## History and Description

Portrait of Lissanta Baronti (Generated by Dall-E. Prompt: “Cinematic Painting: Thin woman in her mid 20s with a slight tan skin hue. She has golden blonde hair held as a thick braid that reaches her mid-back, with one strand at each side of her face that reaches down to her jawline. She has golden colored eyes that have a slight glow, and wears makeup around her eyes. She has a small nose and a smooth face. The top of her beautiful multi-layered gown of yellow and orange can be seen in the image, with pointed shoulders and embellishments made out of real gold, silver and several types of gemstones. She wears multiple earrings, and a thick golden chain that reaches past the bottom of the image.")

Lissanta's life can be likened to that of a prodigy who ascended too swiftly, her inexperience and naivety amidst competent peers eventually leading to a tumultuous reality, one she deems akin to hell.

Born into a prosperous Vessinian merchant family, her early years bore witness to the remarkable fusion of her keen intellect and an unrelenting drive. By her teens, she had already become a seasoned businesswoman, jointly managing her family's enterprise alongside her father. Simultaneously, Lissanta displayed a remarkable aptitude for the divine arts, her golden eyes, a sign of Meranzi's favor, marking her as gifted from a young age. Her prodigious talents, both in the realm of the divine and in business, did not escape the attention of the Meranzeum, and they eagerly welcomed her into their fold when she was still in her late teens. Lissanta's rapid rise within the Meranzeum ranks soon earned her the reputation of a prodigy with an unwavering determination.

However, her ascent took a perilous turn when the Overgold of Arcana, Rafell Besisi, passed away in the summer of 1352 AD. With none of the senior members of the Meranzeum willing to succeed him, Lissanta saw an opportunity and nominated herself for the position. Despite her youth, she managed to secure the role, believing it to be a challenge she could effortlessly conquer and a chance to showcase her unparalleled competence. Little did she know that her newfound position would soon transform into a nightmare.

While adept at managing organizations and a seasoned businesswoman, Lissanta had always been able to persuade her associates that her proposals were in their best interests. The Conciri, the group she now led as the Overgold of Arcana, proved to be an entirely different challenge. Comprising highly capable and influential individuals, the Meranzeum had perpetually struggled to keep the Conciri from transgressing their boundaries and guidelines. Despite Lissanta's initial attempts to earn their respect, including learning some arcane magic, she found it nearly impossible to convince the Conciri that her rules and directives held enough benefits for them to comply willingly. As a result, many members of the Conciri merely pretended to adhere to her orders, masking their true intentions. The collective pressure and deception from numerous Conciri members eventually overwhelmed Lissanta, rendering her little more than a puppet. They manipulated her to secure resources from the Meranzeum while concocting elaborate scenarios and falsehoods to ensure her powerlessness.

Lissanta's naivety, excessive self-confidence, and inexperience paved the way for her harsh reality after taking up the role of Overgold of Arcana. Within her first year in this position, she succumbed to chronic stress, coupled with feelings of despair and futility stemming from her inability to control the Conciri . Her lingering pride and fear of potential consequences, should she admit her incapacity to the Meranzeum's other leaders, left her isolated during this period. As an escape, she turned to Red Spice at the beginning of 1353 AD, seeking temporary relief from her chronic stress and desperation. Each time, she promised herself it would be the last, but such promises proved futile. Nevertheless, her indomitable will and relentless determination kept her striving to bring the Conciri in line, even as her hopes of achieving this goal waned significantly.

## Appearence

Lissanta is a small and thin young woman, standing only at about 1.60m in height. She has a slightly tan skin hue with golden blonde hair that reach to her upper back, typically held as a wide braid with one loose strand of hair at each side of her face that reaches down to her jawline. She has golden eyes--believed to be a gift given by her patron deity Meranzi--a smooth face, and a small nose. Lissanta is one that cares greatly about looking good and appearing well adorned. She thus keeps her eyebrows finely plucked, and rarely appears in public without wearing eye shadow/mascara. Despite her makeup, those with keen sight will still be able to notice signs of stress on her face.

Another of Lissanta's Dresses

Lissanta wears lavish and ornate flute-sleeved multi-layered dresses, that sit tight around her abdomen and typically has a narrow A-line skirt. These dresses are made out of the finest silks, and often have pointed-shoulders. Most of her dresses have a combination of yellow and orange as their primary colors. These dresses also include numerous ornaments of real gold, real silver, and real gemstones--her dresses so lavish that a whole peasant family could live their entire lives off the money they could get from selling the ornaments from a single of her dresses. She also wears several rings and earrings, as well as a golden chain attached to a large coin-shaped pendant showing Meranzi's holy symbol.

## Characteristics

#### Basic characteristics

Location: Alatri

Race/Gender/Birthyear: Marcandrian Human, Female, 1325 AD.

Status: Alive

Occupation: Overgold of Arcana at the Meranzeum, leader of the Conciri Meranzeum.

Affiliation: Meranzeum

Primary Deity: Meranzi - faithful cleric. Was born with Meranzi's Gift — a pair of golden colored irises. Still pays homage Fiori and Callera, giving them prayers and offerings on occasion as well.

Abilities: Highly intelligent. Seen as a prodigy when it comes to business and trade.

Alignment: Neutral

#### Goals/Motivations

- Lifelong goal: Become of the most favored and successful clerics given gifts by Meranzi.
- Goals for foreseeable future:
  - Earn the respect of the Conciri Meranzeum and have them cooperate more openly with her.
  - Reign in the Conciri, make them unable to deceive her and the Meranzeum and make sure the Conciri's activities remains within the Meranzeum's boundaries.
- Immediate goal: Never do Red Spice again.

#### Behavior

- Mannerism (How they speak)
  - Direct voice, soft voice but with a lot of emphasis behind it, slightly sustained.
  - Pitch +1.5
  - Regular, dry, adult voice. Slow tempo and slightly below medium volume She increases the volume when emphasizing words. Usually has a friendly tone.
  - Emphasizes details to make sure those she's talking to register the important details.
- Personality (/Interaction. How they treat others)
  - Educated and Intelligent. Studious. Also makes her quite inquisitive in order to gather more information that can be of value to her. Consumes information incredibly fast and easily, and has a easy time understanding new concepts. This, in combination skill as a business-woman and her notable and rapidly increasing divine capabilities have made people refer to her as a prodigy.
  - Ambitious and driven. Very planful and systematic in how she approaches problems and seeks to reach her goals. Very business-like in how she approaches dealings with others, though generally seeks to deal fairly with them. Usually highly analytical and clear-thinking. Her background as a business-woman, and as a high-ranking cleric of Meranzi, has made her quite money-minded.
  - Sophisticated and cultured. Very esthetic – caring greatly for how she looks, as well as how others perceive her both appearance wise and in terms of how capable they believe her to be. One of her greatest fears is to not live up to people's image of her as a prodigy.
  - Highly prideful – as having lived her entire life being called a prodigy has resulted in her believing that is both what she is, and what she must be. Also results in great bursts of stress and damage to her self-esteem when encountered with a problem she's having issues overcoming. Is very self-conscious and anxious about her potential shortcomings. Will often appear confident, but that is superficial in nature.
  - An escapist - it's easy for her to become incredibly stressed when unable to overcome something, fearing it will damage people's perception of her. Has a habit of turning to drugs in secret, such as Red Spice, as a way to temporarily alleviate the immense levels of stress she builds up when she's been unable to deal with an obstacle for an extended period of time.
  - Is quite competitive - having the need to appear as the unmatched prodigy she is heralded to be. Also results in her being both crafty and manipulative – though typically seeks to manipulate people into actions that also benefit themselves, as this makes them more readily willing to listen to her in the future. Can be both innovative and stubborn, and while strong-willed, that will is not unbreakable.
  - Highly religious. Is very attached to her goddess Meranzi, with Lissanta's insistence on remaining a prodigy also in part being due to not wanting to disappoint the goddess who chose to bestow her gifts upon Lissanta, all the way from birth.
- Body language
  - Appears straight and strong, but will have small signs of insecurity and nervousness. An example of this is grabbing her thumb tightly when folding her hands.
- Bond/Core values and beliefs (What they care about, what they can be pressured with, and what they are afraid of – and why)
  - People have always called her a prodigy. She believes herself to be one - and doesn't know how to be anything but a prodigy, since she's always been called one. Her greatest fear is to not live up people's image of her as a prodigy, and to disappoint her deity Meranzi who bestowed her with divine gifts.
  - Wants to do a good job, and wants to be able to "do the right thing".
  - Places great importance on how other people view her — particularly on having people keep seeing her as a prodigy. She mentally cannot handle the thought of not living up to people's expectations of her.
  - Fears being seen as "not good enough". Dreads being exposed for her Spice (drug) issues, especially for it to become public knowledge.
  - Wants to prove herself worthy of Meranzi's favor. Will always follow Meranzi wishes, as a devout cleric and worshipper.
  - Gets infuriated if people disrespect or insults Meranzi.
- Quotes and General Trivia:
  - Lissanta's looks and personality bears resemblance to how the Marcandrians depict Meranzi. These similarities have not gone unnoticed, and results in even more pressure on her to remain the perfect prodigy.

## Related Characters

- Rafell Besisi, Overgold of Arcana (Deceased)

## Character Sheet

Class Levels: Cleric 10 (Knowledge); Wizard 2 (Abjuration)

Armor Class: 10 (unarmored) (13 with mage armor; 18 with mage armor + shield)

Hit Points: 73

Speed: 30 ft.

STR | DEX | CON | INT | WIS | CHA
8 (-1) | 11 (+0) | 12 (+1) | 17 (+3) | 16 (+3) | 12 (+1)

Proficiencies: Glassblower's Tools; (No armor proficiencies); Daggers;

Proficiency Bonus: +4

Saving Throws: Wisdom +7; Charisma +5

Skills: Arcana +7; Deception +5; History +11 (Expertise); Insight +11 (Expertise); Intimidation +5; Investigation +11 (Expertise); Perception +7; Persuasion +5; Religion +11 (Expertise)

Senses: Passive Perception 13; Passive Investigation 17; Passive Insight 17

Languages: Celestial; Common; Concalian; Dwarvish; Elvish; Gnomish; Halfling; Marcandrian; Sylvan

Melee Hit/Ranged Hit: +3 (STR) / +4 (DEX)

Spell Hit: +7

Save DC: 15

Actions:

- Unarmored Strike: Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 0 bludgeoning damage
- Dagger: Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d4 piercing damage

Abilities:

- Channel Divinity (2/short rest): When you use your Channel Divinity, you choose which effect to create. You have a total of two charges of Channel Divinity, which are regained whenever you finish as short or long rest.
  - Channel Divinity: Turn Undead (Action): As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 15). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
    - Destroy Undead (Special): When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if it is of CR 1 or lower.
  - Channel Divinity: Knowledge of the Ages (Action): You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
  - Channel Divinity: Read Thoughts (Action): As an action, you can use Channel Divinity to choose one creature that you can see within 60 ft. That creature must make a WIS saving throw (DC 15). On success, you can’t use this feature on it again until you finish a long rest. On failure, you can read its surface thoughts while within 60 ft. for 1 minute. During that time, you can cast suggestion as an action on the target without expending a spell slot.
- Potent Spellcasting: You add your Wisdom modifier to the damage you deal with any cleric cantrip.
- Divine Intervention: As an action, you can request your deity's aid and roll percentile dice. If your roll is equal to or less than 10, your deity intervenes. If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest.
- Arcane Ward (On Abjuration Spell Cast, 1/long rest, Wizard): When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to 7. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest.

- Linguist (Feat): Knows Concalian, Dwarvish, and Halfling (languages)
- Skill Expert (Feat): +1 INT; Proficient in Perception; Expertise in Investigation
- Prodigy (Feat): Proficient in Deception; Expertise in Insight

Spells:

W = Wizard spell; P = Cleric spell, A = Always prepared Cleric spell, C = Concentration, R = Ritual

- Cantrips (at will): Guidance (P, C); Light (P); Sacred Flame (P); Thaumaturgy (P); Word of Radiance (P); Dancing Lights (W, C); Mage Hand (W); Prestidigitation (W)
- 1st level (4 slots): Command (A); Identify (A, R); Bless (P, C); Cure Wounds (P); Detect Evil and Good (P, C); Guiding Bolt (P); Inflict Wounds (P); Sanctuary (P); Comprehend Languages (W, R); Detect Magic (W, C, R); Mage Armor (W); Shield (W)
- 2nd level (3 slots): Augury (A, R); Suggestion (A, C); Lesser Restoration (P); Zone of Truth (P);
- 3rd level (3 slots): Nondetection (A); Speak with Dead (A); Beacon of Hope (P, C); Remove Curse (P)
- 4th level (3 slots): Arcane Eye (A, C); Confusion (A, C); Divination (P, R)
- 5th level (2 slots): Legend Lore (A); Scrying (A, C); Commune (P, R); Dispel Evil and Good (P, C); Hallow (P); Mass Cure Wounds (P)
- 6th level (1 slot):