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thoughts at will, up to a distance of 100 yards per level of the Falconer. Walls or other physical boundaries have no effect on this ability.

If an attuned falcon dies, or is lost for any other reason, the Falconer succumbs to grief and despair for 1-4 weeks. During this period of mourning, the Falconer makes all attack rolls and ability checks at a -2 penalty. Additionally, during this period, no new followers can be acquired, nor can the Falconer use the

ability.

What happens to children who wander into the wilderness and are never recovered? Or worse, children who are abandoned by their families, left in the woods to fend for themselves? Sadly, most of them eventually succumb to the dangers of the wild. But a fortunate few are taken in by animals, raised as part of a lion's brood or a wol 's litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them. In the process, they become Feralans, beings who combine the savagery of a beast with the intellect of a man.

The Feralan may look like a human, but for the most part, he acts like a wild animal. He speaks the language of animals and lives in their lairs. He leads them on hunts, defends them against predators, and considers them his family. Yet, the Feralan retains vestiges of his own race, characterized by his agile mind and an unshakable curiosity about human civilization. Many Feralans have picked up enough human language to communicate with them, albeit on a limited basis.

Despite his bestial tendencies, the Feralan's moral principles are not so different from other rangers. He values the well-being of his followers as much as his own. He avoids needless killing and considers himself the nemesis of hunters who stalk game for sport. Greed and jealously are as unknown to the Feralan as they are to the creatures of the forest.

At the beginning of his career, the player should choose a familial species for his Feralan, representing the type of animal that raised him. A Feralan can have only a single familial species, which never changes. The familial species must share the Feralan's primary terrain and is subject to the DM's approval. Animals suitable as familial species include wild dogs, bears (any), wolves, great cats (any), and primates (any). The DM may augment this list with additional choices if he likes; familial species can't be human, demihuman, humanoid, or of magical or supernatural origin.

Feralans must have a minimum Constitution of 15 and a minimum Strength of 14. They cannot be of lawful alignment.

Though some humans and demihumans raised by wild animals have neutral or evil outlooks, only those with good alignments qualify as Feralans. Because Feralans have little use for the laws and regulations of the civilized world, most are chaotic good.

The vast majority of Feralans have Forest or Jungle as their primary terrain. Arctic, Hill, Mountain, Plains, and Swamp are possible but less common.

Many people fear Feralans, wrongly considering them to be ferocious wildmen or savage werecreatures. Those who befriend Feralans, however, come to know them as trustworthy, noble, and even gentle. Still, Feralans remain wary of most humans and demihumans, finding their actions unpredictable and often incomprehensible.

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