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Rondar Kollbeck - AI-generated fantasy NPC

Rondar Kollbeck

Human · Cleric, Life Domain · Level 9

Rondar Kollbeck

Cleric, healer, and organizer of relief efforts
AC18
HP67/67
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A rough-edged, steady voice built for being heard across a shelter or a defensive line. Its firm, practical cadence softens into plain, close-spoken prayer when he is beside someone in pain.

His voice has a grounded, slightly rough texture, shaped by calling instructions across crowded shelters and speaking over the clatter of armor. He forms words carefully, with the clipped precision of someone used to making an order understood the first time. When praying with another person, his phrasing becomes plain and intimate, never theatrical.

Speech patterns

He asks what a person needs before asking what they believe.
When making a plan, he names the danger, the nearest vulnerable people, and who is going to watch the exit.
He uses brief, grounded prayers as transitions between tasks, not as speeches.
His single, recognizable tic is pressing his thumb into the groove worn into his medallion when he is weighing a difficult choice.

How to play them

Rondar begins with practical help, offering a bandage, a plan, or a place to sit before asking for a person's story. He responds warmly to honest uncertainty and directly to evasiveness. Give players a clear role in his plans; he respects people who choose civilian safety even when that choice costs the group a chance to pursue another lead.

Goal

Find out what happened to the group he offered to gather and investigate the sewer threat, while ensuring Brioa's defenders and civilians remain cared for.

Motivation

Rondar believes that faith is proven by the lives it helps preserve. He wants to protect people without allowing fear to make the city's defenders cruel or careless.

Secret · GM only

Appearance

Rondar has the weathered, watchful look of someone who has spent more nights beside a barricade than in a bed. His coat is broad through the shoulders, but his stance is compact and patient, weight settled on the balls of his feet as if he is ready to cross a room before anyone finishes calling for help. The surprising detail is a narrow strip of bright saffron cloth tied around his left wrist, carefully knotted and conspicuously clean amid his practical, soot-marked kit. His world-tree medallion is always visible; its worn edge is smooth as river stone, except for one deep groove where his thumb repeatedly worries it. He moves with brisk economy, and people tend to remember that he looks at the injured before he looks at the danger.

Clothing

A dark, weather-stained cleric's coat over a mail shirt, reinforced leather gloves, sturdy boots, and a plain saffron cloth tie at his wrist. His Covenant medallion hangs outside the armor where others can see it.

Body language

While waiting, Rondar puts most of his weight on the balls of his feet, angled toward the nearest person who might need help. He keeps one hand near his medallion, not as a theatrical gesture but as a familiar check that it is still there. When someone is hurt, his posture changes at once: shoulders square, gaze steady, movements quick and exact.

Height
About 5 feet 10 inches
Build
Broad-shouldered and sturdy, with the practical strength of a man used to hauling supplies and supporting the injured.
Eyes
Hazel-brown, with a steady, assessing gaze
Hair
Dark brown, threaded with grey and usually flattened beneath a plain coif
Skin
Warm olive, weathered by outdoor work
Age
Adult, in his early forties
Gender
Male
Size
Medium

Distinguishing features

A gold-colored medallion bearing Kirlis's world-tree symbol, with one deep thumb-worn groove along its edge.
A clean saffron strip tied around his wrist, an unexpected bright accent against his soot-marked armor.
He waits poised on the balls of his feet, already turned toward whoever might need assistance.

Personality

14 traits and drives

Rondar is steady enough to calm a frightened crowd, yet restless whenever there is a danger he has not mapped. He meets strangers with patient attention, then becomes sharply directive when someone is hurt. He finds comfort in prayer but distrusts easy certainty, especially when blood magic is involved. He can laugh with exhausted defenders over a bad meal, then abruptly fall silent when a casualty is carried past.

Alignment
Neutral Good

Quirks

He counts the people in a room by touching each knuckle with his thumb, then starts over if interrupted.
He folds used bandages into neat squares before discarding them, even during a hurried cleanup.
He leaves a small cup of water beside a candle when beginning a prayer, whether or not anyone else is present.
He ties his saffron wrist cloth in the same careful knot before every difficult task.

Habits

In a crisis, he checks who is bleeding before asking who started the fight.
When coordinating people, he assigns clear tasks, then repeats the names of those responsible to make sure no one is left invisible.
He accepts help readily when it is offered plainly, but bristles at anyone treating the wounded as acceptable losses.
He rubs the same groove on his medallion when a discussion turns to blood magic or the sewers.

Traits · 4

He gives people his full attention, but keeps scanning the room for anyone who has been overlooked.
He is devout without being grandiloquent and questions his own judgment even while making firm decisions.
He is gentle with the frightened and blunt with those who endanger civilians.
He wants to remain with the defenders, yet feels compelled to pursue threats before they reach another shelter.

Flaws · 3

He assumes responsibility for organizing every crisis and resists delegating the final decision.
He will put himself in danger to reach an injured person, even when staying in position would protect more people.
His knowledge of dark blood magic makes him cautious to the point of suspicion around anyone concealing injuries or ritual materials.

Fears · 3

That the missing investigators have been trapped where no one can hear them.
That the blood magic once practiced in Acrain is being used again.
That a choice to protect one group will leave another group abandoned.

Wants and needs · 4

To learn what happened to the people who went to investigate the sewers.
To keep Brioa's civilians protected while the defenders respond to the threat.
To verify whether the traces of blood magic point to a present danger.
To share responsibility with others instead of trying to carry every emergency himself.

Combat

AC 18 · HP 67 · 30 ft.

Rondar treats a fight as a rescue operation with enemies in the way. He keeps allies within reach for healing, uses Spirit Guardians to hold a threatened passage, and chooses spells that help the group endure rather than chase a dramatic victory. Against undead he invokes Turn Undead; against living foes he favors restraint when possible. If civilians are at risk, he will break formation to reach them, even when it is tactically unwise.

Rondar Kollbeck

Medium humanoid (human), neutral good
Armor Class18
Hit Points67
Speed30 ft.
Level9
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsInsightMedicinePerceptionReligion
SensesPassive Perception 14
Languages
Common,
Celestial
Spellcasting. 9th-level cleric; Wisdom is his spellcasting ability. Spell save , spell attack bonus +8. He has four 1st-level, three 2nd-level, three 3rd-level, three 4th-level, and one 5th-level spell slots.
Channel Divinity, twice per short or long rest: Turn Undead. Undead that fail a Wisdom save are turned for up to 1 minute or until they take damage.
Channel Divinity. Preserve Life. As an action, distribute 45 hit points among creatures within 30 feet, restoring no creature above half its hit point maximum. This feature cannot restore undead or constructs.
Disciple of Life. When Rondar casts a 1st-level or higher spell that restores hit points, the target regains additional hit points equal to 2 plus the spell's level.
Divine Strike. Once on each of his turns when he hits with a weapon attack, deal an extra radiant damage.
Custom Covenant practice, Lantern Benediction: When Rondar uses Preserve Life, the restored creatures briefly bear a small golden tree-shaped glow at the sternum. It has no additional mechanical effect.

Spells

Light (cantrip, evocation). A small flame appears in his palm or on a nearby object. Rondar uses it to illuminate a dark corner or kindle a lamp.
Thaumaturgy (cantrip, transmutation). Rondar creates a harmless sensory sign, such as a brief scent or sound, to help communicate through a noisy shelter.
Cure Wounds (level 1, evocation). A creature Rondar touches regains hit points.
Healing Word (level 1, evocation). A creature Rondar touches regains hit points at the start of each of its turns for up to 1 minute, subject to the spell's concentration rules.
Bless (level 1, enchantment). Rondar blesses up to three creatures. Each adds to attack rolls and saving throws while the spell lasts, requiring concentration.
Death Ward (level 1, abjuration). A creature Rondar touches is warded against one attack or effect that would reduce it to 0 hit points; the ward ends after it prevents that reduction.
Prayer of Healing (level 2, evocation). A creature Rondar touches regains hit points.
Spiritual Weapon (level 2, evocation). Rondar summons a spirit that restores hit points to nearby allies at the start of their turns for up to 1 minute, requiring concentration.
Protection from Energy (level 2, abjuration). Rondar creates a protective field that grants selected creatures resistance to a chosen damage type, requiring concentration.
Mass Healing Word (level 3, evocation). Rondar heals a creature he touches for hit points and ends one disease or condition listed by the spell.
Daylight (level 3, evocation). Rondar projects a zone of bright, sunlike light. Enemies in the area can be damaged by its radiance, and magical darkness of the specified strength is dispelled.
Spirit Guardians (level 3, conjuration). Spectral guardians surround Rondar in a 15-foot radius for up to 10 minutes, requiring concentration. Enemies in the area are hindered and take radiant or necrotic damage.
Lesser Restoration (level 3, abjuration). Rondar touches a creature to end one disease or condition specified by the spell.
Revivify (level 3, necromancy). Rondar touches a creature that has died within the last minute, returning it to life with 1 hit point.
Mordenkainen's Private Sanctum (level 4, abjuration). Rondar creates a safe, warded space for a small group to rest, protecting it from outside observation and intrusion as described by the spell.
Cure Wounds (level 4, evocation). A creature Rondar touches regains hit points and is freed from certain diseases and conditions specified by the spell.
Flame Strike (level 5, evocation). Rondar calls down a column of light that damages enemies in its area and can blind them.
Hallow (level 5, abjuration). Rondar creates a barrier that prevents creatures of the specified types from crossing or reaching through it, as described by the spell.

Actions

Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () bludgeoning damage, or 6 () if used with two hands. Once per turn, Rondar can add radiant damage through Divine Strike.
Spellcasting. Rondar casts a prepared cleric spell of 1st through 5th level, expending a spell slot as usual. His commonly prepared options are listed under spells.
Channel Divinity. Rondar presents his world-tree medallion and invokes the Covenant's rites. He uses one of his Channel Divinity options, usually Preserve Life to rally wounded allies or Turn Undead against the dead.

Reactions

Custom: Steadying Light. When a creature Rondar can see within 30 feet takes damage, he uses his reaction to heal it for hit points. This is a custom feature, available three times per long rest, and does not require a spell slot.

Services they sell

Casts healing and protective spells for the wounded.
Helps organize defenders, shelters, and the distribution of basic medical supplies.
Offers information about the Covenant of Kirlis and the historical report of dark blood magic in Acrain.

Rewards they can give

Healing and protection for allies who remain near him during a crisis.
Useful coordination with local defenders and access to practical relief supplies.
Knowledge of the reported history of dark blood magic in Acrain, though he does not claim to know who is currently responsible.

Equipment

  • Kirlis world-tree medallion (holy symbol)A worn medallion bearing the Covenant's world-tree symbol. Its rim is polished smooth except for a deep groove from repeated use.
  • Chain mail (armor)Well-maintained chain mail worn beneath a dark, weather-stained coat.
  • Mace (weapon)A plain, serviceable mace with a leather-wrapped grip.
  • Tree-marked shield (armor)A sturdy shield marked with a simple painted tree, its surface scraped from use in the defense of the city.
  • Saffron wrist tie (personal token)The saffron strip he keeps tied around his left wrist, clean and carefully knotted.
  • Healer's satchel (supplies)Bandages, clean cloth, a small stoppered flask of holy water, and basic supplies for treating the injured.

Possessions

Kirlis world-tree medallion
Chain mail
Mace
Tree-marked shield
Saffron wrist tie
Healer's satchel with bandages and basic supplies

Background

Rondar learned the Covenant's rites while carrying water, bandages, and messages between shelters. During the violence in Leiden, he stayed with the wounded and civilians rather than joining the fighting, using divine magic to protect people trapped inside the city. That choice made him a healer soldiers trusted, but it also left him convinced that good intentions are no substitute for knowing where the next danger will emerge. He later served among Brioa's defenders, healing badly injured adventurers in Rurik Stålskägg's captain's tent and praying beside Brother Buff. When he heard reports of a threat in the sewers, he offered to gather a party and investigate. The adventurers instead chose to defend the civilian population, and Rondar remained with the defenders when the attack began. He had previously warned that dark blood magic had been practiced in Acrain. Now he is missing, and no word has reached the people waiting for him. Before disappearing, he left the organization of the city's relief efforts in careful order, as if he expected to return after a short errand.

Role in the story

A compassionate defender and organizer whose healing helped the party survive, and whose unresolved disappearance ties the defense of Brioa to the danger in its sewers. His absence leaves both a practical gap in the city's response and a personal question for those who prayed with him.

“He later served among Brioa's defenders, healing badly injured adventurers in Rurik Stålskägg's captain's tent and praying beside Brother Buff.”
From their background
Faction
Cleric of the Covenant of Kirlis, whose order aided wounded people and civilians inside Leiden. He is an ally of Brioa's defenders.

Known connections

Brother Buff: A fellow worshipper with whom Rondar prayed before the attack. Their shared faith is quiet and practical.
Rurik Stålskägg: Rondar healed badly injured adventurers in Rurik's captain's tent. Rurik later called a council of war while Rondar was missing.
Thyria: Discussed the danger in the sewers with Rondar before he offered to investigate.
The defenders and civilians of Leiden: Rondar stayed to protect and aid them during the assault.
The people of Brioa: He helped organize the city's response and relief efforts before his disappearance.
Major secret · GM only
Minor secrets · GM only

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