Thalnus Cozzereln
Thalnus Cozzereln
At the table
“Left wall. Low ceiling. Do not touch the blue growth.”
Voice
A rough, chest-driven voice with a dry rasp, as if it has spent years pushing through dust and calling over the ring of tools. He clips the ends of routine instructions but gives warnings full weight, articulating each direction as if someone might be hearing it from the other side of a collapse.
His speech is clipped and practical, shaped by years of shouting warnings through stone corridors and saving breath for climbs. He favors concrete words, pauses to listen before answering, and uses humor to puncture overconfidence. His sentences stretch out when he describes a route, because he wants every hazard placed exactly where it belongs.
Speech patterns
How to play them
Meet bluntness with bluntness and competence with respect. Offer him a concrete problem to solve rather than pressing for personal history. If asked about his former crew, he will joke once, warn once, then stop answering. Earn his trust by sharing risk fairly and by treating frightened or inexperienced companions as people rather than burdens.
Goal
Find out whether his former crew is in danger without revealing why he left them, then help them on terms that do not require him to return as their leader.
Motivation
He wants the people who still work below ground to come home with the same number of limbs and friends they started with. He also wants to settle the truth about his last crew without becoming the center of their story.
Appearance
Thalnus Cozzereln is a bulky, broad-backed gnoll with coarse brown fur threaded unevenly with grey, especially along his jaw, shoulders, and forearms. His brown eyes have a steady, appraising look, and one ear has a ragged patch where the fur never grew back. He moves with a delver's careful economy: shoulders turned through narrow doors, weight tested before each step, then a sudden, heavy burst when he commits. He smells distinctly of wet stone, old leather, and the bitter resin he rubs into his boots; he knows about the resin, but insists the rest is just 'the smell of work.' Unexpectedly, he carries a tiny folding paper theatre and repairs its painted scenery with meticulous patience.
Clothing
A soot-brown wool coat hangs a little short at the wrists and has been patched with mismatched canvas at both elbows. He wears a boiled-leather harness repaired with careful, even stitches and a clean, over-cared-for grey scarf tucked beneath it. His boots are rubbed with bitter pine resin, and he keeps a greystone amulet visible over his shirt.
Body language
He plants his feet as if testing the floor, keeps his shoulders angled toward the nearest exit, and uses his axe like a walking staff when he is tired. His ears swivel toward small sounds even while his eyes stay on the speaker. A genuine laugh begins as a short huff through his nose and shakes his whole chest.
- Height
- 6 feet 8 inches
- Build
- Bulky and strongly built, with thick shoulders, a heavy torso, and the dense forearms of a lifetime hauling gear.
- Eyes
- Brown
- Hair
- Brown and grey fur, thickest along his head, neck, and shoulders.
- Skin
- Dark umber skin visible at the muzzle and around the eyes, with lighter brown skin beneath thinner-furred areas.
- Age
- Sixty-eight, old for a gnoll; stiff after long sits, but still formidable on his feet.
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
15 traits and drivesThalnus is dry-witted and stubborn, but his humor is less a shield than a way to keep panic from taking charge. Around strangers he is guarded and exacting; around novices he becomes unexpectedly protective, though he shows it by correcting their knots and checking their boots. When relaxed, he is fond of small practical jokes. When afraid, he turns brisk and bossy. When someone is grieving, the jokes stop and he will sit nearby without demanding conversation.
- Alignment
- Neutral
Quirks
Habits
Traits · 4
Flaws · 4
Fears · 3
Wants and needs · 4
Combat
AC 18 · HP 76 · 30 ft.He favors firm footing, keeps enemies from reaching fragile allies, and uses the environment to limit their options. He opens with a Menacing Attack against a dangerous opponent, then uses Disarming Attack on anyone wielding a weapon or tool needed for the fight. He saves Riposte for a foe who overextends and uses Action Surge to finish a threat before it can reach a wounded companion. He avoids killing when a clean disarm or a retreat will do.
Thalnus Cozzereln
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Greataxe (martial melee weapon)A well-balanced, nicked greataxe with a plain leather-wrapped haft.
- Half plate (armor)A fitted harness of layered boiled leather and reinforced plates, patched but maintained.
- Greystone amulet (personal keepsake)A smooth grey stone pendant with no visible carving. Thalnus never removes it in company.
- Delver's kit (adventuring gear)A compact set of pitons, chalk, cord, and a small hammer, wrapped in waxed cloth.
- Paper theatre (personal keepsake)A tiny folding stage with hand-painted paper scenery, carefully mended at the corners.
Possessions
Background
Thalnus spent four decades delving for salvage, old roads, and lost settlements with a close-knit crew called Hedd's Last Shift, named for a mine foreman whose post vanished generations ago. He joined young, eager to prove that a gnoll could be trusted with more than the dangerous work at the front. His first partner, Brakka, taught him to read stone by sound and to leave a route marker even when the crew was in a hurry. During a collapse in the drowned tunnels beneath Vask, Thalnus heard a second fall coming and ordered the crew back. He disobeyed his own order to retrieve the crew's trapped medic, Jori, and came out carrying him while the others escaped. Jori survived, but the rescue cost the crew its contract and Thalnus his hearing in one ear for several weeks. Years later, on a different expedition, Thalnus walked away from his last crew in the middle of a job. He will not say why. He now lives above a shuttered rope-maker's shop, maintaining old route maps and taking occasional work guiding people through places that have already tried to kill him. He still exchanges blunt letters with Brakka, who thinks he should return to the tunnels, and quietly sends money to Jori's daughter.
Role in the story
A prickly, experienced guide who can make a hazardous expedition survivable, and a potential ally whose unexplained departure from his last crew ties him to the campaign's present danger.
“He joined young, eager to prove that a gnoll could be trusted with more than the dangerous work at the front.”
- Faction
- Former member of Hedd's Last Shift. He has no current guild or company allegiance and avoids contracts that require secrecy from the crew doing the dangerous work.
Known connections
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