The Sunkeeper
Titles: God of Light, Sunkeeper, God of Love, Lightbringer
Alignment: Neutral Good
Pantheon: Global
Areas of Concern: Bringing light to those who wallow in the darkness
Worshippers: Clerics, Healers, Community leaders, Charity workers
Domains: Healing, Sun, Community, Charm, Fire, Good
Subdomains: Restoration, Day, Family, Love, Cooperation, Redemption, Light
Favored Weapon: Longspear/Sunspear, Sap, Morning Star.
Symbol: The Sun
Sacred Animal: Lion
Sacred Colors: White and Gold
Dogma
Eris and his followers tend to believe in all things good, not caring if it follows all the rules, but not violating their principle beliefs either. Good comes in many forms, and turning your nose up at someone in need is a sin Eris detests. Everyone needs light, just as much as they need dark. They need Him just as much as they can do without him sometimes. Eris’ followers have a tendency to form packs, using their collective brain and brawn to bring happiness and love to those who need it. To brighten their lives.
Appearance
Eris’ true form is believed to be the sun in the bright morning sky, anyone who beholds his splendor in this form goes blind from its pure divinity.
Eris’ humanoid form tends to be an elderly man, walking with a cane. A jovial old man, who knows just what to say to brighten your day, or to just get you on your way.
Providence
His favor is shown through granting you vitality, you feel less tired marching through the hot sun. Your wounds seem to heal better too. However, he will make the hot sun feel unbearable if you’ve angered him. Even on overcast days or during storms you will continue to feel the constant rays of unbearable heat.
Servants
Leo
This Lion sporting a golden mane shows up when Eris’ guiding light can't reach you. It serves as his eyes, hands, and gift of light. Leo’s mane can light up, shining light in a direction, blinding foes and guiding allies. If confrontation is the case, shimmering barding materializes from the light emitted from his mane.
Emanation
This spirit is more of an anomaly than anything, a miniature sun. Drying the land around it. Usually appearing in times of flood, or when crops will die from long strands of overcast.
Lights Champion
Eris’ chosen champion. Granting them his armor and powerful weapon. The armor melts any projectile that is launched at it, absorbing the materials, and turning them into a molten shield in the off hand. In his other Daybringer the Sunspear that can call down daylight even when beneath the earth or in the greatest darkness.
Church of Eris
The church of Eris is always filled with windows, and typically the doors are always open. The members form grand communities, striving to healthily balance between individualism and collectivism.
Worshipers
Those who worship Eris, worship him for the community. Branching out their arms to invite those who are in need. They often hold events to feed the needy, clothe them, and provide shelter for them.
Obedience
Each morning, those wishing to worship in greater depth, serve the community in some capacity. Actions such as giving charity to a beggar, cleaning litter off the streets, or volunteering labor to those in need. The purpose of the action is more important than the magnitude; a beggar that shares their meager food stores with another is seen in a much higher light than a rich man playing at charity.
Clergy
The clergy is comprised primarily of clerics. The other consists of reformed thieves, beggars, and those who wish to merely do good. These all either wish to walk life anew or grant others the same chance they were given by the Church of Eris.
Temples and Shrines
These Temples and Shrines consist of one main building, built as homeless shelters, bunkbeds up to the ceiling on the walls and only two tall on the floor. The shrines are outside, covered only by a gazebo to keep out the rain.
Those devout who perform their daily obedience in the influence of the shrine of Eris gains the ability to bestow their weapon with light, as the light spell. This weapon is also not penalized against incorporeal creatures.
Eris’ flame
This flame is the Grand Flame, many times greater than the shrines at each temple. Most, if not all, who are in the Church have made the pilgrimage to this flame. Into this flame, the followers metaphorically throw their sins to be absolved.
Holy Texts
Tome of Benevolence
This text can only be referenced when serving or assisting another. Granting the reader a +2 to any check that would not benefit themselves directly. The pages seem to shift just into the knowledge that is needed for those in need.
A Piece of Eris
This text contains a piece of Eris, granted to his church by him many years prior. Those who read this text are blinded, but Eris’ allows those who he favors seeing through his light, allowing those to see in great detail(+10 to perception checks based solely on sight.), and peer through veils of invisibility(See invisibility).
Holidays
Outreach
This ‘holiday’ occurs once a month. The church organizes a group project each member of the church can participate in that greatly benefits the community.
Rekindle
Each shrine’s flame is filled to the brim with wood to warm the surrounding land. Two weeks prior to the event each congregation of Eris’s clergy spends time gathering wood for the flame. Those who wish to honor this holiday but don't belong to a specific one town often make a pilgrimage to the Grand Flame and add their own contribution of wood. The small flames tend to reach peak flame at 10-15 ft tall. The grand flame reaches upwards of 100 ft tall.
Organizations
The Embers
The members of this organization work in conjunction with The Redeemed, help tend each flame. And carrying a piece of the grand flame to each newly formed temple. These Flames must be pure of heart, never having needed redemption.
The Traitors Gate and the Redeemed
There lies a place referred to as the traitors gate, located . Followers of Eris often allow people who commit terrible crimes to go on a journey to the traitors gate. They are bound and escorted to it by a cleric or paladin of Eris in which upon arrival they must undergo trials showing how far they're willing to go to repent. Upon their arrival at the Traitor's Gate, they're welcomed by the spirit of the first redeemed; He will oversee the challenges and administer them. They will then go through challenges of the mind testing their resolve. If they fail the challenge then they will die and be served as they would have if they died. If they succeed then they are marked by Eris and serve as one of the redeemed. From henceforth they will strive to perform good and help others. Taking care not to commit any evils. If one were to commit unnecessary evil or step out of line they would be hunted, killed and damned as they broke their oath to Eris to make up for their misdeeds.