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YSA LONGSTEP

Tiefling · Fighter (Battle Master) · Level 5

YSA LONGSTEP

Lieutenant and hired archer
AC16
HP44/44
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, breath-forward voice with a faint rasp, as if shaped by years of talking over wheels, wind, and marching feet. His consonants are clipped but not especially loud. When rattled, he takes one audible nose-breath before speaking, and his sentences lose their usual spare rhythm.

He favors concise statements, conditional offers, and questions that make the other person reveal their priorities. During a fight he says nothing and whistles two short notes to signal his crew. Outside combat, he rarely raises his voice; when his temper is truly tested, his words become faster and more concrete, like a list of consequences.

Speech patterns

Uses short, practical sentences and asks questions that sound like offers but are really tests.
Describes people by what they reliably do, not by their titles or claims.
Never speaks during combat; two quick whistle notes are his signal to move.

How to play them

Ysa is courteous when a person can offer useful information, safe passage, or leverage, but he dislikes being treated as a subordinate. He tests newcomers with small, reversible requests before trusting them with anything important. Mentioning Pella or the retreat makes him guarded; evidence that his company is in immediate danger can make him unusually direct.

Goal

Keep his company independent of Magistrate Voss, and find a way to face Pella's questions without losing the life and authority he built by obeying a terrible order.

Motivation

Security for himself and his company, bought through control of the roads and the loyalty of people who depend on him.

Secret · GM only

Appearance

Ysa Longstep is a lean, long-limbed male tiefling whose grey cloak hangs in weather-stiff folds, patched with squares of darker cloth that never quite match. He carries a longbow taller than he is, its grip polished slick by years of use and its upper limb wrapped in neat, pale thread. His small, swept-back horns are ridged like old wood, and his tail moves with measured, almost silent corrections as he walks. The left pinky is missing; the healed end is usually hidden inside a glove with its little finger sewn shut. He moves as if each step has already been measured for distance and cover. Unexpectedly, he keeps a tiny, badly made clay bird tucked into his collar, its paint worn away from being handled.

Clothing

A weathered grey cloak over a fitted leather jack, dark wool layers, a bowstring waxed and stored under his collar, and boots resoled with mismatched leather. His gloves are carefully mended, including the concealed, empty left pinky stall.

Body language

He stands with his weight forward and his shoulders angled toward the nearest clear line of retreat. When listening, he keeps his chin still and lets his eyes do the moving. His tail gives away irritation by going rigid. When rattled, he takes one dry, audible breath through his nose before resuming his usual even pace.

Height
6 feet 2 inches
Build
Lean and rangy, with long arms suited to drawing a tall bow.
Eyes
Smoky amber
Hair
Black, clipped close at the sides and usually hidden by his hood
Skin
Muted brick-red, darkening to soot-grey around his temples and horn roots
Age
Thirty-four
Gender
Male
Size
Medium

Distinguishing features

The longbow stands taller than he does and is wrapped at the grip with pale thread.
His left pinky is missing, its glove compartment sewn shut.
A tiny, chipped clay bird is tucked into his collar, conspicuously tender among his military kit.
His tail makes tiny corrections to his balance, even when he appears motionless.

Personality

12 traits and drives

Ysa is disciplined enough to wait through an insult and proud enough to remember it for years. He protects the people under his command because he knows what it means to be expendable, yet he weighs their safety against his own ambition with an unsettling calm. In public he is clipped and difficult to read; with his mother or alone with a broken piece of gear, he becomes unexpectedly patient. When frightened, he gets more practical, not more honest.

Alignment
Neutral evil

Quirks

Tests a room's echo by tapping one fingernail against his bow grip before settling in.
Turns his empty left glove's sewn-shut pinky stall inward whenever a stranger asks about his hand.
Keeps the clay bird tucked into his collar and touches it once before issuing an order.
Measures distances under his breath in wagon lengths, even indoors.
When thinking hard, rubs bow wax between thumb and forefinger until the skin shines.

Habits

Checks the wind and the nearest high ground before he answers a question.
Counts exits when entering a room, then pretends to be studying its furnishings.
Pays subordinates promptly, but remembers every favor and expects it returned.
In private, carefully repairs small objects that he claims are worthless.

Traits · 3

He protects subordinates from pointless danger, but expects them to accept necessary danger without complaint.
He distrusts grand promises, yet quietly keeps small promises long after they stop being convenient.
He can be generous with food and supplies, then cruelly exact about who owes what.

Flaws · 3

Treats loyalty as a transaction, even when someone offers it freely.
Can justify cruelty as the least costly option and only recognize the damage later.
Avoids explaining himself until silence has made the situation worse.

Fears · 3

That Pella will learn exactly what he did during the retreat and decide that the truth makes him beyond forgiveness.
Losing the command that keeps his followers fed, then discovering they were loyal only to his authority.
Being forced into a close fight where he cannot control the distance.

Wants and needs · 3

He wants his company to keep its contracts and remain beyond the magistrate's direct control.
He needs to decide whether he will tell Pella what happened before she uncovers it herself.
He wants to know that the people who serve under him can survive without being treated as disposable.

Combat

AC 16 · HP 44 · 30 ft.

Ysa chooses a firing position with more than one escape route, opens from long range, and uses his two bow attacks to pressure whoever seems most able to rally the opposition. He saves Precision Attack for a shot that must land and uses Menacing Attack or Pushing Attack to break a charge or drive a foe from cover. If enemies close, he uses the terrain and Action Surge to reposition or finish a threat, rather than stand and trade blows. He never speaks during a fight; two short whistles signal his crew to shift positions.

YSA LONGSTEP

Medium humanoid (tiefling), neutral evil
Armor Class16
Hit Points44
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAcrobaticsPerceptionStealthSurvival
SensesDarkvision 60 ft.; passive Perception 14
Languages
Common,
Infernal
Tiefling. darkvision 60 feet and resistance to fire damage.
Tiefling innate spellcasting. thaumaturgy at will; hellish rebuke as a 2nd-level spell once per long rest; darkness once per long rest. Charisma is the spellcasting ability; spell save .
Fighter. Archery fighting style grants +2 to attack rolls with ranged weapons; Extra Attack allows two attacks when taking the Attack action; Second Wind restores hit points as a bonus action once per short or long rest; Action Surge grants one additional action once per short or long rest.
Battle Master. four d8 superiority dice, regained on a short or long rest; maneuver save . Known maneuvers: Precision Attack, Menacing Attack, and Pushing Attack.

Spells

Thaumaturgy (cantrip, transmutation). At will. Creates a minor magical effect such as a harmless sound, a flickering flame, a sudden gust, or a brief tremor.
Hellish Rebuke (level 2, evocation). Once per long rest, when damaged by a creature within 60 feet that he can see, Ysa can use his reaction to force it to make a Dexterity saving throw, taking fire damage on a failure or half as much on a success.
Darkness (level 2, evocation). Once per long rest. Creates a 15-foot-radius sphere of magical darkness centered on a point within 60 feet for up to 10 minutes, requiring concentration. Darkvision cannot see through it.

Actions

Longsword. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage. Ysa can use this attack with one or two hands.
Longbow. Ranged Weapon Attack: to hit, range 150/600 ft., one target. Hit: piercing damage. Ysa makes two longbow attacks when taking the Attack action. He can expend a superiority die to use a known maneuver, adding the die to damage and applying the maneuver's additional effect.
Battle Master Maneuvers. Ysa expends one superiority die and adds it to a weapon attack's damage. Precision Attack adds the die to the attack roll, potentially after seeing the roll but before its effects are resolved. Menacing Attack forces a hit target to make a Wisdom saving throw or become frightened of Ysa until the end of Ysa's next turn. Pushing Attack forces a hit target to make a Strength saving throw or be pushed up to 15 feet away.
Second Wind. Ysa briefly gathers himself and regains hit points as a bonus action. Once used, this feature is unavailable until he finishes a short or long rest.
Action Surge. On his turn, Ysa can take one additional action. Once used, this feature is unavailable until he finishes a short or long rest.
Tiefling Innate Spellcasting. Ysa casts thaumaturgy at will, hellish rebuke as a 2nd-level spell once per long rest, or darkness once per long rest. Charisma is his spellcasting ability; spell save .

Reactions

Parry. When a creature Ysa can see hits him with a melee attack, he expends one superiority die to reduce the damage by the number rolled + 3. This uses the Battle Master Parry maneuver.
Hellish Rebuke. When a creature within 60 feet that Ysa can see damages him, he can cast hellish rebuke at 2nd level, forcing the creature to make a Dexterity saving throw. On a failure it takes fire damage, or half as much on a success. Once used, Ysa cannot cast it again until he finishes a long rest.

Services they sell

Can arrange a paid escort through roads controlled by his company.
Can scout a route and identify defensible positions or likely ambush sites.
Can provide practical archery instruction for a fair fee.

Rewards they can give

A reliable route map showing lesser-known roads, abandoned watch posts, and places to find shelter.
A recommendation for paid work as an escort or scout, if the party earns his trust.
A glimpse of the truth behind the retreat, if the party can persuade him to risk telling it.

Equipment

  • Longbow (weapon)An exceptionally tall longbow, carefully maintained and wrapped at the grip with pale thread.
  • Longsword (weapon)A practical blade worn at his hip, used when enemies get past his bow.
  • Studded leather armor (armor)Fitted leather armor beneath a weathered grey cloak.
  • Field kit (gear)A quiver of arrows, a whetstone, a small pot of bowstring wax, and a map case containing marked road routes.
  • Pella's clay bird (personal keepsake)A tiny clay bird with most of its paint rubbed away.

Possessions

A tall longbow wrapped with pale thread
A longsword and a quiver of arrows
A weathered grey cloak and fitted leather armor
A road map marked with escape routes and old ambush sites
Pella's small clay bird

Background

Ysa grew up hauling freight along the wind-scoured road between the quarry settlement of Varnsk and the river towns. His mother, Tressa, taught him to judge distance by the sound of a wagon wheel; his father, a hired bowman, taught him that a clean shot could settle an argument before it began. At seventeen, Ysa joined a border company and became its best pathfinder, valued for his patience and disliked for his habit of making every kindness sound like a debt. During a disastrous retreat, his commander ordered him to abandon a trapped supply crew to preserve the officers' escape. Ysa obeyed. The crew's youngest survivor, a child named Pella, later found him and gave him the clay bird she'd made from roadside mud. He keeps it, though he tells no one why. Years afterward, he took command of a band of road wardens and began selling safe passage to the highest bidder. His former commander, now a powerful magistrate, still controls the contracts that keep Ysa's people fed. Pella, grown and working as a courier, has recently started asking questions about the retreat. Ysa wants to keep his lieutenant's command, secure his followers' future, and prevent either relationship from forcing him to choose between loyalty and self-preservation.

Role in the story

A formidable road-warden lieutenant who can serve as a wary ally, a mercenary rival, or an antagonist whose practical cruelty has roots in a past choice he cannot undo.

“During a disastrous retreat, his commander ordered him to abandon a trapped supply crew to preserve the officers' escape.”
From their background
Faction
Lieutenant of a paid road-warden company known locally as the Last Safe Mile, a warning kept from the days when the route was genuinely dangerous. His company currently takes contracts through Magistrate Hadrik Voss.

Known connections

Tressa, his mother, runs a freight yard and still believes he could come home if he stopped making excuses.
Pella, the courier who gave him the clay bird, survived the retreat he obeyed orders to abandon and has begun investigating it.
Magistrate Hadrik Voss controls the contracts that supply Ysa's road wardens and can end his command with a sealed order.
Major secret · GM only
Minor secrets · GM only

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