World of Farland
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The World of Farland

A D&D Setting Conquered by Evil

King Milon Dukalle

King Milon Dukalle

One of the most respected of the noble families in Kale City before the evil occupation were the valiant family Dukalle. Claiming descent from the original Lord Kale himself, the Dukalles were always known not only for great wealth but also for profound generosity. While they suffered greatly under the rule of the Lord of Pride and many were slaughtered wantonly by his forces, the family lived on mostly because the family Dukalle had been instrumental in Kale's great port trade. Taking great pride in his kingdom's fame and not wanting to risk that fame, Lord Thuldin allowed the family Dukalle to continue its operations relatively unobstructed; he reasoned that the fame of the Dukalle family redounded onto the kingdom as a whole, and thus onto him. Therefore some of the family survived through the occupation while other noble families were entirely wiped out. Thus when liberation came unexpectedly from the north, the generosity and nobility of the remaining Dukalles helped unify the people of Kale City and give them hope.

The current head of the family and central in his family's efforts is the charismatic Milon Dukalle. Milon grew up traveling the trade routes and was responsible for overseeing the business end of the family's trade empire. His father, Lord Guy, not one to coddle his son, made Milon go along on the trade routes in his early years as a guard. Here the young Noble wetted his sword and proved himself in battle against both goblin and human brigands, as well as wandering monsters. Milon, however, also learned that words are as mighty as any sword, and from youth he had a talent for talking men into his point of view. He also did not scruple about using ruthless, underhanded means to remove his financial enemies if he felt the deeds were necessary. All men of intelligence recognized in Milon a man of note. Milon's father taught him in the ways of great leaders, making the boy pour long hours over the lessons of history, from the successful tactics of the legions of the Far Empire to the routes and failed skirmishes of the Last Battles of the Dark Occupation. Milon learned much of war from the texts written about the heroic Captain Aurel, but he also learned that martyrdom only has a very short benefit. Thus he determined to keep himself alive for his people-- and for himself. Milon was a good student, though, and of necessity learned quickly how to use his sword to great advantage and became renowned as a master swordsman as well as a cunning tactician.

Back home in Kale City, he also quickly learned the importance of using his sharp mind and able tongue to talk himself out of life threatening altercations with the Lord of Pride's forces. The people quickly learned to look to Milon when decisions were needed and he enjoyed widespread support amongst the citizens of Kale City. Thus after Gaidan (the interim ruler of Kale) was slain, the kingdom needed a leader and Milon saw his chance. Ever a man of action with a streak of ruthlessness, he stepped forward in Kale's time of need and declared himself the rightful ruler of the kingdom. Early after Gaidan's assassination, Milon dispatched his political rivals-- some said by means that were less than honorable-- and declared himself King. Yet the kingdom has seen a new era of prosperity under Milon, and no matter what his tactics consist of, be they diplomacy, open battle, or subtle machination, he has proven to be a popular ruler of the Kingdom of Kale.

King Milon Dukalle

Medium humanoid (human), neutral



Armor Class   20 (plate and shield)
Hit Points   117(18d8+36)
Speed   30 ft.



STR  17 (+3)   DEX  14 (+2)   CON  15 (+2)   INT  14 (+2)   WIS  12 (+1)   CHR  15 (+2)



Saving Throws Str +6, Con +5, Wis +4
Skills   Athletics +6, Deception +5, Insight +4, History +5, Intimidation +5, Persuasion +5
Senses   passive Perception 11
Languages   Kalais, Kelevan, Dark Speech
Challenge   6 (2,300 XP)



Indomitable (1/day). King Milon rerolls a failed saving throw.

Improved Critical. King Milon scores a critical hit with a weapon attack on a roll of 19 or 20.

Leadership (1/day). For 1 minute, King Milon can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand King Milon. A creature can benefit from only one Leadership die at a time. This effect ends if King Milon is incapacitated.

Martial Advantage. Once per turn, King Milon can deal an extra 18 (4d8) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of King Milon’s that isn’t incapacitated.

Actions



Multiattack. King Milon makes three longsword attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (1d8+3) slashing damage or 9 (1d10 + 3) slashing damage if used with two hands to make a melee attack.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one creature. Hit: 6 (1d8 + 2) piercing damage.

Reactions



Parry. King Milon adds 4 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.