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Player Character

Draz

Draz
Draz
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Draz is a simiah ranger known for his keen eyesight, agility, and adaptability, particularly suited for life among the treetops. He possesses natural athleticism that facilitates climbing, often seeking high ground for tactical advantage. At Drosven’s Gate, Draz exhibited a cautious demeanor and displayed fear in the face of danger. During a confrontation with monstrous creatures, he used a bow from the high ground atop the extinguished Sacred Pyre, effectively eliminating threats from a distance. His knowledge of forest creatures is evident as he warned companions about the regenerative nature of split slimes, emphasizing the necessity of burning their remains to prevent return.

During the eruption at the dead pyre, Draz positioned himself strategically to gain a clean shot at the acid jellies, successfully halting one jelly's division with a well-aimed arrow. After the battle, he participated in discussions about the extinguished pyre, affirming that the creatures faced would not stay dead unless properly burned. Draz agreed to the plan to seek a Blessed Branch to rekindle the sacred fire, demonstrating a willingness to protect the town. As the group journeyed toward Ulmira’s Step, Draz navigated the forest terrain but was caught off guard by aggressive trees. Despite initial fear, he showed tactical intelligence and a connection to his familiar territory.

Recently, Draz, a member of The Enduring Lesser Lights, has arrived at Ulmira’s Step, a settlement built into the remnants of a colossal titan. He exhibits a strategic mindset, evident in his attention to the Kelbar, the focal point of communal meals. Draz engages with the environment and shows interest in acquiring provisions for his group's journey, specifically requesting nourishing and restorative food from the Kelbar, who provides four days of raw ingredients, recipes, and a forager’s list tailored to their possible routes. In Ulmira’s Step, Draz observes the town’s self-sufficient atmosphere and its wariness of outsiders. His interactions demonstrate an understanding of local customs and a commitment to navigating them respectfully, actively seeking resources to support his group’s quest and emphasizing practicality and preparedness for the challenges ahead.

In recent expeditions, Draz has showcased his skills further, identifying a dark wet slick in the caverns that he tested for its flammable nature, warning his companions of the threat it posed. During a battle against a hulking brute corrupted by the Umbra, he played a crucial role by firing arrows, despite sustaining injuries from goblin arrows during an attempted ledge climb. Following a collapse that separated them from Mellon, he provided vital intelligence on enemy numbers and preparations, highlighting his strategic importance as the party decided to advance through the dangerous corridor.

Draz, skilled archer and tactical strategist, effectively wields a bow and arrows during combat and contributes to strategic planning, particularly ambush tactics. He often positions himself in elevated areas for sniper support. After enduring a challenging encounter, Draz detailed the group's experiences, including the discovery of flammable creatures and surviving a goblin ambush. He collaborated with Heyou to devise an ambush plan, positioning themselves on cliff ledges while the others acted as bait. He ignited Flammable Ooze harvested from an ogre by firing a flaming arrow, causing a significant explosion that eliminated part of the goblin patrol. Draz then used his height advantage to dispatch the last surviving goblin.

As the party proceeded, Draz scouted the upper path, observing below without detection. He confronted a massive stone creature and attempted to shoot a Stonewraith, but his arrow was repelled. During the encounter, he was forced off his perch but took no damage due to his armor and later received healing from Heyou. Draz also engaged the Guardian of a Glowing Tree, attempting to communicate with it using Nature’s Tongue, but faced hostility, suggesting the creature's unnatural intelligence. He participated in negotiations with a Goblin Envoy to seek an alliance against the Guardian beast.

In a recent confrontation with the Guardian beast, Draz demonstrated his tactical prowess by firing an arrow at Explosive Barrels, causing a massive explosion that altered the battlefield and inadvertently injured his ally, Heyou. This action freed the Guardian beast from a mystical tether, enabling it to attack the party. Despite this setback, Draz continued to support his allies with ranged attacks throughout the battle, contributing to the eventual defeat of the Guardian beast. After the creature's defeat, he climbed a tree to gather additional Blessed Branch, showing his willingness to take risks for the group's benefit. Additionally, Draz was captured by an Askavir, a giant supernatural raptor, where he communicated using Nature’s Tongue, revealing that their abduction was part of a larger divine plan.

In recent encounters, Draz, marked by exceptional agility and combat proficiency, has faced formidable foes, including the witch Ygva and her summoned spirits. Initially displaying anxiety and caution when confronted by overwhelming supernatural threats, he underwent a transformation fueled by rage and a desire to protect his friends during Ygva's violent entrance and the injury of his companion Sylvie. Climbing to gain a tactical advantage, he unleashed a powerful shot, destroying the remaining Umbral Spirits and seriously injuring Ygva, marking a pivotal moment in the encounter. This evolution from fear to aggression showcases his capabilities and resolve in the face of danger, although his impulsive attack also interrupted critical negotiations between Ygva and Sylvie, resulting in dire consequences for the party.

Draz is also known for his keen sense of smell, which he utilizes to assess situations, such as detecting a faint starchy scent while examining Sylvie's unusual condition. He has a strong connection to simiah culture, as demonstrated by his interactions with other simiah and his comfort in climbing and navigating vertical spaces designed for his physiology. During a visit to a witch's camp, Draz gathered healing leaves and medicinal specimens, showcasing his resourcefulness. In a confrontation with shadowy figures and a giant tick, he successfully shot an arrow into a shadow creature attacking Heyou, causing it to fade into darkness. He made a moral decision to end the suffering of a soul-blighted simiah, delivering a decisive shot to end its life after expressing a sense of duty to complete the task.

Upon reaching Verrow's Span, a predominantly simiah settlement, Draz was greeted warmly by locals who referred to him as "cousin," indicating his belonging to the community. He actively mingled with residents, climbing the village's bridges and ladders suited to his natural abilities, which highlighted his comfort within simiah society and his eagerness to reconnect with his kin. Recently, Draz, marked by a distinctive wavy candle-flame birthmark resulting in a shock of white hair, reconnected with his great aunt in Verrow's Span. He was given up to the Wilds by his father during a hard season — his mother already dead, his twin siblings kept — until something found and raised him.

During the events in Verrow's Span, Draz interacted with townsfolk and witnessed an attack by the Askavir, a giant bird threatening the settlement and its refugees. He shot the Askavir in the eye as it attempted to capture a refugee, contributing to its eventual defeat. After the battle, he expressed a strong desire to pursue Ygva, the witch he believed was injured and fleeing. Draz's determination to track her down reflected his anger and focus following the chaos of the attack. He also offered for his kinfolk to care for the Askavir's remains, demonstrating his sense of responsibility toward his community.

Draz is a simiah character with physical adaptations for agility and climbing, well-acquainted with mountainous terrain. He possesses an amulet, a relic of the God-King Otheidas, designed to protect lesser mages against divine powers, though it is ineffective against Ygva’s Umbra magic. Draz has befriended other simiah and sought guidance from the residents of Verrow's Span regarding the witch Ygva, but received no assistance due to the community's crises.

Draz actively participated in planning for the encounter with Ygva, discussing a fake heart intended to lure her. He consulted Tamber, a former initiate of the Celsian Athenaeum, for information about Ygva’s background and the nature of his amulet. As the group descended from the mountain, Draz's mystical tracking sense indicated that Ygva's trail led into a cavern after being swept over a waterfall. Upon entering the cavern, Draz confirmed Ygva's presence and guided the party further into the living tunnel. He expressed excitement about Ygva's direction and communicated this to his companions while navigating environmental challenges and creature threats. Draz was also targeted by giant mantis-like flyers during an ambush but withstood their attacks, maintaining his focus on tracking Ygva and navigating dangers.

Draz is a wilderness tracker with a deep attunement to nature. He exhibits a strong investigative nature, notably during his examination of two large, mantis-like creatures at the edge of the luminous hole. Following a battle with the mantis-like creatures, Draz pulled one of the corpses free, discovering that its body had partially phased into stone. He confirmed that only the parts that had perished within solid matter could pass through stone after pushing a phased limb into rock. Draz and his companions considered using the creatures' wings to craft gliders, discussing their options for resting or returning to town.

When approached by the lion Valghast, Draz instinctively interpreted its speech with calming intent, conveying friendliness. The lion asked if the party were “servants of my mistress,” prompting Draz to invite the creature to bring its mistress to them. After a short rest, Ygva, a powerful witch, arrived on the lion and shared her objectives concerning remnants and totems of the gods. Draz offered his Compass to Ygva, who determined it pointed toward Ossa, suggesting a potential quest lead. Draz's actions and dialogue throughout these events demonstrate his role as a knowledgeable and resourceful member of the party.

Draz is marked by a symbol on his inner bicep that identifies him as a heretic, and he takes precautions to conceal it. He has recently added eye motifs on his back as a deterrent. Draz bears a binding rune on his arm, indicating a connection to a group bond that may have memory-clouding effects. He has a background as a smith, specializing in the crafting of weapons and ammunition. He discovered a blunderbuss-style handgun among relics, initially loaded with four shots, and plans to create more ammunition in collaboration with villagers, including a special round. While on a mission under Grithmaar Deep, Draz discussed the transportation of a Blessed Branch and expressed interest in bow upgrades, though nothing usable was found. He participated in a distraction plan involving Borek, a flamboyant Dimmers member, to help his companions search for a hidden essence. His actions also include crafting and refining weapons, such as a dagger made from an Askavir claw, and engaging in discussions about maintaining secrecy within the group. Draz reflected on his current endeavors during a visit to a cliffside site.

Recently, Draz has been involved in a heist orchestrated by Heyou to infiltrate Borek’s residence in Ulmira’s Step. He engages Borek in conversation, deflecting inquiries about his companions and the missing families, Sarru and Savel. During the heist, Draz displays a somewhat theatrical nature, capable of extended monologues that serve as distractions. Borek confronts him about his association with a group using explosives, which Draz denies. The confrontation leads to Borek exposing the binding rune on Draz’s arm, prompting a discussion about the rune’s implications for memory and loyalty. Preoccupied with the revelations about the rune, Draz becomes distracted and suffers an ambush by mutated townsfolk, resulting in injuries from arrows and magic as he attempts to escape into the trees.

Draz is an agile simiah archer known for his nimble movements and adept climbing skills. He wields a blunderbuss and arrows, favoring ranged combat. Draz is part of a group that includes Jamal, Heyou, Sylvie, and the Living Fortress, indicating a collaborative role within the party. His reputation as an active Draz is marked by precision in combat, often providing support from elevated positions, successfully immobilizing targets and maintaining a strategic advantage while avoiding immediate danger.

During an encounter with a towering foe wielding the Axe Of Great Value, Draz shot a trick-shot arrow at the wielder's wrist, hindering his ability to handle the axe and injuring nearby spectral guardians. He followed up with another shot at the wielder and cast Fireflies, damaging all nearby enemies. As the axe-wielder attempted to retreat, Draz shot him in the knee, slowing his escape. He continued to evade attacks from the spectral guardians while maintaining his offensive actions. When his companions Sylvie, Jamal, and Heyou arrived, Draz called for someone to chase the fleeing axe-wielder. Jamal successfully intercepted and executed a takedown, resulting in the foe shattering into brittle bones and leaving the Axe Of Great Value behind. Draz participated in the battle against a massive eldritch creature, reloading and firing his blunderbuss, but the creature absorbed the shot. He observed the creature's pseudopods and gill-like structures, then slid beneath it and fired into its gill structures, scoring a hit before the creature vanished from sight.

Draz is known for his agility and climbing skills, excelling in navigating complex environments, including the Celsius compound and the Sacred Pyre's sheer tower. He possesses keen observational abilities, identifying shrines and motifs associated with the God-King Otheidas. He climbed the compound exteriors and observed Pinchie, a crab, penned by carts. He identified a shrine with motifs matching those of Otheidas. He free-climbed the Sacred Pyre's sheer tower and overheard guardians discussing an heir with a garrison. During a confrontation, he shot an arrow at Dean Therion, which passed through an illusory displacement and missed. He shot again, dispelling a Therion double and pinpointing the real Therion's location, but missed again as sapling treants advanced on the party.

Status: Vulnerable due to marked status and mental instability, and slower than companions during movement. Active.