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A low hanging cloth with singed edges barely billows, despite the never-ending smoke that pours out of the pores across the glowing chainmail that wraps the figure. These chains bend under the heat and pressure of tightly fastened plates curved in a human form. The symbols smeared across the burned armor, appear by inhuman hands, no prints or flesh scratched these symbols.

The Sun’s Flame Knight burns in its armor tall and thin, a tightly bound furnace that pours out smoke and flames. Lights inside give an angelic look when observed in delirious thought. But at the edge of a horizon apart a viewer may see the whipping flames of a hell that has been condensed and weaponized. With only a purpose to wield the glowing blade of the First Stolen Sun in order to punish and uphold the Master Whisperer’s law.

Fear the warrior whose gaze burns long and without falter. Who moves with practiced grace that provides a speed that turns traditional swordplay into a barrage of swings that cuts the air as fast as a hummingbird beats its wings. Only pausing between furies to evaluate how best to eviscerate the enemy, then burn the evidence until it is blacker that space and indistinguishable in texture from the soil.

May the allure of a warm flame and a beacon on the horizon trick your heart into thinking the end to a tortured life is in sight. For even on the rivers of hell a warm flame dances at the final rest stop to the eternal destination.

Statistics

Type: high planar, angelic.

HD: 5

Armor: as Plate

Move: 35 feet

Intelligence: 16/20

  • Precise
  • 2/day: can make an additional action before any character at any time.
  • The sun’s flame knight is made of fire and speaks only in the sounds of whooshing wind and crackling logs. They can unite to a council meeting of other flames using a single finger as if it is wood burning. Burning the prime words (words that translate to all phrase and depths within their first language) into any surface.

Alignment: the sun is the lord, the flame the commander an ally. Any and all allies of The Nightlanders is a foe.

Tactics: methodical, careful with intent and thought. Fights enemies, retreat over death unless under specific orders or dire stakes.

Attacks:

  • 2 attacks per round.
  • Sunblade: 1d10+2; or heavy sword+2. Damage ignores armor as the blades searing light pierces all surfaces.
  • Crackling Frenzy: 4/day, Take 3 main actions on next turn. Damage on all effects is halved for these actions. Sparks fly from a gauntlets flourish, the speed gained through practiced movements comes at the cost of distinguishable tactics being clearly signaled.
  • Overflowing Flaming Tongue: 3/day, Spewing flames from the grates in the scorched helmet, target takes 1d8 damage per round for 3 rounds.

Defense:

  • Deflect: blade attacks against the knight that miss leave an opening, the knight does a basic attack at this moment, rolling twice and using the worst of the two to determine effect.
  • Burning Glare: A strong glint sparks off the shield, a reflection of the sun honed to a daggers point to pierce foes eyes. In sacrifice of a move action, a targets next action has disadvantage.

Special:

  • Can only be destroyed forever using the Sea King Mary’s tears.
  • The Knight glows orange like the embers of a fire in a shadowy forest. This light pierces holes from another dimension, from an age of fire, into the world we traverse. Over the soldier’s entire body, these portals are visible but send eyes and minds reeling into a white haze when stared into.
  • Just like the shining lights of hell at the end of the rivers of shackled flesh, the knight burns as a spiritual signal. A tower in the living world, a world unknown to them, with the trait of mortality which is alien in form and habit. Within 6 miles of the knight’s presence, but only at night, 1d100 dead turn to undead. Roll 1d100 for cities, and roll 1d10 for the countryside (unless reason for bodies to be plentiful is present).

Affiliations

There are some that the Sun’s Flame Knight is connected to, as they are a knight of their own realm and had to spend time in court. Fiddling and navigating the politics of those above and in command or against their own commander.

Flame Commander:

The commander is a solid flame that does not flicker but holds a curved shape with sharp edges. Its commands are issued as sternly as laws of nature and are expected to be upheld in a rigid fashion to how gravity brings apples to fall. A consistency is expected and if not met, punished by extinguishing a soldier. Squishing its heat until it is only coals, wiping away memories and thoughts before kindling the flame back to a young roar. Bringing executed soldiers back to life so that they can forget, cease to exist, and their own physical properties can be reused for another.

The Flame Commander does not care for the individual personalities of their soldiers. The only way that control is maintained is by puppeteering and threats of recycling.

The flame that heats each flame knight or soldier is linked to the flame commander, the commander holds absolutely still in their person in order to make its movements and silent commands known through manipulating the waves and flashes of light of those being controlled. At any point the flame commander can starve an individual linked to the larger flame of air and its energy that is shared. Making them so weak as to collapse under even the weight of their armor.

Unless this link is broken, and sufficient fuel is provided to maintain the energy needed to live, every soldier under the Flame Commander is chained to the army of Hell for all time.

Prime Tree Wood Chunk: the prime tree was the first tree from which all others sprouted. It has long since become lost to the soil, but some of the excess tree clippings that were not used to start the world’s forests were coveted and stowed away by Primordial Collectors. These individuals hide and catalog in personal collections away from prying eyes original progenitors of the world’s materials. They hold in hiding the original seeds which when planted create spiraling and widespread veins of gold.

First Stolen Sun:

Far back in time, before people were ever born or even could think of a name for the blazing beauties that stand ever present in the summer sky. With their gaze coming down and embracing every creature that would ever live. Before we knew the love of warmth and a breezy summer at a swimming hole. Where friends could jump into the water and not be cold, but refreshed so long that the memories of childhood could be a warm blanket in old age.

Before all of this, the Flame Commander was young and brash, there was no king and rulers in the planes of existence just warring bands of elements and essence. The war band of the young spark found the first sun and captured it in a net of stars. This is where the first stolen sun changed into its second form, that of a horse of fire, with the sun changed into a conquerable form the war band cast a spell of chains onto the horse. And it was lead to where the future throne for the Flame Commander would be erected, buried in a hole deep into the stone with only a small piercing faucet cutting through its flesh on one end.

With this turned on, the Flame Commanders weapon smiths can harness star fire to create sunblades. Swords that whip flames and make spotted the eyes of any enemy.

One day, someone may rescue the First Stolen Sun. But only a siege on the black citadel of fire in the volcano Matdrick could make such events occur. It is tempting though? To save a sun? The one that sparked so many others. Certainly the reward for such a task from the Council of Orion would be grand.

Sunblade: burning, blade, damage of a great sword +2 fire dmg. To wield this blade without damage or penalty requires an insulated stone gauntlet which only elemental weapon smiths can forge. If the wielder is made not of flesh, then the blade can be held if they can withstand the temperature (d4 damage per turn held). Spend a main action and choose 1 effect:

  • Next attacks damage ignores armor.
  • The targets next action has disadvantage. They roll twice and take the worst.
  • Fire breath: attack as normal, if you succeed instead of doing the damage of the sword, target will take d6 fire damage per turn for d4 turns.

Master Whisperer:

Lurking in the shadows of dreams and stones, the master whisperer speaks over and over again the laws unwritten. Slay for me, the cold voice groans. Every so often the fingers move like snakes in sand. Darkness clings to the pale skin as the void attempts to pull back the escapee.

My words are unwritten, they speak truths which will bury themselves deep into your being. Act for me. These are the rules the Master Whisperer lays.

Rules from the Master Whisperer creep in only when an individual has fought in 10,000 skirmishes, brawls, and melees. The bloodlust of those without blood but who only see it tempts the Master Whisperer who drinks what comes filtered through the earth and that was wrought of violence “in the name of”.

To some the Master Whisperer will make bargains… But to others, those of elements and essences only commands are uttered.

Heed the Call: At a stone after a long fight a murmur is heard. You are resting and blood pools into the dirt. A leathery voice speaks softly to you “Skin the hundred headed serpent Poison Fang, and give the skin to the Warlord Adam Kraith. Do this and I will allow you to speak once across time and space through the shadows”. If this quest is completed, the Master Whisperer will offer this favor once, for each other completed another is granted. The ability to speak a phrase through the shadows to anyone anywhere in the world awake or dreaming.

The Master Whisperer does this, because the harm will always outweigh the benefit, words from shadows are fearsome beasts of horror not advisors of good fortunes.