Difference between revisions of "Fharlanghn (Greyhawk Action)"

From Action
Jump to navigation Jump to search
m (traits)
m (wk)
Line 14: Line 14:
 
carries a magical version of this symbol called the
 
carries a magical version of this symbol called the
 
Oerth Disc. He is the patron of those who walk or ride
 
Oerth Disc. He is the patron of those who walk or ride
long distances (including travelers in tunnels, and as
+
long distances (including travelers in tunnels), and as
 
such is praised by those who must use mountain
 
such is praised by those who must use mountain
passes or travel the Underdark).
+
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. ''
 
''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. ''

Revision as of 10:27, 21 November 2013

ActionT4 logo
Greyhawk (Action)Greyhawk Arms
Greyhawk Action!


Fharlanghn , the Oerdian god of travel and the horizon, has a lose cult and many shrines, but few temples

Fharlanghn is the god of roads and travel in the Common pantheon and has many wayside shrines. Caravaneers, sailors, and travelers pay him heed.

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.

Alignment: Neutral Good

Weapon: Quarterstaff

Pathfinder Domains

Community, Liberation, Luck, Protection, Travel (Exploration).

Pathfiner Traits

Action Techniques

Charm, Ride, Spot.