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FARGALANN,
god of Strategy and Victory
Fargalann is the Great General. He is the patron of generals, athletes, and strategists.
Associations
Fargalann is the son of Artorius, and is venerated by many of
the same cultures. However, because he was once human, most
of his worshipers are human. Still, his name is invoked by
any in need of victory.
Alignment
Fargalann is Lawful Good.
Representations
Fargalann is most often portrayed as a warrior in ancient
bronze armor, complete with greaves and a stiffened linen
skirt. He is often portrayed as wearing or holding a crown
of laurel leaves. Despite his historically human origin, he
is usually portrayed as a member of the race who portrays
him.
The symbol of Fargalann is the crown of laurel leaves.
Purpose
Fargalann is similar in many ways to Artorius, his
father. Both revere physical rigor and competition.
But where Artorius puts his faith in the strength of the body,
Fargalann places his in planning and foresight. Fargalann
believes that all battles are won and lost before they are fought.
In his interaction with mortals, Fargalann values planning and
leadership as well as bold action and the spirit of
competition. Those who plan and train and struggle towards
victory earn his admiration, while those who would cheat or shirk
their duty earn his scorn.
Servants
As the Marshall of the Celestial Host,
Fargalann has an unlimited number of the mightiest warriors in
existence at his beck and call. However, he does have a few
companions from his days as a mortal who serve him in death as
they served him in life.
Liaradann - In life this huge
barbarian became prince Fargalann's shieldbrother, an
Iridian position akin to both counselor and bodyguard. He
serves the god in these capacities still. He has red hair
and bears the ornate round shield still used in the far
north. He is a lover of songs and tales.
Deinareann - (pronounced dye-an-AHR-ee-an)
This elf was Fargalann's cavalry commander and scout. The
name is Iridian, but only the elves know his true name. A
great horseman and cunning strategist, Deinareann first fought
against Fargalann before joining forces with the human
prince. He now serves the god as his master of
cavalry. Elves who invoke Fargalann often also invoke
Deinareann.
THE CHURCH - The Colleges of
Fargalann
Church Description
The church of Fargalann is small, but highly organized.
The Colleges, as his temples are called, are found in the largest
cities and metropolises. Some important fortresses and
defensive works may also have shrines to the Great General.
Most athletic venues, particularly in the civilized regions near
the Valesian Sea, have a shrine to Fargalann Victorious where the
athletes can pray before competition.
Few seek out the advice of Fargalann and his priests, save when
in dire need of victory.
Church Structure
Each College is led by a Knight Commander, a skilled and
honored priest of the region. Each Knight Commander is
directly responsible to the Patriarch in Echoriath. A body
of Preceptors, the Patriarch's personal representatives, travel
Theeurth, keeping the various Colleges in communication.
Doctrine
The Colleges teach that since the mortal races were formed of
the sparks of Shorral, each contains a tiny mote of
divinity. It is up to each person to strive to express that
divine spark by seeking to the best they can at whatever they
choose to do. Personal excellence and competition are both
strong values for the followers of Fargalann. It is not
victory over others which matters most, but victory over one's own
limitations.
The Colleges also promote the twin virtues of planning and
training. A popular aphorism is "the wise runner has
paced the course before the race." Strategic thinking
and leadership are valued above mere physical prowess, but valor
and skill are also highly regarded.
Holy Days
The 14th of Wintertide is known as the Feast of the Apotheosis,
and celebrates Fargalann's ascension to godhood upon his
death. It is marked with games and contests, as well by the
sharing of the black loaves of bread known as The General's
Portion.
Preferred Weapon
Fargalann's preferred weapons are the longsword and the lance.
CLERICS - The
Officers of Fargalann
The Order
The Order of the Laurel Crown is small, but
its members may be found in some of the most influential and
decisive places. Whether as ministers to kings and nobles,
as advisors to great military captains, or manning the walls at
some lonely but strategic point, the Officers of Fargalann use
their foresight and planning to exert an influence out of
proportion to their numbers.
The Officers strive to hone their minds and
bodies both, in exercises of logic and strategy as well as of the
more physical kind. They consider it their duty to provide
counsel and training to leaders, athletes and all those who are
willing to sacrifice to achieve victory.
Titles
The Order is highly stratified, and uses a number of
titles. At 1st level, an officer is called
"Novice". At 4th level, he is called
"Counselor". At 10th level, the officer becomes a
"Master". At sixteenth level, he is called
"Grand Master". In addition, Officers may
hold the positions of Knight Commander or Preceptor, as stated
above.
Informally, a priest of Fargalann is usually referred to as
"Officer". In a formal introduction, his full
title is used (i.e., "Master Monad Ardaeus, Preceptor of
Fargalann").
Domains
An officer of Fargalann may choose any two
of the following spell domains: Good, Nobility, Planning and
War.
The Good and War domains are listed in the Player's
Handbook. The Nobility and Planning domains are taken
(slightly modified) from The Forgotten Realms Campaign
Sourcebook by Wizards of the
Coast.
Nobility Domain
Granted Powers:
You have the spell-like ability to inspire
allies, giving them a +2 morale bonus on saving throws, attack
rolls, ability checks, skill checks and weapon damage
rolls. Allies must be able to hear you speak for 1
round. Using this ability is a standard action. It
lasts a number of rounds equal to your Charisma bonus and can be
used once per day.
Nobility Domain
Spells:
1. Divine
Favor
6. Geas/Quest
2.
Enthrall
7. Repulsion
3. Magic
Vestment
8. Demand
4. Unwavering
Ally*
9. Holy War*
5. Greater Command
* = Spells from
Relics and Rituals II by Sword
and Sorcery Studios
Planning Domain
Granted Powers:
Free Extend Spell feat.
Planning Domain
Spells:
1.
Deathwatch
6. Heroes' Feast
2.
Augury
7. Greater Scrying
3.
Clairaudience/Clairvoyance
8. Discern Location
4.
Status
9. Time Stop
5. Detect Scrying
Spells
The divine spells of the Officers deal
with the body, mind, strategy and victory, and are laid out on this
page.
Alignments
Officers of Fargalann may be Lawful neutral, Lawful Good or
Neutral Good.
HOLY WARRIORS* - Knights of
the Laurel
The Order
Even rarer than the Officers are the Knights of the
Laurel, Fargalann's holy warriors. Throughout all of
Vatheria, there are only ever one hundred of these proud and
dedicated warriors. They are closely allied with the Order
of the Laurel Crown, and are most often found serving as the
bodyguard of Officer of Fargalann. There are some few,
however, who wander Theeurth, aiding adventurers, for these too,
sometimes have a destiny.
Titles
At 1st level, Knights of the Laurel are referred to as
"Sir" or "Dame". At 10th level they
acquire the rank of "Knight Counselor" and at 18th
level, they are known as "Lord Counselor".
Races - Any race may choose to
be a Knight of the Laurel, though halflings and gnomes seldom do.
Hit Die - d10
Class Skills - The Knight of
the Laurel's class skills (and the key ability for each skill)
are: , Concentration (Con), Craft (Int), Diplomacy
(Cha), Gather Information (Cha), Handle
Animal (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int),
Knowledge (Siegecraft) (Int), Profession (Wis), Ride (Dex).
Weapon and Armor - Knight of the Laurels
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 |
Combat
Leadership, Battlefield Presence 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Tactics,
Shining Captain |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Aura
of Courage, Inspire Leadership |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Battlefield
Presence 2/day,
Special Mount |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of Fargalann 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 Fargalann 2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Battlefield
Presence 3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of Fargalann 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 |
Battlefield
Presence 4/day,
Gift of Fargalann 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 Fargalann 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 |
Battlefield
Presence 5/day |
3 |
3 |
3 |
3 |
Combat Leadership -
A Knight of the Laurel and all his allies within 10 feet gain a bonus to their
initiative equal to the Knight of the Laurel's Charisma
bonus. It is not possible to use this ability when
surprised.
Battlefield Presence - Once per day,
the Knight of the Laurel may influence the morale of another
figure on the battlefield. The target of this ability must
be able to see and hear the Knight of the Laurel, and must be
within 60 feet. A Knight of the Laurel may target a number
of enemies or allies equal to one-half his class level
(rounded down, but not less than 1) and the effect lasts for one
round per class level. Each time he uses battlefield
presence, the Knight of the Laurel may choose one of the following
effects:
Goad - The Knight of the Laurel can
force the enemy's hand, goading him into a rash attack. Any
characters targeted by this ability must make a Will save (DC
10+½ class level (rounded down) +Charisma modifier) or charge the
closes enemy on their next turn. This is a
language-dependent, mind-affecting ability.
Inspire Resolve - A character
targeted by the inspire resolve ability has steeled his resolve
and prepared for victory following a Knight of the Laurel's
speech. Characters targeted by this ability gain a +1 moral
bonus to attack rolls and saving throws. This is a
language-dependent, mind-affecting ability.
Inspire Fear - A character targeted
by the inspire fear ability is hesitant with fear and anxiety at
the sight of the Knight of the Laurel. This ability causes
targets to suffer a -1 morale penalty to attack rolls and saving
throws. This is a language-dependent, mind-affecting
ability.
Inspire Confidence - A character
targeted by this ability gains a +2 moral bonus to their AC.
This is a language-dependent, mind-affecting ability.
Tactics - At 2nd level, a Knight of
the Laurel is able to study the way his enemies are performing in
combat and organize his forces to better take advantage of his
opponent's weaknesses. By spending a full-round action to
study the battlefield, he may grant an additional +2 competence
bonus to any attacks made by his allies within 60 ft while those
allies are flanking an opponent. This bonus stacks with the
existing bonus for flanking an enemy. This is a
language-dependent ability.
Shining Captain - In great battles,
the Knight of the Laurel of 2nd level or higher seems to glow with the power of
Fargalann' authority. His allies can see him from anywhere
on the field and, if he is in vocal range, can hear him issue
orders over any din of battle. Further, he inspires those
who are under his command for the duration of the battle, and
they may add his Charisma modifier to any morale or fear checks
made during the combat. This bonus stacks with the bonus
provided by Aura of Courage only if they are from separate
sources (the troops are inspired by one holy warrior and stand
in the Aura of Courage of another). When troops are
inspired by multiple commanders, they are subject only to the
highest bonus. The Knight of the Laurel may only use this ability when
commanding a force of soldier numbering at least 50 times his Knight of the Laurel level, but only affects that many soldiers (so a
20th-level Knight of the Laurel may be leading at least 1,000 troops, but he
only affects the first 1,000 no matter how large a force he
leads, counting the lowest hit dice first).
Aura of Courage - Beginning at 3rd
level, a Knight of the Laurel is immune to fear (magical or
otherwise). Allies within 10 feet of the Knight of the Laurel gain a +4
morale bonus on saving throws against fear effects. Granting the
morale bonus to allies is a supernatural ability.
Leadership - At 3rd level, a Knight
of the Laurel gains the Leadership feat, and may recruit followers
as if his level were three levels higher.
Turn Undead - At 4th level, the
Knight of the Laurel may turn undead as a cleric of 3 levels
lower.
Gifts of Fargalann
Beginning at 6th level, the
Knight of the Laurel may use Advanced Tactics, whereby he and his allies gain +2 situational bonus on saving throws, attack
rolls, ability checks, skill checks and weapon damage
rolls. They must be able to hear the Knight of the Laurel
to gain this bonus, and he must have been able to study the
location for at least two full rounds. This bonus lasts a
number of rounds equal to the Knight of the Laurel's Wisdom bonus, and can be used once
per week. He can use this ability twice per week at 9th level). Advanced
Tactics is a supernatural ability for Knights of the Laurel.
Beginning at 12th level, the Knight of the
Laurel may use advanced tactics, as above, or he may choose
to use his Gift of Fargalann to cast greater command as per
the spell. (as from a caster of his class level). He can use
either ability more often as he advances in levels (four per week
at 15th level and five times per week at 18th level). Greater
command is a spell-like ability for Knights of the Laurel.
Spells
Beginning at 4th level, the Knight of the Laurel gains the
ability to cast a few divine spells, listed here.
Mount
At 5th level, a Knight of the Laurel may call a special heavy
warhorse.
Code of Conduct
Knights of the Laurel are natural leaders of men, but may
never be in absolute command. No Knight of the Laurel
may ever assume kingship, or any other title unless there is
someone in command over him. He may assume command of a
king's army, or become protector of a village, but only where he
serves that king or the chieftain of that village.
Associates
Knights of the Laurel most often associate with leaders
and Officers of the Order of the Laurel. They are
renowned for their ability to get along with people from all walks
of life, however, they will not tolerate an evil companion.
Alignments
All Knights of the Laurel must be Lawful Good.
PRESTIGE CLASSES
None Yet.
* The Holy Warrior Class is derived from The Book of the
Righteous by Green Ronin
Publishing. Details can be found here.
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