Faroth Thauron
The Faroth Thauron, or "Hunters of Abominations" in the elven tongue of Hespruar, is an independent organization, although they worked closely with clerics of the Seldarine, the druids of the old faith, and the Kingdom of Rose and Thorn. Their original purpose was to defend the lands from monstrosities, aberrations, undead, and extraplanar creatures. Things that were not supposed to be. Gradually they began to hunt those people responsible for the threats, madmen, murderers, and even some criminals.
Symbol
A green mask, or laitelme, is the symbol of the order. Most members carve a small token version of the greenmask to carry from a piece of oak, dyeing it with natural pigments until it holds a dark green color. Senior members often construct full face-masks of green for use when they wish to go unidentified. Some of these laitelme bear enchantments.Requirements
Most Faroth Thauron are at home in the deep forests, rangers, druids, and barbarians make up the bulk of the membership. While other classes may join the order, the focus on "the hunt" dissuades many. A wizard or sorcerer may hunt a diabolist or a fiendish foe, while clerics and paladins may seek out heretics and the like, but these classes usually stay within their own organizations better suited to support their careers.Structure
The Faroth Thauron is a large organization among the Tuathi, and almost every settlement of note has a hunter lodge. Members can access training and request room and board at any of the lodges. In addition, lodges in the larger settlements may have a spellcaster or enchanter on staff or at least nearby to help with emergencies.
The larger lodges also have libraries devoted to lore about the creatures they hunt, and a hunter pursuing a vampire could find a lodge and learn of the creatures strengths and weaknesses.
Assets
Renown
Members earn renown by hunting down threats to the forest and the Tuathi. Younger members are usually assigned targets, while elder members seek out the most dangerous foes.Green Friend (Rank 1)
Green Friends are the initiates of the order, they often accompany Faroth Rovers or Scouts and learn the lore of the Tuathwold and the ways of the Faroth. Green Friends are usually assigned missions focusing on lesser threats to the Tuathi, such as goblinoids, dangerous beasts such as giant spiders, and the like. A Green Friend is expected to carve his own Greenmask token before earning enough renown to earn the title of Rover. Green Friends may stay at any of the Faroth Lodges, and can request room and board from a senior Faroth in communities without a lodge.Faroth Rover (Rank 3)
Rovers are Green Friends who have learned enough of the Faroth ways to designate a quarry. In addition, Rovers have been trained in one of the creatures they hunt, choosing a secondary Lore skill focused on a particular abomination (aberrations, monstrosities, fiends, or undead, choose a particular creature such as Beholder Lore, Demonic Lore, Vampire Lore, etc.) Quarry: The Faroth can designate one creatures as their quarry. To do so, they must focus on a foe who is present and visible, or on the depiction, description, or remnant of one who is not, for 10 minutes. Any interruption ruins the attempt and forces them to start the process again. Once this study is complete, that target is called the quarry, and the Faroth receives a variety of advantages against it. The Faroth can mark an individual once a week. Rovers gain expertise on skill rolls made in pursuit of their quarry, adding double their proficiency bonus to skills such as survival (when tracking the quarry), and the like.Faroth Scout (Rank 10)
By the time the Rover has earned enough renown to become a Scout, they are expected to have carved their full Greenmask. Scouts gain a greater understanding of the threats they face, choosing a second abomination as a lore skill. When tracking their quarry, Scouts can call on the forest spirits to aid them. With 10 minutes of concentration, a Faroth Scout can learn the approximate direction and distance to their quarry, although this mystical sense breaks down the closer one gets to its quarry. When in close proximity to their quarry, scouts know that fact, but cannot use their sense to pinpoint the exact distance or direction of their prey. While staying at a lodge, Scouts may request healing or other spellcasting. A Scout may request the casting of a spell of up to third level when at a lodge, but must earn more renown before making a new request. In addition a Feroth Scout can make a request to enchant his Greenmask with an enchantment mimicking one of the following wondrous items: Eyes of Minute Seeing, Eyes of the Eagle, Goggles of Night, Hat of Disguise, Helm of Comprehending Languages, or a Necklace of Adaptation. The Greenmask then counts as a magical item (requiring attunement).Faroth Warden (Rank 25)
A Faroth Scout who gains great acclaim and has defeated a wide variety of foes gains enough renown to become a Faroth Warden. Wardens take on the greatest and most dangerous quarries, and assign lesser threats to Scouts or Rovers. A Faroth Warden's senses have been honed so much that he Warden can pinpoint his quarry, this allows the Warden to identify their quarry even if the quarry is disguise, a shapechanger, or invisible. While staying at a lodge, Wardens may request healing or other spellcasting. A Warden may request the casting of a spell of up to fifth level when at a lodge, but must earn more renown before making a new request. In addition a Feroth Warden can add a second enchantment to their Greenmask, mimicking one of the following wondrous items: Eyes of Minute Seeing, Eyes of the Eagle, Goggles of Night, Hat of Disguise, Helm of Comprehending Languages, Necklace of Adaptation, and including the following additional enchantments Boots of Levitation, Ioun Stone (sustenance), Pearl of Power, Periapt of Proof against Poison. The Greenmask still only counts as one magical item and requires one attunement.Hir-Faroth (Rank 50)
The Hir-Faroth are the leaders of the Faroth Thauron and direct the actions of the organization. Hir-Faroth can call upon the following executive powers at the behest of the organization, though other Hir-Faroth are able to veto such calls to action: Assassinate, Raid, Research. In addition, once per day, a Hir-Faroth may concentrate for 10 minutes and Commune with Nature.History
Long before humans came to the Westlands, the great Tuathwold encompassed stretched much farther that it now does, merging with the Faded Forest to the west and encircling the great lakes to the south. In this primeval time, the druids brought together a band of hunters to protect and defend their lands and formed the Faroth Thauron, which translates as "Hunters of Abominations".
Then the humans came. Vast regions of the Tuathwold fell to human axes and became human farmlands. The Faroth Thauron argued over what to do about these new creatures, and some lumped them in with the orcs and titanspawn from Hjalmar, threats to be eliminated. This led to the first split among the Faroth Thauron, with the most virulent anti-human hunters forming the Eldreth Veluuthra with the goal of removing the human threat from the Westlands.
The Theocracy of Calastan took to this war with gusto, the priests of the Sun Fane labeling the elves as unholy pariahs. It seemed for a time that the Eldreth Veluuthra were correct in their view of humanity, and nearly the whole of the Tuathi backed the war against Calastan.
Yet in time, other humans came, and fought Calastani aggression as fiercely as the Tuathi. Led by a human knight Ser Brinador, they fought for their freedom from the Calastani and from the military of Darcos farther to the west. A few of the less warlike Faroth Thauron met with these humans and began training a few of them in elven ways. The initial reasoning was that it was better for humans to die fighting humans than for elves.
These human hunters took the name Feryth Aran, champions of the natural world and freedom, and enemies of tyrants and evil creatures. They have been a part of Brineven history and folklore since the founding of the kingdom, and many stories have been written about their members. The Feryth Aran investigate and hunt down threats to Brineven society.
While the empire was still whole, other kingdoms sent their own to train with the Feryth Aran. In Sarten, those trained by the order became the Loupenholt Watchers, tasked with hunting the werecreatures and other threats coming from the Loupenholt. In Murena, a few members trained by the Feryth Aran formed the Bloodhounds, an organization of bounty hunters which has spread throughout the southern kingdoms.
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