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Fekran Kheron

Boar beast-person, custom lineage · Fighter 15, Samurai archetype · Level 15

Fekran Kheron

Shogun lord and wartime provincial ruler
“If you make this choice, here is what follows.”
AC19
HP157/157
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“You held the line when it mattered.”
From how they speak

Voice

A rough, dry voice with the breath control of a veteran drillmaster. His words land in steady, separated beats, then run together when he is angry or forced to improvise. He does not lower his voice to intimidate; he makes it carry.

His voice has a dry, rasping edge from years of shouting orders outdoors, with clipped consonants shaped by formal court training. He speaks in even, practical sentences and gives names and numbers careful weight. Anger makes his words faster and more explicit, never softer: he begins laying out consequences as if reading a supply report.

Speech patterns

Uses short, concrete statements in council, then unexpectedly asks a question about the human cost of a plan.
Calls subordinates by their posts until they prove trustworthy, after which he uses their names.
Frames threats as forecasts: "If you make this choice, here is what follows."
Rarely praises courage directly; he says, "You held the line when it mattered."

How to play them

Fekran offers specific, useful bargains rather than grand promises. He respects demonstrated competence and remembers who kept a commitment. He will negotiate with enemies if it buys time for his province, but tests every offer against its likely effect on food, roads, and soldiers. If confronted with the Kestrel Ford atrocity, he does not deny it; he asks what the accuser intends to do with the truth.

Goal

Acquire the three battlefield relics before the northern court does, end the war on his terms, and keep his province from collapsing into famine or rebellion.

Motivation

He wants a victory so complete that no one can ever again threaten the province he swore to protect. Beneath that ambition is a need to prove that the terrible choices he made were necessary.

Secret · GM only

Appearance

Fekran is a broad-shouldered boar beast-person with dense, charcoal-brown bristles that lie in ridges from crown to spine. His heavy muzzle and blunt ivory tusks give his still face a carved, ceremonial severity. He stands with his weight pitched forward onto the balls of his feet, as if the floor were a slope he intends to conquer. His layered coat is deliberately cut too short at the wrists, exposing bristled forearms; the odd detail is a tiny, carefully maintained wooden windmill pin at his collar, a child's toy made precious by years of handling. He moves in measured, ground-eating steps, then turns with startling speed. People remember the impression of a door being barred from the inside.

Clothing

A dark indigo war coat over fitted lamellar armor, with a short hem, reinforced seams, and cuffs cut high for movement. His helmet is polished but carries no ostentatious crest. He wears one expensive silk sash, repaired with plain thread, and a tiny wooden windmill pin at his collar.

Body language

He waits with his weight forward and hands resting loosely near his weapon, never quite settling into a chair. In council he stands behind his seat rather than occupying it. When a proposal interests him, one ear angles toward the speaker while his tusked jaw remains still. He rubs the wooden windmill pin only when he believes no one is watching.

Height
6 feet 4 inches
Build
Powerfully built, thick through the shoulders and hips, with a soldier's balance and a low center of gravity.
Eyes
Near-black brown with a warm amber rim in strong light.
Hair
Charcoal-brown bristles, with a few iron-gray strands along the jaw and crown.
Skin
Dark umber skin visible around the eyes and muzzle, with coarse charcoal-brown bristles over most of his body.
Age
Forty-seven, in the vigorous middle years of his kind.
Gender
Male
Size
Medium

Distinguishing features

A small wooden windmill pin, polished by his thumb, fastened to his collar.
His dark bristles form a raised ridge down the back of his head and neck.
His eyes appear almost black in shade, but catch warm amber at the edge in sunlight.
He waits pitched forward, as though ready to cross the room before anyone else has decided to move.

Personality

14 traits and drives

Fekran is methodical and attentive to small practical needs, yet believes history will excuse almost any cruelty that secures stability. With soldiers he is direct, sparing, and unexpectedly protective; with rival nobles he is patient until patience becomes a weapon. In private, old memories make him restless and self-punishing. He can show genuine tenderness, but tries to convert it into policy before anyone can mistake it for weakness.

Alignment
Lawful evil

Quirks

Turns a cup exactly twice before drinking, even when it is empty.
Keeps one dry grain of rice in a pocket from every province he visits.
Corrects maps by moving the marker a finger-width at a time rather than lifting it.
Leaves a chair empty at every private meal, then insists it is for the quartermaster's reports.
Counts the beats between a distant bell and its echo, even during conversation.

Habits

Counts the exits and the guards whenever he enters a room, but gives his full attention to whoever is speaking.
Reviews troop movements at dawn and has food delivered to the sentries afterward, without signing the orders.
When negotiations stall, he asks a practical question about roads, wells, or winter stores to make the room feel the cost of delay.
He refuses to let servants repair his windmill pin, though he replaces its frayed thread himself.

Traits · 4

He remembers the name and family of every officer lost under his command, but rarely lets himself speak of them.
He demands strict discipline from subordinates while quietly bending rules to protect civilians.
He is proud of his strategic mind and distrusts any success he cannot explain.
He can be warm and almost awkward with children, then abruptly formal if an adult notices.

Flaws · 3

He confuses obedience with loyalty and often notices the difference too late.
He believes that a harsh decision can be redeemed by a useful outcome.
He cannot admit uncertainty in front of his officers, even when pretending to know risks lives.

Fears · 3

That his soldiers will discover he has no decisive plan for ending the war.
That his sister will be right: his rule has made their homeland safer only by making it less free.
That the child at Kestrel Ford died believing he had chosen the fire willingly.

Wants and needs · 4

The battlefield relics before the northern court finds them.
A dependable supply of grain for his province.
A way to keep Gtruda safe without surrendering authority.
Evidence that his rule can protect people without repeating Kestrel Ford.

Combat

AC 19 · HP 157 · 30 ft.

Fekran opens with Fighting Spirit when he commits to a fight, then uses his long reach to punish enemies trying to reach his allies. He favors three measured naginata attacks over reckless charges, uses Action Surge to overwhelm a dangerous foe, and saves Second Wind for when the battle's momentum turns. He uses his reaction to deflect a decisive blow, not to show off. If his troops are threatened, he positions himself between them and the enemy. He retreats only when preserving his command will serve a larger campaign.

Fekran Kheron

Medium humanoid (boar beast-person, custom lineage), lawful evil
Armor Class19
Hit Points157
Speed30 ft.
Level15
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitutionWisdomCharisma
SkillsAthleticsInsightIntimidationPerceptionPersuasionSurvival
SensesPassive Perception 12
Languages
Common,
Kheron court dialect
Custom beast-person trait. Tusks. Fekran has tusks that deal piercing damage on a hit with an unarmed strike.
Custom beast-person trait. Sure-Footed. Fekran has advantage on ability checks and saving throws made to avoid being knocked prone.
Fighter class feature. Extra Attack. Fekran attacks three times whenever he takes the Attack action.
Fighter class feature. Indomitable. Once per day, Fekran can reroll a failed saving throw.
Samurai feature. Fighting Spirit. Three times per day, Fekran can gain 15 temporary hit points and advantage on weapon attack rolls until the end of his turn.
Samurai feature. Elegant Courtier. Fekran adds his Wisdom modifier to Charisma (Persuasion) checks and is proficient in Wisdom saving throws.

Actions

Multiattack. Fekran makes three attacks with his naginata. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: slashing damage, or while using Great Weapon Master. Once per turn, he can add damage to a hit from his weapon mastery.
Tusk. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: piercing damage.
Great Weapon Master. Fekran makes a melee weapon attack. On a hit, he can use Great Weapon Master to take a -5 penalty to the attack roll for +10 damage. If he reduces a creature to 0 hit points or scores a critical hit, he can make one melee weapon attack as a bonus action.
Fighting Spirit. Fekran calls on the drilled precision of his household guard. For one minute, he can use a bonus action on each of his turns to gain advantage on weapon attack rolls until the end of that turn. He can use this feature three times per day.

Reactions

Parry. When an attack hits Fekran, he adds 3 to his AC against that attack, potentially causing it to miss. He must see the attacker and be wielding a melee weapon.
Indomitable. When Fekran fails a saving throw, he can reroll it and must use the new roll. He can use this feature once per day.
Drive Back. Once on each of his turns when he hits a creature with a weapon attack, Fekran can push the target up to 5 feet away if it is no more than one size larger than him. This is a custom tactical flourish, not a standard Samurai feature.

Services they sell

Military escort through Kheron territory
Access to campaign intelligence and local maps
A negotiated audience with provincial officials
Emergency provisions for a community in danger

Rewards they can give

A military pass that grants safe passage through Kheron-held territory.
A map marking wells, supply caches, and hidden routes through the March.
A private audience with Fekran, who can offer troops, intelligence, or a negotiated ceasefire.
The wooden windmill pin, if the party earns his trust or exposes his buried guilt.

Equipment

  • Naginata (martial melee weapon)A balanced, reach-capable polearm with a dark lacquered shaft and a plain steel blade. It is a mundane weapon, not a magic item.
  • Lamellar armor (armor)Fitted lamellar plates under a dark war coat. The armor is represented by his AC and is not magical.
  • Longsword (martial melee weapon)A practical sidearm for close quarters.
  • Campaign map (tool)A well-used campaign map marked with supply routes, wells, and villages that must not be burned.
  • Windmill pin (personal keepsake)A child's wooden windmill on frayed thread, kept clean and repaired.

Possessions

Naginata
Lamellar armor
Longsword
Campaign map
Wooden windmill pin
A sealed packet of letters from his sister

Background

Fekran Kheron inherited a border province whose rice terraces had been emptied by a three-year drought and whose army had not been paid in months. He rose from a minor military household by promising order, then made good on it with ruthless levies and victories against rival lords. At the siege of Kestrel Ford, his first commander, Tzvet, refused to burn a crowded village to flush out enemy scouts. Fekran ordered the fire himself. The scouts escaped anyway, and a child pressed a wooden windmill into his palm while fleeing the smoke. He kept it, though he tells everyone it is a charm against bad weather. Now he rules from Kett's Landing, a provincial fort named for the day a mule kicked a tax cart into the river, a story locals insist visitors always get wrong. His forces are locked in a grinding war with the northern court. He hunts three relics said to command ancient battlefield wards, hoping to end the war before his unpaid soldiers and resentful farmers turn on him. His younger sister, Gtruda, quietly negotiates with the enemy to spare their home district. His former commander Tzvet serves as his reluctant adviser and knows exactly what happened at the burning. Fekran's favored quartermaster, Pnikt, has started selling provisions to both sides.

Role in the story

A formidable wartime ruler, potential patron, and morally compromised ally. Fekran can provide military resources against a greater threat, but his hunt for ancient relics risks escalating the war and strengthening his authoritarian grip. The party may force him to choose between victory, his family, and the civilians he once sacrificed.

“He rose from a minor military household by promising order, then made good on it with ruthless levies and victories against rival lords.”
From their background
Faction
Lord of the Kheron March, a provincial military house whose authority rests on a strained alliance of peasant levies and professional soldiers.

Known connections

Gtruda Kheron, his younger sister, seeks a separate peace to protect their home district and has begun concealing messages from him.
Tzvet, his former commander, remains a blunt adviser who never forgave the burning at Kestrel Ford.
Pnikt, his quartermaster, is secretly diverting supplies to both sides and may be trying to prevent famine rather than enrich himself.
Kestrel Ford's survivors recognize the wooden windmill pin and may see it as evidence that Fekran still remembers what he did.
Major secret · GM only
Minor secrets · GM only

Connections

Mentioned in their text, not linked yet

  • Gtruda Kheronhis younger sister, seeks a separate peace to protect their home district and has begun concealing messages from him.
  • Tzvethis former commander, remains a blunt adviser who never forgave the burning at Kestrel Ford.
  • Pnikthis quartermaster, is secretly diverting supplies to both sides and may be trying to prevent famine rather than enrich himself.
  • Kestrel Ford's survivors recognize the wooden windmill pin and may see it as evidence that Fekran still remembers what he did.

Species

Boar beast-person, custom lineage

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