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Erdhon

The Deity
The Church
Clerics
Holy Warriors
Prestige Classes

 

Religion

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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