
  Keep that his inadvertent destruction of the Staff of Law is at the root of 
  the Land's evisceration, Covenant journeys to the Lower Land in hopes 
  of finding a solution. In Sarangrave Flat he is aided by the sur-jheherrin 
  and the Giantish Search, whose fealty he earns apocalyptically at 
  Coercri the Grieve. 
  Era of Starfare's 
  Gem 
  Covenant and his companions accompany the Search and set sail for 
  the Isle of the One Tree. They encounter the mysterious Elohim who 
  reveal the One Tree's location in return for reaving Covenant's will from 
  his body. After a fierce Raver-inspired attack and storm damage the 
  Search is forced to resupply in Bhrathairain, a harbor of humans once 
  allied with the Giants but grown arrogant beneath the sinister shadow 
  rule of Kasreyn of the Gyre. This powerful thaumaturge plots to gain 
  Covenant's white gold ring but is slain in the attempt. Thomas Covenant 
  and Linden Avery become lovers. The Search reaches the One Tree but 
  Covenant discovers he cannot gain wood for a new Staff of Law without 
  waking the Worm of the World's End and destroying the Arch of Time. 
  He tries to return Linden to our Earth to heal his body but she refuses to 
  be parted from him. 
  Era 
  of 
  Restoration 
  of 
  Law 
  Dispirited, the Search returns to the northern reaches of the Land and 
  aims for Revelstone, to wage war against the Raver-led Clave. At the 
  cost of much bloodshed they destroy the Clave and eradicate the 
  Banefire, though not the Sunbane. They journey to Mount Thunder 
  where Lord Foul has taken up his abode and though Covenant is killed, 
  his specter tricks Lord Foul into dissipating his life force through the 
  white gold without harming the Arch of Time. Linden Avery fulfills the 
  Elohim's prophecy that she is the Sun-Sage by employing the newly 
  formed Staff of Law and the white gold ring to eliminate the Sunbane 
  and begin the healing of the Land. She returns to our Earth where 
  Thomas Covenant has indeed passed away. 
  Era 
  of 
  the 
  Land's Renewal 
  This era and those that follow are as yet unChronicalled. 
   
   
   
   
  
   
  44
  Glossary of the First Chronicles of Thomas Covenant  
   
   
  Acence  
  a Stonedownor, sister of Atiaran  
  ahamkara  
  Hoerkin, "the Door"  
  Ahanna  
  painter, daughter of Hanna  
  aliantha  
  treasure-berries  
  amanibhavam  
  horse-healing grass, poisonous to men  
  Amatin  
  a Lord, daughter of Matin  
  Amok  
  mysterious guide and servant to ancient Lore  
  Amorine  
  First Haft, later Hiltmark  
  anundivian yajña  
  lost Ramen craft of bone-sculpting  
  Asuraka  
  Staff-Elder of the Loresraat  
  Atiaran Trell-mate  
  a Stonedownor, daughter of Tiaran  
  aussat Befylam  
  child-form of the jheherrin  
   
   
  Banas Nimoram  
  the Celebration of Spring  
  Bann  
  a Bloodguard, assigned to Lord Trevor  
  Bannor  
  a Bloodguard, assigned to Covenant  
  Baradakas  
  a Hirebrand of Soaring Woodhelven  
  Berek Halfhand  
  founder of the line of Lords  
  Bhrathair  
  a people met by the wandering Giants  
  Birinair  
  a Hirebrand, Hearthrall of Lord's Keep  
  Bloodguard  
  the defenders of the Lords  
  bone-sculpting  
  ancient Ramen craft, marrowmeld  
  Borillar  
  a Hirebrand and Hearthrall of Lord's Keep  
  Brabha  
  a Ranyhyn, Korik's mount  
   
   
  caamora  
  Giantish ordeal of grief by fire  
  Caer-Caveral  
  apprentice Forestal of Morinmoss Forest  
  Caerroil Wildwood  
  Forestal of Garroting Deep  
  Callindrill Faer-mate  
  a Lord  
  Cavewights  
  evil creatures existing under Mount Thunder  
  Celebration of Spring  
  the Dance of the Wraiths of Andelain on the dark of the moon in 
  the middle night of Spring  
  Cerrin  
  a Bloodguard, assigned to Lord Shetra  
  
   
  45
  Circle of elders  
  Stonedown leaders  
  clingor  
  adhesive leather  
  Close, the  
  the Council-chamber of Lord's Keep  
  Colossus, the  
  ancient stone figure guarding the Upper Land  
  Cord  
  Ramen second rank  
  Cording  
  ceremony of becoming a Cord  
  Corimini  
  Eldest of the Loresraat  
  Corruption  
  Bloodguard name for Lord Foul  
  Creator, the  
  legendary Enemy of Lord Foul  
  Crowl  
  a Bloodguard  
   
   
  Damelon Giantfriend  
  son of Berek Halfhand, ancient High Lord  
  Dance of the Wraiths  
  Celebration of Spring  
  Demondim  
  spawners of ur-viles and Waynhim  
  Desolation, the  
  era of ruin in the Land, after the Ritual of Desecration  
  Despiser, the  
  Lord Foul  
  Despite  
  Power of Evil  
  dharmakshetra  
  "to brave the enemy", Waynhim name  
  diamondraught  
  Giantish liquor  
  Doar  
  a Bloodguard  
  Drinishok  
  Sword-Elder of the Loresraat  
  Drinny  
  a Ranyhyn, Lord Mhoram's mount, foal of Hynaril  
  Drool Rockworm  
  a Cavewight, finder of the Staff of Law  
  dukkha  
  "victim", Waynhim name  
  Dura Fairflank  
  a mustang, Covenant's mount  
   
   
  Earthfriend  
  title first given to Berek Halfhand  
  Elena  
  High Lord during first attack by Lord Foul; daughter of Lena  
  Elohim  
  a people met by the wandering Giants  
  Eoman  
  a unit of the Warward of Lord's Keep, twenty warriors and a 
  Warhaft  
   
   
  fael Befylam  
  serpent-form of the jheherrin  
  Faer  
  mate of Lord Callindrill  
  Fangthane the Render  
  Ramen name for Lord Foul  
  Fire-Lions  
  fire-flow of Mount Thunder  
  
   
  46
  fire-stones  
  graveling  
  First Haft  
  third-in-command of the Warward  
  First Mark  
  the Bloodguard commander  
  First 
  Ward 
  of 
  Kevin's Lore  
  primary knowledge left by High Lord Kevin  
  Fleshharrower  
  a Giant-Raver, Jehannum, moksha  
  forbidding  
  a wall of power  
  Forestal  
  protector of the remnants of the One Forest  
  Foul's Creche  
  the Despiser's home  
  Furl Falls  
  waterfall at Revelstone  
  Furl's Fire  
  warning fire at Revelstone  
   
   
  Garth  
  Warmark of the Warward of Lord's Keep  
  Gay  
  a Winhome of the Ramen  
  Giantclave  
  a Giantish conference  
  Giants  
  the Unhomed, ancient friends of the Lords  
  Gilden  
  a maple-like tree with golden leaves  
  Gildenlode  
  a power-wood formed from Gilden trees  
  Glimmermere  
  a lake on the upland above Revelstone  
  Gorak Krembal  
  Hotash Slay  
  Grace  
  a Cord of the Ramen  
  graveling  
  fire-stones, made to glow by stone-lore  
  Gravelingas  
  a master of the stone-lore  
  Gray Slayer  
  plains name for Lord Foul  
  Grieve, the  
  Coercri, Giant city  
  griffin  
  lion-like beast with wings  
   
   
  Haft  
  commander of an Eoward  
  Haruchai  
  a people from whom the Bloodguard come  
  Healer  
  a physician  
  Hearthrall of Lord's Keep  
  one responsible for light, warmth and hospitality  
  Heart of Thunder  
  cave of power in Mount Thunder  
  Heartthew  
  Berek Halfhand  
  heartwood chamber  
  meeting-place of a Woodhelven  
  Heers  
  leaders of a Woodhelven  
  Herem  
  a Raver, Kinslaughterer, turiya  
  High Lord  
  leader of the Council of Lords  
  
   
  47
  High Lord's Furl  
  banner of the High Lord  
  High Wood  
  offspring of the One Tree  
  Hile Troy  
  Warmark of High Lord Elena's Warward  
  Hiltmark  
  second-in-command of the Warward  
  Hirebrand  
  a master of wood-lore  
  Hoerkin  
  a Warhaft  
  Home  
  original homeland of the Giants  
  Howor  
  a Bloodguard, assigned to Lord Loerya  
  Hurn  
  a Cord of the Ramen  
  hurtloam  
  a healing mud  
  Huryn  
  a Ranyhyn, Terrel's mount  
  Hynaril  
  a Ranyhyn, mount of Tamarantha and Mhoram  
  Hyrim  
  a Lord, son of Hoole  
   
   
  Illearth Stone  
  source of evil power found under Mount Thunder  
  Imoiran Tomal-mate  
  a Stonedownor  
  Irin  
  warrior of the Third Eoman of the Warward  
   
   
  Jain  
  a Manethrall of the Ramen  
  Jehannum  
  a Raver  
  jheherrin  
  soft ones, living by-products of Foul's misshaping  
   
   
  Kam  
  a Manethrall of the Ramen  
  Kelenbhrabanal  
  Father of Horses in Ranyhyn legends  
  Kevin Landwaster  
  son of Loric Vilesilencer, last High Lord of the Old Lords  
  Kevin's Lore  
  knowledge of power left by Kevin in the Seven Wards  
  Kinslaughterer  
  a Giant-Raver, Herem, turiya  
  Kiril Threndor  
  Heart of Thunder  
  Koral  
  a Bloodguard, assigned to Lord Amatin  
  Korik  
  a Bloodguard  
  kresh  
  savage, giant, yellow wolves  
  krill, the  
  enchanted sword of Loric, a mystery to the New Lords, wakened to 
  power by Thomas Covenant  
  Kurash Plenethor  
  region formerly named Stricken Stone, now called Trothgard  
  Kurash Qwellinir  
  the Shattered Hills  
   
   
  
   
  48
  Lal  
  a Cord of the Ramen  
  Land, the  
  generally, area found on the map  
  Law of Death, the  
  the separation of the living and the dead  
  Lena  
  a Stonedownor, daughter of Atiaran  
  Lifeswallower  
  the Great Swamp  
  lillianrill  
  wood-lore, or masters of wood-lore  
  Lithe  
  a Manethrall of the Ramen  
  Llaura  
  Heer of Soaring Woodhelven  
  Loerya Trevor-mate  
  a Lord  
  lomillialor  
  High Wood  
  Lord  
  master of the Sword and Staff parts of Kevin's Lore  
  Lord-Fatherer  
  Berek Halfhand  
  Lord Foul  
  Lord's name for the Enemy of the Land  
  "Lord Mhoram's Victory"  
  a painting by Ahanna  
  Lords-fire  
  staff-fire used by the Lords  
  Lord's Keep  
  Revelstone  
  loremaster  
  a leader of ur-viles  
  Loresraat  
  Trothgard school where Kevin's Lore is studied  
  Lorewarden  
  teacher in the Loresraat  
  loreworks  
  Demondim power-laboratory  
  Loric Vilesilencer  
  a High Lord, son of Damelon Giantfriend  
  lor-liarill  
  Gildenlode  
  Lower Land, the  
  land east of Landsdrop  
   
   
  Maker, the  
  jheherrin name for Lord Foul  
  Maker-place  
  Foul's Creche  
  Malliner  
  Woodhelvennin Heer, son of Veinnin  
  Mane  
  a Ranyhyn  
  Maneing  
  ceremony of becoming a Manethrall  
  Manethrall  
  Ramen first rank  
  Marny  
  a Ranyhyn, Tuvor's mount  
  marrowmeld  
  bone-sculpting  
  Mehryl  
  a Ranyhyn, Hile Troy's mount  
  Melenkurion abatha  
  phrase of invocation or power  
  Mhoram  
  Lord, son of Variol  
  moksha  
  a Raver, Jehannum, Fleshharrower  
  
   
  49
  Morin  
  First Mark of the Bloodguard, commander in original Haruchai 
  army  
  Morril  
  a Bloodguard, assigned to Lord Callindrill  
  Murrin Odonoa-mate  
  a Stonedownor  
  Myrha  
  a Ranyhyn, Elena's mount  
   
   
  Oath of Peace  
  oath by people of the Land against needless violence  
  Odona Murrin-mate  
  a Stonedownor  
  Old Lords  
  Lords prior to the Ritual of Desecration  
  Omournil  
  Woodhelvennin Heer, daughter of Mournil  
  One Forest  
  ancient forest which covered most of the Land  
  One Tree, the  
  mystic tree from which the Staff of Law was made  
  orcrest  
  a stone of power  
  Osondrea  
  Lord, daughter of Sondrea  
   
   
  Padrias  
  Woodhelvennin Heer, son of Mill  
  Peak of the Fire-Lions  
  Mount Thunder  
  Pietten  
  Woodhelvennin child damaged by Lord Foul's minions, son of 
  Soranal  
  Porib  
  a Bloodguard  
  Power of Command  
  Seventh Ward of Kevin's Lore  
  Pren  
  a Bloodguard  
  Prothall  
  High Lord, son of Dwillian  
  Puhl  
  a Cord of the Ramen  
   
   
  Quaan  
  Warhaft of the Third Eoman of the Warward, later Hiltmark, then 
  Warmark  
  Quest, the  
  search to rescue the Staff of Law  
  Quirrel  
  a Stonedownor, companion of Triock  
   
   
  Ramen  
  a people who serve the Ranyhyn  
  Ranyhyn  
  the great, free horses of the Plains of Ra  
  Ravers  
  Lord Foul's three ancient servants  
  Revelstone  
  Lord's Keep, mountain city of the Lords  
  Revelwood  
  seat of the Loresraat  
  rhadhamaerl  
  stone-lore, or masters of stone-lore  
  rillinlure  
  healing wood dust  
  
   
  50
  Ringthane  
  Ramen name for THomas Covenant  
  Rites of Unfettering  
  the ceremony of becoming Unfettered  
  Ritual of Desecration  
  act of despair by which High Lord Kevin destroyed the Old Lords 
  and ruined most of the Land  
  Rockbrother, 
  Rocksister  
  term of affection between men and Giants  
  roge Befylam  
  Cavewight-form of the jheherrin  
  Rue  
  a Manethrall, formerly named Gay  
  Ruel  
  a Bloodguard, assigned to Hile Troy  
  Runnik  
  a Bloodguard  
  Rustah  
  a Cord of the Ramen  
   
   
  sacred enclosure  
  Vespers-hall at Revelstone  
  Saltheart Foamfollower  
  a Giant, friend of Covenant  
  samadhi  
  a Raver, Sheol, Satansfist  
  Sandgorgons  
  monsters described by the Giants  
  Satansfist  
  a Giant-Raver, Sheol, samadhi  
  Satansheart Soulcrusher  
  Giantish name for Lord Foul  
  Seven Wards  
  collection of knowledge left by High Lord Kevin  
  Sheol  
  a Raver  
  Shetra Verement-mate  
  a Lord  
  Shull  
  a Bloodguard  
  Sill  
  a Bloodguard, assigned to Lord Hyrim  
  Soranal  
  a Woodhelvennin Heer, son of Thiller  
  Soulcrusher  
  Giantish name for Lord Foul  
  Sparlimb Keelsetter  
  a Giant, father of triplets  
  springwine  
  a mild, refreshing liquor  
  Staff, the  
  to distinguish from other staves a branch of Kevin's Lore  
  Staff of Law, the  
  formed by Berek from the One Tree  
  Stonedown  
  a stone-village  
  Stonedownor  
  one who lives in a stone-village  
  Stricken Stone  
  now called Trothgard  
  suru-pa-maerl  
  a stone craft  
  Sword, the  
  a branch of Kevin's Lore  
   
   
  Tamarantha Variol-mate  
  Lord, daughter of Enesta  
  Terass Slen-mate  
  an Elder of Mithil Stonedown, daughter of Annoria  
  
   
  51
  Terrel  
  a Bloodguard, assigned to Lord Mhoram, a commander of the 
  original Haruchai army  
  test of truth  
  test of veracity by lomillialor or orcrest  
  Thew  
  a Cord of the Ramen  
  Thomin  
  a Bloodguard, assigned to Lord Verement  
  Tohrm  
  Gravelingas and Hearthrall of Lord's Keep  
  Tomal  
  a Stonedownor craftmaster  
  treasure-berries  
  nourishing fruit found throughout the Land  
  Trell Atiaran-mate  
  Gravelingas of Mithil Stonedown  
  Trevor Loerya-mate  
  a Lord  
  Triock  
  a Stondownor, son of Thuler  
  Tull  
  a Bloodguard  
  turiya  
  a Raver, Herem, Kinslaughterer  
  Tuvor  
  First Mark of the Bloodguard, a commander of the original 
  Haruchai army  
   
   
  Unbeliever, the  
  Thomas Covenant  
  Unfettered, the  
  lore-students freed from conventional responsibilities  
  Unhomed, the  
  The Giants  
  upland  
  plateau above Revelstone  
  Upper Land  
  land west of Landsdrop  
  ur-Lord  
  title given to Thomas Covenant  
  ur-viles  
  Demondim-spawn, evil creatures  
   
   
  Vailant  
  former High Lord  
  Vale  
  a Bloodguard  
  Valley of Two Rivers  
  site of Revelwood  
  Variol Farseer Tamarantha-
  mate  
  Lord, former High Lord, son of Pentil, father of Mhoram  
  Verement Shetra-mate  
  a Lord  
  viancome  
  meeting place at Revelwood  
  Viles  
  sires of the Demondim  
  Vow, the  
  Haruchai oath which formed the Bloodguard  
   
   
  Ward  
  a unit of Kevin's Lore  
  Warhaft  
  commander of an Eoman  
  Warlore  
  Sword knowledge in Kevin's Lore  
  
   
  52
  Warmark  
  commander of the Warward  
  Warrenbridge  
  entrance to the catacombs under Mount THunder  
  Warward  
  the army of Lord's Keep  
  Wavenhair Haleall  
  a Giant, wife of Sparlimb Keelsetter, mother of triplets  
  Waymeet  
  resting place for travelers  
  Waynhim  
  tenders of the Waymeets, opponents of ur-viles though 
  Demondim-spawn  
  Whane  
  a Cord of the Ramen  
  Wightwarrens  
  homes of the Cavewights under Mount Thunder  
  Winhome  
  Ramen lowest rank  
  Woodhelven  
  wood-village  
  Woodhelvennin  
  inhabitants of wood-village  
  Word of Warning  
  a powerful, destructive forbidding  
  Wraiths of Andelain  
  creatures that perform the Dance at the Celebration of Spring  
   
   
  Yeurquin  
  a Stonedownor, companion of Triock  
  Yolenid  
  daughter of Loerya  
   
   
   
   
     
  Glossary of the Second Chronicles of Thomas Covenant  
   
     
  Aimil  
  daughter of Anest; wife of Sunder  
  a-Jeroth of the Seven Hells  Lord of wickedness; Clave-name for Lord Foul the Despiser  
  ak-Haru  
  a supreme Haruchai honorific  
  Akkasri na-Mhoram-cro  
  a member of the Clave  
  aliantha  
  treasure-berries  
  Alif, the Lady  
  a woman Favored of the gaddhi  
  Amith  
  a woman of Crystal Stonedown  
  Anchormaster  
  second-in-command aboard a Giantship  
  Andelain, the Hills of  
  a region of the Land free of the Sunbane  
  Anest  
  woman of Mithil Stonedown; sister of Kalina  
  Annoy  
  a Courser  
  Appointed, the  
  an Elohim chosen to bear a particular burden  
  Arch of Time, the  
  symbol of the existence and structure of time  
  
   
  53
  arghule/arghuleh  
  ferocious ice-beasts  
  Atiaran Trell-mate  
  former woman of Mithil Stonedown; mother of Lena  
  Aumbrie of the Clave  
  storeroom for former Lore  
  Auspice, the  
  throne of the gaddhi  
   
   
  Bahgoon the Unbearable  
  Character in a Giantish tale  
  Bandsoil Bounds  
  region north of Soulsease River  
  Banefire  
  fire by which the Clave wields the Sunbane  
  Bannor  
  former Bloodguard  
  Bareisle  
  island off the coast of Elemesnedene  
  Benj, the Lady  
  a woman Favored of the gaddhi  
  Berek Half-hand  
  ancient hero; the Lord-Fatherer  
  Bern  
  Haruchai lost to the Clave  
  Bhrathair, the  
  a people who live on the verge of the Great Desert  
  Bhrathairain  
  the town of the Bhrathair  
  Bhrathairealm  
  the land of the Bhrathair  
  Bloodguard  
  former servants of the Council of Lords  
  Boulder Fash  
  region in the Center Plains  
  Brannil  
  man of Stonemight Woodhelven  
  Brinn  
  a leader of the Haruchai; protector of Covenant  
  Brow Gnarlfist  
  a Giant; father of the First of the Search  
   
   
  caamora  
  Giantish ordeal of grief by fire  
  Cable Seadreamer  
  a Giant; member of the Search; possessed of the Earth-Sight  
  Caer-Caveral  
  Forestal of Andelain; formerly Hile Troy  
  Caerroil Wildwood  
  Former Forestal of Garroting Deep  
  Cail  
  one of the Haruchai, protector of Linden  
  Caitiffin  
  a captain of the armed forces of Bhrathairealm  
  Callowwail, the River  
  stream arising from Elemesnedene  
  Cavewights  
  evil earth-delving creatures  
  Ceer  
  One of the Haruchai  
  Celebration of Spring, the  
  the Dance of the Wraiths of Andelain on the dark of the moon in 
  the middle of Spring  
  Centerpith Barrens  
  a region in the Center Plains  
  Chant  
  one of the Elohim  
  Chatelaine, the  
  courtiers of the gaddhi  
  Chosen, the  
  title given to Linden Avery  
  
   
  54
  clachan, the  
  demesne of the Elohim  
  Clang  
  a Courser  
  Clangor  
  a Courser  
  Clash  
  a Courser  
  Clave, the  
  the rulers of the Land  
  Coercri  
  former home of the Giants in Seareach  
  Colossus of the Fall, the  
  ancient stone figure formerly guarding the Upper Land  
  Consecear Redoin  
  a region north of the Soulsease River  
  Corruption  
  Haruchai name for Lord Foul  
  Council of Lords  
  former rulers of the Land  
  Courser  
  a beast made by the Clave by the power of the Sunbane  
  Creator, the  
  the maker of the Earth  
  Croft  
  Graveler of Crystal Stonedown  
  croyel  
  mysterious creatures which bargain for power  
  Crystal Stonedown  
  home of Hollian  
   
   
  Damelon Giantfriend  
  son of Berek; former Lord  
  Dancers of the Sea  
  merewives  
  Dawngreeter  
  highest sail on the foremast of a Giantship  
  Daphin  
  one of the Elohim  
  Dead, the  
  specters of those who have died  
  Defiles Course  
  river in the Lower Land  
  Demondim, the  
  spawners of ur-viles and Waynhim  
  Demondim-spawn  
  Vain  
  Despiser, the  
  Lord Foul  
  Despite  
  evil; a name given to the designs of Lord Foul  
  dhraga  
  a Waynhim  
  dhubha  
  a Waynhim  
  dhurng  
  a Waynhim  
  diamondraught  
  Giantish liquor  
  Din  
  a Courser  
  Dolewind, the  
  wind blowing to the Soulbiter  
  drhami  
  a Waynhim  
  dromond  
  a Giantship  
  Drool Rockworm  
  a former Cavewight  
  durhisitar  
  a Waynhim  
  
   
  55
  During Stonedown  
  home of Hamako; former village destroyed by the Grim  
  Durris  
  a Haruchai  
   
   
  Earthpower, the  
  the source of all power in the Land  
  Earthroot  
  lake under Melenkurion Skyweir  
  Earth-Sight  
  Giantish power to perceive distant dangers and needs  
  eftmound  
  gathering-place of the Elohim  
  eh-Brand  
  one who can use wood to read the Sunbane  
  Elemesnedene  
  home of the Elohim  
  Elena  
  former High Lord; daughter of Lena and Covenant  
  Elohim  
  people met by the wandering Giants  
  Elohimfest  
  a gathering of the Elohim  
  Emacrimma's Maw  
  a region in the Center Plains  
  Enemy  
  Lord Foul's term of reference for the Creator  
   
   
  Far Woodhelven  
  a village of the Land  
  Favored, the  
  courtesans of the gaddhi  
  Fields of Richloam  
  a region in the Center Plains  
  Findail  
  one of the Elohim; the Appointed  
  Fire-Lions  
  fire-flow of Mount Thunder  
  First Betrayer  
  Clave-name for Berek Halfhand  
  First Circinate  
  first level of the Sandhold  
  First Mark  
  former leader of the Bloodguard  
  First of the Search  
  leader of the Giants  
  First Ward  
  primary knowledge left by Kevin  
  Foamkite  
  tyrscull belonging to Honninscrave and Seadreamer  
  Fole  
  a Haruchai  
  Foodfendhall  
  eating-hall and galley aboard a Giantship  
  Forestal  
  a protector of the Forests of the Land  
  Foul's Creche  
  the Despiser's former home  
  Furl Falls  
  waterfall at Revelstone  
   
   
  gaddhi, the  
  sovereign of Bhrathairealm  
  Gallows Howe  
  place of execution in Garroting Deep  
  Garroting Deep  
  former forest of the Land  
  ghohritsar  
  a Waynhim  
  
   
  56
  ghramin  
  a Waynhim  
  Giants  
  a sea-faring people of the Earth  
  Giantclave  
  Giantish conference  
  Giantfriend  
  title given first to Damelon, later to Thomas Covenant  
  Giantship  
  stone sailing vessel made by Giants  
  Giantway  
  path made by Giants  
  Giant Woods  
  a forest of the Land  
  Gibbon  
  the na-Mhoram; leader of the Clave  
  Gilden  
  a maplelike tree with golden leaves  
  Glimmermere  
  a lake on the upland above Revelstone  
  Gossamer Glowlimn  
  a Giant; the First of the Search  
  Graveler  
  one who uses stone to wield the Sunbane  
  graveling  
  fire-stones  
  Gravelingas  
  former master of stone-lore  
  Gravin Threndor  
  Mount THunder  
  Gray Desert  
  a region south of the Land  
  Gray Slayer  
  Lord Foul the Despiser  
  Graywightswath  
  a region north of the Soulsease River  
  Great Desert, the  
  a region of the Earth; home of the Bhrathair and the Sandgorgons  
  Great Swamp, the  
  Lifeswallower; a region of the Land  
  Greshas Slant  
  a region in the Center Plains  
  Grey River, the  
  a river of the Land  
  Grieve, the  
  Coercri  
  Grim, the  
  a destructive storm sent as a curse by the Clave  
  Grimmand Honninscrave  
  a Giant; Master of Starfare's Gem  
  Grimmerdhore  
  former forest of the Land  
  Guard, the  
  hustin; soldiers serving the gaddhi  
  Guardian of the One Tree, 
  the  
  mystical figure warding the approach to the One Tree; also ak-
  Haru Kenaustin Ardenol  
   
   
  Halfhand  
  title given to Thomas Covenant and to Berek  
  Hall of Gifts, the  
  large chamber in Revelstone devoted to artworks of the Land  
  Hamako  
  sole unharmed survivor of the destruction of During Stonedown  
  Harbor Captain  
  chief official of the port of Bhrathairealm  
  Harn  
  one of the Haruchai; protector of Hollian  
  Haruchai, the  
  a people who live in the Westron Mountains  
  Hearthcoal  
  a Giant; cook of Starfare's Gem; wife of Seasauce  
  
   
  57
  Heartthew  
  a title given to Berek Halfhand  
  Heft Galewrath  
  a Giant; Storesmaster of Starfare's Gem  
  Herem  
  a Raver; also known as turiya  
  Hergrom  
  one of the Haruchai  
  High Lord  
  former leader of the Council of Lords  
  Hile Troy  
  a man formerly from Covenant's world who became a Forestal  
  Hollian  
  daughter of Amith; eh-Brand of Crystal Stonedown  
  Home  
  home of the Giants  
  Horizonscan  
  lookout atop the midmast of a Giantship  
  Horse, the  
  human soldiery of the gaddhi  
  Hotash Slay  
  flow of lava protecting Foul's Creche  
  hurtloam  
  a healing mud  
  husta/hustin  
  partly human soldiers bred by Kasreyn to be the gaddhi's Guard  
  Hyrim  
  a former Lord of the Council  
   
   
  Illearth Stone  
  green stone, source of evil power  
  Illender  
  title given to Thomas Covenant  
  Infelice  
  reigning leader of the Elohim  
  Isle of the One Tree, the  
  location of the One Tree  
   
   
  Jehannum  
  a Raver; also known as moksha  
  jheherrin  
  soft ones; living by-products of Foul's misshaping  
  Jous  
  a man of Mithil Stonedown; son of Prassan; father of Nassic; 
  ineritor of the Unfettered One's mission  
   
   
  Kalina Nassic-mate  
  mother of Sunder; daughter of Alloma  
  Kasreyn of the Gyre  
  a thaumaturge; the gaddhi's Kemper  
  Kastenessen  
  an Elohim; former Appointed  
  Keep of the na-Mhoram  
  Revelstone  
  Kemper, the  
  chief minister of the gaddhi  
  Kemper's Pitch  
  highest level of the Sandhold  
  Kenaustin Ardenol  
  a figure of Haruchai legend; paragon and measure of all Haruchai 
  virtues  
  Kevin Landwaster  
  son of Loric; former Lord; enactor of the Ritual of Desecration  
  Kevin's Watch  
  mountain lookout near Mithil Stonedown  
  Kiril Threndor  
  Heart of Thunder; chamber of power within Mount Thunder  
  Korik  
  former Bloodguard  
  
   
  58
  krill, the  
  knife of power formed by Loric Vilesilencer  
  Kurash Festillin  
  a region in the Center Plains  
   
   
  Land, the  
  a focal region of the Earth  
  Lake Pelluce  
  a lake in Andelainscion  
  Landsdrop  
  great cliff separating Upper and Lower Lands  
  Landsverge Stonedown  
  a village of the Land  
  Law, the  
  the natural order  
  Law of Death, the  
  separation of the living from the dead  
  Law of Life, the  
  separation of the dead from the living  
  Lena  
  daughter of Atiaran; mother of Elena  
  lianar  
  wood of power used by an eh-Brand  
  Lifeswallower  
  the Great Swamp; a region of the Land  
  Lord of Wickedness  
  a-Jeroth  
  Lord Foul  
  the Despiser  
  Lords, the  
  former rulers of the Land  
  loremaster  
  ur-vile leader  
  Loric Vilesilencer  
  son of Damelon; former Lord  
  Lost, the  
  Giantish name for the Unhomed  
  Lower Land, the  
  region east of Landsdrop  
  lucubrium  
  laboratory of a thaumaturge  
  lurker of the Sarangrave  
  swamp-monster  
   
   
  maidan  
  open land around Elemesnedene  
  Marid  
  a man of Mithil Stonedown  
  Master  
  Clave-name for Lord Foul  
  Master, the  
  Clave-name for the Creator  
  master-rukh  
  iron triangle at Revelstone which feeds and reads all other rukhs  
  Melenkurion Skyweir  
  a mountain in the Westron Mountains  
  Memla na-Mhoram-in  
  a Rider of the Clave  
  merewives  
  the Dancers of the Sea  
  metheglin  
  a beverage; mead  
  Mhoram  
  former High Lord of the Council  
  mirkfruit  
  papaya-like fruit with narcoleptic pulp  
  Mistweave  
  a Giant  
  Mithil River  
  a river of the Land  
  
   
  59
  Mithil Stonedown  
  a village in the South Plains  
  Morninglight  
  one of the Elohim  
  moksha  
  a Raver; also known as Jehannum  
  Morin  
  a former First Mark of the Bloodguard  
  Morinmoss  
  a former forest of the Land  
  Mount Thunder  
  a peak at the center of Landsdrop  
   
   
  na-Mhoram, the  
  leader of the Clave  
  na-Mhoram-cro  
  lowest rank of the Clave  
  na-Mhoram-in  
  highest rank of the Clave  
  na-Mhoram-wist  
  middle rank of the Clave  
  Nassic  
  father of Sunder; son of Jous; inheritor of the Unfettered One's 
  mission  
  Nelbrin  
  son of Sunder; "heart's child"  
  Nicor  
  great sea-monsters; said to be offspring of the Worm of the 
  World's End  
  Nom  
  a sandgorgon  
  North Plains, the  
  a region of the Land  
  Northron Climbs, the  
  a region of the Land  
   
   
  Oath of Peace  
  former oath by the poeple of the Land against needless violence  
  Offin  
  a former na-Mhoram  
  Old Lords, the  
  the Lords of the Land prior to the Ritual of Desecration  
  One Forest, the  
  ancient sentient forest which once covered most of the Land  
  One Tree, the  
  mystic tree from which the Staff of Law was made  
  orcrest  
  Sunstone; a stone of power, used by a Graveler  
   
   
  pitchbrew  
  a beverage combining diamondraught and vitrim, conceived by 
  Pitchwife  
  Pitchwife  
  a Giant; member of the Search; husband of the First of the Search  
  Prothall  
  a former High Lord  
  Prover of Life  
  title given to Thomas Covenant  
  Pure One, the  
  redemptive figure of jheherrin legend  
   
   
  Quest for the Staff of Law  
  former quest which recovered the Staff of Law from Drool 
  Rockworm  
  Questsimoon, the  
  the Roveheartswind  
  
   
  60
   
   
  Ramen  
  a people of the Land; tenders of the Ranyhyn  
  Rant Absolain  
  the gaddhi  
  Ranyhyn  
  the great horses; they formerly lived onthe Plains of Ra  
  Ravers  
  Lord Foul's three ancient servants  
  Raw, the  
  fiord into the demesne of the Elohim  
  Rawedge Rim, the  
  mountains around Elemesnedene  
  Reader  
  a member of the Clave who tends and uses the master-rukh  
  Rede, the  
  knowledge of history and survival promulgated by the Clave  
  Revelstone  
  mountain-city of the Clave  
  rhysh  
  a community of Waynhim; "stead"  
  rhyshyshim  
  a gathering of rhysh; a place in which such gathering occurs  
  Riddenstretch  
  a region north of the Soulsease River  
  Rider  
  a member of the Clave  
  ring-wielder  
  Elohim term of reference for Covenant  
  Rire Grist  
  a Caitiffin of the gaddhi's Horse  
  Ritual of Desecration  
  act of despair by which Kevin Landwaster destroyed much of the 
  Land  
  Riversward  
  a region north of the Soulsease River  
  rocklight  
  light emitted by glowing stone  
  Roveheartswind, the  
  the Questsimoon  
  rukh  
  iron talisman by which a Rider wields power  
  Runnik  
  former Bloodguard  
   
   
  sacred enclosure  
  former Vespers hall at Revelstone  
  Saltheart Foamfollower  
  former Giant  
  Saltroamrest  
  bunkhold for the crew in a Giantship  
  Salttooth  
  jutting rock in the harbor of Home  
  samadhi  
  a Raver; also known as Sheol  
  Sandgorgon  
  a monster of the Great Desert  
  Sandgorgons Doom  
  imprisoning storm created by Kasreyn to trap the Sandgorgons  
  Sandhold, the  
  the gaddhi's castle in Bhrathairealm  
  Sandwall, the  
  great wall defending Bhrathairealm  
  Santonin na-Mhoram-in  
  a Rider of the Clave  
  Sarangrave Flat  
  a region of the Lower Land  
  Search, the  
  Quest of the Giants for the wound in the Earth  
  Seareach  
  a region of the Land; formerly inhabited by the Giants  
  
   
  61
  Seasauce  
  a Giant; cook of Starfare's Gem; husband of Hearthcoal  
  Seatheme  
  dead wife of Sevinhand  
  Second Circinate  
  second level of the Sandhold  
  Second Ward  
  second unit of Kevin's hidden knowledge  
  setrock  
  a type of stone used with pitch to repair stone  
  Seven Hells, the  
  a-Jeroth's demesne; desert, rain, pestilence, fertility, war, 
  savagery, darkness  
  Seven Wards, the  
  collection of knowledge hidden by Kevin  
  Sevinhand  
  Anchormaster of Starfare's Gem; a Giant  
  Shattered Hills  
  a region of the Land near Foul's Creche  
  Sheol  
  a Raver; also known as samadhi  
  Shetra  
  a former Lord of the Council  
  Shipsheartthew  
  the wheel of a Giantship  
  Sivit na-Mhoram-wist  
  a Rider of the Clave  
  skest  
  acid-creatures serving the lurker of the Sarangrave  
  soft ones  
  the jheherrin  
  soothreader  
  a seer  
  soothtell  
  ritual of prophecy practiced by the Clave  
  Soulbiter, the  
  a dangerous ocean of Giantish legend  
  Soulbiter's Teeth  
  reefs in Soulbiter  
  Soulcrusher  
  former Giantish name for Lord Foul  
  Spikes, the  
  guard-towers at the mouth of Bhrathairain harbor  
  Spray Frothsurge  
  a Giant; mother of the First of the Search  
  Staff of Law, the  
  a tool of power formed by Berek from the One Tree  
  Starfare's Gem  
  Giantship used by the Search  
  Starkin  
  one of the Elohim  
  Stell  
  one of the Haruchai; protector of Sunder  
  Stonedown  
  a village; formerly, a villaged based on stone-lore  
  Stonedownor  
  inhabitant of a Stonedown  
  Stonemight, the  
  a name for a fragment of the Illearth Stone  
  Stonemight Woodhelven  
  a village in the South Plains  
  Storesmaster  
  third-in-command aboard a Giantship  
  Sunbane, the  
  a power arising from the corruption of nature by Lord Foul  
  Sunbirth Sea  
  ocean east of the Land  
  Sunder  
  son of Nassic; Graveler of Mithil Stonedown  
  Sun-Sage  
  one who can affect the progress of the Sunbane  
  Sunstone  
  orcrest  
  
   
  62
  sur-jheherrin  
  descendants of the jheherrin; inhabitants of Sarangrave Flat  
  Swarte  
  a Rider of the Clave  
  Swordmain/Swordmainnir  
  a Giant trained as a warrior  
   
   
  test of silence  
  interrogation technique used by the poeple of the Land  
  The Grieve  
  Coercri; former home of the Giants in Seareach  
  Thelma Twofist  
  character in a Giantish tale  
  The Majesty  
  throne room of the gaddhi; fourth level of the Sandhold  
  Third Ward  
  third unit of Kevin's hidden knowledge  
  Three Corners of Truth  
  basic formulation of beliefs promulgated by the Clave  
  thronehall, the  
  the Despiser's former seat in Foul's Creche  
  Tier of Riches, the  
  showroom of the gaddhi's wealth; third level of the Sandhold  
  Toril  
  Haruchai lost to the Clave  
  Treacher's Gorge  
  river-opening into Mount Thunder  
  treasure-berries  
  aliantha; a nourishing fruit  
  Trell  
  father of Lena; former Gravelingas of Mithil Stonedown  
  Triock  
  a former man of Mithil Stonedown who loved Lena  
  Trothgard  
  a region of the Land  
  turiya  
  a Raver; also known as Herem  
  tyrscull  
  a Giantish training vessel for apprentice sailors  
   
   
  Unbeliever, the  
  title given to Thomas Covenant  
  Unfettered, the  
  formerly, lore-students freed from conventional responsibilities  
  Unfettered One, the  
  founder of a line of men waiting to greet Thomas Covenant's return 
  to the Land  
  Unhomed, the  
  the former Giants of Seareach  
  upland  
  plateau above Revelstone  
  Upper Land  
  region west of Landsdrop  
  ur-Lord  
  title given to Thomas Covenant  
  ur-viles  
  Demondim-spawn; evil creatures of power  
  ussusimiel  
  nourishing melon grown by the people of the Land  
   
   
  Vain  
  a product of ur-viles' breeding experiments  
  Vespers  
  former self-consecration ritual of the Lords  
  Victuallin Tayne  
  a region in the Center Plains  
  Viles  
  a race of beings which created the Demondim  
  
   
  63
  vitrim  
  nourishing fluid created by Waynhim  
  voure  
  a plant-sap which wards off insects  
  Vow, the  
  Bloodguard oath of service to the Lords  
  vraith  
  a Waynhim  
   
   
  Warrenbridge  
  bridge leading to the catacombs under Mount Thunder  
  Wavedancer  
  Giantship commanded by Brow Gnarlfist  
  Waynhim  
  Demondim-spawn, but opponents of the ur-viles  
  Weird of the Waynhim, the  Waynhim concept of doom, destiny or duty  
  Westron Mountains  
  mountains bordering the Land  
  white gold  
  a metal of power not found in the Land  
  white gold wielder  
  title given to Thomas Covenant  
  White River, the  
  a river of the Land  
  Wightbarrow, the  
  cairn under which Drool Rockworm is buried  
  Wightwarren  
  catacombs; home of the Cavewights under Mount Thunder  
  wild magic  
  the power of white gold; considered the keystone of the Arch of 
  Time  
  Windscour  
  region in the Center Plains  
  Windshorn Stonedown  
  a village in the South Plains  
  Woodenwold  
  region of trees surrounding the maidan of Elemesnedene  
  Woodhelven  
  a village; formerly, a village based on woodlore  
  Woodhelvennin  
  inhabitants of a Woodhelven  
  Worm of the World's End, 
  the  
  mystic creature believed by the Elohim to have formed the 
  foundation of the Earth  
  Wraiths of Andelain  
  creatures of living light which inhabit Andelain  
  Würd of the Earth, the  
  term used by the Elohim to suggest variously their own nature, the 
  nature of the Earth, and their ethical compulsions; could be read 
  as Word, Worm, or Weird  
   
   
   
   
   
   
   
   
   
   
  
   
  64
  From Lord Foul's Bane:  
   
  Atiaran sings the legend of Berek Halfhand to Thomas Covenant  
   
  In war men pass like shadows that stain the grass,  
  Leaving their lives upon the green:  
  While Earth bewails the crimson sheen,  
  Men's dreams and stars and whispers all helpless pass.  
   
  In one red shadow by woe and wicked cast,  
  In one red pool about his feet,  
  Berek mows the vile like ripe wheat,  
  Though of all of Beauty's guarders he is last:  
   
  Last to pass into the shadow of defeat,  
  And last to feel the full despair,  
  And leave his weapons lying there --  
  Take his half unhanded hand from battle seat.  
   
  Across the plains of the Land they all swept --  
  Treachers lust at faltering stride  
  As Berek fled before the tide,  
  Till on Mount Thunder's rock-mantled side he wept.  
   
  Berek! Earthfriend! -- Help and weal,  
  Battle-aid against the foe!  
  Earth gives and answers Power's peal  
  Ringing, Earthfriend! Help and heal!  
  Clean the Land from bloody death and woe!  
   
   
  The Lords of the Council sing of their renewed devotion to the Land.  
   
  Seven Wards of ancient Lore  
  For Land's protection, wall and door:  
  And one High Lord to wield the Law  
  To keep all uncorrupt Earth's Power core.  
   
  Seven Words for ill's despite --  
  Banes for evil's dooming wight:  
  And one pure Lord to hold the Staff  
  To bar the Land from Foul's betraying sight.  
   
  Seven hells for failed faith,  
  For Land's betrayers, man and wraith:  
  And one brave Lord to deal the doom  
  To keep the blacking blight from Beauty's bloom.  
   
   
  Saltheart Foamfollower expresses the lament of the Giants  
   
  Now we are Unhomed,  
  bereft of root and kith and kin.  
  From other mysteries of delight,  
  we set our sails to resail our track  
  but the winds of life blew not the way we chose,  
  and the land beyond the Sea was lost  
   
  
   
  65
  From The Illearth War  
   
  Elena sings eloquently of self-doubt, revealing inner turmoil at odds with her blazing 
  determination to defeat the Despiser.  
   
  Where is the Power that protects  
  beauty from the decay of life?  
  preserves truth pure of falsehood?  
  secures fealty from that slow stain of chaos  
  which corrupts  
  How are we so rendered small by Despite?  
  Why will the very rocks not erupt  
  for their own cleansing?  
  or crumble into dust for shame?  
  Creator!  
  When You desecrated this temple,  
  rid Yourself of this contempt by  
  inflicting it upon the Land,  
  did You intend  
  that beauty and truth should pass utterly from the  
  Earth?  
  Have You shaped my fate into the Law of life?  
  Am I effectless?  
  Must I preside over,  
  sanction,  
  acknowledge with the bitter face of treachery,  
  approve the falling of the world?  
   
   
   
  From The Power That Preserves  
   
  In Morrinmoss Forest the former Unfettered healer sings to build her courage enough to heal 
  Thomas Covenant  
   
  When last comes to last,  
  I have little power:  
  I am merely an urn.  
  I hold the bone-sap of myself,  
  and watch the marrow burn.  
   
  When last comes to last  
  I have little strength:  
  I am only a tool.  
  I work its work; and in it hands  
  I am the fool.  
   
  When last comes to last,  
  I have little life.  
  I am simply a deed:  
  an action done while courage holds:  
  a seed.  
   
   
   
   
  
   
  66
  From The Wounded Land  
   
  Caer-Caveral laments his vision of the death of Andelain  
   
  "Andelain I hold and mold within my fragile spell,  
  While world's ruin ruins wood and wold.  
  Sap and bough are grief and grim to me, engrievement fell,  
  And petals fall without relief.  
  Astricken by my power's dearth,  
  I hold the glaive of Law against the Earth.  
   
  "Andelain I cherish dear within my mortal breast;  
  And faithful I withhold Despiser's wish.  
  But faithless is my ache for dreams and slumbering and rest,  
  And burdens make my courage break.  
  The Sunbane mocks my best reply,  
  And all about and in me beauties die.  
   
  "Andelain! I strive with need and loss, and ascertain  
  That the Despiser's might can rend and rive.  
  Each falter of my ancient heart is all the evil's gain;  
  And it appalls without relent.  
  I cannot spread my power more,  
  Though teary visions come of wail and gore.  
   
  "Oh, Andelain! forgive! for I am doomed to fail this war.  
  I cannot bear to see you die -- and live,  
  Foredoomed to bitterness and all the gray Despiser's lore.  
  But while I can I heed the call  
  Of green and tree; and for their worth,  
  I hold the glaive of Law against the Earth."  
   
  Pitchwife sings an ancient Giantish sea-chanty  
   
  "Let breakers crash against the shore --  
  let rocks be rimed with sea and weed,  
  cliffs carven by the storm --  
  let calm becalm the deeps,  
  or wind appall the waves, and sting --  
  and sting --  
  nothing overweighs the poise of Sea and Stone.  
  The rocks and water-battery of Home endure.  
  We are the Giants, born to live,  
  and bold for going where the dreaming goes.  
   
  "Let world be wide beyond belief,  
  the ocean be as vast as time --  
  let journeys end or fail,  
  seaquests fall in ice or blast,  
  and wandering be forever. Roam --  
  and roam --  
  nothing tarnishes the poise of Sea and Stone.  
  The hearth and harborage of Home endure.  
  We are the Giants, born to sail,  
  and bold to go wherever dreaming goes."  
   
   
   
  
   
  67
  From The One Tree  
   
  Findail laments his fate as the Appointed  
   
  "Let those who sail the Sea bow down;  
  Let those who walk bow low:  
  For there is neither peace nor dream  
  Where the Appointed go.  
   
  "Let those who sail the Sea bow down;  
  For they have never seen  
  The Earth-wrack rise against the stars  
  And ruin blowing keen.  
   
  "Mortality has mortal eyes.  
  Let those who walk bow low,  
  For they are chaff before the blast  
  Of what they do not know.  
   
  "The price of sight is risk and dare  
  Or loss of life and all,  
  For there is neither peace nor dream  
  When Earth begins to fall.  
   
  "And therefore let the others bow  
  Who neither see nor know;  
  For they are spared from voyaging  
  Where the Appointed go."  
   
   
  From White Gold Wielder  
   
  Pitchwife sings of his bereavement by Cable Seadreamer's death  
   
  "My heart has rooms that sigh with dust  
  And ashes in the hearth.  
  They must be cleaned and blown away  
  By daylight's breath.  
  But I cannot essay the task,  
  For even dust to me is dear;  
  For dust and ashes still recall,  
  My love was here  
   
  "I know not how to say Farewell,  
  When Farewell is the word  
  That stays alone for me to say  
  Or will be heard.  
  But I cannot speak out that word  
  Or ever let my loved one go  
  How can I bear it that these rooms  
  Are empty so?  
   
  "I sit among the dust and hope  
  That dust will cover me.  
  I stir the ashes in the hearth,  
  Though cold they be.  
  I cannot bear to close the door,  
  To seal my loneliness away  
  While dust and ashes yet remain  
  Of my love's day."  
  
   
  68
   
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast Inc; Authors Jonathon Tweet, Monte 
  Cook, Skip Williams, based on original material by Gary E Gygax and Dave Arneson. 
  The Land RPG; Author Simon Washbourne 
   
  The whole of this document is deemed Open Gaming Content except as noted below. 
   
   
  This whole work is a fan-created piece and as such chall always remain for free 
  distribution. The characters, names, items, ideas, places, dates, events, songs ans 
  anything else that by ts nature is not specifically gaming material is 
  
  Stephen 
  Donaldson. Thanks go to Stephen Donaldson for creating such a wonderful world 
  and such memorable characters. 
   
   
   
  
SOURCE: textdata/thevault/Legends of the Land/Legends of the Land The Land.pdf