Rhea Pales

rooty

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Created
1 year, 10 months ago
Creator
rooty
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Rhea

Cleric & Warlock
Name Dr. Rhea Pales
Gender/Pronouns agender (they/it)
Age/Birthday 36ish (DOB unknown)
Anniversary March 2
Species ? (Tiefling)
Orientation/Status ace/demiromantic
Height 1,62m/5'4"
Body Build Scrawny (52kg/115lbs)
Unique Features Sharp teeth, small piercing pupils, bad skin condition
Origin/Home Notheasau
Personality awkward, socially anxious, paranoid, diligent
Class/Occupation physician
Alignment neutral
Game/Campaign DnD 5e, Domains of Dread
Theme Songs/Playlist ♪♫♬

Details

Languages

Common
Abyssal (aka that whispering from their nightmares)
Dwarvish


Expertises


Notable Items

Doctor's Tools

- A needle and fine wire or thread
- A hinged splint or brace
- A small steel cone (Low-tech stethoscope)
- A small mirror
- Live leeches
- Tools for clamping and binding open wounds to prevent blood loss
- Two small tools relevant to the practitioner's specialty.

Cork Stopper

Stamped with an odd symbol (∺)

Silver Coin

Given by Moira as offering for 'the ravens'

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About

Rhea is unaware of their exact tiefling heritage, lacking any of the more obvious traits typical of more infernal tieflings, instead possessing much more subtle but no less unsettling features and often avoided because of it.

Abandoned as a little kid, they were raised in an Notheasauvite orphanage. Desperate to feel useful, they picked up first aid, then went on to pursue a career in medicine. That career eventually led them to a sponsorship, and thusly indebted and drafted towards the Notheasau’s war efforts, to aid in the field hospitals.
As they served, they did their best to save lives where they could, until stress and trauma wore them down and caused them to commit a murder. Knowing they’d be branded a traitor and persecuted, they fled.

They have been on the run since, all while slowly discovering new powers that they definitely didn’t possess before. On their travels, while exchanging medical care for goods and aid, they ran into Talia, who apparently drags them right into hell.

They come off as quiet and wary at first glance. Depending on the situation or topic of the conversation, they’d be generally avoidant, but also painfully aware that they’re not getting very far on their own.
If their help is needed, they’re obliging, invested in being as thorough and reliable as they can, only asking for payment afterwards (if at all warranted). Honestly, if anyone is meeting them in a tavern, it would probably be because they heard that this person was offering medical advice and help for cheap. In any other situation, they’d probably come off as awkward or shady.

Story

After running from the Notheasauvite army, they have been on the road, offering their medical services in exchange for goods and services while keeping out of the way of the dragon's army swooping through the world. They met Talia, who was in urgent need of care for a burn, who in turn offered them a ride to get away from this place.

On their way through the oppressive mists, they reach a crossroads where a five other noisy figures are wandering aimlessly. Much to Rhea's chagrin, Talia offers the lot to take them along to the next destination, and so they all crowd into the small vardo.

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Chapter 1 - Dementlieu

After what feels like hours, the group finally arrives in Dementlieu, which is evidently not where Talia was meant to bring them. The group, colorful and misfit as they are in this extravagant city, is directed towards the outskirts of the town, where the houses of the 'three odd gabels' stand, who gladly take in the group in exchange for a small musical number from the bards. They stay the night there, in which they learn a bit about the on-goings of the city and some of the mysterious dangers haunting the street - but not too worry, the Ray Agency is already on it.

The Ray Agency, as it turns out, is run by Talia's uncles. As the group pays them a visit the next day, they gladly take the group in and welcome Talia with open arms, and inform her of a letter they received. The letter adresses Talia in particular, but also her companions, sent by a Firan Zal’honan who warns of grave dangers and expects to meet the group at the duchess' masquerade ball to talk with them. That ball, it seems, is out of the party's league, though. Alanik Ray offers the group to help out in the agency to gain the needed prestige for an invitation. So, after another night at the place of the three odd gabels and one missing cart later, theyre on their way to investigate a case at the opera house.

The case at first seems to be one of mere jealously, as the main singer - Adelaide - got replaced by another one. We quickly realize though that the new 'star of the show', Marie-Claire, indeed seems to be lacking the talent for such a role, and yet everyone else at the opera house seems to be utterly enthralled.
As the party digs deeper into the mystery, they find letters from a mysterious friend of Marie-Claire's and a secret entrance in her room leading down into a hideout under the city. After a short, violent quarrel, they manage to speak with the resident, who turns out to be Claire de l'Opera, who holds a grudge against Adelaide for trying to murder her and killing her friend - Marie-Claire's mother. The group promises to keep their plot secret in exchange for invitations to the masquerade ball.

After another night at the gabels' home, they head to the library to conduct some research, which turns up largely fruitless besides some information about the city, until Talia finds a note and bloodied tarokka cards in a book, sending her into a panic attack.
After that experience, Talia's uncles insist on her staying at the agency and extend that invitation to the rest of the party, who all accept - except for Paul, who'd rather stay with the old ladies, who are probably most definitely hags. Basil asks Alanik for some advice with his book, which Alanik deduces is made from skin. Basil's own skin, to be exact.

The next day, the party is put onto a different case, but not before dressing up in very 'inconspicuous', Dementlieu-style outfits. The group is then sent to investigate a case of a girl who returned after going missing - one of many such cases - who is in the hospital after her arm melted off in a freak accident. They trace the case back to a wax museum in the city, the Maison du Cire, and heads there to continue the investigation.
Before we can enter, Talia gets spooked by a person she recognizes and flees. After failing to find her, Basil waits outside to catch her uncles when they return, while the rest of the group heads into the house of wax.
Inside, the group stumbles over some disquieting discoveries - wax figurines looking like members of the party and people close to them. After heading into the 'Horrors of the War' exhibit, featuring some gruesome and triggering scenes of not only Talia, but Rhea and Tacita in their Notheasauvite uniforms, Tacita remembers the doctor and violently confronts them for being a traitor and renegade, causing a panic among the visitors of the museum and drawing the attention of the owner. Meanwhile, Paul snuck away to examine the backgrounds, finding not only more of figurines of the party in progress, but the missing people - including the owner of the museum - locked away and in bad shape.
The fake Alexander du Cire attacks, but is quickly beaten down by the party, including Basil, Talia and the uncles who enter in just the right time, and the captives can be freed. It seems that Alexander du Cire, both the real and the fake one, saw the party in his dreams and created figurines in their image.

The next day starts somewhat awkward, with Rhea avoiding Tacita after the events of the day prior. Talia encourages her to apologize with a mug of coffee and Paul as emotional backup, and that goes over as smoothly as you'd imagine.
That is followed up by a day of dance lessons, etiquette and developing fake aliases for the masquerade ball under the tutelage of Arthur Sedgwick, as fitting in during the masquerade ball is of utmost importance.
The next day is the day of the masquerade ball, starting off with hours spent at a salon to give the party the necessary makeover and makeup, followed by getting dressed in the costumes and dresses that the three odd gabels made for the group. After a day of preparations, the party hops onto the ferries over to the mansion of Duchess Saidra d'Honaire.
Iside the masquerade ball, the party splits up, each with their own tasks of finding this mysterious Firan and keeping an eye on the stars of the opera. As the duchess enters the stage, announcing the opera troupe's show, Rhea sees her not as just a noblewoman, but an eerie wraith. No one else seems to notice - or pretends they don't, and the show continues, until Marie-Claire enters the stage and charms the entire audience with her enchanted amulet, so that Claire can join her and expose Adelaide as the fraud and murderer she is. The duchess, angered by this, approaches Adelaide, not only expelling her from their society, but entirely disintegrates her.
Talia, meanwhile, had been approached by a familiar figure - the Dragon Reborn, her sister Renarin. The two have a talk, in which Renarin tries to convince Talia to trust her and follow her, despite Renarin killing their parents as they tried to keep Talia away from Renarin and her righteous 'war to end all wars'. The rest of the party try to stop them from leaving, only to be sent out of the venue by a Mass Suggestion spell, shortly followed by an upset Talia.
Just as Tacita and Basil report tha Firan is waiting for them inside, as they have found him, chaos breaks out inside as the quarrel caught the duchess' attention - only to be burned by Renarin. The group attempts to flee with the panicked guests, pursued by an enraged Renarin, and barely manage to reach a set of boats waiting for them, along with Firan Zal’honan, who helps them escape as the island is consumed by fire.

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Shaken and confused as the party is, they meet up with Alanik and Arthur and return to the agency, where Firan explains why he contacted the party. The mists are falling apart, affecting not only the domains, but the material plane as well, and his visions told him that this group is key to stop it. The Dragon is not the cause, but certainly making it worse, and also harder for the group while she is hunting us down, so he concocts a plan for us to head to another domain - Borca - and lay low while he tries to shake her off their trail.
Unfortunately for the party, it turns out that the Arthur that was with them was a spy from the Dragonsworn's group, and thus all plans for sidequest investigations are abandoned and we head straight for the Vistaniy caravan that is supposed to take us out of the city.

The vistani are more than happy to help a fellow vistani and her friends in need, even if Moira, the niece of the raunie Elisabeta Argintari, can't help but have a little fun at the expense of them all. She makes up for it with a tarokka reading later that evening.

Notable Characters

The Party

A vistani, a doctor, a soldier, two drows and two bards walk into the mists......

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Basil | Drow Warlock

Pitiful kind of creature with memory loss. So awkward that it hurts, and that is coming from me. Has a weird collar with amulet that he can't take off and no one can touch. Might be a kink thing. Don't care to know more.
Definitely dangerously underweight, but at least hygiene is improving.


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Changeling Bard | Devin

A bit too friendly and open for comfort, especially when it comes to buttons on their shirt. Has a family somewhere, it seems.
Can change looks at will, which is fascinating. Wonder how that works on a deeper physiological level. Does it affect organs at all?


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Paul | Aasimar Bard

Private eye of some sort. Has a tendendy to wander off on his own. That's bound to get him into trouble sooner than later. Seems to be looking for some friend. Definitely way too friendly with creepy old ladies and people's uncles.
Wonder if these wings are even functional? They look like they'd constantly be in the way.


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Half-Tabaxi Fighter | Tacita

Soldier from the Notheasauvite army. Can't say that the reunion was pleasant. Can't blame her for her reaction. Though she definitely tends to react a little too rash.
I suppose we're stuck in this together for now.


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Talia d'Avenir | Half-Dwarf Rogue

She had some awful burns when I met her. Helped me get away from out there and... into this hellhole. Not sure that was a good decision, but it is what it is.
That whole situation with her sister is just messed up. Poor girl.


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Drow Rogue |Turroc

Weird guy. Seems reasonable most of the time. If you ignore some of his more extreme suggestions. Apparently things are different in the feywilds.
At least he's quiet.


Notable NPCs

People that are most likely to show up again. Some allies, some not.

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Firan Zal’honan | Scholar of the Mists

Definitely knows way too much and says way too little. Very self-important and pretentious, but apparently he can afford it.
Seems to actually be trying to help us in some way, but it's all so much.


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Detective & Husband | Alanik Ray

Talia's uncle and husband to Arthur. Very matter of fact and to the point, which is nice.


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Dr. Arthur Sedgwick | Doctor & Husband

Talia's uncle and husband to Alanik. Great at teaching people how to dance. Not so great at parking a cart.


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Dragon Reborn | Renarin d'Avenir

Talia's sister, mass murderer and war monger.
Thinks exterminating half of the population will help her achieve 'world piece'.


Dementlieu

Domain of Decadent Delusion

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Adelaide Laurent| Opera Singer

Hired the Ray Agency after she got replaced in her role as lead soprano. Got disintegrated by the duchess after her murder was uncovered.


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Opera Singer | Marie-Claire Rochette

Current lead soprano, thanks to an enchanted amulet that made her sound better to people than she is. All a plot to uncover the murder of her mother, Odette Rochette.


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Claire de l'Opera | Masked Angel of the Opera

Once the star of the opera, she got disfigured and her voice destroyed in an attempted murder. With Marie-Claire's help, she hedged out a plan to get revenge.


Vistani

Travelers of the Mists.

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The Caravan's 'Manager' | Moira

Commandeering. Headstrong. An absolute menace. Seems to enjoy bullying people, which makes for great future leader qualities.
Also a seer in training. (And apparently a changeling.)


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Elisabeta Argintari | Raunie of the Tribe

Leader of the Vistani caravan. Friendly and welcoming.


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Herbalist | Mirabel Argintari

Halfling herbalist and wife of Elisabeta. Talia has met her before.


LVL
3
Cleric 1
Alignment
CN
Warlock 2
HP
17
HD 3
AC
16
Shield +2
Init
+0
Move
30
ft.

Stats
Mod
Save
STR
12
+1
+1
DEX
10
+0
+0
CON
8
-1
-1
INT
12
+1
+1
WIS
17
+3
+5
CHA
14
+2
+4
Proficiency
Bonus

+2
Passive
Insight 15
Investigation 13
Perception 13

Inventory

Items

  • Cork Stopper (Holy Symbol)
  • A silver coin (from Moira) as offering for 'the ravens'
  • Doctoral notes on area of specialization, doctor's certification
  • Healer's Kit
  • Empty journal & charcoal

Doctor's Tools

  • A needle and fine wire or thread
  • A hinged splint or brace
  • A small steel cone (Low-tech stethoscope)
  • A small mirror
  • Live leeches
  • Tools for clamping and binding open wounds to prevent blood loss
  • Two small tools relevant to the practitioner's specialty.

Explorer's Pack

  • A backpack
  • A bedroll
  • A mess kit
  • A tinderbox
  • 10 torches
  • 10 days of rations
  • A waterskin
  • 50 feet of hempen rope

Equipment

  • Chain Mail (heavy armor, AC 16)
  • Shield (AC +2)

Feats & Features

Languages

Common
Abyssal (aka that whispering from their nightmares)
Dwarvish


Cantrips Spells

Darkvision (60 ft.)

Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.

Healer

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Healer's Kit: As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Skills

Prof Adv
Acrobatics (Dex)
+0
Animal Handling (Wis)
+3
Arcana (Int)
+1
Athletics (Str)
+1
Deception (Cha)
+2
History (Int)
+1
Insight (Wis)
+5
Intimidation (Cha)
+2
Investigation (Int)
+3
Medicine (Wis)
+5
Nature (Int)
+1
Perception (Wis)
+3
Performance (Cha)
+2
Persuasion (Cha)
+4
Religion (Int)
+1
Sleight of Hand (Dex)
+0
Stealth (Dex)
+0
Survival (Wis)
+3
Weapon

Simple    Bludgeoning    Melee
Mace
Hit +3 Dmg 1d6+1
Disciple of Life Cleric
Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Healing Light Warlock
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. Your pool regains all expended dice when you finish a long rest.
Eldritch Mind Warlock
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Fiendish Vigor Warlock
You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

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