Talesmen
The courts sometimes refer a third order, the talesmen. In ancient times, when Maal delivered his first laws to the mortal races, some cultures gave criminals a right to trial by jury. Whenever a jury needed to be convened, the lord of the area would issue a “writ of tales,” or an order commanding all those capable of appearing at the lord’s court to serve as a potential jury member. Once the candidates responded to the writ, lots were drawn and twelve talesmen, or jurors, were selected to hear the case. While the writ of tales is now rarely used, the talesmen remain.
From time to time, a crime happens that is so profound, the gods cry out for justice. It might be a crime somehow hidden from them for millennia through powerful magic, or it might be a recent atrocity committed against the worshipers of several of the gods, such as if a major city was wiped out by an evil sorcerer. When such an event occurs, the gods petition Maal for justice, demanding he find an impartial champion, or several such champions,
to right the wrong. These champions must not serve any of the gods as clergy. Upon selecting a champion, Maal sends a writ of tales through one of his servants. If the champion accepts they become a talesman, and courts of Maal throughout the Material Plane consider it a duty to aid them in any way possible.
A member of the order receives no titles, and none but members of the courts are likely to even know what a talesman is. When seeking aid from the courts, a talesman need only say “I serve the writ,” and whatever they might need will be provided.
Becoming a Talesman
One does not choose to become a talesman; rather, Maal scours the world for a worthy champion to right a grave wrong. Maal selects only those of non-evil alignments who do not cast spells from a divine source, so no clerics or paladins qualify. Candidates must demonstrate exceptional skill in the areas necessary to battle the injustice. If this wrong can be righted by stealing a powerful ring, Maal would choose an exceptionally gifted rogue. Since these requirements depend on the specifics of the wrong, there is no one path to receiving a writ of tales, but those selected must be powerful enough for the gods to have noticed them.Talesman Abilities
If chosen to become a talesman, the character gains all the following benefits for the duration of the quest. Divine Nature: Your alignment changes to unaligned, and you count as having no race or type for the purpose of targeting you with spells. For example, you could not be the target of a charm person spell. You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Magic Resistance: You have advantage on saving throws against spells and other magical effects. Protective Aura: Creatures attacking you have disadvantage on their attack rolls. Divine Wrath: You may call upon the wrath of the gods to become instilled with terrifying power that lasts for 1 minute. Until the effect ends, you are immune to being frightened, you make Strength and Constitution attack rolls, ability checks, and saving throws, and at the start of each of your turns, you gain temporary hit points equal to your level. Once you use this benefit, you cannot use it again until you finish a long rest.
Type
Religious, Holy Order
Parent Organization
Related Myths