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Archons, (pronounced: /ˈɑːrkɒnzAR-konz[2]) not to be confused with the similarly named elementals,[6] 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.[1]

Each virtuous archon is an enormous weight on the scales of the cosmos. Each evil spirit is but a speck of dust. Too bad there's so many specks and so few weights.
— Mullister of the Fraternity of Order[7]

Description

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

Types

The archons most well-known to those on the Material Plane of Toril were lantern archons, hound archons, and trumpet archons.[citation needed] However, there were several other kinds of archons. Archons were transmuted from one form to another as they ascended through the ranks. From the lowest rank to the highest rank, they included:

Lantern archon 
Friendly, curious archons that appeared as glowing balls of light. The lowest form of archon,[8] sometimes called "proto-archons",[3] these were the petitioners of Celestia[9] and the House of the Triad.[citation needed]
Hound archon 
Heavily muscled, disciplined soldiers that sometimes took the form of a wolf or dog on the Material Plane. These were the first "true" archons and served as soldiers and servants.[8]
Warden archon 
These bear-like archons were the watchmen and observers of their plane.[8][5]
Sword archon 
The sword archons led the hounds and the wardens.[8][4]
Throne archon 
Throne archons ruled the settlements of Celestia, serving beneath the tomes.[10][11]
Tome archon 
The tomes were the strongest of the archons, whose greatest power was knowledge.[8][3]

Archons whose position in the hierarchy was not clear to scholars include:

Justice archon 
Zealous archons devoted to justice.
Word archon 
Archons who acted as guardians of pure concepts.
Trumpet archon 
Winged archons who acted as messengers on the Material Plane for the throne and tome archons.[10]

Archons who fell into the ways of chaos yet still remained good entities became asuras.[12]

Personality

Turning evil against itself is the highest form of justice.
— Credo of the archons[13]

Archons were peace-loving entities and hated fighting.[2] 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.[1]

Abilities

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

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

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

Combat

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.[1]

Society

Law, also known as order, is the force that gives structure and meaning to the multiverse. An innovation is nothing more than a new structure or form of order. That which stifles the creative spark does not serve law any more than bashing a mason with a brick serves to build a wall.
— Jazirul the hound archon[14]

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.[2] Over time, the lowest archons, the lantern archons, ascent to higher archon forms.[15] Many lantern archons themselves are the petitioners of lawful good deities.[15][4]

The archons were led by the Celestial Hebdomad, a ruling council of paragons, which were all tome archons.[16][4][5]

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.[17]

History

Between −247 DR and −238 DR, an army of archons, led by then-new deity Tyr, marched on Jhaamdath and defeated Valigan Thirdborn.[18]

Notable Archons

Appendix

Appearances

External Links

References

  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 1.13 1.14 1.15 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 16. ISBN 0-7869-2893-X.
  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 J. Paul LaFountain (1991). Monstrous Compendium: Outer Planes Appendix. Edited by Timothy B. Brown. (TSR, Inc.). ISBN 1-56076-055-9.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 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. Richard Baker (November 7th, 2008). The one and only "Ask the Realms authors/designers thread" 4. Retrieved on January 8th, 2009.
  7. Wolfgang Baur (February 1995). “Mount Celestia”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 8. ISBN 0-7869-0093-8.
  8. 8.0 8.1 8.2 8.3 8.4 Jeff Grubb (July 1987). Manual of the Planes 1st edition. (TSR), p. 88. ISBN 0880383992.
  9. Warning: book within boxed set not specified for Planescape Campaign Setting
  10. 10.0 10.1 Wolfgang Baur (February 1995). “Mount Celestia”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 10. ISBN 0-7869-0093-8.
  11. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 159–164. ISBN 0-7869-3136-1.
  12. Wolfgang Baur (February 1995). “Mount Celestia”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 10. ISBN 0-7869-0093-8.
  13. Gwendolyn F.M. Kestrel (July 2006). Monster Manual IV. (Wizards of the Coast), p. 81. ISBN 0-7869-3920-6.
  14. Monte Cook (1998). Tales from the Infinite Staircase. Edited by Skip Williams. (TSR, Inc), p. 11. ISBN 0786912049.
  15. 15.0 15.1 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.
  16. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 124–125. ISBN 0-7869-3136-1.
  17. Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Web Enhancement for Faiths and Pantheons. Wizards of the Coast. pp. 10–15. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.
  18. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 52. ISBN 978-0-7869-4731-7.

Connections

Inherently Good Creatures of the Upper Planes
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