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Fargalann

The Deity
The Church
Clerics
Holy Warriors
Prestige Classes

 

Religion

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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