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Erdhon, god of the Sun
Erdhon is the brilliant god of the sun, who
brings light and hope to the world. He ascends the paths of
the sky every day in his fiery golden ship and by night travels
through the numberless caverns under Theeurth, bringing dismay and
terror to the foul creatures who dwell therein.
Like his sister Selene, he is the product of
the forced union between the now-dead goddess of fire, Shorral and
the god of tyranny and hate, Malbor. When imprisoned by
Malbor, Erdhon was forced to dwell amongst his father's most vile
creations, the undead. Of all the gods, only Agaleus matches
Erdhon's hatred for these abominations.
Associations
Erdhon is widely worshiped by both civilized
and primitive peoples, and goes by hundreds of different
names. He is best loved by humans and halflings, for the
elves love his sister Selene better, and the dwarves and gnomes
see him only seldom (however, the dwarves revere him for his
battles with the unclean things beneath the earth, and know him as
Ulgarradin, the Cavern-Shaker).
Erdhon is the god most closely associated
with the Conorrian empire. His mortal son was Aumerides, who
became the first Conorrian emperor, Vasil. He was and is
widely worshiped in the empire, and is still popular wherever that
empire once held sway.
Alignment
Erdhon is lawful good.
Representations
Erdhon is most often represented by a golden disk with many
radiating rays of light. On martial equipment, these rays
are often replaced with spears. In many older paintings or
drawings, he is represented by a golden ship. Among animals,
Erdhon is most closely associated with the hawk, while among
mystical creatures, he identified with the phoenix.
Purpose
Erdhon was born of the rape
of Shorral by Malbor, and his father intended him to be his
lieutenant. Though he was rescued by his foster-father
Thandor as a result of the Second
War of the Gods, Erdhon was hardened by his time with his own,
evil father. He is filled with the fires of his mother, but
they burn with an intense desire to see Malbor overthrown, and all
his works come to nothing.
His fiery passage through the sky is a constant reminder to the
things of evil that the gods are watching, and that the day of
reckoning shall come.
Servants
Erdhon has many servants that serve him, and
is said to have fathered many mortal children.
Nantalima, the Golden Mariner -
Once a great mortal mariner and follower of Roldein, god of the
sea, Nantalima was chosen by Erdhon to pilot Edaverot,
his burning golden ship. Now immortal, Nantalima knows the
paths of the sky and those of the deepest caverns better than
anyone, man or god.
Urael, the Herald of the Dawn -
The celestial Urael is Erdhon's messenger. He can be seen,
a bright star in the winter sky just before the rising of the
sun, and in the summer sky just after its setting. On the rare
occasions that Erdhon sends a messenger to the mortal realms, it
is often Urael, who appears as a beautiful mortal with
shimmering bronze skin and two sets of snow-white wings.
THE CHURCH - The Chapterhouses
of Erdhon
Church Description
The Temples of Erdhon are to be found in
every city and in most large towns. Smaller towns or
villages are unlikely to have more than a shrine to the god,
usually within the local Great Church.
The Temples themselves usually involve many
windows, to let in the light of the holy sun. More rural
temples, or those found in dwarf-holds may simply have a single,
high window to allow a shaft of sunlight onto the altar.
Those is large cities may well have elaborate stained-glass
windows to adorn the light of the sun as it enters the temple.
Worshipers often sacrifice to Erdhon upon
beginning some important project, since he is seen as the lord of
beginnings, and of new possibilities.
Church Structure
The Church has three distinct orders: The
Kaladenes, the Ammanites, and the Templars. The Kaldene
order is the largest, and comprise the active priests of
Erdhon. All adventuring priests of Erdhon are from the
Kaladene Order. The Ammanites are commonly known as The
Sleepless Ones. They are a secretive monastic order who
chant throughout the night all over Theeurth, believing that their
prayers strengthen and encourage the god during his nightly forays
into the dark underworld.
The Templars are the holy warriors of
Erdhon. Once part of the Kaladene Order, they have been a
separate order for nearly nine hundred years, though they are
still close to their Kaladene brethren.
Each order has a structured hierarchy based
on regional divisions. The Kaladene Order has chapterhouses
in each major city or large town, which hold sway over smaller
shrines or temples in the surrounding countryside. Each
chapter is presided over by a Secundus. Large regions
are ruled over by a high priest known as a Prime. The
whole church is presided over by the Pontifex, whose seat
is the Great Spire in Echoriath.
Doctrine
Vigilance - Be watchful.
Evil creeps in wherever the watchman sleeps. And of all
evil, the undead are the worst, always and everywhere to be
opposed.
Prominence - Be seen to do good works
by the people, the great and the small alike. As Erdhon mounts the
sky to bring his light to all the corners of the world, so must
you act as a beacon to the world.
Humility - Pride must be burned away,
leaving only the pure fire of the spirit. Just as Erdhon
leaves the sky to his sister at night, and allows the world to see
the stars, monuments to his mother, so must you know that your
place is not always at the center of events. Allow others to
shine.
Holy Days
The Winter Solstice - This the
holiest night of the Erdhonite year. It is on this night
that that the god of the sun spends the longest time beneath the
earth, and thus faces his greatest dangers. All Erdhonites
spend the day fasting, and the night in prayer. Then, when
the sun rises again, there is feasting to celebrate the victory of
the god and the children are given small presents.
The Summer Solstice - A much
more relaxed and social affair than the Winter Solstice, the day
of the Summer Solstice is a time for picnics, races, fairs and
weddings. It is a traditional day for footraces, to emulate
the swiftness of Erdhon's ship Edaverot. The winner
of the race is usually given a crown of laurel leaves.
Preferred Weapon
The preferred weapon of the Erdhonite orders is the
spear. This can be a halfspear, shortspear or longspear.
CLERICS - The Kaladene Order
The Order
The Kaladene Order is among the most active and militant
opponents of evil. They rail against corruption and
thievery, and encourage those who would seek to root out the works
of the evil gods.
They are not a wealthy order, for most folk make their
donations to the Great Church. However, the Kaladenes are
well-known for their adventuring priests, whose tithes have
occasionally yielded great wealth for the church. This
wealth is almost always quickly spent to provide support to those
on quests for the Order.
Titles
Most Kaladene priests go by the simple title
"brother" or "sister". Brothers or
Sisters who are at least 9th level may be elected by the members
of the chapter to become the Secundus if there is a vacancy
(otherwise, ambitious Kaladenes may found their own chapters at
the edges of civilization). Kaladenes of at least 15th level
may be elected by the assembled Secundi to the position of Prime.
The Pontifex is always chosen directly by Erdhon and is never less
than 20th level.
If not a Secundus, Prime, or Pontifex, Kaladenes of 15th level
or above are known by the title "Master" or
"Mistress".
Domains
Priests of the Kaladene Order may choose any
two of the following spell domains: Good, Sun, Travel.
Spells
The divine spells of the Kaladene Order are
laid out on this page.
Alignments
Priests of the Kaladene Order of Erdhon may
be lawful neutral, lawful good or neutral good.
HOLY WARRIORS* - The Templars
The Order
The Holy Knights of the Temple of the Sun,
more commonly known as the Templars, are the holy warriors of
Erdhon. They were founded at the dawn of the Conorrian
Empire by Saint Martek, and thus have a history more than
twenty-seven centuries old.
The Templars are the militant wing of an
already militant church. They exist to oppose the works of
Malbor and his servants. Although they work closely with the
Kaladene Order, they are a separate and autonomous order. They are
solitary heroes, wandering Theeurth, righting wrongs and fighting
evil wherever fate and the will of the god takes them.
Titles
All Templars are normally addressed as
"Sir" or "Dame".
At 12th level, those Templars who have
succeeded in a quest assigned by the order are given the rank and
title of Knight Commander. The mystical bonds of the order
ensure that all other Templars will recognize that the character
is a Knight Commander and obey him or her accordingly. Among
Knight Commanders, the lower-level Knight Commander will defer to
the higher. All Templars will instinctively know which of
them is senior. Any cleric of Erdhon with a wisdom higher
than 13 will recognize a Knight Commander for the commanding
figure he or she is without needing to be told. Knight
Commanders continue to be addressed as "Sir" or
"Dame".
At 18th level, a Knight Commander becomes a
Companion of the Sun. Again, no ceremony or permission is
required, and all other Templars or clergy of Erdhon will
recognize them as such. Companions of the Sun are legendary
figures, famous throughout many lands.
Races - Any race may choose to
be a Templar, though elves and humans are the most common.
Hit Die - d10
Class Skills - The Templar's
class skills (and the key ability for each skill) are: ,
Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Knowledge (Religion) (Int), Knowledge (Undead)(Int),
Profession (Wis), Ride (Dex), Sense Motive (Wis) and Spot (Wis).
Weapon and Armor - Templars
are proficient with all simple and martial weapons and with light,
medium and heavy armor and with shields.
| Class
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Spells
Per Level |
| 1 |
2 |
3 |
4 |
| 1st |
+1 |
+2 |
+0 |
+0 |
Cleansing
Flame, Smite Evil 1/day |
- |
- |
- |
- |
| 2nd |
+2 |
+3 |
+0 |
+0 |
Lay
on Hands, Turn Undead I |
- |
- |
- |
- |
| 3rd |
+3 |
+3 |
+1 |
+1 |
Aura
of Courage, Aura of Radiance |
- |
- |
- |
- |
| 4th |
+4 |
+4 |
+1 |
+1 |
Turn
Undead II |
0 |
- |
- |
- |
| 5th |
+5 |
+4 |
+1 |
+1 |
Smite Evil
2/day,
Special Mount |
0 |
- |
- |
- |
| 6th |
+6/+1 |
+5 |
+2 |
+2 |
Gift
of Erdhon 1/week |
1 |
- |
- |
- |
| 7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
- |
- |
- |
| 8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
- |
- |
| 9th |
+9/+4 |
+6 |
+3 |
+3 |
Gift
of Erdhon 2/week |
1 |
0 |
- |
- |
| 10th |
+10/+5 |
+7 |
+3 |
+3 |
Smite Evil
3/day |
1 |
1 |
- |
- |
| 11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
- |
| 12th |
+12/+7+2 |
+8 |
+4 |
+4 |
Gift
of Erdhon 3/week |
1 |
1 |
1 |
- |
| 13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
- |
| 14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
| 15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Smite Evil
4/day,
Gift of Erdhon 4/week |
2 |
1 |
1 |
1 |
| 16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
| 17th |
+17/+12/+7+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
| 18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Gift
of Erdhon 5/week |
3 |
2 |
2 |
1 |
| 19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
| 20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Smite Evil
5/day |
3 |
3 |
3 |
3 |
Smite Evil - Once per day, a
Templar may attempt to smite evil with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll
and deals 1 extra point of damage per level. If the holy warrior
accidentally smites a creature that is not evil, the smite has
no effect but it is still used up for that day. The Templar may
Smite Evil twice per day at 5th level, three times per day at
10th, four times per day at 15th, and five times per day at 20th
level. Smite evil is a supernatural ability.
Cleansing Flame - Once per day, the
Templar gains the pure power of the rays of the sun. His
weapon, hand or other method of attack bursts into flame for a
round, causing an additional 1d6 plus his Charisma modifier in
damage. This attack does not affect creatures immune to
flame. This effect does not stack with the damage bonus of
smite evil.
Lay On Hands - At 2nd level, the
Templar gains the ability to cure damage with his holy touch.
Each day a Templar can cure a total number of hit points equal to
the Templar's Charisma bonus (if any) times the Templar's level. The
Templar can cure himself. The Templar may choose to divide his
curing among multiple recipients, and he doesn't have to use it
all at once. Lay on hands is a spell-like ability whose
use is a standard action.
Turn Undead - A Templar may begin to turn Undead at 2nd level, and can turn
undead exactly as a cleric of one level less. However, when he reaches
4th
level and gains the "turn undead" power that other
holy warriors receive, he may begin to double his charisma
modifier when rolling his turning damage.
Aura of Courage - Beginning at 3rd
level, a Templar is immune to fear (magical or otherwise).
Allies within 10 feet of the crusader gain a +4 morale bonus on
saving throws against fear effects. Granting the morale bonus to
allies is a supernatural ability.
Aura of Radiance - At 3rd level,
the Templar is suffused with the radiant energy of Erdhon, a
subtle glow that affects all those of good heart around
him. The Templar and all allies within 10 feet of the
Templar receive a +1 bonus to all saving throws caused by and
attack and damage rolls against undead and/or evil
outsiders.
Gifts of Erdhon
Beginning at 6th level, the Templar can cast
daylight, once a week, as per the spell. He can use
this ability twice per week at 9th level). daylight
is a spell-like ability for Templars.
Beginning at 12th level, the Templar may use
daylight, as above, or he may choose to use his Gift of Erdhon
to cast cloak of righteousness as per the spell. (as from a
caster of his class level). He can use either ability more
often as he advances in levels (four per week at 15th level and
five times per week at 18th level). Cloak of righteousness
is a spell-like ability for Templars.
Spells
Beginning at 4th level, the Templar gains the ability to cast a
few divine spells, listed here.
Animal Companion, Code of Conduct
& Associates
The Templar's mount, code of conduct & associates are
exactly as the paladin's in The Player's Handbook.
Alignments
The Templar must be lawful good.
PRESTIGE CLASSES
* The Holy Warrior Class is derived from The
Book of the Righteous by Green
Ronin Publishing. Details can be found here.
**Cloak of righteousness is a spell
found in Relics and Rituals by Sword
and Sorcery Studios.
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