General Tallus
General Tallus
At the table
Voice
A dry, gravelly resonance seems to begin in his chest and travel through a throat used to calling commands across a roaring arena. Before speaking, he takes a sharp breath through his teeth, a sound people learn to associate with a decision about to be made. He can project without strain, and when angered his voice becomes more forceful and clipped rather than softer.
His words are short and practical, shaped by years of shouting instructions over chains, beasts, and crowds. He tends to begin after a dry intake through his teeth, then speaks with a gravelly chest resonance that carries without needing to become a shout. His vocabulary favors footing, weather, gates, and animal behavior. When telling a story, he includes small logistical details that make the danger feel immediate.
Speech patterns
How to play them
Tallus respects directness, demonstrated competence, and anyone who notices the people doing the dangerous work behind a spectacle. He answers reasonable questions plainly but tests boastful strangers with practical questions about exits, restraints, and what they will do if a plan fails. To earn his trust, show concern for both the contestants and the creatures. Threats against his handlers end a conversation quickly.
Goal
Keep the Adventure Games thrilling without allowing their creatures or contestants to become disposable, and eventually make the sect accept that restraint is a form of strength.
Motivation
He believes strength is proved by what it can safely hold back, not by how much it can destroy.
Appearance
General Tallus is a towering goliath whose slate-gray skin has been roughened into a pebbled, weather-cracked texture by wind, grit, and years handling unruly creatures. Pale mineral speckles cross his shoulders like dried salt. He moves with the deliberate, ground-testing steps of someone used to judging whether a platform can bear a charging beast, then turns with startling speed when danger breaks loose. His thick black hair is shaved at the temples and bound into a short, bristled crest with copper rings. The unexpectedly domestic detail: he wears a tiny, carefully mended needlework bird on the inside of his battle sash, a gift from a child performer, and checks that it is secure before every match. People remember his huge, steady silhouette and the breath he draws through his teeth before he speaks.
Clothing
A sleeveless, soot-dark hide coat over layered wool, reinforced with overlapping plates of lacquered monster scale. His forearms are wrapped in padded leather for handling chains. A broad red sash carries keys, whistles, and the hidden needlework bird. His gear is repaired often and decorated sparingly.
Body language
He stands as if bracing against a hillside wind, feet planted wide and shoulders relaxed until action is needed. He studies people with his whole head rather than darting his eyes, and often rests one broad palm on a gate latch while listening. Before speaking, he pulls air through his teeth; when he is worried, his thumb rubs the edge of the tiny sewn bird hidden in his sash.
- Height
- 8 feet 1 inch
- Build
- Exceptionally tall and broad, with a dense, rope-muscled frame built for hauling gates, holding chains, and absorbing a charge.
- Eyes
- Dark amber, with a steady, appraising gaze
- Hair
- Black, with a few iron-gray strands
- Skin
- Slate gray, with pale mineral speckles and a rough, weather-cracked surface
- Age
- Adult, approximately 74 years old
- Gender
- Male
- Size
- Large
Distinguishing features
Personality
13 traits and drivesTallus is protective but not soft: he can calmly order an injured creature put down if there is no safe alternative, yet he will risk his own standing to prevent a needless death. He enjoys the noise and pageantry of a well-run match, but despises cruelty disguised as entertainment. In routine work he is patient and dryly humorous; under pressure he becomes blunt, decisive, and physically restless. He wants to trust his crew, yet his habit of checking everything himself reveals how afraid he is of another preventable disaster.
- Alignment
- Lawful neutral
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 24 · HP 280 · 40 ft.Tallus fights to control space and protect vulnerable allies. He opens with a bellow if it can scatter a mob, then uses Reckless Attack only when drawing danger away from a handler or participant. He plants himself between the threat and the nearest exit, uses his reach to interrupt movement, and grapples creatures when capture is safer than killing. He does not enter a rage merely for show; once he does, he keeps pressure on the most immediate threat. Against a powerful foe, he signals Biran and the arena crew before committing to a dangerous maneuver.
General Tallus
Actions
Reactions
Legendary Actions
Services they sell
Rewards they can give
Equipment
- Five-Jaw Greathammer (weapon)A massive, nonmagical bludgeoning weapon with a reinforced haft and five blunt, jaw-shaped plates. Its maker intended intimidation and durability, not elemental power.
- Monster-Taming Crook (tool)A hooked, padded pole used to redirect or restrain beasts without cutting them. It grants no automatic control over a creature.
- Dragonbone Marshal's Whistle (wondrous item, custom)Custom wondrous item, requires attunement. This dragonbone whistle can be heard clearly by trained creatures within 300 feet, even through ordinary arena noise. It conveys three learned commands to Tallus's trained animals: hold, return, and break off. It cannot force an untrained or unwilling creature to obey.
- Fivefold Standard and Clasp (wondrous item, custom)Custom wondrous item. A five-pronged standard and matching belt clasp let Tallus identify and track the direction of one creature marked by his Fivefold Challenge feature while on the same plane. The clasp has no effect on creatures beyond that feature's limits.
- Arena Handler's Harness (equipment)A practical harness of padded straps, quick-release buckles, and reinforced rings for securing gates and leading trained monsters.
Possessions
Background
Tallus was raised among high-country herders who treated the safe handling of dangerous animals as a sacred craft. As a young adult, he joined a Tiamat-devoted warband, first because its hunters could protect his scattered kin and later because he believed disciplined strength could keep monsters from becoming massacres. His turning point came during a mountain pass evacuation: a panicked wyvern broke its chain, and Tallus chose to hold a collapsing gate rather than pursue the fleeing creature. The people escaped, but the warband's commander called mercy weakness and left him behind. Tallus survived, and the choice permanently altered his idea of loyalty. He eventually became General of the sect's monster corps, insisting on handlers, escape routes, and clear signals even when his superiors demanded spectacle. Now he runs the dangerous creature trials of the Adventure Games alongside Biran Warmcloak, the master of ceremonies. Biran sells the drama; Tallus keeps the drama from turning into a slaughter. They trust each other's judgment but argue over how much danger makes a contest memorable. Tallus also maintains a quiet correspondence with his cousin Demba, who leads their old herding community and wants him to leave the sect before its ambitions consume him. His current problem is a captured young remorhaz that has stopped eating whenever the arena crowd cheers, a sign Tallus suspects is fear rather than defiance. His superiors want it entered in the next spectacle.
Role in the story
A powerful ally, antagonist, or moral pressure point within the Adventure Games. Tallus supplies monsters and oversees their handling, but may recruit the party to protect a creature, expose dangerous match-rigging, or challenge the sect's leadership. He fights beside Biran Warmcloak when the Games are threatened.
“The people escaped, but the warband's commander called mercy weakness and left him behind.”
- Faction
- General in a sect devoted to Tiamat; operational leader of the Adventure Games' monster corps. His loyalty to the sect is real but conditional on its discipline and protection of its people.
Known connections
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