Harczeg Character in Points of Radiance | World Anvil
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Harczeg

A.k.a Prince of Warfare, the River Serpent

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Suggested Domains (D&D 5E)
War, Order, Tempest

  Harczeg's Words (Godbound)
Command, Sea, Sword

Harczeg is one of five major divinities within the highlands of Tukhamu Magas, and a stalwart ally of Helőre. He represents the more disciplined and strategic element of war and conflict in general. Rather than raw force, he beliefs in the careful application of just the right amount of force. A single droplet of water may not be able to move anything, but group all these droplets into a massive waterfall and it can sweep an entire army off their feet. His specific aspects are that of Waterfalls and Strategy, belonging to the greater domains of Water and War respectively.   Strategy and discipline are the true virtues of war to the Prince of Warfare, and he truly enjoys seeing a good plan work out. He smiles when careful planning allows a minor force to crush a larger one, like a waterfall shattering rock. The competitive nature inherent to this means he also enjoys and promotes sports and games. His priesthood organize many festivals that prominently display athletic and military prowess.  

Hallow

Hidden behind the Nagyesés Falls, named after the Nagyesés river that it turns into, lies a large cavern system. One of these caverns overlooks the entrance behind the waterfall. This is the hallow of Harczeg, the River Serpent. The walls are lined with carvings depicting scenes of battle, and there are four large monoliths carved and painted with runes for the four aspects that bring success in war: information, morale, defense and assault.  

Appearance

His appearance and depiction varies from sometimes a more serpentine form, to more commonly a humanoid form accompanied by two river serpents curled around his arms. His eyes are a piercing light blue, but the right half of his face is hidden behind a pale mask that is topped by a three-pointed crown. Inscribed on the mask are his Three Principles: "Coordination, Timing and Momentum". He wields a double-sided halberd made from the bones of the Ler-Hydra and adorned with its two largest tusks.

Followers

Harczeg is a patron of tacticians, warriors and generals, but in contrast to Ildovad for example, he represents the more disciplined and strategical aspects of war. This means he's a bit more palatable to neutral parties and relatively well-respected outside his own city. The vast majority of his worshipers reside in his port town of Harczikötö though, with the second-largest group being the helorszégians who are his allies.   His people are raiders, but they live by the principles he has taught them. Conflict is decided by three things: coordination, timing and momentum. This puts emphasis on camaraderie and discipline, and daily group training has taken on an almost ritual-like status.   Each month a more important game or competition is held called the 'The Day of the Serpent', and winning one of these is a good way to increase your status and become eligible for promotion.   His non-warrior priests are strategists, teachers, quartermasters, logistics experts or simply spiritual leaders who ensure that the city is kept running, and the legions are well-supplied and put to good use even when they are not out raiding. They also organize the Days of the Serpent mentioned above, as well as other important events such as the five-day cleansing ritual that is held in the river each year, and 'The End-Year March' where they discuss the year's campaigns and battles.

Devotion

Those who devote themselves to a divinity are sometimes rewarded for it, especially when they perform extraordinary actions. Harczeg promotes quick thinking, strength and cooperation. He rewards those who win in competitions, or overcome a larger or more powerful force through superior strategy. As a river god, he also appreciates those who explore the expansive river system in the region and tame it. Lastly, ship burials are traditional among his people and he favors those who oversee them, for tradition is of great importance to him. However, those who break the code of war and harm the innocent or betray their comrades will find themselves quickly out of his favor, if not struck down. Even in war, there should be order.   His champions are powerful warlords who bring out the best in their allies. They are collected and have a keen eye for opportunity, allowing them to direct their comrades to where their strengths are best put to use. Even in the heat of battle they see openings and weaknesses that they can let their allies take advantage of. The strongest of his followers can take advantage of openings like no other.   Piety Rewards (D&D 5E)
Earning Piety:
  • Overcoming long odds through application of superior strategy.
  • Taming a newly discovered river.
  • Winning an official competition or game such as the Day of the Serpent.
  • Overseeing a ship burial.
  • Raising or restoring a monument to Harczeg.
Losing Piety:
  • Betraying your comrades, or breaking formation in battle.
  • Harming the innocent.
  • Committing wanton destruction.
  • Destroying a monument or totem to Harczeg.
Harczeg's Devotee.
(Piety 3+ Trait)
You see openings even in the midst of battle. With this trait you can use the Help action as a bonus action a number of times equal to your proficiency bonus. You can only use this to aid an ally in attacking a creature, and the target of that attack can be within 30 feet of you, rather than 5 feet of you, if your ally can see or hear you. You regain all expended uses when you finish a long rest.   Harczeg's Votary.
(Piety 10+ Trait; Minimum Level 6)
You share your strength with others. Alone you are just a person, but together you are a force to be reckoned with. You can cast crusader's mantle with this trait, requiring no material components. Once you cast the spell in this way, you can't do so again until you finish a long rest.   Harczeg's Disciple.
(Piety 25+ Trait; Minimum Level 11)
You are a master of strategy and know how to use your troops to their best effect. After initiative is rolled, but before combat starts, you can choose two allies (including yourself) and swap their initiative count (if they consent).   Saint of Warfare.
(Piety 50+ Trait; Minimum Level 17)
Preparation and momentum are key and you are never without a plan, as you can make on up even on the spot. After initiative is rolled, but before combat starts, you and each of your allies can move up to half their speed. This movement provokes attacks of opportunity as normal.
In addition you know how to make use of even the slightest opening. Once per turn, you can deal an additional 2d8 damage to a creature you hit with a weapon or spell attack, if it is within 5 feet of an ally that is not incapacitated.
Children

Myths of Harczeg

  Eye of Harczeg
Years ago, when the Points in the Tukhamu Magas had just become large enough that they became aware of each other, Harczeg decided to set out together with his Saintess to discuss a treaty with Helőre, the divinity he felt most aligned with. However, while he was gone a creature known as the Ler-Hydra snuck through the river towards Harczikötö. The progenitor of all hydras was a fearsome beast and it easily broke through the town's fortifications. It caused a slaughter so great that Harczeg could feel his domain reducing due to the lower amount of living followers. He sped back and was able to slay the beast, but that did not take away his worries that this might happen again. He tore out the dead hydra's eyes and gathered them together. He then cut open the palm of his hand and let his blood flow over the eyes, which formed into a many-eyed creature now known as the Eye of Harczeg. This creature now guards the entrance behind the largest waterfall, able to see through any illusion or disguise. And when it sees a threat, it animates the water into dozens of serpentine water elementals that drag down any enemy that would assault the main port of Harczikötö.

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