Skip to content

Aldren

Mountain dwarf · Fighter (Samurai) · Level 20

Aldren

Caravan guard and wandering sword instructor
“A wagon is a promise on wheels. Keep it moving.”
AC17
HP204/204
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Aldren's voice has the rough, projected rasp of someone used to calling instructions across quarry yards and wagon noise. He puts weight on the first word of a sentence and tends to finish with a broad, rising emphasis, as if expecting the whole road to answer. When discussing a frightened traveler or a fallen comrade, the same voice becomes steady and matter-of-fact, like a hand set firmly on a shoulder.

His phrasing comes from quarry work and years around caravan teams: direct, physical, and full of references to hauling, footing, and keeping a load balanced. He calls people by their job or what they are carrying until he learns their names. He is not a polished instructor, but his best advice is concise and grounded in experience.

Speech patterns

Uses loud declarations and blunt, concrete comparisons: "A wagon is a promise on wheels. Keep it moving."
Repeats the last few words of a complicated instruction as a question, then tries to do it literally.
Gives enthusiastic praise for practical competence, especially calm decisions under pressure.
When he is embarrassed, changes the subject to food or asks whether anyone has seen his sandals.

How to play them

Meet his volume with directness rather than trying to out-shout him. Give him a practical task and a clear reason it matters to people; he responds well to honest praise and poorly to condescension. If presenting a complex plan, break it into steps and ask him to repeat the key point in his own words.

Goal

Uncover who is leaking caravan schedules to the toll-collectors, stop the attacks without abandoning the road, and earn enough to keep Branka's shop open.

Motivation

Protect ordinary travelers from being treated as easy prey, and prove through dependable actions that being slow-witted is not the same as being careless.

Secret · GM only

Appearance

A compact dwarf with a rounded, doll-like face and delicate features that make strangers mistake him for a woman until he opens his mouth. His messy black hair brushes his shoulders, its ends dyed a dark navy blue; a stubborn central bang drops to the top of his nose bridge. Large, round, glossy brown eyes seem almost painted on, framed by thick, lush lashes. He is shirtless, showing a lean, corded body with a remarkably narrow waist and wiry shoulders. He moves on the balls of his feet, quick as a startled bird, then plants himself with the surprising certainty of a stone post. He smells unmistakably of crushed mint and woodsmoke, a scent he thinks is simply what people smell like. His blue trousers sag at the knees and are patched with mismatched thread; brown fur circles the waist and black fur cuffs his ankles. The fur is brushed and carefully mended, unlike the rest of his clothes. His grass sandals whisper over dirt, while two battered swords knock together at his hips. People remember the bright eyes, the noisy entrance, and the incongruity of a shirtless, fur-trimmed swordsman who smells like a kitchen garden.

Clothing

Shirtless; loose blue trousers with brown fur at the waist and black fur at the ankles, patched at the knees. Grass sandals. He keeps the fur trim brushed and mended with fussy care, though the trousers themselves are a mess of rough repairs.

Body language

He talks with his whole body: shoulders squared, chin lifted, hands cutting the air in broad declarations. His eyes dart constantly to feet, doorways, and weapon hands. When someone he trusts is hurt, the theatrical gestures stop; he crouches close, braces them with one arm, and listens with an unexpected steadiness.

Height
4 ft. 8 in.
Build
Lithe and lean-muscular, with wiry shoulders, a narrow waist, and compact dwarf proportions.
Eyes
Glossy brown
Hair
Black, with navy-blue tips
Skin
Warm, light umber with a sun-browned nose and shoulders
Age
Adult dwarf, 96 years old
Gender
Male
Size
Medium

Distinguishing features

Black shoulder-length hair with navy-blue tips and a central bang ending at the top of his nose bridge.
Large, round brown eyes framed by unusually thick, long lashes.
A chipped pair of katana-like swords with cloth-wrapped handles, their blades notched from years of use.
Smells of crushed mint and woodsmoke and does not realize the scent is distinctive.
The blue trousers are poorly patched, but their brown and black fur trim is brushed and lovingly repaired.

Personality

12 traits and drives

Aldren is boisterous and quick to volunteer, but not quick to understand a plan with many moving parts. He loves an audience and turns every small success into a declaration, yet becomes plainspoken and attentive when someone is hurt. He is affectionate through practical help, not delicate reassurance. He can be impulsive about challenges, but the memory of the bridge ambush makes him cautious around wagons and bystanders.

Alignment
Chaotic good

Quirks

Names each sword's newest chip after a meal he ate on the day it appeared.
Counts doorways by tapping his thumb against each fingertip, then often loses count and starts again.
Keeps mint leaves tucked into his belt and offers them as if they were battlefield medicine.
When trying to understand an unfamiliar idea, imitates the speaker's stance and expression.

Habits

Arrives loudly, announces a plan, then checks the exits and counts nearby civilians before acting.
When confused, copies another person's posture as if it will help him understand their point.
After a fight, retrieves every dropped weapon he can find and lays them out in a neat row.
When exhausted, rubs mint leaves between his palms and offers them to whoever looks most rattled.

Traits · 3

Acts before he has understood every detail, then works stubbornly to repair the consequences.
Performs confidence for a crowd but listens intently when the stakes are personal.
Finds joy in showing off, yet will abandon applause to protect a vulnerable stranger.

Flaws · 3

Loud confidence can obscure how uncertain he is about complicated plans.
Takes a challenge personally, even when accepting it is tactically unwise.
Poor at reading indirect hints and easily overwhelmed by dense paperwork.

Fears · 3

Being so eager to act that he leaves someone unprotected again.
That his sister's shop will close before he can help her properly.
Being dismissed as foolish until it is too late for anyone to listen.

Wants and needs · 3

Wants the schedule leak stopped before another caravan is attacked.
Needs to decide whether to confront Tovik or protect him from a false accusation.
Needs Branka to accept help without treating it as pity.

Combat

AC 17 · HP 204 · 25 ft.

He tries to draw attention and pin dangerous enemies in place while allies reposition. He opens with Fighting Spirit when he needs to land critical blows, uses Action Surge to overwhelm a priority target, and saves Indomitable for a disabling effect. He avoids chasing fleeing foes if doing so would expose allies or civilians. His paired blades are custom-described longswords; use the listed longsword damage rather than assuming special katana rules.

Aldren

Medium humanoid (mountain dwarf), chaotic good
Armor Class17
Hit Points204
Speed25 ft.
Level20
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdomCharismaDexterityIntelligence
SkillsAthleticsAcrobaticsInsightPersuasionPerception
SensesDarkvision 60 ft.; passive Perception 11
Languages
Common,
Dwarvish
Dwarven Resilience. Advantage on saving throws against poison, and resistance to poison damage.
Fighter. Four attacks whenever he takes the Attack action.
Samurai. Fighting Spirit grants temporary hit points and advantage on weapon attacks for a turn; Elegant Courtier adds his Wisdom modifier to Charisma (Persuasion) checks and grants proficiency in Wisdom saving throws.
Action Surge. Once per short or long rest, take one additional action on his turn.
Indomitable. Reroll a failed saving throw three times per long rest.
Custom feature, Roadside Guard. While wearing no armor and carrying both swords, his paired footwork and enchanted wrist wraps give him AC 17. This is not the monk's Unarmored Defense.
Custom weapon interpretation. His chipped katana-like blades use the statistics of longswords, dealing slashing damage. His paired-blade technique lets him make an off-hand sword attack as a bonus action without adding his ability modifier to its damage.

Actions

Multiattack. Makes four attacks with his chipped swords. Each attack is to hit, reach 5 ft., one target. Hit: 9 () slashing damage, or 10 () if wielded in two hands. He normally uses one sword per attack, changing hands and angles in a showy, hard-to-follow rhythm.
Driving Cut (Custom). Makes one melee weapon attack with a sword. to hit, reach 5 ft., one target. Hit: 9 () slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 feet.
Action Surge. Once per short or long rest, he takes one additional action on his turn.

Reactions

Roadside Intercept (Custom). When a creature Aldren can see hits an ally within 5 feet of him, he can move up to 5 feet without provoking opportunity attacks and impose disadvantage on that attack's damage roll by catching or deflecting part of the blow with a sword. Custom feature; usable once per round.

Services they sell

Can escort travelers through the old quarry road and organize a watch.
Can train characters in practical sword drills during downtime, without granting an automatic mechanical benefit.
Can help investigate ambush sites and read the physical signs of a caravan attack.

Rewards they can give

Aldren can teach a willing character his practical paired-blade footwork; the training is narrative and grants no automatic rules bonus.
He can introduce the party to caravan crews and provide safe passage along the old quarry road if they help expose the schedule leak.
His sister Branka can repair mundane stonework tools and identify quarry marks.

Equipment

  • Roadside Blade (martial melee weapon)A chipped katana-like longsword with a cloth-wrapped grip. It uses longsword statistics; the blade's notches are cosmetic, not penalties.
  • Bridge Blade (martial melee weapon)A second chipped katana-like longsword with bandages wound around its handle. It uses longsword statistics; the blade's notches are cosmetic, not penalties.
  • Wrist wraps of the roadside guard (custom wondrous item)Enchanted wrist wraps that help his paired footwork; while unarmored and carrying both swords, they support his custom AC 17 feature.
  • Road kit (adventuring gear)A small bundle of dried mint, a whetstone, spare handle bandages, and a folded letter from his sister.

Possessions

Two chipped katana-like swords with bandaged handles.
Blue trousers with fur trim and a collection of mismatched repair thread.
Mint leaves, whetstone, spare sword wraps, and his sister's folded letter.

Background

Aldren was raised in a quarry settlement where dwarf children learned to carry water before they learned to read. He was never quick with sums or subtle instructions, but he could imitate any movement after seeing it once. At twenty-nine, he left to work as a caravan guard, where a traveling sword instructor taught him a paired-blade style built around footwork, nerve, and making an opponent look the wrong way. The formative moment came during a bridge ambush: Aldren charged after the raiders' loudest fighter while the rest slipped past him toward the wagons. A young apprentice, Zbik, dragged him back by his belt and made him watch the people he had failed to protect. Aldren spent the next decade learning to read a battlefield before charging into it. The lesson changed his priorities, not his volume. He now guards the scattered caravans that travel the old quarry road and sends most of his pay to his widowed sister, Branka, who runs a struggling stonecutting shop. His former instructor, Tovik, still calls him an unfinished student and wants him to return. Meanwhile, the road's toll-collectors have begun targeting the same wagons Aldren promised to protect, and he has learned that someone in his own escort is passing along their schedules.

Role in the story

A boisterous high-level ally, escort, or rival who can turn a road journey into a personal investigation. His loudness and underestimated intelligence make him a memorable presence, while his divided loyalties create a meaningful choice around Tovik.

“He was never quick with sums or subtle instructions, but he could imitate any movement after seeing it once.”
From their background
Faction
Independent caravan guard; informally loyal to the travelers of the old quarry road.

Known connections

Branka, his older sister, owns a failing stonecutting shop and receives most of his wages. She is proud of him but thinks his career is a way to avoid settling down.
Zbik, the caravan apprentice who saved him at the bridge, is now a capable scout. Aldren credits Zbik with teaching him what courage is for.
Tovik, his retired sword instructor, wants him to come home and teach the next generation. Their affection is real, but both are too stubborn to say so plainly.
Major secret · GM only
Minor secrets · GM only

Media

0 images

No images yet.

Visual sheet

Turn Aldren into a sheet

A high-res, share-ready sheet you can post or print.