Lord Malrec

Level 16 , Emberfall-born Human Fighter (Battle Master) (Battle Master)

Available with DM subscription
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
10

Defense

Armor Class 21 (Emberforged Plate (+1) and Shield, Defense fighting style (+1))
Hit Points 164 (16d10 + 64 (Constitution) + 32 (Tough feat) + 32 (Soldier background toughness from decades of service, custom) - see HP note +4)
Speed 30 ft., swim 15 ft., climb 15 ft.

Proficiencies & Skills

Saving Throws strength, constitution
Skills Survival +6, Athletics +10, Perception +6, Intimidation +5

Features

Emberhold Command

Custom (Campaign: Siege of Emberhold) Level 16
3/day; Bonus Action

Malrec barks orders honed by four decades of imperial service. One friendly creature within 60 feet that can hear him may move up to half its speed without provoking opportunity attacks and gains temporary hit points equal to 2d6 + 5. Alternatively, one Emberhold ballista crew within 120 feet immediately fires as a reaction.

Iron Resolve

Custom (Personality: not easily intimidated) Level 16

Malrec has advantage on saving throws against the Frightened condition and cannot be compelled by fear alone to reveal the Emperor's secrets. Coercion requires leverage over Emberhold's garrison or proof that Vane has abandoned him (see DM notes).

Know Your Enemy

Battle Master Level 7
1 minute studying

By observing a creature for 1 minute outside combat, Malrec learns whether it is superior in Strength, Dexterity, Constitution, Armor Class, current HP, total levels, or attack bonus relative to himself.

Veteran of the Legion

Soldier Background Level 1

Malrec holds rank in the Emperor's Legion; soldiers of the empire defer to him. He carries military maps of the region and knows Emberhold's patrol routes.

Combat Superiority

Battle Master Level 3
5 Superiority Dice (d10)/rest

Known Maneuvers: Riposte, Feinting Attack, Goading Attack, Bait and Switch, Disarming Attack. Save DC 18.

Martial Archetype: Battle Master

Fighter subclass Level 3

Malrec studies the battlefield like a chessboard, treating sieges as maneuvers and soldiers as pieces.

Student of War

Battle Master Level 3

Proficiency with Smith's Tools and one type of artisan's tools (siege engineer's calipers).

Relentless

Battle Master Level 15
1/rest

When Malrec rolls initiative and has no superiority dice remaining, he regains 1.

Alert

Feat (Level 12 ASI) Level 12

Add proficiency bonus to initiative; swap initiative with a willing ally.

Extra Attack (3)

Fighter Level 5

Malrec attacks three times when he takes the Attack action.

Action Surge

Fighter Level 2
1/rest (2/rest at level 17)

Take one additional action on your turn.

Improved Combat Superiority Dice

Battle Master Level 10

Superiority dice become d10s.

Fighting Style: Defense

Fighter Level 1

+1 to AC while wearing armor.

Second Wind

Fighter Level 1
Bonus Action; 2/rest

Regain 1d10 + 16 hit points.

Tough

Feat (Level 8 ASI) Level 8

+32 hit point maximum.

Behind the character

Character Information

Lord Malrec is a human male in his late fifties, Emberfall-born, and the physical embodiment of four decades of imperial service. He stands six and a half feet tall in his Emberforged Plate, a suit of +1 blackened steel he has worn so long that its creases match his posture, and his shield bears the crown-of-embers sigil of Emperor Vane's new order. His face is a map of old violence: a scar runs from his left temple to his jaw, earned at the eastern breach of Emberfall, and his eyes are the flat gray of sword steel.

His hair is cropped to iron-gray stubble, military-short, and his hands are those of a blacksmith's son gone to war, scarred and heavy, never far from the infernal-forged greatsword whose blade carries faint veins of hellfire, a gift from the Emperor that Malrec neither loves nor trusts. He moves with the economy of a man who has never wasted a step, and his voice, when he uses it, is quiet in the way that makes soldiers lean in and enemies brace.

He wears a heavy cloak of imperial red, and sewn into its lining, next to his heart, is a folded letter he has never shown anyone. On his belt hangs a bronze key etched with the Emperor's sigil, the token of his command of Emberhold and the physical weight of his divided loyalty. He is disciplined to the point of ritual, rising before dawn to sharpen his own blades, and he despises weakness in others precisely because he has spent sixty years crushing it in himself.

He is not cruel for pleasure; he is cruel the way a surgeon is cutting, or so he believes, and the gap between that belief and the truth is the fault line along which his entire character can break. He respects strength, keeps his word with the precision of a contract, and has never once been intimidated, because a man who has already executed his own conscience has nothing left for fear to hold.

Around him, the garrison of Emberhold moves like a machine, and the barbed devils at his side move like something older and hungrier, and Malrec commands both with the same flat gray stare.

Before the adventure

Character Background

Malrec was born in Emberfall sixty years ago, the son of a blacksmith whose forge supplied the old kingdom's militia, and he grew up hauling coal and quenching steel before the war took him at twelve. He was a militia boy soldier when Vane's legions first came, captured at fifteen in the Ashfield territories, and he made the choice that defined his life: he swore the new oaths, and when his former comrades refused, he was the one handed the sword to execute them.

The Legion noticed a boy who could do that without flinching, and the Legion built him into what he is. Thirty years of continuous campaigning followed: the pacification of the Ashfield territories, where he burned the village of sympathetic farmers that would later define him; the Tidewatch mutinies, where he learned that fear and loyalty are the same tool with different grips; and finally the conquest of Emberfall itself, where he held the eastern breach for six hours after every other officer had fled and earned his lordship in the rubble.

He took a protégé in those years, a young captain named Dain Ashfield, and lost him the same way: Dain refused to burn a village of rebel sympathizers, and Malrec ordered his execution, and Dain survived, and Malrec has spent forty years telling himself the order was correct. When Vane's pact-forged empire rose, Malrec was given Emberhold, the fortress city on the road to the Obsidian Throne, and he rebuilt it himself, driving its basalt walls deeper and its ballista lines wider, and during the reconstruction his men uncovered a sealed chamber beneath the keep containing records that predate the empire, including fragmentary correspondence between Vane and Duke Vorgath.

Malrec read it, understood what it meant, and sealed the vault without reporting it, an act of concealment so foreign to his nature that he has never been able to explain it to himself. In the decades since, he has commanded Emberhold through the empire's consolidation, executed cowards with his own sword until it became Legion legend, and watched Vane's court rot around him: Seraphine's spies in every mess, Thorne's inquisitors at every gate, infernal auxiliaries attached to every garrison like a disease the empire mistakes for strength.

He was promised a seat in Vane's inner circle ten years ago, and every year the promise is renewed and deferred, and every year Seraphine smiles at him across the war table. He met the Pale Oarsman once, on a secret mission to Avernus to negotiate Vane's tithe, and paid a memory as toll, and there is a shape in his twentieth year that feels like a room with the furniture missing.

Now the party has returned from Avernus, out of time and out of patience, and the Free Peoples Alliance marches on his walls under Mara Voss, the girl who was a child when he burned her city, advised by the protégé he ordered shot. Malrec has prepared for this siege for forty years, and he will command it from the walls with ballistae and discipline, send the war machine to break the gates and the barbed devils to flank, and retreat to the keep for a last stand if the day turns, because that is what the empire built him to do.

But beneath the basalt and the hellfire and the flat gray stare, three cracks have formed: the vault he keeps like a loaded weapon, the letter of commutation sewn over his heart that proves Vane knew the Ashfield executions were indefensible, and the duel challenge from a dying man who chose differently. The empire made Malrec a blade, but blades remember the forge, and Emberfall's blacksmith's son has spent sixty years not asking what he was before. The party's arrival, and the choices they force, will make him ask.

Threads to follow

Unresolved Plots

  • Malrec has never reported the vault beneath Emberhold's keep to Emperor Vane, an act of uncharacteristic concealment spanning thirty years. Whether this is rebellion, self-preservation, or something he cannot name remains unresolved, and Seraphine's agents are closing in on the truth.
  • The correspondence fragment in the vault hints at a termination clause in Vane's pact that even Duke Vorgath may not know exists. If the clause is real, Vane's immortality has a kill switch that predates the dead man's switch, and someone in Avernus may hold the trigger.
  • Malrec's promotion to Vane's inner circle has been promised for a decade and deferred every year, always with a new condition. Whether Vane intends to honor the promise, or is keeping Malrec hungry on Seraphine's advice, is unknown, and the answer could determine which lieutenant the party can turn.
  • Captain Brann Vey has begun quietly moving the garrison's families out of Emberhold, village by village, under cover of routine redeployment orders. Whether this is prudent preparation for a siege he expects to lose, or the first stage of a private evacuation plan that abandons the fortress entirely, no one, perhaps not even Brann, will say.
  • A soul coin bearing Malrec's own face has appeared in the infernal markets of Avernus, minted by an unknown hand. Soul coins are made from souls, and a coin with a living man's face means someone has made a claim on Malrec's soul that has not yet come due. Vorgath's name is whispered in connection with it.

Beneath the surface

Secrets

  • Malrec fought for the old kingdom before he fought for Vane. He was a boy soldier in Emberfall's militia, captured at fifteen during Vane's first campaign, and he earned his place in the Legion by executing his own former comrades who refused to swear the new oaths. He has buried this so deeply that even Brann Vey does not know, and it is the true source of his hatred for the resistance: they remind him of who he was.
  • Malrec holds a letter of commutation, signed by Vane before the banishment of the party forty years ago, pardoning him for the Ashfield executions should they ever be judged crimes rather than acts of war. The letter's existence implies Vane knew the executions were indefensible, and that Malrec's loyalty has been purchased with a piece of paper he keeps sewn into his cloak's lining, next to his heart.
  • Malrec has met the Pale Oarsman. Decades ago, on a secret mission to Avernus to negotiate Vane's tithe payments, Malrec paid the ferryman a memory as toll. He does not know which memory he lost, only that there is a shape in his past, somewhere around his twentieth year, that feels like a room with the furniture missing. The Oarsman remembers it for him, and remembers Malrec.

What haunts them

Fears

  • Malrec fears irrelevance more than death: the prospect of being retired, honored, and set aside while younger generals inherit his war torments him more than any battlefield, and it is the lever Seraphine pulls most often.
  • He fears the memory he lost to the River Styx, and more precisely fears learning what it was. A man who has built his identity on discipline and certainty cannot bear the thought that the missing piece of himself might prove his certainties were always someone else's.
  • He fears Dain Ashfield, not as a swordsman but as a mirror: the protégé who chose differently, who kept his soul at the cost of his career, and whose existence proves that Malrec's choices were choices, not necessities.

What drives them

Aspirations

  • Malrec wants the inner circle seat Vane has dangled for a decade: not for its power, he tells himself, but because it would mean the work was recognized, that forty years of ash and executions added up to something the empire officially acknowledges.
  • He wants to die in a battle that matters, sword in hand, on a wall that holds, with the empire's banner flying above him. A quiet death in bed is, to Malrec, the only truly obscene fate left in the world.
  • In the part of himself he does not examine, Malrec wants absolution: not forgiveness, which he considers cheap, but a verdict. He wants someone, the Oracle, the party, history itself, to weigh the Ashfield burnings and the executed boys and the burned villages and render a judgment, because he has never been able to render it himself.

Personal quest · 1

The Warden's Ledger

Malrec keeps a private ledger of every soldier he has executed for cowardice, desertion, or failure. A copy has been stolen from his quarters in Emberhold, and Lady Seraphine's spies are the obvious culprits. Malrec offers the party a strange bargain: recover the ledger before Seraphine uses it to blackmail him, and he will reveal the patrol routes guarding the mountain approach to the Oracle's Observatory. The ledger contains not just names but Malrec's own justifications, written in his own hand, revealing the logic of a man who believes cruelty is a form of care for the empire. Some entries name soldiers whose families still live in Emberfall, including relatives of Mara Voss's resistance fighters.

Current Stage

Discover who stole the ledger from Emberhold's keep through interrogation or infiltration.

Choice
Pursue the thief through the lava tunnels beneath the fortress
The tunnels reveal evidence of Seraphine's wider spy network
Alternative
Confront the thief directly in the hills east of Emberhold
A running battle that risks alerting the garrison early
Mechanical Rewards
  • Malrec's tactical maps: advantage on the first Stealth or Athletics check during the Siege of Emberhold
  • Malrec's oathstone: once per long rest, a party member may reroll a failed saving throw against fear or charm
Narrative Rewards
  • Malrec's genuine respect, opening the possibility of his surrender rather than death
  • Knowledge of one entry in the Emperor's Vault defenses

Personal quest · 2

The Ashfield Deserter

Forty years ago, during the conquest of Emberfall, Malrec ordered the execution of his own protégé, Captain Dain Ashfield, for refusing to burn a village of rebel sympathizers. Dain survived, hidden by the resistance, and has spent four decades training Mara Voss's fighters. Now old and dying, Dain has sent Malrec a letter challenging him to single combat before the walls of Emberhold, one last accounting between them. Malrec, bound by his own code of strength and honor, intends to answer it, but Emperor Vane has forbidden any duel that might weaken the garrison's morale before the siege. Malrec must choose between his emperor's orders and the last shred of the man he was before Vane's empire made him a blade.

Current Stage

Intercept or witness the duel arrangements; the party learns of the challenge through Mara Voss or captured correspondence.

Choice
Help Dain reach the duel by smuggling him through Emberhold's patrols
The resistance gains a symbolic victory regardless of the duel's outcome
Alternative
Report the challenge to Vane's agents to earn Malrec's gratitude
Malrec is spared an impossible choice but resents the party's interference
Mechanical Rewards
  • Dain's cipher: knowledge of the cathedral tunnel to the Emperor's Vault
  • Duel-witnessed oath: one alliance unit gains +1 to attack rolls in Act 3
Narrative Rewards
  • Malrec's potential defection or honorable surrender
  • Mara Voss's deepened trust and Dain's legacy banner

Personal quest · 3

The Vault Beneath the Keep

Beneath Emberhold's keep lies a sealed chamber that predates the empire: a vault Malrec discovered during the fortress's reconstruction, containing records of Vane's original dealings in Avernus, including a fragmentary copy of correspondence between Vane and Duke Vorgath that predates the pact. Malrec has never reported it to Vane, an act of quiet rebellion he cannot fully explain even to himself. Now, with the alliance at his gates and Seraphine's spies circling, he must decide what to do with the one piece of leverage that could destroy his emperor, and the party must decide whether to help him, steal it, or destroy it. The fragment hints that Vane's pact has a termination clause that even Vorgath may not know about.

Current Stage

Learn of the vault's existence through a drunk garrison officer, Seraphine's intercepted orders, or Malrec himself if trust has been earned.

Choice
Press Malrec directly about the chamber beneath the keep
A dangerous conversation with a man trained to detect manipulation
Alternative
Infiltrate the keep's lower levels without Malrec's knowledge
A heist beneath a fortress on the brink of siege
Mechanical Rewards
  • Pact correspondence fragment: upgrade to the Pact Contract Scroll's binding effect
  • Vault intelligence: advantage on Arcana checks to disable the soul engine
Narrative Rewards
  • Malrec's defection or willing surrender
  • A lever against both Vane and Seraphine

Major Decision

Context

The Siege of Emberhold has turned against him. The gates are breached, the war machine is destroyed, and his barbed devils are banished. Malrec retreats to the keep for his last stand, but the party offers him terms: surrender and testify, or die on the walls he spent forty years defending.

Choice Made
Surrender with honor or die as Vane's general
Impact

If Malrec surrenders, he becomes an NPC informant: the party gains the Emberhold Key without coercion, his testimony in Act 3 imposes disadvantage on Vane's armies' morale, and he can appear at the March on the Obsidian Throne leading defecting troops. Mechanically, the party gains his tactical maps (advantage on the infiltration approach to the vault) and Emberhold Command support from defecting ballista crews. If he dies, the key is looted, but the garrison fights to the last man and the alliance suffers casualties that reduce available forces in Act 3.

If captured and coerced, the party must present proof of Vane's abandonment (such as evidence Seraphine has been ordered to silence him) to overcome Iron Resolve; success yields the key and full intelligence but Malrec's testimony is bitter and less persuasive, granting only half the morale benefit.

Major Decision

Context

The Vault Beneath the Keep has been opened, and Malrec holds forty years of suppressed doubt in his hands. The party can encourage him to embrace the truth, suppress it, or weaponize it against Vane immediately.

Choice Made
What Malrec does with the proof of Vane's fraud
Impact

If Malrec embraces the truth, he gains a new ability, Emperor's Doubt: once per day, he can force a creature that serves Vane to make a DC 18 Wisdom saving throw or be unable to attack him for 1 round, as his authority wavers between loyalty and revelation. He also becomes eligible for defection. If he suppresses it, he retains his full combat profile but the party loses access to the fragment's Act 3 benefits.

If he weaponizes it immediately by leaking it to the garrison, the siege ends early with a mass surrender, but Seraphine learns of the leak and Vane dispatches High Inquisitor Thorne to Emberhold, adding a dangerous pursuer to Act 2's remainder. Each branch permanently alters Malrec's stat block and the campaign's political landscape.

Major Decision

Context

Before or during the final confrontation, Malrec faces Vane directly, either on the walls of the Obsidian Throne's approach or in the throne room itself. Vane offers him everything he ever wanted: a seat in the inner circle, command of all imperial armies, immortality's fringe benefits. All he must do is bring him the party's heads, or the Emberhold Key, or the pact fragment.

Choice Made
Malrec's final answer to his emperor
Impact

If Malrec refuses Vane, he gains Vane's Bane: his attacks against Vane and Vane's direct servants ignore infernal resistance to fear and charm, and he can use his reaction to intercept one attack per round aimed at a party member, fighting as a legendary ally in the final battle. If he accepts Vane's offer, he becomes a mid-boss encounter during the Throne of Cinders, fighting with enhanced abilities (his superiority dice become d12s and he gains two additional maneuvers) but with the Emperor's Doubt flaw exploitable by the party.

If he was never turned and simply obeys, he arrives at the throne room as Vane's shield, and the party must defeat both him and Vane's guard in sequence, making the final battle significantly harder.

Transformative Moment

Trigger

Reading the pact correspondence fragment

Transformation

Malrec's certainty fractures; his dialogue and tactics change for the rest of the campaign

Mechanical Changes

Loyalty

Becomes conditional on Vane's demonstrated honor

Evidence of Vane's pre-royal infernal dealings

Transformative Moment

Trigger

The Ashfield duel

Transformation

Malrec confronts the one execution he cannot justify

Mechanical Changes

Iron Resolve

Weakens if Dain is honored, strengthens if Dain is disgraced

His self-image is tied to the righteousness of his orders

Transformative Moment

Trigger

Vane's final offer

Transformation

The ultimate test of forty years of service

Mechanical Changes

Combat role

Ally, enhanced enemy, or Vane's shield depending on choice

The culmination of his character arc

Ally

Captain Brann Vey, Warden of the Emberhold Gate

Relationship loyal subordinate and confidant
Influence 9/10
Loyalty 18/10

Shared History

Brann Vey was a sixteen-year-old conscript when Malrec's legion swept through the Ashfield territories forty years ago, and he was assigned to Malrec's personal guard as punishment for striking an officer. Malrec, instead of executing the insubordinate boy, drilled him personally for a decade, teaching him siegecraft, discipline, and the philosophy that order is the only thing standing between humanity and the ash. Brann has served at Malrec's side through every campaign of the empire's expansion, including the burning of Emberfall, where he carried Malrec's wounded body from a collapsed barricade after resistance saboteurs detonated the eastern gate.

He is the only man in Emberhold who knows about the vault beneath the keep, having helped Malrec seal it during the fortress's reconstruction, and he has kept the secret for thirty years out of a loyalty that has never required explanation. Brann is old now, gray and slow, but his word among the garrison is second only to Malrec's own, and any faction seeking to turn Emberhold's defenders must go through him.

He believes, as Malrec taught him, that the empire's sins are the price of its peace, but the Ashfield duel and the vault's secrets have begun to test that faith. If Malrec falls or turns, Brann is the hinge on which the garrison's loyalty swings, and both Seraphine and the resistance know it.

Potential Breaking Points

  • If ordered to execute Dain Ashfield's family
  • If Seraphine proves Malrec has been marked for death by the Emperor

Enemy

Lady Seraphine, Spymaster of the Empire

Threat Level 16/10
Conflict Type rivalry within the Emperor's court

Personal Stakes

Seraphine and Malrec have been locked in a cold war within Vane's court for two decades, and their hatred is entirely mutual and entirely professional. Seraphine has twice tried to have Malrec removed from command: first by framing his quartermaster for selling imperial secrets, a plot Malrec unraveled by tracking the forged documents' ink to a Tidewatch supplier; and second by engineering the disaster at the Battle of Redford Crossing, where Malrec's legion was ambushed after Seraphine fed his movement orders to rebel partisans.

Forty of Malrec's soldiers died, and he has never forgiven her, though Vane punished neither of them, preferring to keep his lieutenants at each other's throats. For her part, Seraphine despises Malrec as a blunt instrument who mistakes cruelty for strategy, and she covets his command of Emberhold as the last major fortress between the alliance and the throne. She has independently discovered the vault beneath the keep and is maneuvering to seize its secrets, both to destroy Malrec and to position herself as the indispensable keeper of Vane's darkest truths.

Malrec knows she wants him dead but cannot prove it to Vane's satisfaction, and her network of charmed nobles makes every one of his reports suspect. Their rivalry is the empire's internal fault line, and the party can drive a wedge into it at the Siege of Emberhold, where Seraphine's decision to withhold spy support from Malrec may determine whether the fortress falls in a night or holds for a month.

Possible Resolutions

  • Malrec's fall: Seraphine claims Emberhold and hardens Act 3
  • Seraphine's fall: Malrec consolidates and becomes a more dangerous but more honorable enemy
  • Mutual destruction: the party plays them against each other until both are spent

Faction

Emperor's Legion

Standing 20/10

Influence

Malrec is the Legion's senior field commander and the living embodiment of its doctrine. He joined as a boy of twelve in the Emberfall muster, the son of a blacksmith whose forge supplied the old kingdom's armies, and he rose through thirty years of continuous campaigning: the pacification of the Ashfield territories, the suppression of the Tidewatch mutinies, and finally the conquest of Emberfall itself, where he earned his lordship by holding the eastern breach against the old kingdom's last knights for six hours after every other officer had fled.

The Legion's rank and file regard him with the superstitious awe soldiers reserve for generals who share their rations and dig their latrines; his custom of executing cowards personally, with his own sword, has become Legion legend, told as both warning and inspiration in every garrison mess. His authority within the faction is nearly absolute in military matters but contested in court politics, where Seraphine's spies and High Inquisitor Thorne's inquisitors erode his position with every campaign season.

The Legion's growing dependence on infernal auxiliaries, barbed devils attached to every garrison and soul collectors following every engagement, troubles Malrec deeply, though he has never voiced this to Vane; he tells himself that tools are tools, but the vault beneath his keep suggests he knows better. If the party can demonstrate that Vane's pact predates his kingship, the Legion's loyalty, which flows through Malrec and men like Brann Vey, becomes the single most valuable strategic asset in the war, capable of ending the empire not with a battle but with a general's choice.

Obligations

  • Defense of the Obsidian Throne's approaches
  • Suppression of rebellion in the eastern territories
  • Personal loyalty to Vane, conditional on Vane's demonstrated fitness to rule

Benefits

  • Garrison of Emberhold
  • Infernal war machine and ballista crews
  • The deference of every imperial soldier in the region

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