Posts for: #Ally

Arbiter

Arbiter

  • Angel of Justice serving the Dusk Lord, a deity of endings and transitions
  • Found deep beneath the Church of the Dusk Lord in Tannis, where she had erected a divine barrier to contain Serenity’s darkness curse
  • Initially planned to purge all life in Tannis to cleanse the corruption — the party convinced her to delay and grant them a chance to find the source
  • Marked the party with her holy symbol, granting safe passage through her barriers, the ability to commune with her, and the Blessing of the Dusk Lord
  • Wields a greatsword of divine energy that can shatter into homing shards of radiant light; has wings and can teleport
  • Was not involved in Nidhogg’s original sealing but recognizes him as an enemy of the Dusk Lord
  • Listed among the Cult of the Eclipse’s known enemies and opposition

The Dusk Lord

  • The Arbiter serves the Dusk Lord, a god who presides over transitions, endings, and the balance between light and shadow
  • Her power flows within the bounds of judgment and guardianship — she is forbidden from intervening directly in mortal affairs beyond the liminal spaces she guards: boundaries, temples, and realms between life and death
  • She believes mortals must choose to protect their own world, lending wisdom, guidance, and blessings rather than fighting their battles for them
  • Nidhogg specifically hates the Dusk Lord and anyone who bears his mark, making the Arbiter and the party natural targets for the Cult of the Eclipse

The Darkness of Tannis

  • When Serenity cursed the village of Tannis by defiling a holy symbol of the Dusk Lord, the corruption drew the Arbiter’s attention
  • She erected a barrier around the town to contain the spreading darkness and began preparing a purification ritual — one that would have destroyed all life in Tannis to cleanse the corruption
  • The party found her in a hidden dungeon level below the church’s catacombs and convinced her to delay the cleansing
  • They vowed to investigate the source of the curse themselves, and she agreed — marking them with her symbol as emissaries of the Dusk Lord
  • As a sign of good faith, she destroyed the remaining shadow monsters in town with a single devastating display of divine power: teleporting above the great oak tree, unfurling her wings, and shattering her greatsword into a thousand shards of homing radiant light that annihilated every shadow creature in Tannis
  • She also gave Skreek a +1 Shield of the Dusk Lord recovered from the church crypt

The Holy Mark

  • The Arbiter’s mark was placed on each party member, physically visible on Skreek’s shoulder
  • The mark grants safe passage through divine barriers, the ability to commune with the Arbiter across distances, and a Blessing of the Setting Sun (1d8 radiant damage, once per long rest)
  • Communion with the Arbiter is not a physical appearance — her presence settles over the caller “like a cold wind,” her voice “carrying the weight of judgment”
  • The Weaver and the Cult of the Eclipse consider all who bear the Dusk Lord’s mark to be priority enemies — the mark grants resistance to illusions and fear, purification of corruption, and access to warded leyline temples
  • The mark persists even through the final battle — in the aftermath, Slumpet reaches up to check that the warmth of the mark is still there

Cleansing the Curse

  • The party discovered Serenity’s altar containing a diorama of Tannis and a holy symbol of the Dusk Lord that had been magically cursed and defiled with blood
  • They used their marks to summon the Arbiter, who confirmed it was the source of the curse that triggered the Dusk Lord’s ire
  • She cleansed the holy symbol, vowed to release her barrier from Tannis, thanked the party, and opened a portal to return and begin her work
  • That night, the party dreamed of Tannis being restored and the Arbiter granting them the Blessing of the Setting Sun

Ongoing Guidance

  • The Arbiter does not have omniscient knowledge — when the party communed with her about the leyline temples, she offered theories and guidance but admitted when she lacked specific answers
  • At the Winter Leyline Temple, Skreek communed with her to understand the cracked crystal; she explained that leylines are paths through which raw magical energy flows, usable for communication, travel, or power
  • At the Summer Leyline Temple, when the party could not restore a crystal stolen and returned by Manus, the Arbiter suggested it needed to be cleansed of evil before it could function — Shadicar later succeeded with Dispel Magic
  • She provided a gem to the blacksmith Sig Rockwell, who used it to enchant a wrist blade with radiant damage for Toby — the “Dagger of Brightness”
  • In Skreek’s nightmares (inflicted by Serenity), the Arbiter appeared carrying out her purification ritual on Tannis — a vision of what would have happened if the party had failed

The Final Battle

  • The party can use their holy marks to commune with the Arbiter and request aid during the final confrontation against the Weaver
  • Her Blessing of Justice grants all marked party members temporary hit points, advantage on saves against fear and charm, and radiant weapon damage
  • Her Intervention automatically triggers the first time a marked party member drops to 0 hit points — stabilizing them, standing them up, and wreathing them in protective holy light
  • Even from afar, her divine protection represents the culmination of the party’s relationship with her throughout the campaign

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Blackbird

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Race/Class: Unknown / Dealbroker & Information Dealer

Background: A mysterious figure operating on the edges of the known world—perhaps fey, perhaps something darker—Blackbird offers deals, not favors. Toby struck a bargain with them in a moment of need, hinting at the weight and risk such pacts carry. They speak in riddles and half-truths, often appearing when the party is desperate. Their allegiance is unknown, and their goals are never stated plainly.

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Elara Sunforge

Elara Sunforge

  • Summer Eladrin and Master Smith of the Summer Court — renowned as the finest smith in the court
  • Reforged the legendary blade Summer’s Edge using Celestial Ore and the First Kiss of the Midday Sun at a Secret Elven Forge beneath her workshop
  • Warm, confident, and passionate about her craft — she treats smithing as art and views the reforging of Summer’s Edge as the greatest honor of her career
  • Commands sun-forged magic and works with enchanted tools at a forge fire that never dims
  • Listed among the Summer Court’s leadership alongside Lady Sylvia and knight Adamar

The Summer Court

  • Elara’s forge is a large open-air workshop near the Coliseum, the heart of the Summer Court’s Roman-inspired architecture
  • The workshop’s centerpiece is a massive rune-inscribed anvil and a roaring forge fire that never seems to dim — the air thick with the scent of molten metal and the hum of magical energy
  • Beneath the workshop lies the Secret Elven Forge — a vast subterranean chamber with veins of golden leyline energy pulsing beneath translucent crystalline stone, accessed via a narrow stone staircase behind the hearth
  • The Secret Elven Forge predates the Summer Court itself; Elara says: “This place was old before the first Summer Lady donned her crown. Its heart beats with the sun’s song”
  • Lady Sylvia directed the party to Elara when they arrived with the broken pieces of Summer’s Edge, telling them such artifacts “have a mind of their own”

Summer’s Edge

  • Summer’s Edge was originally wielded by Sir Eirik, Champion of the Summer Court and Captain of the Order of Seasons — the heroes who sealed Nidhogg centuries ago
  • The blade broke during the final stand at the Gates of Season’s End and was hidden in a knight’s tomb, where the party recovered it
  • Elara recognized the blade immediately and was thrilled: “You brought me a legend, and you want me to wake it up. It would be my greatest honor to make this whole again to protect the realm once more”
  • To reforge it, she required two rare materials: Celestial Ore from the Starfall Crater and the First Kiss of the Midday Sun from the Feywild

The Quest for Materials

  • Elara directed the party north to the Starfall Crater to retrieve Celestial Ore — a shimmering metal infused with celestial energy, known for exceptional magical conductivity and strength
  • The party fought Starfall Sentinels and a Celestial Guardian to prove their worth and returned with the ore, which Elara confirmed was genuine
  • For the second material, Elara provided a special sun-capturing device and located a fey crossing at the Shimmering Glade to the north
  • The party crossed into the Feywild and climbed to Evenode Peak to capture the sun’s essence at its zenith
  • Manus appeared at the peak and attempted to sabotage the effort by casting magical darkness over Elara’s device — but the party dispelled it and the device successfully captured the First Kiss of the Midday Sun
  • Time flows differently in the Feywild — while only days passed for the party, nearly three weeks slipped by in the material world

The Reforging

  • When the party returned with both materials, Elara led them beneath her workshop to the Secret Elven Forge, saying “reforging Summer’s Edge deserves a special forge closer to the leylines”
  • She laid the broken shards on the ancient anvil “with gentle, precise care, as though setting down the body of a fallen comrade”
  • Before beginning, she whispered to the sword: “Your light will burn again. The realms still need you”
  • Each hammer blow rang “like the toll of a temple bell” — the Celestial Ore melted “like molten starlight” into the fractured steel, and the captured sun burst forth in golden light as it was absorbed into the blade
  • At the final strike, light exploded outward in a silent wave
  • Elara held the completed sword aloft: “It is done. Summer’s Edge lives again. May it burn away all shadows”
  • The party all pointed at Skreek when she asked who would take up the blade — as he gripped the hilt, he felt the blade’s resolve wash through him: pure, wordless gratitude and unbreakable purpose
  • She gave Skreek a simple scabbard and promised to craft something more fitting: “It deserves more. We’ll work on something fitting”

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Farkris

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Background

  • Name: Lord Thalorin, the Lord of Autumn
  • Race: Autumn Eladrin
  • Age: Centuries old, with the wisdom and experience of many lifetimes
  • Title: Lord of the Autumn Court
  • Reputation: Renowned as a legendary diplomat and negotiator, respected by allies and adversaries alike

Physical Appearance

  • Features: Lord Thalorin has sharp, angular features that exude both wisdom and authority. His eyes are a deep, warm amber, reflecting the golden hues of autumn leaves. His gaze is piercing yet compassionate, capable of discerning truth and intention.
  • Hair: His hair is long and flowing, a rich auburn color that shimmers with golden highlights, reminiscent of autumn foliage. It is often worn loose or elegantly braided.
  • Attire: Thalorin dresses in robes of deep red, gold, and brown, the colors of the autumn season. His clothing is finely crafted, adorned with intricate patterns of leaves and vines. A cloak of autumn leaves drapes over his shoulders, enchanted to shift colors with the changing light.
  • Accessories: He wears a circlet of intertwined branches and leaves, signifying his status as the Lord of Autumn. A pendant shaped like a golden leaf hangs around his neck, an ancient artifact of the Autumn Court.

Personality

  • Diplomatic and Wise: Thalorin is a master of words and persuasion, always seeking peaceful resolutions and understanding. He speaks with eloquence and thoughtfulness, considering the perspectives of all parties involved.
  • Calm and Compassionate: He exudes a sense of calm and patience, even in the face of conflict. His compassion for all living beings is evident in his actions and decisions.
  • Resilient and Determined: Despite his gentle demeanor, Thalorin possesses a steely resolve. He has faced countless challenges and remains steadfast in his duty to protect the Autumn Court and its allies.

Abilities

  • Legendary Diplomat: Thalorin’s skills in diplomacy and negotiation are unmatched. He can defuse tense situations and forge alliances even in the most dire circumstances.
  • Fey Magic: As an Eladrin, Thalorin has innate magical abilities tied to the seasons. He can cast spells related to nature, enchantment, and illusion, often using them to create peaceful and harmonious environments.
  • Ancient Wisdom: Having lived for centuries, Thalorin possesses a vast knowledge of history, lore, and arcane secrets. His advice and insights are invaluable to those who seek his counsel.

Role-Playing Tips

  • Eloquent Speech: When portraying Thalorin, use formal and eloquent language. His words should flow smoothly, with a cadence that commands attention and respect. He chooses his words carefully, always aiming to convey wisdom and understanding.
  • Calm Demeanor: Thalorin’s presence is calming and reassuring. He remains composed even in the face of anger or hostility, defusing tensions with his serene and patient demeanor.
  • Empathy and Compassion: Thalorin listens intently to others, showing genuine interest in their concerns and perspectives. He offers compassionate advice and seeks solutions that benefit all parties.
  • Steely Resolve: Despite his gentle nature, Thalorin is unwavering in his convictions. When necessary, he can be firm and resolute, standing his ground and making difficult decisions for the greater good.
  • Historical References: Thalorin often references past events and ancient wisdom in his conversations, drawing on his vast experience to provide context and insight. This reinforces his age and the depth of his knowledge.

Example Dialogue

  • On Diplomacy: “In every heart, there lies the seed of understanding. It is through patience and empathy that we nurture this seed, allowing it to bloom into peace.”
  • On Conflict: “The shadow dragon is a creature of chaos, yet even in darkness, there is a sliver of light. We must seek this light, for it is our only hope against the encroaching night.”
  • On History: “I have witnessed the rise and fall of empires, the ebb and flow of time. In every era, it is the bonds we forge and the wisdom we share that endure.”

By embodying these traits and following these role-playing tips, you can bring Lord Thalorin to life as a memorable and influential NPC in your campaign. His presence and guidance will add depth and gravitas to the story, providing the party with a powerful ally in their quest.

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Unless otherwise noted, Tempus © 2023 by Mark Molea is licensed under CC BY-NC-SA 4.0