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Feshin River-run

Rock gnome · Bard, College of Eloquence · Level 11

Feshin River-run

Personal bard, satirist, and unwilling intelligence gatherer in the Under King's court
AC15
HP82/82
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

A dry, quick-edged rasp shaped by smoky performance rooms and years of speaking over crowded tables. He snaps consonants into jokes, lets the ends of sentences trail when he wants someone to fill in the meaning, and falls into plain, clipped river-worker phrasing when urgency strips away his courtly act.

His voice has a dry, quick-edged rasp, as if years of smoky rooms and late performances have put fine grit in it. He clips consonants when delivering a joke and stretches the final word when he wants a listener to think it was their idea. His ferry-worker upbringing gives his speech practical river idioms; court life has taught him to borrow a grand cadence and abandon it the moment it becomes useful.

Speech patterns

Uses quick, lightly self-mocking jokes to test how much danger a room contains.
Turns questions into little stories, answering honestly but rarely directly.
Calls dangerous people by their job or habit rather than a title, unless making a pointed show of respect.
When serious, speaks in short practical clauses and gives exact directions.

How to play them

Tallis starts with humor and an apparently harmless question, then listens for the answer behind the answer. He is generous with information that costs him nothing and cautious with anything that could endanger Sagar. Treating him as a person rather than a court ornament earns his attention. Direct threats make him smile more broadly and trust less; genuine kindness unsettles him, but he remembers it.

Goal

Escape the Under King's court with Sagar, then find out whether his family is alive and choose a life whose songs are not written for someone else's amusement.

Motivation

To make his own choices again, protect the few people he loves, and prove that surviving a cruel court does not require becoming cruel himself.

Secret · GM only

Appearance

Tallis is a gnome barely over three feet tall, with a quick, forward-tilting way of moving that makes him seem to arrive before his shadow. His broad cheeks are freckled like damp cinnamon bread, and his dark eyes flick from hands to exits to faces with professional speed. His russet hair is cut unevenly at the nape and combed into a tidy side part that never survives a full evening in court. His coat is tailored for a taller person and repeatedly taken in, leaving tiny puckers along the seams; one brass cuff button is polished obsessively while the rest are dull. A soft leather songbook rides under his arm, its lower right corner worn through to the stitching from years of being tapped against tables to keep time. He has the peculiar habit of carrying a folded paper fan painted with a tiny blue heron, a delicate accessory no one expects a criminal court's quick-tongued entertainer to keep pristine. He leaves the impression of a clever little man who has measured the room, found three exits, and decided to make you laugh before you notice.

Clothing

A plum-brown court coat altered repeatedly to fit his small frame, a cream shirt with ink smudges at the cuffs, narrow trousers, soft-soled boots, and a battered belt arranged to conceal a dagger. The coat's brass cuff button is always polished; its matching button is long gone.

Body language

He leans toward people as if sharing a confidence, while his feet stay angled toward the nearest exit. His eyebrows do most of his arguing. When worried, he presses a thumb into the book's frayed corner; when pleased, he gives a quick, sharp nod rather than a smile.

Height
3 feet 5 inches
Build
Compact and springy, with a working musician's strong wrists and a habit of balancing on the balls of his feet.
Eyes
Dark hazel, almost brown in low light
Hair
Russet brown, cut unevenly at the nape
Skin
Warm tawny beige with freckles across his cheeks and the bridge of his nose
Age
Adult, 94 years old
Gender
Male
Size
Small

Distinguishing features

His coat has been altered so often that its seams pucker like tiny river bends.
One brass cuff button is polished bright enough to catch the light, while the rest of his clothing is visibly worn.
The lower right corner of his leather songbook has been rubbed through to its stitching.
He carries a folded paper fan painted with a blue heron and treats it with improbable care.

Personality

15 traits and drives

Tallis is quick-witted and sociable when a room needs soothing, but private and almost painfully observant when the danger passes. He enjoys being admired yet distrusts praise, and he can make a tyrant laugh while quietly despising the bargain that bought the laugh. Around Sagar he is more direct and less polished, though he still deflects tenderness with teasing. When afraid, he talks faster; when someone else is threatened, his humor disappears and his nerve becomes startlingly plain.

Alignment
Chaotic good, though he has learned to disguise kindness as self-interest.

Quirks

Taps the frayed corner of his songbook against his leg in groups of seven, then skips the eighth beat.
Gives names to doors based on how easily they open, such as 'Old Friend' or 'Stubborn Uncle.'
Folds scraps of paper into tiny boats and leaves them in cups of water, even in the Under King's court.
Before lying, he checks the nearest person's shoes rather than their face.
He straightens one polished cuff button whenever someone calls him harmless.

Habits

Makes an entertaining remark whenever a conversation threatens to turn into an interrogation, then watches who laughs and who does not.
Taps the worn corner of his songbook against his thigh while counting time, exits, or lies.
When alone, practices his court patter in a mirror but removes every flattering line before he is satisfied.
If someone is in genuine danger, the jokes stop at once and he becomes briskly practical.

Traits · 4

He can turn an insult into a shared joke, but remembers exactly who was meant to be hurt.
He craves an audience and resents needing one.
He is generous with comfort and miserly with trust.
He behaves like a fool when watched by the powerful and like a careful strategist when they look away.

Flaws · 4

He treats every sincere moment as a risk and often disguises affection as a joke.
He hoards information even from allies, convinced that withholding one detail keeps everyone safer.
He can become reckless when a powerful person humiliates someone who cannot answer back.
He assumes he can talk his way out of consequences and sometimes delays a necessary decision.

Fears · 3

That his mother has been made to pay for his disobedience.
That Sagar will sacrifice himself because he thinks Tallis is too fragile to survive alone.
That once free, he will discover he has forgotten how to make choices without calculating their cost.

Wants and needs · 4

A safe way out of the Under King's court that does not leave Sagar behind.
Proof that his mother is alive and a plan to reach her.
A person he can trust with the truth before the truth becomes dangerous.
To write one song that belongs to him alone.

Combat

AC 15 · HP 82 · 25 feet

Tallis avoids fair fights. He opens with control or a disabling spell, uses Cutting Words to spoil the enemy's best attack, and positions allies to exploit openings. He saves his strongest magic for protecting Sagar or creating an escape route. If trapped, he uses misty step or dimension door rather than trading blows, and he will surrender theatrically if it buys time.

Feshin River-run

Small humanoid (rock gnome), chaotic good, though he has learned to disguise kindness as self-interest.
Armor Class15
Hit Points82
Speed25 feet
Level11
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityCharismaIntelligenceWisdom
SkillsDeceptionInsightPerformancePersuasionSleight of HandStealthPerception
SensesPassive Perception 10
Languages
Common,
Gnomish,
Dwarvish,
Halfling
Gnome Cunning. advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Bardic Inspiration (d10): as a bonus action, Tallis grants one creature within 60 feet a d10 to add to an ability check, attack roll, or saving throw within the next 10 minutes; 5 uses per long rest.
Jack of All Trades. adds half his proficiency bonus to ability checks that do not already include it.
Song of Rest (d8): allies who spend Hit Dice during a short rest regain an extra hit points.
Expertise. double proficiency bonus on Deception, Performance, Persuasion, and Stealth checks.
Font of Inspiration. regains all Bardic Inspiration uses on a short or long rest.
Countercharm. Tallis and friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed while he performs.
Magical Secrets. Tallis has learned counterspell and find greater steed from other magical traditions.
Custom feature, Courtroom Timing. once per short rest, when a creature Tallis can see within 60 feet misses an attack, Tallis can use his reaction to let an ally within 30 feet move up to half its speed without provoking opportunity attacks.

Spells

Minor illusion (cantrip, illusion). Cantrip. Creates a harmless sensory effect, such as a brief sound, a small visual mark, or a faint scent.
Vicious mockery (cantrip, enchantment). Cantrip. A creature must make a Wisdom saving throw or take psychic damage and suffer disadvantage on its next attack roll before the end of Tallis's next turn.
Bane (level 1, enchantment). 1st level. A creature Tallis can see within 60 feet makes a Wisdom saving throw or has disadvantage on its next attack roll before the end of Tallis's next turn.
Dissonant whispers (level 1, enchantment). 1st level. Tallis magically distracts a creature within 60 feet; the next attack against it by an ally before the end of Tallis's next turn has advantage and deals an extra psychic damage.
Detect magic (level 1, divination). 1st level. Creates an invisible magical sensor that lets Tallis hear and see a location within range.
Heroism (level 2, enchantment). 2nd level. Tallis magically inspires up to three creatures, granting each 8 temporary hit points and advantage on its next attack roll or saving throw before the spell ends.
Misty step (level 2, conjuration). 2nd level. Tallis teleports up to 30 feet to an unoccupied space he can see.
Invisibility (level 2, illusion). 2nd level. A creature Tallis touches is invisible until the spell ends or it attacks or casts a spell.
Enemies abound (level 3, enchantment). 3rd level. Tallis attempts to charm creatures of his choice within 30 feet that can hear him. Each makes a Wisdom saving throw or is charmed for up to 1 minute, with the effect ending early if Tallis or his companions harm it.
Major image (level 3, illusion). 3rd level. Tallis creates a convincing visual illusion of an object, creature, or phenomenon no larger than a 20-foot cube. Physical interaction reveals it to be an illusion.
Modify memory (level 3, enchantment). 3rd level. Tallis magically influences a creature's memory of events from the previous 24 hours, subject to a Wisdom saving throw and the spell's limits.
Silence (level 4, illusion). 4th level. Tallis creates a 20-foot-radius sphere of magical silence for up to 10 minutes. Sound cannot be created or pass through it.
Charm person (level 4, enchantment). 4th level. Tallis attempts to charm one humanoid he can see within 30 feet. On a failed Wisdom save, it is charmed for up to 1 hour, with advantage on the save if Tallis or his allies are fighting it.
Mislead (level 5, illusion). 5th level. Tallis creates an illusory duplicate of himself. When a creature attacks him, he can use his reaction to choose a duplicate and redirect the attack, if the attacker fails to discern the illusion.
Elemental weapon (level 5, transmutation). 5th level. Tallis makes a weapon or ammunition magical and grants it a bonus to attack and damage rolls for up to 1 hour.
Counterspell (level 3, abjuration). 5th level. Tallis interrupts a creature casting a spell. If the spell is 3rd level or lower, it fails automatically; for a higher-level spell, Tallis makes an ability check with a bonus against + the spell's level.
Programmed illusion (level 6, illusion). 6th level. Tallis creates a shimmering, illusory duplicate of a beast or humanoid that can act independently and be seen by only one creature at a time.
Word of recall (level 6, conjuration). 6th level. Tallis teleports himself and up to eight willing creatures to a location he knows on the same plane, with the spell's usual chance of error for unfamiliar destinations.
Find greater steed (level 4, conjuration). 4th level. Tallis summons a spirit in the form of a loyal mount. The creature uses the spell's appropriate celestial, fey, or fiendish form and disappears if reduced to 0 hit points.

Actions

Dagger. Melee or Ranged Weapon Attack: to hit, reach 5 ft. or range 20/60 ft., one target. Hit: piercing damage. Tallis usually avoids making this attack unless cornered.
Multiattack. Tallis makes two attacks with his rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage.
Rapier. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage.
Custom Feature: Courtly Refrain. Tallis chooses up to five creatures he can see within 30 feet. Each must succeed on a Wisdom saving throw or be charmed by him until the end of his next turn. A creature that cannot hear him is unaffected. Once used, this action cannot be used again until a short or long rest.

Reactions

Cutting Words. When Tallis or a creature he can see within 60 feet makes an attack roll, ability check, or damage roll, Tallis expends one use of Bardic Inspiration and rolls a d10, subtracting the result from the roll. He can use this after the roll is made but before its effects are applied.
Shield. When a creature Tallis can see targets him with an attack, he can cast shield, gaining +5 AC until the start of his next turn, including against the triggering attack.
Courtroom Timing. Custom feature, Courtroom Timing: once per short rest, when a creature Tallis can see within 60 feet misses an attack, he lets an ally within 30 feet move up to half its speed without provoking opportunity attacks.

Services they sell

Can perform at a gathering to distract guests, cover a conversation, or shift the mood of a room.
Can explain the etiquette, rivalries, and coded signals of the Under King's court.
Can supply a plausible court invitation or a short-lived cover identity.
Can help plan a quiet escape through guarded corridors and service passages.

Rewards they can give

A coded route through the Under King's private passages
A reliable introduction to an old river smuggling contact, if Tallis can confirm they are still alive
A discreet performance or forged court invitation
Tallis's trust, which may grow into a fiercely loyal alliance

Equipment

  • Court rapier (weapon)A finely balanced rapier disguised as an ornamental court accessory, maintained but rarely drawn.
  • Belt dagger (weapon)A plain dagger hidden inside his belt, useful as much for cutting ropes as for fighting.
  • Travel viol (musical instrument)A compact, dark-wood viol with a repaired bridge and a faint stain from spilled plum wine.
  • Worn songbook (personal)A leather songbook full of court lyrics, coded routes, and intentionally blank verses.
  • Heron fan (personal)A paper fan painted with a small blue heron, preserved in a waxed sleeve.
  • Escape kit (tools)A set of lock picks and two packets of ink that vanish in water.

Possessions

Worn leather songbook with coded verses
Travel viol with a repaired bridge
Folded paper fan painted with a blue heron
Court rapier
Belt dagger
Lock picks
Water-soluble ink
A polished brass cuff button kept as a token from his father's old instrument case

Background

Tallis River-run grew up among ferry crews and market singers in the muddy lanes below Bysaes Tyl. His mother, Tepa, taught him to read people by the way they watched a river crossing; his father, Dren, repaired instruments and insisted every tune had a useful purpose. Tallis learned both trades, but his clever patter made him valuable to a smuggling crew that needed a harmless face to distract customs officers. After a botched crossing, the crew was caught and Tallis was taken into the Under King's court as a performer and informant. He survived by turning overheard threats into comic verses and making dangerous men feel clever enough to spare him. The turning point came when the Under King ordered Tallis to publicly mock a captured courier, knowing the performance would break the prisoner's nerve. Tallis instead performed a ridiculous song about the king's own appalling taste in hats. The room laughed; the courier lived; and Tallis discovered that a joke could redirect violence, though it could not erase the debt he had incurred. He befriended Sagar the Red, a blunt sellsword assigned to watch him, after Tallis used a court performance to prevent Sagar being blamed for a superior's failed ambush. They now quietly plan an escape that would free them both, but Tallis is also trying to learn whether his old ferry crew still survives. His current problem is that the Under King's listeners have noticed he keeps composing songs with missing verses, each omission a coded route or warning.

Role in the story

A sharp-tongued insider who can expose the Under King's habits, provide access to the criminal court, and draw the party into an escape plot. He may become an ally, a liability, or the heart of a rescue mission when his hidden family connection comes to light.

“Tallis learned both trades, but his clever patter made him valuable to a smuggling crew that needed a harmless face to distract customs officers.”
From their background
Faction
Performs in the Under King's court and is nominally in the ruler's service. Secretly conspires with Sagar the Red to escape.

Known connections

Sagar the Red, a sellsword in the Under King's employ and Tallis's closest ally. Their escape plan is real, but neither has told the other what they would do if only one could get out.
The Under King, Tallis's employer and captor, who appreciates his performances and suspects the songs conceal more than jokes.
Tepa, Tallis's mother, once a ferry singer on the lower river. Tallis has received no word from her in years and fears his captors know more than they admit.
Dren, his father, an instrument repairer who taught him that a cracked thing can still carry a tune if you know where to brace it.
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Sagar the Reda sellsword in the Under King's employ and Tallis's closest ally. Their escape plan is real, but neither has told the other what they would do if only one could get out.
  • The Under KingTallis's employer and captor, who appreciates his performances and suspects the songs conceal more than jokes.
  • TepaTallis's mother, once a ferry singer on the lower river. Tallis has received no word from her in years and fears his captors know more than they admit.
  • Drenhis father, an instrument repairer who taught him that a cracked thing can still carry a tune if you know where to brace it.

Species

Rock gnome

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