Rauk
Rauk
At the table
Voice
Rauk's voice seems to come from deep in his chest, with a damp, resonant rasp shaped by years of speaking through a concealed helm. The consonants are firm and clipped, like a referee calling a foul over a roaring crowd. When his disguise strains, a faint second vibration trails his words, as though the armor has learned to speak a fraction of a beat late.
He speaks in short, well-separated clauses, as if each word must be placed carefully. He favors arena terms and concrete comparisons. When discussing business his phrasing is exact; when speaking of Suy or the dead, he stumbles over idioms and repeats names to make sure he has said them correctly.
Speech patterns
How to play them
Treat Rauk as a practical and surprisingly fair employer whose kindness has a terrible limit. He responds well to clear terms, demonstrated courage, and sincere concern for his fighters. Press him about the dead and he becomes defensive, then more honest if offered a way to protect the living without humiliating him.
Goal
Keep the Rill Stand open, establish a proper infirmary, and find a way to survive without consuming the dead.
Motivation
To prove that a creature made to consume can choose what it becomes, while keeping the people who depend on his arena safe.
Appearance
Rauk stands like a human monument built slightly wrong: broad shoulders held too level, a heavy left-favoring gait, and a jaw that opens a fraction too far whenever he laughs. His full light-blue plate is polished to a watery sheen, but its joints flex with a soft, wet tick rather than a soldier's scrape. Beneath the helmet's narrow visor, his face has the waxy stillness of a portrait; when he eats, the jaw unhinges and the food vanishes without a visible swallow. Unexpectedly, he is an exacting gardener, and keeps a tiny tray of living moss tucked inside his office window.
Clothing
Full light-blue plate armor fitted over a padded dark under-suit. The armor has broad, overlapping plates and flexible seams designed to conceal his shifting body. A blue silk sash bearing the arena's old stream-mark hangs from his belt.
Body language
He stands nearly motionless while listening, weight subtly favoring his left side. He turns his whole torso instead of just his head. His jaw works when considering a lie, and his plated fingers tap twice against his breastplate before he makes a difficult decision.
- Height
- 8 feet 2 inches
- Build
- Massive, thick-necked and broad through the chest, with a weight that seems to settle into the floor rather than rest upon it.
- Eyes
- Pale amber lenses set behind the visor; his true eyes are small dark beads suspended in clear gel.
- Hair
- No natural hair; his human disguise uses a short cap of dark, damp-looking fiber beneath the helmet.
- Skin
- In his true form, translucent blue-gray gel with cloudy white inclusions; the human disguise reads as ruddy tan beneath the armor.
- Age
- Middle-aged by the standards of his assumed human identity; he has been self-aware for about 70 years.
- Gender
- Other
- Size
- Large
Distinguishing features
Personality
12 traits and drivesRauk is both a careful administrator and an instinctive predator. In negotiations he is patient, specific, and almost gentle; in the arena he is direct, physical, and frighteningly decisive. He enjoys applause but distrusts praise, and wants to be treated as a person while refusing to explain the parts of himself that make others recoil.
- Alignment
- Lawful Neutral
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 18 · HP 220 · 30 ft.; climb 20 ft. while in true formRauk fights as a disciplined arena veteran. He opens with nunchaku strikes and uses his reach, positioning, and occasional shove to control the field. He rages when threatened or when an ally is in immediate danger, then attacks recklessly to end the fight. He avoids lethal blows against opponents who can still surrender. If badly pressed, he drops the human disguise and uses his bulk to block exits or squeeze through the arena's narrow service passages.
Rauk
Actions
Reactions
Legendary Actions
Services they sell
Rewards they can give
Equipment
- Arena nunchaku (weapon)Custom hardwood weapons joined by a short iron chain; treat as a club for basic rules, with the attack statistics in his Nunchaku action.
- Blue plate harness (armor)Full light-blue plate armor, carefully fitted to hide his true form. Use the statistics of plate armor.
- Yield whistle (tool)A brass whistle used to signal a match's end or call the healers.
- Moss garden (personal keepsake)A small clay tray of living moss, carefully cultivated and kept in his office.
Possessions
Background
Rauk first remembers himself as a clot of clear, hungry ooze beneath the old fighting pit, where spilled blood and discarded food seeped through the sand. He learned to imitate the dead by watching their reflections in puddles. A former pit medic named Suy taught the creature simple words and, more importantly, that a body was not the same thing as a meal. Rauk took that lesson seriously, though imperfectly. When the arena's previous owner vanished in a riot, Rauk emerged in a scavenged breastplate and claimed the deed from the man's frightened clerk. He rebuilt the venue as the Rill Stand, a name left over from the shallow stream that once crossed the site. He hires competent healers, pays fighters on time, and insists on surrender bells. Yet he cannot fully resist absorbing competitors who die within the building. A disastrous night twelve years ago, when a fire trapped fighters below the stands, left him with the strength to tear open a collapsed gate and the memory of eating people he had meant to save. Now the city magistrate, Dhes, threatens to close the arena after another suspicious death. Suy, now old and frail, wants Rauk to stop feeding on the dead. Meanwhile, a former champion called Tesh keeps returning to demand the remains of his sister, one of the fighters Rauk consumed years ago. Rauk has been quietly funding a new infirmary, but his accounts are failing and his appetite is worsening.
Role in the story
A memorable patron, unsettling ally, or morally complicated antagonist. Rauk can hire the party to investigate sabotage, protect fighters, or uncover why the arena's deaths have increased. The truth of his feeding can turn an apparently respectable employer into a difficult test of mercy, accountability, and trust.
“He learned to imitate the dead by watching their reflections in puddles.”
- Faction
- Owner of the Rill Stand arena; maintains uneasy, transactional ties with the city magistracy and the local healers.
Known connections
Media
0 imagesNo images yet.
Turn Rauk into a sheet
A high-res, share-ready sheet you can post or print.