Friday, July 16, 2021

Legion Archon

Legion Archons are said to be of a diplomatic disposition, their preferred way of enacting justice being talks and compromise. This is interesting given they wield flaming swords and bear heavy armor, giving them the look of a military force. Even the name "legion" implies that they would operate in large groups, so why would you need a large group of heavily armed celestials to mediate?

Their abilities, again, hint at Legion Archons having a slightly different approach to problem-solving than the one provided in their description. For one, Menacing Guardian aura has a solid potential of impairing the attacks of its enemies. It has both melee and ranged attacks that both deal quite a lot of damage, paired with Flame of Justice they become alarming. Also, Legion Archons have access to several spells that are useful both in and out of combat, true strike being especially notable, as it greatly increases the chance of the archon hitting you with its giant sword.

Even though they are listed as LG, it is important to keep in mind that archons are alien beings at the end of the day. Their ideas of good and evil may notably vary from our own!

- Max

Hook 1 (Max) - The Purging Flame

As the fabric of reality tears in two, the shining lights coalesce into humanoid shapes with bird-like wings. More similarly striking figures begin pouring in, their dispositions grim and stern, their blades aflame. The Day of Judgement has come.

The skies rain down sulfur and fire, mighty beasts of old wake from their slumber to wreak havoc, the dead walk again, the earth runs with blood as brother turns against brother.

Only those of pure heart and free of sin can join in the purification of this wretched world, lest they wish to be smote with their forlorn kin into dust.

Hook 2 (Nemanja) - Ending in the Inn at the End

The Inn At The World's End is a famous meeting place for interplanar travelers of all kinds. The unassuming building, larger on the inside than it is on the outside, has a single signpost next to its bronze-framed door: 

NO FIGHTING

Indeed, djinn, devils, and fey drink the Inn's famous IPA (Inter-Planar Ale, made from ingredients gathered from at least seven different worlds and three different timelines) in peace. Said ale is rumored to be the source of the air of unnatural tranquillity present among the patrons, but that isn't exactly the truth. Instead, the innkeeper—an odd fellow forever hidden behind a heavy, beige, deep-hooded robe—is an archon who has long ago abandoned his post, though he still abhors violence and uses his innate magic to pacify the crowd.

It is to this very place that the witches' patron has invited her, to calmly give her the news he has bargained for the soul of her unborn sister, and no longer needs a mortal emissary. Should the witch—quite reasonably—respond with violence, the innkeeper is sure to draw his rusty flaming sword and banish her from planar travel forever, stopping any chance she might have of saving her kin dead in its tracks.

Hook 3 (TJ) - The Final Price

They say that the paragon of virtue that blocked the fallen ones out of paradise still lingers on our plane. They say that the flaming sword that enforced the decisions of the First still calls their hands its home. They say that if you find this legionnaire of the Great Beyond, if your heart is pure enough, you can borrow its strength—but not without cost. 

History is replete with stories of people slaying their oppressors in a pivotal battle with a flaming pactblade, always of the same description. Inexorably, these heroes collapse dead from its use after their mission is complete. The growing legend of this pactblade suggests that the archon entrusted with its use continues to find new missions, so that it does not need to feel the empty embrace of the blade's final price. The longer it resists, however...

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