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Turning evil against itself is the highest form of justice.
  — Credo of the archons[6]

Archons, (pronounced ARE-kons,[1]) not to be confused with the similarly named elementals,[7] were an elite group of celestials in the service of all that is lawful and good. Archons were wholly good and lawful and were consistently at odds with fiends of any kind, though they particularly despised demons.[2]

Many archons served the Triad gods Tyr, Torm, and Ilmater.[4] The good deities Cyrrollalee, Dugmaren Brightmantle, Eilistraee, Milil, and Mystra all had lantern archons in their service. Hound archons served the halfling god Urogalan. Archons of all varieties were found in service to the good deities Arvoreen, Berronar Truesilver, and Deneir.[8]

DescriptionEdit

The physical form of archons varied.[1] Their unifying traits were their strongly lawful good outlook and some of their shared abilities.[2]

AbilitiesEdit

All archons could see in the dark[2][1][3] and were immune to harm from electricity.[2] They were resistant to poisons and could not be turned to stone by magical means.[2]

An aura always surrounded an archon that protected it and anyone near it from the forces of evil.[2][1] When an archon was angry or in combat, the righteous menace of the archon was so strong that it could be felt.[2] They were innately aware of their surroundings when on their home plane.[1]

Archons could create a continuous source of light.[1][3] They could teleport themselves at will.[2][1][3] Archons were naturally fluent in the Celestial language and the language of devils. Most also spoke Darconic.[2] However, they could communicate with almost any sentient creature using their innate magic, so in some sense, they could speak all languages.[2][1][3]

TypesEdit

The archons most well-known to those on the Material Plane of Toril were lantern archons, hound archons, and trumpet archons. In addition to these, there were tome archons,[3] justice archons,[9] sword archons, throne archons, and warden archons.[4][10][5]

PersonalityEdit

Archons were peace-loving entities and hated fighting.[1] Archons would never initiate combat, attacking only if provoked. One should note, however, that they were easily provoked by acts of evil and lawlessness, and their rage has been described as "vengeance itself." If at all possible, they avoided harming good creatures and instead used nonlethal attacks.[2]

CombatEdit

When in combat, an archon courageously faced its foes head-on, unless it was obviously unwise to do so, in which case, they would take what opportunities they could to even the odds using hit-and-run tactics.[2]

SocietyEdit

Archons were native to the House of the Triad, and most lived on Mount Celestia. Others lived in the realms of the Triad deities.[4][5]

As the primary inhabitants of Mount Celestia, each archon had a specific role within a hierarchical system. There was no jealousy among the archons. Each archon was happy to perform its duties.[1] Over time, the lowest archons, the lantern archons, ascent to higher archon forms.[11] Many lantern archons themselves are the petitioners of lawful good deities.[11][4]

The archons were led by the Celestial Hebdomad, a ruling council of paragons, which were themselves sometimes confusingly referred to as "tome archons".[12][4][5]

HistoryEdit

Between −247 and −238 DR, an army of archons, led by then-new deity Tyr, marched on Jhaamdath and defeated Valigan Thirdborn.[13]

Notable ArchonsEdit

AppendixEdit

AppearancesEdit

ReferencesEdit

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Template:Cite book/Monstrous Compendium Outer Planes Appendix
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 16. ISBN 0-7869-2893-X.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 123. ISBN 0880383992.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 159. ISBN 0-7869-3134-5.
  5. 5.0 5.1 5.2 5.3 5.4 Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 189. ISBN 0-7869-3134-5.
  6. Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast), p. 81. ISBN 0-7869-3920-6.
  7. Richard Baker (November 7th, 2008). The one and only "Ask the Realms authors/designers thread" 4. Retrieved on January 8th, 2009.
  8. Sean K. Reynolds (2002). Deity Do's and Don'ts. A Faiths and Pantheons Web Enhancement. Wizards of the Coast. pp. 10–15. Retrieved on 2014-09-22.
  9. Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast), p. 82. ISBN 0-7869-3920-6.
  10. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 159–164. ISBN 0-7869-3136-1.
  11. 11.0 11.1 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 134. ISBN 0-7869-1850-8.
  12. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 124–125. ISBN 0-7869-3136-1.
  13. Brian R. James and Ed Greenwood (September, 2007). The Grand History of the Realms. (Wizards of the Coast), p. 52. ISBN 978-0-7869-4731-7.

ConnectionsEdit

Inherently Good Creatures of the Upper Planes
Angel
(any good alignment)

Archon
(lawful good)
Guardinal
(neutral good)
Eladrin
(chaotic good)
Other Celestials
AsuraBariaurCouatlEinheriarHollyphantKi-rinLillendMoon dogPegasusShirokinukatsukamiUnicorn

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