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Rating: 2.875
Condition: Normal
ID: 5601


October 28, 2009, 4:49 pm

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Helk the Hatchet


6) Hatchet: He is an ugly man who specializes in axes. He has carries a number of hatchets.
    30 of the Horde, Moonhunter

Helk is a short, stub nosed man. He is about thirty years of age, but looks older, perhaps thirty-five or forty. He carries himself poorly, with stooped shoulders and a stumbling, sagging walk. His features are ugly to the point of grotesquery, and the several long scars do not help matters. His eyes are are a squinting and bloodshot green, marred by the touch of madness.

Born to a young farmer and his wife, Helk had a happy childhood, at least for the first few years, anyway. Unfortunately, when he was three years old things started to go wrong. First, the weather turned bad right at harvest time and half the crop was lost. Next, a plague wiped out the livestock. Finally, his mother died.

This series of unfortunate events sent Helk’s father spiraling into alcohol, never to return safely. After three years of drinking and beating him, Helk’s father died.

After the funeral Helk was quickly taken in by a sympathetic neighbor. But already he was showing signs of sociopathic behavior. It wasn’t very obvious to his foster parents, but every now and then things would come to their attention. When Helk was ten, they noticed that the family dog would run out of the room whenever he entered. When he was fourteen, they realized that the neighbors had started to avoid them. Although it was all very puzzling, they simply shrugged it all off.

When he reached the age of eighteen, Helk set out on his own. He traveled to the village of Vorwin. There he became a gravedigger for lack of other skills. In his own little circle of acquaintances, Helk soon earned a name. He continually lied and stole. A few weeks after he arrived in Vorwin, Helk lost his job. He quickly found another, this time as a rat-catcher. In the next three months three months. Helk was imprisoned four times for violence. In the vermin-infested jails was where Helk gained his facial scars and his nickname. During this time he also started using paralytic spider venom, and he soon became addicted. He also lost twelve different jobs.

In the following years his life didn’t change very much, in fact, it only became worse. He was constantly in trouble with the law. Finally, things got so bad that he decided to leave town. After wandering around for a few days he fell in with a marauding horde. There his violence and lack of remorse allowed him to fit right into their ranks.

Amelia and Horatio
Helk began to play with his foster father’s hatchet at a fairly young age, perhaps eight or nine. For several hours each day, he would be out behind the woodshed, chopping wood and other, less unliving, things. His practice turned into study; his study into an obsession. For the next ten or twelve years he would not be without two or three hatchets hanging from his belt or tucked in his boots.
Two of these Helk has a special attachment to, the first, which he calls Amelia, he stole from the father of a girl of the same name back when his father was still alive. The second, Horatio, was taken from his foster father. Though they are completely normal hatchets, Helk believes that Amelia and Horatio are actual people. They talk to him, tell him what to do. He even believes that they love him.
Helk will fiercly protect Amelia and Horatio, the hatchets themselves as well as their honor. If anyone makes fun of them, then he will attack without remorse.

Roleplaying Notes
Helk’s sociopathic symptoms are as follows:
1. Persistent lying and stealing
2. Lack of remorse or empathy
3. Inability to keep jobs (the exception is, of course, his involvement in the marauding horde)
4. Recklessness
5. Inadequate control of anger
6. Recurring difficulties with the law
7. Substance abuse
8. Violent tendencies

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Comments ( 6 )
Commenters gain extra XP from Author votes.

Voted Maggot
January 30, 2009, 6:31
Not a bad NPC as far as psychopaths go, but how did he accquire his skill with hatchets? I'm just curious.
January 30, 2009, 8:53
Yeah, it's an okay NPC. The "falling in with a marauding horde" sounds a little improbable, perhaps someone from the group recognized him, or he was recommended to do it before by his "friends" from the jail, if there is such a thing.

And we wanna know about those hatchets. :)
Voted Cheka Man
January 30, 2009, 12:40
It's ok, not wonderful but not badly done either. 3/5
Voted valadaar
January 30, 2009, 15:48
The most interesting aspect of the original 30 entry was the hatchets, and that was overlooked on this one. All we know is that he has a sterotypical bad upbringing. It feels more like a police file then anything else.
Voted Scrasamax
February 4, 2009, 13:27
I agree with what Val said. The main point of interest was glossed over for a police blotter on a dangerous criminal.
March 8, 2009, 16:33
Updated: Added more information on the hatchets.


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Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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