Home   Characters    Magic    Life    History    Geography    Religions    Legends    Organizations    Campaigns    House Rules    Links    Glossary

Artorius

The Deity
The Church
Clerics
Holy Warriors
Prestige Classes

 

Religion

ARTORIUS, god of Strength and Valor

Artorius is the Great Warrior. He is the patron of soldiers, mercenaries, guardsmen and warriors.

Associations

Artorius is the god of the body, physical struggle and protection of the weak.  He is a popular deity, worshipped by most of the good mortal races, but especially beloved of the dwarves.  

Alignment

Artorius is Neutral Good.  He represents both the order of armies and the chaos of battle.  He is revered both by organized soldiers and by individual warriors. 

Representations

There are as many images of Artorius as there are societies to understand him.  He is pictured as a shirtless blond Skane giant or an armored Conorrian general, as a dwarven shieldman or an elven blademaster.  However, in all of these representations, he is shown as a perfect specimen of the race depicted.

His symbol is a long-hafted double-bladed axe.  Among animals, he is represented by the lion.

Purpose

Artorius promotes the struggle to perfect one's body and to use it in defense of the weak and the righteous.  He values personal bravery and development in his followers.  Any who die in battle for a cause are held in high esteem by Artorius, but not those who simply die seeking glory.  

Servants

The Valorguard - The once-mortal daughters of Artorius and mortal women from across Theeurth, these valorous women became their father's instruments on death.  They ride across Theeurth, invisible to the living, seeking out battles and acts of valor.  Those who die a valorous death are said to be brought before the throne of Artorius by one of the Valorguard, who speaks of the mortal's actions before the Final Judge.

Barathor, the Great Lion - Greatest of Artorius' servants is Barathor, father of lions, who sits at the foot of the god's throne.  When Artorius is particularly interested in mortal events, and cannot attend to them himself because of the Ban, it Barathor who travels to the mortal sphere in his master's stead.


THE CHURCH - The Halls of Artorius

Church Description

The Halls of Artorius, as his churches are called, are found in any place were soldiers, mercenaries, guardsmen or warriors congregate.  It is one of the most zealous of churches on the subject of opposing the evils of Malbor and the duty to protect the weak.

Church Structure

The Halls of Artorius are spread widely throughout mortal lands, but there is no central Artorian authority.  Rather, each city or region has its own local organization, and the heads of each of these organizations both cooperate and compete with each other on matters of dogma and authority.  However, each recognizes the others as legitimate and equal.  Various synods and councils held over the centuries keep the faith in various regions remarkably similar.

There are three main orders within the church: the priests, the Crusaders and the Weapons Masters.  Each is independent of the others, but cooperate closely at the local level.

Doctrine

Protect the Weak.  Strength is a gift.  Those who have more must honor the gods by using it to protect those who have less.  The faithful must constantly train their bodies to be ready when adversity comes.

Honor Your Brothers and Sisters. The Artorians believe that all the descendants of Shorral are equal, regardless of strength, size or station.  They therefore shun all signs of social elitism, rank or privilege.  This is, of course, an ideal.  Many Artorians fail to live up it.  

This belief occasionally puts the Artorian faithful in conflict with notions of aristocracy and kingship, but more commonly, the philosophy is taken to mean simply that those of superior social standing must be generous to those of inferior standing.

Honor Your Body.  The faithful avoid tattoos, piercings, or other permanent markings, as well as the ingestion of alcohol, tobacco, or other intoxicants.  This last is routinely ignored by soldiers of all rank and nation.

Holy Days

The 11th day of Northhale is the only day universally recognized by all Artorian churches as holy.  Known as The Day of Remembrance, it is a day to honor the fallen heroes from all wars.  In addition, each church commemorates local heroes and battles on the anniversary of their occurrence or death.

Preferred Weapon

Artorius' own weapon is a great two-headed battle axe.  However, his faithful only marginally prefer the battle-axe over other weapons.  Artorians use whichever weapon is available and appropriate to their place and culture.


CLERICS - The Chaplains of Artorius

The Order

The chaplains are the clergy of the Halls of Artorius.  They can be found serving in armies, hordes, garrisons and military units across Theeurth.  In smaller towns or villages threatened by attack, they are often in charge.  Many other chaplains can be found wandering the byways of Theeurth, protecting the weak or joining adventuring groups as spiritual advisor, particularly where a quest is at stake.

Many of the chaplains are soldiers or warriors first, and come to the order later in lives.  The order therefore places little emphasis on lengthy religious training, and multiclassing into a chaplain is relatively easy.

Titles

Titles among the faithful vary by culture, in most places, they are as follows.  Junior soldiers (1st and 2nd level) are known as "ensigns".  They are expected to serve in a military unit or to adventure.  They typically use their spells and powers to augment their own battle prowess.

At 3rd level, an ensign is promoted to "lieutenant" and is expected to begin to support his troops more often, rather than always being on the front line himself.  

At 7th level, a lieutenant is promoted to "captain".  They most often command their own military unit, or serve in well-known adventuring bands. They begin to be well-known to the local clergy and soldiers.

At 13th level, a captain may take over the leadership of a church, if there is an opening, or found his own.  When he does so, he is titled "commander".  If he does not, he continues to be a captain.  In either case, his services are now frequently in demand as a general or military advisor to the highest nobility.

At 18th level, a captain or commander becomes a "lord commander".  Lords commander are legendary figures, revered for their experience and leadership.

Domains

A chaplain of Artorius may choose any two of the following spell domains: Good, Protection, Strength and War.

Spells

The divine spells of the Chaplains deal with the body, protection, war and battle, and are laid out on this page.

Alignments

Chaplains may be of any good alignment or lawful neutral.  This is an exception to the rule that requires clerics to be no more than one step apart from their god.


HOLY WARRIORS* - The Crusaders of Artorius

The Order

Although the Chaplains are quite common, the Artorian crusader is rare.  Few are called to this life of hardship and duty, perhaps because of the Artorian dislike of elitism. It is extremely rare that crusaders band together, and they have little structure to their order.  In times of war, when several crusaders may work together, the more senior commands the less senior with little need for organized structure.

Titles

Unlike the chaplains, the crusaders have little use for titles.  At any level, they insist on being called simply 'crusader'.  

Races - Any race may choose to be a Crusader, though halflings and gnomes seldom do.

Hit Die - d10

Class Skills - The Vigil's class skills (and the key ability for each skill) are: , Concentration (Con), Craft (Int), Jump (Str), Handle Animal (Cha), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex) and Swim (Str).  

Weapon and Armor - Crusaders are proficient with all simple and martial weapons and with light, medium and heavy armors, and with shields.  

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Level
1 2 3 4
1st +1 +2 +0 +0 Divine Health,  Feat of Strength 1/day - - - -
2nd +2 +3 +0 +0 Unyielding, Towering Stature - - - -
3rd +3 +3 +1 +1 Aura of Courage, Temple of Flesh - - - -
4th +4 +4 +1 +1 Turn Undead 0 - - -
5th +5 +4 +1 +1 Feat of Strength 2/day,
Special Mount
0 - - -
6th +6/+1 +5 +2 +2 Gift of Artorius 1/week 1 - - -
7th +7/+2 +5 +2 +2   1 - - -
8th +8/+3 +6 +2 +2   1 0 - -
9th +9/+4 +6 +3 +3 Gift of Artorius 2/week 1 0 - -
10th +10/+5 +7 +3 +3 Feat of Strength 3/day 1 1 - -
11th +11/+6/+1 +7 +3 +3   1 1 0 -
12th +12/+7+2 +8 +4 +4 Gift of Artorius 3/week 1 1 1 -
13th +13/+8/+3 +8 +4 +4   1 1 1 -
14th +14/+9/+4 +9 +4 +4   2 1 1 0
15th +15/+10/+5 +9 +5 +5 Feat of Strength 4/day,
Gift of Artorius 4/week
2 1 1 1
16th +16/+11/+6/+1 +10 +5 +5   2 2 1 1
17th +17/+12/+7+2 +10 +5 +5   2 2 2 1
18th +18/+13/+8/+3 +11 +6 +6 Gift of Artorius 5/week 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +6   3 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Feat of Strength 5/day 3 3 3 3

Divine Health - A crusader with this Domain ability is immune to all diseases, including magical diseases.

Feat of Strength - Once per day, the crusader can call upon Artorius for strength, enabling him to commit a feat of strength that lasts for one round.  A feat of strength of this sort has one of two effects (whichever is more beneficial):  either the Crusader's total strength modifier becomes +6 or the crusader receives a bonus to his Strength statistic equal to his level plus his Charisma modifier.  Activating this power is a free action.

At 5th level and at every five levels beyond that, the Crusader may use Feat of Strength one additional time per day, to a maximum of 5/day at 20th level. Feat of Strength is a supernatural ability.  

Unyielding - The crusader's body does not easily yield to damage.  He receives a bonus to all Fortitude saves equal to his Charisma modifier.  In addition, he may continue to function at negative hit points equal to his Charisma modifier.  Finally, the Crusader will only die at a negative hit point total that is lower than usual by a number equal to his level.

Towering Stature - When the crusader gains this ability (at 2nd level), he mysteriously increases in size after each night's sleep over the following month until, at the end of that time, he is the maximum height for his species and comes to be of imposing and impressive stature.  He gains a bonus to all future Fortitude saves equal to his Charisma modifier.  He also gains the Toughness feat and a +1 size modifier to the Intimidate skill. Should the crusader ever lose his class abilities, he loses the Toughness feat, and the bonuses to Fortitude and Intimidate, but not his size.  Instead, he loses the imposing appearance and becomes gaunt and drawn.

Aura of Courage - Beginning at 3rd level, a crusader is immune to fear (magical or otherwise). Allies within 10 feet of the crusader gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

Temple of Flesh - Beginning at 3rd level, the crusader's body is pure and protected by Artorius as if a living temple.  As he gains in power and becomes more and more of an instrument to his god, his body is protected from certain deleterious effects delivered by any force short of the most powerful magic (a wish spell) or divine/diabolical will.  To determine his protections, consult this table.  He receives all protections at and below the total of his crusader level and his Charisma modifier:

Temple of Flesh Protections
Level +Cha mod Protection
3 Immune to scarring, even that caused by acid
5 Immune to intoxication
8 Immune to natural poisons
11 Immune to mineral poisons
14 Immune to poison gas
16 No need for food
18 Immune to polymorph and shapechange (either by or against crusader's will)
20 Immune to petrification and disintigration
22 No need for drink
24 Immune to death from massive damage
26 No need to breathe

Turn Undead: Beginning at 4th level, Crusaders gain the supernatural ability to turn undead.  He may use this ability a number of times per day equal to 3 + his Charisma modifier.  He turns undead as a cleric of three levels lower would (See Turn or Rebuke Undead, PHB, p. 159) 

Gifts of Artorius

Beginning at 6th level, the crusader can cast bear's endurance as per the spell, once per week, on a number of people up to his level. .  He can use this ability twice per week at 9th level , three times per week at 12th level, four times per week at 15th level, and five times per week at 18th level. Bear's Endurance is a spell-like ability for crusaders.

Spells - Beginning at 4th level, the crusader gains the ability to cast a few divine spells, listed here.

Mount

At 5th level, a crusader may call a special heavy warhorse.  The steeds of Artorius are legendary for their intelligence, bravery and preternatural awareness.

Code of Conduct

The doctrines of the church are strictly followed by all crusaders.  They never indulge in drink or other intoxicants, and treat their bodies as temples of the god.  They treat all persons as brothers, regardless of rank or class.  Finally, they are tireless in their protection of the weak and downtrodden, never resting until death comes for them.  Crusaders of Artorius never retire.

Associates

Crusaders will associate with any who seek to oppose evil and aid the weak.  They will not tolerate the company of those prejudiced against any of the divine races (the races created from the fire of Shorral), and will quickly leave the company of elitists or bigots.

Alignments

Crusaders of Artorius must be neutral good.


PRESTIGE CLASSES


* The Holy Warrior Class is derived from The Book of the Righteous by Green Ronin Publishing.  Details can be found here.

 

 
  Contact       Open Gaming License       Feedback       Archives
© 2001 Scott C. Nolan, All Rights Reserved.

Design by:

Theeurth™ and Theeurth:Clash of Empires™ are trademarks of Scott C. Nolan.

Theeurth is neither endorsed by nor associated with Wizards of the Coast.

Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.

'd20 System' and the 'd20 System' logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.

Certain portions of this site are published as Open Game Content under the Open Game License, version 1.0, and may be reproduced, according to its terms. All Open Game Content is identified here.  To view the Open Game License, click here.

All other content and Theeurth's "product identity" may be reproduced, as an unaltered whole, for personal use only. Any other use of the contents of this site requires the written permission of Scott C. Nolan.