SS | Aradrya, The Horseman of Famine

"Atop a black horse was Famine. Like War, she was born in the image of a woman - a beautiful facade indeed, chosen for the cruelest and most wicked of the horsemen. The Goddess mocks the Witches of the West."

 

Aradrya is the most powerful of all the Horsemen in terms of her influence over others. However, she is driven mad by the Goddess' inaction following the end of the kingdoms and, much to her design, she is wildly unpredictable and prone to acts of irrashionality. Strongly believing that Kherrei will one day unite the Horsemen and have them ride to battle once again, Famine has tried to nurture the world to appease Kherrei by influencing conflict and, at times, causing trouble for the other horsemen. She brought the Pale Rider to Iosefka's homeland and killed her parents to bring him close to the Forgotten, she influenced Gwenyr to create the Radiant, and she disrupted War's efforts in the Redborn. Seen as a force whom is entirely uncontrollable and temperamental at the best of times, Aradrya only listens to Kherrei, though she values the other horsemen as family and sees their whims and woes as sibling rivalry rather than actual conflict.

 

When War descended to Jjantarukk's influence Famine sought to free War. At many intervals she disrupted War's efforts and the Veil's growth. She lost her horse, Greed, to the machinations of Yu'Lee and Nakest whom poisoned the Redborn before she could take Tiraelina's mirror as her host and awaken new latent potential. Instead, the mirror of Tsummu learned of Yu'Lee's plot and by extension Richard's involvement and finally Famine's involvement. Acquiring the Coin of Greed, Tsummu sent the echo of Tiraelina with the coin to the mirror realm and instead forced Famine to take her as Famine's host, weakening her greatly.

 

While Famine can project echoes and phantoms of other creatures she cannot take a new host unless her current one is destroyed, and she is much too vain to consider herself at a disadvantage despite her host being comparatively weak to her true form.

 

Famine tried to follow Tiraelina but her host was weak and many years were spent resting and recovering whilst turning the previous Redborn lands into a harvesting ground for her research. Slowly, Famine orchestrated events that disrupted the Veil's work while hand-in-hand disrupting Tiraelina' life in the mirror, including leading her sister to her death. The Tsummu of this world, as well as Keljagor, had learned of the mirror's fall through the Manifold, however, and were able to shield Tiraelina from Famine's and the coin's influence for most of her life until Richard's influence began to destroy the Xahili. Tiraelina spoke to no one of the truth of the coin's identity, only that it was exceedingly dangerous and should never be used. However, Tsummu suspected that Richard might eventually corner the Xahili and annihilate the realm with the assistance of the Veil. Along with the gradual turning of Keljagor, she concluded that she had to do all she could to preserve what remained of the realm.

 

Keljagor ordered Tsummu to grant his Brand - a genetic identifier to Tiraelina - which would activate Manifolds in the event of Veil presence being near. He then ordered her to transition his communal bonds to Yvelle, whom was named under Faraya, who would then attempt to "defect" to the Earthen and watch over Tiraelina from afar while growing as strong as possible. This is why Faraya can project avatars.

 

In one last desparate act, Tsummu sent Tiraelina in a masked mission to the Underworld to put the coin and the catgirl in the hands of the Red Council, whom were better equipped with the skills and means to fight both Richard and Famine. Richard, however, won this gamble, as he had already poisoned the Xahili's ranks and influenced Beyel's actions. The coin in Tiraelina's possession rebuffed the Veil, however, destroying her memories and greatly weakening her but leaving her alive and intact. Famine lost track of the coin and Tiraelina, and Richard moved on due to the influence of Aribette being too strong to influence the Council or pursue the matter further.

 

Famine began to hunt for the mirror of Tsummu to force her to tell her the new location of the coin. By then she had lost interest in using Tiraelina as a host, but wanted her to suffer for all the difficulty she had caused for her anyways. The intervention of the Shogun disrupted her plans even further, forcing her to start largely from scratch in her hunt. That was, until, Tiraelina began to use the coin's power, gradually awakening Greed, whom Famine could sense.

 

Famine is responsible for Jjantarukk desiring to rebuild the world, perpetuating the curse of the river and her intent to force descendants of the stars and demonkin to continually relive tragedies and loss. However, due to Rengo and Fist of the Planet, Jjantarukk began to break free of her influence towards the end of the dream era, and she resigned to determining a way to destroy Jjantarukk - which Greed accomplished thanks to Jjantarukk's sleeping state and Tiraelina's connection to Keljagor and thus the veil.

 

Due to Famine's influences and necessity to constantly fuck with demonkin and starborn she often comes at odds with the other horsemen, especially Azrael, whom often takes a somber if not parental approach to dealing with her.

 

Legendary Resistance - 4/day

Legendary Actions - Base attacks, Base abilities (Exemplaries can bonus action move 20ft on each Legendary.)

Lair Actions - Fields of Famine (See below)

 

Timeless Phantom - Famine has two personalities - Aradrya and Aradriel. Aradrya's abilities are split in a ying-yang with Aradriel, one representing the innocence of youth and the other representing the arrogance of seniority. Aradrya typically possesses Famine-domain abilities while Aradriel possessses Greed-domain abilities. However, Aradrya possesses time-related abilities from Greed, and Aradriel possesses wisdom (and the concept of the decay of wisdom), making the former more of a mage and the latter more of a smith. Aradrya henceforth is the dominant personality while Aradriel is typically represented through her constructs. If Aradriel becomes the dominant personality, Famine changes considerably.

 

Typically, Aradrya is somewhat distracted and lost between periods of time without much regelation or care for the present or the future except for her grand strategies, whereas Aradriel is extremely materialistic and tends to focus on individual things.

 

Schism of the Mirror - As a result of Famine's representation of the river's schism, all descendants of demonkin are prone to repeating the mirror's effects, creating repeating ripples of themselves in evolution, including bringing about incarnations of their reflections. This is in large part due to Greed's influence on the passage of time, but it's also due to the elemental scripture of demonkin whom are based heavily on Famine moreso than other horsemen due to her stronger overall influence. So long as Famine exists this effect is active. The repetition of past actions, especially ones that lead to loss, suffering, and hunger, are paramounts of Famine's overall curse, the Schism of the Mirror, representing her ire for descendants of the stars.

 

Curse of the Mirror - Aradrya and Aradriel have Disadvantage in remembering each other's experiences and otherwise communicating mental impulses of one another, representing the schism of the river's surface and its ideals within.

 

Timeless Waltz - Aradrya exists at all points in her memory at once, but maintains only a present time existence. Thus, her memory is impeccable and cannot be clouded or changed. Furthermore, she has Advantage on any checks related to memory. Aradriel, on the other hand, exists only in the moment and has double Disadvantage on memory. Through Aradriel and thus Greed, Aradrya sees into forks of the future but cannot determine which fork she is seeing.

 

Aspect of Famine - Aradrya has no Avatars, but can instead possess a body. While possessing a body, she retains the attributes of Aradrya, but does not have access to Unbreakable Body.

 

Unbreakable Body - Actionable Impulse responses can be made as free reactions. Grants immunity to low function damage and resistance to High Function Necrotic, Radiant, Ice and Fire.


Architect of Famine - Aradrya is immune to mental influences of any nature that revolve around the concept of impulse, desire, or sustenance. Furthermore, she has Advantage on deciphering or understanding any nature of statement, written text, historic event or similar movements involving personalities, linguistics, currency, resources, etc.


Eyes of Famine - Unless warded, Aradrya can determine the characteristics of an opponent's mental abilities capabilities by spending 12 seconds gazing upon them. As a result, she imposes Disadvantage on all impulse, resource, currency-related Saves and Attacks made by the opponent.

 

Devouring Famine - Every time an opponent consumes a finite resource of any nature in Famine's domain and is not warded, they make a DC 19 CHA save versus Devouring Famine, which activates Actionable Impulse.


Actionable Impulse - Every time an opponent gives in to an Actionable Impulse, Aradrya gains one stack of Forever Famine - a resource used to fuel her Cosmic Abilities.

 

Famine Domain - Activates Famine Domain. This is a free action. While in Famine Domain, Famine may use an action to split into any number of Gleaming Bangles which may spawn within 120ft of its originating location. These bangles possess a split of her HP and her AC.

 

Gleaming Bangles - These bangles may spawn in any physically attainable location but are Invisible unless revealed with Truesight or See Invisibility, or unless they are damaged through some means. If an opponent comes into contact with or reach of a Bangle, and can see it, they perform an Actionable Impulse check. If they fail the check, they become Charmed by the bangle until the end of their next turn, and protect it with their lives - shielding it from any area of effect damage or direct damage with their bodies if possible, and drop one of the objects in their hand (of their choice) to pick it up.


Once per turn the Bangles may move 10ft, up to the Domain radius of 300ft away from originating location.

 

Once activated, Gleaming Bangles cannot adjust its number of bangles or their HP distribution unless she first returns to her true form. Gleaming Bangles also cannot be used if the Black Horse is summoned.

 

Attributes - Aradrya

ATT Amount Advantage
STR 18(+4) -
DEX 20(+5) -
CON 24(+7) x2
INT 18(+4) -
WIS 20(+5) x3
CHA 24(+7) x2

 

Saves - Str +4, Dex +5, CON +7x2, INT +4, WIS +5x3, CHA +7x2

 

Attacks -

 

Famine primarily attacks through reflective surfaces or Compelling Blood, or through using projected spirit weapons. Her physical body is incapable of traditional combat.

 

Blood Vocation - 90ft - Projects a streak of phantom blood. +11 to hit. Provokes a DC 17 CON save. Upon failure, the blood bonds to the creature and produces a stack of Adhered Blood.

> Embed - DC 17 CON save vs 3d6 Maximum Health damage per stack of Adhered Blood. Consumes stacks.

> Bonus - Hardening - Unit makes a DC 14 (+1 per stack) STR save vs Restraint. Escape DC copied.

> Bonus - Conduct - Adhered Blood becomes conductive and amplifies any Electric or Glitter attack by 1d8 per Stack. Consumes stacks if the target is hit

 

 

 

Glitter of Greed - Opponents within Line of Light of a reflective surface and can see it make a DC 17 INT save versus 12d8+7 Radiant damage and Blind until the end of their next turn. Only usable in Famine Domain.

 

Fetters of Falling Teeth - Sends out bands of light and bands of compelling blood. DC 16 DEX save for opponents within 30ft of reflective surface. Additional 16 DEX save if they are within 30ft of a Compelling Blood construct. 8d6+7 Radiant damage for Reflection component, Compelling Leech effect for Secondary component. If both components connect at once, opponent takes critical Radiant damage and Compelling Blood is charged twice for applicable constructs.

 

Ankaviit - Finger of God

A spirit weapon taking the shape of a large, ash-white wand with vibrant, fleshy veins wrapped across it. Was once Andhera-Tsummu's wand, but has been warped by Famine's influence.

 

The wand is also the source of Andhera-Tsummu's blood magic. Famine must have it drawn in either hand to make use of Blood Fonts and their abilities as well as Blood Vocations.

 

Ankaviit actions are Bonus Actions.

 

Force - Evokes kinetic force to a unit or object within 30ft. Unit makes a DC 18 STR save or is forcefully knocked up to 30ft in Famine's choosing, including upwards, and lands prone. 1d8 collision damage per 10ft.

 

 

Famine Base Abilities -

 

Golden Exemplaries

 

Using applicable bodies she has prepared ahead of time, or through an Action, Famine can create a Golden Exemplary. Golden Exemplaries may move up to 20ft as a Bonus action on Legendary Actions, and have the following attributes.

 

Magic Absorption - Golden Exemplaries absorb Low Function magic and elemental damage and effects. Furthermore, they contest a Caster's spell DC at +4 to absorb High Function effects, unless warded.

Exemplary Mimicry - Golden Exemplaries may mimic any host's ability as a Reaction, such as spells from Ankaviit or Blood Magic abilities.

Instrinic Sight - Golden Exemplaries have Truesight in 10ft and are communal to Famine, extending as her eyes and ears.

Reflective - Golden Exemplaries and their counterparts are reflective surfaces suitable for Glitter attacks.

 

Domain Shift - Famine's domain changes to Greed, Gluttony, or Hunger. If in Unbreakable Body, shifting the domain is a Bonus Action. If she does not shift the domain it persists its innate effects.

 

Units whom make the initial saves related to Domain shifts are immune to their effects for the next 24 hours.

 

> Greed - Creates Tarnished Goblets if desired. Units make DC 20 CHA save vs Greed effect. The Goblets have 10 HP and 15 AC. Units whom grasp a goblet freely must make a DC 20 CHA save to release it, else they succumb to the Greed Actionable Impulse. Units whom are grasping a Goblet cannot see or fear Famine unless she wants them to or they have Truesight. In Greed domain, Famine has Mirror Image (DC 11+) vs units whom fail the save until the end of their next turn.

 

> Gluttony - Creates illusions of meals if desired. Units make a DC 20 CHA save vs Gluttony impulse. If units try to feed on the illusionary meals or enter melee range of them, they make a DEX save (with Disadvantage if they failed the save) vs 20 for 12d10+4 High Function Slashing damage as the meals turn into balls of serrated blades in their mouths. In this domain, Famine's Radiant damage restores half health to her.

 

> Hunger - units make DC 22 CON save vs Hunger effect. Should they be effected, Tarnished Droughts are created representing those units until the end of their next turns (see: Actionable Impulses). They may be used as targets for Famine if their hosts are not available, which stores Temporary damage upon them.

 

> Famished Souls - A general Black Horseman domain. Famine can summon Famished Souls and similar units as a Lair Action within this domain. When these units are killed, Famine and her souls are healed for hit dice equivalent to that unit's maximum health, unless the effect is suppressed.

 

 

Actionable Impulses -

 

When a unit is attacked by Famine's mind, they undergo what is called an Actionable Impulse. The nature of the Actionable Impulse depends on what instigated the ability. Actionable Impulses last until the end of the afflicted unit's next turn, except for Gluttony, which becomes Blind Gluttony when the unit fails to save it a second time. When a unit fails a save on an Actionable Impulse, Famine gains a stack of Forever Famine.

 

Greed - Units are compelled to collect items (prioritizing closest) or hoard resources. When used as an Actionable Impulse, units are forced to collect items, refuse to use specific kinds of ammunition/resources (generally their most valuable ones). If Greed was used to collect an item (or as a result of), they protect that item with their life until the Actionable Impulse ends or the item is destroyed.

 

Gluttony - Units are filled with an overwhelming desire to feed. So powerful is the impulse that they make an immediate Reaction to attempt to bite into any nearby unit or applicable object that is not Famine. Should there be no units in range, they instead bite themselves. The attack is an Improvised Weapon attack that is made with Advantage. If the bite is successful, the unit re-attempts the impulse or their next turn uses their Action to continue the attack indefinitely, saving at the end of each turn. If they are unable to attempt to eat something, they sustain 8d8 High Function Radiant damage and re-attempt the save with Advantage..

 

When a unit fails to save against Gluttony two or more times, the attack turns into Blind Gluttony, in which the unit then uses available Extra Attacks to attempt to eat things, and become Blind and Deafened.

 

Hunger - Afflicts units with Undeniable Hunger. Every time the unit takes an individual action that is not healing themselves or gathering strength in some manner (generating resources, stepping into buff auras), including doing nothing, 6d6 Temporary damage is stored in a Tarnished Drought representing that unit, which is created when the Hunger effect takes hold. This Temporary damage becomes Maximum Health damage if the drought is not destroyed by that unit before the end of their next turn. If another unit destroys the drought, the damage is inflicted as High Function Piercing damage instead.

 

Primary Abilities -

 

Chalice of Aald

 

Famine may construct a chalice (or goblet), either using a Golden exemplary or as an Action once every hour. The chalice acts as a unit, has 10hp and 10ac may use an Action to assume the shape and attributes of any creature Famine knows. The illusion is virtually perfect, requiring a spell or other actionable effect to determine. Like bangles, the chalice can Charm a unit that touches it (or the creature it represents). Its true nature is revealed and the illusion vanishes when this happens, prompting a DC 22 CHA save. They have Advantage on the save if they are aware of the chalice's true nature (not just the shape, but its connection to Famine). If they succeed the save, they are immune to the chalice's effects for 24 hours.

 

If they fail the save, they become Charmed by the chalice and drop anything in their hands to grasp it and cradle it. At the end of their following turns they repeat the save, taking 1 Exhaustion stack per failure. If they make the save, they recover 1 chalice Exhaustion stack at the end of their following turns.

 

 

Cosmic Actions -

 

These Cosmic Actions require Forever Famine resource.

 

Embodiment of Disembodying Thirst - 17 CON save for all unwarded units within Famine Domain for 1 stack of Exhaustion and 4d20+2d12+7 High Function Necrotic damage.

 

Compelling Blood -

 

While controlling Andhera-Tsummu's body, Famine gains possession of Compelling Blood - Ideological format Blood Magic, characterized by Famine's limited understanding of the craft but exceptional mental ability. Compelling Blood has a resource (Blood Fonts) which determines how many active constructs of any nature, including buffs, that Famine can maintain at once. Destruction of these artifacts via Dispel Magic or similar acts is a Domain contest (2d20d1+7).

 

When a blood construct is charged, either as a repeated Action or via certain effects (such as using Fetters and the attack striking), the construct gains 50 HP.

 

Blood Fonts -  0/5

 

Blood Barrier - 1 - Conjures a barrier of phantasmal blood around the caster or an object up to Colossal size. The barrier provides 75% Resistance to low function and 50% resistance to High function, taking 10 damage for each absorbed attack. The barrier has 100 health.

 

Blood Wall - 1 - Reaction - Conjure a 100 hp wall between Famine and a unit. The wall has 10 AC.