Races of the Wild, D&D

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C
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S
D
E
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I
G
N
A R T D I R E C T O R S
D
AWN
M
URIN
, R
OBERT
R
APER
C O V E R A R T I S T
A
DAM
R
EX
I N T E R I O R A R T I S T S
T
OM
B
AXA
, S
TEVE
B
ELLEDIN
, D
ENNIS
C
RABAPPLE
M
C
C
LAIN
, W
AYNE
E
NGLAND
, M
ATT
F
AULKNER
, E
MILY
F
IEGENSCHUH
, J
EREMY
J
ARVIS
, C
HUCK
L
UCAKS
, L
ARRY
M
AC
D
OUGAL
,
V
INOD
R
AMS
, S
AM
W
OOD
, J
AMES
Z
HANG
G R A P H I C D E S I G N E R
D
EE
B
ARNETT
C A R T O G R A P H E R
R
OB
L
AZZARETTI
G R A P H I C P RODU C T I ON S P E C I A L I S T
E
RIN
D
ORRIES
I M A G E T E C H N I C I A N
B
OB
J
ORDAN
S
KIP
W
ILLIAMS
A D D I T I O N A L D E S I G N
R
ICHARD
B
AKER
, J
ESSE
D
ECKER
, G
WENDOLYN
K
ESTREL
, D
AVID
N
OONAN
, P
ENNY
W
ILLIAMS
,
J
AMES
W
YATT
D E V E L O P M E N T T E A M
A
NDY
C
OLLINS
, D
AVID
N
OONAN
,
A
NDREW
J. F
INCH
E
D
I
T
O
R
S
J
OHN
D. R
ATELIFF
, G
ARY
S
ARLI
M A N A G I N G E D I T O R
K
IM
M
OHAN
D E S I G N M A N A G E R
C
HRISTOPHER
P
ERKINS
S E N I O R A R T D I R E C T O R R P G
S
TACY
L
ONGSTREET
D I R E C T O R O F R P G R & D
B
ILL
S
LAVICSEK
P R O D U C T I O N M A N A G E R S
J
OSH
F
ISCHER
, R
ANDALL
C
REWS
Based on the original D
UNGEONS
& D
RAGONS
®
rules created by Gary Gygax and Dave Arneson and the new D
UNGEONS
& D
RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This W
IZARDS
OF
THE
C
OAST
®
game product contains no Open Game Content. No portion of this work may be reproduced in
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D
UNGEONS
& D
RAGONS
, D&D, D
UNGEON
M
ASTER
, d20, d20 System, W
IZARDS
OF
THE
C
OAST
,
Player’s Handbook
,
Dungeon Master’s Guide
,
Monster Manual
,
Races of the Wild
, and all
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
What Is a Race of the Wild? . . . . . . . . . . . . . . . . .4
Inside This Book . . . . . . . . . . . . . . . . . . . . . . . . . . .4
What You Need to Play . . . . . . . . . . . . . . . . . .4
Chapter 1: Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Elven Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Elf Society and Culture . . . . . . . . . . . . . . . . . . . .15
Elves and Other Races . . . . . . . . . . . . . . . . . . . . .18
Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Alobal Lorfiril . . . . . . . . . . . . . . . . . . . . . . . . . .20
Corellon Larethian . . . . . . . . . . . . . . . . . . . . .20
Deep Sashelas . . . . . . . . . . . . . . . . . . . . . . . . . .21
Elebrin Liothiel . . . . . . . . . . . . . . . . . . . . . . . .21
Hanali Celanil . . . . . . . . . . . . . . . . . . . . . . . . .22
Lolth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Sehanine Moonbow . . . . . . . . . . . . . . . . . . . .23
Vandria Gilmadrith . . . . . . . . . . . . . . . . . . . .23
Elf History and Folklore . . . . . . . . . . . . . . . . . . .25
Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Elf Cities and Settlements . . . . . . . . . . . . . . . . .32
The Elven Economy . . . . . . . . . . . . . . . . . . . .32
Example Settlement: Windingwater . . . .32
Creating Elf Characters . . . . . . . . . . . . . . . . . . .34
Elves as Characters . . . . . . . . . . . . . . . . . . . . .36
Chapter 2: Halflings . . . . . . . . . . . . . . . . . . . . . . .37
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . .37
Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Halfling Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Halfling Society and Culture . . . . . . . . . . . . . .46
Halflings and Other Races . . . . . . . . . . . . . . . .50
Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Yondalla . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
Dallah Thaun . . . . . . . . . . . . . . . . . . . . . . . . . .52
Arvoreen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Brandobaris . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Cyrollalee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Sheela Peryroyl . . . . . . . . . . . . . . . . . . . . . . . . .53
Urogalan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
Halfling History and Folklore . . . . . . . . . . . . .53
Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
Halfling Caravans and Towns . . . . . . . . . . . . . .61
Halfling Economy . . . . . . . . . . . . . . . . . . . . . .61
Example Settlement: Fanta’s Meadow . . .61
Creating Halfling Characters . . . . . . . . . . . . . .63
Halflings as Characters . . . . . . . . . . . . . . . . .63
Chapter 3: Raptorans . . . . . . . . . . . . . . . . . . . . . .65
A Day in the Life . . . . . . . . . . . . . . . . . . . . . . . . . .65
Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Raptoran Racial Traits . . . . . . . . . . . . . . . . . .68
Psychology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
Raptoran Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
Raptoran Society and Culture . . . . . . . . . . . . .72
Religion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
Nature Worship . . . . . . . . . . . . . . . . . . . . . . . .76
The Raptoran Pantheon . . . . . . . . . . . . . . . .77
Raptoran History and Folklore . . . . . . . . . . . .80
Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Example Flock: The Rifinti . . . . . . . . . . . . . . . .82
Important Rifinti Members . . . . . . . . . . . . .82
Rifinti Cliff Dwelling . . . . . . . . . . . . . . . . . .88
Creating Raptoran Characters . . . . . . . . . . . . .90
Raptorans as Characters . . . . . . . . . . . . . . . .90
Chapter 4: Other Races . . . . . . . . . . . . . . . . . . . .91
Using This Chapter . . . . . . . . . . . . . . . . . . . . . . .91
Monster Classes . . . . . . . . . . . . . . . . . . . . . . . .92
Catfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
Gnoll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
Killoren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Vital Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Chapter 5: Prestige Classes . . . . . . . . . . . . . . 107
Arcane Hierophant . . . . . . . . . . . . . . . . . . . . . . 108
Champion of Corellon Larethian . . . . . . . . 113
Luckstealer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
Ruathar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Skypledged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Stormtalon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Whisperknife . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Wildrunner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Chapter 6: Character Options . . . . . . . . . . . .145
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145
Climb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
Handle Animal . . . . . . . . . . . . . . . . . . . . . . 146
Survival . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Able Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Aerial Reflexes . . . . . . . . . . . . . . . . . . . . . . .148
Aerial Superiority . . . . . . . . . . . . . . . . . . . . .148
Agile Athlete . . . . . . . . . . . . . . . . . . . . . . . . . .148
Battle Casting . . . . . . . . . . . . . . . . . . . . . . . . .148
Born Flyer . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
Catfolk Pounce . . . . . . . . . . . . . . . . . . . . . . . .148
Centaur Trample . . . . . . . . . . . . . . . . . . . . . .148
Coordinated Strike . . . . . . . . . . . . . . . . . . . .149
Dallah Thaun’s Luck . . . . . . . . . . . . . . . . . .149
Defensive Archery . . . . . . . . . . . . . . . . . . . 150
Diving Charge . . . . . . . . . . . . . . . . . . . . . . . 150
Elf Dilettante . . . . . . . . . . . . . . . . . . . . . . . . 150
Expeditious Dodge . . . . . . . . . . . . . . . . . . . 150
Flick of the Wrist . . . . . . . . . . . . . . . . . . . . . 150
Focused Mind . . . . . . . . . . . . . . . . . . . . . . . . 151
Gnoll Ferocity . . . . . . . . . . . . . . . . . . . . . . . . 151
Improved Flight . . . . . . . . . . . . . . . . . . . . . . 151
Killoren Ancient . . . . . . . . . . . . . . . . . . . . 151
Killoren Destroyer . . . . . . . . . . . . . . . . . . . 151
Killoren Hunter . . . . . . . . . . . . . . . . . . . . . . 151
Lightfeet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Magic of the Land . . . . . . . . . . . . . . . . . . . 152
Plunging Shot . . . . . . . . . . . . . . . . . . . . . . . . 152
Shared Fury . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Underfoot Combat . . . . . . . . . . . . . . . . . . . 152
Yondalla’s Sense . . . . . . . . . . . . . . . . . . . . . . 152
Tactical Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Confound the Big Folk . . . . . . . . . . . . . . . 153
Winged Warrior . . . . . . . . . . . . . . . . . . . . . 153
Wolfpack . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Woodland Archer . . . . . . . . . . . . . . . . . . . . 154
Racial Substitution Levels . . . . . . . . . . . . . . . 154
Elf Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Elf Ranger . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
Elf Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Halfling Druid . . . . . . . . . . . . . . . . . . . . . . . 157
Halfling Monk . . . . . . . . . . . . . . . . . . . . . . . 158
Halfling Rogue . . . . . . . . . . . . . . . . . . . . . . . 159
Raptoran Cleric . . . . . . . . . . . . . . . . . . . . . . 160
Raptoran Fighter . . . . . . . . . . . . . . . . . . . . . .161
Raptoran Sorcerer . . . . . . . . . . . . . . . . . . . . .162
Chapter 7: Equipment and Magic . . . . . . . . 163
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163
Weapon Modifications . . . . . . . . . . . . . . . 166
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167
Armor Modifications . . . . . . . . . . . . . . . . . .167
Special Armor Materials . . . . . . . . . . . . . 168
Gear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Weapon Special Abilities . . . . . . . . . . . . . 170
Specific Weapons . . . . . . . . . . . . . . . . . . . . 171
Armor Special Ability . . . . . . . . . . . . . . . . 171
Specific Armors . . . . . . . . . . . . . . . . . . . . . . 172
Wondrous Items . . . . . . . . . . . . . . . . . . . . . 173
New Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Aerial Alacrity . . . . . . . . . . . . . . . . . . . . . . . .174
Dust to Dust . . . . . . . . . . . . . . . . . . . . . . . . . .174
Enduring Flight . . . . . . . . . . . . . . . . . . . . . . .175
Mastery of the Sky . . . . . . . . . . . . . . . . . . . .175
Raptor’s Sight . . . . . . . . . . . . . . . . . . . . . . . . .175
Returning Weapon . . . . . . . . . . . . . . . . . . . .175
Summon Devoted Roc . . . . . . . . . . . . . . . . .175
Summon Dire Hawk . . . . . . . . . . . . . . . . . .175
Woodland Veil . . . . . . . . . . . . . . . . . . . . . . . .176
New Psionic Powers . . . . . . . . . . . . . . . . . . . . . .176
Contrarian Urge . . . . . . . . . . . . . . . . . . . . . .176
Living Arrow . . . . . . . . . . . . . . . . . . . . . . . . . .176
Telekinetic Boomerang . . . . . . . . . . . . . . . .176
Chapter 8: Campaigns in the Wild . . . . . . . 177
Assembling the Group . . . . . . . . . . . . . . . . . . 177
The Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Demographics . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Elf Communities . . . . . . . . . . . . . . . . . . . . . 178
Halfling Communities . . . . . . . . . . . . . . . 178
Raptoran Communities . . . . . . . . . . . . . . . 179
Adventuring in Elf Communities . . . . . . . . 179
Adventuring in Halfling Communities . . 180
Sample NPCs . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Sample Elf NPCs . . . . . . . . . . . . . . . . . . . . . 181
Elf Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
Sample Halfling NPCs . . . . . . . . . . . . . . . 182
Halfling Groups . . . . . . . . . . . . . . . . . . . . . . 183
Sample Raptoran NPCs . . . . . . . . . . . . . . . 183
Raptoran Groups . . . . . . . . . . . . . . . . . . . . . 184
Holidays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Elf Holidays . . . . . . . . . . . . . . . . . . . . . . . . . . .185
Halfling Holidays . . . . . . . . . . . . . . . . . . . . .185
Raptoran Holidays . . . . . . . . . . . . . . . . . . . .185
Other Holidays . . . . . . . . . . . . . . . . . . . . . . . 186
Friends of the Wild . . . . . . . . . . . . . . . . . . . . . 186
Brixashulty . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Chordevoc . . . . . . . . . . . . . . . . . . . . . . . . . . . 188
Dire Hawk . . . . . . . . . . . . . . . . . . . . . . . . . . . 189
Elven Hound . . . . . . . . . . . . . . . . . . . . . . . . . 189
Appendix 1:
One Hundred Adventure Ideas . . . . . . . . . . 191
Appendix 2: NPCs by CR . . . . . . . . . . . . . . . . . 192
3
Introduction
Races of the Wild
is a rules supplement for the D
UNGEONS
&
D
RAGONS
® roleplaying game. It is primarily a player resource
focusing on new options and expanded rules for D&D players
whose characters are elves or halflings, as well as players inter-
ested in new races such as the winged raptorans. Dungeon
Masters can use this book as a resource for adventures that
take place in elf tree-cities, among halfling caravans, or in
the cliff-side dwellings of the raptorans.
playground. Pragmatic, winsome, curious, and adaptable,
halflings are arguably the most free-spirited of the common
races, slow to anger yet canny in their dealings. To them, home
is wherever they happen to be. What is it like to belong to
such a nomadic culture?
Races of the Wild
helps players with
halfling characters explore the nuances of halfling society
and understand their unique views on gypsy life and their
approach to religion and worship.
Perhaps the most mysterious of the wild races, raptorans
are avian humanoids known for their wisdom, devotion,
caution, and ferocity in battle. They value freedom, follow
the teachings of their beloved gods, and honor ancient pacts
with elemental lords who grant them the power of flight.
Races of the Wild
offers our first glimpse of this new race,
revealing all the information a player needs to generate a
raptoran character and play a member of their unique and
complex culture at the gaming table.
Races of the Wild
touches briefly on several other races
common to the wilderness, including centaurs and
gnolls. It reintroduces the catfolk, who first appeared
in the
Miniatures
Handbook,
and sheds some light on the
killoren—an all-new fey race, living embodiments of the
spirit of the wild. Each race in this chapter includes full
game statistics with an emphasis on player characters,
including monster classes and level adjustments for the
more powerful races.
Races of the Wild
also includes new options for characters
whose heritage lies in the wild places of the world. New feats
and prestige classes can enhance a current character or help
inspire a concept for a new character. The cultural informa-
tion presented about each race is designed to stimulate
roleplaying at the table. It can also help a Dungeon Master
design interesting encounters, adventures, and whole cam-
paigns among the races of the wild. The book closes with
advice for the DM on how to assemble an adventuring group
from the various races of the wild and create adventures in
or near the places that they call home.
WHAT IS A
RACE OF THE WILD?
The wilderness regions of most D&D worlds are inhabited
not only by wild animals and rampaging monsters but also by
a potentially bewildering variety of sentient races. This book
focuses on three of those races: the elves of the great forests,
who build their civilizations in harmony with the natural
rhythms of the wilderness; the halflings, whose nomadic
lifestyles carry them across the wild lands; and the raptorans,
who inhabit cliff-side dwellings far from civilized lands.
While its primary emphasis lies on these three races, the
book also discusses other races that dwell in the wilds. These
include fey (killoren), wild humanoids (catfolk and gnolls),
and monstrous humanoids (centaurs). Animals that serve
as traditional companions to these wild races also appear in
this book.
WHAT’S IN THIS BOOK
Look beyond the walls of the great human cities we call
home. What do you see? A vast wilderness stretches out
to meet the horizon, and within its trackless depths elves
hone their ancient magic, halflings revel in the discovery
of what lies beyond the next hill, and raptorans forge pacts
with air elementals to reach the sky. Grab your tent and
bedroll—it’s time to meet the people who call this great
wilderness their home.
Races of the Wild
opens with a deep look at the culture,
traditions, and beliefs of elves, the race in the
Player’s Handbook
that seems to inspire the most fascination. Creative, contem-
plative, aloof, and strong-minded, elves display a predilection
for arcane magic that surpasses all of the common races, yet
they also make fierce warriors. Players of elf characters will
find abundant roleplaying suggestions, from common sayings
and proverbs to inspirational elven legends.
Whereas elves tend to settle in their ancient forests, half-
lings often live on the road. The wilderness, after all, is their
WHAT YOU NEED TO PLAY
Races of the Wild
makes use of the information in all three
D&D core rulebooks—the
Player’s Handbook, Dungeon Master’s
Guide,
and
Monster Manual.
However, players creating char-
acters using the options presented in this book can get by
with just the
Player’s Handbook.
Races of the Wild
periodically refers to other D&D supple-
ments, including
Races of Stone, Complete Warrior, Complete
Arcane, Complete Adventurer, Fiend Folio,
and
Miniatures Hand-
book.
These references are not required to use this book, and
readers should treat them as optional.
4
mong the races of the wild in the D
UNGEONS
&
D
RAGONS
® game, the most widely known is the elf.
Elegant, slim, and lithe, elves are beings of unearthly
beauty who are almost universally committed to
life in harmony with nature. Few outsiders can
appreciate the depth and richness of a culture thousands of
years older than their own or the complexity of people who
live for hundreds upon hundreds of years.
Though elves are highly independent creatures who value
individual achievement, their cities are the very pinnacle of
civilization. This chapter provides a window into the elven
world and offers a framework upon which players and DMs
may expand for their own campaigns.
how she found so many flowers; they thought they had
been very careful in hiding them.
Tharivol stretched languorously, rolled out of bed, and
reached for his clothes. His great-aunt, Caewenan Meli-
amne, her consort, and his cousins would soon be awake,
and he wanted to surprise them with breakfast. After
dressing quickly in his tunic and trousers, he threw on
his blue cloak and slipped silently from his room in the
family’s tree house. Dropping soundlessly to the lower
platform, he opened the door and breathed in the fresh
air of the morning. Ah, the scent of lilies on the air—his
great-aunt grew the finest lilies in the realm! Across the
rope-and-plank bridge he moved, past his neighbors’
house, waving cheerily to his friend Jyllia, who was
peering from her window. Quickly descending the
ladder by their tree, he dropped to the ground and
headed for the orchards.
The fruit trees in the community orchard were
not separated by kind. Instead, as was the elven way,
they were interspersed with one another and with
hardwood trees in a semblance of nature’s random-
ness. Stopping only to greet the village’s Guardian of
Nature, Tharivol headed into the orchard to pick fruits
for breakfast. Apples, pears, pomegranates, and plums
went into his bag, followed by brambleberries from the
vines that climbed the older trees. On his way home, he
A DAY IN THE LIFE
As the rosy glow of the dawn illuminated his bedchamber,
Tharivol Siannodel roused slowly from his trance. Smiling
as the morning sunshine bathed his face, he recalled his
musings during his reverie. He had been meditating on
his childhood, remembering a game he once played with
his younger sister in which the two of them hid starflowers
around their village and watched to see who found them.
Drusilia Amakiir, the village’s Guardian of Nature, found
so many of the flowers that she made a chain of them and
presented it to the two children. They never did figure out
5
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