NPCs
Major
Combative
2.42
6 Votes

3xp


Hits: 2772
Comments: 10
Ideas: 0
Rating: 2.4167
Condition: Normal
ID: 2293

Submitted:

Updated:
January 29, 2015, 12:27 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Thaxen

By:

“8 Ortio, 986 - At last, I’ve captured the amulet! I certainly could not have done it without the help of my unusual mercenary companion. He has very much impressed me with his skill. We encamp in Durath Woods for the night and make for Kharath in the morning.

9 Ortio, 986 - Amulet missing. So is Thaxen. No longer impressed with merc.”

-Sir Wardren Lank’s journal

Appearance

Thaxen is not an attractive fellow. Most of his flesh is charcoal-colored, but red scales cover his head where hair should be, cascading down his back and over his arms to the elbows. An aquiline nose sits between two reddish reptilian eyes. Pointed ears protrude from the sides of his head, with the left ear apparently missing a centimeter from its tip. The only visible hair on him are a pair of thin white eyebrows and a hint of pale stubble. He smiles with a lopsided grin, showing glinting off-white teeth. He is short, about 5’3”, and fairly lean, though sinewy muscle belies some strength.

He wears a thick, padded jacket made from unbleached cotton over a simple maroon tunic. A small leather pauldron covers his left shoulder and a leather gauntlet is worn over his left hand. He wears worn leather boots over loose-fitting slacks. A wide leather belt is worn across the waist, holding a dagger at his back and an epee at his side.

History/Background

The result of strange union between a drow and a red dragon, Thaxen was orphaned after birth. Abandoned in the slums of Kharath, Thaxen was taken in by a group known as Madame Jowd’s Children, a gang of street urchins controlled by the infamous Fairuza Jowd. Jowd used the orphans as pickpockets to line her own purse, providing them only meager food and physical abuse as incentives. Thaxen was the runt of the gang, but he quickly learned to fend for himself in the harsh streets of Kharath.

By age 15, he freed himself of Madame Jowd’s servitude and escaped Kharath. He fled to the neighboring village of Malthson, where he eked out a living through pickpocketing and scavenging. When he had the slightest bit of spare change, he bought enterance into the Malthson Arena, a crude stadium where village men fought in strongman competitions. Thaxen was fascinated with the competition: the strength, the speed, the skill, the thrill of two men competing in such a primordial yet complex method. Thaxen trained himself late at night in the back alleys of Malthson, dreaming of victory in the ring.

At 17, he was finally eligible to fight in the Arena. He was soundly thrashed in his early career, but he learned quickly and eventually won a number of small tournaments. Other fighters grew wary of his skill, some also scared away by his strange appearance, and the manager of the Arena eventually banned him from entering tournaments because everyone refused to fight him. It was just the same to Thaxen: he had earned plenty of money from the tournaments’ purse prizes, and there was another fighting arena in nearby Bandur Town. He roamed from town to town, winning tournaments until they wouldn’t let him fight anymore. Thaxen also began to observe fencing tournaments, and was instantly enamoured with the epee. He paid for lessons from a local expert for several years until he considered himself adept. He entered a fencing tournament and surprised even himself when he finished second despite no previous professional experience. Now with an extra skill set to supplement his income, Thaxen began seeking larger and higher-paying tournaments.

After winning a particularly professional fencing tournament, Thaxen was approached by an adventurer named Rals Jorman. Jorman offered a 40% profit for joining him on a tomb raid. Intruiged, Thaxen accepted and joined the raid. The tomb proved fruitful, but when it came time to distribute the wealth, Thaxen was disappointed with his cut. His skill far exceeded Jorman’s; surely, he deserved more than 40%. Indeed, Thaxen reasoned, offering him such a meager portion was an insult that should be punished. And so, while they encamped and Jorman slept, Thaxen snuck off with the most valuable treasures, leaving the adventurer only 10% of the total value.

Thaxen continues to fight in tournaments, also occasionally spending time in seedy gambling halls. He uses a variety of aliases, such as Jame Gharson, Thrask, and Torge the Torch. On occasion, he’ll hire himself out as a treasure-hunting mercenary; if the cut isn’t to his liking, he may try to covertly expand it.

Special Equipment

Dragontongue - Thaxen’s weapon, a masterwork epee. The guard is dyed green and fashioned in the likeness of a dragon’s head, with the red-colored blade coming from its mouth as a tongue. Thaxen won the blade in a card game in which he cheated.

Role-play Hooks

In this corner… - A particular item of some importance is offered as first prize in a pugilist (or fencing) tournament. One or all of the players enter the tournament to win the prize, and their opponent in the final bout is Thaxen.

Double-crossing, no-good swindler - Thaxen offers his services as a fencer in raiding a dungeon. He helps the players and fights impressively, but after encamping post-dungeon, the players awake to find Thaxen and an important item missing. They’ll have to hunt him down to get it back.

First come, first serve - Similar to above. The players plan their dungeon raid in a tavern where Thaxen is enjoying a drink. Overhearing them, Thaxen makes a strange comment and leaves. They raid the dungeon later, but find the key treasure of the dungeon is missing. If they figure out it was Thaxen, they’ll have to find him to get the item.

Cornered - Follows the above two scenarios. The party eventually manages to corner Thaxen in an alley. Thaxen may resist and fight back, but not to the death (if Thaxen is *really* out-gunned, he may give up the item without a fight). The party decides whether to let him go or punish him.



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 10 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
February 4, 2006, 19:48
0xp
It's OK. A drow and a dragon mating? Ewwwwwww
Dozus
February 5, 2006, 1:52
0xp
In my world, dragons are usually shapeshifters, so it's not implausible (although anything sexual with a drow is kind of icky).
Voted manfred
February 5, 2006, 5:17
0xp
OK. He is an orphan, super-powerful (or at least super-skilled) half-monster with dubious morals that does as he pleases and wanders the world to... ummm, have fun or what. Sorry but this feels definitely too cliche for me.

Where does he put all that money in? And, how long does it take until he is known in certain circles ("Thaxen? Oh yeah, good fighter but watch his sticky fingers.") Having several names with a unique look helps only for so long, too. Besides, I wonder if he would not be considered demonspawn or something evil, and denied entry to 'decent' towns.


The write-up is all fine, it is the idea that repulses me. May be personal preference though.
Voted Scrasamax
February 5, 2006, 9:06
0xp
I think Thaxen would be a fine character, there is adequate beckground. Some his his attributes are rather cliche, especially the orphan part, did someone kill his draconic parent, of was he orphaned by abandonment? I think the fact that he is half-drow and half dragon detracts from the post, and to echo Manfred's thought, his description sounds quite fierce and evil looking, i dont imagine he would be found in most lawful, or good aligned communities. Orcs might be more forgiving...
Dozus
February 5, 2006, 12:53
0xp
I was afraid the orphan thing would seem cliche, but it made more sense in my head. No dragon would accept a half-breed, and the drow would want nothing to do with him. Perhaps you're right about him looking too fierce to live in standard communities, though. I'll have to rethink him a bit.
Voted Forganthus
June 5, 2012, 16:38
0xp
I echo what's been said. A little bit cliche, but well written.

Does he have any goals? How does he feel about dragons and drow? How does he feel about street-urchin orphans? I hope he gives them money.
Voted Mourngrymn
June 6, 2012, 7:13
Only voted
Voted Kassy
June 7, 2012, 10:58
0xp
What Forganthus said.

2.5/5

@Forganthus, your name looked better without the capital F. It seemed to iflowi/ more :)
valadaar
May 29, 2013, 19:38
0xp
Current comments cover off all I could say, apart from the half drow half dragon being an interesting idea.
Dozus
February 24, 2014, 15:02
0xp
Heh. Okay.

So Thaxen comes from my high school era of RPing. He was supposed to be an adversary/antithesis of a elf/blue dragon hybrid. Clearly, I didn't get much beyond that stage in my thinking.

As Scras and Forganthus suggested, he obviously needed some more background and characterization. The "orphan to avenger" thing has been done to death, of course. So what could save him? Is there anything salvageable in this guy?


Random Idea Seed View All Idea Seeds

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


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0182