Starke Eredyn Character in The Iron Suns | World Anvil
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Starke Eredyn

Starke Eredyn is a human warlord from the Northern Wastes and is the current leader of the Iron Suns

Starke Eredyn

Starke Eredyn is a human warlord from the Northern Wastes, presumably Titanhelm, though he has never confirmed it. He is the current leader of the Iron Suns chapter now based out of Draelyn.

Physical Description

Body Features

Starke's body is covered in a multitude of scars from his decades of fighting. His command style takes him to the front lines, and he isn't afraid to take a beating.

Mental characteristics

Personal history

"I come from a clan in the far North. My father was the leader of that clan, and a fierce warrior. The true strength of our clan though, came from my older sister... Leoma." He paused before saying her name, the syllables heavy and difficult to leave his mouth. "Leoma was the pride not only of my family, but of our entire clan. She had a brilliant mind and held compassion my father did not, and with her help, our clan flourished. She was an excellent tactician and negotiator, and not only did we win more of our battles with her in command, in many cases we were able to avoid conflict completely by striking deals with other clans."   "Leoma was my idol, and as I grew, I hoped to someday help our clan in the same way she had. I studied the same texts she did, listened to our people, and did my best to emulate her in every way. As my father grew older, he handed more and more responsibilities to Leoma, preparing for her to eventually take his place. She in turn worked with me, knowing how desperately I wanted to serve our clan."   Starke paused again, preparing himself for the next part of the story. "We had been having issues with a rival clan for nearly a year, and Leoma had made arrangements for us to meet with their leaders and come to an agreement. She pressed for me to take the lead during the negotiations, and I hesitantly agreed. I was nervous, but her confidence was contagious and I was eager to prove myself."   "During the negotiations, disparaging remarks were made about my family by the rival clan. It should have been easy enough to ignore, but I could not silence my pride, and I lashed out against the leader of the other clan. A fight broke out and although we were able to quell the clansman, Leoma was killed in the skirmish."   He let out a heavy sigh before continuing. "My father was heartbroken. Word spread that I had struck first and jeopardized what should have been a simple negotiation. Resentment for me grew within the clan as my father's health began to fail, and it became apparent that I would be the next leader. Unable to stand the shame any longer, I left our clan."   "It's been nearly thirty years since I left; I've never gone back and I've never had anyone look for me. I traveled South looking for work, and after a few years was 'found' by Wubrg. It was painful at first how much he reminded me of Leoma, though as time went on, he became a brother to me."   "Now Wubrg is gone, and not without fault of my own. You may see the leader of the Iron Suns in front of you, but I am simply a shadow of those that have come before me. It seems fate has placed me here again, and this time I will own the responsibility."

Employment

Starke was initially hired by Wubrg to join The Iron Suns, and quickly rose through the ranks to become the second in command. He preferred leading small groups and being out on jobs than the bureaucracy of managing the guild.

Failures & Embarrassments

His greatest failure is the death of his sister and the abandonment of his clan.

Intellectual Characteristics

Starke is an excellent tactician. Wubrg credits much of their chapter's success in Starke's ability to plan and execute on each contract.

Morality & Philosophy

His philosophy is now one and the same of the Suns. He will accept and execute any contract as long as it does not violate the Suns' charter.
Current Location
Birthplace
The Northern Wastes
Children
Current Residence
Draelyn
Gender
Male
Eyes
Dark
Hair
Short, White
Height
6'5"
Weight
260 lbs
Quotes & Catchphrases
Iron within! Iron without!
Aligned Organization
Starke Eredyn
 
Starke

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Starke Eredyn

WARLORD 8 Class & Level
Mercenary Background
Human Race
Neutral Alignment

Strength 18
+4
Dexterity 10
+0
constitution 14
+2
intelligence 16
+3
wisdom 10
+0
charisma 12
+1
Total Hit Dice 8
Hit Die 1d10+2
3 proficiency bonus
10 Passive perception
7 Strength
0 Dexterity
5 Constitution
3 Intelligence
0 Wisdom
1 Charisma
saving throws
0 Acrobatics
0 Animal Handling
3 Arcana
7 Athletics
1 Deception
6 History
0 Insight
4 Intimidation
3 Investigation
0 Medicine
3 Nature
0 Perception
1 Performance
4 Persuasion
3 Religion
0 Sleight of Hands
0 Stealth
0 Survival
skills
16
AC
68
Hit Points
0
Initiative
30ft
Speed
Tool: Dice Set; Land Vehicles
Weapon: Martial; Simple
Armor: Heavy; Light; Medium; Shields
Language: Common; Northern Tongue
Proficiencies
NameBonusDamageType
Greatsword 1d20+5 1d12+3 Slashing
Greatsword Attack: +5 1d20+5 1d12+3 Damage: 1d12+3 Attacks

Spellcasting
Waterskin: 1
Shield: 1
Rope, hempen: 1
Mess kit: 1
Chain Mail: 1
Torch: 8
Equipment

Personality Traits

Ideals

Bonds

Flaws

Bonus Actions


Second Wind


Regain 1d10 + 8 HPs (use once/rest).

Actions


Action Surge


Take an extra action (use once/rest).

Other Actions


Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn three maneuvers of your choice, which arc detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

Durable


When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Great Weapon Fighting Style


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Great Weapon Master


You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Know Your Enemy


Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Armor Class, Current hit points, Total class levels (if any), or Fighter class levels (if any).

Mercenary Life


You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook). .

Student of War


At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Features & Traits