Aradin the Witchblade: Difference between revisions

Jump to navigation Jump to search
no edit summary
(Created page with "[back to Major NPCs] A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations. Aradin is a terrifying figure to behold. He is a fiendblood with dark, smoky purple skin. He st...")
 
No edit summary
Line 1: Line 1:
[[Appendix A: Major NPCs|[back to Major NPCs]]]
[[Appendix A: Major NPCs|[back to Major NPCs]]]


=== Aradin the Witchblade ===
A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations.
A dark figure with a shadowy past, Aradin the Witchblade seeks to undermine the legitimacy of Bridgemoor, Nalathesh, and Kendaria. With a powerful personal charisma and strong political connections, it proved relatively easy for Aradin to found the Underbridge Cult and cultivate it into a legitimate threat to the three nations.


Aradin is a terrifying figure to behold. He is a [[fiendblood]] with dark, smoky purple skin. He stands taller than most and has a muscular, intimidating physique. His green irises stand out from his otherwise pitch black eyes and glow faintly in the dark. Aradin has large, batlike wings and his head is encircled with small, curved horns that resemble a crown.  
Aradin is a terrifying figure to behold. He is a [[fiendblood]] with dark, smoky purple skin. He stands taller than most and has a muscular, intimidating physique. His green irises stand out from his otherwise pitch black eyes and glow faintly in the dark. Aradin has large, batlike wings and his head is encircled with small, curved horns that resemble a crown.  


==== Rise to Power ====
==== '''Rise to Power''' ====
From his conception, Aradin was destined for greatness… and for darkness. He was born from the consummated pact of an [[occult]] [[witch]] and a fiend from Cholereth. He was trained to be skilled in the arts of both blade and magic from a young age, and trained specifically to enact vengeance upon those who destroyed his mother’s coven.
From his conception, Aradin was destined for greatness… and for [[darkness]]. He was born from the consummated pact of an [[occult]] [[witch]] and a fiend from Cholereth. He was trained to be skilled in the arts of both blade and magic from a young age, and trained specifically to enact vengeance upon those who destroyed his mother’s coven.


He completed this dark task, and his violent quest caught the eye of a dark benefactor. Impressed with Aradin’s work, his benefactor tasked Aradin with creating an army to spread the tides of war and chaos across the lands to the south, starting with the pivotal city-state of Bridgemoor.
He completed this dark task, and his violent quest caught the eye of a dark benefactor. Impressed with Aradin’s work, his benefactor tasked Aradin with creating an army to spread the tides of war and chaos across the lands to the south, starting with the pivotal city-state of Bridgemoor.


==== A Dark Alliance ====
==== '''A Dark Alliance''' ====
When he ventured south to Bridgemoor, Aradin spent many months lurking in the shadows prodding at the edges of society, making connections wherever he was able to. By forming mutually beneficial alliances, bribing city officials or merchants, and when necessary blackmailing or threatening isolated individuals, Aradin expanded his influence.
When he ventured south to Bridgemoor, Aradin spent many months lurking in the shadows prodding at the edges of society, making connections wherever he was able to. By forming mutually beneficial alliances, bribing city officials or merchants, and when necessary blackmailing or threatening isolated individuals, Aradin expanded his influence.


Fatefully, he came into contact with Ser Kellion Blacksky, who at the time was just a Bridge Captain. The two shared a common vision, even if they had different ideas for the eventual fate of Bridgemoor and its neighbors. Both Aradin and Kellion want to see a change in the governance of the regional powers, and believe that the best way to ensure this is by weakening the current regimes so that a new power can rise.
Fatefully, he came into contact with Ser [[Kellion Blacksky]], who at the time was just a Bridge Captain. The two shared a common vision, even if they had different ideas for the eventual fate of Bridgemoor and its neighbors. Both Aradin and Kellion want to see a change in the governance of the regional powers, and believe that the best way to ensure this is by weakening the current regimes so that a new power can rise.


Kellion intends to take this power for himself, while Aradin intends to weaken the region so that his benefactor can sweep down from the north and conquer the land.
Kellion intends to take this power for himself, while Aradin intends to weaken the region so that his benefactor can sweep down from the north and conquer the land.
Line 21: Line 22:
In Part One of ''The Cloven Lands'', Aradin and Kellion are still cooperating as allies. By Part Three, if Aradin is still alive, then he has largely withdrawn from the region due to Kellion’s totalitarian power.
In Part One of ''The Cloven Lands'', Aradin and Kellion are still cooperating as allies. By Part Three, if Aradin is still alive, then he has largely withdrawn from the region due to Kellion’s totalitarian power.


==== Aradin’s True Master ====
==== '''Aradin’s True Master''' ====
Aradin may be a compelling figure, and the Underbridge Cult views him as their leader, but in truth Aradin responds to someone else. A dark lord adopted him in his teenage years after he completed his vengeance-fueled quest. This benefactor twisted Aradin’s considerable talents and nurtured his loyalty. Aradin now sees his benefactor as a surrogate father and would do anything to please him. Aradin’s master, who dwells in a forlorn castle to the north of the Great Chasm, is named Dracula.
Aradin may be a compelling figure, and the Underbridge Cult views him as their leader, but in truth Aradin responds to someone else. A dark lord adopted him in his teenage years after he completed his vengeance-fueled quest. This benefactor twisted Aradin’s considerable talents and nurtured his loyalty. Aradin now sees his benefactor as a surrogate father and would do anything to please him. Aradin’s master, who dwells in a forlorn castle to the north of the Great Chasm, is named Dracula.
==== '''Fighting Aradin''' ====
Aradin has the Spear of Proclamation in his [[possession]] at the start of the campaign, so it is included in his stats below. When the heroes confront Aradin, it should be a deadly encounter. The total ML = (½ the party’s level) + 4. Aradin keeps '''Skeletons''' (CC chapter 2) in his attendance, along with '''Underbridge Initiates''' and '''Underbridge Cultists''' (Appendix C). For a particularly difficult challenge, if Druvesk the '''[[Bonewraith]]''' survives Chapter 3, then he might fight with Aradin as well.

Navigation menu