Fharlanghn (Lesser Deity)
AL: NG
WAL: Any (Neutral preferred)
SoC: Horizons, Distance,
Travel
SY: Wooden disc with a curved
line, representing the ,
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 whenever
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 followers
are usu. 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 Avatar
HD: 18
THACO: 14
SpA: CL/MU 9/9
MV: unlimited
AC: -5
hp: 85
#AT: 1
Dmg: 1d6+2
MR: 40%
SZ: M
S: 18 (25) | I: 19 | W: 18 |
D: 18 | C: 19 | CH: 17 |
Com: | - | - |
Fharlanghn appears as an
elderly, weatherbeaten man
with deeply-wrinkled skin
and sparkling, youthful green
eyes. He wears nondescript
clothing, usu. leather and
unbleached linen. His garments
are always travel-stained,
but seldom dirty. His movements
appear slow and methodical,
but actually he's 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
|| higher || 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 that he never falls
after making a leap.
He is never surprised on
the PMP, and is
immune to any spell involving
earth.
His most common avatar is
hit only by weapons of +2 or
better enchantment, regenerates
1 HP 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 diam., is
made of many kinds of wood
inlaid with jade && 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 PMP. 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 diam. 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 diam. and can be up to 60 feet
long. Creatures that save
when struck in the eyes, and all
creatuers 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 1/2
inch of stone or 1/4 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.
Fharlanghn's Clerics
AL: N
RA: see below
AEx: none
WPN: Standard
SPH: Astral, Elemental,
Healing, Weather, Summoning (minor), Combat (minor)
SPL: none
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
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 && 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
travelling outdoors (see DMG), and
this increases 1% for each
level gained.
Fharlanghn (Dweller on the Horizon)
(Lesser god, N(g) -- Horizons, Distances, Roads, Travel)
ARMOR CLASS: -6
MOVE: Any
HIT POINTS: 262
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 5-20 +3 (strength bonus)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 80%
SIZE: M
ALIGNMENT: Neutral
WORSHIPERS' ALIGNMENT: Any (Neutral preferred)
SYMBOL: Disc with a curved line across
it (the horizon)
PLANE: Oerth (PMP)
CLERIC/DRUID: 9th level cleric/9th level
druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 9th level/9th level
THIEF/ASSASSIN: 20th level thief
MONK/BARD: Nil
PSIONIC ABILITY: I
Attack/Defense Modes:
All/all
S: 18 | I: 18 | W: 20 |
D: 20 | C: 20 | CH: 19 |
Com: | - | - |
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 regards 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 1/12,00 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 colour,
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 ;asts 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 is never surprised on the
PMP.
Spells of earth do not affect him.
Fharlanghn always moves as if her wore
boots of striding and springing.
The various forms of the ray which can
be shot from the Oerth Disc have the
following effects:
Pale yellow -- This ray is equal in
brightness to continual light. The beam
has a diameter of 6 feet, and can be
projected up to 660 feet.
Brilliant gold -- This intense beam is
bright enough to cause any creature
struck in the eyes to be permanently
blinded (save vs. Spell applies). The ray's
diameter is just under 8 inches, and it
can
be projected out to 66 feet. Even those
who save when struck full in the eyes,
as
well as creatures within 3 feet of its
shaft,
will be dazzled by its brilliance and
unable to see for 1-10 segments.
Burning, fiery golden light -- This
coruscating rod lances forth to slice
through virtually anything, out to a
distance of 16 feet, 6 inches. The ray
will
cut through 1/2 inch of stone or 1/24
inch of steel in one blast. Creatures
struck by this pencil-thin ray suffer 10-60
points of damage (save vs. Spell negates
all damage). The intense heat of this
beam instantly sets aflame any
combustible object it touches.
In addition to the spells commensurate to
his level of expertise as a MU,
illusionist, cleric, and druid, Fharlanghn
also has the following spells available
on
an unlimited basis:
dig | polymorph self |
dimension door | pass without trace |
dispel magic | plant door |
earthquake | rock to mud |
find the path | stone tell |
fly | stone to flesh |
improved invisibility | transport via plants |
move earth | wall of thorns |
pass plant | wind walk |
pass wall | - |
He also has the following spells on a limited basis, as indicated:
duo-dimension
1 per day
phase-door
2 per day
If desired, Fharlanghn can summon any
one of the following types of earth
elementals:
Dust Elemental: A 16-HD earth
elemental doing only 2-12 points of
damage per attack, blinding cloud of dust
which covers an AREA of 9,000 cubic feet.
In the latter form, the elemental does
not strike,
but it obscures the vision of all within
it
to a 1-foot range and causes 1-4 points
of
suffocating damage each round. In the
latter state, the elemental can be harmed
only by magic, but it can stay in a cloud
only three rounds. (It can be summoned
only in dry, dusty areas such as deserts,
prairies, etc.).
Earth Elemental: Typical, 16-HD
elemental.
Magma Elemental: A 20-HD earth
elemental doing 6-36 points of damage
per attack (summoned only in
underground areas).
Mud Elemental: A 12-HD earth
elemental doing only 3-18 points of
damage per attack, but also able to spread
itself over an AREA of up to 400 square
feet
and slow creatures to one-half their
normal movement, in +addition+ to its
normal attack (summoned only in wet
areas where mud already exists).
Fharlanghn uses all spells and power as
at
18th level proficiency, even though he
is
actually 9th level. Special powers take
but
one segment of time to USE, save for the
summoning of an earth elemental, which
requires one round. The elemental comes
willingly and serves without duress for
up
to one turn.
Fharlanghn can be hit only by +3 or better
magical weapons. He is never surprised
on the PMP.
Spells of earth do not affect him.
He regenerates 1 HP per round.
Clerics Raiment Sacrifice/Propitiation
Sphere of Control | Animal | M | F | N-H | Head | Body | Color(s) | Holy Days | Frequency | Form | Place of Worship |
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.
Deities of the World of Greyhawk | - | - | - | DDG |
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