Raskh Tskhvar
Raskh Tskhvar
At the table
Voice
A restrained, gravelly baritone with a dry whistle on the inhale and a clicking rasp when anger or fear breaks through his discipline.
His voice is a low, dry baritone with a faint rasping edge, like a quill dragged across parchment. He pauses before important words and inhales through his beak with a soft whistle. Under pressure, his sentences shorten, his throat clicks between phrases, and his voice drops almost to a murmur.
Speech patterns
How to play them
Raskh begins guarded and professional, assessing whether the players respect contracts, civilians, and loaded weapons. He warms quickly to anyone who helps maintain camp, treats animals well, or admits fear honestly. He tests boastful adventurers with practical questions rather than insults. If the party earns his trust, he offers precise intelligence, temporary escort work, and access to military routes. If they threaten innocents, he becomes calm, formal, and immovable.
Goal
Expose the person using Copper Banner signals to sabotage caravans, then clear the names of the soldiers who died during the Red Mile Retreat.
Motivation
Raskh wants to prove that courage is not obedience and that a guard's duty belongs first to the vulnerable people behind him. Beneath that conviction is a quieter need to learn whether he can build a life that is not defined by the moment he refused an order.
Appearance
Raskh Tskhvar is a tall hawk-man with a narrow, powerful frame built for long marches rather than wrestling. His plumage is dark umber along the shoulders and back, fading to rust-red around the throat and pale sand across the chest. Each feather lies sleek and oiled, but the outer flight feathers are unevenly clipped from years of military harness work. His hooked beak is chipped at the tip and polished smooth from habitual rubbing against the brass rim of his coffee cup. He moves with a soldier's measured economy, head turning in abrupt, precise increments while the rest of him remains still. The contradictory impression is that his predatory face belongs to a severe killer, yet his hands are extraordinarily gentle, especially when handling children, wounded animals, or delicate clockwork. Before he speaks, he usually draws a long breath through his beak, producing a faint dry whistle that becomes a rapid clicking rasp when he is frightened or furious.
Clothing
A sun-faded brown duster hangs over a cream waistcoat fastened with mismatched brass buttons. Beneath it he wears dark military riding trousers tucked into high, dust-caked cavalry boots modified for taloned feet. A cracked campaign sash supports his ammunition loops, while a red neckerchief is folded with parade-ground precision. His wide-brimmed hat has a reinforced crown and a narrow slit through which his crest feathers rise.
Body language
Raskh stands nearly motionless while listening, with his wings tucked tight beneath his duster and his head angled slightly to one side. When relaxed, one taloned foot taps a slow military cadence. When rattled, his breathing becomes audible, his throat feathers lift, and his head begins making small, involuntary corrections toward every sound.
- Height
- 6 feet 4 inches
- Build
- Lean, long-limbed, and rangy, with a broad feathered chest, powerful legs, and a wingspan of approximately 12 feet when fully extended
- Eyes
- Deep amber with black pinprick pupils that narrow sharply in bright light
- Hair
- None; the head and neck are covered in layered umber and rust feathers, with a short raised crest above the brow
- Skin
- Warm charcoal-gray skin visible around the beak, talons, and joints, with dense russet and umber feathers covering most of the body
- Age
- Adult, approximately 38 years old
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
18 traits and drivesRaskh is disciplined, observant, and protective, but his sense of duty is tangled with resentment. He is patient with frightened strangers and merciless toward people who exploit them. Around children, animals, and mechanics, he becomes gentle and awkward, speaking slowly as if every word might break something. Around former officers, his courtesy turns razor-sharp. When calm, he enjoys dry humor and small acts of service. When ashamed, he over-polishes his weapons and refuses to meet anyone's eyes. When furious, he stops blinking, breathes through his beak in rapid clicks, and becomes frighteningly quiet.
- Alignment
- Neutral good
Quirks
Habits
Traits · 5
Flaws · 5
Fears · 4
Wants and needs · 4
Combat
AC 23 · HP 82 · 25 feetRaskh fights like a moving piece of terrain. He begins at range, using cover, elevation, and wagon corners while forcing enemies to cross open ground. He reloads during movement, switches to the revolvers when enemies close, and uses Twin Peacemakers only when he can accept the ammunition cost. He prioritizes enemy archers, spellcasters, mounts, and anyone threatening civilians. If an ally falls, he abandons caution and advances aggressively, using his body and duster to obscure the wounded from further attacks.
Raskh Tskhvar
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Dust-Cycler Lever-Action Rifle (weapon)A custom lever-action rifle with a walnut stock, brass receiver, six-round magazine, and a notch carved for every civilian caravan successfully defended
- Twin Peacemaker Revolvers (weapons)A matched pair of six-shot revolvers with ivory-colored grips made from riverstone resin, each marked with a different tiny star
- Plate-Lined Duster (armor)Reinforced leather coat with hidden ceramic plates sewn beneath the lining, functioning as light armor
- Caravan Ammunition Rig (gear)A military cartridge belt holding rifle rounds, revolver cartridges, cleaning tools, and a brass range marker
- Niko's Brass Lark (wondrous item)A hand-cranked clockwork songbird that plays three notes and contains a concealed written message
- Red Mile Campaign Map (story item)A battered field map of the Saltglass Basin covered in coded marks, old blood, and newer corrections
Possessions
Background
Raskh was hatched in a cliffside rookery above the Saltglass Basin, where awakened hawks served as scouts, couriers, and weather-watchers for passing caravans. His first human words were military commands learned from a retired border captain who taught him to read maps by arranging colored stones in the dust. Raskh enlisted in the Copper Banner Dragoons and spent twelve years escorting supply trains through badlands haunted by raiders, dust elementals, and starving things that followed the rail lines. During the Red Mile Retreat, his company was ordered to abandon a civilian wagon train to preserve ammunition. Raskh disobeyed. He and six soldiers held a dry wash for three hours while families escaped, but the order left him permanently branded a deserter by the officers who survived. He now works as a caravan guard, refusing contracts that treat passengers as cargo. His current trouble is a string of attacks on caravans bearing blue glass medicine vials. The attackers use military signals that only the Copper Banner should know, suggesting someone from Raskh's former regiment is selling routes and ammunition. He suspects Captain Odran Vesk, his old commander, but fears the truth may involve the one soldier Raskh secretly rescued during the Red Mile Retreat.
Role in the story
Raskh can serve as a stern escort, reluctant informant, rival caravan guard, or temporary ally. His investigation into the stolen Copper Banner signals can draw the players into a conspiracy involving military corruption, frontier commerce, and the moral cost of obeying orders. He may ask the party to protect a caravan carrying evidence, recover the original dispatch from the Red Mile Retreat, or confront Captain Odran Vesk before Raskh resorts to assassination.
“During the Red Mile Retreat, his company was ordered to abandon a civilian wagon train to preserve ammunition.”
- Faction
- Formerly the Copper Banner Dragoons, currently independent but respected by the Saltglass Caravan League
Known connections
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