Talisen “Red Sleeves” (Character; DEAD)

Steel Realms
CREATED 2022/DEAD 8-2022
Player: Ben Persinger; created using set params 11/2021 for Dunstrand Rising campaign –Current state of the campain, post Blackwells.
Wizard 3rd (iD20 Wizard; School of Necromancy – House Narcosa + Cleric 0 [Djerduth the fallen death god] Order of the Vanishing Ardent)
Description: Talisen is a Human, male, albino, 6’0″, #145, reddish-brown eyes, skin as bones (the sun is bad for you!), thin build, right handed, short white hair in a narrow undercut and medium length, sharp beard, age: 24, Size: Medium; Move = 30′
Behavior/Mannerisms: Unsettling appearance. Dresses in black tunics/robes with red trim. Little vials and pouches of components and medicines all over.

Strength = 10
Intelligence = 17 (+3)
Wisdom = 13 (+1)
Dexterity = 12 (+1)
Constitution = 14 (+2)
Charisma = 9 (-1; a bit rough, but his focus is healing, not being nice)
Sanity = 11
Essence = 20-5 (Divine Aptitude 1 allotted) = 15

* Proficiencies [Proficiency Bonus = +2] *

Languages: Spoken & Literate – Feyloise [elven], Mercat, Dundarian, Gladnorian (all Accomplished)
Abilities: [Saves] Intelligence, Wisdom, Constitution* (per faithful of Djerduth at Cleric 2nd)
Skills: Religion (Intelligence), Arcana (Intelligence), History (Intelligence), Medicine (Intelligence), Investigation (Intelligence)
Lores: Undead +2, Animations/Constructs +2, Diseases +2, Poisons +2
Feats: Divine Aptitude 1, @1st Depths of Necromancy [Shadow Touched]
Armor: Sigaek’s Breath (guild capability)
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Medical Kit, Herbalist Kit
Features > Conviction 1

Combat

Hit Pints: 6,4,4 + 6 = 20 (Narcosa health regimen = max 1st level)
Armor Class: 15

Magic Capabilities

House Malor Contact: Tal Beckam @ Torrelson’s Ford (local watcher – has rookery for messages)
House Narcosa Contact: Keel the Shadow Dweller (House Keeper of Narcosa – School Master and attendant to the master of the house.

Spell Manipulation using Blood Magic: (Studying under the clergy of Djerduth for 5+ years; requires 1 level Cleric) Vital Reserves studied: Type 3 (Exhaustion) / Vital Threshold = 1+2+2 = 5 total measures (spell levels) per Long Rest.

Enemy to the Undead: Chill Touch Cantrip does a bonus in Damage to Undead and Animations equal to the character’s Proficiency Bonus.

Study of the Body: After 3rd level in Wizard (Necromancer), whenever they cast the False Life spell, the HP base is set to full automatically. Additionally, at the same level, they can use Intelligence OR Wisdom with Medicine and Herbalist kits.

Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. At 5th level, You DO gain this benefit for killing Animations or Undead.

Prepared Spells: 6 + Detect Magic always considered prepared (Steel Realms guild capability)

Arcane Recovery: 2 spell levels + False Life if prepared (Narcosa Guild capability)

  • SPELL SAVE DC = 13 / SPELL ATTACK +5 > * = Prepared to Cast with limits
  • Cantrips Known [3+1]: Prestidigitation + Chill Touch, Dancing Lights, Minor Illusion
  • Depths of Necromancy: 1/Long Rest can use Ray of Sickness and Invisibility
  • 1st Known [4 Slots; * = prepared]: Detect Magic*, Cause Fear, Mage Armor*, False Life*, Ray of Sickness (*Always Prepared – Feat), Sleep*, Magic Missile*
  • 2nd Known [2 Slots; * = prepared]: Ray of Enfeeblement*, Alter Self, Mirror Image*, Invisibility (*Always Prepared – Feat)

Equipment

Armor: AC > 11 +1 Dex = 12
Breath of Bone – a form of Sigaek’s Breath (If Mage Armor is cast on it, it gains 1 Resilience)
– It is a robe or long cape with hood (capable of covering the wearer if needed); 4 + D4 casting trinkets (if arcane focus is lost); +1 AC vs. undead and animations. Trinkets can also be used to deal an extra 5 damage to an Undead or Animation that is the target of the wearers spells. “Mantle of Death” – The bones will dig in and do 1 damage per 10 rounds (min 1) that the wearer wishes to be invisible to Undead and Animations.
Shield: None
Weapon(s):
Mounts: Riding Horse, saddle, bridle, saddlebags
Dwellings: 2 man tent; waterproof tarp covering
Occult Accouterments:
Chain of Authority: (Narcosa Guild) Often referred to as “The Shackles of Time” among guild members, it denotes the rank to which they have risen (Apprentice); Only the wearer or one of higher rank in the guild may remove it from the body, otherwise effort confound the person trying; tangles, twists, broken fingers, etc.
Waterproof Satchel w/spell book
Spare spell book (in city of Mev, with House Malor)
Potion (x3) Detect Life (per Detect Magic, range = 10′ x INT)
Scroll (x3) of “Stolen Life”; prepared skin of a fallen foe > extra +1 HP and immune to Chill Touch until the spell ends.

Bannermen Signifiers

Duke of Dunstrand: (patch; left arm) The ducal heraldry is a red (blood) outlined white pine tree overlaid on a yellow triangle (mountain). A green background is cut diagonally from left to right – the left has the tree and the right a stone chair – the chair of Innis Dunstrand.

House Malor: (patch; right arm) – A White Pigeon on a diagonal red slash, leaning right and gripping a scroll.

Gallantine: (tabard – full chest and back display) The bird is a phoenix, facing right, wearing a helm – symbolizing rebirth and majesty/a noble defender. The background is black – symbolizing the evil of the world. A green vertical strip on the right symbolizing life, with a sword tip down. A yellow vertical strip on the right symbolizing the rising sun, with a sword tip up. The phoenix is covered by a shield on its breast, with a blue lightning bolt superimposed over it – symbolizing strength in arms, and the divine power of righteousness.

Tracking of Gallantine Items

Crestwold Inventory

History

> Born Omsara (Steel Souled) of the Steel Realms.

Current State of the campaign, post Blackwells.

CONCEPT: Necromancer with keen interest in health and promoting health among commoners, one of the last followers of the death god Djerduth, who has most of his power siphoned off by the Lich Lords. He gained his name “Red Sleeves” because his sleeves were always stained with the blood of people he helps each day – he pays little attention with treating wounds.

Oaths (Current)

OATH > HOUSE MALOR: (Oath of Erudition – the ‘least’ oath to the mages order) “I hereby swear, upon penalty of censure, exile, and even death if it betrays the ducal interests and leads to death, mayhem, and division, that… The magic I practice, acquire, and that which I witness, shall be reported to authorities of House Malor along with any impressions and ideas that said magic may be against the betterment of the Ducal family and/or the stability of their lands.


Background: Narcosa Guild – Ardent of Djerduth

Personality: Unsettling appearance. Likes to take care of people but abrupt and analytical manner. Doesn’t understand other’s fear of death, but wants them to be ready for it and at peace first. Strong reverence for Graves and last rites.

Ideal:

Bond:

Flaw:

Becoming part of the Group

Starting Location: Crestwold is a barony in the Earldom of Bar-Innis, part of the Duchy of Dunstrand in the Steel Realms.

Nothing could have stunned you as much as seeing The Panopticon of House Malor. The magic was so strong, it felt like a vibration down to your soul. You carry with you a crystal from the grotto in which they grow, bound to the heart of House Malor. Spending the next couple months in observing the class structure and content of the ducal wizards of Dunstrand has been informative but boring. Lives are not saved in the classroom. There was a day of great upheaval, where many classes were cancelled and the senior members of the order were in consultation with each other. Rumors abounded of some unwashed barbarian that had showed up with dire news. One of the order was dispatched to a place called Crestwold, along with the smelly barbarian. Suddenly, there are less students. It seems everyone is being recruited for some massive effort and you are left alone for a few days. One of the senior members, you are not sure, as they seem very secretive and some of them dress identically except for the chains under their robes. You are asked to travel to a city called Mev and observe. If someone of authority has an ask of you or for House Malor, honor it as far as you can. If anything violent happens, travel to the barony of Crestwold in the south and to a city called Torrelson’s Ford – there is a contact there. We gift you with a mount and suitable accommodations – these are yours to keep.

The journey to the city of Mev is safe. The roads are actually full, and something very important is happening. All manner of nobles, mercenaries, and functionaries are being called to it. Its easy to be lost in the crowd. Mev itself is full when you arrive over a week later, after river and overland journey. You find a place to stake out your tent. The outdoors is hardly daunting to you, but its the last place you expected to be at this point. There are many voices, many distractions, and many fires to share. Rumors are not grounded enough in reality to even repeat. Fear, superstition, faith, and conspiracy weave a tapestry of inconsistencies and conjecture that is simply meaningless to speculate on. You are in Mev, things are strange, and you get a very odd sense that something huge is about to unfold here. Eerily, your body is high alert, as if was going to have something to do with you – a stranger. And yet…

Back Story

Current State of the campaign, post Blackwells.

House Narcosa/Narcosa Guild in Salt Flats on Lake Caolite – The Vanishing Ardent (Order of Djerduth); Talisen is on a kind of “exchange program” with House Malor of Dunstrand. Talisen is nominally an agent of the order of House Malor for the next three years, being exposed to their ideas and practices in order for both orders to see if there is any synergy to be gained in a partnership of any kind.

Talisen is kind and concerned always with the health of those around him. He has tremendous healing skills (Medical Kit and Herbalist kit proficiency) and spends much of his free time with local apothecaries wherever he travels to perform healing and learn more. When he does lose his temper though, he can be vicious. His order has armed him with a full compliment of their best items to best represent them to House Malor – including a Breath of Bone (bone corset) armor, full chain of office, and extensive Lores already (rather than when trained for Cleric 1: Undead, Animations/Constructs, Diseases, Poisons).

Talisen is older than your average acolyte, have served in various skirmishes between factions in the heartlands, and a 2 year stint at North Gate Garrison fighting the Lich Lords minions. Politics is irrelevant to him, the health and well being of those in need is independent of politics.

The Villa Neroway is the Gallant’s home base, rented from the land holder Lady of Dogwood Flats (Lady Mary)