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(Created page with "[back to Major NPCs] The Bridge Commander in charge of safety and stability within Bridgemoor, Ser Kellion Blacksky is a prestigious and highly regarded member of Bridgemoor’s public society. Kellion is a human in his early thirties. He is traditionally handsome with dark hair, facial scruff, chiseled features, and a toned, muscular figure. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite in public, a...")
 
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[[Appendix A: Major NPCs|[back to Major NPCs]]]
[[Appendix A: Major NPCs|[back to Major NPCs]]]


The Bridge Commander in charge of safety and stability within Bridgemoor, Ser Kellion Blacksky is a prestigious and highly regarded member of Bridgemoor’s public society.
The Bridge Commander in charge of safety and stability within [[Bridgemoor]], Ser Kellion Blacksky is a prestigious and highly regarded member of Bridgemoor’s public society.


Kellion is a [[human]] in his early thirties. He is traditionally handsome with dark hair, facial scruff, chiseled features, and a toned, muscular figure. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite in public, and in private conversation he is a little more relaxed but no less chivalrous.
Kellion is a [[human]] in his early thirties. He is traditionally handsome with dark hair, facial scruff, chiseled features, and a toned, muscular figure. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite in public, and in private conversation he is a little more relaxed but no less chivalrous.


Kellion has spent many years securing the good graces of the public and establishing alliances with key figures in Bridgemoor and beyond. At the beginning of the campaign, he has the following [[Goodwill]] in Bridgemoor:
Kellion has spent many years securing the good graces of the public and establishing alliances with key figures in Bridgemoor and beyond.


* Academic: 12
==== '''Kellion’s Allies''' ====
* Aristocratic: 16
Kellion has been very deliberate when it comes to making alliances. Each person that he enters into agreements with has something to offer Kellion’s overarching strategy. [[Aradin the Witchblade]], for example, has a magnetic personality and is the ideal figure to lead a cult, causing social unrest that offers justification for Kellion introducing more draconian, militaristic laws in Bridgemoor.
* Mercantile: 8
* Militant: 20
* Religious: 12
* Social: 16
* Underworld: -12
* The Bridge Knights: 20
* Bridgemoor Meritocrats: 16
* Bridgemoor Traders: 8
* The Ironheart Gang: -4
* The Underbridge Cult: -4
* Kendarian Monarchy: 3
* Kendarian Commoners: 0
* Kendarian Traders/Merchants: 2
* Kendarian Religious Orders: 0
* Nalatheshi Commoners: 0
* Nalatheshi Monarchy/Religious Orders: 1
* Nalatheshi Traders/Merchants: 2


==== Kellion’s Allies ====
Kellion has been very deliberate when it comes to making alliances. Each person that he enters into agreements with has something to offer Kellion’s overarching strategy. [[Aradin the Witchblade]], for example, has a magnetic personality and is the ideal figure to lead a cult, causing social unrest that offers justification for Kellion introducing more draconian, militaristic laws in Bridgemoor.
Below is a list of Kellion’s allies and the basic functions that they play in Kellion’s schemes.
Below is a list of Kellion’s allies and the basic functions that they play in Kellion’s schemes.
'''Aradin the Witchblade:''' One of Kellion’s strongest covert alliances is with Aradin the Witchblade. The cult leader has sworn true allegiance to another, but Kellion and Aradin both share the short-term goal of throwing Kendaria, Nalathesh, and Bridgemoor into chaos. Aradin is incredibly effective to this end, which allows Kellion to grab more and more authoritarian power in [[order]] to stabilize Bridgemoor.


'''Mort Ironheart:''' An irritable but charismatic [[dwarf]], Mort is the leader of a small gang that Kellion funds and helps turn into a significant local threat to west Bridgemoor and east Nalathesh. While Mort proves less resourceful than Aradin, he still contributes to the overall chaos of the moment by stealing from [[merchant]] caravans that travel through Nalathesh.
'''Aradin the Witchblade:''' One of Kellion’s strongest covert alliances is with Aradin the Witchblade. The cult leader has sworn true allegiance to another, but Kellion and Aradin both share the short-term goal of throwing [[Kendaria]], [[Nalathesh]], and Bridgemoor into chaos. Aradin is incredibly effective to this end, which allows Kellion to grab more and more authoritarian power in [[order]] to stabilize Bridgemoor.
 
'''Mort Ironheart:''' An irritable but charismatic [[dwarf]], Mort is the leader of a small gang that Kellion funds and helps turn into a significant local threat to west Bridgemoor and east Nalathesh. While Mort proves less resourceful than Aradin, he still contributes to the overall chaos of the moment by stealing from [[merchant]] caravans that [[travel]] through Nalathesh.


'''[[Hyleth Othen]]:''' One of Kellion’s most practical allies is Hyleth Othen. The lifelong politician has tremendous influence in both Bridgemoor and the nations surrounding the Great Chasm. Hyleth has always favored decisive action and quick resolutions to problems rather than ongoing deliberation, and Kellion’s leadership in the Bridge Knights reflects this philosophy. As such, Hyleth is fond of Kellion, and his support lends Kellion a significant amount of political legitimacy when he makes requests to gain more executive power.
'''[[Hyleth Othen]]:''' One of Kellion’s most practical allies is Hyleth Othen. The lifelong politician has tremendous influence in both Bridgemoor and the nations surrounding the Great Chasm. Hyleth has always favored decisive action and quick resolutions to problems rather than ongoing deliberation, and Kellion’s leadership in the Bridge Knights reflects this philosophy. As such, Hyleth is fond of Kellion, and his support lends Kellion a significant amount of political legitimacy when he makes requests to gain more executive power.


==== Kellion’s Endgame ====
==== '''Kellion’s Endgame''' ====
From a young age, Kellion became completely convinced of Bridgemoor’s excellence. Yes, it was built by an ancient alliance between Nalathesh and Kendaria, but not long after the city was constructed, Bridgemoor declared itself an independent city-state thanks to clever politicking and pitting Nalatheshi and Kendarian interests against one another until they had to concede Bridgemoor’s independence. Kellion became convinced that this was Bridgemoor’s greatest achievement up to this day, and is inspired to take this a step farther: Bridgemoor should expand. Nalathesh and Kendaria, Kellion believes, would be better off under Bridgemoor’s rule.
From a young age, Kellion became completely convinced of Bridgemoor’s excellence. Yes, it was built by an ancient alliance between Nalathesh and Kendaria, but not long after the city was constructed, Bridgemoor declared itself an independent city-state thanks to clever politicking and pitting Nalatheshi and Kendarian interests against one another until they had to concede Bridgemoor’s independence. Kellion became convinced that this was Bridgemoor’s greatest achievement up to this day, and is inspired to take this a step farther: Bridgemoor should expand. Nalathesh and Kendaria, Kellion believes, would be better off under Bridgemoor’s rule.


To that end, Kellion intentionally makes public alliances with people that will lend him a great amount of legitimacy (such as Meritocrat Hyleth Othen). At the same time, Kellion makes back room deals with unsavory folk like Aradin the Witchblade and Mort Ironheart. He encourages these characters to cause trouble in Bridgemoor and the region around it, fanning the flames of tension between Nalathesh and Kendaria. Kellion works especially closely with Aradin, as the cult leader has a magnetic personality augmented by his Spear of Proclamation. Kellion uses Aradin to convince the Kendarian merchant _____ to steal from the Nalatheshi [[trader]], Isavella, leading to conflict that spirals out of control and results in the murder of Lord Elarion of House Sutian.
To that end, Kellion intentionally makes public alliances with people that will lend him a great amount of legitimacy (such as Meritocrat Hyleth Othen). At the same time, Kellion makes back room deals with unsavory folk like Aradin the Witchblade and Raymera. He encourages these characters to cause trouble in Bridgemoor and the region around it, fanning the flames of tension between Nalathesh and Kendaria. Kellion works especially closely with Aradin, as the cult leader has a magnetic personality augmented by his Spear of Proclamation. Kellion uses Aradin to convince the Kendarian merchant Filandra to steal from the Nalatheshi [[trader]], Isavella, leading to conflict that spirals out of control and results in the murder of Lord Elarion of House Sutian.


This raises tensions to a boiling point, as Kendaria and Nalathesh both ready their troops in case military action becomes warranted. As the heroes travel around the region trying to complete favors and deescalate the situation, Kellion covertly uses his connections to apply pressure and keep anger running hot between the two nations. In turn, this state of affairs makes it essential for Bridgemoor to flex a powerful military arm, which propels Kellion into the spotlight as he becomes the most important political figure in the state.
This raises tensions to a boiling point, as Kendaria and Nalathesh both ready their troops in case military action becomes warranted. As the heroes travel around the region trying to complete favors and deescalate the situation, Kellion covertly uses his connections to apply pressure and keep anger running hot between the two nations. In turn, this state of affairs makes it essential for Bridgemoor to flex a powerful military arm, which propels Kellion into the spotlight as he becomes the most important political figure in the state.


Once he secures executive wartime powers from the Meritocrats (something that Hyleth will champion on his behalf), Kellion plans to side with whichever nation seems weaker. He will not commit his troops to their cause, but will offer them sanctuary and [[passage]] across the bridge to attack the other nation. As Kendaria and Nalathesh weaken their armies against one another, Kellion watches and waits. Finally, when either Kendaria or Nalathesh is all but victorious, Kellion plans to unleash his own military apparatus on the two weakened armies, devastating them with disciplined soldiers and Avadrium artifacts that will turn the tide of battle decisively in his favor.
Once he secures executive wartime powers from the Meritocrats (something that Hyleth will [[champion]] on his behalf), Kellion plans to side with whichever nation seems weaker. He will not commit his troops to their cause, but will offer them sanctuary and [[passage]] across the bridge to attack the other nation. As Kendaria and Nalathesh weaken their armies against one another, Kellion watches and waits. Finally, when either Kendaria or Nalathesh is all but victorious, Kellion plans to unleash his own military apparatus on the two weakened armies, devastating them with disciplined soldiers and Avadrium artifacts that will turn the tide of battle decisively in his favor.


By enacting this plan, Kellion anticipates that he will be able to annex large swathes of east Nalathesh and west Kendaria. He would love to take the entirety of both nations, but is a pragmatic, calculating general and does not intend to press his luck if it would spread Bridgemoor’s resources too thin.
By enacting this plan, Kellion anticipates that he will be able to annex large swathes of east Nalathesh and west Kendaria. He would love to take the entirety of both nations, but is a pragmatic, calculating general and does not intend to press his luck if it would spread Bridgemoor’s resources too thin.
{| class="creature"
|+
! colspan="6" |Bridge Commander Ser Kellion Blacksky
|-
| colspan="6" |''Monster Level: 20''
|-
| colspan="6" |''Medium. Humanoid''
|-
!STR
!DEX
!END
!AWR
!INT
!CHA
|-
!6
!2
!6
!4
!4
!6
|-
|
!Ref: 10
!Fort: 16
!Ant: 15
!Log: 15
!Will: 19
|-
| colspan="6" |
|-
| colspan="3" |'''[[Armor]] Rating''' 15 (gilded plate)
| colspan="3" |'''Resist''' Physical 5
|-
| colspan="3" |'''Hit Points''' 225
| colspan="3" |'''Traits''' Iron Will, Steel Mind, Regen 5
|-
| colspan="3" |'''Speed''' 30 ft
| colspan="3" |
|-
| colspan="6" |'''[[Skills]]''' (STR) Athletics +8; (END) Forced March +8; (INT) History +8, Law +8, Military +8, Politics of Bridgemoor +8; (CHA) Deceiving +8, Intimidating +8, Leadership +8, Persuading +8
|-
! colspan="6" |Features
|-
| colspan="6" |'''Cavalier.''' While riding a steed, Kellion gains 1 additional MCAP.
'''[[Occult]] Rituals.''' Using CHA, Kellion can cast the following occult rituals. [[Drums of the War God]], [[Inscription of Sharpening]], [[Scry]].
'''Lightning Lance.''' Using END, Kellion can control his Lightning Lance to cast the following [[primal]] chants, invocations, and spells innately. He cannot cast these without his lance.
* (At Will) [[Lightning Lash]]
* (3/Rest) [[Avianism]], Control [[Weather]], [[Lightning Bolt]], [[Mists of the Everwilds]]
'''Thunderstorm.''' When Kellion casts [[Control Weather]] with his Lightning Lance, he can only use it to create a thunderstorm. The thunderstorm forms over 20 seconds, rather than 10 minutes.
|-
! colspan="6" |[[Actions]]
|-
| colspan="6" |
==== '''''Kellion can take FIVE of the following actions, or take the same action five times.''''' ====
|-
| colspan="6" |'''Move.''' Kellion moves up to his speed.
'''Greatsword.''' ''Reach 5 ft Two-Handed Weapon.'' +6 vs AR. '''Hit:''' 13 (2d6 + 6) sharp.
'''Javelin.''' ''Thrown 60 ft One-Handed Weapon.'' +6 vs AR. '''Hit:''' 9 (1d6 + 6) sharp.
'''Lightning Lash.''' Kellion makes a Lightning Lash attack at Primal Tier 5.
'''Second Wind (Recharge 5).''' Kellion regains 20 HP.
|-
! colspan="6" |
|-
| colspan="6" |
==== '''''OR Kellion can take TWO of the following actions, or take the same action twice…''''' ====
|-
| colspan="6" |'''Move.''' Kellion moves up to his speed.
'''Greatsword.''' Kellion makes an attack with his Greatdword.
'''Javelin.''' Kellion makes an attack with his Javelin.
'''Lightning Lash.''' Kellion makes an attack with his Lightning Lash.
'''Second Wind (Recharge 5).''' Kellion uses his Second Wind ability.
|-
| colspan="6" |
==== '''''...AND''' take '''ONE''' of the following actions.'' ====
|-
| colspan="6" |'''Lightning Lance.''' ''Reach 10 ft One-Handed Weapon.'' +6 vs AR. '''Hit:''' 13 (1d12 + 6) sharp and 9 (2d8) lightning.
'''Commander (Recharge 4).''' Kellion casts the [[Decree]] [[divine]] spell. It counts as nonmagical when cast in this way.
'''Storm Lance.''' Kellion casts one of his 3/Rest abilities with his Lightning Lance.
'''Recall.''' If Kellion does not have his Lightning Lance in hand, it automatically returns to his hand.
|-
! colspan="6" |
|-
| colspan="6" |
==== '''''OR Kellion can take TWO of the following actions, or take the same action twice.''''' ====
|-
| colspan="6" |'''Lightning Lance.''' Kellion makes an attack with his Lightning Lance.
'''Commander (Recharge 4).''' Kellion uses his Commander ability.
'''Storm Lance.''' Kellion casts one of his 3/Rest abilities with his Lightning Lance.
'''Recall.''' Kellion uses his Recall ability.
|-
! colspan="6" |Reactions
|-
| colspan="6" |'''Exploit (1/Turn).''' Kellion can Exploit.
|}

Latest revision as of 17:02, 14 December 2024

[back to Major NPCs]

The Bridge Commander in charge of safety and stability within Bridgemoor, Ser Kellion Blacksky is a prestigious and highly regarded member of Bridgemoor’s public society.

Kellion is a human in his early thirties. He is traditionally handsome with dark hair, facial scruff, chiseled features, and a toned, muscular figure. He has a thin scar running from his cheek to his chin. Ser Blacksky is formal and polite in public, and in private conversation he is a little more relaxed but no less chivalrous.

Kellion has spent many years securing the good graces of the public and establishing alliances with key figures in Bridgemoor and beyond.

Kellion’s Allies

Kellion has been very deliberate when it comes to making alliances. Each person that he enters into agreements with has something to offer Kellion’s overarching strategy. Aradin the Witchblade, for example, has a magnetic personality and is the ideal figure to lead a cult, causing social unrest that offers justification for Kellion introducing more draconian, militaristic laws in Bridgemoor.

Below is a list of Kellion’s allies and the basic functions that they play in Kellion’s schemes.

Aradin the Witchblade: One of Kellion’s strongest covert alliances is with Aradin the Witchblade. The cult leader has sworn true allegiance to another, but Kellion and Aradin both share the short-term goal of throwing Kendaria, Nalathesh, and Bridgemoor into chaos. Aradin is incredibly effective to this end, which allows Kellion to grab more and more authoritarian power in order to stabilize Bridgemoor.

Mort Ironheart: An irritable but charismatic dwarf, Mort is the leader of a small gang that Kellion funds and helps turn into a significant local threat to west Bridgemoor and east Nalathesh. While Mort proves less resourceful than Aradin, he still contributes to the overall chaos of the moment by stealing from merchant caravans that travel through Nalathesh.

Hyleth Othen: One of Kellion’s most practical allies is Hyleth Othen. The lifelong politician has tremendous influence in both Bridgemoor and the nations surrounding the Great Chasm. Hyleth has always favored decisive action and quick resolutions to problems rather than ongoing deliberation, and Kellion’s leadership in the Bridge Knights reflects this philosophy. As such, Hyleth is fond of Kellion, and his support lends Kellion a significant amount of political legitimacy when he makes requests to gain more executive power.

Kellion’s Endgame

From a young age, Kellion became completely convinced of Bridgemoor’s excellence. Yes, it was built by an ancient alliance between Nalathesh and Kendaria, but not long after the city was constructed, Bridgemoor declared itself an independent city-state thanks to clever politicking and pitting Nalatheshi and Kendarian interests against one another until they had to concede Bridgemoor’s independence. Kellion became convinced that this was Bridgemoor’s greatest achievement up to this day, and is inspired to take this a step farther: Bridgemoor should expand. Nalathesh and Kendaria, Kellion believes, would be better off under Bridgemoor’s rule.

To that end, Kellion intentionally makes public alliances with people that will lend him a great amount of legitimacy (such as Meritocrat Hyleth Othen). At the same time, Kellion makes back room deals with unsavory folk like Aradin the Witchblade and Raymera. He encourages these characters to cause trouble in Bridgemoor and the region around it, fanning the flames of tension between Nalathesh and Kendaria. Kellion works especially closely with Aradin, as the cult leader has a magnetic personality augmented by his Spear of Proclamation. Kellion uses Aradin to convince the Kendarian merchant Filandra to steal from the Nalatheshi trader, Isavella, leading to conflict that spirals out of control and results in the murder of Lord Elarion of House Sutian.

This raises tensions to a boiling point, as Kendaria and Nalathesh both ready their troops in case military action becomes warranted. As the heroes travel around the region trying to complete favors and deescalate the situation, Kellion covertly uses his connections to apply pressure and keep anger running hot between the two nations. In turn, this state of affairs makes it essential for Bridgemoor to flex a powerful military arm, which propels Kellion into the spotlight as he becomes the most important political figure in the state.

Once he secures executive wartime powers from the Meritocrats (something that Hyleth will champion on his behalf), Kellion plans to side with whichever nation seems weaker. He will not commit his troops to their cause, but will offer them sanctuary and passage across the bridge to attack the other nation. As Kendaria and Nalathesh weaken their armies against one another, Kellion watches and waits. Finally, when either Kendaria or Nalathesh is all but victorious, Kellion plans to unleash his own military apparatus on the two weakened armies, devastating them with disciplined soldiers and Avadrium artifacts that will turn the tide of battle decisively in his favor.

By enacting this plan, Kellion anticipates that he will be able to annex large swathes of east Nalathesh and west Kendaria. He would love to take the entirety of both nations, but is a pragmatic, calculating general and does not intend to press his luck if it would spread Bridgemoor’s resources too thin.

Bridge Commander Ser Kellion Blacksky
Monster Level: 20
Medium. Humanoid
STR DEX END AWR INT CHA
6 2 6 4 4 6
Ref: 10 Fort: 16 Ant: 15 Log: 15 Will: 19
Armor Rating 15 (gilded plate) Resist Physical 5
Hit Points 225 Traits Iron Will, Steel Mind, Regen 5
Speed 30 ft
Skills (STR) Athletics +8; (END) Forced March +8; (INT) History +8, Law +8, Military +8, Politics of Bridgemoor +8; (CHA) Deceiving +8, Intimidating +8, Leadership +8, Persuading +8
Features
Cavalier. While riding a steed, Kellion gains 1 additional MCAP.

Occult Rituals. Using CHA, Kellion can cast the following occult rituals. Drums of the War God, Inscription of Sharpening, Scry.

Lightning Lance. Using END, Kellion can control his Lightning Lance to cast the following primal chants, invocations, and spells innately. He cannot cast these without his lance.

Thunderstorm. When Kellion casts Control Weather with his Lightning Lance, he can only use it to create a thunderstorm. The thunderstorm forms over 20 seconds, rather than 10 minutes.

Actions

Kellion can take FIVE of the following actions, or take the same action five times.

Move. Kellion moves up to his speed.

Greatsword. Reach 5 ft Two-Handed Weapon. +6 vs AR. Hit: 13 (2d6 + 6) sharp.

Javelin. Thrown 60 ft One-Handed Weapon. +6 vs AR. Hit: 9 (1d6 + 6) sharp.

Lightning Lash. Kellion makes a Lightning Lash attack at Primal Tier 5.

Second Wind (Recharge 5). Kellion regains 20 HP.

OR Kellion can take TWO of the following actions, or take the same action twice…

Move. Kellion moves up to his speed.

Greatsword. Kellion makes an attack with his Greatdword.

Javelin. Kellion makes an attack with his Javelin.

Lightning Lash. Kellion makes an attack with his Lightning Lash.

Second Wind (Recharge 5). Kellion uses his Second Wind ability.

...AND take ONE of the following actions.

Lightning Lance. Reach 10 ft One-Handed Weapon. +6 vs AR. Hit: 13 (1d12 + 6) sharp and 9 (2d8) lightning.

Commander (Recharge 4). Kellion casts the Decree divine spell. It counts as nonmagical when cast in this way.

Storm Lance. Kellion casts one of his 3/Rest abilities with his Lightning Lance.

Recall. If Kellion does not have his Lightning Lance in hand, it automatically returns to his hand.

OR Kellion can take TWO of the following actions, or take the same action twice.

Lightning Lance. Kellion makes an attack with his Lightning Lance.

Commander (Recharge 4). Kellion uses his Commander ability.

Storm Lance. Kellion casts one of his 3/Rest abilities with his Lightning Lance.

Recall. Kellion uses his Recall ability.

Reactions
Exploit (1/Turn). Kellion can Exploit.