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Orekk Blackmane

Tiefling · Cleric, Grave Domain · Level 5

Orekk Blackmane

Traveling priest of Pharasma and investigator sent to Sandpoint
AC18
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, papery rasp shaped by long roads and formal death rites. Orekk articulates carefully, with a clipped emphasis on names and ritual terms. When rattled, his breath scrapes audibly through his nose and he speaks faster, not softer.

His words have the measured precision of someone accustomed to reciting rites over the dead and correcting people who get them wrong. He favors complete sentences and exact names. When he is tired, the formal cadence gives way to a road-worn rasp; when rattled, his breath catches dryly before he speaks, and he compensates by becoming even more deliberate.

Speech patterns

Often frames advice as a lesson in proper observance, even when no one asked for instruction.
Uses careful, formal phrasing when discussing death, then becomes blunt and practical in a crisis.
When praised, he tries to appear modest but usually adds a detail that confirms his competence.
When someone is grieving, he asks what the deceased was called in life before asking how they died.

How to play them

Meet Orekk's confidence with a task that requires judgment rather than display. He responds well to sincere questions about his faith, his father, or the dead he has tended. Earn his trust by showing respect to people others overlook. If challenged publicly, he may become defensive; if corrected in private with evidence, he can listen, though he will rarely concede immediately.

Goal

Investigate the warning that brought him to Sandpoint, protect those caught in the coming trouble, and prove that his temple's faith in him was justified.

Motivation

Orekk wants to serve Pharasma and protect those who are treated as disposable. He also wants recognition from his temple and from his father, and has trouble separating those desires from genuine devotion.

Secret · GM only

Appearance

Orekk's skin has the dry, cracked look of old river clay, with fine scales and shallow fissures across his cheeks, neck, and hands. The texture is strikingly rough, but he is healthy, strong, and untroubled by it. His short, backward-sweeping horns frame a broad forehead, and his dark eyes catch lamplight with a dull ember-red gleam. He moves with the deliberate economy of someone trained to keep his balance on muddy roads, yet he tends to square his shoulders as if entering a room were a small ceremony. His hair is kept in an exact, severe braid, an unexpectedly meticulous touch for a road priest who wears soot-stained armor. People often remember his stillness before they remember his horns.

Clothing

A dark, high-collared clerical coat beneath a well-maintained chain shirt, with a gray sash bearing the simple spiral-and-eye motif associated with Pharasma. His travel cloak is patched at the hem and often smells faintly of smoke and road dust.

Body language

He stands very straight, chin slightly raised, and rests both hands on his staff as if it were a lectern. When unsettled, his breathing becomes a dry, rasping scrape through his nose and his thumb rubs the staff's worn grip. He usually hides the gesture by turning it into a grip adjustment.

Height
5 feet 8 inches
Build
Compact and sturdy, with a traveler's legs and the shoulders of someone accustomed to armor and long walks.
Eyes
Dark brown with a faint ember-red reflection in strong light.
Hair
Black, worn in a close, exact braid.
Skin
Pale gray-brown, dry and fissured like sun-baked clay.
Age
Young adult by tiefling standards, approximately 24 years old.
Gender
Male
Size
Medium

Distinguishing features

His skin resembles dry, cracked clay, but is supple and healthy beneath the rough surface.
His horns sweep backward close to his skull, giving his profile a severe, almost helmeted shape.
His hair is braided with almost vain precision, a notable contrast to his weathered traveling gear.
His clothes were badly burned in the fire that spared his body; a soot-blackened scrap is sewn inside his prayer sash.

Personality

13 traits and drives

Orekk is compassionate toward the abandoned and uncompromising with the dead, yet proud enough to mistake his own endurance for divine endorsement. In calm company he is a precise teacher who enjoys answering questions; among people who mock his appearance he turns brittle and cutting. A crisis strips away his performance: he becomes direct, brave, and attentive to whoever is most frightened. Afterwards, he often retells his courage with a little more polish than the truth requires.

Alignment
Lawful neutral, with compassion that survives beneath a severe and increasingly self-important exterior.

Quirks

He taps the butt of his staff twice before entering a room where someone has died.
He sorts loose coins by date while listening, then gives them away afterward.
He addresses unattended corpses as 'traveler' until he learns their names.
He braids and unbraids the same short lock of hair while reading difficult passages.

Habits

When speaking about burial rites, he checks whether the living have made room for the dead before beginning.
He steps between a frightened child and a crowd before he realizes he is doing it.
If someone questions his skill, he finds a reason to demonstrate it, even when restraint would serve better.
After witnessing a death, his arrogance falls away and he attends to the body with unshowy care.

Traits · 4

He remembers the names of the dead and the people who mourn them, but forgets the names of those who flatter him.
He gives comfort through practical help before he can find the right words.
He is curious and studious in private, but performs certainty in public.
He dislikes pity for himself and readily offers it to people who have less power.

Flaws · 3

He treats a single inexplicable survival as evidence that he is specially protected.
He is quick to correct others and slow to admit that he is out of his depth.
Old resentment makes him assume mockery where there may only be awkwardness.

Fears · 3

That his father's kindness was misplaced and Orekk is only an ungrateful burden.
That his survival in the fire was ordinary luck, not a sign of purpose.
Being helpless while someone vulnerable is abandoned or harmed.

Wants and needs · 3

To investigate Sandpoint's warning and protect its people.
To earn his father's respect without having to ask for it.
To learn whether his survival in the fire meant anything beyond luck.

Combat

AC 18 · HP 38 · 30 feet

Orekk opens with support or control, using bless, spiritual weapon, or spirit guardians depending on the danger. He keeps allies upright with healing word and uses Path to the Grave to set up a decisive strike by an ally. He will fight to protect the vulnerable, but is prone to stepping into danger to prove that his unusual skin makes him exceptional. Against undead, he uses Turn Undead and radiant damage, prioritizing threats to the living.

Orekk Blackmane

Medium humanoid (tiefling), lawful neutral, with compassion that survives beneath a severe and increasingly self-important exterior.
Armor Class18
Hit Points38
Speed30 feet
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsMedicineReligionInsightPersuasion
SensesDarkvision 60 feet; passive Perception 13
Languages
Common,
Infernal,
Shadow Speech
Spellcasting. Wisdom is Orekk's spellcasting ability. Spell save , spell attack bonus +6.
Darkvision 60 feet.
Hellish Resistance. Orekk has resistance to fire damage.
Custom feature, Cinder-Shelled. Once per long rest, when Orekk takes fire damage, he can use his reaction to reduce that damage by . This is a small, hard-won blessing or adaptation, not immunity to fire.
Channel Divinity, 1/rest. Turn Undead or use the Grave Domain feature Path to the Grave.
Grave Domain. Orekk can cast spare the dying as a bonus action and at range of 30 feet. He has advantage on death saving throws and on checks to stabilize a creature.

Spells

Cure Wounds (level 1, evocation). A creature's wounds close as Orekk touches it; it regains hit points. This spell has no effect on undead or constructs.
Healing Word (level 1, evocation). A creature Orekk can see within 60 feet regains hit points as a bonus action. This spell does not affect undead or constructs.
Bless (level 1, enchantment). Orekk and up to three creatures he chooses gain a d4 to attack rolls and saving throws while he maintains concentration, up to 1 minute.
Spiritual Weapon (level 2, evocation). A weapon-shaped force of divine energy appears and attacks a creature within 5 feet of it. Orekk makes a melee spell attack; on a hit it deals force damage. He can move and attack with it as a bonus action on later turns.
Locate Creature (level 2, divination). For up to 10 minutes, Orekk can sense the presence and location of aberrations, celestials, elementals, fey, fiends, or undead within 1,000 feet, subject to the spell's restrictions.
Spirit Guardians (level 3, conjuration). For up to 1 minute, spectral guardians circle Orekk. Creatures of his choice within 15 feet treat the area as difficult terrain; when a creature enters the area or starts its turn there, it makes a Wisdom saving throw, taking radiant damage on a failure or half on a success.
Mass Healing Word (level 3, evocation). A creature Orekk touches regains hit points. The spell has no effect on undead or constructs.
Warding Bond (level 2, abjuration). Orekk briefly touches a creature and grants it resistance to all damage. The spell lasts up to 10 minutes with concentration, but ends if Orekk casts it again or the target moves more than 30 feet away.

Actions

Quarterstaff. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: bludgeoning damage, or if wielded in two hands. Orekk may use Wisdom instead of Strength for the attack and damage rolls.
Toll the Dead. Ranged Spell Attack: to hit, range 120 ft., one target. Hit: radiant damage.
Channel Divinity: Turn Undead. Wisdom saving throw, , each undead within 30 feet that can see or hear Orekk. On a failure, a creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far from Orekk as it can and cannot willingly move within 30 feet of him.
Channel Divinity: Path to the Grave. Orekk chooses one creature within 30 feet and curses it until the end of his next turn. The next time he or an ally hits the target with an attack, the target has vulnerability to all of that attack's damage, then the curse ends.

Reactions

Cinder-Shelled. When Orekk or a creature within 30 feet that he can see takes fire damage, Orekk reduces that damage by , to a minimum of 0. Once used, he cannot use this reaction again until he finishes a long rest.
A Hand at the Threshold. When a creature Orekk can see within 30 feet drops to 0 hit points, Orekk can cast spare the dying on it as a reaction, without expending a spell slot. This is a custom extension of his Grave Domain training; it does not restore hit points.

Services they sell

Performs funerary rites and helps prepare the dead for burial
Provides basic healing and stabilizing care
Offers guidance about undead, death omens, and temple customs
Can help identify whether a body or burial site shows signs of desecration

Rewards they can give

Funeral rites and respectful handling of the dead
A small amount of healing or sanctuary for those in need, when he has the means
Knowledge of Pharasma's rites, local burial customs, and relevant temple records
A cleric's help in identifying undead or interpreting omens of death

Equipment

  • Quarterstaff (weapon)A stout ash staff with a metal-capped end, used both for walking and as his weapon.
  • Chain shirt (armor)A fitted chain shirt worn beneath his coat, maintained carefully despite the road wear.
  • Holy shield (armor)A sturdy shield marked with Pharasma's spiral-and-eye symbol.
  • Ritual kit (tool)A leather case of consecrated chalk, incense, thread, and small tokens for funeral rites.
  • Burned blanket fragment (keepsake)A scrap of scorched cloth from the blanket he carried into the fire, kept hidden inside his sash.

Possessions

Quarterstaff
Chain shirt
Holy shield bearing Pharasma's symbol
Ritual kit with chalk, incense, and burial tokens
Prayer book with notes in the margins
Scorched blanket fragment hidden in his sash
Letters from his adoptive father

Background

A fetchling priest of Pharasma found an abandoned infant on a forest road near Korvosa. The child had rough, sickly-looking skin, and the priest, who had known prejudice for his own heritage, believed the baby had been discarded for being different. He named him Orekk and raised him among the rites of the Gray Lady, teaching him to honor the dead and treat each passing soul as deserving of dignity. Orekk grew up healthy but was mocked by other children for his skin and tiefling heritage. He retreated to temple libraries, where histories and funerary records offered company without judgment. As a young man, he joined his adoptive father on village rounds and trained with a quarterstaff so he could protect them both. During a house fire, he ran through flames wrapped in a blanket to reach his trapped father. The priest escaped with minor burns; Orekk emerged with ruined clothes and soot on his skin, apparently unharmed. The event made Orekk believe his unusual body was proof of divine favor. His temple sent him to Korvosa for advanced instruction, where praise and opportunity fed his pride. After a priest foresaw trouble in Sandpoint, Orekk was dispatched there to investigate and, his superiors hope, learn humility. His adoptive father now serves at Pharasma's temple in Korvosa. Orekk writes to him irregularly, always claiming the road has been too busy.

Role in the story

A capable but self-important ally whose investigation connects Sandpoint's danger to wider religious and supernatural concerns. His compassion can make him a steadfast friend, while his pride can complicate cooperation. The player characters may help him distinguish faith from vanity and learn the truth behind the fire that shaped his life.

“Orekk grew up healthy but was mocked by other children for his skin and tiefling heritage.”
From their background
Faction
A traveling priest and ordained servant of Pharasma, the Gray Lady. He has been sent from the temple in Korvosa to investigate a warning concerning Sandpoint.

Known connections

His adoptive father, a fetchling priest of Pharasma who raised him near Korvosa and now serves at the city's temple. Orekk loves him deeply but resents being treated as a student rather than a peer.
The priests who trained him in Korvosa, some of whom admire his discipline and others who worry that he mistakes survival for proof of superiority.
The people of Sandpoint, where he has been sent to investigate a prophetic warning and learn what life beyond the temple demands.
Major secret · GM only
Minor secrets · GM only

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