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Old Havilon was a continent believed lost to time centuries ago. In more recent times the continent was rediscovered; the first to arrive was a Dragonborn explorer, Havilal, and so the new world was named Havilon. While Havilal and his fleet were the first to arrive, the landscape is dotted with ruins of lost civilization. All settlements are days or weeks apart, and the wilderness is dangerous. Being stocked up and prepared is important.

The continent of Havilon

The first settlers arrived on the continent roughly a century ago. The first to arrive was an explorer, named Havilal, a clanless bronze dragonborn, so the new world was named Havilon in his honor. A new calendar was adopted since then, with time starting at 1 PRH (post rediscovery of Havilon). They arrived at an eastern point, in the region that is now called the Eastern Sunlands. The dragonborn of the Eastern Sunlands these days call it Gate of the Clanless.

While Havilal and his fleet were the first to arrive, the landscape is dotted with ruins of the past civilization. Each settlement is days or weeks apart, and the wilderness can be dangerous. Being stocked up and prepared is important.

On the importance of the continent

Havilon, as it came to be called, was the place of origin of the pantheon of Peios and Veil. It was a tragedy when the location of the entire continent, then called Iuzucae, was lost and unable to be found for roughly two thousand years. Try as people might, no word reached the continent, and no words were sent.

Then, in what would be Year 1 PRH, the clanless dragonbornHavilal, set out on an expedition to find this lost world. He was successful, but what he found was a ravaged world with no people, with wildlife and monsters have taken over the continent with free reign for so many lifetimes.


The Calendar associated with the new age has twelve months, each with 27 days, followed by a single day each year that marks the end of the seasons. This day is called Tenebrae. Each month is three nine days, the days of which are Ardere, Claudere, Canere, Saltare, Congerere, Operiere, Glacies, Ventus, and Lux.

The twelve months are divided into seasons of three months each, the first and third months of each appended with Rise and End. The seasons are Sationem, Suntide, Maturam, and Withertide, meaning the twelve months, in order, are Sationem's Rise, Sationem, Sationem's End, Suntide's Rise, Suntide, Suntide's End, and so forth.

The world has two moons; Luna and Sanctus.

  • Nights with one new moon and one full moon is called a winking moon, which provides just enough light that travel is easy without bringing your own, however, odd events have been known to occur during these nights.
  • On nights with a - (a double full moon), monsters are more numerous and stronger than ever, as they prowl bathed in the bright moonlight.
  • On nights with no moons (two new moons), travel is safest but darkest, as long as one steers clear of creatures that excel in the darkness.

Regions of Havilon

The continent can be described as several subregions. These are:

The Central Flatlands. The Flatlands is the central area in the southern part of the continent. This region has a balanced mix of races and is home to Capital, formerly Adenastin. It is a very flat landscape that rises to the north and east. The south and south-west are mainly farmland.

Central to the Central Flatlands is Capital, the largest capital of this world. A long way's travel south is Pebble, and further south still is Murharbor (Merchant's Harbor), the primary area for trade and import by the sea. Additionally, the Hunting Grounds, a prime area for hunting, is a large and dense forest due north-west of Capital .

A trade route runs from the dwarven fortresses in the north to Capital, and from Capital to Murharbor through Pebble. Going south-west from Capital takes you to the Riverlands. The Flatlands also houses the Peian Monastery of secluded monks and the training grounds of Wingskeep.

A person from the Flatlands is called a Flatlander and a person from Capital is a Capitallan

The Elven Aristocracy. Named the aristocracy due to its subregion where high elves have situated and founded Ascalon, the Floating City. The weather is often gray and rainy, with a terrain of rolling hills; more often than not it hosts harsh rains, and floods are not uncommon.

The region has several ports along the coastline, the west of which is primarily cliffs, but the location of Whiteharbour serves as a quiet inlet. A small rocky pathway to the north along the cliffs and through the Great Chain serves as the easiest land access between here and the northern regions. Equally noteworthy is the Greenwood Glades, a haven of fey creatures, druids, and wood elves, with a tight relationship with the major city of Big Hamlet in the center of the elven region.

A person from Ascalon is an Ascaloni, and other people from the Aristocracy are Aristocracites.

The Eastern Sunlands. A sandy, rocky desert region to the east, in which many dragonborn have settled. The dragonborn have a functioning alliance with the aarakocra tribes due north of here and a warring relationship with the orcish tribes of the Highlands.

A very notable location is the Gate of the Clanless, the point at which the First Explorer arrived a century ago, now a large port city. The region has many dragonborn tribes scattered near and far from the great canyon that spans the Sunlands, which is known as the barranca. Each small settlement in the region is mainly self-sustaining and self-governing. If they ever require more protection, they go to Capital or the Gates; the area is very liberal.

A person from the Sunlands is called a Sunlander, and a person from the Gate of the Clanless a Gatesman.

The Riverlands. A lowland region of farms and rich soil sits between the Central Flatlands and the Elven Aristocracy. In the very center, splitting the region in two is the great river going all the way from the ocean in the south to the Great Chain, the mountain range that splits the continent into north and south.

At the southern end of the great river sits the River Gates, or 'River City', an enormous city split between the east, and west, and two small islands between them. A person from the Riverlands is called a Riverlander, and a person from River City is a Riverene.

The Highland Bluffs. Located just north of the Great Chain and settled by tribes of aarakocra and caithuna. The birdfolk live in high altitudes in spires built high on top of difficult-to-navigate terrain, while the caithuna settle mainly on top of the Great Chain. Scattered in the north of the Bluffs on the ground below the spires are the numerous orcish tribes who often send raiding parties south to raid and pillage the Sunlands. The aarakocra light beacons to warn the dragonborn in advance.

Due to living on the bluffs, the aarakocra are mostly ignored by the orcs.

A person from the Highlands is called a Highlander and a person from the Great Chain mountains is called, unofficially, a Chainlink.

The North Swamp. Lastly, the swampy mess that sits west of the Highlands. This enormous region is completely inhospitable, a murky area hosting frequent monsoon rains. As the story goes, the band of the First Explorer met their end in this swamp.

Of note, however, is the small town of Blackglass that sits on the edge of the Great Chain, and across the lake is the location of Wyrm-End where a sizable force of holy warriors and followers met an unfortunate end.

The old ways were abandoned perhaps millennia ago, and most have adopted the pantheon of Peios and Veil. The two progenitors, Peios and Veil, are the most well-known of this pantheon and have the largest amount of followers combined.

The pantheon is, in essence, divided in two; the deities associated most closely with Peios are called the White deities, and on the side of Veil, the Dark deities. Beyond the progenitors, combined there are six lesser deities, called a major or minor deity in reference to the quantity of their following and the breadth of their domain.

White Dark
Progenitors Peios Veil
Major deities Emissary, Draconiz Murk, Anvil
Minor deities Arepo Thrizur

Having a Dark deity as a patron is not seen as evil; the goals of a devout follower and their patron may be entirely different, though a follower is expected to follow the tenets of their deity.


Symbol of Peios4e9611a7-7c82-4fbb-afaa-5b36cf2dfccf.png

Peios, Embodiment of Order. Peios is a humanoid with stoic golden features, no hair, and he casts no shadow. He represents law and order. To worship Peios is to be systematic, adhere to reason, follow the letters of the law, and stamp out chaos. The holy symbol of Peios is a single, gazing eye, a symbol of his considering mind.

Those who follow Peios shape reality around them. A carriage arrives right on your doorstep despite being across the town moments before; wherever you sit, you find a chair; every location has exactly what you need by mere chance; and you never find yourself lost or stumbling.

The truly devout can bend reality to their will, fabricating objects or even creatures out of thin air with their divine power, and shaping the area around them to suit their needs. The power of Peios' followers, a peian, comes from their mind; a follower of high standing needs no weapon as long as they have their head, and they may even find themselves in multiple places at once.

To gain the favor of Peios, a follower can consider the following.

  • Building or restoring a temple to Peios. Peios accepts worship from anyone who is not chaotic in their base nature. Keeping order is paramount.
  • Helping preserve the balance of power in a city. The status quo is an important aspect to maintain when preserving balance. Smaller settlements like towns or outskirt villages are more Thrizur's domain.
  • Carrying out punishment on a fugitive from justice. Criminals, by default, are disorderly and are to be held in check to preserve law and order.
  • Solving a challenging riddle or puzzle. Raw power is not important to Peios. It is much better to resolve a test of strength using wit or skill.
  • Besting a Champion of Anvil, preferably through skill. Followers of Peios and Anvil are directly opposed, where Peios brings law and order, and Anvil has no care in this regard.
  • Assisting lawgivers in their duties and generally bringing order in times of chaos.
  • Honoring an oath. Conversely, breaking an oath is the highest offense to Peios.
Symbol of Emissary482e3461-0fb6-44c2-8c4e-6834c8111c88.png

Emissary, Lord of Creation. Emissary appears as tall, nondescript, and elven with glowing azure skin and is the patron of most users of arcane magic. Widely regarded as the lord of magic, worshipping Emissary is no different than casting a spell of arcane origin, and especially ritual casters might interweave their chanting with a short prayer. The holy symbol of Emissary is a balance, symbolic of the relation between the material and ethereal planes.

The followers of Emissary adhere to logic above all else. Many see them as cold and unfeeling in their actions, each step they take one measured objectively to an extreme degree. They often do not understand emotions, instead, stepping through the world in search of knowledge or greater power and understanding in the arts of the arcane. They value magic and knowledge.

Conversely, those with no magical ability pay Emissary no mind, and he pays those with no worth to him no mind either. The truly devout followers of Emissary are forces to be reckoned with, creating spectacles grander than anyone can imagine. A single and most-powerful follower of Emissary could, if they so willed, burn a forest to the ground in a fortnight.

To gain the favor of Emissary, a follower can consider the following:

  • Gain a new arcane skill, such as learning a spell.
  • Conjure great magical spectacles. Not for anyone else, but for the follower themself.
  • Stay on the path of learning and knowledge above the path of friendship or emotions. These are, to Emissary, only chemical reactions that get in the way of what is most important in this world.
  • Increase the breadth of knowledge in the world. However, to Emissary, whether said knowledge is hoarded or shared is immaterial.
Symbol of Draconiz5a98d936-c25d-45a3-82f7-034bec7ff2fd.png

Draconiz, Aspect of Nature. Lord of the skies and nature, Draconiz may appear in a humanoid form as either an aarakocra or dragonborn, in all manner of vibrant colours. Some misguided individuals depict him as a half-dragon. When seen in his real form, he appears as a gigantic dark dragon with prismatic wings.

Most dragonborn revere Draconiz as their creator, and many captains and griffon riders might say a small prayer to Draconiz for good fortune on their journey. His holy symbol is a dragon's head in profile, a symbol of his might.

The deities, Draconiz and Emissary, have a long and complicated relationship and often avoid each other for reasons that are unknown to mortal people.

The followers of Draconiz value strength above all else. Break down the door, smash the frame into pieces, and do not waver in your resolve for even a moment. In groups, followers of the dragon are unstoppable, a force to be reckoned with, and as powerful as an army even in small numbers.

They hold no value in being great thinkers or scholars, instead, they pride themselves in shows of power and brawn. Secondly, a follower of Draconiz feels ill at home in a city, often instead favoring smaller settlements or natural settings. Though they are great in number, they can often be found congregated in secluded locations. Also friends of beasts and the skies, the followers favor animals and travel.

To gain the favor of Draconiz, a follower can consider the following.

  • Protecting a glade; as most followers prefer not to live in cities, they favor whichever secluded area they can find.
  • Exacting vengeance for a significant wrong done to you, usually with a show of strength.
  • Helping preserve the balance of power in any natural setting.
  • Winning a great feat of strength or skill.
  • Defeating a creature that has stepped out of its place, especially powerful aberrations.
  • Healing a sick or injured wild animal. True followers of Draconiz do not hunt for sport, but only when necessary.
Symbol of Arepo5963e1ee-68ce-417a-a0c5-c5c517de9306.png

Arepo, the Forgotten Son. Arepo is the son of Draconiz, and therefore his domain, while much smaller, is related to that of his father, and the followers of Arepo are few and far between. He appears as a male human of meek appearance. Where one might pray to Anvil for luck in a coming battle, Arepo is the deity of natural beauty, such as the spring flowers and the fall leaves, and niceties such as everlasting friendship, hope, altruism, and kindness.

His immediate usefulness is not apparent, Arepo's existence is often disregarded even among clerics and is even lesser-known among the common folk. Few recognise his holy symbol, a single curved leaf.

By far the most down-to-earth of all the Havilonian deities, Arepo cares very little for formalities or grandeur. His followers should treat anyone with respect regardless of stature, and in return, they can expect a close relationship with their favored deity, much more so than with any other god.

To gain the favor of Arepo, a follower can consider the following.

  • Creating a secluded shrine. Arepo does not favor grand temples or big gestures, instead, resorting to minor shrines such as a candle in a backroom, a short prayer over food, and so forth.
  • Ensuring that the deeds of someone are preserved. A person dies twice; once physically and once again when all memories of them fade. Followers of Arepo see to it that the second death never happens.
  • Making friends. Any new acquaintance is a potential ally, and followers of Arepo never assume the worst up front.
  • Feeding those who are starving, or creating fertile croplands. Under the guidance of Arepo, no one should go hungry, no matter who they are or where they come from.
  • Aiding the weak or impeding the strong. Arepo and his followers, few as they are, seek out first and foremost to help those without the means to help themselves.
  • Keeping calm in the face of danger. The arepoan followers should never give into fury or destruction.


Symbol of Veil459013be-f92b-435a-9846-9080376b77ca.png

Veil, Lady of Death and Madness. It is said that Veil is the shadow of Peios. As the antithesis of Peios, she represents entropy and death. Veil is humanoid, appearing as a slender maiden or withered hag, with dark skin and seems to almost absorb light. Veil is said to stomp abandoned souls into the walls and pavement of the Wailing Citadel. Her holy symbol is a dark vortex, symbolic of the descent into madness. To worship Veil is to bring an end to haunting souls and maddened individuals.

For a follower of Veil, life is sacred. They value the safe passage of souls and the protection of the youths. It is veilkeepers, those who work in the veilmanors, the houses of the dead, that see to it that the souls of the recently departed have a safe journey on to the Wailing Citadel where the gods may sort them into their final resting place. To some followers of Veil, madness quickly follows; in many cases, this can be argued to be both a blessing and a curse as with her madness also come great gifts and power. One can never truly know if the lunatic is insane, or one of Veil's highest-ranking pious militants.

Veil is importantly a resentful god, one who takes great offense to be mistreated. To spit in the face of Veil is a death sentence in and of itself. The highest among her followers are masters over death. They both circumvent and protect the cycle of life and death and are fearsome to behold. Rarely do high-ranking followers of Veil congregate, instead, they are often on missions on her behalf, often related to stomping out death-defying creatures such as the undead, or those who create too much death in their wake.

To gain the favor of Veil, a follower can consider the following.

  • Building or restoring a temple or shrine in her name. Even just paying respects is greatly appreciated by Veil, same is providing coins and overseeing burial rites for those slain during a tragedy.
  • Easing someone's death or assisting with funeral arrangements.
  • Curing a dangerous affliction or destroying the undead.
  • Taking decisive action on impulse.
  • Avenging the helpless, especially children. Why protecting the youngest among the people is so important to Veil is not truly known.
Symbol of Murk665dacb3-f6b0-49a0-9524-04b7522545b8.png

Murk, Weaver of Fate. Murk is a reclusive deity, a seeker of knowledge, and the patron of many scholars, often depicted as a tiefling woman. Her reclusive nature leaves her something of a mystery. Being a symbol for the advancement of knowledge, most mages favour either Murk or Emissary, with Murk favoured highly in places of general and public learning such as libraries or colleges.

Her holy symbol is a shaded cauldron. To worship Murk is to seek out knowledge, unveil mysteries, and catalogue uncharted territory. Referred to as the Weaver or the Horned One, the destinies of mortals are said to be written in scrolls by Murk.

Once a year in Withertide, followers of Murk pay tribute to healers, teachers, and weavers. The community comes together to weave a large tapestry, and high-ranking followers imbue the tapestry to predict the fate of a local child, and they make promises for the following year as an appeal to fate.

To gain the favor of Murk, a follower can consider the following.

  • Ensuring that the deeds and more importantly knowledge of someone who has died are preserved. All knowledge is important and should be preserved in the eyes of Murk. Even if it may have no apparent value at present, it will someday. Similarly, a follower may consider going to remote locations to recover lost knowledge, uncover new knowledge, or chart unknown territory.
  • Preserving something despite its uselessness. Broken treasures or artifacts still hold historical value.
  • Saving people from the brink of death, especially so if it involves creating a new cure. Murk is a healer and a mother to those who favor her. Under her, followers should see to it that no unfortunate circumstances befall the undeserving.
  • Restoring a shrine or temple to Murk. This can take many forms for Murk, though the rare displays of grand gestures are appreciated by her. One could offer up a recovered artifact in her name or claim a remote area as a historical location.
  • Appeasing the flow of fate or aiding a chosen champion or servant of the deities, white or dark. If the fates are woven by Murk, one should make sure not to destroy her work.
  • Teaching others new methods, researching lore, protecting a place of learning, and uncovering truths or unveiling mysteries.
Symbol of Anvil99f774c9-7459-437d-a188-b32d7de545ac.png

Anvil, Smith of Strife. Anvil is a bulky red-haired dwarf, often depicted with darker skin. Often the patron of craftsmen, dwarves, warriors, and warlords, his holy symbol is fittingly a shaded anvil. He grants his favour to those who keep the world moving and in turmoil.

To follow Anvil is to leave a path of destruction and turmoil. A shopkeeper is bullied into selling his stock for mere copper pieces; a zoo is left unlocked and the animals free-roaming; or the prison of a city has suffered a large-scale jailbreak, you can take the bet that a follower of Anvil has passed by and had their own particular kind of fun with the place.

Also, the patron of artisans and musicians, the very people that shape the culture of the world, to a craftsman devout to Anvil shaping a set of plate armor comes easy and natural, and that 117-page poetry book simply flows out of a poet of Anvil with no writer's block. To a follower of Anvil, their asset is their hands and their ability to craft or even destroy. A locked door blocking your way is much easier to smash into pieces than it is to find its missing key.

To gain the favor of Anvil, a follower can consider the following.

  • Build or restore a shrine to Anvil. A shrine to Anvil can take many forms, usually involving a great display of grandeur, such as a massive temple, an architectural masterpiece, or even an art exhibit.
  • Sowing chaos in a city. Creating turmoil where order reigns pleases Anvil greatly as long as it is for personal gain.
  • Manifesting a masterpiece. Art and creation are what a follower of Anvil should aspire to be great at. This can be anything from paintings to poetry and armor pieces and buildings.
  • Brute forcing your way with great success. There is no need to do things the right way if the wrong way gets there faster, the consequences be damned.
  • Taking great risks for great rewards.
Symbol of Thrizur8f8a12d8-6bd8-47bb-8b53-586120e0ae7f.png

Thrizur, the Shelter. Depicted as an orc, Thrizur is the patron of outcasts, such as half-elves, and half-orcs; those people who find that they fit nowhere by their nature. Orc tribes who have adopted the Havilonian pantheon typically lean towards Thrizur as well due to the obvious familial link. His holy symbol is a wolf's head. To worship Thrizur can take many forms, most related to tribal or settlement culture.

To follow Thrizur is to provide a safe harbor for people. Many innkeepers follow Thrizur and bless their homes in his name. Hunters and trackers go about their lives in his name as well, and with his blessing, they are able to create settlements and find shelter from the weather with great ease. When a small town springs up in a remote location in record time, one can be certain Thrizur has been involved in some way.

The highest of his following are able to weather any storm and track any beast with great ease. They are considered to have great shamanistic powers.

To gain the favor of Thrizur, a follower can consider the following.

  • Hunt a great beast and create a trophy. Hunting to feed a people is seen as an equally big tribute.
  • Building a settlement, a home, or providing safe shelter for travelers and outcasts of society.
  • Conjuring up a great bounty or feast.
  • Safeguarding nature such that people can live within it peacefully.

The story so far

A little purple tiefling with a naive view of the world and a tendency to explore. He always tries to make friends with everyone and everything, but it unfortunately often backfires. He seems to be very close with Arepo and Buddy is quite fond of him. Arkorow hates fishing as a profession but often goes fishing in his spare time.


White button undershirt - rolled-up sleeves, Light tan leather angled waistcoat, Longer slightly loose slacks, Belt with many small pouches, Large adventurers bag stuffed with a wide array of “useful” equipment, Bandolier of small vials near the belt, heavy work boots, necklace with a single gold coin on it.


Arkorow is a bright and upbeat individual. Always happy to make new friends and is mostly outgoing. He’s also naive and not very careful but accommodates by attempting to be prepared with lots of supplies. His go-to weapon of choice tends to be for range such as a slingshot or short bow but tends to make more use of potions to help his friends. He’s a follower of natural beauty and life and puts small leaf imprints on his items to represent that.


Arkorow is a followers of Arepo.

Made friends with Kaimus and Maspira.

Mordus is a dwarf sailor without a ship. He once woke up on a shore without a left eye and with a sword, Falchion, which he had never seen before. And magic, he can do some weird magic now, like create tentacles or summon ghosts. Mordus has an adventurous heart after his mother Kassandra Silverstone Trollbane, and also her recklessness and moods. He believes in himself, sometimes a little bit too much, but his newfound abilities worry him.


Mordus stands but an inch short of four and a half feet. Years spent on the ship carved his muscles like dwarves carve stone. He has a short beard and messy mohawk in the color of dirty blonde. He wears a dark blue/purple coat with dark crimson trims over a chest plate covering his hairy chest. An orange-red scarf is tied around his waist and belly. Plate shoulder guards and bracers go over the coat. His pants the same color as his coat are tucked in tall black boots on his feet reinforced by simple plate greaves. Mordus wears a silver ring on his left middle finger, a golden ring on his right ring finger, and an earring on each of his ears. A black eyepatch runs across his left eye, partially covering a recent scar. His right brown eye left unscathed. A colored tattoo of a mermaid is halfway covered by a sleeve on his left arm.


Mordus is hot-headed, stubborn, proud, rude, protective, and fabulous.


Mordus is part of the Crew of Kyly. He claims to be its captain. He recently learned that six of his crew members have been found washed dead on the southern shore of Havilon (Davrin, Dove, Ylia Bronzebottom, Valya Quinn, Kurk, and "Cloud" Mountain Tree).

Mordus had a one-night stand with Pertoir d'Juglar.

Mordus' warlock patron is Awakened Goldbillowing Gallivanter. He now has a connection with the entity through his Falchion.

Mordus' stories

Mordus' stories as he shared them in chronological order:

  1. The Canyon attack
  2. The Whispering Dunes
  3. Something in the water





The hunt

Dream about hunting an enormous sea monster on the Elemental Plane of Water along with Morbor of Teccushtar and Draconiz watching from above.

I am the sword, 24 Suntide's Rise, 99 PRH

Out of body experience, then I am the Falchion. Then I am in a different sword that seems like my sword. The sword is in a chest of a drow woman that has a wooden leg. A small dagger falls out of her hand that has the same patterns as my Falchion. As the dagger shatters the pieces are absorbed by the sword that was in her chest. The sword I was.

Devinn Valkas is a male Sunlander human. He stems from the Gate of the Clanless in the Eastern Sunlands. Accompanying him is his companion, Alyk, a black-furred, winged cat. He appears to be a servant of Murk, claiming to gain his magical powers from her.


Devinn Valkas is a young human man with light brown skin, around 6 feet tall. He has brown hair of medium length and a short, well-groomed beard.

He wears linothorax breastplate, a glued-together piece of linen armor reinforced with metal, poorly concealed underneath simple, grey traveler's clothes. On his belt and on the inside of his cloak are a multitude of small pouches and leather straps to carry items or vials of liquid. Devinn carries an old, used-looking scimitar at his side, together with a simple, oval shield. Around the young man's neck hangs a holy symbol of Murk, and on his back is a large traveling backpack, filled with all manner of useful and less useful items.


Devinn Valkas is a person of quite a few contradictions. He is exceedingly curious but at the same time a strong survival instinct, that sometimes borders on cowardice. This tendency seems to mostly appear in situations where Devinn is unable to plan for a given situation.

Although he is an open person, he is rather reserved when it comes to strong emotions and seems to be borderline uncomfortable if they are displayed.


Devinn Valkas is the son of Thia Valkas like her a member of the Ordus Arcanum in Gate of the Clanless. He is also a follower of Murk and claims/believes to gain his magical ability from her, often appearing as if he feels like he owes her for something.

Devinn talks often about a childhood friend of his, a tiefling named Elys and is always accompanied by the winged cat Alyk, which he seems to regard as a trusted companion.


Decoded letter from Thia Valkas

Drazvik, known mostly as Draz is a half-orc Paladin of Thrizur. A wandering man at arms lending help to those who are in need, protecting the weak. He hails from Central Flatlands before he made his way west to train with the elves of the Greenwood Glades. Becoming a true Paladin of Thrizur and taking up the oath to be his armour


Drazvik, a half-orc, with green-tinted skin and just under shoulder length frightfully red hair that is a dark crimson colour, it can normally be found tied up very messily in a bun at the back of his head with a few strands that hang in front of his face. He stands 6’3 in height, his eyes a deep and vibrant green colour. He can normally be found with a friendly smile across his face. Looking closer you would also see a few scars some faded on his face and some deeper scars across his body from his violent past. In addition in the right situation, you'd possibly notice that his left arm from the upper bicep down to his wrist is horrifically scarred with burns.

When in a casual scenario he wears tough black leather boots with various scrapes and scuffs on them as they are his oldest possession, his trousers made of linen and brown in colour, heading up the body you can see a white shirt of decent quality where he normally rolls up the sleeves as well as a bandana tied to his left wrist. No matter what he is wearing however you would always see a pendant made of tree bark with the symbol of Thrizur hanging around his neck.

When more is needed he throws on a slightly thicker shirt that provides slight protection, as well as exchanges his leather boots for steel metal armoured boots, a chainmail shirt, and a pauldron and metal-plated armour that covers his right arm and bears a symbol of some kind on the pauldron. Beside him, he wields a glaive of elven make, with the pole portion of it made of beautiful strong mahogany coloured wood, a large blade made of steel melded in with the wood and fastened with a steel fixing. Beautiful and intricate carvings of the glades are embellished along the pole.

He can also be seen carrying a large bag with an enormous amount of equipment inside.


Draz is generally friendly and welcoming to all who are welcoming to him, he loves a friendly challenge and has an insatiable curiosity and joyish wonder at the world, a free spirit through and through. However when in a fight Draz is serious, calculated, and deadly, often destroying his foes with overwhelming force as long as he sees them as a danger to his allies, the commonfolk, or himself. 


Draz has a close friend in Galantar Sol-Malarch, who he has travelled with for a number of years now. Drazvik is also a follower of Thrizur and shows reverence to "The Shelter" in any way he can and often refers to himself as "Thrizurs Armour". He also has his trusty summons Dreg his phantasmal worg steed and Ulsif his familiar who normally takes the form of a raven, however, the two don't like each other very much so Draz tends to dismiss one before summoning the other.

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