Showing posts with label archon. Show all posts
Showing posts with label archon. Show all posts

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...

Thursday, July 15, 2021

Lantern Archon

Lantern Archons may be the simplest of their kind, but they come with some interesting and thematic abilities attached; my personal favourite among them is its ability to pull off a power-rangers combiner transformation.

Thematically, they are supposed to represent a glimmer of hope, so throwing one as a guide in your characters' darkest moment might not be a bad idea either.

- Nemanja

Hook 1 (Max) - The Purging Sky

Weird lights started appearing all over the world. Shining geometric shapes, flying at ludicrous speed, until they stop and hang in place. Attempts at touching them resulted in severe injuries, and several had been since shot from afar.

They are not some magical anomalies, as many speculate, but emissaries, taking up their spots, growing more numerous by the day. It will not take long before they blanket the sky. The nights are already as bright as day.

They wait until all of their brethren arrive. Once this happens, they shall shine with blinding light and give their message, a unified, thundering voice roars throughout all of the world.

"This world has become unpure and full of sin. We are the harbingers of its cleansing. Prepare for the healing flames to envelop you."

And with that, both skies and earth shall part.

Hook 2 (Nemanja) - Shadow of the Lantern's Light

All is not orderly in the archon city of Everlight.

A flock of lantern archons have refused to split again after bonding, and are now stuck in their combined state. What is more, they are accepting more and more archons into the mix, growing considerably more powerful. However, they are still acting as simple lanterns, traveling to the mortal plane to help out wherever they can. As power draws power, and the entity keeps growing, nasty things have started following in its wake...

Hook 3 (Reece) - Beacon in the Night

The great city of Reylar's Rest is anything but restful these days. For the last few months, pressure has been building in the city. A bad crop, widespread disease, and the rumor of demons at work within the city have all caused outbursts of violence against the general situation, and against the noble and merchant classes that much of the common folk blame for the situation.

You are a member of this underclass, though you have yet to participate in any of the demonstrations. One night, you and a few others are greeted by a small mote of light. It does not speak, but it flashes and bobs about, seemingly beckoning you away from your home and out into the city.

As best as you can tell, this strange being—unlike any you've seen before—wants your help. Do you answer the call? 

Thursday, June 24, 2021

Horned Archon

Horned Archons are essentially the frontiersmen of celestials. Their equipment, and to a certain extent their spell list, makes them uniquely suited for exploration. Their aesthetic fits into it as well, and if you're playing in Golarion, also has a pretty straightforward resemblance to a certain god, which you may want to explore...

In combat, despite their ranged weapons, these beefy bois make for phenomenal tanks; not only do they do great at area denial via ranged retributive strikes, but they also possess one of the few rare abilities that force enemies to target them.

Out of combat, they come with a slew of interdimensional travel and hunting-related abilities as well as a phenomenally thematic power that lets them take on others' wounds, healing in the process.

- Nemanja

Hook 1 (Max) - The Timber Baron

Lumberjacks of the local barony are refusing to go into the woods on the grounds that they are being hunted by some self-proclaimed protector of the forest. It would be easy to dismiss said claims if not for the fact that half a dozen of them have indeed vanished within the weald.

The baron is understandably angry at this and has issued a bounty on the monster's head—a hefty one at that.

Interestingly enough, the attacks began shortly after the baron ordered an increase in timber production for his war efforts. This was met with considerable pushback from local scholars that argued the forest mustn't be destroyed, lest the baron wishes to face the consequences.

Hook 2 (Nemanja) - Watcher Upon the Gate

Douvek Doulek is a dimension-hopping fey-touched thief and conman.

Astras is a horned archon, rumoured to be the only living person to have ever found Doulek's base of operations—though, for reasons unknown, he spared the fugitive.

Should one seek help from the celestial, however, they will find him preoccupied. 'tis the season of nether drake migrations from the Lower Planes, and archons do not have a moment's respite. He will remain as such—unless someone were to help guard his post on Heavens' Golden Gates...

Hook 3 (TJ) - Dourwood Dilemma

The Huntsman of the Dourwood is rarely seen. A spirit of benevolence and protection, the Huntsman provides for those that become lost within.

Recently, The Huntsman has been occupied chasing a barbazu around the treetops. Woodcutters and foragers have reported hearing rustling and seeing displaced foliage in the canopy of the forest.

Unbeknownst to The Huntsman, he does not chase a single barbazu, but rather a small group who take advantage of the dense foliage and rapid teleportation they are capable of in order to lead the Huntsman in circles. They are biding their time, waiting for someone to become lost. When the opportunity arises, the barbazu will descend upon the distracted archon in order to take the Dour Wood for themselves.