Arbiter#

  • Angel of Justice serving the Dusk Lord, a deity of endings and transitions
  • Found deep beneath the Church of the Dusk Lord in Tannis, where she had erected a divine barrier to contain Serenity’s darkness curse
  • Initially planned to purge all life in Tannis to cleanse the corruption — the party convinced her to delay and grant them a chance to find the source
  • Marked the party with her holy symbol, granting safe passage through her barriers, the ability to commune with her, and the Blessing of the Dusk Lord
  • Wields a greatsword of divine energy that can shatter into homing shards of radiant light; has wings and can teleport
  • Was not involved in Nidhogg’s original sealing but recognizes him as an enemy of the Dusk Lord
  • Listed among the Cult of the Eclipse’s known enemies and opposition

The Dusk Lord#

  • The Arbiter serves the Dusk Lord, a god who presides over transitions, endings, and the balance between light and shadow
  • Her power flows within the bounds of judgment and guardianship — she is forbidden from intervening directly in mortal affairs beyond the liminal spaces she guards: boundaries, temples, and realms between life and death
  • She believes mortals must choose to protect their own world, lending wisdom, guidance, and blessings rather than fighting their battles for them
  • Nidhogg specifically hates the Dusk Lord and anyone who bears his mark, making the Arbiter and the party natural targets for the Cult of the Eclipse

The Darkness of Tannis#

  • When Serenity cursed the village of Tannis by defiling a holy symbol of the Dusk Lord, the corruption drew the Arbiter’s attention
  • She erected a barrier around the town to contain the spreading darkness and began preparing a purification ritual — one that would have destroyed all life in Tannis to cleanse the corruption
  • The party found her in a hidden dungeon level below the church’s catacombs and convinced her to delay the cleansing
  • They vowed to investigate the source of the curse themselves, and she agreed — marking them with her symbol as emissaries of the Dusk Lord
  • As a sign of good faith, she destroyed the remaining shadow monsters in town with a single devastating display of divine power: teleporting above the great oak tree, unfurling her wings, and shattering her greatsword into a thousand shards of homing radiant light that annihilated every shadow creature in Tannis
  • She also gave Skreek a +1 Shield of the Dusk Lord recovered from the church crypt

The Holy Mark#

  • The Arbiter’s mark was placed on each party member, physically visible on Skreek’s shoulder
  • The mark grants safe passage through divine barriers, the ability to commune with the Arbiter across distances, and a Blessing of the Setting Sun (1d8 radiant damage, once per long rest)
  • Communion with the Arbiter is not a physical appearance — her presence settles over the caller “like a cold wind,” her voice “carrying the weight of judgment”
  • The Weaver and the Cult of the Eclipse consider all who bear the Dusk Lord’s mark to be priority enemies — the mark grants resistance to illusions and fear, purification of corruption, and access to warded leyline temples
  • The mark persists even through the final battle — in the aftermath, Slumpet reaches up to check that the warmth of the mark is still there

Cleansing the Curse#

  • The party discovered Serenity’s altar containing a diorama of Tannis and a holy symbol of the Dusk Lord that had been magically cursed and defiled with blood
  • They used their marks to summon the Arbiter, who confirmed it was the source of the curse that triggered the Dusk Lord’s ire
  • She cleansed the holy symbol, vowed to release her barrier from Tannis, thanked the party, and opened a portal to return and begin her work
  • That night, the party dreamed of Tannis being restored and the Arbiter granting them the Blessing of the Setting Sun

Ongoing Guidance#

  • The Arbiter does not have omniscient knowledge — when the party communed with her about the leyline temples, she offered theories and guidance but admitted when she lacked specific answers
  • At the Winter Leyline Temple, Skreek communed with her to understand the cracked crystal; she explained that leylines are paths through which raw magical energy flows, usable for communication, travel, or power
  • At the Summer Leyline Temple, when the party could not restore a crystal stolen and returned by Manus, the Arbiter suggested it needed to be cleansed of evil before it could function — Shadicar later succeeded with Dispel Magic
  • She provided a gem to the blacksmith Sig Rockwell, who used it to enchant a wrist blade with radiant damage for Toby — the “Dagger of Brightness”
  • In Skreek’s nightmares (inflicted by Serenity), the Arbiter appeared carrying out her purification ritual on Tannis — a vision of what would have happened if the party had failed

The Final Battle#

  • The party can use their holy marks to commune with the Arbiter and request aid during the final confrontation against the Weaver
  • Her Blessing of Justice grants all marked party members temporary hit points, advantage on saves against fear and charm, and radiant weapon damage
  • Her Intervention automatically triggers the first time a marked party member drops to 0 hit points — stabilizing them, standing them up, and wreathing them in protective holy light
  • Even from afar, her divine protection represents the culmination of the party’s relationship with her throughout the campaign

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