Fharlanghn Dweller on the Horizon Organization in Greyhawk | World Anvil

Fharlanghn Dweller on the Horizon (far-LAHNG-un)

Intermediate Powers

(The Dweller on the Horizon), N (NG) intermediate god of Horizons, Distance, Travel, and Roads

As Celestian (q.v.) wanders the starroads, his elder brother, Fharlanghn, roams the four corners of the world. He is, in fact, regarded as the god of travel and distance. Fharlanghn sometimes enters the Elemental Plane of Earth, but he seldom enters that of Air and shuns those of Fire and Water. He can travel to any inner plane, however.

Fharlanghn, Dweller on the Horizon, appears to be a middle-sized man, with brown, leathery skin, creased by many wrinkles. His bright green eyes belie his seeming age. Fharlanghn's movements seem slow and measured, but he actually moves quickly — especially with regard to actual travel. Fharlanghn will converse readily, although he is not loquacious. He favors clothing of plain stuff such as leather and unbleached linen.

His symbol is a wooden disc, with a curving line representing the horizon across its upper part. It is said that the deity himself wears such a symbol, made of many sorts of wood, inlaid with jade and turquoise, with a bright golden sun set into it. This symbol is known as the Oerth Disc.

The Oerth Disc will depict any area of the surface of the world. Fharlanghn simply looks upon the Disc, concentrates, and the miniature of the land desired appears in a 1/12,000 reproduction. It is then possible to teleport (without error) to any locale so pictured. The Oerth Disc will also shoot forth a burning, golden ray of varying intensity:

— A beam of pale yellow light

— A ray of brilliant golden color, capable of dazzling or permanently blinding any creature struck in the eyes.

— A coruscating rod of burning, fiery golden light which can slice through virtually any material known, and ignite combustible objects.

He can read languages and magic. He can detect charm, evil, good, illusion, magic, and snares and pits. He speaks all the tongues of Oerth and communicates with other creatures by telepathic means. Fharlanghn is most attentive to those on roads, paths, and in long tunnels. He can strike with his iron-shod staff, hitting unfailingly any creature he chooses. He can curse an enemy so that any travel which is greater than 1 league distance will be twice as long as normal. Fharlanghn's curse lasts a month, being removable only by a High Priest (10th level) of Fharlanghn, or by some other godling or deity able to do so.

If he desires, Fharlanghn can summon any one of the following types of elemental: dust elemental, earth elemental, magma elemental, or mud elemental.

Fharlanghn never is surprised on the Prime Material Plane. Spells of earth do not affect him. The priesthood of Fharlanghn is of two sorts, the urban and the pastoral. The former wear brown robes and generally are found in small chapels in communities. Those of the pastoral order wear green robes and minister by traveling the highways and byways, occasionally stopping at wayside shrines to Fharlanghn.

Worshippers of Fharlanghn are most active in the Central and Southwest regions of the Flanaess. Followers of this deity are typically adventurers, merchants, itinerants, and the like. Services are often conducted outdoors, under the sunny sky.

Fharlanghn (far-LAHNG-un) is shown as a seemingly old man with leathery, wrinkled skin and young-seeming bright green eyes. Brother of the Oeridian god Celestian, he is on amiable terms with nonevil earth gods and several nature gods, and is sometimes tied to Atroa. His symbol is a wooden disc carved with the curved line of the horizon, and he carries a magical version of this symbol called the Oerth Disc. He is the patron of those who walk or ride long distances (including travelers in tunnels, and as such is praised by those who must use mountain passes or travel the Underdark).

People need to move about and see new things. Be open to travel, as the world may change overnight and you may be in need of a new home or perspective. Look to the horizon for inspiration—the far end of the world has new peoples, new cultures, new magic, and new roads to walk. The church is comprised of wandering clerics (who favor green and minister to those on the roads) and settled clerics (who favor brown and are usually older clerics whose wandering days are behind them).

Clerics of Fharlanghn are encouraged to travel the world and see new things. They bless caravans, explore exotic lands, scout for armies, and record lore on distant places and people. Because they learn many languages and cultures, they act as translators and diplomats. Many aid in constructing of roadways and bridges, and a pair of shoes made by one of his clerics is held to last longer than any other.

Domains Luck, Protection, Travel; Weapons quarterstaff

 

Fharlanghn is the Power of travel, distance, roads, and horizons. His feet are restless ever to wander the many worlds of the Prime Material, his eyes ever on the horizon.

Fharlanghn is portrayed as a middle-aged man with weathered and wrinkled brown skin and bright green eyes. He is plain-clothed and unencumbered, carrying only an iron-shod staff and a disc with a curved surface representing the horizon. The disc is made of many woods and is inlaid with jade and turquoise. A bright golden sun-disc is set into the object. Fharlanghn is known to use the disc for divinations.

Since travel is perilous in much of the Flanaess, more folk now turn to Fharlanghn with offerings, if not actual worship. His priesthood is small, a wandering fellowship. Services to the Power are always outdoors, preferably under a sunny sky, and involve telling of traveler's tales, sharing stories of good people, and bestowing blessings on the worshipers while drinking ale and sharing simple food.

AL Neutral good; WAL Any (Neutral preferred SoC Horizons, Distance, Travel; SY Wooden disc with a curved line, representing the horizon, across the upper half; CR Brown, Green; PN Prime Material

Fharlanghn, Dweller on the Far Horizon, is venerated as the deity of roads, as well as travel and distance, and his name is usually invoked throughout the Flanaess when- ever a road is built or undergoes major repair. As the deity of travel, his symbol is seen on the doorways of inns and stables throughout the continent. His non-priestly fol- lowers are usually adventurers, merchants, and itinerants of all sorts. Services to Fharlanghn’s are conducted out of doors whenever possible, preferably under a sunny sky, and with a clear horizon in view.

 

Fharlanghn's Priests

This is a small, wandering priesthood, ever eager to set foot on the road. The priests are practical folk, yet trusting and almost naive in their faith. Collecting tales of the road, recording them, or drawing scenes from far lands are the delight of these priests. They are kindly people who always offer generosity to other travelers. The priesthood does include some urban members, but these are often elderly priests whose traveling days are done.

Fharlanghn’s priesthood is most active in the Central and Southwestern Flanaess. There are two sorts of priests: urban and pastoral. Urban priests wear brown robes and maintain small chapels in towns and cities. Pastoral priests wear green robes. Although they maintain small wayside shrines, pastoral priests are wanderers, seldom remaining in one place long and preaching as they go from shrine to shrine. All clerics of Fharlanghn have an acute sense of direction when wandering the outdoors. At first level, all Fharlanghn clerics have a 35% chance to avoid getting lost when traveling outdoors (see DMG‘), and this increases 1% for each level gained.

Requirements: AB Std; AL NG, N; WP any nonedged weapon (staff 1st AR nonmetal; RA brown or green robes, very plain and ordinary; SP Astral, Elemental, Combat*(minor), Creation*, Elemental (air, earth), Healing*, Protection*, Summoning (minor), Travelers, Weather; SPL none; PW 1) all MV rates in creased by 25%; 3) all ability checks for jogging/ running made with +3 bonus; 5) dimension door (W4 9) wind walk; TU nil; ADD footsore, endure cold/heat, locate animal, resist cold, locate plant, resist fire, create food and water, locate object, plant door, tongues, quest, pass plant, transport via plants, find the path

  Link to explanation of Priests abbreviations  

Fharlanghn’s Avatar

HD 18; THACO 14; SpA CLMU 919; MV unlimited; AC -5; hp 85; #AT 1; Dmg ld6 +2; MR 40%; SZ M; Str 18 (251, Int 19, Wis 18, Dex 18, Con 19, Cha 17

Fharlanghn appears as an elderly, weatherbeaten man with deeply-wrinkled skin and sparkling, youthful green eyes. He wears nondescript clothing, usually leather and unbleached linen. His garments are always travel-stained, but seldom dirty. His movements appear slow and methodical, but he’s actually very spry. He will greet fellow travelers politely, and is always glad to converse, but not at any great length.

Fharlanghn can speak all the languages of Oerth and can communicate with any intelligent creature through telepathy. He can also read languages and magic, and can detect charm, evil, good, illusion, magic, snares, and pits at will. He can curse an enemy so that any journey of more than one league will take twice as long as normal, no save. The curse lasts one month, and can only be removed by a priest of Fharlanghn of 10th level or higher or by a deity capable of casting remove curse.

When he has initiative, he can attack and leap clear of an opponent, just as though he were wearing boots of striding and springing-except he never falls after making a leap. He is never surprised on the Prime Material Plane, and is immune to any spell involving earth.

His most common avatar is hit only by weapons of +2 or better enchantment, regenerates 1 hit point per melee round, and has the abilities of a 9th level thief. No matter what his form, he can cast the following spells, one at a time, once per round, at 18th level ability:

Dig, polymorph self; dimension door, pass without a trace, dispel magic, plant door, earthquake, rock to mud, find the path, stone tell, improved invisibility, transport via plants, move earth, wall of thorns, pass plant, wind walk, pass wall.

Fharlanghn casts these spells in addition to any others he has memorized. Each casting takes one segment.

Fharlanghn always carries the Oerth Disc, an ornate version of his symbol. This artifact, six inches in diameter, is made of many kinds of wood inlaid with jade and turquoise, with a bright amber gem set into it. By concentrating on the Disc, Fharlanghn can produce a tiny reproduction of any locale on the Prime Material Plane. After viewing this image for a single round, Fharlanghn can teleport to the locale pictured without error. Other viewers studying the image for one round can teleport to the locale as though it had been studied carefully.

The Disc can also shoot forth a burning golden ray of varying intensity, once every ten rounds:

Pale yellow-This ray has the intensity of a continual light spell and can light an area six feet in diameter and up to 600 feet long.

Brilliant gold-This ray is bright enough to cause any creature to be permanently blinded (save vs. spell negates). The ray is eight inches in diameter and can be up to 60 feet long. Creatures that save when struck in the eyes, and all creatures within three feet of the ray, are dazzled by its brilliance and blinded for one round.

Fiery red-This ray can slice through virtually anything. The beam is pencil-thin and can be up to 16 feet long. The ray can cut through 112 inch of stone or 114 inch of steel in a single blast. Creatures struck by the ray suffer 10-60 (10d6) points of damage (save vs. spell negates). The beam’s heat instantly sets fire to any combustibles it touches.

 

Additional Spell

Footsore (Enchantment/Charm)

Level: 4

Range: 20 yards

Duration: 1 day/level

Components: V, S, M

Casting Time: 7 segs.

Saving Throw: NA

Area of Effect: 1 creature/level

This specialized curse causes any journey of more than one league (three miles) to become twice as long as normal. The victim will drag his feet, walk in circles or in an irregular line, insist on long rests, and take other actions (or inactions) to increase the distance traveled or slow travel time (or both). Any mount the victim rides will be similarly affected.

The only way to counteract this spell is with a remove curse spell cast by a cleric of higher level than the original caster, or by waiting for its duration run out. The material component is Fharlanghn’s disc and curved line holy symbol and a pinch of road dust or damp mud.

Fharlanghn's plane is the Prime Material Plane (Oerth)

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