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Ombaku

Primordial Jotun-Kin (Magma-Forged) · Fighter (Rune Knight) 15 / Paladin (Oath of Glory) 4; custom NPC implementation. · Level 19

Ombaku

Supreme military commander of the Hearth-Core Concordat and sovereign of its citadel.
“Who is still on the wrong side of this order?”
AC22
HP310/310
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“a door we chose to close on someone.”
From how they speak

Voice

A chest-deep, stone-grained voice with a dry rasp, as if each word has crossed hot basalt before reaching the air. The name Ombaku lands on its second beat, with a firm opening and a rounded final vowel. His voice carries without a bellow, trained by years of giving commands over surf and volcanic vents.

His speech is shaped by centuries of command over wind, surf, and furnace roar: clipped consonants, deliberate pauses, and words chosen to carry across a crowded garrison without shouting. He gives every order a clear subject and verb. When recounting the Searing Gate Stand, his phrasing slows as if he is still counting the people who made it through.

Speech patterns

Frames orders as concrete tasks with a named purpose and a clear limit.
Uses the names of dead predecessors when explaining why a procedure exists, never as a threat.
Asks, "Who is still on the wrong side of this order?" before approving an evacuation or retreat.
Rarely uses metaphor, but calls a preventable loss "a door we chose to close on someone."

How to play them

He listens to a proposal in full, then asks who bears its risk and what happens if it fails. Earn his respect through clear limits, practical plans, and willingness to protect people who cannot repay you. He can be persuaded to revise an order, but not by flattery or appeals to rank alone.

Goal

Keep the Sovereign Basin's threatened passages and heat systems from becoming a pretext for permanent centralized control, while preparing the Concordat to survive without depending on him.

Motivation

His oath is to the people who use the passages, not to territory on a map. He wants the Concordat to become strong enough to defend them and restrained enough to let them choose their own future.

Secret · GM only

Appearance

A fourteen-foot Jotun-Kin whose immense frame seems built from a volcano's cooled shell. Plates of black, glassy skin overlap like broken obsidian, with narrow seams glowing ember-orange when he moves. Heat ripples distort the air around his shoulders; the scent of hot stone and iron follows him. He walks with a measured, heel-first tread that makes cups tremble on tables, and every few breaths his thumb checks the clasp at his throat as if counting a pulse. Unexpectedly, he keeps a tiny woven reed bird pinned inside his breastplate, its pale fibers absurd against his furnace-bright armor.

Clothing

A massive suit of blackened mythral and adamantine plate, fitted with overlapping heat-baffling scales and etched with practical unit marks rather than ornament. A weather-darkened mantle of seal hide hangs over one shoulder. The small reed bird is tucked inside the breastplate, protected from sparks.

Body language

He stands so still that the heat shimmer around him becomes the only sign he is alive. When deciding, he presses his thumb to the throat clasp beneath his gorget. When angered, his jaw locks and fine orange light crawls through the seams of his neck; his voice and posture remain controlled.

Height
14 feet
Build
Colossal and broad, with a barrel chest, pillar-like legs, and a slight forward stoop from centuries in heavy armor.
Eyes
Molten gold, with bright pinpoints that flare when he draws on his oath.
Hair
No hair; his crown and scalp are ridged with dark, cooled volcanic glass.
Skin
Gloss-black obsidian, split by fine, ember-lit seams.
Age
Ancient, older than the first surviving Concordat records; he measures his life in eruptions and generations.
Gender
Male
Size
Huge

Distinguishing features

Hair-thin orange light glows between the plates of his obsidian skin when his temper rises.
His throat clasp is worn smooth by a habitual thumb-check that he does not seem to notice.
A tiny woven reed bird is hidden beneath his armor, a delicate keepsake sharply at odds with his military bearing.

Personality

12 traits and drives

Ignis is patient enough to hear a frightened recruit through a whole night, but intolerant of an officer who wastes lives to preserve appearances. He trusts procedure because it saved civilians at the Searing Gate, yet he knows that obedience can become its own danger. In council he is blunt and practical; among survivors he is unexpectedly attentive, remembering names and asking after the people who are absent.

Alignment
Lawful neutral

Quirks

Checks the clasp at his throat with his thumb every few breaths, especially when someone gives him a choice between two bad outcomes.
Turns small cups so their handles face away from the table edge, despite being unable to drink from most of them.
Counts evacuation routes on his fingers, then repeats the count from the far end to make sure he has not missed anyone.
Keeps a narrow strip of damp cloth over the reed bird during volcanic ashfall.

Habits

Inspects garrison formations by walking their full length without speaking, remembering every soldier who breaks cadence.
When a plan fails, immediately names what he himself misjudged before assigning anyone else a duty.
Keeps a place at his war table for absent representatives, even when negotiations have turned hostile.
On the rare nights he sleeps, he leaves his armor on and rests one hand over the reed bird inside it.

Traits · 3

Offers the same exact attention to a recruit's report as to a sovereign's demand.
Values discipline, but revisits orders when new evidence shows they put civilians at risk.
Shows care through preparation: repaired gear, warm shelter, and routes planned before anyone asks.

Flaws · 3

He treats discipline as the safest answer even when local knowledge calls for improvisation.
His habit of taking responsibility can become a way of denying others the chance to share it.
He withholds personal grief until it hardens into an order.

Fears · 3

That the Concordat will mistake unity for obedience and become the kind of power it was founded to resist.
That one day he will preserve a position at the cost of the people it was meant to protect.
That his reed-bird keepsake will be found and its maker's family will be dragged into his command's politics.

Wants and needs · 3

Wants the Concordat's commanders to share authority with the communities they defend.
Needs reliable evidence about the World-Siphon's worsening disturbance.
Needs to accept that no single commander can keep every passage open.

Combat

AC 22 · HP 310 · 40 ft.

Ignis opens by placing himself between the enemy and vulnerable allies, then uses Commanding Challenge to draw the most dangerous foe into his reach. He reserves Boiling Arc for clustered enemies or to break a fortified line, and uses his oath magic to keep allies standing. He does not pursue fleeing enemies if doing so would expose civilians or the Concordat's passage.

Ombaku

Huge humanoid (primordial jotun-kin (magma-forged)), lawful neutral
Armor Class22
Hit Points310
Speed40 ft.
Level19
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdomCharisma
SkillsAthleticsInsightIntimidationPerceptionPersuasion
SensesDarkvision 120 ft.; passive Perception 15.
Languages
Common,
Jotun
Primordial Jotun-Kin traits. Huge size, 40-foot speed, and resistance to fire damage. Custom setting trait: Ignis can breathe underwater and withstand extreme heat.
Rune Knight features. Giant's Might, runic defenses, and rune-carved armor. Custom NPC implementation: once on each of his turns, he can enlarge himself to Gargantuan size for 1 minute, gaining advantage on Strength checks and saving throws and dealing an extra damage with weapon attacks.
Oath of Glory features. peerless athleticism, inspiring presence, and supernatural resolve. Custom NPC implementation: allies within 30 feet who can hear Ignis have advantage on saving throws against being frightened.
Legendary Resistance (3/Day): If Ignis fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ignis has advantage on saving throws against spells and other magical effects.
Siege Monster. Ignis deals double damage to objects and structures.

Spells

Cure Wounds (level 5, evocation). A creature Ignis touches regains 20 hit points. This spell is available through his custom oathbound NPC spellcasting.
Elemental Weapon (level 3, transmutation). Ignis's weapon attacks deal an additional radiant damage for the spell's duration, and his weapon sheds bright light in a 20-foot radius and dim light for another 20 feet.
Lesser Restoration (level 2, abjuration). Ignis touches a creature and removes one disease or condition among blinded, deafened, paralyzed, or poisoned.
Aura of Life (level 4, abjuration). A protective aura surrounds Ignis in a 30-foot radius for up to 10 minutes. Ignis and friendly creatures in the aura gain a bonus to saving throws.
Destructive Wave (level 5, evocation). Ignis channels a burst of divine radiance. Each enemy in a 30-foot cone makes a Constitution saving throw, taking radiant damage on a failure or half as much on a success.

Actions

Multiattack. Ignis makes three Ignis-Vane attacks. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 31 ( slashing damage plus fire damage). Ignis may replace one attack with a use of his Commanding Challenge.
Ignis-Vane. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 31 ( slashing damage plus fire damage). Once per turn, Ignis can expend a spell slot to deal an additional 13 () radiant damage, plus radiant damage for each spell level above 1st.
Commanding Challenge. Ignis targets one creature he can see within 60 feet. The target must succeed on a Wisdom saving throw or be compelled to focus on Ignis until the end of Ignis's next turn. While compelled, the creature has disadvantage on attack rolls against creatures other than Ignis. This is a custom feature.
Boiling Arc. Ignis drives Ignis-Vane into the ground, releasing a 30-foot-radius surge of molten stone. Creatures of his choice in the area make a Dexterity saving throw, taking 45 () fire damage on a failure or half as much on a success. The area becomes difficult terrain until cleared. Recharge 5–6.
Rally at the Searing Gate. Ignis calls on his oath and the Concordat's battle discipline. Up to six allies within 60 feet who can hear him gain 20 temporary hit points and can use their reactions to move up to half their speed without provoking opportunity attacks. Once per day.

Reactions

Stand Between. When Ignis or an ally he can see within 30 feet is hit by an attack, Ignis reduces the damage by 20 and may move up to 10 feet toward the attacker. If the attacker is within his reach after this movement, Ignis may make one Ignis-Vane attack.
Unbroken Example. When a creature Ignis can see within 30 feet fails a saving throw against being frightened or charmed, Ignis allows that creature to reroll the save, adding +6 to the roll. The creature must use the new result.

Legendary Actions

Measured Advance. Ignis moves up to half his speed without provoking opportunity attacks.
Broadsword Strike. Ignis makes one Ignis-Vane attack.
Furnace Pulse (costs 2 actions). Ignis releases a furnace pulse. Each creature of his choice within 10 feet makes a Constitution saving throw, taking 14 () fire damage on a failure or half as much on a success.
Hold the Passage (costs 3 actions). Ignis chooses up to three allies he can see within 60 feet. Each ally can use its reaction to move up to half its speed and make one weapon attack.

Services they sell

Can arrange a formal military escort through a Concordat-defended passage when local representatives consent.
Can offer strategic counsel on evacuations, defensive lines, and the dangers of the Sovereign Basin.
Can convene a meeting between visiting parties and Concordat commanders, provided the visitors accept the same rules of conduct as local forces.

Rewards they can give

A Concordat passage writ granting escorted access through a defended route, subject to the consent of the local hold.
A personally witnessed audience with commanders who might otherwise refuse to hear outsiders.
A cache of heat-resistant field supplies if the characters help evacuate civilians or expose a threat to the Sovereign Basin.

Equipment

  • Ignis-Vane (legendary weapon)A colossal two-handed broadsword with a dark, heat-resistant core and a channel along its blade where molten light gathers. Its fire damage is part of Ignis's custom stat block.
  • Citadel plate (armor)Heavy plate of mythral and adamantine, engraved with the unit marks of garrisons that have served under him.
  • Searing Gate keepsake (personal token)A dull, palm-sized clasp holding a small woven bird made from reeds gathered near his birthplace.
  • Signal plates (military equipment)A set of heat-proof signal plates used to relay commands across the Concordat's shared garrisons.

Possessions

Ignis-Vane, his immense broadsword.
Citadel plate of mythral and adamantine.
The reed bird hidden inside his breastplate.
Concordat signal plates and a weatherproof map of the Sovereign Basin's defended passages.

Background

Ignis was born among Jotun-Kin camps above the warm currents of the Sovereign Basin, where children learned to read the sea by the taste of its steam. He became a commander during the Searing Gate Stand, when a failing passage threatened to trap civilians behind a collapsing defense. His officers urged him to hold the citadel. Ignis ordered its evacuation instead, stood in the breach, and watched the defenders surrender ground to keep the passage open. That choice became the Hearth-Core Concordat's founding precedent, and the lesson he has never stopped enforcing: a position can be retaken; a people cannot.

Role in the story

A formidable ally, political obstacle, or battlefield commander whose orders can decide who survives a crisis. His central tension is whether a defensive alliance can remain a pact of consent when its survival demands immediate action.

“He became a commander during the Searing Gate Stand, when a failing passage threatened to trap civilians behind a collapsing defense.”
From their background
Faction
Supreme military commander of the Hearth-Core Concordat, a defensive alliance formed to protect people and passages rather than centralize rule.

Known connections

The Hearth-Core Concordat's commanders rely on Ignis to keep their shared signal network and garrisons coordinated, though some resent his exacting standards.
A civil representative named Pirkku, descended from the families evacuated at the Searing Gate Stand, argues that Ignis's wartime authority must now answer to the holds.
His former field lieutenant, Jossik, now commands a remote defense post and has begun quietly refusing orders that risk civilian settlements.
A Phocan route-choir called the Kivva keeps the warm-current charts Ignis needs, but they will not share them until he recognizes their right to refuse military passage.
Major secret · GM only
Minor secrets · GM only

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