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Nethuvor

Qhacret, a shapeshifting humanoid · Rogue · Level 10

Nethuvor

Deepways guide, scout, and maker of improvised traversal tools
“You saw it first. Show me where.”
ACNone
HP48/48
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“That light is looking for a place to get in.”
From how they speak

Voice

A dry, slightly rasped speaking voice shaped by dust, close stone walls, and years of rationing words. It carries cleanly through a tunnel without becoming a shout. He lets pauses do the work of emphasis, and when startled his breath catches before his voice does.

His voice has a dry, rasped edge from dust, long silences, and years of speaking only when necessary. He clips instructions into clear, workmanlike phrases and sometimes pauses mid-sentence to listen. When speaking to animals, he uses the same practical cadence he uses with scouts. Under strain his words come faster and more blunt, not softer.

Speech patterns

Uses short, concrete sentences when anxious; gives longer explanations while demonstrating a tool or route.
Addresses animals as colleagues: "You saw it first. Show me where."
Avoids naming his fear of magic, instead describing what it might do: "That light is looking for a place to get in."
Offers cautious optimism through practical next steps: "The bridge is gone. The anchor point isn't."

How to play them

Give him a practical task or ask for his expertise before pressing for personal history. He responds to steady honesty, respect for the pack, and small acts that give him choices. He becomes guarded if treated as a tool or cornered with demands. Earned trust makes him candid, quietly encouraging, and fiercely dependable.

Goal

Protect his found family and stop Karzagon from reclaiming the hidden fire throne's power, while learning what freedom means beyond simply escaping a cage.

Motivation

Protect the people who gave him a home, recover a sense of self after captivity, and find enlightenment through the risks and choices of adventure.

Secret · GM only

Appearance

A lean, sun-starved man whose sharp cheekbones make his vivid violet eyes seem even larger and more watchful. His skin has the dry, faintly pebbled look of someone raised away from daylight, with pale dust ground into the creases of his knuckles. A thin scar runs from his left temple to his jaw, the mark of Karzagon's chains. His black hair tangles into uneven ropes, and his calloused bare feet place themselves with a jaguar's economical silence. His teeth are unexpectedly blunt and broad at the canines; when he eats, he tests each bite with a small, suspicious sideways chew. He wears a necklace of polished claws and gives the impression that some part of him is always listening past the nearest wall.

Clothing

Patched dark leathers reinforced at the knees and forearms, wrapped feet for rough stone, a weather-worn hood, a claw necklace, and a belt crowded with cord, hooks, and little tools. He keeps his journal sealed in an oilskin sleeve.

Body language

In human form he keeps his shoulders loose but never fully relaxed, often positioning himself beside a wall or clear route out. His eyes hold unnervingly still when he listens. He rubs the scar at his temple when asked about the past, then catches himself and folds his hands. In jaguar form, his fear gives way to a low, forward-driving alertness; he places himself between danger and the pack without hesitation.

Height
About 5 feet 10 inches (178 cm)
Build
Lean, wiry, and conditioned by climbing, crawling, and long stretches without proper food.
Eyes
Vivid violet, almost luminous in darkness
Hair
Black, tangled and roughly cut
Skin
Pale, sun-starved olive-brown, dry and faintly pebbled from underground life, often dusted with gray mineral grit.
Age
Young adult, about 27
Gender
Male
Size
Medium in humanoid form; Large in jaguar form (custom descriptive categories, not a claim of a specific rules standard).

Distinguishing features

Vivid violet eyes that appear faintly luminous in darkness.
A thin scar from his left temple to his jaw, left by Karzagon's chains.
Blunt, broad canines and a suspicious sideways chew that are noticeable when he eats.
A polished claw necklace and bare, stone-calloused feet.

Personality

14 traits and drives

Guarded and stoic, yet stubbornly hopeful; his instinct is to distrust a promise, but he tries to give people room to prove themselves. Around strangers he is socially anxious and economical with words. With the pack he becomes quietly humorous and attentive. When danger threatens them, restraint drops away and his protectiveness becomes ferocious. He is brave in a crisis but privately frightened of magic, and dislikes that fear without pretending it is gone.

Alignment
Protective and freedom-minded; distrustful of anyone who treats people as property.

Quirks

Taps a stone twice before trusting a ledge, then once more if someone else must cross it.
Leaves small offerings of food for underground animals and reports back to them as if they have answered.
Turns his journal upside down when a memory feels unreliable, as though a different angle might expose the truth.
Names improvised devices by their failure mode, such as "the almost-fall hook."

Habits

Counts exits and listens at seams in walls before entering a room.
Checks the pack's sleeping places after danger has passed, then denies doing it.
When magic appears, his shoulders lock and his attention fixes on its source; he will still move to shield an ally.
Talks to animals in a matter-of-fact tone, as if they are fellow scouts who have not yet answered.
When he feels safe, he becomes unexpectedly hopeful and suggests small, practical ways tomorrow might be better.

Traits · 4

Observant to the point of unease, but not naturally suspicious of kindness once it is demonstrated.
Protective and loyal, while resisting any relationship that feels like ownership.
Quietly optimistic, especially when he can identify one useful next step.
Socially anxious with strangers, yet makes deliberate efforts to initiate conversation.

Flaws · 3

His fear of magic can make him freeze for a moment or misjudge a situation.
He treats every debt as a chain until someone proves otherwise.
He conceals distress so thoroughly that allies may not realize he needs help.

Fears · 3

Magic, especially uncontrolled fire or spirit-binding.
Being caged again, or being used to lead his pack into captivity.
His vigilance failing at the moment someone depends on him.

Wants and needs · 4

Needs the pack to understand that loyalty does not require unquestioning obedience.
Wants to know whether his journal preserves real memories or only the versions he can bear.
Needs a safe way to face magic without letting fear decide every move.
Wants the hidden fire throne kept beyond Karzagon's reach.

Combat

HP 48 · Humanoid: 30 feet per round. Jaguar: 40 feet per round and may climb rough stone at 20 feet per round (custom movement values).

Custom Generic Fantasy combat: use a d20 plus the relevant statistic against a target number set by the GM; attacks deal the listed damage on a hit. Nethuvor scouts first, rigs escape routes, and tries to split threats from the pack. He uses darts to interrupt pursuers, then shifts to jaguar form when an ally is threatened. He avoids killing captives if he can disable or disarm them. Magic frightens him; against a spellcaster he seeks cover and an ambush rather than charging blindly.

Nethuvor

Medium in humanoid form; Large in jaguar form (custom descriptive categories, not a claim of a specific rules standard). humanoid (qhacret, a shapeshifting humanoid), protective and freedom-minded; distrustful of anyone who treats people as property.
Armor ClassNot set
Hit Points48
SpeedHumanoid: 30 feet per round. Jaguar: 40 feet per round and may climb rough stone at 20 feet per round (custom movement values).
Level10
STR
DEX
CON
INT
WIS
CHA
SensesCustom spirit-sight: perceives ghosts, auras, and ethereal beings within 60 feet, including in ordinary darkness; it does not reveal their identity or intentions.
Qhacret shapechange (custom): Nethuvor can shift between his humanoid form and a large jaguar as an action. His gear does not transform; he can carry only what the jaguar can wear or drag. In jaguar form, use the same hit points and core statistics, but his claw and bite actions replace weapon attacks.
Spirit-sight (custom): In either form, Nethuvor perceives ghosts, auras, and ethereal beings within 60 feet, even through ordinary darkness. This reveals presence and movement, not identity or intent.
Deepways rigging (custom): Given a minute and suitable scraps, Nethuvor can make a one-use climbing, anchoring, or noise-making device. It grants an ally a strong advantage on one traversal attempt, or can create a convincing sound from a nearby spot.

Actions

Hooked Knife / Claw Rake. Melee attack: roll a d20 and add Edge; on a hit, deal damage. In jaguar form, this becomes a claw rake for damage.
Pouncing Bite. Jaguar form only. Melee attack: roll a d20 and add Edge; on a hit, deal damage. If the target is already engaged by one of Nethuvor's allies, it is knocked off balance and cannot move away until the end of its next turn.
Spring-Dart. Ranged attack: roll a d20 and add Edge; on a hit, deal damage at up to 60 feet. Nethuvor can instead use the dart to pin a loose strap, tripwire, or small object.
Custom Check Rule. Custom resolution: roll a d20 and add the relevant statistic; meet or beat the guide's target number to succeed. Nethuvor's listed statistics are Edge +5, Wits +4, Nerve +2, Craft +4, and Instinct +5. These are custom Generic Fantasy values, not claims of an official rules list.

Services they sell

Guides travelers through the Deepways.
Builds improvised climbing, anchoring, and distraction devices from salvaged materials.
Scouts for spirits and hidden movement before the pack enters a ruin.

Rewards they can give

Can guide the party through a dangerous Deepways route and point out concealed anchor points.
Can fashion a one-use traversal aid from available scraps.
If trust is earned, shares a route sketch to a hidden approach near the fire throne.

Equipment

  • Hooked knife (weapon)A balanced, hooked blade made for close work in narrow passages; its grip is wrapped in old cord.
  • Spring-dart rig (tool and weapon)A compact wrist launcher with several spring darts, suitable for distraction or a quick ranged strike.
  • Weathered journal (personal)A battered book of route sketches, crossed-out plans, and uncertain memories, carried in an oilskin sleeve.
  • Rigging kit (tools)Cord, pitons, a folding hook, wedges, and salvaged fittings for quick Deepways traversal devices.
  • Claw necklace (keepsake)A necklace of polished claws worn as a reminder of the pack that accepted him.

Possessions

Weathered journal filled with crossed-out plans and half-true memories
Claw necklace
Hooked knife
Spring-dart rig
Rigging kit
Oilskin sleeve

Background

Karzagon the Flame Prophet had Nethuvor imprisoned for years after his ascension, claiming the Qhacret's spirit-sight could locate the hidden fire throne. Nethuvor remembers the cage by its sounds: the scrape of a chain, the drip that counted nights, and a guard humming off-key. A failed escape ended with the chain's edge opening the scar from his left temple to his jaw. The escape attempt also taught him that courage without patience can put other prisoners in danger. Louzeey, a Hodne, eventually freed him by slipping a crude stone latch through the bars. Nethuvor still owes Louzeey a debt he cannot measure, and they argue over whether that debt means obedience or trust. A pack living among the Deepways took him in; he now guides them through ruin passages, builds practical traversal tools, and stands watch while pretending he is merely checking the walls. His weathered journal holds crossed-out escape plans, route sketches, and memories he has rewritten so often that he no longer knows which details are true. He is seeking enlightenment through adventure, but the immediate trouble is real: Karzagon's agents are searching the ruins for the throne, and Nethuvor fears the Prophet will use its power to make another cage.

Role in the story

Guide and guardian in an underground ruin. He helps the protagonists navigate the Deepways and the hidden elemental throne of fire, while bringing firsthand knowledge of Karzagon's pursuit and a personal stake in preventing its return.

“Nethuvor remembers the cage by its sounds: the scrape of a chain, the drip that counted nights, and a guard humming off-key.”
From their background
Faction
Found family among a small Deepways pack; no formal allegiance to Karzagon or his followers.

Known connections

Louzeey, a Hodne who freed Nethuvor from Karzagon's prison; Nethuvor feels indebted but wants their bond to become mutual rather than transactional.
The unnamed Deepways pack that sheltered him; he treats them as family and keeps a private count of their safe routes and supplies.
Karzagon the Flame Prophet, his former captor and the danger he believes is seeking the hidden fire throne.
Major secret · GM only
Minor secrets · GM only

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