Selganth

Fallen
Hobgoblin  ·  Ardent  ·  Level 11
Played by Nathan
Fell in battle. Remembered.
No portrait yet
Ability Scores
STR
0
-5
CON
0
-5
DEX
0
-5
INT
0
-5
WIS
0
-5
CHA
0
-5
Defenses
0
AC
0
FORT
0
REF
0
WILL
Hit Points & Vitals
0
Max HP
0
Bloodied
0
Surge Value
0
Surges/Day
+0
Initiative
6
Speed
About Selganth

Selganth was there from the beginning. A hobgoblin ardent who had grown dissatisfied with the life laid out for him — the raiding, the brutality, the low ceiling of what his kind were supposed to want — he arrived in Fallcrest looking for something bigger and found the Copper Piece Gang instead.

What made him unusual was not just that he had left that life behind, but how he engaged after. His Ardent abilities gave him telepathy, and he used it in ways nobody expected. He held conversations with creatures mid-fight. He tried speaking directly to a mutated owlbear during one encounter, and the creature responded to him when it was not responding to anyone else. He knocked out a dungeon horror rather than killing it because killing it felt like a waste. He collected hell wasp venom. He used the flat of an axe to bat a bat into another bat. He contributed what the table immortalized as nonsense orc profanity during a scheme to manipulate an owlbear into charging a separate group of orcs — the phrase they remembered was something approximately like “Klingon chicken fuck,” which somehow still worked. He was not the easiest person in the room, but he was always genuinely in it.

The protective impulse showed up most clearly in the moments that actually mattered. In the Scarlet Citadel, when a hell wasp threatened to drop Rae with a saving-throw-or-die venom attack, Selganth swapped positions with him and healed him, absorbing the threat himself to buy the party time. When a boy named Gabe froze in terror in front of an approaching owlbear, Selganth charged first and put himself between the beast and the child without waiting for a plan to form. He drew threats toward himself. He traded good positions for worse ones to keep others alive. That was a pattern, not an accident.

The memory realm was where it ended. The party found themselves in an unstable dimension of thought and memory, pursued by an entity called the Forgotten. When the portal back to the real world was collapsing and the Forgotten was closing in, Selganth stayed behind. He positioned himself between the creature and the portal and held it long enough for the rest of the party to get through. Zarnak helped by calling out and luring an owlbear into the chaos as a final improvised distraction. Rae was the last one pushed through. The closing edge of the portal severed his arm. Selganth did not come through.

The flask of liquid shadow Rae carried afterward resonated strangely near the place where his arm had been. Whether that meant anything was never fully resolved. His death changed the shape of the campaign. The gap he left was real, and Krovuur — the one who eventually stepped into that space — carries that weight whether he acknowledges it or not.

Portrait placeholder. He died at level 11; stats are not tracked.

Adventure Highlights
  • Saved Rae's life in the Scarlet Citadel by swapping positions with him mid-fight when a hell wasp's venom would have killed him outright
  • Spoke telepathically to a mutated owlbear during a desperate chase — it responded to him when no one else could reach it
  • Charged first to put himself between an owlbear and a terrified child named Gabe, without waiting to see if anyone else would move
  • Stayed behind in the collapsing memory realm to hold back the Forgotten — the portal closed with him on the wrong side; Rae's arm was the price of getting out
  • The flask of liquid shadow Rae carried afterward resonated near where his arm had been — a thread that was never untangled